TEXT: • EMER BOOK II •
  THE NORTHEAST
  Terry Kevin Amthor
  ES
  Rolemaster®
  Rolemaster®
  A
  Book
  For
  ®
  Produced under license from Iron Crown Enterprises
  ™
  • EMER BOOK II •
  THE NORTHEAST
  
  Emer Atlas II
  1
  EMER
  ATLAS II
  Including Silaar,
  Tai-Emer & Námar-Tol
  with
  The Northeast Coastal & Island Realms
  
  2
  Shadow World
  On the Cover
  One of the massive airbarges of the Loari House
  Vikanira makes its way over the Circular Sea, The tank-
  like main body is hollow, filled with balloonpod sacs. Pas-
  senger and cargo compartments can be seen on the un-
  derside of the craft. The propellers which move the ve-
  hicle are steam-powered.
  About the Type
  This Shadow World book was composed and laid out
  in PageMaker® on a trusty Powerbook  enhanced with
  a snappy G processor.
  The text was set in Adobe® Minion, Minion Condensed
  and Minion Expert typefaces. Headers were set in Adobe
  Caslon Antique. Sidebars are in a variety of specialized faces
  created by the P type foundry.
  Minion is an Adobe original face designed by Robert
  Slimbach and derived from type of the late Renaissance.
  Credits
  Written by
  Terry Kevin Amthor
  Including Vog Mur material adapted from the book by Pete Fenlon
  Original Muri-Elven vocabulary: Peter C. Fenlon
  Color Maps: David & Elissa Martin, Terry K. Amthor, Rick Britton
  Interior Layouts and Maps: TKA, Rick Britton
  D Renders: TKA
  ICE Contacts: John Curtis, Pete Fenlon
  Faithful Companionship: Nanûk the wonder-husky
  Special Thanks: Pete Fenlon at ICE for helping to get the Shadow World back in print, to my indulgent coworkers, and
  especially to all the fans on the internet who have helped keep the Shadow World alive during the time of darkness
  Special Contributions: That ragtag group of pretty-boys: Lance “I am a gentleman,” Justin “Stay crunk!,” JC “I’m a little
  girl!”, hairstyle-challenged Jello-Joey and Chris “I started it!”
  Copyright ©  by Terence Kevin Amthor and Iron Crown Enterprises, Inc. No reproduction* or transmissions are
  permitted in any form, whether electronic, mechanical or manual, without the express permission of the Publisher.
  Shadow World® and Rolemaster™ are trademarks of Iron Crown Enterprises. All rights reserved. Printed in USA.
  Stock #  ISBN ---
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  Produced under license from ICE and distributed by:
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  Version  .
  
  Emer Atlas II
  3
  • FOREWORD •
  Of course, I can’t seem to keep myself from tinkering with the format.
  But Hæstra was made up of many small countries and it seemed appro-
  priate to treat them all more-or-less equally. The northeast, on the other
  hand, is dominated by a handful of large, powerful realms which demanded
  more in-depth attention. The result is Emer II, in which certain lands have
  an entire chapter devoted to them, while other domains are grouped by
  region. Hopefully this organization makes sense to the user.
  TKA
  May 
  Arlington, VA
  
  4
  Shadow World
  “Forever Young…
  Let us live eternally
  We can reach our destiny
  We will feast in harmony as one, forever young
  “Though they teach us sacrifice
  We will never compromise
  We are here until our work is done, forever young
  “Whatever may come falling down
  Will never break our solid ground
  A million hours until the game is won, forever young
  “Until we’ve learned what love can bring
  Well our immortal voice will ring
  And through the clouds we’ll always find the sun, forever young
  “We’re the future of the world
  With love let’s take our stand
  For all that we believe, forever ever young”
  — ‘N Sync
  (European album release)
  �   �   �
  “Have respect for everyone.”
  — Joshua ‘JC’  Chasez
  
  Emer Atlas II
  5
  TABLE of CONTENTS
  Foreword .............................................
  Table of Contents................................
  Part I Introduction ............................ 
  •Culture & Civilization ......................... 
  •The Flows of Essænce.........................
  •Crime & Punishment ......................... 
  •Getting Around .................................. 
  Part II History................................... 
  •Notes about the Timeline ................... 
  •The First EraEra of ire ........................ 
  •The Second Era of ire ......................... 
  •The Third Era of ire ........................... 
  •The Kulthean Calendar ...................... 
  •About Time.........................................
  Part III Climate, Inhabitants............ 
  •Overview .............................................
  •Weather & Climate .............................
  •Land Features...................................... 
  •Flora ................................................... 
  •Fauna...................................................
  •Races .................................................. 
  Part IV Coastal Lands.......................
  •The Coastal Lands.............................. 
  •Northern Islands in the Sea of Tears 
  •Red Cliff caverns ................................ 
  •Kelp Forest of Kyrah.......................... 
  •Vopana Isles ........................................ 
  •Sel-kai ................................................. 
  •Vog Mur ..............................................
  •Præten ................................................ 
  •Tana: Isles of the North Gale .............
  Part V Inland Silaar .......................... 
  •Haunted Wastesof Thanor ................ 
  •Central Plains Warlords .................... 
  •The Thanor Stand.............................. 
  •Asamis Arg ......................................... 
  •Vœrken Mire ..................................... 
  •Reandor ............................................... 
  Part VI Lankanôk.............................. 
  •The People .......................................... 
  •Diet & Economy .................................
  •Government ........................................
  •Society.................................................
  •Art & Science ..................................... 
  •Lankan Religion ................................ 
  •Kenezán, the capital........................... 
  •People & Powers of Note................... 
  •The Pochanti Territory...................... 
  •Cloud Pass ......................................... 
  •Forest of Ash ...................................... 
  •Attitudes toward outsiders ............... 
   PART VIII Nuyan-Khôm................. 
  •The People.......................................... 
  •Diet & Economy ................................ 
  •Government ........................................
  •Society................................................ 
  • Religion & Philosophy...................... 
  •People & Powers of Note .................. 
  •Attitudes toward outsiders ...............
  Part IX Námar-Tol........................... 
  •The Realm ......................................... 
  •The People ........................................ 
  •Economics......................................... 
  •Government...................................... 
  •Society ............................................... 
  •Arts, Essænce & Science ................... 
  •Religion & Philosophy......................
  •Places of Note ...................................
  •People & Powers of Note..................
  •Attitudes toward outsiders ............. 
  Part X Ardania ................................. 
  •The Realm ..........................................
  •The People .........................................
  •Economics..........................................
  •Government.......................................
  •Religion & Philosophy ...................... 
  •People & Powers of Note................... 
  Part XI Adventures .......................... 
  •A Restful Sea Voyage ......................... 
  •The Forest of Ash.............................. 
  •the Vœrken Mire .............................. 
  •The Bones of Thanor ....................... 
  •Wanted for Hire: Caravan Escorts ... 
  •The Five Troubadors .........................
  Part XII Maps .................................. 
  
  6
  Shadow World
  Loari Fortress-villa of the Vikanira Family
  
  Emer Atlas II
  7
  • PART I •
  INTRODUCTION
  J
  
  8
  Shadow World
  1•CULTURE & CIVILIZATION
  While this book focuses on a portion of the continent
  of Emer, it seems important to review and discuss the en-
  vironment of the Shadow World as a whole, and what life
  might be like in such a place.
  In some ways Kulthea is not unlike our earth; men have
  the same psyches, the same wants and goals and desires.
  However, the routes to these goals are sometimes differ-
  ent. And there are powerful forces at work in Kulthea;
  things dismissed as superstition and scam in our world
  are very real mystical and magical energies in the Shadow
  World. And more peoples than mortal men live on Kulthea.
  Immortal Elves rule timeless kingdoms, while gods and
  demons walk the earth. And the planet is swept by super-
  natural storms, the magical Flows of Essænce run amuck.
  But while demons and sorcerers are real, they remain
  fairly unusual characters. Many a peasant has toiled his
  entire life in the fields of his lord and never once seen
  even the lowliest magical spell.
  CIVILIZATION ON KULTHEA
  The people of Kulthea’s march towards civilization has
  been sidetracked several times, usually by cataclysmic wars
  fought among the gods with Men and Elves as their reluc-
  tant pawns. These wars leave little in their wake, and the
  pawns are left to rebuild from scratch. In addition, the
  presence of magic on the Shadow World has taken its toll
  in retarding technological and scientific advancements.
  Many things are just easier to do with magic. If you really
  can turn lead into gold, the scientific method goes out the
  window.
  However, not everyone can use magic, and those who
  can tend to charge for their services (witness the Naviga-
  tors), or simply withhold them, so others continue to
  struggle along and make slow progress.
  It is the same way with governments. Advances are
  made, borders expand to the limits of practical size, then
  often collapse. Once again, however, there are supernatu-
  ral forces on Kulthea which prey on the vices of men and
  precipitate the destruction of governments which might
  otherwise have survived. The Emerian Empire is an ex-
  ample.
  Earlier in the Third Era the Empire spanned virtually
  all of Emer in a monarchy unmatched in size, wealth and
  power. But it had finally grown too large to support itself,
  and with the help of sinister agents of darkness, it
  crumbled into anarchy.
  Only in the last few centuries has the continent
  emerged from the chaos and wars in the aftermath of that
  fall. Several regions have established variations on what
  on earth is known as a feudal government. It is important
  to understand how this arrangement works in order to
  get a feel of what life is like in this environment. This way,
  the Gamemaster can covey this rich milieu to the players
  and create a more satisfying gaming environment for all
  involved.
  TECHNOLOGY
  The following technological periods are examples
  which reflect a common course of development among
  most intelligent humanoid species and are particularly
  appropriate for Kulthea. Various societies on the Shadow
  World have technologies ranging from Old Stone Age
  through Iron Age and even beyond. For convenience, the
  various ‘levels’ are assigned numbers so they can be noted
  in the cultural descriptions throughout this book.
  The weapon references include a suggested range for
  subtractions from the usual percentage OB. Note that
  some weapons such as bows or clubs made from specific
  materials already have their own set abilities and modifi-
  cations are unnecessary. In addition, certain crushing
  weapon designs work relatively well when compared to
  counterparts made from more advanced mediums. Com-
  paratively speaking, they perform better than complex
  thrusting, throwing or edged weaponry made from analo-
  gous inferior material.
  One might wonder how a wide range of technological
  levels can exist in such close proximity, especially given
  the amount of trade on Kulthea. This situation is under-
  standable, however, because technical advancement de-
  pends on skill, knowledge and the proper facilities. For
  instance, the Lankani have neither the skill nor the equip-
  ment to make fine steel, even though they might know
  the formula. In another example, the making of the anti-
  gravity metal Xenium requires not only sophisticated
  equipment, but the formula is a closely guarded secret held
  by a few Alchemists.
  Virtually all Kulthean societies fall into the Pre-Tech-
  nology categories; the Technology categories are given
  primarily for reference and the occasional aberration.
  Pre-Technology Levels
  . Stone Age. Crude stone tools used; little or no cultural
  development. Fire, basic spoken language. Natural met-
  als used late in this period.
  a) Old Stone Age (OSA). No metal used. Stone tool use
  confined to a variety of types of chopping and hand ax
  devices made from pebbles of varying sizes. Choppers
  are nothing more than pebbles with a rough but sharp
  edge, formed by flaking chips off the rock. The more
  sophisticated hand axes (- to -) are like large, hand-
  held stone blades or points. Wood is used, but weap-
  ons are generally clubs (-) or spears (- to -) made
  out of long sticks with fire tempered points.
  b) Middle Stone Age (MSA). Still no metal in use. Stone
  is worked by a variety of methods and there are some
  very effective tools. Wood and bone tools become wide-
  spread; and by combining wood shafts with harder
  spear, ax, and knife points, some reasonable (- to
  -) weapons become available. Combination maces
  (- to -) are relatively effective. Throwing spears (-
   to -) and atl-atl (spear-throwers) are used instead
  of bows.
  c) Late Stone Age (LSA). No true metalwork (e.g., smelt-
  ing), although naturally occurring metal pieces might
  be used. Pottery appears in force. Highly specialized
  
  Emer Atlas II
  9
  and sophisticated stone, bone, and combination tools
  (- to -) are widespread, and include farming imple-
  ments and a wide variety of weapons. Various short
  bow types are in use. Mixed economies using rotational
  agriculture require this technology as a minimum.
  . Bronze Age. Crude metalworking, agriculture, and
  simple art forms. Settled cultural groups. Basic written
  language. The wheel, oared galleys, herbal healing, crude
  spears and bronze swords. Stone used in important
  buildings.
  a) Early Bronze Age (EBA). Natural metals, mostly cop-
  per, are frequently used for certain implements such as
  knives or pots. Metalwork consists of trimming and
  shaping pieces and primitive smelting enables folk to
  create large metal objects. Bone, hardened wood, stone,
  and other mediums remain the tools of the common
  man.
  b) Late Bronze Age (LBA). True metal industries form
  with the advent of extensive smelting and the making
  of bronze tools out of tin and copper. Smithies abound
  and a vast variety of weapons (- to -) are in evi-
  dence, but metal objects are still confined to a relatively
  small segment of society and military units are small
  and often made up of the elite.
  . Iron Age. Refined weapon and tool-making, sophisti-
  cated agriculture. The beginnings of science and phi-
  losophy. Regional governments. Keystone arch, water
  power, chemical medicine, scale armor.
  Sophisticated metalworking methods enable society
  to master alloys such as iron and create vast quantities
  of metal objects. Smiths use hot, bellows-assisted forges
  to smelt metals heretofore unworkable. Hard iron (-),
  and later steel (+ to +), weapons are widespread and
  cheap, enabling large armies to be equipped properly.
  . Medieval Age. Steel alloys (swords, chain-mail), sailing
  ships. Art and language refined. Windmills. The pointed
  arch allows for greater unsupported spans.
  . Early Renaissance Age. Regional Governments become
  more sophisticated. Art is a powerful force. Rigged sail-
  ing ships, telescopes.
  . Late Renaissance/Pre-industrial Age. Superior metals,
  advanced cultures with national governments. The be-
  ginnings of ‘technology’: printing press and first clocks
  developed. Balloons, medical experimentation. (Option-
  ally: gunpowder)
  Technology Levels
  . Fossil Industrial Age. Steam power allows first auto-
  mated machinery. Automobiles, prop aircraft, railroads,
  direct current electricity, vaccines and anesthetics used
  in medicine. The telegraph.
  . Electronic Age. Transistors, then Silicon chips revolu-
  tionize technology. First computers, jet aircraft,
  nuclear bombs. Organ transplants, practical
  working prosthetics, antibiotics in use.
  . Early Space Age. Interplanetary explo-
  ration, superconductors, optical elec-
  tronics, voice interaction with comput-
  ers, artificially intelligent (sentient) com-
  puters, practical heavy energy weapons,
  antiviral drugs, cryogenics, cloning, hu-
  man/computer interfaces (Cyber-
  space™).
  . Fusion Age. Clean energy, widespread
  interplanetary travel, advanced bioengi-
  neering (Alterant Replicants), small-
  scale terraforming. Practical hand-held
  energy weapons. Cancer defeated.
  . Molecutronic Age. Truly organic
  computers, nanocircuitry, slow FTL
  (faster-than-light) vehicles span inter-
  stellar distances in decades.
  . Gravitic Age. Gravity fields under-
  stood and neutralized on a limited scale.
  Tachyon and inertial field physics in
  early stages. Energy screens developed.
  Planetary scale terraforming.
  . Antimatter Age. Control of fields,
  knowledge of hyperspace. Interstellar
  communication (Tachyon Beam
  Dictor), fast FTL vehicles, matter/anti-
  matter harnessed, interstellar govern-
  ments, powerful energy weapons. Per-
  sonal shields. (Space Master™)
  Thanor Ruins
  
  10
  Shadow World
  SUBSISTENCE PATTERNS
  Below are some terms used to describe the food gath-
  ering ways of various cultures.
  Hunter/gatherers. These groups rely on big game for food,
  have low population densities, and exist in a nomadic or
  semi-nomadic state. Extreme temperatures, rough terrain,
  and/or poor soil discourage any form of agriculture. Bands
  or tribes may have distinct hunting circuits and therefore
  establish vague territorial boundaries. Urbanization is vir-
  tually nil, although certain specific sites may be sacred and
  the focus of periodic societal gatherings. High protein
  meat diets are supplemented with nuts, fruits, berries, and
  occasionally fish. Wild grains are rarely used.
  The average group size is normally limited to -
  people. The territory is limited by the availability of wa-
  ter, wild foods, and game, and the overall proximity of
  these staples to each other. Population density varies from
  . to  people per square mile.
  Men normally do the hunting because the mobility
  requirement conflicts with childbearing. Women usually
  gather supplemental foodstuffs, an often arduous task that
  accounts for up to seventy percent of the group’s nutri-
  tional intake. As with most extremely mobile groups, few
  old or weak people survive for any length of time (e.g.,
  they may perceive their presence as a burden and wander
  off to die). In addition, possessions are usually limited to
  what one can comfortably carry.
  Slash and burn agriculturists. These folk rely on hardy
  yet primitive vegetables, mostly grains and tubers. Often
  poor soil, harsh climates, steep grades, or dense foliage
  prevent a society from exploiting the land any more effi-
  ciently. Farming revolves around the clearing of an area
  by slashing large foliage obstacles and burning off the re-
  mainder. Normally one crop is harvested per year, and the
  land is again cleared by burning. Since the soil is quickly
  exhausted, movement to new cultivated areas is frequent.
  Coarse grasses replace the cleared forest in the abandoned
  fields. The replenishment of the trees takes decades or cen-
  turies. Fishing and gathering may supplement the diet.
  The population density varies from  to  people per
  square mile.
  Herders. Herding peoples survive by supplementing a
  modest agricultural base with meat and dairy products
  taken from goats, sheep, cattle, and the like. Generally, the
  relatively small parcels of fertile soil are reserved for crop-
  land or gardens, while the less arable territory is given over
  to the herds. Although the fertile land is provided with
  adequate fertilizer and is depleted rather slowly, overgraz-
  ing can exhaust the limited foliage elsewhere. Therefore,
  large areas are needed for the herds, since some rotation
  of the grazing lands is required.
  Seasonal movements between lowland and highland
  pastures occur on occasion and serve to counter soil deple-
  tion and subsequent erosion. Mobility can also conquer
  the problems of drought and famine, which can devastate
  the animal-based food supply. Unfortunately, it is harder
  to hide from disease, and a herding group can suddenly
  find itself without food, should their flocks contract a se-
  vere illness. The people’s proximity to their animals also
  makes them more susceptible to contagious disease.
  Herder population densities vary from  to  people per
  square mile.
  Fisherfolk. Fishermen may supplement their diet by gath-
  ering or gardening. Normally these folk live on islands,
  beside the coast, or along rich watercourses, and get most
  of their nutrition from fish, shellfish, sea mammals, and
  other related delicacies. Some of these societies are akin
  to hunters and gatherers, and move periodically, as a re-
  sult of weather or the flow of food sources. Others live a
  more sedentary existence, usually in comfortable seaside
  spots. This sort of subsistence produces population den-
  sities between . and  people per square mile.
  Mixed economies. These groups emphasize rotational
  farming, often yielding large amounts of food, mostly
  grains and vegetables. Modest amounts of meat, dairy
  products, and fish round out the diet. Such societies gen-
  erally possess large tracts of arable soil, and devote their
  surplus land and harvests to providing for animals, or as
  storage for future use. Within these areas, population den-
  sity varies from  to + people per square mile.
  2•THE FLOWS
  OF ESSÆNCE
  Swirling across and through the planet are the Flows
  of magical energy known as the Essænce. Like rivers, they
  have branches, pools, side currents and eddies. And like
  those liquid channels they can be very real barriers to travel
  and trade. Unlike rivers, however, flows are often invis-
  ible, and move at will. They can spring up overnight and
  create a barrier as real as a mountain range to divide a
  realm or even a town. This raw Essænce is the origin of all
  arcane power on Kulthea, whether it be endowed within
  the Mentalist’s mind, or for the Magician to tap, or within
  the god to be channeled.
  3•CRIME & PUNISHMENT
  The way that a society deals with its criminals says a
  lot about that society itself. Some places, notably Danar-
  chis and Sel-kai to the east, consider themselves enlight-
  ened. With their Magistrates and judges, they observe a
  process an adhere to a set of laws. Punishment usually in-
  volves a fine or incarceration rather than physical abuse
  or maiming.
  On the other hand, less ‘sophisticated’ (or bureaucratic)
  governments depend on sometimes meted out by the near-
  est nobleman or even the lord of a small castle. These—
  usually smaller and more rural—governments with less
  prison space resort to public flogging or caning, a few
  hours or days in the stocks, branding, or sometimes mu-
  tilation, such as cutting off a finger, hand, foot, or castra-
  tion, or putting out an eye.
  While to a lady in Eidolon or a Loari artist in Námar-
  Tol this may seem brutal and barbaric, these places do not
  have the luxury of prisons and guards. The accepted phi-
  losophy is that punishment must be swift and severe in
  order to serve as a deterrent.
  
  Emer Atlas II
  11
  4•GETTING AROUND
  The varied lands of Hæstra may be traversed in a vari-
  ety of ways; obstacles when they arise are as often politi-
  cal as geographic or elemental.
  GM Note: much useful information about travel and
  encounters can be found in the Rolemaster™ book Game-
  master Law ™ (Character & Campaign Law™ in RM).
  BY LAND
  Many of the ancient Emerian Imperial highways are
  actually better preserved here than in Hæstra, largely be-
  cause of the drier climate and fewer freezes. About twenty
  feet wide (enough for wagons to pass) they are paved with
  flagstones, sloped for drainage, and have league markers
  (a league is approximately three miles), all recording dis-
  tance from Votania via the Cloud Pass. Solidly built stone
  bridges span creeks, rivers and ravines.
  On Foot
  Travellers on foot usually walk - hours a day, taking
  several breaks. Considering this, one should assume that
  a group can cover - miles a day on roads, perhaps a bit
  more if they are in excellent shape and push themselves,
  less if the terrain is not ideal. Not surprisingly, manors
  and villages do the landscape about - miles apart, es-
  pecially along major roads.
  Mounted
  If everyone in the group is mounted and the way is
  easy, one can cover as much as - miles a day. Obvi-
  ously, it is assumed that the mounts are rested periodi-
  cally. If the group has resources to get fresh mounts every
  few hours they can cover considerably more territory.
  BY SEA
  One can obtain passage by sea from almost any de-
  cent-sized city in NE Emer to any other, though the rout
  may be circuitous or have many stops along the way.
  BY AIR
  From the central hub of Eidolon, skyships make regu-
  lar trips to the far reaches of Emer, to Jaiman, and be-
  yond. There is fairly regular service to Ardania, the Nuyan
  capital of Ashenoq. Ships depart almost daily for Orv
  Cibur.
  BY NAVIGATOR
  These pricey guides are usually hired to escort skyships
  or large sea vessels with important cargoes. Some wealthy
  merchants who travel overland will also hire a Navigator
  to make the journey go more smoothly.
  A Srill Rider
  
  12
  Shadow World
  Sel-kai Skyship Defending Against a Roc Attack
  
  Emer Atlas II
  13
  • PART II •
  HISTORY
  • PART II •
  HISTORY
  
  14
  Shadow World
  1•NOTES ABOUT
  THE TIMELINE
  This timeline is considerably less voluminous than the
  one found in the first Emer Atlas; that book bore the task
  of chronicling the Emerian Empire. Here we will only men-
  tion it where it impacts on events in the regions of north-
  east Emer.
  Secret or covert activities are included [in brackets];
  these are events and actions that the PCs could not be
  aware of without special means such as a vision or access
  to secret texts. Events during the shadowy First Era of Ire
  and the Interregnum are also essentially unknown and
  are included mainly for the GM’s reference. Other lan-
  guages are abbreviated as follows:
  E. Erlin: the tongue of Erlin Elves. There are many dia-
  lects, including Muri-Erlin, Jaimani-Erlin, and others.
  Iy. Iylar: High-Elven; primarily a language of poetry, song
  and ceremonial usage
  Ir. Iruaric: language of the Lords of Essænce
  L. Loarik: written and spoken language of the Loari. A
  very old tongue, it is rarely taught to anyone outside their
  race or even spoken even in the presence of others. It
  has an extensive vocabulary which allows great preci-
  sion — perfect for histories and technical texts. It is of-
  ten used by Loari scribes.
  K. Kugor, the tongue of the Great Drakes
  Mv. Mavún, speech of the Lankani
  N. Nuyásu: language of the Nuyani
  OE. Old Emer: now ‘dead’ in its pure form as used during
  the Emerian Empire, it is nevertheless the root of many
  current Emerian languages.
  2•THE FIRST ERA
  c. -, FE (Approximately , years before the
  present time.) [A group of inter-dimensional travelers
  (later to become known as the Lords of Orhan) arrive
  through a rift between this and another space-time. Their
  transit has unexpected destructive side-effects, however,
  and in order to prevent the collapse of both dimensions,
  they are forced to close the rift from this side, trapping
  themselves here. The interphase is not sealed completely,
  in effect allowing energies from the other dimension to
  seep through. This is the Essænce.
  Requiring a physical anchor for their primarily non-
  corporeal spirits, they make their home on the barren
  moon Orhan. Utilizing powers beyond even the Althans
  at the peak of their skill, they cloak the moon in a barrier
  which causes all to look upon it to believe that it is unap-
  proachable and inviolate.
  As a side-effect of the Lords’ arrival, a tiny black hole
  impacts on Kulthea, passes through and erupts out the
  other side. Its tremendous gravity draws core material
  behind it as it exits, and the Pillar of the Gods (a pinnacle
  of black crystal and extruded metal several miles high,
  located in central Thuul) is created. Severe earthquakes
  and tidal waves cause widespread devastation, especially
  in the region surrounding the pillar.
  c. -,: Dawn of the Althan civilization.
  c. -,: First appearance of the mighty comet Sa’kain
  in the Kulthean solar system. This awe-inspiring visitor
  unfortunately disrupts the seal placed by the Lords of
  Orhan to hold closed the inter-dimensional rift. The fab-
  ric of space is weakened, but the patch holds.
  c. -,: Discovery of the Essænce by the Althan scien-
  tists of Kulthea. (Inhabitants were aware of unexplain-
  able energies since the dawn of their civilization, but were
  previously unable to analyze their nature or tap their
  power.) Genetic manipulation enhances latent abilities
  to control the force. Members of the K’ta’viiri clan show
  particular affinity. The Althans soon discover that the
  Essænce is unique to the Kulthean system, and certain
  native materials are shown to retain, augment, or resist
  the Essænce. These materials are scattered across the
  globe, but in the western hemisphere they are most
  prevalent around the Pillar of the Gods. The other de-
  posits are layered in such a way as to suggest that they
  settled on the earth after a single violent event, such as a
  catastrophic comet or meteor impact.
  Bizarre, violent creatures from other dimensions ap-
  pear periodically on Kulthea, but are little more than a
  nuisance to the powerful Althans. The monsters are usu-
  ally captured and studied.
  c. -, — -,: Althan civilization begins to evolve
  a unique combination of technology and ‘magic’ (the
  Essænce power). This includes the ability to create ‘Por-
  tals’ which allow instantaneous transport to other worlds,
  and — using what they have learned from natural
  interdimensional rifts — to parallel realities (i.e., the
  Pales).
  c. -,: First reappearance of the comet Sa’kain. The
  perihelion of its elliptical orbit occurs roughly every 
  years, though the proximity to Kulthea varies dramati-
  cally with each pass: sometimes it appears brighter than
  Orhan in the night sky, sometimes it is all but invisible
  to the unaided eye. Its presence coincides with violent
  Flow-storms and serious disruption of the
  interdimensional barriers.
  c. -, — -,: Led by the K’ta’viir family, the Al-
  than race conquers nearly a quadrant of the galaxy. They
  rule a sprawling interstellar empire, maintaining con-
  trol by virtue of their superior Psionic powers and their
  mighty star-fleets. Their dynasty survives for millennia.
  c. -, — -: The K’ta’viiri begin experimenting
  with cosmic forces to open gates in other regions of space.
  Their hope is to tap the Essænce elsewhere. While their
  efforts to access more power are unsiccessful, they do
  master the ability to move between parallel universes
  (which they refer to as the Pales, implying that all other
  dimensions are inferior to their own of course).
  Many peoples and creatures from other planets and
  Pales are brought to Kulthea for scientific experimenta-
  tion. Masters of genetics, the Lords of Essænce alter
  plants, animals, and races to suit their whim. The su-
  
  Emer Atlas II
  15
  preme arrogance and amorality of these projects is ir-
  relevant to them: they are Altha.
  c. - — -: The Empire becomes increasingly cor-
  rupt and sadistic, showing little respect for life or the
  continuity of galactic stability. Worlds are destroyed and
  entire races put to death with the wave of the Emperor’s
  hand.
  c. -: The dark line of the K’ta’viiri culminates in the
  ascension of the Empress Kadæna in c. -. She super-
  vises the creation of an artifact of surpassing power: the
  Shadowstone, a huge adamantine gem set in a barbaric
  torque of star-iron. Its creation is fueled by stolen souls
  of billions, the fire of six-times-six stars, and the blood
  of Kadæna’s own infant daughter.
  c. - — : Rebellion against the K’ta’viiri begins, insti-
  gated by the Lord Utha. He is Kadæna’s cousin and so
  also a K’ta’viir — captain of the elite order of philoso-
  pher-warriors known as the Duskwalkers — but one who
  has turned against the terrible hubris of his family.
  Political, technological and Psionic powers are used
  in a sweeping attempt to overthrow the Empress and her
  allies. But Utha, knowing that a special weapon will be
  needed to destroy Kadæna, sends the Duskwalkers on
  their final quest.
  [The Lords of Orhan — fearing the complete destruc-
  tion of life on the Shadow World — rescue representa-
  tives of flora and fauna from Kulthea and bring them to
  Orhan. Indeed, large areas of Kulthea are laid waste as
  the K’ta’viiri tap channels of raw Essænce in their ef-
  forts to destroy each other. The backlash from this power
  tears open the barriers between the Pales. Creatures and
  demons are free to rampage across Kulthea and beyond.
  c. : From the farthest Pales, the Duskwalkers return with
  a weapon forged out of space and time. The Soulsword is
  a barbaric tool; it is somehow fitting that it alone is im-
  mune to the unimaginable powers of the Shadowstone.
  The final battle between the forces of Utha and
  Kadæna takes place on the Althan homeworld. The Em-
  press taps incredible energies through the Shadowstone,
  but to no avail. Wielding the Soulsword and wading
  through a river of blood and lava, Utha himself beheads
  the Empress. Her body — along with the foul artefact
  — tumbles into a fiery abyss.
  The rebellion is successful in that it has brought down
  the tyrannical empire, but the result wipes out the Al-
  than Civilization almost to a man and destroys almost
  all life on the planet. The Shadow World is a wasteland.
  [Utha gathers the few surviving Duskwalkers. They
  combine their powers to create the Eyes of Utha to guard
  the planet against Essaence storms and place them in
  shrines located at the north and south axial poles. That
  done, they construct a bunker deep beneath the earth
  with the intention of maintaining a vigil: if any of the
  minions of Kadæna have survived, a watch must be kept
  so that those evil forces can be destroyed. Relying on
  sophisticated machines to alert them, the Duskwalkers
  place themselves in cronagenic hibernation.]
  INTERREGNUM
  This period lasts approximately , years. For many
  millennia the broken earth is unable to support more than
  the simplest life: things which survived in the depths of the
  ocean or far underground. Some things sleep within the po-
  lar ice or trapped in magma lakes.
  c. -, – -, : The Lords of Orhan send their
  servants, the Fey Folk (Nymphs and Sylphs, Naiads Dry-
  ads, and Oceanids) to Kulthea to begin nurturing fragile
  life back from the edge of oblivion. Next, the lords re-
  turn the sentient peoples to Kulthea: Elves, mortal men,
  and the numerous exotic races.
  During the latter part of this period there are leg-
  ends of a group known only as the Earthwardens. They
  are credited with the creation of the Coral Roads, but
  little else is known of them. Some believe that they were
  surviving Duskwalkers attempting to repair the destruc-
  tion which their race had wrought, but this seems un-
  likely. [The Earthwardens also create the shrine of Lon
  Lemira on Vog Mur]
  c. -, – - : Rise and fall of the Jinteni and
  Wôrim civilizations in southwest Emer and Gaalt, re-
  spectively. Both succumb to a combination of famine,
  disease, natural disasters, and exhaustive warfare between
  themselves and the eastern Elven empires. The contem-
  poraneous Taranians meet their end more dramatically
  as their island-continent home sinks beneath the Lonely
  Sea in a terrible earthquake.
  3•THE SECOND
  ERA OF IRE
   sei: The College of Loremasters is established by Kirin
  T’thaan, Ilmaris Terisonen, and Andraax. [All three are
  supposedly Iylar Elves, though Andraax is actually an
  awakened K’ta’viir, a Lord of Essænce in disguise]. The
  College itself is based on the isle of Karilôn, the location
  of which is a well-kept secret. [It is in the Barren Ocean,
  just south and west of the Shinh archipeligo]
  The purpose of the Loremasters is twofold: first to
  serve as an instrument for gathering knowledge; and
  second to disseminate this information ‘for the advance-
  ment of civilization.’
  c. –: Consolidation of much of Palia by the Loar
  Elven Lord Jayled Kodorian. He names it his ‘Kingdom
  of a Thousand Dawns.’
  : First Loremaster-recorded appearance of the comet
  Sa’kain: it hangs in the Kulthean sky for weeks, the an-
  gry red-orange tail by far the brightest light in the night
  sky. (The comet returns about every  years.)
  This close pass by the comet disrupts the function of
  the Eyes of Utha, causing an unbalance in the Flows. Also,
  the moon Charón passes through Sa’kain’s tail. Soon af-
  ter this event the Dark Gods — cruel counterparts of the
  Lords of Orhan — begin to appear. Unlike the Lords,
  these entities revel in manipulating the peoples of
  Kulthea for their amusement… and their amusement
  
  16
  Shadow World
  includes human sacrifice, perverse rituals, and bloody
  warfare.
  To counter these new deities, the Lords of Orhan cre-
  ate manifestations — Avatars — of themselves and ap-
  pear in these forms on the Shadow World. They present
  themselves as gods, and they allow their powers to be
  channeled for generally benevolent purposes. They also
  allow their demigod spirits to travel to Kulthea and in-
  tervene directly in world affairs.
  The origin of the Dark Gods remains unclear,
  shrouded in the superstition and myth of a time long
  ago.
  Some Loremasters suspect they are actually former
  Lords of Orhan who turned from the benign ways of
  their brethren. Others hold that they are escapees from
  some inter-dimensional prison, or even the result of ex-
  periments by the Althans to create non-corporeal life.
  : [The Loremasters call the first Council of Karilôn, a
  gathering of seven leaders, to address a variety of issues.
  Joining Kirin T’thaan, Ilmaris Terisonen, and Andraax
  are Tanris Dekdarion, (a Loar Warrior Monk), The Linær
  Cleric Yael Ziriv-kari, the Loar Bard Ilmaris Terisonen,
  and the Loar Astrologer Romenor Tartalus.]
  c. :␣Six powerful Spirits of Orhan, now tied to Kulthea
  and residing on the mountainous isle of Votania in the
  heart of Emer, decide that the continent needs order. As
  the Titans, they begin to gather servants. [The Loremas-
  ters take note but do not interfere.]
  : [Andraax re-establishes the Dænku Ahrenreth, dedi-
  cated to maintaining the balance. As a lord of Essence
  and ‘son’ of Utha, he is one of the few who even partially
  understands the real purpose of the Eyes of Utha: Kulthea
  hangs on the threshold between universes — a wild, cha-
  otic one where magic rules (worlds like the demon-in-
  habited Pales); and the one where only physical laws
  apply. The Eyes hold the world in the open doorway, al-
  lowing Essence to work while maintaining the world in
  this universe. Should the Eyes be destroyed, the world
  will shift one way or the other. Either all magic will fail,
  or Kulthea will enter a universe where flowstorms are
  continuous and the chaotic demons rule. Or perhaps it
  will be destroyed utterly.]
  [The comet Sa’kain complicates things, as it too is
  apparently from another universe and possesses arcane
  properties; its visitations seem to weaken the barriers
  between the universes.]
  c. –:
  • Kelestia: Most of the central plains are sparsely settled
  by semi-nomadic horse tribes of Y’nari. North lies Samli
  and the Rings of Ice, domain of the Umli. A C-shaped
  subcontinent to the south, known as Gethanen, is the
  domain of numerous quarreling warlords. The south-
  western isles of Verya and Orbis are home to isolated
  Jiner and Shay fisherfolk.
  • Palian Archipeligo: numerous city-states and rural com-
  munities of Iylar and Erlin Elves gradually coalesce more-
  or-less peacefully into the Kingdom of a Thousand
  Dawns.
  • Palia: Led by Queen Nor, Erlin elves settle in the great
  Silver Forest in the southwest, protected by the Nereid
  Nimira and many Dryads. The Wild Elves in the north-
  east are left to themselves.
  c. : Warrior-mages on enchanted steeds drive the Gark
  and Lugrôki hordes out of Hæstra. These knights are
  harbingers of the coming of the Masters of Emer.
  : A colony of Titans on Votania, calling themselves
  the Masters of Emer claim all of Hæstra.
  c.  — : Under the Masters, most of the rustic Shay
  peoples are driven out of Hæstra, and the Laan settle in
  various areas. By  the central and eastern regions
  are well populated with the Laan (who in the Third Era
  are referred to as the Old Race). They construct beauti-
  ful cities of granite and marble, and their knowledge of
  science and magic exceeds for a time any that has yet to
  be seen on Kulthea since the First Era. But they are easily
  tempted to the Darkness, and beginning as early as ,
  servants of the Unlife and other evil forces begin their
  slow work to undo the power of the Laan.
   — : The Titans consolidate much of Tai-emer.
  The mysterious and elusive Sandstriders of the Arûl
  desert are left to their own devices.
  : All of Emer is in the hands of the Masters. Each rules
  a region as all-powerful lord. An era of peace and pros-
  perity for the entire continent ensues, lasting nearly two
  millennia.
  : The infamous comet returns, evoking massive flow-
  storms and random Portal openings.
  c. –:
  • First appearance of servants of the Unlife. The Unlife is a
  dark power — a force for total destruction and death —
  originating in another universe, perhaps the negative or
  polar opposite of this one. It has been allowed access to
  this place through a combination of the Eyes and the
  Comet. Unlike the Dark Gods, the inhabitants of the
  Pales, and even the Void (whose actions and purpose
  seem unfathomable), the Unlife is a single power with
  many servants and incarnations, all bent on annihila-
  tion. Dark cults — followers of the Unlife — begin to
  appear. Among them are the Priests Arnak and Sirens of
  Sorak.
  • Kelestia/Gaalt (Northern Regions): An evil presence
  known as the Master of Malice wars against the proud
  Umli people. The Master’s armies of Pale Men seem
  numberless to the scarce Umli.
  c.␣: The Changramai Monastery is founded in the
  Choak mountains by the Loremaster Tanris Dekdarion,
  grandfather of the famous T’vaar Dekdarion. This quasi-
  religious order seems filled with contradictions to out-
  siders, but they are soon renowned as unsurpassed war-
  riors in unarmed combat.
  : Jaiman: Andraax establishes the Library of Nomikos
  on the isle of Ormian in southern Jaiman. It is adminis-
  tered by a monastic order of sages and scribes.
  
  Emer Atlas II
  17
  c. :
  • Emer: The Charôn Lord Andaras gains a following among
  the Jush of southeast Uj and the Sandraiders of the Charn
  Plateau.
  • Emer: A group of Loar elves, political refugees from the
  Kingdom of a Thousand Dawns sail west from Palia. They
  are swept through the Shallow Ocean and past Iyxia.
  Upon entering the Circular Sea, they reach a cluster of
  lush islands, inhabited only by a few scattered clans of
  Erlini. The Loari settle here, naming it Námar-Tol (Iy.
  “verdant-towers”).
  : The first stirrings of discord among the Masters of
  Emer.
  c.  – : Eastern Lands:
  • Kelestia: Y’nar horse-tribes are pressured by incursions
  of the fearsome Umli from the north, now under the
  shadow of the Master of Malice. The more peaceful clans
  embark on a treacherous migration west to avoid the
  bloodshed while others try to stand against the Master’s
  general, the Frost King, and his legions of pale-skinned
  warriors. Some settle on Orbis and Verya, a few continue
  on to Silaar. Many are lost in the treacherous seas. [A
  small group of Y’nar is led by Jaysek through a Coral
  Road to Silaar just before the southern mainland is over-
  run.]
  • Palia: The mighty High Elven Kingdom of the Thousand
  Dawns and the Erlin of the Silver Forest are at war with
  dark powers.
  • From his holy citadel in Shæsra Talæl, The Lord of Light
  (an avatar of Phaon) sends Elven knights to establish
  watches on far-flung isles. The Loar noble Dulucaborn
  and his knights sail to Vog Mur. They were known as the
  One Hundred and One, and their vigilance was peaceful
  if uneasy until the Wars of Dominion.
  c.  — : Emer: Goblins resume raids into north-
  ern Uj from Morbek and the Forbidden Ridge; Garks
  multiply in the Rulaash Forest of Onar and threaten the
  Kuluku; Lugrôki breed in black lairs beneath Spine of
  Emer and wreak havoc in the lowlands of Hæstra.
  : While travelling in Iyxia, the Loar explorer Sæzur
  Vranuk finds a secret underground chamber containing
  many wonders. Among them is a cache of magical de-
  vices which allow the user to tap the Essænce Flows for
  safe teleportation. He names these Compasses and hits
  upon the idea of a fraternity of guides using these arti-
  facts. Thus is soon founded the first guild of Navigators,
  a group which offers guaranteed safe travel as a service
  to anyone who can afford their fee.
  c.  — : Competing ‘Navigator’ groups prolifer-
  ate as additional hoards of these compasses are found,
  all of different design but similar purpose. At first there
  is competition between the Guilds, uneven service, and
  low fees. These ‘Navigators’ can only be found and hired
  at large cities.
  :␣Forces of the dark god Andaras attack Uj via land
  and sea. Because of the ongoing fight amongst the Ti-
  tans, the Master of Uj (Kio Viax) leads an army himself.
  :␣The fight for Uj climaxes with a confrontation be-
  tween the Titan Kio Viax and the god Andaras: Kio is
  nearly slain before his brethren come to the rescue. Uj is
  overrun, signaling the end of the undisputed reign of
  the Masters.
  : The comet Sa’kain returns.
  c. : [The six mightiest of the Great Drakes (more than
  dragons, they are lordly beings of the Essænce), gather
  at the ancient breeding caves at Ssoiayig Saer (K: “Caves
  of the Drakes’ Birthplace”). They agree to form an alli-
  ance of sorts.]
  c.  – : Emer continues to be assailed by incur-
  sions from various enemies and by the growing threat
  of Goblins, Lugrôki and Trogli. Dragons and other ter-
  rible enchanted beasts are everywhere, wreaking havoc
  and destruction. The plans of the Masters of Emer even-
  tually come to nothing.
  : Birth of Tethior the Smith in Námar-Tol, son of the
  noble house of Jeranian.
  : Birth of Krelij (later known as ‘The Swordmaker’),
  Tethior’s younger brother — and eventually his rival.
  Over their lifetimes they both will create a number of
  powerful tools and weapons to aid in the fight against
  the Unlife.
  c. : [The White Dragon Oran Jatar approaches Krelij
  and secures his assistance in creating the Dragon Helms.
  There are to be Six, the number of the Dragonlords, de-
  signed to enhance the powers of the lords while they are
  in human form. In return Krelij learns much of the ar-
  cane arts of alchemy — including the working of laens
  and eog.]
  c. –: The indigenous Jaaderi cultures of Silaar
  begin to evolve from a nomadic people into more settled
  mixed economies. Towns grow, and chief among them
  is the trade center of Thanor along the northern coast.
   c.  – : Thanorian lords soon dominate nearby
  city-states, and by  Thanor holds sway over all of
  inland Silaar, with satellite states in southern Tai-Emer
  and much of the western Sea of Tears coast.
  ␣—␣:␣Convinced by the legendary Navigator Or-
  baal jen Zamain that the Navigators cannot survive in
  their present state, a summit is convened among leaders
  of all the Guilds. After years of negotiation, the Naviga-
  tor Guild Alliance is formed. Pricing is rigidly fixed, and
  the Guild Alliance sets up an extensive network of obe-
  lisk markers, allowing anyone to ‘summon’ a Navigator
  just by touching the obelisk and requesting one. The
  Navigators make their home at the center of the Essænce-
  saturated land known as Iyxia. Annual Conclaves are held
  at their headquarters there, a sprawling citadel called
  Nexus. Note: Erroneous accounts give the origin of the
  Navigator Alliance as late as TE c .
  : [The Dragon Helms are completed, and the Six
  gather. What they do not know is that Krelij, using the
  knowledge gleaned from Oran Jatar, has also made six
  rings. These rings, which he names the Daath Leerssoi
  (K. “Makers of the Shadow Drakes”), allow a human
  
  18
  Shadow World
  wearer to assume the powers of a dragon. He tells no
  one of their existence but makes note of them in his se-
  cret journals. Soon after the helms are distributed, the
  Golden Dragon (Kydak Dûm) vanishes.]
  c.  – : Kelestia: Voriig Kye, becomes apprehen-
  sive of the growing power of the Master of Malice in the
  north. In human form he leads a series of military and
  diplomatic campaigns to consolidate the southern part
  of the continent under his rule. Gethanen, Verya, Orbis
  and numerous islands (includng Vog Mur) are united as
  the Dragon Kingdom.
  : [At the secret forge of Arion, Tethior and Andraax
  begin work on the Six Crowns of Jaiman. Tethior super-
  vises his most trusted apprentices in creation of the
  swords and pendants.]
  : Jaiman: Six kings are given the Six Crowns as foci
  for their realms. Dominating the continent, they wield
  their items for Light and hold back the Unlife for a long
  period. Even the Flows of Essænce are altered, creating
  magical boundaries.
  c. : [Jaiman: A dark power known only as the Iron
  Wind is whispered to be behind a new religious order:
  the Priests Arnak. Established in six locations across the
  continent of Jaiman, they work to destroy societies from
  within through corruption and dissent.]
  c. –:
  c. Eastern Emer:
  : Wizard-king Pakaal commissions the building of a
  new royal city on the shores of the Lake of Glass. Thenia
  is a place of graceful alabaster and crystal towers, inhab-
  ited by scholars, astronomers and magicians.
  : The youngest daughter of King Pakaal II of Thanor
  has an affair with a handsome white-haired commoner.
  [He is in fact Akalatan the dark spirit and ‘son’ of Klysus].
  She becomes pregnant and her lover abandons her. In
  shame she flees to the province of Arûl in southern Tai-
  emer, having her twin children there — one boy and
  one girl. She names them Sendar and Sendil. Other than
  having white hair (unheard-of among the Jaader Tha-
  norians), they appear to be entirely human. The chil-
  dren bear the social onus of bastard nobility: no one
  would believe that their father is a demigod.
  : Sendar, now a decorated Warrior-mage in the Tha-
  norian army, is appointed governor of Arûl. His sister
  Sendil is always at his side.
  : Sendil introduces the Cult of the Cobra to Arûl, em-
  ploying human sacrifice as part of the religions rituals.
  She continues the practice despite protests from The-
  nia.
  :␣Sendar challenges the authority of king Pakaal of
  Thanor (his uncle). He declares himself lord of Arûl and
  Thanor, challenging Pakaal’s authority. Civil war is in-
  evitable.
  c. : [The Dragonlord Voriig Kye considers the power-
  ful and unstable kingdom of Thanor to be a threat to his
  Dragon Kingdom. Seeing an opportunity with the re-
  bellion of Arûl, he begins preparations to neutralize the
  threat.]
  c. : Preceded by a series of earthquakes, the fleets of
  the Lord of Encla Turic assault the Silaar and Tai-emer-
  ian coast. The Lord’s armies utterly destroy the realms
  of Thanor and Arûl; Thanor’s treasuries are looted and
  cities laid ruin. Voriig himself leads a force of fire and
  gas drakes in a series of devastating air assaults. The Gas
  Drakes Ssoei Womiis and Ssoei Womuul settle south of
  the Asamis Arg (“Great Grove”) and over time turn the
  region into the Vœrken Mire; the Fire Drake Vaalg Stoyy
  makes a home in the Arûl Waste.
  Sendar and Sendil vanish. [The twin demigods es-
  cape to a secret temple in the Pelegris Mountains where
  Akalatan casts them into a magical sleep.]
  : [Tethior’s son A’kesh is born, the product of his brief
  romance with a Dyar mystic named Naeri viQuar. She
  does not tell Tethior of his child but instead arranges to
  have the boy apprenticed to Krelij.]
  : [Krelij reveals the Daath Leerssoi to A’kesh.]
  : Tethior (with the aid of Andraax) creates the Ilarsíri.
  : Tethior and Krelij have a confrontation which re-
  putedly ends in Tethior killing his younger sibling in self-
  defense. [Krelij is killed, despite many rumors that he
  survived. The incident leaves Tethior unbalanced with
  grief and guilt. He eventually adopts the guise of the
  Nameless One. ]
  [A’kesh witnesses the killing and swears by Kesh’ta’kai
  to kill the murderer of Krelij, unaware that Tethior is his
  real father. He flees with one of the Daath Leerssoi. Tethior
  finds another of the Dragon-rings in the wreck of Krelij’s
  workshop. Andraax later recovers the other four.]
  c. -: All across the western hemisphere, govern-
  ments destabilize, wars break out, cultural and racial
  hatreds inflame. This is partly caused by the corrupting
  influence of organizations such as the Priests Arnak and
  other dark religious orders preaching intolerance and
  subversion. Goblins and Lugrôki breed in large num-
  bers and walk openly in the daylight — something they
  never dared do in the past. They burn farms and am-
  bush travelers with impunity. Once again dragons and
  other fearsome creatures appear with growing frequency.
  At the bidding of the Dark Gods, the undead rise while
  demons rape and kill unchecked. Evil empires thought
  to be subdued rebound with new strength.
  :␣Because of increasing dangers and flow instability,
  Navigators suspend commercial travel services until fur-
  ther notice (until the end of the war).
   – : Wars of Dominion
  The arrival of the Comet, severely disrupting the
  Flows, heralds the beginning of an apocalyptic war which
  spans nearly four centuries and brings to a close the Sec-
  ond Era of Ire. While the primary instigators of this con-
  flict are the Dark Gods of Charón seeking to overthrow
  followers of their rivals on Orhan, servants of the Unlife
  and many other powers of chaos and evil see an oppor-
  tunity to gain an advantage. It should be noted that the
  
  Emer Atlas II
  19
  wars rage for almost three hundred years before the Lords
  of Orhan decide they must intervene directly.
  Flowstorms throughout this period open countless
  Portals and create tears in the fabric of space itself. Un-
  imaginable creatures are liberated upon the earth. The
  unleashed energies create terrible meteorological and
  geological events: hurricanes, earthquakes, tidal waves,
  volcanic eruptions at all major fault lines.
  • Kelestia: The Master of Malice sweeps south with hordes
  of Snow-garks, Ice Trolls and pale men. Samli is ravaged
  by awakened Shards.
  • Emer: In Vog Mur, Dulucaborn and his knights stand
  against the Master’s minions, led by Rorg the Fiery Ser-
  pent.
  : The Burning Abyss opens along fault lines on conti-
  nents across the globe. Armies of fire demons led by
  Ordainers emerge and lay waste to surrounding lands.
   — : the Years With No Days: Besides the Burn-
  ing Abyss, volcanoes erupt all over the planet, spewing
  black ash and smoke into the air. The sun is obscured,
  creating an endless twilight which wreaks havoc with the
  ecosystem.
  : The Dawn. Led by Cay, the Lords of Orhan and a
  force of demigods arrive on Kulthea and lead the forces
  of Light to victory against the Darkness.
  4•THE THIRD ERA OF IRE
  c.  – :
  The weakened Loremasters begin to build civiliza-
  tions once again. Across most of the hemisphere, it is a
  struggle to survive in a dark age which has destroyed
  much of what the Loremasters labored so long to build.
  A few scattered enclaves survive, but they are under siege
  in a world of chaotic forces.
  • Wild demons, undead and evil creatures roam free across
  the planet.
  • At the conclusion of the war, the Loremasters coordi-
  nate a massive effort to set enchanted, immortal Senti-
  nels at the Portals to guard against new incursions of
  dark forces.
  • [Tethior is said to have been a casualty of the wars but in
  fact goes into hiding. The Masters of Emer retire to their
  palace-city atop Mount Votania, setting guardians about
  the perimeter and a barrier of clouds about the city.]
  • [Ondoval of the Ahrenreth returns to Kulthea, but he
  has been driven insane by his eternity in another dimen-
  sion. His soul is corrupted by the Unlife.]
  •␣Emer: Votania is a haunted island, shrouded in clouds
  of mist. Most of the continent reverts to wilderness bro-
  ken by isolated city-states.
  c. : A group of Dyar Elves, led by the Black Prince Quen-
  tar Daal, arrive on the western shores of Emer. They are
  traveling east from their homeland, seeking new lands
  to settle. After some exploration they find a high hidden
  vale in the Mountains of Gold, and a cave complex di-
  rectly beneath. They establish a small kingdom of their
  own there and name it Skystone.
  : [After wandering across Kulthea, Ondoval returns to
  the Guarded Isle, original gathering place of the Dænku
  Ahrenreth. He decides that it is his duty to reconvene the
  Ahrenreth, and ventures forth again to gather a new ca-
  bal. He is insane.]
  c. : Silaar: the Nuyan Khôm highland and coastal settle-
  ments begin a consolidation from scattered clans into
  city-states under a handful of regional warlords. The
  horse-tribes of the plains, however, stubbornly cling to
  a nomadic lifestyle.
  : [Ondoval convenes the Dænku Ahrenreth, giving it
  the new name Jerak Ahrenreth (Ir: “Cult of the Secret
  Circle”).]
  -: [Construction of the Ahren-lyax (Ir. “Dreaded
  Secret”) in central Ræl. It is also later known as the Tower
  of Vour.]
  c. :
  • [Schrek, with the help of the artificer A’kesh, creates an
  item to allow him to retain his human form indefinitely:
  the Faaw Shryaac, (K. “Talisman of Hiding”). It is a trans-
  lucent red stone roughly in the shape of a humanoid
  heart, which pulses with a reddish light, set on a staff or
  Dír-wood, held in place by a silver dragon-claw. Unfor-
  tunately for Schrek, the talisman also locks him into hu-
  man form, and without it he cannot assume his true
  shape or access all of his powers. When it is complete,
  Schrek erases A’kesh’s memory of creating it.]
  • [Andraax, wandering far in the East, is awakened as if
  from a dream. His memory remains fragmented, but he
  knows that something is terribly wrong.]
  c. : An oligarchy of Dyar Elves [actually human hosts
  for Thalan] rise to power in central Agyra; they call them-
  selves the Alliance.
  c. –: Jaiman: Rhakhaan reasserts its authority over
  approximately the old Crown-enforced borders. The
  other five realms also rebuild during this period, though
  Tanara is now the domain of the Dúranaki.
  : Aldaron and his people (dubbed the Aldari by Lore-
  masters) come to Emer.
  c. 1100 — 1300
  (period of Consolidation)
  Aldaron’s charisma and determination (not to men-
  tion powerful tools and weapons, the exact nature of which
  are now lost to history) earn him the respect of his neigh-
  bors. He establishes his home at Votania, building a mighty
  citadel on the northern slopes of the mountain. Only the
  uppermost peak remains mist-shrouded, and Aldaron
  orders that it is off-limits. From this base — Aldain Castle
  — and using a combination of diplomacy and disciplined
  armies (and apparently a natural talent for Mentalism),
  he solidifies his hold on central Emer. Aldaron easily brings
  all of the bucolic Shay and Talath tribes of central Hæstra
  under his control. Eventually even the most willful (some
  would say arrogant) Laan people in more settled lands
  
  20
  Shadow World
  are for the most part convinced to ally under Aldaron’s
  flag.
  / ER (Empire Reckoning): Aldaron sets up tempo-
  rary quarters on the northern banks of the inland sea of
  Votania. He also founds the Eight Orders and directs that
  magical talismans be made for these Orders.
  • The workshops of the Ahn Sye Ni-Vulma (OE. “Order of
  the White Flame”) are constructed along the rocky west-
  ern shore of Votania.
  /: The comet Sa’kain returns, though on this pass it
  is relatively distant.
  /: The regional capitol of Ardan is established in
  Hæstra, along the foothills of the Mountains of Gold.
  Its symbol is the Unicorn.
  • Aldaron names himself King of Hæstra and in a grand
  ceremony he founds the eight orders: Ahn sye Nokora
  (OE. “Order of the Flaming Sword”, the King’s Guard),
  Ahn sye Zanar (OE. “Order of the Cloak”; also known
  as the Crimson Cloak or Crimson Order, the priests of
  the official religion of the Kingdom — worship of the
  one god Zanar), Ahn sye Talaus (OE. “Order of the Ring”,
  a group of magicians), Ahn sye Shan (E. “Order of the
  Sun”, Animists responsible for the agricultural health of
  the kingdom, also specialists in herbs and drugs), Ahn
  sye Takla (OE. “Order of the Four Winds”, the messen-
  gers of the King), Ahn sye Woloka (OE. “Order of the
  Eye” a group of Seers and Astrologers to advise the King),
  and Ahn sye Nomoke (OE. “Order of the Hand”, a secre-
  tive society whose purpose was always unclear. [In fact,
  the name ‘Ahn sye Nomoke’ means Order of the Mask;
  they are a sort of secret elite guard, spies for the king
  both inside and outside the realm]). Lastly, the Ahn sye
  Ni-vulma (OE. “Order of the White Flame”, a guild of
  craftsmen and artisans who were the master smiths for
  the King and creators of the artifacts).
  /:␣Sailing south along the western coast of Emer,
  Aldaron’s forces secure western Uj and head east. Re-
  gional capitol of Leonas is established at the mouth of
  the Daluj river in Uj. Its symbol is the Wyvern.
  /: Aldaron returns home for a few years to super-
  vise the growth of his capital city.
  : [The Loremasters first learn of the Alliance, and send
  a few agents to ascertain their alignment. They are un-
  able to penetrate the secret Brotherhood. However, the
  Alliance sends one of their own back to infiltrate the
  Loremasters. This spy must be cautious, however. An-
  draax can recognize a Thalan on sight.]
  : [From his citadel of Ahrenraax (Ir. “Secret Claw,”
  one of the Eight Secrets of the Jerak Ahrenreth) the Or-
  dainer Morloch completes his subjugation of eastern
  Thuul. He turns to the southwest.]
  : [Voriig Kye encounters a servant of the Ahrenreth
  and traces it back to the Ahrenæk in Onar. There he meets
  A’kesh the artificer. Voriig gathers a few hints about
  Schrek as well (but Voriig does not learn of the Faaw
  Shryaac, as A’kesh himself no longer remembers it).
  Voriig decides that he should be a member of Ahrenreth
  council, if for no other reason than to keep an eye on
  them.]
  : [Churk Ta of the Jerak Ahrenreth dies under myste-
  rious circumstances. A’kesh nominates Voriig Kye to re-
  place him.]
  /: After several years of bloody strife, Aldaron sub-
  jugates the indigenous Jaaderi people of Tai-emer. A re-
  gional capitol of Relas is established in Tai-Emer, at the
  mouth of the T’voca river; its symbol is the Lion. Al-
  daron heads further east while his brother Aldanor leads
  a fleet across the Sea of Tears to the north.
  /: Aldaron advances into the land of the Nuyan
  Khôm. Not only are the Nuyani better horsemen but they
  are skilled in a style of unarmed combat unknown to
  the Emerians. However, the Nuyani are fewer in num-
  ber and they have little defense against the Imperial cross-
  bows. Aldaron’s losses are heavy but he eventually makes
  his way to the capitol city of Ashenoq. Aldaron asks to
  meet the Nuyani Hutarn (‘High Lord’) Tasan Nuyin, but
  instead the Nuyani surrender. He is lead to the Warlord’s
  palace where he learns that Tasan has committed ritual
  suicide. Aldaron is named the new Hutarn of all the Nuy-
  ani. Meanwhile, Aldanor founds a regional capitol in
  northern Silaar, at the northern tip of the Rust Moun-
  tains. He names it Corinn; its symbol is the Hawk.
  /: Moving south, Aldanor enters Khûm-kaan, set-
  tling the city of Coronan at the mouth of the Sybarus
  river.
  : [Voriig Kye determines to some extent the nature of
  Schrek’s powerful Faaw Shryaac and convinces another
  of the Eight — the Lyax Khâng — that Schrek is a threat
  to them all. The Khâng (at the time an elf named
  ‘Nandaar Darian’) manages to steal Schrek’s staff and
  gives it to Voriig. The Dragonlord keeps it for nearly five
  millennia, during which time he has his cohort, the Drag-
  onlord-alchemist Oran Jatar, separate the staff into three
  parts.
  /: Aldaron’s unification of central Emer essentially
  complete, he declares himself Emperor . At a grand cer-
  emony he presents the four scepters of the Arch-duch-
  ies, crowns his brother Prince of Coronan.
  The Four Realms are:
  Name
  Region
  Symbol
  Ardan
  Hæstra
  Unicorn
  Relas
  Tai-emer
  Lion
  Corinn
  Silaar
  Hawk
  Leonas
  Uj
  Wyvern
  Plus the Princedom of Coronan, covering the region of
  Khûm-kaan.
  c.␣:␣[Navigators venturing into Alliance territory (cen-
  tral Agyra) are told they are not welcome. At first they
  ignore the warnings, but after a Jenaara (with twenty
  Kal’chah) materializes in the center of the Great Hall at
  Nexus on Iyxia to press the Alliance’s wishes, they quickly
  relent (and after the intruders have left they reinforce
  their magical defenses). This event is a closely guarded
  
  Emer Atlas II
  21
  secret among the Navigators. If anyone should ask to go
  to Agyra, they are simply told that it is off-limits. This
  marks the beginning of an uneasy truce between the
  Navigators and the Alliance. Since this time, the Naviga-
  tors have been essentially giving ground as the Alliance
  assumes total control over more and more land. The
  Navigators have warned the Loremasters of the Alliance,
  but the Loremasters are reluctant to interfere—and un-
  sure whether the Alliance is even a bad thing.]
   — c./ ER  — c.  (Period of Exploration)
  Aldaron ends ships out from Emer to explore the
  surrounding isles and lands across the seas. In addition
  to securing the remainder of the Emerian continent
  under his rule, Aldaron establishes relations with realms
  to the west, south and north. Attempts to explore the
  lands east in Iyxia are turned back by powerful Essænce
  flows.
  /: Aldanor’s fleet arrives on the shores of Námar-
  Tol. He is greeted politely but coolly by the regional lords.
  Long before he makes his way to the capital at Varnost,
  the Prince of the Loari knows well his intentions: to an-
  nex the Isles for the Empire. While the ships of the Elven
  fleet are individually superior, they are outnumbered by
  the Emerians; on land the vast armies of the Emperor
  would swiftly overwhelm the scattered Namari house-
  holds. After meeting with the Assembly of Citizens, the
  Prince signs a treaty with Aldaron in which Námar-Tol
  essentially agrees to be a protectorate state, independent
  but under the wing of the Empire. The Elves are not
  pleased at paying tax but they are surrounded and vastly
  outnumbered. The Emperor agrees not to interfere with
  the internal politics of their land as long as they pay their
  tribute.
  c. -/-: Aldanor explores Khûm-kaan and
  establishes settlements along the northern coast. Expe-
  ditions sail up the rivers to the foothills of the Black
  Mountains, but do not penetrate the deep jungles. [The
  Kuluku people remain in hiding.]
  /: Isil bears Aldaron a daughter: Vania.
  /: Aldaron doubles the membership of the Order
  of the Silver Sword from  to  plus an equal number
  of adherents.
  /: Isil bears a son, Terenis.
  c.␣-/-: The Komaren Isles and the Shinh Ar-
  chipelago west of Emer are brought under imperial rule,
  and the pirates there are rooted out. Rumors of the Alli-
  ance in Agyra are first heard in the Emerian court of
  Aldain. Aldaron sends a few agents from the Order of the
  Hand. When they return a few months later, a few note
  that their behavior is somewhat changed [They are ac-
  tually Brotherhood spies in disguise.]
  /: Vania marries the Laan Lord Estar of Leonas, shift-
  ing some focus from Terenis.
  /:␣Aldaron’s brother Aldanor, Prince of Coronan,
  dies of an unknown illness. His son Keil succeeds him.
  /: Aldaron lays aside the Scepter of Emer, and his
  daughter Vania assumes the throne (she is named heir
  because Aldaron’s son Terenis is deemed unfit). To her
  are given over the symbols of rulership and the alle-
  giances of the Eight Orders. Aldaron retires to the Houses
  of the Dead. At his departure ceremony are many digni-
  taries from far-flung realms, including the GreatKing of
  Gethyra and the Crown Prince of Rhakhaan.
  /:␣Gorjar, the Fulk of Relas (Tai-emer), contests
  Vania’s authority and attempts to secede from the Em-
  pire. But the Empress reacts swiftly, sending a large force
  into the Relas region and arresting Gorjar by the dawn
  of .
  /: Vania gives birth to a son: Vanaar.
  /: Vania has another son: Vemik.
  /: Vania remarries: this time a Laan lord of Corinn
  named Shanar. [Really the Dyar Elf Shanarak, a.k.a. Kort
  Hulum, of the Jerak Ahrenreth.]
  c  - /c.  – : Vania’s last few years are marred
  by corruption among her ministers and — despite a
  strong and even hand — disaffection in the outlying
  provinces and possessions. Uprisings are nearly con-
  tinual. She is also forced to pay some regional armies for
  their allegiance, thus creating mercenary forces who will
  work for the highest bidder. Corruption in the military
  becomes rampant, and naval ships are little more than
  privateers.
  • In Nuyan-Khôm, the individual warlords begin to assert
  more and more authority, and the Duke of Silaar is es-
  sentially powerless to stop them.
  • The indigenous Jaaderi people of Tai-Emer begin to chafe
  under the increasingly oppressive rule of the Archduke
  Relas. Skirmishes and civil disturbances become com-
  mon.
  •␣Finally, in Ardan — the land of the Unicorn and the heart
  of the empire — the counties begin to chafe under op-
  pressive Ducal rule and ever-increasing taxes needed to
  pay for the army.
  /: Based on evidence gathered by the Order of the
  Eye, the Order of the Hand is charged with plotting
  against the Empress. Vania disbands the Order and ban-
  ishes their leader, the Laan/Iylar Mystic Barul Xygarus.
  [In fact, the Order goes underground. They choose as
  their headquarters an isolated tower in the northern
  Spine of Emer. They become truly the Order of the Mask.]
  /: Vania gives birth to twins: Væric and Vinya. It is
  obvious that they are part Elven; Vania’s husband Sha-
  nar vanishes, the courts at Aldain and Corinn are rocked
  by this scandal: Shanar was apparently not a Laan but
  an Elf. Vania is accused of deception and sorcery. She
  eventually reasserts her power and Væric is accepted as
  her son.
  /: The Lord High Priest of Zanar declares the
  church independent of the Imperium and moves his of-
  ficial seat from Aldain to the Isle of Fire, off the coast of
  Hæstra. (The Isle of Fire had previously been a religious
  retreat). The church takes no official action against the
  Imperial family, but at the direction of the bishops,
  
  22
  Shadow World
  priests begin to openly speak out against certain empire
  policies.
  /: Vania’s second son Vemik is lost at sea. The half-
  Elven Vaeric is named heir to the Empire despite con-
  servative outcries.
  /: Væric narrowly escapes assassination. The
  would-be killer is never apprehended.
  /: Væric marries the Lady Kyria of Leonas.
  /: Vania passes the Scepter of Emer to her son
  Væric. She dies within a week; Emer mourns for eight
  days.
  /: Archduke Welias of Corinn marries the Laan
  beauty Jysela.
  /: In violation of Imperial policy, Archduke Welias
  names Jysela his co-ruler. Within weeks she — aided by
  the Seer Kesilex of the Order of the Eye — begins to in-
  stitute ‘reforms,’ restricting the rights of many citizens.
  She also begins to speak against the Nuyani, asserting
  that they are barbarians compared to the Laan and Al-
  dari. Corinn forces begin to collect Nuyani books and
  scrolls. Certain civic leaders are taken in for ‘question-
  ing.’
  /: Væric appoints a new Keeper of the Eye: Luarto
  Shang [he is Ondoval in disguise].
  /: The Prince of Coronan is assassinated; his half
  sister Driselle seizes power with the blessing of the
  church. She refuses to acknowledge Væric as Emperor,
  instead the Archbishop of Coronan crowns her Queen
  of the realm.
  /: The Order of the White Flame requests the re-
  turn of many of the Imperial Order artifacts and ‘en-
  hances’ them [actually adding lenses with surveillance
  powers made with the help of the Order of the Eye].
  /: Racial tensions in Corinn reach a climax. Arch-
  duchess Jysela orders restrictive curfews for all Nuyani.
  There is rioting in several towns, and within days of the
  proclamation Jysela imposes martial law to supress the
  uprisings. Her husband Welias — supposedly the actual
  ruler — has not been seen in public for weeks. Hun-
  dreds of Nuyani are arrested; many are summarily ex-
  ecuted as traitors. When scholars among the Laan speak
  out, they too are arrested as subversives.
  /: Væric is besieged as the full decay of the heart of
  Emer is revealed. The provinces are either in rebellion
  or are assailed by forces from the frontier. The Emperor
  loses his elder son on the fields of battle.
  •␣Relas secedes; Væric does not have the forces to hold it.
  Government buildings in two Ardan cities are burned.
  Væric’s seers, led by Luarto Shang [Ondoval], foretell
  the end of his rule within a year.
  •␣Silaar: Isolated by the secession of Relas, Corinn is torn
  by civil war. In the southern region, the Nuyani [they
  are aided by supplies from the Elves of Námar-Tol and
  — in a key battle — by Reandor] are victorious. Jysela
  manages to maintain control of the northern mainland
  and the islands. While still part of the empire in name,
  Corinn is essentially independent.
  /: Luarto Shang tells Væric that his remaining son
  and heir, the teenage Valaan, has betrayed him [this is a
  lie, but Væric believes it]. Valaan is arrested and put on
  trial, convicted of treason through Shang’s skillful fram-
  ing. [In Væric’s moment of greatest anguish, Luarto
  Shang murders him with a poisoned dagger, then steals
  many of the Imperial artifacts and departs.]
  •␣Valaan escapes [he is rescued by the Order of the Wind
  — the Storm Heralds — and taken to Storm Castle].
  •␣Ageren Vuk, the Cho-Na-kudai (OE “Lord High Priest”)
  of the Order of the Cloak, names himself Imperial Re-
  gent and crowns the eight-year old Silima Chark — a
  distaff niece — Empress. He has the backing of most of
  the Council, but there is dissent from some of the Or-
  ders. Ageren Vuk is extremely conservative, and believes
  that the fall of the Empire was because of sin and cor-
  ruption. He calls for martial law, censorship and strict
  adherence to a list of oppressive laws.
  • Many priests of Zanar fall under the shadow of the Jerak
  Ahrenreth by tapping its power, and their followers are
  forced to pay a sinister price: the life-essænce of all who
  die under the priests’ care is channeled back to the jewel
  at the heart of the Ahrenthrôk.
  -/- ER: The next thirty years are marked
  by religious inquisitions presided over by the Order of
  the Cloak, now generally known as the Church of Zanar.
  At first only books and scrolls are confiscated and rights
  are restricted, but soon the terror escalates. Inquisitors,
  assisted by Knights of Zanar (who are little more than
  hired thugs) order the detainment of any who speak
  against Zanar. Tribunals condemn hundreds to death,
  burned at the stake as heretics, sorcerers, and ‘the per-
  verted.’ (This time is later referred to as the First Zanarian
  Purge). Loremasters rescue some texts and free many
  innocents, but soon they too are targeted by the church
  and forced underground. Silima remains a puppet Em-
  press, eventually marrying Vuk’s nephew, Horgo.
  •␣[Ondoval abandons the Order of the Eye. His work in
  Emer complete, Ondoval begins his search for the Book
  of Gates and travels into the East. The Order is in disar-
  ray; many of its artifacts are confiscated by Zanar.]
  •␣The Imperial Orders disband or break away one by one.
  The Church of Zanar works to destroy them, painting
  the organizations as either tools of sorcery or politically
  corrupt. Some members go into hiding, while the lead-
  ers of a few try to set up governments of their own. The
  Four Winds Order vanishes; Eye, Sun, Silver Sword,
  Flame and Ring all disband.
  • In midwestern Silaar, the Duke of Reandor [a nephew of
  Archduke Welias] declares independence and is crowned
  king by the Bishop of Tendorn. The tiny realm fortifies
  itself against invasion.
  • The Navigator guilds declare many regions of Emer ei-
  ther off-limits or ‘hazardous’ (they apply a surcharge).
  • Loremasters in Emer lay low after many are imprisoned
  by Zanarian zealots.
  
  Emer Atlas II
  23
  •␣There is widespread famine and disease throughout the
  Emerian empire as systems of trade, food distribution
  and bureaucracy break down.
  •␣By the end of this period the western isles, Námar-Tol,
  and most of Uj has essentially seceded. The Emerian
  Empire has shrunk down to the region of Hæstra.
  / ER: Ageren Vuk dies; he is succeeded by an even
  more cruel but politically inept cleric. Empress Silima
  attempts to assert herself but her haphazard policies
  wreak havoc with the already faltering Imperial economy.
  / ER: Empress Silima dies suddenly and without
  an heir [she is poisoned by her husband Horgo]. Horgo’s
  bid to rule creates further chaos.
  -/- ER:␣These three years mark the final
  death-throes of the Empire; seven men and women sit
  on the throne in quick succession; most die by violence
  or apparent poisoning. By  even Hæstra is in anar-
  chy: the provinces are now city-states ruled by petty des-
  pots constantly at war. Most of the Aldari have fled into
  the mountains while the Laan retreat to islands or sail
  westward.
  c. -: Second Zanarian Purge. As the remaining
  vestiges of organized government vanish, Priests of Za-
  nar continue to rile against sin and excess even as they
  demand heavy tithes. They are able to move between the
  warring city-states with relative impunity, as few war-
  lords wish to anger the Church.
  • [Approximate time setting of the Loremaster book Vog
  Mur™]
  •␣Sel-kai emerges as a prosperous city-state on an isle off
  the northeast coast of Emer. Its key location between
  Emer and Jaiman make it an ideal trade location.
  /: Fall of the Emerian Empire: Aldain City is sacked
  by raiders: Shay brigands from the countryside. The last
  man claiming to be Emperor of Emer is slain on his
  throne. [Just hours before the looters reach the old city,
  a force of Loremasters and Navigators enter and rescue
  what art, books and other treasures they can salvage.]
  The city deteriorates into a partially ruined (and reput-
  edly haunted) refuge for bandits and criminals.
  c. -: Tired of their poverty while the Zanarian
  clergy lives in prosperous monasteries and abbeys, rus-
  tic peoples of Emer begin to fight back. Anti-church
  uprisings spread across the continent, despite the very
  real power wielded by Zanarian priests. Many of these
  rebellions are led by priests of other religions. Zanarian
  missionaries are driven out of Silaar by warlords and
  shamans of To-to-nar.  Tai-Emerian priests order the
  Zanarians captured and sacrificed to their local gods. In
  Uj the priests are hunted across the plains. The Elves of
  Námar-Tol take great pleasure in routing Zanar priests
  from their island realm.
  c. : The city-state of Kaitaine has established a name
  as a trading center along the SW coast of Emer.
  •␣Aldain City is abandoned; the isle of Votania is deserted.
  •␣The Yellow Death (an acute form of hepatitis; Elven races
  are immune) sweeps across all of central Emer, killing
  twenty percent of the mortal population. It is marked
  by high fever and a yellowing of the skin and eyes.
  Zanarian Priests in Hæstra  portray this as punishment
  by Zanar for the peoples’ lack of faith and regain some
  of their former influence. The disease subsides after a
  decade or so, but remains a lurking threat in Tai-emer
  and western Uj.
  : [Ondoval recovers the Book of Gates. With it — and
  the power of the Secrets — he may open Portals to the
  past and begin his search for the Shadowstone.]
  c. -:
  • Linæri refugees from Urulan arrive in southern Uj and
  establish the land of Lys.
  • Most of Emer remains politically fragmented and slides
  into a dark age lasting over a thousand years. With the
  exception of a few enclaves and a handful of resilient
  coastal trade centers, the continent is sparsely populated.
  Fields go fallow, towns and castles are abandoned and
  fall into ruin.
  • Námar-Tol isolates itself, constructing lookout towers
  along the perimeter shores of the Seven Isles and patrol-
  ling the Circular Sea in swift warships. The Elves are wary
  of ‘barbarians’ on the mainland.
  •␣Western Lands: The Alliance acquires control over vir-
  tually all of Agyra.
  c.  – : [Ondoval travels through time and space
  seeking the Shadowstone, returning periodically to rest
  and call the Council. But as the ages pass and Ondoval
  communicates less and less frequently with the order,
  dissension grows in the ranks of the Ahrenreth.]
   – : A plague known as the Lingering Pain sweeps
  through northern Emer. It kills through a long, excruci-
  ating and wasting disease and there is no known cure.
  [It is transmitted through blood: flea and mosquito bites,
  though this is not discovered; incorrect theories about
  its source and transmission abound however]. Fear of
  the Lingering Pain creates suspicion and isolationism,
  but nevertheless it manages to claim the lives of almost
  one quarter of the mortal peoples of Silaar, Tai-emer and
  Hæstra.
  : The comet returns once more, passing particularly
  close to Charón. The Third Moon is bathed in Sa’kain’s
  tail and the particles weaken the prison of the Dark Gods.
  While the Watch of the Lords of Orhan languishes, the
  Evil Ones escape.
  c. -: Altered weather patterns (possibly caused
  by the return of the comet) increase the average tem-
  perature and reduce rainfall in regions of eastern Uj and
  portions of Tai-Emer. These areas shift from a semi-arid
  environment to arid. Easternmost Uj becomes a desert.
  c.  – :
  • The Lords of Orhan send their avatars to Kulthea once
  again, ending a long absence after their aid in the Wars
  of Dominion. Some do this reluctantly, realizing the need
  to counteract the influence of the releasd Dark Gods.
  Others (Kieron, Jaysek, Teris…) never completely aban-
  
  24
  Shadow World
  doned the residents of Kulthea. Their servants the
  Nymphs and Dryads and Fauns have always been here.
  •␣Námar-Tol: The Loari continue to make technological
  advances, creating ever more complex mechanical de-
  vices. Their skill with alchemy is unmatched on western
  Kulthea. Sel-kai eventually wins the confidence of the
  Loar Council, and they initiate trade.
  : [Karzôk, chief of the Lankani tribe in Tai-emer, is
  seduced by the power of the Charón god Klysus.]
   - : The nomadic tribes of central Tai-emer are
  brought together under the sun-and-sword banner of
  the charismatic warlord Karzôk Lankan. He seems to
  possess superhuman strength and is immune to sword
  and spell. Perhaps more importantly, he has the power
  to inflame the hearts of men.
  : Karzôk begins construction of Kenezán at the mouth
  of the T’voca river. At the heart of this city plan are
  temples to honor the serpent gods Klysus and Akalatan.
  Labor is provided by slaves: Jaaderi from further south
  and Pochanti in the north, captured by tribal chieftains
  now under Karzôk’s rule. Always at his side is his son,
  the priest Akaal.
  : The temple complex at Kenezán is complete. High
  Priest Akaal presides over the dedication ceremonies,
  which consist of solemn rites and sacrifices, a drunken
  revelry and orgy, and finally another sacrifice: Akaal
  murders his father in the Pyramid of the Kings. Akaal
  declares himself the Khurtûm (M. “Son of the gods” or
  “divine son”) and king of Lankanôk.
  c.  – :
  • Most of Hæstra remains in a dark age.
  •␣Western Lands: The Alliance, already in control of Agyra,
  spreads over most of Mulira and into western Thuul. In
  addition to their Kal-chah warriors, numerous spies and
  subterfuge methods, they employ swift war-catamarans
  to control the coasts.
   - : A virulent disease wipes out three quarters of
  the horse population of Silaar and Tai-Emer, crippling
  the mobility of the Nuyani and Jaaderi.
  : [Schrek nominates an Astrologer named Zagul to
  the Jerak Ahrenreth, taking Ondoval’s vacant place as
  Arulis Kygari.]
  : Sa’kain streaks past Kulthea again, wreaking havoc
  with weather and Essænce.
  :␣The first skyship is constructed in Sel-kai, a collabo-
  ration between the Laan shipwright Leriu Valain and the
  Loari alchemist Teryk Altiar. The Prince of Sel-kai an-
  nounces an ambitious project: to build a flying merchant
  fleet.
  •␣[After millennia of wandering the planet unaware of his
  true ancestry, Andraax is swept into a flow-storm which
  restores his memory (though he is still vulnerable to
  lapses into madness). The K’ta’viir Lord visits the Guard-
  ian Mind, only to discover that it has been cursed by a
  spell from beyond the Pale. Returning in disguise to
  Karilôn to discover what has transpired, he learns of the
  plots of the Eight. He also detects the Alliance spy within
  the Loremaster ranks, but his own disguise remains in-
  tact. He takes no action against the infiltrator.]
  :␣[The Dragonlord Ulya Shek discovers a functioning
  Lords of Essænce installation on a far western isle. In-
  side, she awakens an Althan Lady: Jenkyna. They form a
  partnership of sorts.]
  : Three of the Eight of the Jerak Ahrenreth (Lorgalis,
  Oan Lyak and Iæn Shiin) meet at the Ahren-Lyax and
  form an alliance. They lure the Royal Seer of Urulan to
  their hold and murder him, and Iæn Shiin assumes his
  post. He is instrumental in Urulan’s final demise.
  : Sel-kai embarks on a plan to construct a sky city.
  :␣ Eidolon rises in the sky above Northern Emer, a jewel
  of unsurpassed beauty and a triumph of Kulthean crafts-
  manship. It nearly bankrupts Sel-kai.
  c. : Eastern Lands: First word of the Raven Queen of
  Gaalt reaches the Loremasters. A powerful sorceress and
  warrior, she has gathered an army of Pale Men and sub-
  jugated the northernmost tribes.
  -:␣Western Lands: The Alliance encounters the
  Shoneb Empire in western Thuul, and begins infiltra-
  tion. They also send agents into the Jan to the south.
  c.  - :
  • The Immortal Raven Queen continues her expansion
  south through Gaalt.
  • Falias: City-states of the central lowlands are united un-
  der a family of ruthless warlords aided by powerful sha-
  mans. The fourth-generation leader, Hutsua Kang,
  crowns himself lord of the Empire of the Black Sun.
  • Tai-emer: Shay immigrants from Hæstra settle in the rich
  Lygaar valley. Within a few centuries they expand into
  the Pelegris foothills and south to the edge of the Quon
  jungle in Khûm-kaan. They soon encounter the tall, dark
  Kuluku. After a tentative beginning, an understanding is
  reached and the two cultures begin a lucrative trade ar-
  rangement.
  -: Western Lands: A Jenaar emissary from the Alli-
  ance pays a visit to the Shoneb Empire and presents the
  usual Alliance ultimatum: join or be destroyed. But the
  Emperor is expecting her and demurrs, Before the Jenaar
  can depart she is ambushed. Her Kal’chah guard — fierce
  and skilled as they may be — are outnumbered, and she
  barely escapes. The Alliance retaliates a few months later:
  Dozens of Kal’chah attack key government centers in the
  Shoneb Empire, and it collapses like a house of cards.
  The Emperor agrees to ‘join’ the Alliance.
  :␣[Ondoval recovers the Shadowstone, an immensely
  powerful item once worn by Kadæna. As he returns —
  exiting a Portal in Mulira — the gateway is destroyed by
  the dark energy of the Shadowstone. Ondoval retires to
  the Ahrentorg and plots his final assault on the very Es-
  sænce. ]
  • [The planar instability caused by the Shadowstone also
  allows the return of the Ahrenlaakh to this world.]
   – Present: Worldwide Flow-storm activity increases
  across Kulthea. Random Portal operation also intensi-
  
  Emer Atlas II
  25
  fies, allowing more creatures of the Void and other planes
  into the world. The Loremasters, the Lords of Orhan,
  and a few others are aware — though none can deter-
  mine the cause.
  : [The Dragonlords Voriig Kye and Sulthon Ni-shaang
  barely escape a deadly trap laid by Schrek, the acting
  leader of the Jerak Ahrenreth.]
  c. : The Loremasters learn that a dark power has built
  a citadel in the northern waters of the Endless Sea. But
  the area is swathed in a veil of shadow which they can-
  not penetrate. Agents sent in do not return. As the dark-
  ness grows, their concern intensifies. [It is Ondoval]
  :
  • [Ondoval declares himself the K’ta’kuli (Ir. “Lord of Shad-
  ows”)and gathers a  court of Ordainers and other pow-
  erful demons.]
  •␣[The Jerak Ahrenreth soon learns of Ondoval’s apparent
  abdication. A power struggle ensues within the Eight,
  though Schrek quickly emerges as the victor.]
  •␣[The fact of Ondoval’s return and full measure of his
  treachery are finally revealed to Andraax, even in his
  somewhat unsteady mental state. He begins the search
  for the Soulsword, the only instrument which might slay
  the wearer of the Shadowstone.]
  c.␣:␣[Western Lands: Alliance forces encounter Lugrôki
  in western Thuul and Mythenis. After attempting to uti-
  lize them as laborers, they find them too difficult to con-
  trol and begin a systematic destruction of this race, which
  they consider unuseable.’]
  : The Loari of Námar-Tol develop the first Airbarges
  to transport passengers and cargo. These huge, slow-
  moving, noisy steam powered air vehicles are greeted
  with awe and suspicion by all who see them.
  c. : [Ulya Shek and Jenkyna re-open a sprawling Lords
  of Essænce installation in the Rust Mountains of Silaar.
  It is a large underground complex, once a research facil-
  ity. Together they begin their gruesome project: the cre-
  ation of an army of mechanically enhanced undead: the
  Gyshon Vurg (Ir: “walking-dead machines”) and demon/
  human fusions. Dusdurbulgaur (K. “Warrior-demon off-
  spring”)]
  : The comet returns in a very close pass. For nearly a
  month it hangs in the Kulthean sky while strange and
  terrible events occur across the world.
  •␣Droughts strike Ræl for the next ten years. By , the
  region which was Ansidus is a wasteland.
  •␣Chronic famine in many lands.
  •␣The Prince of Sel-kai’s sky-yacht Nightflyer vanishes with
  his daughter on board. A century later—and periodi-
  cally afterwards—it returns, a ghost ship, and an evil
  omen.
  •␣Snakes rain from the sky in Tai-emer.
  •␣Erratic tides — even for a planet with five moons — cause
  widespread damage to coastal cities.
  •␣Another epidemic of the horse-killing disease sweeps
  across northern Emer, this time also affecting Hæstra,
  again devastating the equine populations. Lankanôk and
  the Nuyani each decide to seek alternatives to their vul-
  nerable herds.
  : The High Shaman of the Nuyani goes on a spirit-
  quest to seek guidance regarding the problem of the loss
  of their horses. He fasts and prays to the god To-to-nar
  (‘the two-faced’; actually the Orhan gods Kieron and
  Jaysek). The gods hear his pleas: after five days of wan-
  dering in the mountains a gift comes to him — in the
  form of a huge Gryphon. She is to be the mother of a
  stable of winged mounts for the elite warriors of Nuyan
  Khôm.
  : The warriors of Lankanôk embark on a breeding
  program to domesticate the Srill, large, herbivorous bi-
  pedal lizards, as an alternative to horses. (A brief flirta-
  tion with using the carnivorous Quarnak as steeds was
  abandoned when they kept eating their riders).
  : A Silvery Dragon is seen again, the mighty beast ter-
  rorizing the city of Eidolon. Yet it does no damage and
  vanishes into the clouds. Some claim that it had a hu-
  man rider. Rumors abound that the Prince of Sel-kai is
  blackmailed into paying a ‘protection’ ransom by the al-
  leged rider. [These rumors are not true. It is Voriig Kye,
  merely observing activities on the mainland.]
  c. : The expanding borders of the thriving Lankan
  Empire and the Blissful Kingdom of Pochantos approach
  one another. Already, patrols and exploration parties on
  the frontier have had altercations. At stake are the fertile
  lands between the two realms and east of the Forest of
  Ash.
  : A man identifying himself only as the Nameless One
  [it is Tethior the Elven Smith, using one of the Daath
  Leerssoi to conceal his appearance] arrives on the isle of
  Zinvar and predicts impending disaster to the thriving
  trade center in three years. Few take his dire prediction
  seriously, despite his impressive entourage of four
  Changramai warrior-monks.
  : The people of Zinvar are overcome in one night by
  a mysterious plague of violent madness. The city burns
  to the ground, set afire by its own inhabitants. Zinvar
  becomes a deserted place, shunned by sea-travelers.
  c. : Hostilites between Pochantos and Lankanôk con-
  tinue to escalate. The Pochanti, being a more peace-lov-
  ing people, attempt to negotiate a border. The Lankani
  sacrifice the Pochanti emissary and send back his flayed
  skin.
  : Lankani aggression continues, with raiders burning
  southern Pochanti homesteads, attacking traders and
  kidnapping them to use as slaves and sacrifices. Finally,
  the Priest-king of Pochantos declares war.
  : The Kuluku of the Quon jungle in Khûm-kaan sever
  contact with the Shay and Loari and vanish into the rain
  forest. It is believed that they are embroiled in a civil
  conflict or are suffering from some terrible plague. [In
  fact, warned by a vision of their Druidic Oracle they have
  retreated into the deep jungle to prepare for the impend-
  ing turmoil between the other races.]
  
  26
  Shadow World
  :␣(Western Lands) Jenaar emissaries of the Alliance
  approach the realm of Gethyra. The GreatKing rebuffs
  them.
  • The population of Sel-kai City reaches ≈,
  •␣The Lankanôk-Pochantos war drags on, with the Lan-
  kani slowly gaining more territory.
  •␣Over-farming by the Shay in southern Lygaar exhausts
  the soil along the Dændarus river, and soon they need
  more land. Believing the Kuluku dead or long gone, they
  migrate south and begin to slash and burn swaths of
  jungle along the northwest edge of Quon.
  :␣The Nameless One enters the Palace of the Hu-tarn
  of Nuyan Khôm and warns the ruler of a great disaster.
  That night the Butterfly Scepter of Khôm is stolen.
  -: Plague devastates Silaar, killing between thirty
  and forty percent of the population of Nuyan Khôm —
  including nearly the entire royal family.
  -: [Western Lands: Alliance agents infiltrate Geth-
  yra.]
  :
  • Piracy causes serious disruptions along the Lethys—Sel-
  kai trade routes; Plasidar is suspected. Plasidar is mostly
  to blame, though Præten also does its share of raiding
  trade ships.
  • Terran Empire: [TARA agents (a division of the Dia
  Khovaria; the ‘TAbernacle Research Agency’) violate Ter-
  ran Empire quarantine and land on Kulthea, in Námar-
  Tol. Concealing their true identities, they make contact
  with a select few Loari Elves in Námar-Tol.
  : [Schrek and the others of the Jerak Ahrenreth con-
  clude that the Lankan Empire has grown too powerful,
  and since the leadership is so closely tied to the dark gods
  Klysus and his ‘son’ Akalatan, they are not easily con-
  trolled. It is decided that a new force is needed to counter
  the growing Lankani strength.]
  c.  — : An army of tall, fair-haired men come
  down from the Spine of Emer and begin taking over the
  scattered towns in southern Pelegris and northern Lygaar.
  Their takeover is for the most part bloodless, and they
  bring administrative order. More importantly, they are
  wealthy and willing to pay well for honest labor. Soon
  the region sees prosperity through a growing trade net-
  work. Word spreads that the leader of these men is called
  Aldaron.
  : Amidst the ruins of an ancient city at the mouth of
  the Lapinar river in Old Coronan, the man called Al-
  daron begins to rebuild. He takes the title Lord of Arda-
  nia. People flock to the site to take jobs, and the city of
  Ardan continues to grow.
  : [The head of the Faaw Shryaak (The red gem alone
  becomes known as the Heart of Agoth) is stolen from
  Voriig Kye by the infamous (and allegedly insane) Lore-
  master Elor Once Dark. He, in turn, misplaces the arti-
  fact and it is lost.]
  : An exploration ship from the Bokorean United King-
  doms (located in northeast Falias) lands at the tip of Onar.
  Sea-elven scouts from Malqanar observe them but re-
  main hidden.
  : The Nameless One warns L’chye Herónath, the Priest-
  king of Pochantos, of impending doom. He is ignored.
  Eight days later an earthquake levels the capital city. The
  king is killed in the collapsing palace, but his three sons
  survive. His eldest son Baentar assumes the throne of I-
  chaal and dons the Holy Torque of the Golden Puma at
  the age of twenty-seven (his name becomes L’chye
  Baentar), while the second son Q’venna, aged twenty-
  one, is named general of the armies. The youngest son,
  Tinturi, is a boy of thirteen. The Pochanti continue to
  fight, but Q’venna is an inexperienced leader, and the
  under-equipped Pochanti are demoralized and no match
  for the fierce Lankani and their lizard-steeds. The fol-
  lowing months see defeat after humiliating defeat for the
  people of the Blissful Kingdom.
  •␣Q’venna of Pochantos is captured by Lankan forces in
  the Battle of Uggoth Plain. The youth and his personal
  guards are taken to Kenezán. Holy King Baentar offers
  to negotiate for his brother’s release but the Khurtûm
  (Agara-Klysus, Divine Emperor of the Lankan Empire),
  sees this is a sign of weakness, and instead hands Q’venna
  over to his son P'har Ahnekar, the high priest of Akala-
  tan. The Pochanti prince is ritually humiliated before
  the Lankani people.
  •␣[Ondoval makes his first attempt to destroy the North-
  ern Eye of Utha. His failure is nearly complete but spec-
  tacular, triggering a violent Flow-storm and causing an
  incredibly severe winter for much of the northern hemi-
  sphere. He retreats to the Shadowed Secret to regroup.]
  : Rumors abound of visits by the Nameless One in
  southern Hæstra, Námar-Tol, and Utor Keza (a south-
  ern city in the Lankan Empire).
  •␣The Lankani, their elite cavalry astride the swift and ag-
  ile Srill lizards, crush the surviving Pochanti in north-
  ern Tai-emer and consolidate their hold on the region.
  Pochanti king L’chye Baentar and prince Tinturi are cap-
  tured.
  •␣The Khurtûm of Lankanôk and the Lord of Ardania sign
  a pact of nonaggression. Lankan priests order more hu-
  man sacrifices — many of them Pochanti prisoners.
  •␣[Jaiman/Plasidar: The eldest son Kalon takes control of
  the pirate realm; Aenor goes into hiding. Jerel flees with
  a few loyal followers to southern Urulan, after obtaining
  financial backing from a Xooba crimelord.]
  •␣Western Lands: Gethyra agrees to come under Alliance
  ‘protection;’ their capital is occupied by Alliance war-
  riors.
  •␣[Aenor of Plasidar changes his name to Aenor of Quaal
  and settles in Sel-kai City. With his share of pirate gold
  he sets himself up as a wealthy entrepreneur.]
  •␣Agyra: Dyari of the Alliance uncover a cave near the Sea
  of Fate in the center of the continent. The entire party is
  later found dead—dismembered and their heads miss-
  ing. Within weeks the entire eastern coast of the sea
  (known as the Green Beach) and nearby forests are ter-
  
  Emer Atlas II
  27
  rorized by a murderous force which takes the heads of
  its victims. [They have released a lat of the Shards of
  Ubenmas, including N’koru of the I-lat Norg.]
  :
  •␣[Jaiman/Urulan: Jerel of Plasidar builds a base of opera-
  tions in southern Urulan. He names himself the White
  Swan. Ships flying his flag begin raiding along the east-
  ern edge of the Melurian Straits, creating problems for
  Sel-kai, Danarchis, Præten and Lethys.]
  • [Voriig Kye calls a meeting of the Dragonlords. The five
  gather at Vog Mur, the first such meeting in tens of cen-
  turies. While most have only a passing interest in the
  affairs of men and Elves, the Alliance—as well as Ondo-
  val and Schrek—are cause for concern. However, only
  Voriig sees the true threat of Ondoval; the others suc-
  cumb to the inevitable self-confidence of their inherent
  power. However, Oran Jatar and Voriig agree that they
  have recently felt the presence of the Golden Dragon.
  But where is he, and why does the sixth member of their
  elite family remain hidden? Kydak Dûm, the Golden
  Dragon, will reveal himself in his own time.]
  • 6049 •••••
  Winter 6049
  •␣The Hard Winter in Hæstra.
  •␣Trogli from the southern Spine of Emer swarm out of
  their caves at night to attack the Shay of the Pelegris and
  Lygaar regions of Khûm-kaan. The Kuluku are still not
  to be seen; the Shay believe the jungle to be haunted and
  will not go far under the trees..
  Spring 6049
  • Ardanian forces drive back the Trogli. The grateful Shay
  accept Ardanian dominion.
  • A ship arrives in Sel-kai bearing a passenger from the
  east. [He is a spy from the hidden kingdom of Sularin of
  eastern Urulan]
  Summer 6049
  •␣Men in golden armor astride huge winged steeds are
  sighted flying near Eidolon. They fly close and vanish in
  the clouds. Sages agree that these are the legendary
  Cloudlords of Tanara, from Jaiman to the north. Their
  purpose at Eidolon is unknown.
  Autumn 6049
  •␣Eidolon loses a dozen seagoing trade ships — suppos-
  edly in freak storms. [Some are taken by raiders of the
  White Swan, others are victims of scouts from the Raven
  Queen to the northeast.]
  Fall 6049
  •␣Eastern Lands: The Vulth Horde emerges to threaten the
  northern borders of the Kindom of a Thousand Dawns
  • 6050 •
  Winter 6050
  •␣The Nameless One is (allegedly) spotted in Kaitaine, but
  he makes no proclamations.
  • The Nuyan-Khôm, Sel-kai mainland residents and the
  Reandori all encounter ghosts wandering out of the old
  land of Thanor. Thanor has always been haunted, but
  now the undead seem to be multiplying.
  Spring 6050
  • The Loari inventor/adventuress Selia Rendanaar of Ná-
  mar-Tol leads an expedition to the City of the Dead in
  Uj. [She finds the lost journals of the Loremaster Selas
  Vey — and something else. In a laboratory deep within
  the catacombs of the city she discovers a cache of jewels
  of varying sizes, all faceted spheres. She discovers that
  these have the power to absorb energy and release it in a
  controlled manner, allowing them to fuel certain ma-
  chines, devices — and vehicles, one of which she dis-
  covers and repairs. She and her party flee the city in the
  flying vehicle, barely escaping its golem guardians. She
  returns to Námar-Tol.]
  Summer 6050
  •␣Rumors reach Kaitaine of conflict to the southwest: The
  Alliance is facing its first real challenge from the Vashaan
  Domain.
  • Unusual current flows and winds in the Circular Sea in-
  terfere with Námar-Tol trade routes.
  • Minor earthquakes are a frequent event in northern Si-
  laar and Tai-emer.
  • [Four of the Jerak Ahrenreth hold an informal meet-
  ing.]
  Autumn 6050
  •␣News of the growing realm of Ardania reaches the court
  of Eidolon. The Lord of Ardania [really Y-tarmen, one
  of the twelve adherents of the Jerak Ahrenreth, working
  under Schrek’s supervision] has begun construction of
  that he calls his Palace of Gold at the heart of Ardan City.
  He has surrounded himself with a guard bearing the
  ancient Yarkbalkas, symbols of the Order of the Silver
  Sword, elite warriors of the lost Emerian Empire. Also
  in evidence is the Order of the Eye, led by Iæn Shiin, [an
  Iylar Elf and former Loremaster, now a member of the
  Jerak Ahrenreth].
  Fall 6050
  •␣At several major cities in Emer, recruiters appear offer-
  ing opportunities for well-paying jobs in the new realm
  of Ardania. The lord of that city seems to have endless
  gold to spend.
  •␣The Storm Wizard, fearing the fall of Rhakhaan and sub-
  sequent collapse of civilization on Jaiman, summons a
  huge winter storm over Jaiman.
  
  28
  Shadow World
  • 6051 •
  Winter 6051
  •␣ Minor earthquakes in Sel-kai.
  •␣ A dragon is seen yet again over Sel-kai. The last con-
  firmed dragon sighting was more than three centuries
  ago, but the Elves remember. It circles a few times, then
  climbs near Eidolon, but does not approach any of the
  skyships or airbarges. Before abruptly vanishing into the
  clouds. Opinions differ over the type, but many believe
  it is Silver. [It is Voriig Kye].
  • Arrival of the Hûtarn of Nuyan-Khôm in Sel-kai for
  trade talks. He sails into the harbor amidst a fleet of un-
  usual ships, traveling up through the Sea of Tears. He is
  only thirty years old (one of few of the royal family to
  survive the devastating plague of twenty-eight years ago)
  but a shrewd ruler. Together with his wizened great-aunt
  as trade minister, he is a formidable negotiator.
  •␣[A strange flu-like illness strikes many Itanian Warlocks;
  All who succumb recover, though some suffer a terrible
  permanent side-effect: their Mentalist abilities are gone.]
  •␣Jaiman: with unnatural suddenness, winter comes to
  nearly all of Jaiman in the form of a monstrous blizzard.
  The cold and snows cut off supply lines and freeze armies
  in their tracks. There are heavy casualties on all sides,
  but the weather works to the Emperor’s advantage. Nev-
  ertheless, Frelik the Usurper renews his call for Jerrin’s
  abdication. Northern Emer — especially the eastern
  quadrant — is caught in the fringes of the Jaiman snow-
  storm. Præten, Sel-kai, and the Pochanti Kingdom have
  unprecedented snowfalls. [The Loremasters suspect ar-
  tificial intervention in the weather of Jaiman, but are
  unable to trace the source. They are understandably ner-
  vous that a source of such power can remain cloaked
  from their detections. The Navigators, always concerned
  about strange meteorological phenomena, launch their
  own investigations.]
  Spring 6051
  • – : Sel-kai: heavy rains and melting snow cause the
  canals to rise to above flood stage. Minor damage to lower
  levels of some structures.
  •␣Jaiman: the snows begin to melt, but torrential rains fur-
  ther slow progress of any forces in the Rhakhaan con-
  flict.
  • Central Emer: a Shay expedition, financed by House
  Elgata of Eidolon, enters the jungles of Quon; none re-
  turn. A follow-up search party also disappears.
  Summer 6051
  •␣Emer: southern Silaar and much of Tai-Emer suffers from
  drought. The Lankan Priests of Klysus order more sac-
  rifices to appease their god.
  •␣The Prophet of Valris first makes her presence known at
  Sel-kai. A tall Iylar Elf with golden blonde hair and wear-
  ing shimmering blue robes, she refuses to give her name
  or home, saying only that she comes ‘from the east.’
  Claiming to be a follower of the Orhan Goddess of wis-
  dom, she is apparently an Astrologer who can see into
  people’s futures. After a month in Sel-kai city, during
  which her reputation and influence grows, she travels
  toward Danarchis.
  Autumn 6051
  •␣Volcanic eruptions in the Black Mountains of Khum-
  kaan.
  Fall 6051
  •: The Lankan Empire sends a small fleet across the
  Circular Sea from their port of Kûru-kal, with the goal
  of siezing the northwestern Loari isle of Surt Naduum.
  The first warboat barely reaches shore before airborne
  Loari battleships appear and drop exploding canisters
  — “bombs” — on Lankan ships. This marks the first
  known use of chemical explosives since the Interregnum.
  The Lankan ships are destroyed and the few Lankani who
  reach shore are captured. Námar-Tol sends a warning to
  the Lankani that any further aggression will be met by
  overwhelming force.
  •␣A caravan in Uj returns to Kaitaine to tell of a mighty
  battle between their Navigator Sulfean and a Herald of
  Darkness. Their situation was looking desperate when a
  Storm Herald suddenly appeared and helped to drive
  off the Minion of the Unlife. The exact nature and in-
  tentions of the Storm Heralds remain a mystery.
  •␣Silaar: Strange drums are heard from within the Vœrken
  Mire. The T’loc-loc go into hiding in the northern
  reashes of the Asamis Arg (‘Great Grove’).
  •␣Frequent storms in Southern Emer disrupt commerce.
  •␣Several volcanoes erupt in the Morbek Highlands; smoke
  and ash clouds drift north and envelop Votania.
  • 6052 •
  Winter 6052
  • – •: [Schrek, Oan Lyak, and Darí Holvir of the Jerak
  Ahrenreth meet secretly and decide to begin a program
  of assassinations among their enemies to further disrupt
  political situations.]
  / Holiday: The birthday of Agren Navalak, perhaps the
  greatest prince in the history of Sel-kai.
  •: Ignatus Jurgon, a merchant baron of Sel-kai, is found
  murdered in his study. (It is the work of Saren Xanaari,
  revenge for House Jurgon illegally infringing on their
  trade.)
  •: Funeral procession of Ignatus Jurgon. A great chain
  of boats escorts the Baron’s funerary barge out into the
  bay, where he is given to the waters. The ceremony at-
  tracts thousands of onlookers and clogs the canals.
  •:␣[Sel-kai: First meeting of Olgivana Centaurus, Barrin
  Qaterris, Koren Maas (security minister), Enik Foor
  (Minister of State), and Boren Alsec (Commerce Minis-
  ter). Olgivana puts forward her plan to have Barrin suc-
  ceed Prince Rylec.]
  •: A minor earthquake shakes Sel-kai.
  
  Emer Atlas II
  29
  •: Rylec Qaterris, Prince of Sel-kai, narrowly escapes
  assassination. Three days later, the alleged attacker (a
  woman in black) is found dead on the steps of the
  Prince’s Palace. City gossip says she had on a steel ring—
  mark of the Grey Ring. [She was a Cult of Stars assassin,
  indeed caught and killed by the Grey Ring.]
  •: The Sel-kai Defense Minister is fired and the Redcapes
  are purged of many of their corrupt members. A brief
  crackdown on smuggling ensues.
  •: [Sel-kai: the Cult of Stars assassinates the Loremas-
  ter Gireg Jaan, who had been investigating the Jerak Ahr-
  enreth.]
  •␣The beginning of the Grand Campaign…
  Spring 6052
  (/) (Sel-kai) Holiday: Much of the city is depopulated
  as the Spring Games are played
  (/) (Sel-kai) Fire in the Sighing Docks. Several ware-
  houses are destroyed, but the blaze is confined to one
  island.
  (/) The Trade Consul of Danarchis arrives in Sel-kai
  amidst much pomp and ceremony. He remains for sev-
  eral days while trade agreement renewals are discussed.
  Summer 6052
  •: Sel-kai Holiday: The Summer Games are played. Un-
  fortunately, the event is marred by an altercation between
  houses Alaxatan and Pharnese. Jarl Alaxatan (second son
  of Kellis) assaults Kendon (younger brother of Baron
  Kyse) Pharnese, and the house guards of both families
  escalate the confrontation into a bloody battle. Twelve
  are dead; Kendon Pharnese is wounded but will recover.
  •: The nd anniversary of the rise of Eidolon into
  the sky. Celebrations for two days (but the party pales in
  comparison to the th two years ago; it lasted ten
  days)
  •: Eidolon trembles and tilts a fraction of a degree for a
  few seconds, causing a panic among residents. The city
  rights itself and stabilizes, but the cause for this alarm-
  ing event is not discovered.
  •: Eidolon: The Yultûm (M: ‘trade-chief’; a priest) of
  the Lankan Empire arrives aboard a majestic barge —
  one of six in the fleet accompanying him. His visit stirs
  much curiosity about the ‘barbaric desert-realm’ far to
  the south, and many citizens gape at the dozens of dark-
  skinned oarsmen and guards arrayed about the boats.
  •: Sel-kai: A House Betaran airbarge explodes over the
  city bay; Xyrus Betaran accuses House Gugulon of sabo-
  taging his trade.
  •:␣[Sendar and Sendil, demigod twins and offspring of
  Akalatan, are awakened by their father. They emerge from
  their secret mausoleum and he directs them to the Heart
  of Agoth.]
  •: A mild tremor shakes Sel-kai city. Damage is mini-
  mal, but because of previous predictions of a severe
  quake on this date, there is a brief panic.
  •:␣[The twins Sendar and Sendil recover the Heart of
  Agoth from its hiding place, and make their way towards
  Kenezán, capital of the Lankan Empire. The gem was
  deep under the Spine of Emer, an object of worship for
  a colony of Murlogi and their Earth-demon master. The
  Murlogi vow to recover their sacred stone.]
  •␣Tensions escalate between the Elves and mortals of Sel-
  kai. There is a general rise in crime — especially
  muggings and robberies. Scuffles between rival gangs of
  thugs increase.
  Autumn 6052
  •: Sel-kai Holiday: The Autumn Games are played un-
  der tight security. There are no incidents, and House
  Alaxatan is on probation.
  •␣The demigod twins Sendar and Sendil arrive in Kenezán
  and present the Heart of Agoth to the Khurtûm: a gift
  from Akalatan. The appearance of white-haired twins is
  the fulfillment of a prophesy in the ancient Omiar
  Akalataru (The Codex Akalatan), and they are made
  High Priest and Priestess of Klysus. The Heart is en-
  shrined in the secret Temple of Meditation, beneath the
  pyramid of Separation.
  Fall 6052
  • The Prophet of Valris arrives in Kaitaine, preceded by
  her reputation. In an abrupt deviation from her predic-
  tions for individuals, she warns of an imminent world-
  wide catastrophe. She relays dire visions of earthquakes
  and storms, and claims to see Kaitaine in flames. The
  council orders her banished from the city for inciting
  panic.
  •:␣[The Nameless One appears alone in the Garden of
  Songs on Karilôn. He warns of an unspecified, impend-
  ing global catastrophe and vanishes. A few Loremasters
  claim to have seen six fingers on his hands, while a few
  believe they caught a glimmer of gold in his eyes, spur-
  ring an erroneous rumor that the Nameless One is in
  fact the legendary sixth Dragonlord: Kydak Dûm, the
  Golden Dragon. {Andraax is there in disguise; he and
  Tethior each see through the other’s illusion, but Tethior
  flees before Andraax can confront him.}]
  • 6053 •
  •: [Just after Midnight on New Year’s Eve; the North Pole:
  The insane K’ta’viir lord Ondoval, accompanied by three
  K’ta’viiri lieutenants, enters the Northern Vault and takes
  the Eye of Utha. He is unable to destroy it, but has cre-
  ated a vessel which controls its powers. Two of the Lords
  are killed and Ondoval is badly wounded, but he escapes
  back to the Shadowed Secret with the Eye. Immediately,
  the Southern Eye attempts to compensate (The Lords of
  Orhan also lend power to the Southern Eye, but they
  cannot continue this indefinitely) but is unable to fully
  protect the globe. Kulthea shakes with a worldwide earth-
  quake. And that is just the beginning.]
  
  30
  Shadow World
  Effects of the Loss of the Northern Eye
  (Through Winter 6053)
  •␣Essænce storms wreak havoc; the hemisphere curtain (the
  Wall of Darkness) breaks down in random areas.
  •␣The entire globe is swept by unnatural storms and earth-
  quakes for the next several days. There is widespread
  flooding, damage and thousands of deaths.
  •␣Coasts are buffeted by tidal waves and hurricaine force
  winds. Inland areas suffer tornadoes and lightning
  storms.
  • Many dormant volcanoes are jarred into activity, spew-
  ing ash into the sky. Cracks open in the earth exposing
  rivers of magma.
  • Portals everywhere randomly open and close, drawing
  in any beings and animals nearby or spewing forth
  strange creatures.
  •␣Meteor showers rain fire down all over the planet; com-
  bined with lightning storms and volcanic eruptions they
  trigger raging fires. These would be far worse except for
  the widespread downpours and blizzards.
  •␣The Navigators suspend service for  days. (Their com-
  passes behave erratically for - days before returning
  to normal function.) Most sea travel is virtually impos-
  sible for - days; perilous for another - because
  of storms.
  •␣Sel-kai Skyships, being more fragile and susceptible to
  Essænce than sea vessels, are grounded by order of the
  Prince for a full thirty days.
  •␣Eidolon is shaken by tremors for hours; a few residents
  flee to the ground. Meanwhile, Sel-kai City suffers the
  worst floods in  years. There are scattered fires but
  they are for the most part contained.
  • The Great Kaitaine Fire. A meteor strikes the city and
  triggers terrible devastation; fires burn for days. Over
  half of the city is destroyed or rendered uninhabitable.
  Undaunted, the Guilds begin reconstruction.
  • [A land mass rises out of the water in the center of the
  Lonely Sea. It is part of the lost continent of Tarania.]
  • Many other cities (including Kenezán, Ardania, and
  Nuyani cities) across the planet are ravaged by earth-
  quakes and fires.
  Winter 6053
  • There is general panic across the hemisphere: these events
  are seen by many as harbingers of the end of the world.
  Doomsday cults spring up everywhere as dark powers
  seek to take advantage of this time of uncertainty. Voices
  of reason are drowned out by hysterical cries that the
  end is near. And it may well be…
  ≈•␣[The Loremaster Council is called into emergency ses-
  sion (attended in secret by Andraax). They order the re-
  covery of the Eye as top priority, and research a way to
  stop Ondoval. Andraax comes to the realization that he
  does not have the will to wield the Soulsword, and it —
  like the Eyes — will only suffer the touch of one with
  Althan blood. None of his surviving brethren can be
  trusted, but there are a handful of those in whom some
  of the ancient power still flows...]
  •␣[The Navigator Guild Alliance convenes a conclave —
  they gather as soon as the Essænce storms subside
  enough for travel.]
  •␣Schrek summons a meeting of the Jerak Ahrenreth. They
  gather to discuss the deeds of Ondoval and how to sal-
  vage their own plans for dominance; they are at odds
  with the Priests Arnak, several Dragonlords and other
  factions. Schrek is becoming desperate to locate the Heart
  of Agoth and regain his full powers before the collapse of
  the protection of the Eyes. He attends the council with a
  new bodyguard, a very large humanoid wearing a full
  helmet. Schrek announces that the guard is in fact the
  infamous Shar-Bu, lord of shards, who can literally kill
  with a smile…]
  • Sel-kai: There seem to be more than the usual number
  of cases of Canal Cough and the more serious Shakes.
  There are several deaths, and even a few Elves develop
  mild cases of Cough.
  Spring 6053
  •␣While the weather stabilizes somewhat, sea storms and
  huge whirlpools are still common, as are sightings of and
  attacks by a variety of fearsome sea creatures. (Appar-
  ently these beasts — which normally reside in the ocean
  depths — have also been disturbed by the weather
  changes.) Valuable, nonperishable cargoes are rerouted
  via land for the next few months.
  Summer 6053
  •␣One side effect of the strange weather conditions arrives
  off the eastern coasts of Jaiman and Silaar: huge icebergs
  have drifted south to make the sea-lanes even more per-
  ilous.
  •␣Appearance of the ‘Intermediaries’, trade brokers repre-
  senting the Kuluku peoples of Khum-kaan. They arrive
  at Ardan City, Kaitiane, Sel-kai, Namar-Tol, and other
  trade centers almost simultaneously, each accompanied
  by a Navigator. There is an immediate stampede for trad-
  ing privileges, as the Kuluku have access to many rare
  herbs and materials from deep in the Khûm-kaan
  jungles.
  Autumn 6053
  • Jaiman: The Vice-Ambassador from Námar-Tol is
  stabbed in the Palace Gallery and dies before he can name
  his attacker.
  Fall 6053 (The Present)
  • Murlogi of the Spine of Emer and their Earth-demon
  king make preparations to take back the Heart of Agoth
  from the surface dwellers who stole it from them (the
  Lankani).
  • Lankanôk: Sendar and Sendil consolidate their political
  power base and begin pushing the Khurtûm towards a
  more aggressive stance. They believe that the Loari
  should be punished for their insults of a year ago, and
  that the Nuyani can be conquered. The Lankani gear up
  
  Emer Atlas II
  31
  for war. Phar-Ahnekar wants to ally with Ardania in the
  war but the twins consider them inferior and unneces-
  sary; they will be conquered later. Even Ahnekar doubts
  the wisdom of this attitude.
  • Nuyan-Khôm: The Hutarn continues to struggle with
  the egotistical Tarns; his political power is tenuous.
  • Námar-tol: The Loari have spies throughout Emer, and
  they are increasingly concerned about Lankanôk and
  Ardania. They continue to build defenses.
  • Lankanôk: [An Ardanian spy infiltrates the Sun priest-
  hood and discovers the Heart of Agoth. Sendil finds and
  slays him before he can report his find.]
  • Sel-kai: The Prince is increasinly worried about Lan-
  kanôk; with Pochantos gone, the empire is dangerously
  near his small realm.
  5•THE KULTHEAN
  CALENDAR
  This reckoning was developed by the Loremasters, and
  is used by the Navigators and most cultures on Emer and
  Jaiman.
  SEASONS
  Kulthea—like any planet with an axial tilt and regular,
  elliptical orbit—has four celestial “seasons.” Their formal
  beginnings and endings are largely ignored however (ex-
  cept by astronomers, and for a few holidays) in favor of
  the much more obvious pentennial phases of the great
  moon Orhan.
  There are four landmark dates in the seasonal year of
  Kulthea, two Solstices and two Equinoxes:
  Solstice: When the sun appears to be farthest from the
  planetary equator. There are a ‘summer’ and ‘winter’
  Solstice, the latter signifying the ﬁrst day of the calendar
  year to many Kulthean cultures.
  Equinox: Where the sun passes the planet equator. The
  vernal occurs when the sun appears to pass from the
  south to the north; autumnal when it appears to move
  north-south.
  MONTHS
  Rather than follow the above pattern, most cultures have
  adopted ‘seasons’ which mirror the ﬁve months of the
  Great Moon, each seventy days long. These are listed as
  follows, beginning with the winter solstice, when Orhan
  is new:
  Winter: The period of deepest cold.
  Spring: Weather grows warmer; planting season.
  Summer: Warmer weather still, yet (relatively) pleasant.
  Autumn: Hottest weather, then cooling. The last day of
  autumn is usually an indicator for harvest.
  Fall: Temperatures drop; harvest; preparations for Winter
  made.
  This varies from culture to culture of course, depend-
  ing on climate, hemisphere, and social orientations. (The
  Southern Hemisphere, for instance, goes in reverse.) The
  names given here are conventionalizations.
  However, Orhan begins each month new, waxes to full
  on the th, and wanes again towards the end of the month.
  WEEKS
  There is a shorter period marked by many Kulthean
  cultures, the ten day span which is delineated by the phases
  of Varin, the Second Moon. Unlike Orhan (which some-
  times looms huge in the sky, many times larger than the
  sun), Varin only shows a small disk. It is rather bright,
  however, and can be seen on even sunny days.
  However, since seventy days is a rather cumbersome
  length of time to keep track of, most people think in terms
  of ten-day weeks. Following are the names of the days as
  declared by Loremasters, and their Erlin (common Elvish)
  translation:
  Days of the Week:
  Erlin Name
  Translation
  Signiﬁcance
  Orhayen
  Moon-day
  Varin is full
  Buryen
  Fire-day
  Usivyen
  Water-day
  Melyen
  Earth-day
  Ordyen
  Air-day
  Holy Day
  Maryen
  Dark-day
  Varin is new; bad luck
  Kyayen
  Star-day
  Kindagyen
  Cloud-day
  Bad luck
  Aryen
  Sun-day
  Purlyen
  Wind-day
  Holy Day
  The day when Varin is full is considered the ﬁrst day
  of the week, and is market day in most towns.
  Note: Unlike a modern Terran industrialized week, in
  medieval societies there is no ‘work week’ and ‘week-
  end,’ everyone works every day. Religious services are held
  early in the morning or in the evening. Because of this,
  holidays are even more signiﬁcant.
  LOREMASTER RECKONING
  Interestingly, the Loremasters ignore Varin for ofﬁcial
  record-keeping purposes, using Orhan exclusively to di-
  vide the Kulthean year. Dates are recorded as “TE ,
  Orhan , day ” for example. This means the th day (of
  ) of the fourth month (otherwise known as Autumn in
  the northern hemisphere) in the year  of the Third
  Era. It might be even more briefly recorded as ••.
  The Scribes of Nomikos and all the Navigator Guilds also
  use this simple, effective calendar system.
  6•ABOUT TIME
  The Kulthean day is divided into twenty-five hours:
  five each in turn subdivided into five hours.  Five being a
  number with powerful religious connotations: five moons,
  five months a year of Orhan, five fingers on each hand of
  the ‘younger races’ (i.e., not the Althans). The  (as observed
  
  32
  Shadow World
  by the Elves and many mannish cultures ) is divided into
  five realms (fire, water, earth, air, essænce), each in turn
  subdivided into two aspects; usually dualistic in nature
  (e.g., night/day, male/female, mind/body) each Lord of
  Orhan. More on the Orhan Zodiac will be discussed in
  the upcoming Encyclopædia Kulthea.
  Large clocks (such as those in city towers) chime to
  signal the hours in long and short rings — or two differ-
  ently-pitched tones — the Quintars rung first. The five
  Quintars have names which are the usual reference rather
  than a number. They are: Morning, Midday, Evening,
  Night, and Predawn. Most Kulthean clocks are set by the
  Vernal Equinox: The first hour of the first Quintar begins
  as the first rays of the sun lift over the horizon; for interrim
  correction they are adjusted to match a sundial!
  Certain scientists such as Astrologers have special pre-
  cision-made (and often magical) chronometers for very
  accurate timekeeping, required for star-study.
  For ages the only method of keeping time, sundials
  are reasonably accurate and simple to construct. Aligning
  them correctly is sometimes a matter of trial and error;
  ironically using the stars, as magnetic north on Kulthea is
  an ephemeral concept. There are several designs for sun-
  dials. Tabletop models can be flat with an upstanding
  blade, or the more sophisticated spherical model. There
  are also larger, more elaborate sundials which often exist
  in conjunction with observatories: rings of stones care-
  fully aligned to match lunar movements and sunrises at
  particular days of the years (solstices and equinoxes). Us-
  ing a sundial in Haalkitaine is problematic, seeing as the
  sun itself is not often in evidence.
  Clocks fall into one of two categories: the first invented
  (and most ‘common’) are those with one hand moving
  across circular or pentagonal face divided into the five
  quintars — or even subdivided into a total of twenty-five
  parts to mark the hours. Others are broken into five parts,
  with a slow hand designating quintars of the Kulthean day;
  a secondary hand passes through the same five parts of
  the round clock face to designate the hours.
  A Private Boat-pier on Námar-Tol
  
  Emer Atlas II
  33
  • PART III •
  J
  CLIMATE, GEOGRAPHY
  & INHABITANTS
  • PART III •
  J
  CLIMATE, GEOGRAPHY
  & INHABITANTS
  
  34
  Shadow World
  Sea Winds Table
  Calculate the wind speeds at sea, around islands and along
  the coast according to the following table (percentages reckoned
  according to an open-ended D100 roll). When rolling for the
  coast of a sheltered bay, reduce the total by 20.
  Wind Condition
  Normal Roll
  Fall Roll
  Dead Calm (0-1 mph)
  01
  01
  Light Winds (2-7 mph)
  02-25
  02-25
  Moderate Wind (3-7 mph)
  26-74
  26-74
  Strong Wind (8-30 mph)
  75-89
  75-84
  Gale (31-54 mph)
  90-96
  85-92
  Storm (55-74 mph)
  97-00
  93-97
  Hurricane (75+ mph)
  —
  98-00
  1 • OVERVIEW
  As you might well guess, this part is devoted to the
  climate and geography of northeastern Emer, as well as
  general flora and fauna which might be encountered here.
  Information on beasts, monsters and beings specific to a
  certain location will be found in the section of the book
  detailing that location.
  2•WEATHER & CLIMATE
  Northeast Emer supports a wide variety of environ-
  ments. The Weather Chart provides some general tempera-
  ture and precipitation guidelines for the different areas of
  the region. In addition, the following list of climate type
  terms are used in conjunction with flora and fauna de-
  scriptions and the Climate Map to indicate their favored
  habitats. Finally, some special and/or localized weather
  events are described.
  CLIMATE TYPES
  The following general terms will be used to provide
  guidelines in reference to the location of plants and ani-
  mals described later in the section.
  Temperature
  Hot: Usually in equatorial regions and in association with
  Semiarid or Arid, indicates very high temperatures by
  WEATHER TABLE
  S. Sil. Plains
  N Sil. Plains
  N. Tai-emer
  S. Tai-Emer
  Hills
  Sheltered Coasts N. Coasts
  E. Coast/Isles
  (Nuyan Khôm)
  (Thanor)
  (Pochantos)
  (Lankanôk)
  (Reandor)
  (Námar/Tears) (Præten/Sel)
  (Sil./Námar)
  Winter
  15 – 35°
  10 – 30°
  35 – 50°
  40 – 70°
  10 – 40°
  40 – 60°
  20 – 0°
  20 – 0°
  Mod Snw/Rn
  Mod Snw/Rn Light Snw/Rn
  Light Rain
  Mod Snw/Rn
  Mod. Rain
  Mod Snw/Rn Mod Snw/Rn
  Breezy
  Breezy
  Windy
  Breezy
  Windy
  Breezy
  Windy
  Windy
  Spring
  40 – 55°
  35 – 50°
  40 – 65°
  50 – 80°
  20 – 50°
  50 – 0°
  30 – 0°
  40 – 0°
  Rainy
  Mod.Rain
  Mod. Rain
  Light Rain
  Rainy
  Rainy
  Rainy
  Rainy
  Breezy
  Breezy
  Windy
  Calm
  Windy
  Breezy
  Windy
  Windy
  Summer
  70 – 90°
  60 – 80°
  65 – 85°
  60 – 110°
  50 – 90°
  60 – 100°
  60 – 90°
  60 – 90°
  Stormy
  Stormy
  Dry
  Dry
  Stormy
  Stormy
  Stormy
  Stormy
  Stormy
  Stormy
  Stormy
  Calm
  Breezy
  Breezy
  Breezy
  Breezy
  Autumn
  60 – 80°
  50 – 70°
  60 – 80°
  60 – 100°
  50 – 80°
  0 – 0°
  0 – 0°
  0 – 0°
  Mod.Rain
  Mod.Rain
  Light Rain
  Dry
  Dry
  Light Rain
  Stormy
  Stormy
  Calm
  Breezy
  Breezy
  Calm
  Breezy
  Calm
  Breezy
  Breezy
  Fall
  40 – 60°
  30 – 50°
  45 – 60°
  60 – 90°
  30 – 60°
  0 – 0°
  0 – 0°
  0 – 0°
  Mod.Rain
  Mod Sw/Rn
  Light Rain
  Dry
  Mod.Rain
  Mod.Rain
  Mod.Rain
  Mod.Rain
  Breezy
  Windy
  Windy
  Breezy
  Breezy
  Breezy
  Windy
  Windy
  Temperature: is expressed in degrees Fahrenheit as the average daily nightime
  low/daytime high. Note that most Kultheans do not describe temperatures so
  precisely; they simply say the temperature is cold, cool, warm, or hot. To calcu-
  late temperature at higher altitudes, subtract 1° for every 300´ more above
  sea level.
  Precipitation: refers to the chance of precipitation and cloudcover on a given
  day. In the higher altitudes, snow will usually occur when Moderate Snow/
  Rain yields a precipitation result; in general determine temp for precip type.
  Roll 1D100 twice per day, results above given range indicate sunny or light clouds:
  Dry: 01-03: brief rain; 04-05: partly cloudy
  Light Rain: 01-10: brief showers; 11-20: cloudy.
  Moderate Rain: 01-15: rain; 16-30: cloudy.
  Moderate Snw/Rn: 01-20: precip (snow/sleet/rain); 21-40 cloudy.
  Freq. Rain: 01-05 heavy rain; 06-30: showers; 31-60: cloudy/overcast.
  Stormy: 01-03: hurricaine/tornado with high winds, downpours, flooding; 04-
  15: T-storms/downpours, possible hail; 16-20: rain; 21-30: cloudy/overcast;
  otherwise sunny, humid and Calm.
  Wind: see below for specific information. Above the tree line, winds are consid-
  erably more forceful: treat Breezy as Windy, and Windy as High Winds (20-
  60+ mph). For coasts, at sea and islands, use the Sea Winds Table as indi-
  cated.
  Calm: 0-9 mph; or consult Sea Winds Table (-20).
  Breezy: 5-20 mph; or consult Sea Winds Table (-5).
  Windy: 10-30 mph; or consult Sea Winds Table (no adjustment).
  Windy with Stormy precip: possibility of highwinds/storms as indicated.
  
  Emer Atlas II
  35
  day and cool to cold nights. Low humidity and sparse
  vegetation allows for temperature extremes. Little sea-
  sonal variation.
  Tropical: Warm-to-hot, humid days and warm nights,
  dense vegetation moderates temperatures from day to
  night. Usually in equatorial areas; often near coasts. Little
  seasonal variation.
  Temperate: Mid-latitude, lower altitudes and sometimes
  coastal proximity allow for hot, humid summer and cool
  winter with occasional freezing. Distinct seasonal varia-
  tion.
  Cool Temperate: Mid-latitude inland and/or higher alti-
  tudes mean cooler summers and winters, the latter of-
  ten with long periods below freezing. Distinct seasonal
  variation.
  Cold: Brief, cool summers and long winters with tempera-
  tures rarely breaking the freezing mark. Moderate sea-
  sonal variation.
  Frozen: Found only in polar regions and very high alti-
  tudes. Temperature never rises above freezing; ground
  is permafrost. Little seasonal variation.
  Precipitation
  Rainy: One or two dry months; wet the rest of the year
  with frequent downpours. Mild seasonal variation.
  Humid: Moderate precipitation year-round, frequent fogs
  in highlands and coastal areas. Moderate seasonal varia-
  tion.
  Seasonal: Common for Temperate & Cool Temperate
  climes. Moderate precipitation during spring and fall;
  less during other months. Fairly distinct seasonal varia-
  tion.
  Wet & Dry: Heavy precipitation during rainy season; little
  or no precipitation the rest of the year. Distinct seasonal
  variation.
  Semiarid: Usually hot or cold areas. Light precipitation
  one season; little or no precipitation the rest of the year.
  Distinct seasonal variation.
  Arid: Very hot or cold areas. Light to negligible precipita-
  tion with rapid evaporation and ground absorption.
  Little seasonal variation.
  Special
  Essænce: In proximity to powerful Essænce flows or foci.
  Freshwater: Lakes, rivers, ponds, etc. Generally shallow
  water where sunlight penetrates.
  Glacier: Either on or near a present glacial mass; neces-
  sarily the location is high altitude or near the poles. The
  climate is cold or frozen.
  High Altitude: Extreme altitude, above the tree line; snow
  and ice never melts.
  Nocturnal: Functions almost exclusively at night or in
  darkness.
  Ruins: In proximity to ancient remnans of civilization,
  long abandoned. Includes barrows, cities, castles, etc.
  Saltwater: Usually large bodies of water such as oceans.
  Usually habitat is either sunlit shallows or dark, high-
  pressure depths but not both.
  Underground: Any cave or cavern where sunlight never
  reaches.
  Volcanic: Proximity to active volcanoes, volcanic thermal
  vents, possibly volcano-heated geysers.
  WEATHER EVENTS
  In addition to general weather patterns and normal
  fluctuations, there are certain seasonal or random events
  which deserve special mention.
  Dust Storms: While primarily limited to the Plain of Arûl,
  these maelstroms of dust and sand have been known to
  extend into souther Silaar and even to the feet of the
  Spine of Emer. These storms can occur year-round but
  are most prevalent in Spring and Fall when southerly
  winds from Tai-emer collide with cooler breezes off the
  Circular Sea above the sun-heated, dry plateau. In addi-
  tion to blinding dust, deafening winds, sand can cause
  skin abrasions, and static electricity can deliver shock
  bolt strikes.
  These storms, accompanied by Essænce activity, can
  summon Air, Light, and/or Earth Elementals all together
  — a truly terrifying event.
  Roll D100 for chance of encountering a storm: Win-
  ter/Summer/Autumn: 01-03; Spring/Fall: 01-06.
  Black Winds: Late Autumn/Early fall is storm season,
  bringing the Puirl Buirn (Er.: “Black Winds”), severe
  storms and even hurricanes to the eastern coast of Silaar
  and Námar-Tol. Water spouts are also not unheard-of.
  Essænce activity in conjunction with the Black winds
  brings Water and Air Elementals.
  3•LAND FEATURES
  An overview of the lands of NE Emer as well as men-
  tion of certain places of interest follows.
  COASTS AND ISLANDS
  As in the west, the northeast coastline of Emer is no-
  table for the torturously convoluted coastline and numer-
  ous islands eroded by the inexorable abrasion of wind and
  water. Many islands emerged from the sea as volcanoes
  along continental plate boundaries, cooled over the mil-
  lennia. Others are coral atolls and reefs.
  INLAND PLAINS
  From the Spine of Emer to the Sea of Tears, the land of
  Tai-emer steps down in a series of great plateaus. These
  shelves of land make for an expansive landscape of semi-
  arid land known as the Tai-emerian Steppe.
  The Steppe of Tai-emer
  The great savannah which makes up nearly all of Tai-
  emer is known as the Steppe. Semiarid except along the
  waterways, the land is generally warm to hot, supporting
  only scattered grassland broken occasionally by small
  
  36
  Shadow World
  CLIMATE MAP
  Tropical
  Hot
  Cool Temperate:
  Temperate
  Humid
  Rainy
  Wet & Dry
  Seasonal
  Wet & Dry
  Arid
  Semiarid
  Temperate
  Tropical
  Temperate
  Temperate
  Wet & Dry
  Seasonal
  Temperate
  Semiarid
  Tropical
  Temperate
  Rainy
  Tropical
  Seasonal
  Temperate
  Wet & Dry
  Wet & Dry
  Cool Temperate:
  Tropical
  Humid
  
  Emer Atlas II
  37
  stands of trees. At the further southeast is the Plateau of
  Arûl, a desolate plain.
  Inland Silaar
  Silaar is a vast prairie to the north, punctuated
  throughout with shattered boulders like the shards of some
  titan’s broken crockery. South of the Lake of Glass, the
  terrain is more rolling and less rocky.
  MOUNTAIN RANGES
  These mountains define and divide Northeastern
  Emer.
  The Spine of Emer
  Separating Hæstra and Tai-emer and extending far
  beyond Hæstra southwards, the Spine of Emer is one of
  the most prominent features on the face of Kulthea. Be-
  ginning south of the Choak Mountains, the ridge runs
  unbroken for over 1500 miles. Only at the famous Gap of
  Uj does the Spine pause before rising again to run south
  another thousand miles. With a sharp dog-leg east (in fact
  intersecting a line of folded mountains formed later), the
  chain makes a twisting path southeast before finally sink-
  ing into the sea 800 miles further. The Spine of Emer has
  many tales to tell, for it has countless residents both above
  and below its surface. Scattered through its peaks are also
  several dormant and a handful of active volcanoes. One,
  Mount Gorath, about 400 miles south of the northern tip
  of the range. Gorath spews smoke on a regular basis and
  surrounding lands are shaken with tremors. It has not had
  a major eruption in decades, though it seems only a mat-
  ter of time before Gorath shows its anger again.
  The eastern face of the Spine is the result of folding
  and has a much more gradual rise that the Hæstra side,
  which is mostly fault-blocks with steep, broken ridges. This
  allows for considerable arable land along the eastern foot-
  hills. The internal resources of the Spine have not been as
  thoroughly tapped along the eastern face, although the
  Lankani have opened a number of gold mines.
  Choak Mountains
  The Choak Mountains cap Emer, and are actually the
  central portion of a chain extending all the way across the
  northern edge of the continent. They mark a major fault
  line, formed by a combination of folding and volcanic
  activity long ago. From the Barrier Isles to the west (an-
  cient volcanic cores), through the hills of Danarchis and
  Præten, the islands of Sel-kai, all the way out to Vog Mur,
  this is all one formation. Tremors along the ridge are not
  uncommon, and there are active or dormant volcanoes in
  the Choak and Præteni hills. There are also dormant un-
  dersea volcanoes between Sel-kai and Vog Mur, and be-
  yond.
  Peaks of Pelegris
  A spur of relatively young fault-block mountains, the
  Pelegris marks the southern border of Tai-emer. They are
  an abundant source of iron, coal, and bauxite (used in
  making aluminum), made readily available by the fault
  nature of the mountains. There are also several dormant
  volcanoes in this range.
  Green Mountains
  As one might guess after examining an accurate map
  of Emer, this range is in fact geologically part of the same
  chain as the Peaks of Pelegris. However, the Green range
  is volcanically active and is cloaked in a dense rainforest.
  Under this canopy is a plethora of wildlife. There are also
  many rare healing herbs. More on the Green Mountains
  will appear in Emer III.
  Rust Mountains
  Hard on the eastern shores of the Sea of Tears, the Rust
  Mountains rear up from the foaming waters. There are
  few landings here, as these fault-block mountains pushed
  the western land lower. This action also revealed the vast
  resources of iron, the oxidation of which gave the moun-
  tains their name.
  Ash Mountains & Black Sharksteeth
  These mountains are part of a volcanic chain formed
  along a fault line at the northeastern edge of the Emerian
  continental plate. The actual geologic range extends north
  as far as Verya, and south through Námar-Tol and the Crys-
  tal Cliffs of Onar.
  This portion of the greater mountain range is relatively
  young, with many active volcanoes, steam fissures, and
  deep lava caves. While the lower flanks of the mountains
  support lush vegetation — especially along the seaward
  side — the upper elevations are strangely barren and black,
  thus earning their names. The upper peaks of the Shark-
  steeth are particularly high, steep and jagged, and snow-
  capped year-round. The Ash Mountains are lower and
  more sprawling, and often their top portions are swathed
  in clouds of fog and smoke. The inhabitants of Silaar are
  fortunate that none of the volcanoes has had a major erup-
  tion in several centuries, despite frequent rumblings and
  smoke.  It is only a matter of time, however, before one of
  these mountains blows its top.
  There are many tunnels winding deep into the earth
  — some into the Ash Lairs. Pumice and obsidian are ev-
  erywhere. For the determined and lucky, the mountains
  also yield up diamonds, læns and rare metals.
  Námarian Mountains
  The Erlin name for these verdant hills is Daloiv Kirn-
  var, “Green Island Spires,” an apt moniker indeed. But-
  tressed by deep ridges, these mountains rise at a dizzying
  angle to cloud-swathed peaks, with lush rainforest veg-
  etation clinging to them along much of the slope. Hardly
  a day passes when it does not rain on the slopes of the
  Daloiv Kirnvar; nor is there often a day without at least
  some sunshine. These mountains are full of waterfalls and
  swift streams, widening to rivers as the slope lessens. The
  Loari use the silt from these rivers to fertilize the lowlands,
  creating a mineral-rich soil for their crops.
  BODIES OF WATER
  Barriers and highways, cradles of life and bringers of
  death, the waters around and through this region are gen-
  erous — and treacherous.
  
  38
  Shadow World
  Straits of Meluria
  While reefs are less of a problem here than further
  south, the Straits are infamous for their strong currents,
  ravenous whirlpools, and sudden storms.
  The Sea of Tears
  Flanked on the east by the precipitous Rust Mountains,
  an undulating sandy beach on the west and scattered
  with myriad isles and atolls, the Sea of Tears is a
  deceptively calm body. In truth
  this sea earns its name from the many ships
  it claims: wrecked by hidden reefs and shoals.
  The Gulf of Arûl
  The southern portion of the Sea of Tears is also known
  as the Gulf of Arûl, a generally shallow body with beauti-
  ful clear blue waters.
  Only at the southernmost tip of the gulf, at the Nuy-
  ani port of Nôm Rul where the sea-bottom is deep, can
  keeled ships navigate safely. The rest of the coast — espe-
  cially along the western shore — has shallows extending
  five to twenty miles out from the shore. This area sup-
  ports not only the vast kelp forest but many reefs and
  shoals, and only flat-bottom boats or skiffs can move with
  relative impunity. While there are breaks in the reefs and
  kelp forest, these are almost impossible to find — and if a
  ship wanders into the kelp its rudder can become en-
  tangled, or it could run aground on a reef or sandbar. It is
  immobilized and helpless. That would be cruel fate
  enough, but there are stories told from Sel-kai to Ash-
  enoq of the ‘fish-men’: creatures who attack stranded ships,
  dragging their crews down into the undersea forest to
  drown.
  If one steers to the central depths of the gulf there is
  little to fear — though keeping to the deeper waters is
  easier said than done; currents and fickle winds have driven
  many ships to their doom on the reefs and shoals.
  The Lake of Glass
  Nestled between the Rust and Ash mountains in cen-
  tral Silaar, the Lake of Glass generally deserves its reputa-
  tion as a serene body of water with a mirror-surface. A
  freshwater body, its plentiful fish are a staple for the people
  of Reandor and Nuyan-Khôm.
  However, spring and fall storms have been known to
  whip the lake’s waters into foaming waves with powerful
  rip currents at the shores. Tornadoes are also seen during
  these seasons, which translate into awe-inspiring water-
  spouts on the lake.
  Lapinar Sound
  Beginning at the mouth of the river bearing the same
  name, the sound opens eastward to finally join with the
  Blackwater Bay. The northern shore of the sound is un-
  navigable marshland, swamp and mangrove forest extend-
  ing many leagues — right to the foothills of the Pelegris.
  The southern shores are pebbly shores which gently rise
  to the rolling hills of old Coronan.
  Blackwater Bay
  Extending westward from the Circular Sea, the
  bay is a region of relatively calm, deep
  waters leading to the Lapinar
  Sound and the Bay of Zal-
  kali.  But while the
  waters are se-
  rene, there are
  beasts living in
  the deep waters of
  the bay, beasts which
  come to the surface to feed…
  Bay of Zalkali
  Anyone who has seen a map showing this
  bay would notice immediately the nearly circular
  shape of the body of water.  It was formed by a me-
  teor impact long ago, and the resulting crater is quite deep.
  It is also lined with rare materials such as titanium, plati-
  num, iridium, and arinyark.
  The Circular Sea
  This is the name given generally to the waters sur-
  rounding the isles of Námar-Tol, not only because of the
  shape but for the strong winds and surface currents which
  move year-round in a clockwise motion around the Loari
  realm. While at no point is this ‘sea’ particularly wide, it is
  quite deep, plunging to a trench five miles deep off the
  coast of the Green Mountain peninsula.
  The powerful currents of the western Circular Sea,
  combined with frequent storms in the fall, winter and
  spring, serve to further isolate the Loari republic from the
  Tai-emer and Silaar mainlands.
  Sharksteeth Bight
  The circular sea narrows here between the unforgiv-
  ing cliffs of the Black Sharksteeth and the rocky northern
  shores of Námar-Tol. These waters are almost impossible
  to navigate because of their unpredictable winds, whirl-
  pools and rip currents. And then there is the maelstrom.
  At the northeastern opening of the bight, where the
  Teeth close to within twenty leagues of the Námari lands
  waits a gigantic maelstrom, the Vog Usuiva (Er. “Waters of
  Death”). The Vog Usuiva, also known as the Maelstrom of
  Quodoris, is a monstrous whirlpool formed where a pow-
  erful cold current from the north collides with warmer
  waters from the eastern-rushing Circular Sea. The mael-
  strom varies between ten and thirty miles across. Legend
  says that no ship, once caught in Quodoris’ grip, has ever
  escaped. Whether or not this is true (no one has come
  forward to claim victory over the maelstrom), it has been
  the death of countless sailors.
  
  Emer Atlas II
  39
  The Lonely Ocean
  Framed by Silaar and Jaiman on the west and Kelestia
  on the east, the Lonely Ocean is known for its chilling
  waters. These currents bring icebergs from the pole in the
  spring and storms to all coasts in the fall. It is also very
  deep; few know just how far down into blackness the ocean
  delves, but there are no Coral roads north of Orbis span-
  ning this sea.
  OCEAN & COASTAL HAZARDS
  The nature and frequency of dangers faced by seafar-
  ers varies somewhat from body to body, but most share
  some common perils. Many islands are ringed by treach-
  erous coral reefs that can rip open the hull of any ship, or
  sandbars lurking just beneath the water surface. Even a
  cautious captain can run aground of these, his ship trapped
  forever. More unpredictable are whirlpools and water-
  spouts (tornadoes at sea). The former can draw a ship
  down into the depths to vanish without a trace; the latter
  can wreck sails and masts, or even lift a ship out of the
  sea. And the sea is not immune to Essænce Storms. These
  sometimes form with normal storms or hurricanes to cre-
  ate a force of terrible destruction.
  RIVER SYSTEMS
  A few of the principal rivers in this region are worthy
  of mention here, especially with regard to their useful-
  ness for transportation.
  The T’voca River
  The T’voca River plain is the most fertile area in cen-
  tral Tai-emer. It is not surprising that it supports the
  region’s most powerful civilization. The Lankan people
  depend on the river to irrigate their crops and as a
  transportation system. It is their lifeline in an oth-
  erwise hostile land.
  The T’voca splits about halfway up its length
  into a south and north fork, each still navigable
  for small boats.
  Karis River
  Much smaller than the T’voca, the Karis
  is shallow. The upper regions are sometimes
  not navigable in the late summer, when the
  river swells with rain water runoff from the mountains.
  Lapinar River
  Swift and turbulent near its source, the Lapinar quickly
  widens and slows, making it navigable through most of
  its length. It spreads to a vast delta  before emptying into
  the Sound. Like the T’voca, the Lapinar river floods an-
  nually, depositing a layer of rich silt on the adjacent lands.
  OTHER FEATURES
  The following other unusual places are worthy of spe-
  cial note.
  Logor Swamp
  Located at the southern end of what is considered Tai-
  emer, the Logor Swamp is shielded by the Pelegris Moun-
  tains from the arid Arûl Plain. The swamp is over 100 miles
  across, a misty bog which is treacherous to enter.
  The Forest of Ash
  A vast forest in the northern foothills of the Spine of
  Emer, its trees reach hundreds of feet in the air. It is burned,
  but the trees remain eerily intact though blackened and
  dead — even the leaves still cling to the branches, creating
  a thick ceiling overhead which blocks out the sun.
  As one enters this dark, shadowy place, at first it is a
  cool relief from the burning heat of the surrounding plains.
  But as one shuffles deeper through the ankle-deep ash,
  the stillness soon becomes suffocating. The dry air grows
  warmer, and tendrils of smoke drift up through the wood.
  The heat is stifling, and flakes of ash fall like grey snow.
  The Pochanti believe that the Forest of Ash is haunted
  by the spirits of the dead. There is definitely an evil pres-
  ence there, but it is not what they think. Thousands of
  years ago, a vehicle from space crashed
  in the heart of the Forest, and a fire
  of very unusual nature swept
  through the forest, killing but
  preserving it. Now, what
  lived in the vehicle walks
  the forest, an undead
  spirit.
  Vœrken Mire
  Between the Ash Mountains and the Lake of
  Glass, the Vœrken Mire is a vast swamp with a reputa-
  tion as a place of evil. To enter the Mire is indeed perilous,
  but there are also treasures lost in this dank, rotting place.
  Southeastern Wastes
  Poor soil and little rainfall combine to make this wide,
  flat region — also known as the Plateau of Arûl — little
  more than a desert. It has little to offer settlers, so remains
  virtually uninhabited except for a variety of hardy crea-
  tures.
  The Loremasters know that the Waste was once the
  site of a series of battles between Thanor (a lost kingdom
  whose center was northern Silaar) and rebellious prov-
  ince of Arûl. The captains of each army were Warrior-
  mages, and they unleashed great powers of Essænce upon
  each other, wreaking havoc with natural forces. The Pla-
  teau of Arûl is named for this people, and it — along with
  
  40
  Shadow World
  Logor Swamp — were part of the Thanorian people. Both
  realms collapsed by the end of the Second Era.
  Now the Waste is a broken land of plain interrupted
  by dry riverbeds and wind-carved towers of ancient stone.
  The primary inhabitants seem to be birds of prey, cacti
  and such mammals as can survive in a dry clime. How-
  ever, beneath the dusty plain
  This area serves as an effective buffer between Tai-emer
  and the southern plains of Silaar, a defense the Nuyan-
  Khôm are grateful for as the threat of Lankanôk grows.
  4•FLORA
  A selection of unusual and interesting plant types is
  described here.
  Trees & Plants
  Hoen:  [Temperate-Cool Temperate/Seasonal-Wet & Dry]
  This tree has an overall form similar to the oak, but with
  large three-lobed leaves which have a light golden color in
  autumn. The bark of the tree is even lighter than the sil-
  ver birch, and the wood itself is naturally a pale yellow-
  gold color which makes it quite valuable. It makes excel-
  lent (+5 – +15) bows.
  Hoen trees are rare overall but flourish when tended
  by Elves; not surprisingly, the forests of Námar-Tol are
  thick with them.
  Miran: [Temperate/Seasonal-Wet & Dry] This deciduous
  beauty is rarely encountered outside of Elven lands, in NE
  Emer they are only seen in Námar-Tol. Mirans are similar
  to maples in overall structure, but with lighter, smooth
  bark and rounded, dark green leaves which turn deep gold
  in the Fall. Miran seeds are like walnut-sized acorns, dark
  brown with a golden cap. They are delicious to eat, and a
  handful can provide a full day’s sustenance.
  Bore-Burr: [Temperate-Cold/Wet & Dry-Semiarid] Small
  shrubs found in hilly regions sprout these shiny brown
  burrs which catch on the clothes or hide of a passing man
  or animal and cling. They can sense body heat, and if not
  removed within a few minutes, the tiny organism inside
  sprouts. It will burrow into the flesh (the host may feel a
  sting), making a home in muscle or fat tissue. Once the
  burr ‘bites’ it requires a deep incision to remove it, other-
  wise the burr drains one hit the first day, two the next,
  three the third, etc., as it grows. After 10 days the only way
  to stop it is to remove the limb or major surgery by a Lay
  Healer. Left unchecked, the burr with grow, making the
  affected area swell and deform, until the host lapses into
  unconsciousness and eventually dies. If a host is bitten by
  several burrs at once he may die within a few days.
  Whether the bore-burr is in fact plant, animal, or a
  symbiosis is uncertain, but death this way is excruciat-
  ingly painful.
  Constrictor Vine: [Tropical-Temperate/Rainy-Humid] A
  parasitic plant which roots itself by anchoring in a tree
  trunk or the mortar of abandoned structures. It then sends
  out ‘trailers’ which dangle over open areas to trap unwary
  passersby.
  The constrictor vine trailers are covered with tiny feel-
  ers which react swiftly when touched: the entire vine coils
  instantly around whatever has come in contact with it.
  The strength of the constriction breaks many of these feel-
  ers, releasing a sap which is actually a circulatory poison
  of up to Severe effect. Over the next several hours the vine
  extends rootlets into the victim which drink the blood
  until the target is dehydrated. While one trailer might not
  hold a man, his struggles could make him brush against
  several others.
  Dreamvine: [Temperate-Cool Temperate/Humid-Seasonal/
  Ruins] Wiry creepers with curled black leaves, dreamvines
  have a preference for ancient ruins and the exposed roots
  of large trees. Prolonged contact (resting or sleeping on
  them) brings a dreamy euphoria, followed by deep slum-
  ber. This allows the vines to twine around the victim, sink-
  ing hair-fine roots into the flesh. Death comes painlessly
  as the victim sleeps while his blood is sucked away.
  Razorgrass: [Hot-Temperate/Wet & Dry-Semiarid, Arid]
  Found mainly in the Pelegris Valley and Lygaar plains,
  razorgrass looks like plain tall grass: about three feet high
  with long, slender, pale green leaves. But the edges of these
  leaves are sharp enough to cut skin and even slice through
  some clothing. Tromping through a large field of it could
  destroy even leather boots and breeches. While razorgrass
  cuts are not deep, they are painful (like a paper-cut but
  worse) and can become infected.
  Thokot: [Temperate-Cold/Seasonal-Arid] A sturdy shrub,
  Thokot is able to thrive in even fairly hostile of environ-
  ments. It has small bluish leaves and produces bitter red
  berries, but Thokot’s most notable feature is the tough 4˝
  long thorns which grow all over the plant. These thorns
  exude a sticky fluid which has the effect of a mild nerve
  poison. Hemaflies (see below) are often near thokot
  patches, attracted by the smell of fresh blood.
  Medicinal Herbs
  Gort: [Hot-Tropical/Rainy-Humid] A plant called Agoranth
  thrives in shade under the jungle canopy. Similar in ap-
  pearance to Impatience, it bears delicate orange flowers.
  The pale, white-veined leaves are what is valued, however.
  They are dried and ground into a white powder which
  can be inhaled to create a state of euphoria.
  Cicala Grass: [Temperate-Cool Temperate/Seasonal] A tall
  pale green grass found in Silaar and coastal Tai-emer. A
  poultice will mend one damaged muscle instantly.
  Telpi Grass: [Temperate/Seasonal-Semiarid] This golden
  tall grass is found in southern Silaar and Tai-emer. It  can
  be made into a poultice which will instantly stop the bleed-
  ing of one wound of up to 10 hits/round severity. It has
  no effect on a more severe single wound. The patient must
  also refrain from strenuous activity for one day or re-open
  the wound.
  Nizzar Root: [Volcanic] The Nizzar plant is grey-green and
  thrives on the sulphurous fumes near volcanic vents. A
  poultice of the roots will completely heal a shattered bone
  in one day.
  
  Emer Atlas II
  41
  Jiri Lichen: [Temperate/Humid-Seasonal/Saltwater
  (coasts)] This bluish moss grants Infravision when rubbed
  on the eyes.
  5•FAUNA
  Following is a selection of unusual and/or dangerous
  animals found in northeastern Emer.
  INVERTEBRATES
  Grekka Spider: [Tropical-Temperate/Rainy-Wet & Dry]  A
  forest and swamp dwelling arthropod, that grekka is has
  shiny black legs and thorax, with a large translucent ab-
  domen. Including legs, this spider can grow to 3´ or more
  in length.
  Grekkas spin webs to entrap their meals; they can also
  ‘spit’ a web with a sticky tip to catch prey and reel it in,
  where the spider’s bite delivers a nerve poison of severe
  effect. Once subdued, the victim is either injected with a
  reduction poison of  extreme effect, which in a few hours
  reduces the internal organs and flesh to a liquid suitable
  for the spider to consume, or the poor unfortunate is co-
  cooned. If the latter, the prey is merely being saved for a
  later snack, or — if the spider is a female (60% chance) —
  the spider will insert its eggs into the target’s abdomen. In
  [2 + 1D4] days, 2-20 baby spiders will emerge to feed on
  the paralyzed but —horrifically — conscious meal left for
  them by mom.
  Hemafly: [Tropical-Cool Temperate/Rainy-Seasonal] Not
  unlike a common horsefly in form, though adults often
  reach 3˝ in length. They are frequently found near patches
  of Thokot.
  Kraken/Giant Squid: [Temperate-Cold/Saltwater] Giant
  squid have been encountered in the Lonely Sea — espe-
  cially in the Fall storm season — and in the Blackwater
  Bay, which is known to be very deep.
  Kraken tend to dwell at great
  depths. However, when food is
  short they venture into the shal-
  lows and will attack anything they
  consider threatening or possible prey.
  Numbing Leech: [Tropical-Temperate/Rainy-Humid/
  Freshwater] Common in marshes and swamps, the numb-
  ing leech delivers a mild circulatory poison. It is used by
  some Lay Healers as a sedative.
  Shulushú (Ir: ‘Water-fire’):  [Temperate-Cold/Saltwater]
  A giant jellyfish with transparent undulating body as large
  as 6´ across, the Shulushú can sense prey within 100´ and
  move towards it with deceptive speed. While the individual
  tentacles are fragile, there are literally dozens of them. Once
  the victim is subdued, the creature draws it up into the
  main body where it can be digested. A Shulushú can ren-
  der a human down to bones and teeth in about a day,
  despositing the leftovers on the sea floor.
  Solev Kirik (Er: ‘buzz-sting’):  [Hot-Temperate/Rainy-Wet
  & Dry]  This giant mosquito is rarely seen except in
  swamps such as the Vœrken Mire and Logor Swamp. The
  female is over four inches long; when filled with blood
  her translucent abdomen is as large as a plum. The male
  is slightly smaller and harmless; his abdomen can give off
  a bright greenish light which has often been mistaken by
  nervous travelers for a type of undead known as a Swamp
  Star.
  Fish, Reptiles &Amphibians
  Electric Ray: [Tropical-Temperate/Saltwater] This ray has
  a similar shape to the  huge manta, though it rarely at-
  tains half the size and it is a grey-green in color rather
  than the manta’s black. The electric ray does also have
  projections on either side of its mouth, but instead of serv-
  ing as scoops for plankton and tiny shrimp, they are bony
  probes, each with a large nerve. It is from these protru-
  sions that the ray can fire electrical shocks powerful
  enough to render a large fish or man unconscious at up to
  fifty feet. The ray can then close and dine on its stunned
  prey at leisure tearing off chunks of flesh with its shark-
  like teeth. Electric rays usually prefer smaller targets un-
  der 50 pounds for food, but when threatened or hunting
  in groups they coordinate their attack and can even de-
  feat much larger creatures. The ray gives off a visible blue
  glow when attacking.
  Orgiana’s Fingers: [Tropical-Temperate/Saltwater]
  Seemingly fragile yet resilient, this
  jellyfish has a translu-
  cent, gelatinous body
  1-3´ in diameter, with
  dozens of bright red tendrils
  which can extend from ten to thirty feet or more. These
  ‘fingers’ are prehensile and can reach out to grasp a target
  with surprising speed. All they need to do is touch unpro-
  tected flesh to deliver a paralyzing sting. Larger fish, dol-
  phins and humans may require a few stings before suc-
  cumbing, so it is possible to escape if one is very lucky. If
  not, the delicate tendrils draw the prey up close to the un-
  dulating body, where it is digested.
  Quarnak: [Hot-Tropical/Rainy-Wet & Dry-Semiarid] Larg-
  est of the reptiles on Emer, quarnaks are carnivorous beasts
  which run on hind legs (not unlike the Terran velocirap-
  tor). They stand 6´ – 10´ tall and have large heads with
  A Wild Quarnak
  
  42
  Shadow World
  powerful jaws and sharp teeth designed for tearing flesh.
  However, their primary attack is with a hooked claw on
  each leg. They leap up and disembowel their prey.
  Quarnaks are fearless, vicious, cunning and territorial, and
  tend to hunt in small family packs.
  Screaming Eel:  [Tropical-Temperate/Freshwater-
  estuary]Similar to a moray eel but larger and more ag-
  gressive, screaming eels move in small schools and attack
  with the frenzy and viciousness of sharks. They surround
  potential prey and close in, splashing in and out of the
  water to confuse it. Both in and out of the water the emit
  a hideous shrieking noise, hence their name.
  Srill: [Hot-Tropical/Rainy-Wet & Dry-Semiarid] Another
  large reptile, srill are similar in size to quarnaks, but they
  have a smaller, narrow head with a mouth more suited to
  chewing leaves, befitting their herbivorous diet.
  Unusual, Enchanted & Composite Beasts
  Gartyl: [Tropical-Temperate/Humid-Semiarid] Reptilian
  creatures with elongated head and membranous wings,
  gartyl are not unlike the pteradons of earth. Wingspan
  ranges from 3´ to over 30´ depending on the type. Gartyl
  are carnivorous, usually dining on birds, large insects, fish
  or small mammals.
  Gryphon:  [Temperate-Cold/Wet & Dry-Semiarid/High
  Altitude] Enchanted animals with the head and wings of
  a huge hawk and body of a grey panther, gryphons are an
  awe-inspiring sight. They are intelligent and usually very
  dangerous. Preferring their lofty aeries to lowlands, they
  are rarely seen away from the peaks of the Spine of Emer
  and the Black Sharksteeth.
  Night Hound: [Temperate-Cold/Rainy-Wet & Dry/Noctur-
  nal/Ruins] Night hounds are nocturnal, with coal-black
  coats and luminous yellow eyes. Night hounds are as large
  as wolves, often waist high at the shoulder and weighing
  in excess of 200 pounds.
  Storm Hawk: [Tropical-Temperate/Humid-Semiarid/Es-
  sænce] While seen at other times, storm hawks are held in
  awe for their apparent affinity to wild weather and Es-
  sænce storms. With their blue eyes, slate-grey feathers and
  majestic size (storm hawks with a wingspan of more than
  ten feet have been sighted), they are always an im-
  pressive sight. Generally remaining aloof from men, they
  are quite intelligent and are best left alone: those who have
  tried to capture or kill a storm hawk soon find themselves
  with eyes torn out.
  6•RACES
  The races common to northeastern Emer are described
  in detail in this section.
  ELVES
   Elves are very similar in appearance to humans, ex-
  cept they are generally taller and have elongated ears with
  points at the top, and more delicate features. Men have no
  facial hair, and they have almost no body hair, while scalp
  hair grows thick and full throughout their lives.
  Elves mature as humans, but once they reach adult-
  hood the pure blooded do not show the signs of aging;
  those of mixed descent tend to age very slowly compared
  to the average mortal. There are several sub-races of Elves
  much the same as there are for men. The Linæri, Loari
  and Dyari are all in fact very closely related genetically
  and make up the Iylari race, the most lordly and impos-
  ing of the Elves. The Erlin, by contrast, are quite a differ-
  ent species from the Iylar; as distant from the High Elves
  as they are themselves from the mortal peoples.
  Linæri (Iy.: “Singers”) The Linæri possesses golden-blond
  hair, blue eyes, and fair skin. While of the High Race, most
  Linær prefer natural spaces to structures, and when they
  build homes they are always airy, open designs filled with
  light and warmth. True to their name, the Linær are as a
  rule a musical people. All children are taught to sing at
  the same time they are instructed in language.
  Loari (Iy: ‘Builders’): The Loari almost without exception
  have raven-black hair. Eye color can be brown, grey-blue
  or hazel, and their complexion is fair — even pale. While
  a Loar may love nature as much
  as his Linær cousin, he seeks
  Srill travel
  in packs
  
  Emer Atlas II
  43
  to unlock its hidden secrets rather than enjoy it in its un-
  touched state. Among the contemporary peoples, they are
  unmatched in science, architecture, and technology. The
  Loar egos are also unsurpassed among Elves and men —
  except perhaps by those among the Iylari who have turned
  to darkness: the Dyari.
  Dyari: (Iy: ‘Delvers’) Despite their nickname of ‘Dark
  Elves,’ the Dyari do not have darker pigmentation than
  their brethren; in fact they are very fair-skinned. While
  most have raven hair, a few are born with pure white locks.
  Their ears frequently have more pronounced points than
  the other Elves; their eyes are grey, black, or sometimes
  amber. Often, however, they are so similar to their Loar
  cousins that it is difficult — at least for mortals — to tell
  the difference.
  The Dark Elves instead gained their name because of
  an earned reputation for associating with the powers of
  darkness. It is true that many of their kind have been se-
  duced by the lure of the Unlife (many of the Priests Arnak
  are Dyar, for instance), but most Dyari are merely what
  one might call ‘mercenary.’ They embody the worst traits
  of the Loari but to the extreme: they are vain and arro-
  gant, considering all other races (including other Elves)
  to be inferior. They have a lust for power: political, magi-
  cal, physical, and spiritual.
  Dyari also have a passion for technology. But while the
  Loari appreciate science and engineering often as ends
  unto themselves, the Dyari see machines as tools to gain
  wealth and power over others.
  Erlini: (Iy: ‘Gardeners’) The wood Elves most often have
  sandy hair and light blue, green, or grey eyes. Like the
  Linæri, they prefer to live close to nature in her unaltered
  state. When they employ tools and structures these are
  always subtle and clever of design, simple yet practical.
  The Erlini are the most prevalent of the Elven-kind by far,
  and in many areas they have interbred with mortal groups
  to create a hybrid race. (See Half-elves below.) However,
  when a culture of Erlini has been isolated for a long pe-
  riod, they are very shy and resist becoming involved in
  the affairs of humans or High Elves.
  Shuluri: (Iy: ‘Swimmers’): Aquatic Elves are a rare and elu-
  sive breed having powerful lungs which can extract oxy-
  gen from air or water, enabling them to exist equally well
  on land or under the sea. They physically resemble High
  Elves, but are very pale, with blond or white hair. They
  also have slightly webbed hands, elongated, webbed toes,
  and a nictating membrane: a transparent eyelid which
  helps to protect their eyes while underwater. Aquatic Elves
  may live on land, but typically reside in underwater colo-
  nies near coral reefs or kelp forests. Some Loremasters
  believe that the Shuluri are actually the descendants of a
  union of Erlin elves and Oceanids (ocean-spirits).
  Ta-lairi: (Iy: ‘part-elves’) The variety in appearance among
  half-Elves stems not so much from the subtle variance in
  Elves, as the more pronounced differences between the
  Mannish races.
  The Ky’taari of the Mur Fostisyr and the Sulini of
  Tanara are examples of this fusion; there are numerous
  other cultures whose people are — as a group — de-
  scended from an Elven-mannish mix. They are always
  mortal, though enjoying a longer life span, remaining
  healthy and hale until very near the end, then aging very
  rapidly over the last 5 years or so of life.
  OTHER RACES
  Aldari: Tall, powerfully built with fair hair (even silver or
  white) and steel-grey eyes, the Aldari are the race of Al-
  daron, one time emperor of Emer. While long-lived, they
  were never many, and by the fourth millennium of the
  Third Era there were no pureblood Aldari left in Emer.
  They were always secretive about their origins; they were
  in fact not even native to Kulthea, being survivors of a
  crashed interstellar colony ship.
  Anzeti: The Anzeti are a smallish people, hardened by the
  unfriendly climate of the chilly places they inhabit. Dark
  haired, with red-brown skin and green or hazel eyes, they
  reside almost entirely in high, mountainous areas. By na-
  ture they are reticent — even shy — for they are seldom
  encountered by other races.
  Fauns: Lusty inhabitants of temperate woods and fields,
  fauns are a somewhat mysterious race, believed to have
  descended from a union of men or Elves and forest-spir-
  its. Fauns display small goat horns on their head just be-
  hind the hairline, and a small furred tail springs from the
  small of their back. Thick chestnut curls spill past their
  pointed ears. They are boyishly handsome (beardless),
  muscular young men with no upper body hair but often
  hirsute lower bodies. Musically talented, they shamelessly
  employ their enchanting voices to beguile humans into
  their arms and satisfy their own infamous libido.
  By definition, all fauns are male and immortal. Fauns
  mate with humanoid females, and if the child is male, there
  is a 20% chance of it being a Faun.
  When not following their baser passions, members of
  this race have been known to produce works of, music
  and poetry. Some have become skilled Alchemists and
  smiths. At least one is known to have been a Navigator.
  Jineri: Though similar to the Y’nar in facial features, the
  Jineri tend to be taller, with slightly darker skin pigmen-
  tation, and more ectomorphic, suited to hot and humid
  climes. Eyes are usually brown. Their hair is always thick
  and straight, usually black but sometimes silver or white.
  Jaaderi: Tall and powerfully built, with coppery skin and
  deep brown eyes, the Jaaderi are a race to stand with the
  Laan in physical nobility. Their hair is sleek, straight and
  black; men have little body hair and their beard grows
  sparsely. Jaaderi faces have a slightly elongated look, ac-
  centuated by the receding hairline in men. Their impres-
  sive noses have a hooked shape over a set of full lips. The
  eyes are wide apart and almond-shaped, usually deep
  brown in color.
  Laan: (a.k.a. Zori) in Jaiman) The Laan are even taller than
  the lordly Elves, but more heavily boned and physically
  stronger, though perhaps less nimble than the Elven-kind.
  Their hair is dark brown or coal black, eyes blue, grey or
  occasionally a bright green, and they tend to be fair-
  skinned, from very pale seeming to a ruddy but light com-
  
  44
  Shadow World
  plexion. Few of the men sport beards, and many have little
  or no facial hair. The Laan are great warriors, leaders and
  empire-builders: their ambition matches their great stat-
  ure. They are concentrated in Emer in the Kaitaine vicin-
  ity and in verdant hills of Hæstra.
  Lugrôki: Grotesque faces with slanting eyes and flattened
  snouts full of sharpened tusks further deform the heavily
  built, muscled body with its long arms and thick, swarthy
  hide. Cannibalistic cruelty motivates their distorted souls,
  and a Lugrôk respects little save superior force. Most are
  superb smiths, but they rarely make items unassociated
  with war. Lesser Lugrôki are born to live, fight, and die in
  darkness; they hate the stars and moonlight, but panic
  under the brighter sun. Greater Lugrôki are smarter and
  tougher; they can operate in daylight and possess supe-
  rior skills in speaking, reasoning, and fighting; some su-
  perior individuals have been known to be spell-casters.
  Lugrôki are frequently confused with Goblins due to their
  similar gruesome physiognomies and proclivities, but if
  legends are to be heeded, their origins are very different.
  Murlogi: Round-headed creatures with snub noses and
  wide mouths, Goblins possess greenish, yellow skin and
  toeless feet. Mechanically inclined, the Murlogi have in-
  vented many machines to torture as well as those useful
  in warfare. Utility and strength mark most of their cre-
  ations, but they are invariably inelegant like their creators.
  Murlogi are skilled miners, enlarging their underground
  kingdoms by connecting nearby caverns with tunnels. Of-
  ten an entire mountain range (The Morbek Highlands are
  an excellent example) may be webbed by these passages.
  Goblins stay below ground by day, but night sees them
  swarming the lands in search of brutal amusement.
  Ochu: A people more commonly found in Agyra, the Ochu
  are unique to Pochantos in Emer. In appearance they have
  red-brown skin and tend to be tall (the males 5´10˝ —
  6´3˝) and slender, with straight dark hair. The eyes are
  brown and narrow, somewhat similar to the Y’nari, with
  wide, faces and high cheekbones. Body and facial hair on
  men is sparse.
  Quaidu: The men usually 5´9˝–6´2˝ tall and powerfully
  built, the Quaidu are so pale as to seem to have no skin
  pigmentation, though even an albino has a pinkish color
  from the blood under his skin. These men and women
  are ashen-white, almost grey in hue. Their bodies are hair-
  less, the mane on their scalp is either ebon or snow-white,
  their eyes invariably black as orbs of obsidian. No iris, no
  pupil can be seen, no white sclera. Both sexes have a high
  prominent forehead, slender nose and thin lips of a darker
  grey. To say that they are troubling to look upon is an un-
  derstatement. Their origins are believed to be no less ex-
  otic than the Eastern World, but for now they for the most
  part known as the lieutenants of the Lord of Ulor and
  soldiers for the Raven Queen of Gaalt. Some have come
  to Emer as refugees, willing to work in return for life in a
  land other than that under Lorgalis. Why is it difficult to
  believe them; is it the black sightless eyes, or perhaps the
  smirk so often curled on their bloodless lips?
  Shay: The Shay peoples are shorter than most other races
  but stocky and hardy. They usually have brown hair and
  fair skin, with eyes blue, hazel or brown. Shay men are
  more hirsute than most other races, and in most cultures
  are likely to let their dense facial hair grow.
  Talath: (a.k.a. Myri in Jaiman) The Talath are a hardy race,
  blond and blue-eyed. They have cultures in Northern
  Hæstra, and because their appearance suggests a people
  of a cooler clime, are believed to have migrated from
  Jaiman. Powerfully built, the Talath are of amazing size
  and strength. Most have a fair countenance; the men have
  little or no beard. Both sexes are big-boned and have a
  strength borne of a life of hard work and pure spirit.
  Tanai: A rare people seen only in Northern Silaar (where
  they call themselves the T’loc-loc), Khûm-kaan, and some
  SE Emerian islands, the Tanai are of the Ilorian race. They
  have somewhat of an Elven character, but with the black,
  straight hair and brown skin of the Thesians. They are
  much smaller in stature, however, averaging less than 5´
  in height. At first glance they look like children, but they
  are not to be underestimated.
  Thesians: This tall, graceful people, with their dark brown
  skin, full lips and flattened noses, could well be descen-
  dants of the famed Jinteni race. Loremasters base this con-
  jecture on what few statues and reliefs they have found
  which can be linked to the lost Jinteni. In Hæstra there
  are very few Thesians except on Thesmoq, where they are
  virtually the entire population. Other Thesians on Emer
  are for the most part in Onar and Khûm-kaan. All The-
  sians have dark brown eyes, very dark skin, and have little
  hair, except on their scalp, where it grows in very tight
  curls. Long-fingered hands are also the norm.
  Trogli: Trogli fear all things alien to their underground
  world. Terror keeps them far from the surface and en-
  trances where sunlight penetrates; encounters with beasts
  or Men from the sky-covered fields quickly become bloody
  frays driven by panic. Trogli possess muscled bodies with
  bluish-white skin; their eyes glow in the darkness with an
  eerie red light. Sloping foreheads and massive jaws form
  the contours of their large heads and long, tangled, black
  hair grows from their scalps. Trogli often wear armor and
  wield weapons stolen from their foes, but use stones as
  clubs or missiles when they have nothing else.
  Y’nari: Generally quiet and serene, the Y’nari are never-
  theless reticent — even stubborn. Of average height and
  medium to slight build, they have fair skin (with a yellow-
  ish tint) and little body hair. Scalp hair is thick, straight
  and coarse and deep blue-black (or, in rare cases, white).
  Eyes are usually brown, hazel or amber, and a distinguish-
  ing feature is the epicanthic folds (the small overlap of
  skin over the eyes, like Terran Asian peoples). Y’nari also
  have ‘flattened’ features: small noses, wide, prominent
  cheekbones.
  
  Emer Atlas II
  45
  GENERAL FLORA & FAUNA OF NORTHEAST EMER
  Bs
  MxPce/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl Rt
  MMBns
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
   Plants
  Constrictor Vine
  3
  0
  0/0
  0/0
  M/—
  20
  3(10)
  40M Grapple
  4-8
  Passive (NO)
  Dreamvine
  2
  0
  0/0
  0/0
  M/—
  50
  11(10)
  Special/20 S Grapple
  1
  Passive (NO)
  Razorgrass
  1
  0
  0/0
  0/0
  M/—
  20/10´
  3(10)
  20 Ti Slash
  —
  Passive (NO)
  Roll attack for every ten feet of grass passed through. Hits are to clear a swath 10´ long
  Thokot
  3
  0
  0/0
  0/0
  M/—
  15/1´
  4(10)
  30 S Claw
  —
  Passive (NO)
  Roll attack for every foot passed through. Hits are to clear an opening 1´ deep.
   Invertebrates
  Bee/Wasp
  0
  30
  Dash/30
  MD/VF
  T/—
  1
  1(40)
  0Ti Sting
  1-300
  Normal
  Grekka Spider
  7
  60
  Spt/20
  MF/FA
  M/—
  120
  4(40)
  60 LPi/ 75 LSt/ 50MGr 50´ range
  1-4
  Hungry
  Special, see text.
  Hemafly
  1
  60
  Dash/30
  VF/VF
  T/—
  5
  1(40)
  10 Ti Sting
  2-20
  Hungry
  Jellyfish
  0
  5
  Walk/0
  IN/IN
  T/—
  2
  1(30)
  Touch gives 1-10 hits
  1-100
  Passive
  Numbing Leech
  0
  1
  Walk/0
  CR/IN
  T/—
  2
  1(20)
  0Ti Bite/Poison
  1-10
  Passive
  Critcal bite yields Mild circulatory poison.
  Scorpion
  0
  2
  Spt/10
  IN/VF
  T/—
  2
  11(30)
  0Ti Pi50/10 SSt50/Poison
  1-2
  Aggres.
  Critcal sting yields Moderate Muscle poison.
  Shulushú
  3
  20
  Run/0
  MF/MF
  M/—
  50
  3/30
  30 SGr/Poison 2-4x
  1
  Hungry
  Critcal yields Moderate Nerve Poison.
  Squid
  Large
  6
  80
  Run/10
  MD/MF
  L/II
  70E
  1(30)*
  80 LGr 100/60MPi
  1
  Normal
  Giant (Kraken)
  12 100
  Run/30
  MF/VF
  L/LA
  120
  4(40)
  120 LGr 100/100 LPi
  1
  Normal
  Solev Kirik
  1
  70
  Dash/30
  FA/FA
  S/—
  8
  1(50)
  10Ti Bite
  1-20
  Hungry
   Fish, Reptiles & Amphibians
  Alligator
  Small, water
  1A
  40
  Run/20
  MD/MD
  M/—
  85
  7(20)
  50MBi100/30SGr§/Special *
  1-10
  Aggres.
  Large, water
  3C
  50
  Run/10
  MD/MD
  L/—
  20
  7(10)
  80LBi100/80MGr§/Special *
  1-10
  Aggres.
  Eel
  Electric Eel
  2
  60
  Spt/20
  MF/FA
  L/—
  60
  3(20)
  80 Shock Bolt/40 M Bi
  1-2
  Aggres.
  Screaming Eel
  5C
  80
  FSpt/40
  FA/FA
  L/—
  70
  3(30)
  80LBi 100
  2-10
  Aggres.
  Fish
  Large
  3C
  90
  Spt/20
  FA/FA
  L/—
  35
  4(20)
  50MPi100
  1-5
  Normal
  Medium
  1B
  70
  Spt/30
  FA/FA
  M/—
  20
  3(30)
  30SPi100/40MPi(3)
  1-20
  Normal
  Small
  0A
  50
  Spt/40
  FA/FA
  S/—
  8
  1(50)
  0TPi100/10SPi(6)
  1-100
  Passive
  Lizard
  Small
  0A
  10
  Dash/10
  VF/FA
  T/—
  9
  3(60)
  0TBi60/0TCl40/20SBi(6)
  1-10
  Normal
  Large
  1B
  20
  FSpt/0
  MD/MD
  S/—
  20
  3(50)
  10SBi50/20SCl30/Both20
  1-10
  Normal
  Quarnak
  3
  100
  Dash/40
  VF/VF
  L/—
  200
  11(40)
  120LCl/180LBi/80MTra
  1-5
  Aggres.
  Ray
  Electric
  3
  40
  Run/10
  SL/MD
  L/—
  50
  3(30)
  60SBolt/50MBa
  1
  Normal
  Manta
  4
  50
  Run/30
  MD/MD
  L/—
  80
  3(30)
  60MBa/—
  1-2
  Normal
  Shark
  Large
  5E 100
  FSpt/20
  FA/FA
  L/—
  180
  4(20)
  100LBi100
  1-10
  Belligerent
  Small
  2B
  80
  FSpt/30
  FA/VF
  M/—
  90
  4(40)
  60MBi100
  1-20
  Aggres.
  Snake
  Boa/Python
  3C
  30
  Run/0
  VS/MD
  L/I
  85
  3(0)
  70MBi30/60MGr70/90LGr§
  1-2
  Aggres.
  Non-Poisonous
  0A
  40
  Spt/10
  SL/VF
  S/—
  20
  1(40)
  20TBi100/0SBi(6)
  1-5
  Normal
  Sea Snakes
  1A
  30
  Run/10
  SL/FA
  S/—
  30
  1(40)
  30TSt100/Poison†
  1-2
  Normal
  Srill (wild)
  4
  110
  Dash/40
  VF/FA
  L/—
  100
  11(40)
  40MCl/50MBi/30MTra
  1-10
  Normal
  
  46
  Shadow World
   Birds & Mammals
  Bat
  small
  0A
  50
  FSpt/40
  VF/VF
  T/—
  4A
  1(60)
  10TBi100/20SBi(6)
  1-100
  Passive
  large
  1A
  90
  Dash/30
  VF/VF
  S/—
  10A
  1(60)
  20SBi100/30MBi(3)
  1-50
  Normal
  Bear
  Large
  10G 90
  Spt/10
  MF/MF
  L/I
  230G
  8(30)
  85LGr60/65LCl†/70MBi§/90MBa40
  1-5
  Aggres.
  Small
  5E
  80
  Spt/20
  MF/MF
  L/—
  150F
  8(20)
  60LGr60/50LCl†/50MBi§/70MBa40
  1-5
  Aggres.
  Birds
  small
  0A
  70
  Dash/30
  FA/FA
  T/—
  5A
  1(70)
  O0Pi50/0TCl150/0SCl(6)
  1-200
  Timid
  large
  1A 100
  Dash/30
  FA/FA
  S/—
  8A
  1(50)
  0SPi50/0SCl50/20MCl(3)
  1-100
  Timid
  Camel
  3C
  50
  Spt/10
  SL/MD
  L/—
  140E
  3(10)
  40MBi100/30MBa100
  1-5
  Normal
  Cats
  Large
  5D 100
  Dash/30
  FA/MF
  M/—
  100E
  3(40)
  40MCl40/60MBa60/60MBi§
  1-2
  Aggres.
  Small
  3C 110
  Dash/40
  VF/VF
  S/—
  60D
  3(60)
  30MCl30/20SBi30/Both40
  1-2
  Aggres.
  Dogs
  Large
  4C 120
  Dash/20
  VF/FA
  M/—
  65G
  3(40)
  45MBi100
  2-20
  Aggres.
  Small
  2B 100
  Dash/30
  FA/FA
  S/—
  45F
  3(50)
  50SBi100
  1-10
  Normal
  Desert
  3C 100
  Dash/20
  FA/FA
  M/—
  55
  3(40)
  35MBi100
  1-5
  Normal
  Dolphins/Porpoises
  Dolphin
  8F
  80
  FSpt/40
  VF/FA
  L/—
  80E
  1(40)
  50MBa80/40MBi20
  20-100
  Normal
  Killer Whale
  9F 100
  FSpt/25
  VF/VF
  H/LA
  450H
  8(20)
  100LBa30/110HBi70/150HGr§
  1-5
  Belligerent
  Porpoise
  7E
  80
  FSpt/35
  VF/FA
  L/—
  85E
  1(40)
  60MBi100
  2-20
  Normal
  River Dolphin
  6E
  80
  FSpt/30
  FA/FA
  L/—
  70E
  1(40)
  50MBi100
  2-6
  Timid
  Eagle
  3C 130
  Dash/20
  FA/FA
  M/—
  30E
  1(30)
  50MCl100/35SPi 4
  1-2
  Aggressive
  Falcon
  2B 200
  Dash/40
  VF/BF
  S/—
  20E
  1(60)
  45SCl100/20SPi 4
  1-2
  Aggressive
  Hawk
  2B 150
  Dash/30
  VF/BF
  S/—
  25B
  1(50)
  40MCl100/25SPi 4
  1-2
  Aggressive
  Llama/Alpaca
  3C 100
  FSpt/30
  MF/MF
  M/—
  60D
  3(20)
  20SBi100/20MBa100
  1-5
  Normal
  Plow Horse
  2B
  80
  FSpt/10
  MF/MF
  L/—
  130E
  3(10)
  10MCr30/30LTs/10MBi70
  1-5
  Normal
  Pony
  2B
  70
  Dash/30
  MD/MF
  M/—
  75E
  3(40)
  30SCr40/20MTs/20SBi60
  1-5
  Normal
  Rats
  Large
  1A
  30
  FSpt/10
  MD/MF
  S/—
  15B
  1(20)
  10SBi100/20TBi
  2-20
  Timid(N)
  Small
  0A
  20
  FSpt/20
  MD/MF
  S/—
  8A
  1(30)
  20TBi100/20SBi(6)
  2-20
  Timid(N)
  Thouroghbred
  4D 120
  Dash/20
  VF/FA
  L/—
  100D
  3(20)
  20MCr60/30MTs/20MBi40
  1-5
  Normal
  Warhorse, Greater
  6F
  80
  Dash/40
  MF/VF
  L/I
  150G
  3(40)
  70MCr50/60LTs/60MBi50
  1-5
  Normal
  Warhorse, Lesser
  5E
  90
  Dash/30
  MF/FA
  L/—
  140F
  3(30)
  50MCr50/50MTs/40MBi50
  1-5
  Normal
  Whale
  Beaked
  6E
  90
  Spt/20
  MF/MF
  H/LA
  400G
  8(40)
  85HPi75/60LBa25
  6-10
  Timid
  Narwhale
  7E
  90
  Spt/30
  MF/FA
  L/LA
  300F
  8(50)
  80HHo60/60LBi20/50LBa20
  2-10
  Normal
  Wolf
  3C 110
  Dash/20
  FA/FA
  M/—
  110E
  3(30)
  65MBi100
  2-20
  Aggres.
   Humanoid/Enchanted/Special
  Fell Beast
  12G 320
  Dash/30
  BF/VF
  H/LA
  240H
  11(40)
  80HCl/60LBa/90LBi
  1-10
  Bellig.(LI)
  Gryphon
  8F 100
  Dash/30
  FA/VF
  L/II
  160F
  4(35)
  90LCl/60LBa/100MPi†Both
  1-2
  Bellig.(LI)
  Roc
  10G 180
  FSpt/10
  BF/FA
  H/LA
  400G
  4(60)
  140HCl/90LBa†/120HPi§
  1-2
  Bellig.(VL)
  Sand Maw
   Elementals:
  Air
  20H 120
  Spt/10
  VF/VF
  L/SL#
  120H
  1(50)
  40LBa(3x)/70LGr/[Impact D]
  1
  Berserk(NO)
  Cold
  20H 70
  Spt/10
  MF/MF
  L/SL#
  120H
  1(40)
  40MBa(2x)/80MGr/[Cold D]
  1
  Berserk(NO)
  Earth
  20H 45
  Run/0
  SL/MD
  L/LA#
  120H
  8(10)
  120HBa/60HGr/[Impact D]
  1
  Berserk(NO)
  Fire
  20H 90
  Spt/10
  FA/FA
  L/SL#
  120H
  1(30)
  50MBa(2x)/90MGr/[Heat D]
  1
  Berserk(NO)
  Light
  20H 150
  FSpt/20
  BF/VF
  L/LA#
  120H
  1(60)
  30MBa(4x)/80MGr/[Elect. D]
  1
  Berserk(NO)
  Water
  20H 50
  Spt/0
  SL/FA
  L/LA#
  120H
  3(20)
  100HBa/75HGr/[Impact C]
  1
  Berserk(NO)
  Base Max Pace/
  SPEED
  Size/
  AT
  #
  Type
  Lvl Rate MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  ATTACKS
  Enc.
  Outlook
  
  Emer Atlas II
  47
   Dragons & Wyverns
  Base Max Pace/
  Speed
  Size/
  AT
  Outlook
  Type
  Lvl Rate MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc.
  (IQ)
  Sea Drake (water, 2% winged)
  Young
  10G 120
  Spt/30
  FA/FA
  H/LA
  250G
  12(50)
  100HBi/60HCl/120HBa/40HHo/90WBr* 1
  Varies(AV)
  Mature
  25G 100
  Spt/20
  FA/MF
  H/SL
  350G
  16(30)
  110HBi/80HCl/150HBa/60HHo/120WBr* 1
  Varies(AA)
  Water Drake (water, 0% winged)
  Young
  6F 140
  FSpt/40
  VF/FA
  H/LA
  180G
  11(60)
  100LBi/50LCl/90HBa/50LHo*
  1
  Varies(IN)
  Mature
  15G 120
  FSpt/30
  FA/FA
  H/SL
  240G
  12(40)
  110HBi/50HCl/100HBa/50HHo*
  1
  Varies(AV)
  WYVERNS (Minor Drakes)
  land
  8F 180
  Dash/50
  BF/VF
  H/LA
  200G
  19(35)
  70LCl/110HSt/poison†/80LBi/poison†
  1
  Hungry(LO)
  water
  6F 150
  Dash/50
  BF/VF
  H/LA
  180G
  16(45)
  90LBa/60LCl/100HHo/poison†
  1
  Hungry(LI)
  winged
  10G 300
  Dash/50
  BF/VF
  H/LA
  160G
  12(65)
  50LCl(2x)/90HSt/poison†
  1
  Hungry(LI)
   Elemental Demons
  Fire (VI)
  25
  90
  Dash/30
  FA/FA
  H/SL
  300
  20(60)
  210We(2x)(heat)Spells/Special
  1
  Domin.
  Air (VI)
  25
  90
  Dash/30
  FA/FA
  H/SL
  280
  20(80)
  180We(2x)(heat)Spells/Special
  1
  Domin.
  Light (VI)
  25
  90
  Dash/30
  FA/FA
  H/SL
  270
  20(80)
  200We(2x)(heat)Spells/Special
  1
  Domin.
  Water (VI)
  25
  90
  Dash/30
  FA/FA
  H/SL
  300
  20(70)
  200We(2x)(heat)Spells/Special
  1
  Domin.
  Earth (VI)
  25
  90
  Dash/30
  FA/FA
  H/SL
  350
  20(60)
  230We(2x)(heat)Spells/Special
  1
  Domin.
  Deathwatcher
  35 100
  Dash/30
  FA/FA
  H/SL
  450
  20(80)
  250We(2x)(3D)[Heat]/Spells/Special
  1
  Domin. (HI)
  Doombringer
  20
  80
  Dash/20
  FA/MF
  H/SL
  300
  12(60)
  150We(Elec)/Spells/Special
  1
  Domin. (HI)
  Procreator
  12
  80
  Dash/10
  MF/MF
  M/—
  140
  3(50)
  100We/Spells/Special
  1
  Special(VH)
  Ordainer
  60 120
  Dash/30
  VF/FA
  L/SL
  400
  20(80)
  200HBA/250HCr§/300We/2400We/Both
  1
  Cruel (VH)
   Giants
  Cyclops
  12G 100
  FSpt/10
  MF/MD
  H/SL
  450G
  11(30)
  90We*(3D)/70LGr*/110LCr§
  1
  Hostile(AV)
  Giants, Lesser (non-intelligent)
  Minor
  6E 100
  Dash/20
  FA/FA
  L/LA
  200F
  4(20)
  60We(2D)/50LGr/80LCr§/50ro
  1
  Bellig.(VL)
  Normal
  12F 110
  FSpt/10
  FA/MF
  H/LA
  250G
  8(20)
  80We(3D)/70LGr/100HCr§/70ro(150')
  1
  Bellig.(VL)
  Major
  15G 120
  FSpt/10
  FA/MF
  H/SL
  350H
  12(30)
  100We(4D)/90LGr/150HCr§/90ro(200')
  1
  Bellig.(VL)
  Giants, Greater (intelligent races)
  Fire
  6F
  90
  FSpt/20
  MF/MF
  L/LA
  325G 11(50s)
  100We(3D)/70ro(300')/Spells
  *
  Greedy(AA)
  Forest
  7F 110
  Dash/30
  FA/MF
  L/LA
  250F
  11(35)
  80We(2D)/100lb(2D)(2xRange)/Spells
  *
  Aloof(AV)
  Hill
  4D 80
  FSpt/20
  MD/MD
  L/II
  200F 12(35s)
  60We(2D)/70ro(100')/Spells
  *
  Normal(MD)
  Mountain
  10G 120
  FSpt/10
  FA/MD
  H/SL
  350H
  12(60)
  120We(4D)/90ro(400')/Spells
  *
  Hostile(AA)
  Stone
  5E
  70
  FSpt/10
  MD/MD
  L/II
  275F
  12(30)
  90We(2D)/50ro(150')/Spells
  *
  Normal(MD)
   Trolls
  Cave
  12F 70
  Spt/0
  MD/MD
  L/LA
  220G
  11(25)
  100HCl/85We/80ro
  *
  Hostile(IN)
  Forest
  6D 80
  FSpt/10
  MF/MD
  L/II
  150F
  11(10)
  70LCl/60LBi/40We/50ro
  *
  Hostile(LI)
  Hill
  10E 60
  FSpt/0
  SL/MD
  L/LA
  175F
  11(20)
  95LBa/85LCl/50We/60ro
  *
  Hostile(LI)
  Mountain
  10F 75
  Spt/10
  MD/MD
  L/LA
  240G 16(40s)
  110We/100LBa/100ro
  *
  Hostile(MD)
  Stone
  7D 65
  FSpt/0
  SL/MD
  L/II
  150F
  11(15)
  80LBa/65LCl/40We/60ro
  *
  Hostile(LO)
  Base Max Pace/
  SPEED
  Size/
  AT
  #
  Outlook
  Type
  Lvl Rate MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  ATTACKS
  Enc.
  (IQ)
  
  48
  Shadow World
   Undead
   STANDARD CREATED UNDEAD
  Class I
  1H 40
  Run/0
  VS/SL
  M/I
  25
  1(10)
  25SBa90/15We10
  1-30 Berserk(NO)
  Class II
  3H 50
  Run/0
  SL/MD
  M/I
  50
  1(20)
  40MBa60/45We40
  1-20 Berserk(NO)
  Class III
  6H 50
  Spt/0
  SL/MF
  M/I
  100
  1(30)
  60MBa50/50We50
  1-10 Berserk(NO)
  Class IV
  9H 60
  Spt/0
  MD/FA
  M/II
  135
  1(40)
  70LBa40/95We60
  1-5
  Berserk(NO)
  Class V
  13H 80
  Spt/0
  MF/VF
  M/LA
  165
  1(40)
  90LBa30/110We70
  1-2
  Berserk(NO)
  Class VI
  16H 100
  FSpt/0
  FA/BF
  M/SL
  200
  1(40)
  90LBa20/180We80
  1
  Berserk(NO)
   SPECIAL UNDEAD
  Apparition (III)
  6D 45
  Run/20
  L/MD
  M/—
  80F
  1(50)*
  50MBa[Elect]/Spells
  1
  Cruel (SU)
  Barrow-wight (V)
  15D 50
  Spt/10
  SL/VF
  M/LA
  145E
  1(90)
  110We[Cold]/90LBa(Cold)/Spells
  1
  Protect(AV)
  Corpse Candle (III)
  7H
  -
  -/-
  -/-
  M/—
  100A
  1(30)
  Spell/Special(4 Con pt/rnd)
  1
  Cruel (LO)
  Corpse Lantern (IV) 10H
  -
  -/-
  -/-
  M/—
  135A
  1(40)
  Spell/Special(5 Con pt/rnd)
  1
  Cruel (LO)
  Ghosts
  minor (II)
  3H 75
  Spt/10
  MF/MF
  M/LA
  55A
  1(40)*
  40MCl/Special(3 Con pt/rnd)
  1
  Bellig.(AV)
  lesser (III)
  7H 100
  Spt/20
  FA/FA
  M/LA
  100A
  1(30)*
  60MBa/50We/Special(4 Con pt/rnd)
  1
  Bellig.(AV)
  greater (V)
  15H 130
  FSpt/30
  VF/VF
  M/LA
  165A
  1(50)*
  110WE/90LBa/Special(5 Con pt/rnd)
  1
  Bellig.(AV)
  Ghost Wolf (IV)
  10H 120
  Dash/30
  FA/VF
  L/LA
  200A
  4(55)*
  100LBi/75MCl50/Special
  1-5
  Berserk(NO)
  Ghouls
  lesser (I)
  1A
  50
  Spt/20
  SL/MF
  M/—
  25D
  4(10)
  25SBa100/30SCl/10SBi
  1-10 Protect (NO)
  greater (II)
  3H 65
  Spt/20
  MF/MF
  M/—
  50E
  4(20)
  40MBa/%)SCl/45We/Special
  1-5
  Protect(NO)
  Ice Skeleton (II)
  3B
  60
  Spt/10
  MD/MF
  M/—
  50G
  1(35)*
  45MBa100[Cold]/Special
  1
  Hostile (IN)
  Shadows
  lesser (II)
  4H 80
  FSpt/20
  MF/MD
  M/—
  60A
  1(35)
  Special/75MBi/Special
  1
  Hungry (VL)
  greater (IV)
  8H 70
  Spt/10
  MD/MD
  M/—
  100A
  1(30)
  Special/110MBi/Special
  1
  Hungry (LO)
  Skeletons
  minor (I)
  1A
  40
  Spt/0
  VS/MD
  M/—
  25F
  1(0)*
  25We50/40MBa50
  2-20 Berserk (NO)
  lesser (II)
  3H 60
  Spt/0
  MD/MF
  M/—
  55E
  1(10)*
  40We50/50MBa50/Special
  1-10 Berserk (NO)
  greater (III)
  5H 80
  Spt/10
  MF/FA
  M/—
  100F
  1(30)*
  50We50/60MBa50/Special
  1-5
  Berserk (NO)
  Specter
  minor (II)
  5H 100
  FSpt/40
  FA/VF
  L/—
  150F 1(100)*
  40SBolt100
  1
  Playful(IN)
  lesser (III)
  10H 90
  FSpt/30
  FA/VF
  L/LA
  200F
  1(75)*
  50LBolt100
  1
  Cruel(AA)
  major (V)
  15H 80
  FSpt/20
  MF/FA
  L/LA
  250F
  1(50)*
  70MBa[Cold]/Spells/Special
  1
  Cruel(HI)
  Swamp Star(IV)
  9H 120
  Dash/40
  VF/VF
  L/—
  30F
  1(70)
  Spell/Special/(6 Con Pt/Rnd)
  1
  Inquis. (SU)
  Vampire
  minor (IV)
  10H 120
  Dash/30
  VF/BF
  M/—
  110E 1(100)*
  90We[Cold]/70MBi/Special/Spells
  1
  Domin.(HI)
  lesser (V)
  15H 100
  Dash/20
  FA/VF
  M/LA
  120F
  1(90)*
  110We[Cold]/90MBi/Special/Spells
  1
  Domin.(VH)
  greater (VI)
  20G 100
  Dash/10
  FA/VF
  M/SL
  140G
  1(80)*
  150We[Cold]/120MBi/Special/Spells
  1
  Domin.(EX)
  Wight
  minor (IV)
  10H 50
  Dash/10
  SL/MD
  L/—
  90E
  11(30)
  90We[Cold]/80LBa/Special/Spells
  1
  Cruel (AV)
  lesser (V)
  15H 60
  Dash/10
  MD/MD
  L/LA
  120G
  16(30)
  110We[Cold]/80LBa/Special/Spells
  1
  Cruel (AA)
  major (VI)
  20G 80
  Dash/10
  MD/MD
  L/SL
  170H
  19(30)
  150We[Cold]/80LBa/Special/Spells
  1
  Cruel (SU)
  Will of the Wisp
  6E 130
  FSpt/20
  VF/MF
  M/LA
  80D
  1(100)
  Body acts as a 50CBall
  1
  Cruel (MD)
  Wraith
  lesser (IV)
  10C 70
  Dash/30
  MF/VF
  M/—
  120D
  1(70)*
  80We[Cold]/70LBa/Special/Spells
  1
  Cruel (SU)
  greater (V)
  15F 60
  Dash/20
  MD/BF
  M/LA
  165E
  1(50)*
  100We[Cold]/90LBa/Special/Spells
  1
  Cruel (HI)
  Base Max Pace/
  SPEED
  Size/
  AT
  #
  Outlook
  Type
  Lvl Rate MN Bonus
  MS/AQ
  Crit
  Hits
  (DB)
  ATTACKS
  Enc.
  (IQ)
  
  Emer Book II: The Northeast
  49
  • PART IV •
  THE NORTH & EAST
  COASTAL LANDS
  And Isles from the Sea of Tears
  to the Black Sharkteeth
  • PART IV •
  THE NORTH & EAST
  COASTAL LANDS
  And Isles from the Sea of Tears
  to the Black Sharkteeth
  z
  
  50
  Shadow World Atlas
  1•THE COASTAL LANDS
  This chapter describes the varied ecosystems of the Sea
  of Tears, the nearby isles, and the coast surrounding all of
  Silaar. For the most part these are isolated lands, sepa-
  rated from the interior mainland by mountains or waste.
  The southern Tai-Emer shores and the more distant isles
  will be examined elsewhere.
  The Sea of Tears itself is divided into two very differ-
  ent aquatic terrains. The northern region is mostly deep
  water with steep, rocky shorelines. As one moves south
  into the Gulf of Arul, the waters are considerably more
  shallow, and the shores gentle — at least near the water’s
  edge. Along the east the land soon rises with the foothills
  of the Rust Mountains. To the west, a shelf of sandy shore
  extends inland between a furlong and about a mile before
  stopping at a sheer cliff face often several hundred feet
  high. This is the edge of the Plateau of Arul.
  The eastern shore of Silaar, beneath the black moun-
  tains of Ash, is a narrow strip of land between jagged vol-
  canic peaks and pounding seas. The land is steep and con-
  voluted, fijords with plunging coasts and deep dark wa-
  ters. The dark rich soil is rampant with vegetation in this
  moist subtropical clime, ideal for coffee, bananas, and
  sugar among others.
  2•NORTHERN ISLANDS IN
  THE SEA OF TEARS
  South of Sel-kai and north of the Gulf of Arûl, the Sea
  of Tears is broken by numberless rocky isles, most no more
  than an atoll or jagged pier of volcanic rock jutting out of
  the waters. A few are true islands, sporting lush vegeta-
  tion and abundant tropical wildlife — and active volca-
  noes. Sailors in Sel-kai spin tales of savage tribes on some
  of these isles, including a cult which worships a fire de-
  mon.
  Kailoq Isle
  The largest of the eastern coastal isles, Kailoq is inhab-
  ited by a group of people who have been isolated from the
  mainland for thousands of years. Racially they are a strange
  mixture of Laan, (Thanorian), and Erlin elf. Tribal in or-
  ganization, they are hunter-gatherers who reside in thatch
  huts. Barbaric by most standards, they wear minimal cloth-
  ing and have no written language. Shaman priests lead
  the people in worship of the fire god Orlhach, who must
  be appeased or he will cause the great volcano in the cen-
  ter of their land will erupt and kill them all.
  Orlhach is nothing less than an Ordainer who lives in
  the volcano and finds amusement in terrorizing the in-
  habitants of Kailoq. He demands human sacrifices to be
  brought to him in chambers near the central crater. These
  must be offered on a regular basis; usually children, but
  sometimes adults as well. It is no wonder that the popula-
  tion of Kailoq does not grow).
  Any travellers unfortunate enough to land on Kailoq
  by accident or design will soon find themselves offered
  up to Orlhach. As long as the sacrifices continue (or until
  Orlhach grows bored with his toys) the volcano will not
  erupt.
  Kailoq is strewn with ancient Thanorian ruins, some
  haunted and some concealing treasures; none of interest
  to the Ordainer or his followers, however. The volcano
  itself contains a maze of passages leading deep under-
  ground and eventually linking to the Ash Lairs.
  3•RED CLIFF CAVERNS
  Most of the eastern coast of the Sea of Tears is sheer
  cliffs: the west face of the Rust Mountains. At their high-
  est point these red-streaked walls reach an altitude of over
  half a mile before stepping back in broken shelves. The
  sharp-eyed observer will also that the cliffs are punctured
  with scattered cave openings: some grottoes at water level,
  some well up the vertical face. These are entry ways to the
  Red Cliff Caverns, home of goblins and their Mountain
  Giant overlords. Inside are grand halls rich with valuable
  stones, including hematite, opals, red jade, and jacinth,
  black eog and smoky læn. The goblins rarely leave their
  underground home but guard the caves jealously against
  treasure-seekers and other intruders.
  4•KELP FOREST OF KYRAH
  Much of the southern portion of the Sea of Tears
  (known as the Gulf of Arûl) is quite shallow up to several
  miles out from the shore, essentially a shelf averaging only
  fifty to one hundred feet in depth. An environment ideal
  for photosynthetic ocean plant life because sunlight still
  filters down all the way to the sea floor, these shallows are
  home to a vast forest of kelp which extends almost un-
  broken for hundreds of miles. It is a navigational hazard
  for the keeled ships of land-dwellers, but many sea ani-
  mals and thinking beings of the sea make the Kelp Forest
  of Kyrah their home.
  INHABITANTS OF THE
  KELP FOREST
  Many varieties of fish either make their permanent
  home in the forest, or at least take advantage of the shel-
  ter of the dense kelp towers as a breeding ground. Many
  more creatures inhabit the kelp forest, including sea turtles,
  dolphins, eels, and the huge and graceful manta ray. All
  these are harmless unless provoked, unlike the phospho-
  rescent and deadly Electric Ray, and large jellyfish.
  There are also a number of settlements hidden in this
  maze of undulating green-brown leaves: Several hundred
  Shuluri — water-breathing Sea Elves — live in homes
  made of coral and stone, tending undersea gardens and
  coexisting peacefully with the marine life.
  Shuluri
  Unassuming masters of the kelp forest, the Shuluri live
  in simple structures of coral or woven kelp, and take great
  care not to disturb the marine ecosystems. They can com-
  municate on a limited, telepathic basis with the dolphins
  who share their habitat and together they make an effec-
  tive force to defend the forest.
  
  Emer Book II: The Northeast
  51
  Ships who stray into the forest are warned away in the
  form of a crossbow bolt fired into a mast with a note at-
  tached. In crude Erlin it advises sailors to head west back
  into deeper waters. Those who ignore this warning may
  find their ship boarded by moonlight and sabotaged. De-
  termined intruders’ ships have been sunk or burned. The
  Shuluri will not have their privacy violated.
  5•VOPANA ISLES
  Along the eastern coast of the Gulf of Arûl are two
  large islands, several small isles, and numberless atolls and
  rocky outcrops. The Vopana Chain is anchored at the
  southern end by Akvaro, with its black beaches and iri-
  descent green jungle. Sailors know to keep well west of
  Akvaro if they are to safely navigate through the gulf. At
  the north end is beautiful Kaonulo, nearly one hundred
  miles long with a dormant volcano at one end and an ac-
  tive one at the other. Between lies impenetrable rainforest.
  Shielded by barrier reefs and the dense kelp forests, all of
  the Vopana islands are uninhabited except for rainforest
  creatures.
  6•SEL-KAI
  The city-state of Sel-kai includes seven islands and
  the Kai’sa Peninsula on the northern Silaar coast. It is
  the trade city of the same name which most people are
  familiar with, however — that and the beautiful
  airborne palace-city of Eidolon.
  Sel-kai is described in detail in the Shadow World
  book Eidolon, City in the Sky,™ so it will not be dis-
  cussed in depth here. Suffice it to say that Sel-kai city is
  known from Thuul to the Mur Fostisyr as a commerce
  center without equal. Several powerful merchant barons
  share control of the place with a charismatic half-elven
  prince, while gold flows through the city like water
  through its numberless canals.
  Sel-kai’s wealth makes it a target for pirates and would-
  be conquerors: many warlords dream of making it their
  prize. But the trade center has a well-trained defense force,
  and an unmatched fleet in the prince’s Warbirds: armed
  and armored flying ships.
  The Kelp Forest of Kyrah
  
  52
  Shadow World Atlas
  7•VOG MUR
  Just over  miles east of the coast of Emer lies a little
  trio of islands. Seemingly unremarkable, they are decep-
  tive. Vog Mur is the resting place of artifacts ancient and
  powerful, and home to the Dragonlord Voriig Kye.
  Buir Dom, the mountain beneath the sea whose peaks
  make up Vog Mur, extends over , feet upward from
  its base on the floor or the sea and boasts a diameter of 
  miles. Ordye Throg then, like its sister isles Dalla Veurd
  and Dalov Perll, is but the summit of a vast submarine
  mountain many times larger than what appears above the
  surface of the water.
  The sea that surrounds Vog Mur is a sailor’s nightmare,
  an ocean of shifting currents, sudden storms and mast-
  cracking gales. Near the islands, deceptive coves and hid-
  den reefs provide more danger. Between Ordye Throg —
  the western-most of the islands — and Emer, the nearest
  foreign shore, the swift and shifting currents of the sea
  make such a seemingly simple voyage something of a trick
  best performed by an experienced crew in a sturdy ocean-
  going craft. To the fishermen of Purll Cibur the sea is a
  stern, unforgiving mistress, kind most days but fickle at
  heart. At her best the sea is bountiful and but for the
  month-long Spring monsoon known as the Usiva Perll
  (or Water Winds), she provides a plentiful catch day in
  and day out.
  DALOV PERLL
  Largest and most easterly of the islands is Dalov Perll,
  Island of Winds. Fourteen miles long and eight miles wide,
  Dalov Perll looks very much like two land masses joined
  by a narrow neck of rocky earth. The eastern chunk of
  land is home to Vog Mur’s principal Mannish inhabitants,
  the fishermen, farmers and shipwrights of Purll Cibur
  (ME: ‘Wind Haven’). Most striking topographically is an
  arm of land at the northeast corner of the island flexing
  its muscle more than a mile seaward. The arm, called Buir
  Ien or “Point of Fires,” creates a cove facing northward
  and sheltered to the south by a heavily wooded projection
  of land, Faal Zart (“Wolf’s Head”). About two miles to
  the west of Purll Cibur stands Encla Turic, a castle strong-
  hold atop a  foot rise commanding a broad view of
  the island’s Northern Bay and the Wilds to the west. Dalov
  Perll’s eastern third is a quaint and gentle land of rolling
  hills, small stands of woods, broad lands and rocky but
  navigable coves — a pirate’s delight.
  Dalov Perll’s wild western lands, which comprise two-
  thirds of the island’s total area, are inhabited by a few
  Mannish creatures and feature three good-sized hills and
  an equal number of large coves. In the heart of this wil-
  derness lies an active geyser basin, and to the west is Vog
  Mur’s greatest forest, Nadum Vurt, or the Wildwood. A
  narrow finger of land, Sulem Ien (“Breaker Point”), ar-
  rows northward from the far western shore of the island;
  this barren and inhospitable cape invites nothing but
  trouble and the hardiest of adventurers.
  The Throkmurten
  The region due north and slightly west of the Oevaag
  Baas is highly active in nature. It is known as  the
  Throkmurten (“Guardian-pits”) and is a thermal basin full
  of geysers, mudpots, and small volcanic fissures. Warm
  springs and caverns abound amongst terrain littered with
  pumice and other volcanic debris. Nonetheless, numer-
  ous varieties of wildflowers and small trees make the area
  appear beautifully hospitable.
  The chief feature of the region is a sizable hill that rises
  to a height of  feet. This hill is cut by a small stream
  that originates from a spring buried in the hill’s flank. It is
  called the Geleb Daart and provides the focal point for
  studying the inhabitants of the area. In the forest and along
  the relalively steep canyonsides by the Geleb Daart, wild
  boars dominate. In the upper reaches of the canyon, espe-
  cially in the caves, the chief danger is bears; one must tread
  softly near the Throkmurten.
  The region surrounding the south-central hills west
  of the settled territory on Dalov Perll is called Oevaag Baas
  (“Deathless Hollow”). It encompases the small wood and
  scrubby heather that dominate two bluffs overlooking a
  beautifully sculptured cove, the hollow proper. In a sense,
  it is the most ominous portion of the island, for it is the
  realm of the Undead, the abode of the Wight known as
  Gart.
  There are three principal focal points: Oevaag Baas
  (Deathless Hollow itself), the Wode Matha (the hill on the
  cove’s eastern side), and the Wode Haft (the hill west of
  the cove).
  Deathless Hollow is a cove containing waters as deep
  as  feet. It is a well-protected arm of the surrounding
  sea and has been, in contrast to the picture painted by its
  name, relatively calm and peaceful. The water is crystal
  clear and full of life, much more so than the stark land
  bordering it.
  Wode Matha
  The Wode Matha is a relatively large hill lying directly
  to the east of Oevaag Baas. it has two summits, both ex-
  ceeding  feet in height, and commands a view of the
  entire area. Woods abound on the steeply sloped portions
  that face away from the water, but the remaining surface
  of the land is laden with scattered volcanic rock and small
  shrubs. In addition, the predominantly flat saddle (
  feet up) that lies in between the twin “peaks” embraces a
  field of beautiful wildflowers. The long northern summit
  is absolutely barren. The southern summit, the one clos-
  est to the sea, houses the converted cavern that was used
  to house the body of Gart. It is the subject of great inter-
  est to adventurers — the Mausoleum Gart.
  The Wode Haft overlooks the western side of Oevaag
  Baas and forms the western protective arm; it guards the
  cove from the relatively rough waves from the south. The
  rugged topography that characterizes this hill has pre-
  vented the growth of trees; and the majority of life cen-
  ters around the heather near the - foot level, and
  the ferns and mosses that are tucked under the numerous
  overhangs, rocks, and cave entrances.
  To the west of Oevaag Baas the Wode Haft, or “Heather
  Hill” in the common speech, forms a protective arm,
  guarding the cove from the rough surf and high waves
  pounding the shore from the south. This rugged, rocky
  
  Emer Book II: The Northeast
  53
  hill bears no trees; most plantlife is centered in the heather
  growing at tne - foot level. Hardy ferns and mosses
  desperately cling to life under the many overhangs, ledges
  and cave entrances that mark the Wode Haft.
  SULEM IEN
  Sulem len (“Breaker Point”) lies at the westernmost
  tip of Dalov Perll. In essence, it is a windblown and
  seaswept cape, extending itself almost two miles out into
  the sea. Aside from a few sturdy trees it is barren of either
  flora or fauna, giving it its reputation for being cursed
  and inhospitable. Indeed, many of the local legends and
  wives’ tales speak of the lost souls that dwell there.
  DALLA VEURD
  Sandwiched between the larger islands of Dalov Perll
  and Ordye Throg, the rocky islet of Dalla Veurd sends up
  a solid green wall of hardy trees to discourage — or per-
  haps intrigue — the seafaring adventurer. Only two and a
  half miles in length and two miles wide, the Isle of Passing
  (as Dalla Veurd is called) has claimed many ships on its
  rocky shoals. But for two remarkable ruins, Dalla Veurd
  bears no marks of Man or Elf and is eerily silent.
  ORDYE THROG
   To the west of Dalla Veurd looms the ominous spire
  of Buir Dom (“Fires of Silver”), an extinct volcano that
  rises , feet above sea level to dominate Ordye Throg,
  the far western island of Vog Mur. Ordye Throg (“Sky
  Keep”) is, in reality, the tip of a massive submerged island
  whose higher reaches form all three islands that make up
  Vog Mur. Only seven miles by six miles, Ordye Throg
  nonetheless presents a formidable presence to the adven-
  turer: at its heart stands an immense tower of rock visible
  to sailors miles from the island’s shores on clear days. An
  isle of precipitous cliffs and ragged hidden coves, Ordye
  Throg also features woods standing above the less sheer
  eastern and southern shores, a vale on the western cliff’s
  only shelf ( feet above the crashing sea) and a small
  lake in the volcano’s crater. The steep walls of the crater
  obscure the presence of the lake and the islet at its center
  from all but those few with the heart and grit to scale the
  peak.
  The legendary Usiva Krem, or Waters of Glass, were
  created ages ago when an earthquake (not unheard of in
  this region of the world) collapsed a portion of the cooled
  crater , feet above the sea on Ordye Throg. This ex-
  traordinary lake —  feet deep and only a half-mile long
  and a quarter-mile wide — is the rarest of sights. In fact,
  no one who has scaled the craggy mountain terrain of
  Buir Dom remains alive today. From the crystal clear wa-
  ters of Usiva Krem flows a stream that rushes to a water-
  fall on the western vale of Ordye Throg, one of a handful
  of significant freshwater rivulets in all of Vog Mur (The
  isles have suffered droughts periodically). But much more
  important than its practical value is the mythic import of
  the Usiva Krem: to the adventurous folk of Purll Cibur,
  the Usiva Krem beckons, promising untold wealth (if leg-
  ends are to be believed), but threatening almost certain
  death.
  WEATHER & NATURAL EVENTS
  The climate of Vog Mur is generally kind to flora and
  fauna and pleasant to Man and Elf. But for the rainy sea-
  son and sudden storms, precipitation is rare, making
  drinking water quite a valuable commodity. Trade winds
  bring visitors at regular intervals; most commonly they
  are traders or pirates, although shipwrecked sailors wash
  ashore with alarming frequency in the storm season: the
  Puirl Buirn (ME:  “Black Winds”)
  Snowfall is unheard of — and unseen — in balmy Vog
  Mur, except atop towering Buir Dom, of course, which
  bears a white crown year-round.
  Vog Mur has been the scene of periodic floods, at least
  one tidal wave and numerous but relatively minor earth-
  quakes. Emigrants from Emer escaped to Vog Mur, most
  then continuing their voyage to one of the  islands to the
  north and east. Many refugees from Emer perished at sea;
  others were denied the right to land on inhabited lands
  and were forced to settle wild isles. Some turned to piracy,
  formed bands and returned to raid Dalov Perll.
  No earthquakes have been recorded in contemporary
  times, but shudders and rumbles are commonplace. Buir
  Dom has been extinct for ages and offers no threat. Floods
  however are more frequent events; people in low-lying
  areas expect unpleasantness during the rainy season, when
  Encla Turic
  . Gate Complex
  . Outer Bailey & Pastureland
  . Inner Gate
  . Inner Bailey
  . South Bailey & Gardens
  . Stone Fortress
  . Sea Entry/Loading Platform
  
  54
  Shadow World Atlas
  monsoon rains drench everything and everyone exposed
  to the elements, but loss of life is rare.
  PLACES OF NOTE: DALOV PERLL
  Surviving architecture, including the Lon Lemira and
  the crumbling Ale Hall on Dalla Veurd, is a striking re-
  minder of the elegance and beauty so valued by Elven
  craftsmen and designers; Mannish architecture tends to
  be more functional, simpler and rectangular in shape.
  Charcoal sketches and woven handicrafts celebrating the
  sailors and fishermen of Purll Cibur are common in the
  houses of the village; some pieces also document devas-
  tating storms and floods of years gone by.
  Had one the gall and the power to confront the Keep-
  ers of the Vale, who can befuddle any interloper and van-
  ish at will, be migbt discover among the many manuscripts,
  documents and tomes in the Elven library, the memoirs
  of the Elven historian and Loremaster Elor, also known as
  Elor Once Dark.
  Purll Cibur
  Purll Cibur (ME. “Wind Haven”) is a fishing village
  with a population of approximately  men, women, and
  children who comprise fifty families. Able-bodied males
  (-) number seventy.
  Encla Turic
  The “Iron Gate” citadel was once the home to an ec-
  centric quintet of corrupt half-elves, but those tenants
  became the victims of their own greed. Voriig reluctantly
  stepped in and dispatched the rampaging Hydra, but only
  after it had dined on or incinerated all of the castle inhab-
  itants. Encla Turic was abandoned and uninhabited for
  many centuries after that — the townspeople afraid to go
  near it and Voriig having other matters on his mind.
    By late in the fifth millenium of the Third Era, the
  Dragonlord had abandoned his political pursuits and came
  to realize that he desired a larger home on isolated Vog
  Mur. The Iron Gate was in ruins, but its foundation was
  sound. Voriig hired engineers and stonemasons from Izar
  and brought them in via Navigator. They remained apart
  from the rustic townspeople (and could not understand
  their Erlin dialect anyway). When their work was done
  the craftsmen were returned never knowing the true lo-
  cation of their job.
  Mausoleum Gart
  Neater to the Men and Half-elves of Dalov Perll and
  built into a haunted hillside is the winding and cavernous
  Mausoleum of Gart, inhabited by the fearsome wight of
  the same name. Fitting perfectly into the ominous land-
  The Lon Lemira at Dalla Veurd
  
  Emer Book II: The Northeast
  55
  The Legacy of the Lon Lemira
  Long, long ago, before the coming of Elves to mortal  lands, the
  isles of these tranquil waters were barren of speaking peoples.
  But the coming of the Master of Malice, and the rising of the
  undying evil to the north soon filled the placid vacuum of the
  South. And though at first his presence grew throughout the
  Northlands, fear of him spread to all comers of the world. To
  counter the efforts and darkness of the Master, the Sails of the
  East bore Elven blood westward to the lands of Men. Chosen to
  battle the Master of Malice was an immortal spirit greater than
  the highest of mortals, greater even than their imagination could
  reach, a being which had stood guard over Elven folk from a
  heavenly place beyond the curve of the world. As evil emanated
  from the corrupt soul of the Master, so came good from this spirit,
  which was unmarred by greed or desire; the two opposing forces
  were equal in might, but the one yet-pure sought refuge to prepare
  for the battle.
  So it was that in an eon before this writing, Vog Mur was
  witness to its first speaking lord. His was the might, the armor and
  the stature of a hero, and in his coming he shone, glittering with
  jewels and light, his body blazing in silver essences befitting the
  stars. This first Great Lord oversaw the welfare of the islands,
  putting to rest the fires of Buir Dom, the volcano that even today
  mystifies the eyes of those who gaze upon it. Thus it was that at
  first Vog Mur was a place of watchful waiting, and so began a
  vigil that was to continue unbroken for centuries.
  The Lord of the Light first called upon Dulucaborn, a
  seafaring Elven noble whose prowess upon the waves was
  unmatched, to guard the isles and stand watch. Dulucaborn took
  with him Elven warriors one hundred strong, who together with
  their leader formed the famous One Hundred and One, the first
  Watchers. With the leaving of the Greater Power that beckoned
  them, the new Keepers of the isles took the land as their own;
  only the legacy of the great spirit now forgotten by all but the
  Elves was left among them. The bequest of the spirit was
  consummate and noble and watched over the striving and the
  health of the One Hundred and One, protecting and cherishing
  them until their return home. But the forces of Darkness never
  rest, then as now, and the Master of Malice worked evil magic
  to disrupt and overpower the weaker minds of mortals in the
  Northlands; the vigilance of Dulucaborn and his Elves was thus
  uneasy. For an age the isles seemed no purpose save as lookout
  shelters, and the Elves themselves acted as no more than Keepers
  of the Legacy of Light, a power far beyond the vision of the
  living.
  So it was in later days, after the passing of the Days of
  Darkness in the north, that the isles witnessed the evil of the
  Master. Breeding death and mayhem, the dark Master spawned
  hatred and pain and woe that were to live as long as the land
  itself. Then came his minions, led by Rorg the Fiery Serpent.
  Dulucaborn, captain of the Keepers, faced the beast and stood firm,
  the flames of Rorg licking at his shield, and after the loss of many
  of the One Hundred and One, defeated the heinous dragon,
  scattering his foul host. With the aid of his son, Aaremdel, Dulucaborn
  slew the Demon of the Northlands and threw its stinking, smoldering
  remains into the clear waters of Usiva Krem, high atop Buir Dom.
  The cold waters of the lake hissed, and a mist rose a league into
  the sky as the fiery Rorg was laid to rest: what had once breathed
  flame like a vast kiln of earth and stone now smothered the burning
  in of the slain serpent. Aaremdel took only the wings of the beast as
  a prize — later they would stand as a warning to all who followed
  the path of Darkness — and the evil sank to the dark depths of the
  lake.
  Gradually the isles calmed, and kind sea winds blew from the
  north and the east, bringing Vog Mur’s first Mannish settlers, led
  by Gerric Garth. Born on the coast of Verya forty years before,
  Garth served as captain of the first party of men ever to scale
  Buir Dom, and only he knew of the secrets of Usiva Krem and
  the Watch.
  With their victory, Dulucaborn and the Elves received word
  from across the sea that they were to return: the isles would be
  left to the newly-settled Mortals, for the Dark Master’s interest
  in the South was flagging. Dulucaborn called together the Elves
  and relieved them of their vigil; they were told to prepare for
  departure within twenty-eight days, and to assist the Mortals until
  the time of their Passing.
  So it was that after an age on foreign soil the Elven
  soldiers left the isles to newly-arrived men and women mom than a
  hundred strong. Gerric Garth was given the helm of rule by
  Dulucaborn.
  Wearing this pendant, the proper user can control wills
  opposing his own; this great gift was never used, however, for after
  Garth’s death Voriig the Dragon seized the medallion and took it
  to his manor for safekeeping.
  One year to the day after Dulucaborn’s departure, Gerric
  Garth died, his body eaten away by a mysterious and sudden
  plague. With the death of Vog Mur’s first Mannish King, Garth’s
  son Blymiras stepped forth to claim the throne. But the coronation
  of the new king marked the beginning of an era of strife and
  misfortune for the residents of the islands.
  Elor Once Dark
  
  56
  Shadow World Atlas
  scape of Oevaag Baas. Gart’s tomb and his undead spirit
  lend the region its common name: Deathless Hollow- Gart
  - all seven and one-half feet of him - ventures outside his
  unwanted tomb only at night and never wanders out of
  eyesight of the hillside that overlies his Mausoleum.
  The Mausoleum Gart was built during an era of pecu-
  liar fascination with death. Since that time the deceased
  have all been placed in the cemetery at the southeastern
  tip of the island. Gart, a ruler of evil disrepute, decided
  that his tomb should be built on the “summit of the world,”
  i.e. the pinnacle of Ordye Throg: the Buir Dom. His heir
  realized the futility of his father’s dream and chose in-
  stead the cavernous terrain around the Oevaag Baas for
  Gart’s final resting place. Two years later, after one cave
  system had been converted into a complex mausoleum,
  Gart’s body was transferred to the present site. Unfortu-
  nately, the undead Gart was quite displeased with the com-
  promise, a factor which would have been untroublesome
  under normal circumstances, but proved deadly in light
  of the fact that Gart had died an unnatural death.
  At least, that is the legend. Thus it is said that the
  Oevaag Baas is so named because of the undead spirit that
  has dwelled there since the days of Gart. Accordingly, no
  one from the island nears the hollow in the hours of dark-
  ness.
  The mausoleum was originally constructed by modi-
  fying an already existing collection of caves and cavcrn
  passages. Various rooms were carved into square patterns
  with rough hmn walls and ceilings. Floors were either
  smoothed or fitted with level rock slabs. As a rule, the hall-
  ways and rooms are  feet high, although the ceilings of
  the main room and the entry chambers rise to twice that
  height. There are a number of notable features within the
  complex:
  Gart is Undead, a Wight who stands seven and a half
  feet in height. He can move through the mausoleum in
  the hours of day or night, but ventures out side only in
  darkness. He never travels more than a hundred yards from
  his precious hill.
  Layout
  . Three openings in the rock mark entrances to the Mau-
  soleum. The central entry way is the widest and least
  protected. Portculli serve to slow intruders and are
  opened by turning the only square-shaped bar in the
  grate. Otherwise, the way is blocked effectively, for the
  portculli are locked by a heavy stone mechanism. Both
  the right and left entry passages are barred by two
  portculli of the same design, and the left one is now
  blocked by a cave-in.
  . Secret passageway. Accessible through a stone door,
  which is well hidden and can only be opened by push-
  ing on a deep brown stone which is darker than the usual
  subdued grays and browns found in the walls of this
  mausoleum.This passage leads to a secret opening mark-
  ing a rear entrance to the complex ()
  . Secret door leads to a passage that winds along the back
  side of the hill. This passage circumvents the normal
  complex and provides access to the treasures of the in-
  ner sanctum (). The door opening is ´ x ´ and has a
  bottom edge set  feet above the passage floor. In order
  to open the door one has to insert a piece of thin metal
  into a narrow hole found seven feet up the side of the
  wall.To enter, one must climb up and over the  foot
  rock barrier.
  . Main Chamber. Rough-hewn stone columns and a black
  marble floor catch the eye. The ceiling is - feet in
  height, torch brackets are located on the cloumns and
  along the back wall. A white marble inlay depicts the
  exploits of Gart , inclluding his navalvictory against ten
  corsairs, his personal slaying of a wyvern, his construc-
  tion of the new light tower at Purll Cibur, etc.
  . Symbol of Petrification (once th level reduced to rd
  because of rust) guards entry into the crypt. It is set into
  a two inch thick ´ x ´ steel plate bolted to the floor in a
  upright position. Those failing to resist will be frozen in
  fear, their joints locked for - days. THe crypt itself is
  constructed of limestone and obsidian, the latter com-
  monly found on Ordye Throg but rarely seen on the
  lower slopes of the big island. Gart’s own tomb is set
  into the floor betwoeen the stone ‘ribs on the back wall
  ().
  . Lesser Tombs: where the bones of Gart’s ten retainers
  lie in state upon individual slabs of black marble. The
  skeletons remain intact, for the ten guards were cursed
  upon Gart’s death and given an eternal mission to guard
  the tomb. They awaken at night, or whenever more than
   lbs of weight is placed on of any passage into their
  rooms. Six rest in the large chamber; four lie in the
  smaller room beyond. A small cell in the bigger cham-
  ber is used to hold those captured following petrifica-
  tion in the Main Chamber (see ).
  . Secret Door: whichcan be opened by pulling on its care-
  fully inset stone handle. Within the room lies  pints
  of wine, all in small bottles. All has been laced with the
  third level respiratory poison Gartira.
  . Inner Sanctum: is entered through a pair of of secret
  stone doors. If the doors are both opened at the same
  time, the floor will slide sideways under the wall, reveal-
  ing a  foot pit filled with  feet of odorous water (fall
  +). Within the sanctuum lies a sarcophagus of glass,
  which has been shattered. However — ominously —
  there are still treasures within: two  gp sapphires,
  sp in very ancient coinage, a small gp emerald.
  The emerald is magic and enables one to breathe under
  water when keeping it in contact with the body’s skin. In
  addition to this cache, there is a pair of magic gauntlets
  which enable the wearer to withstand incredibly cold
  temperatures without need of protective clothing.
  . Gart’s tomb lies beneath the floor between the two pil-
  lars of the silver inlaid black marble. A slab of white
  marble lies over steel coffin. The slab is hinged and clev-
  erly counterweighted, enabling one to lift it very easily.
  The coffin is of dark grey steel (showing some rust) and
  placed upon a cushion of Wyvern skin (AT). Its fifty
  inset rubies are worth  gp all together. They can be
  removed but the sanctity of the tomb would be violated.
  
  Emer Book II: The Northeast
  57
  However, Gart himself will only arise if the coffin is
  opened, or when the floor of  is disturbed.
  . Armorer’s Room: contained a glass floor, now shat-
  tered. Whatever once lay underneath is gone.
  . Entryway to the Room of the Unpioused Ones has a
  floor that may drop open if a person advances more than
   feet into the entry passage. A floating hollow stone slab
  of natural rock sets off the mechanism. The discolored
  stone slab stretches across the entry-hall floor and will
  depress - inches when more than  lbs of pressure is
  placed upon it. THe pressure moves the supporting wa-
  ter and set in motion a series of counterweights which
  opens the two-section iron floor of the main room ().
  . Room of the Unpioused Ones contains a ´ x ´ x ´
  grey-green marble chest. It contains   gp rubies and
  a Ring of Blinding. When worn, the Ring can be used
  twice a day to instantly cast a Blinding spell equal to the
  caster’s level. When the floor opens because of a release
  of the passage floor mechanism (see ), the chest drops
  through a chute below and falls ´ into the hot min-
  eral water below. THe chest is designed to withstand the
  fall, and will come to rest in ´ of ° water (a “C” heat
  critical each round one is in the water). The rest of the
  floor sits over a  foot pit filled with rusty iron spikes.
  Victims are subjected to - attacks equal to a broad-
  sword +, with - associated infections (tetanous).
  . Secret Door. serves as the sole unmarked entry. It has a
  normal handle on the inside of the door and is recog-
  nizable in function. From the outside, however, one has
  to pull on a hemp rope (disguised as a vine) that comes
  out of the face of the cliff.
  PLACES OF NOTE: DALLA VEURD
  This small isle holds an ancient ruim and a holy arti-
  fact. It is the key to the secret of Vog Mur which offers
  hope to the future of the entire Shadow World.
  Gudd Tyl: the Ale Hall
  This ‘Ale Hall’ is located on Dalla Veurd. In addition to
  the abandoned and decaying library of Elven lore, the
  Gudd Tyl is divided into two other large sections. One is
  the entrance hall or foyer, undistinguished except for a
  stair located against the far (south) wall. This stairway leads
  downward to a tunnel that ruris undersea to Dalov Perll,
  surfacing at the tip of Sulem Ien (“Breaker Point”). This
  tunnel is also two miles in total length.
  The last distinct section of Gudd Tyl consists of a bed-
  room. The bedroom has a bed, fireplace, storage chests,
  etc., and was once the lodging for overlords seeking re-
  treat from the pressures of rule. Many stayed in the hall as
  a part of a religious retreat, for it was on Dalla Veurd that
  the elders of old built the sacred Lon Lemira.
  Layout
  . Grey-green stone chair. The chair is built into the floor
  and swivels on a stone pedestal. The chair back and seat
  was once a black silk upolstery, now rotted almost be-
  yond recognition; the arms end in sculpted fists. Should
  one turn the left fist the thick wood tabletop (#) will
  slide back and away from the chair, revealing a hidden
  stone stair down. If one should turn the right fist, ten
  bolts (hcb +) will fire from the edge of the table at
  the chair occupant.
  Mausoleum Gart
  
  58
  Shadow World Atlas
  . Theg-wood table. This ˝ thick solid wood tabletop sits
  on a pier of stone. The base is immovable and the top
  appears frmly anchored, although it actually slides back
  when the mechanism at # is properly operated. The
  stairs beneath this tabletop lad down to a chamber deep
  below the hall. There an underground stream runs
  through an ancient lava tube far below the sea floor. This
  tube and its accompanying stream runs from Dalov Perll
  to here to Ordye Throg. If one heads upstream in the
  direction of Dalov Perll there is a dry walkway alongside
  the stream, and leads to the small chamber beneath the
  Lon Lemira. If one journeys downstream toward Ordye
  Throg they must negotiate the narrow tunnel, wading
  through as much as ´ of cold water. Eventually the tun-
  nel meets a small chamber beneath the Tower of
  Dulucaborn.  The table can easily be opened from un-
  derneath by pulling an obvious release lever.
  . Stairwell. Stairs lead down to another deep subterra-
  nean passage, a narrow (´ x ´) tunnel which runs  miles
  under the straits and emerges at the tip of Sulem Ien on
  the western edge of Dalov Perll.
  . Fireplaces. Each features huge iron firewood stands
  shaped like dragons with hollowed backs.
  . Well. Set in the corner of the old bedroom, it is still
  continuously fed by fine spring water.
  . Entry Hall. This room is floored with fine marble in a
  lovely mosaic depicting an herb burning in a bowl be-
  fore the bronze stature in the Lon Lemira. Sadly, dust
  and leaves have blown in over the centuries to obscure
  it.
  Lon Lemira
  The Lon Lemira (ME: “Watching Eye”) is so named
  because of its primary feature: the huge bronze figure of a
  mannish warrior that stands  feet above a base of an-
  cient granite. The
  figure faces west-
  ward toward the
  peak of Buir Dom
  on Ordye Throg
  and is curiously
  unarmed. For the
  peopleof Vog Mur
  it has been and
  will always be a
  place awesome
  reverence. They
  worship it from
  afar, for they are
  not legally allowed
  to set foot on the
  isle; indeed, only the Lord of Encla Turic and the village
  Cleric dare to stand upon its shores. The cleric makes a
  pilgrimmage twice a year: at midsummer and at the win-
  ter solstice — the two holy festivals. He does no more than
  offer a prayer and lay a wreath of Sable Columbine at the
  feet of the warrior. The plant is sacred, for it grows only
  on the high slopes of Ordye Throg. It is gathered by the
  cleric himself, on a journey made seven days prior to his
  trip to Dalla Veurd.
  The circular stone structure that encloses the statue
  seems at first glance to be of crude construction. In real-
  ity, however, its design is highly sophisticated, with blocks
  of rare green granite expertly cut and tightly fitted to with-
  stand the ravages of time and tremor. The deeply-set door
  is of a dark wood preserved to last for untold years. There
  is a power here — reserved, subtle, but very real.
  It would take a very perceptive lot to discover the se-
  cret of the Lon Lemira. It lies beneath a vebeer of bronze
  — for the great unarmed warrior possesses a power and
  grandeur unmatched in mortal lands. Yenor Staideyes, the
  
  Emer Book II: The Northeast
  59
  focus of Vog Mur, is the last representative of those who
  founded the isles. He dates to a time before the coming of
  men, in a day when the Master of Malice still scarred the
  land and threatened all living things. Those greater even
  than the Elves, the Earthwardens,  erected a monument to
  watch and guard against the Evil One’s coming, and in it
  they left a golem. They covered it with bronze and left its
  secret veiled. In short, Yenor Staideyes, the holy warrior
  who bears no arms, is a golem of Eog.
  In order to awaken this great power, one must secure
  the precious herb Nemrais Mur. This is the catch, so to
  speak, for in all mortal lands only one clutch of this herb
  remains. It lies in chambers below the base of the statue.
  A secret door in the side of the base opens onto a small
  flight of stairs leading to an anteroom under the golem. A
  spiral stair winds down from here several hundred feet
  below the surface of the isle.
  A secret door in the side of the base leads to a small
  flight of stairs, these stairs in turn lead to a spiral stairway
  that winds hundreds of feet below the surface of the isle
  and the surrounding sea. Indeed, it descends beneath the
  ocean bottom. There, in a small chamber far away from
  the rays of the sun, lies a subsurface river. The river flows
  westwardly under the ocean’s bottom and leads to a simi-
  lar chamber below the ancient Tower of Dulucaborn on
  Ordye Throg. The river connects the two islands.
  Beside the small chamber beneath Dalla Veurd lies a
  chapel. It is quite small in itself and contains but a few
  accoutrements: there is an altar, a podium, and a mirror.
  The altar, made of iron, contains a bowl inlaid with emer-
  alds. It is worth  GP face value, but in reality serves a
  greater purpose, for it is the only receptacle in which the
  precious herb Nemrais Mur can be burned to activate the
  Golem. Any other altar will not serve the purpose. for the
  herb will not burn; and only one peculiar magic vessel
  will consume the herb and awaken Yenor Staideyes.
  In order to secure the herb itself one must find the
  secret door in the chamber overlooking the subsurface
  river. Once secured, the herb will reveal itself as magic but
  will not burn or age; it will only shine in a silvery light.
  Thc actual herb is plain brown in color.
  PLACES OF NOTE: ORDYE THROG
  While shunned by the rustic Perll Cibur residents,
  Ordye Throg cradles its share of fascinating locations.
  Pirate Cove
  Southwest of the ancient Elven harbor is the Lew Yyn
  (“Pirate Cove”). This has from time to time been more
  Gudd Tyll, the “Ale Hall”
  
  60
  Shadow World Atlas
  than just a colorful moniker, the sheltered inlet serving as
  a base for marauders who prey on merchant ships along
  the Sel-kai sealanes.
  Elven Ruins
  No more than a jumble of stone, this was once the
  home of the “One Hundred and One,” Elven guardians
  from the Second Era. While there is nothing of monetary
  value here, many structures included Orhan Marble, and
  enough of it remains to dissuade all but the most power-
  ful creatures of darkness from intruding. It is therefore a
  haven of sorts.
  Tower of Dulucaborn
  While the same age as the Elven ruins to the east, the
  tower has fared the passing of the ages much better than
  its neighbor. This ´ tall structure served as a lookout
  and guardian of the bay. All of its eight levels are accessed
  by a spiral staircase, which continues down far under-
  ground for several hundred feet. It finally ends in a small
  cave, through which runs an underground stream. Up-
  stream along this chilly watercourse one would eventu-
  ally come to the chamber beneath the Gudd Tyll on the
  Lon Lemira.
  Voriig’s Manor
  Amidst the glittering silver lake high atop Buir Dom
  stands the home of Voriig, a rather modest manor house.
  It is solidly built, and maintained in perfect condition by
  three Erlin Elves responsible for the structure and grounds.
  PERSONS OF INTEREST
  ON VOG MUR
  The following are powerful if reclusive beings wo make
  Vog Mur their home, and influence events there — if in-
  directly.
  The Keepers of Buir Dom
  Hidden from all eyes but Voriig’s, the Keepers of Buir
  Dom remain the great and central secret of the isles, for
  their knowledge is extraordinary. Full-blooded Linær
  Eives, the Keepers are a pair of scholarly spell casters who
  have remained hidden on Ordye Throg to tend the exten-
  sive library of lore and sorcery built on Gref Kindag. They
  speak their native Emeri-elven, but have the linguistic ex-
  perience necessary to quickly adapt to nearly any language.
  Both enjoy wearing garments of deep grmn and brown:
  dark brown Boots of Climbing, brown pants and shirts,
  green vests, and dark green hooded Cloaks of Gliding (en-
  ables  mph fall and movement with wind at wind speed).
  Each carries a quarterstaff of gnarled Theg wood which
  acts as a x spell device and enables them to immediately
  open a ´ x ´ x ´ pit in earth or stone twice a day.
  The Keepers reside in a small but comfortable home
  built into the cliff side of the Buir Dom, and opening onto
  the high vale at ,´. Needless to say, they are not often
  disturbed.
   Voriig
  Voriig Kye, while not the oldest of the Dragonlords,
  assumes the human form of an old man who wanders the
  isolated isles of Vog Mur conversing with the many vari-
  eties of tropical wildlife found there. Voriig has an alter-
  nate human form: that of a muscular, tanned young man
  with silver-white hair. In that guise, wearing a silver tunic
  and sandals, he travels the seas about Vog Mur though is
  never seen on the land. The Dragonlord’s carrack has blue
  sails and flies a silver flag.
  In dragon-form, Voriig has a shimmering silvery hide
  (and has been called “The Silver Dragon” by those few
  who have seen him).
  The Silver Dragon has raised his profile on Vog Mur
  in the last few hundred years, now inhabiting Encla Turic
  and reserving his manor atop Buir Dom as a retreat. Nev-
  ertheless, Voriig’s other interests frequently keep him away
  from the isles for months or years at a time.
  
  Emer Book II: The Northeast
  61
  Elven Ruins At Ras Esov
  
  62
  Shadow World Atlas
  7•PRÆTEN
  Two peninsulas and a dozen islands along the north-
  ern coast of Tai-emer currently constitute the realm of
  Præten, (Ir.: “Many-havens”), domain of the Honakh (Ir.:
  “war-king” or “warlord”). His name is Ur-Goren (after the
  manner of the Præteni, ‘Ur’ is the family name, Goren is
  his given name), and he rules it with a fist of iron.
  Like Sel-kai, Præten was colonized early in the Second
  Era by Shay immigrants from Jaiman. For many centuries
  it remained sparsely populated: isolated fishing villages
  along the coasts and small farming settlements inland.
  Laan of the Emerian Empire conquered the Shay in the
  Third Era, but when the empire fell they were
  driven off the peninsulas. The Præteni
  earned a reputation as ruthless — even
  savage — warriors, and this was to mark
  a fundamental change in their culture.
  Population pressures and leaders hun-
  gry for power made for frequent con-
  flicts. The Præteni were forced to
  supplement their  hunting, farming
  and fishing with raiding their
  wealthy neighbors. Danarchis to
  the west, Sel-kai to the east and
  Rhakhaan to the north meant the
  Melurian Straits were thick with
  merchant ships.
  For centuries the Præten Pirates
  operated as isolated bands, fighting
  with each other as much as looting mer-
  chants. But in the last few decades, ambi-
  tious warlords began consolidating the villages and unit-
  ing the peninsulas and larger islands. Now Ur-Goren has
  virtually all of this region under his control. With the fall
  of Pochantos, the Honakh is even making advances into
  the mainland of Tai-emer, capturing Pochanti to sell into
  slavery.
  Præten’s neighbors previously considered the raiders
  a nuisance: disorganized bands of poorly-equipped
  thieves. But lately the pirates seem better coordinated, with
  swifter ships and sophisticated weapons. They have be-
  come a serious threat to shipping, and the time is nearing
  when Sel-kai and Danarchis will have to take coordinated
  action against the pirates.
  Ur-Goren, the Honakh
  Essentially a military dictator, the Honakh rules
  through his generals and ship-captains. The former are
  now effectively governors of various regions of Præten,
  and the latter are privateers. Ur-Goren is an ambitious
  man but realistic; he is struggling with the reality that it is
  easier to conquer than it is to rule. Nevertheless, he has
  sent his eldest son Ur-Shaan with a large force to the
  Pochantos coast to establish a presence there.
  Ur-Shaan
  His father’s equal in ambition and cunning, Ur-Shaan
  is also a more charismatic and fair-minded leader. If and
  when he succeeds his father to power, Præten may evolve
  into a legitimate government under Ur-Shaan’s direction.
  THE PIRATES OF PRÆTEN
  Any ship in the Melurian Straits or the northern Sea
  of Tears is potential prey for the sea-raiders. While the
  Præten government denies any association with the pi-
  rates and officially condemns their actions, the Honakh
  in fact protects and supports the raiders in return for a
  cut of the spoils. They are more privateers than true pi-
  rates.
  The torturous coastline and plentiful islands of Præten
  translate into perfect base locations for the pirates; there
  are countless sheltered lagoons and shadowed grottoes to
  hide in.
  Raider ship designs vary widely. Some are former mer-
  chant vessels, but most pirate captains prefer the car-
  ack style because it is swift and maneuverable.
  Gunpowder is unheard-of on the Shadow
  World, so cannons or other projectile weap-
  ons do not exist. Instead, pirates use pow-
  erful ballistas and catapults (sometimes
  loaded with an incendiary payload)
  to cripple their prey. Then they
  employ a ballista-mounted
  grapple to draw alongside and
  board the target. Unlike some
  of the famous ‘honorable’
  pirates like the White
  Swan (who is said to be
  quite charming and rarely
  harms his victims), Præteni
  never let their prisoners go
  free after robbing them. Every-
  one who would not bring a good price as a slave or hos-
  tage is killed and the ship is taken or sunk. They are bru-
  tal, rapacious, and have little regard for life.
  IKEYA, PRÆTEN CAPITAL
  Ikeya has two distinct parts: the Old City and the Lower
  City. The former, built upon a bluff overlooking the mouth
  of the Bittrel river, is actually a surviving fortified city from
  the Emerian Empire. Built by Aldaron in the th century
  and named Xarth sye Vurna (OE: ‘Citadel of the Morn-
  ing’), it was the easternmost settlement until Tai-emer was
  conquered  years later. It then became the secondary
  city of Relas after the capital, and a base for further ex-
  pansion eastward. Ur-Goren has had the citadel repaired,
  and now within its walls is not only his castle but admin-
  istrative buildings and barracks.
  From his impressive fortress, the Honakh can look
  down upon the Lower City, a hodgepodge of wood, stone
  and brick structures which sprawls on both sides of the
  river. It is a bustling trade center; chaotic place but with a
  minimum of order maintained by the military.
  THE FREE CITY OF XOOBA
  Xooba is what some people might refer to as a ‘rough
  town;’ this would be an understatement. Situated just off-
  shore from Præten’s eastern peninsula on a large atoll, it
  began as a pirate haven centuries ago. Now it has grown
  into a sprawling maze of inns, shops, residences, taverns
  
  Emer Book II: The Northeast
  63
  and warehouses, many built on piers extending far out
  into the shallow water of the lagoon.
  Controlled (more or less) by six pirate-lords who each
  preside over a section of the city, Xooba is technically in-
  dependent from Præten. But the pirates pay protection
  money to the Honakh, which they in turn have skimmed
  off from all operations in their district. Anything goes in
  Xooba: fencing of stolen goods is a favorite, though there
  is also a booming slave trade. Much of the city’s economy
  is devoted to entertaining the pirates who frequent Xooba:
  taverns, gambling halls and brothels are everywhere. The
  place is also thick with pickpockets, con artists, and those
  who would slit your throat as soon as say ‘good evening.’
  Danger lurks in every shadow, and callow adventurers
  should especially beware: bodies float from under the
  docks nearly every morning, visitors thoughtfully relieved
  of their valuables — and their life.
  Xooba’s Six Districts
  At one time the city was divided into ‘quarters,’ hence
  the names of four districts. The names are anachronistic
  now that two additional neighborhoods have been grafted
  on to the city.
  Satin Quarter: A female pirate who is known only as ‘The
  Duchess’ runs the Satin Quarter, which specializes in
  prostitution, gambling and taverns. There are a few pawn
  shops and fortune-tellers as well, but one thing to her
  credit: ‘The Duchess’ does not deal in slaves.
  Gold Quarter: The pirate Jax one-eye presides over a
  sprawl of gambling houses and taverns. Many a man has
  lost his shirt — and even his freedom — in Jax’s dice
  games.
  Blue Palms Quarter: The master of Blue Palms is a shad-
  owy fellow, a Loar Elf by the name of X’rek. But X’rek
  often seems able to be two places at the same time, and
  many suspect that the pirate lord is actually twins. Slaves
  are the coin in this quarter, though fencing stolen goods,
  gambling and other activities are also within X’rek’s port-
  folio.
  Moonsong Quarter: Lord Morion is of Laan descent, ru-
  mored to be the black sheep of a wealthy Sel-kai family.
  Certainly he seems to have many contacts in that trade
  city, which facilities his brisk trade in stolen goods.
  Docktown: Once, perhaps, Jerich was a lean and agile pi-
  rate; some say he was even handsome. But this lord in
  his later years has succumbed to every vice imaginable.
  Grossly overweight, he presides over debauched parties
  with unspeakable entertainments. He keeps a stable of
  catamites as well, hand-picked from his flow of slaves.
  This foul pirate has survived countless assassination at-
  tempts, many foiled by his vulturous personal aide, the
  sorcerer Vordek.
  Sinking Bridges: Captain Kyras, a Nuyan with black eyes
  hard as læn, rules the Sinking Bridges with a cold, un-
  emotional hand. It is said that Kyras was expelled from
  the Changramai monastery in his youth; certainly he has
  shown a terrifying mastery of the martial arts. Kyras can
  snap a man’s neck in the blink of an eye: the grim re-
  ward for failing the pirate captain.
  8•TANA: ISLES OF
  THE NORTH GALE
  North of the Black Sharkteeth and east of the Moun-
  tains of Ash, a cluster of islands rises from the deep ocean.
  Five of these are of appreciable size; a handful of others
  nearby are but jagged spires of obsidian. These islands take
  their name from the powerful northern winds which buf-
  fet them year round. The reclusive inhabitants call their
  home Tana.
  The isles are all ancient volcanic cores; the remainder
  of a cluster of mountains long ago eroded away. Now they
  rise out of the churning sea, fringed with shimmering black
  beaches and crowned with lush green forests.
  One hundred miles long and forty wide, the north-
  ernmost isle of Tana is by far the largest, and its tallest
  peak is more than , feet above sea level. It is joined to
  the other isles by ancient Coral Roads, avenues just under
  the surface of the water known only to the Tana residents.
  The Tanai
  Erlin Elves who did not welcome the arrival of the Loari
  to Námar-Tol, the Tanai have a loose tribal structure. They
  cooperate in patrolling the shores of their refuge, always
  on guard against intruders of all kinds. Tanai have little
  patience with any outsiders, including shipwreck survi-
  vors. They especially hate Loari and are likely welcome
  any who invade their beach with a volley of poison ar-
  rows. While they have shown mercy on occasion, the Tanai
  are protective to the point of paranoia. They are not to be
  trifled with.
  
  64
  Shadow World Atlas
  The Nightingale’s Perch Inn, Satin Quarter, Xooba City
  Main Floor
  First Floor
  Second Floor
  Third Floor
  Airwell
  Airwell
  Airwell
  Airwell
  Office
  Mnger
  Room
  Staff
  Staff
  rooms
  Recept
  Great
  Room
  Kitchen
  Pantry
  Bedroom
  Bedroom
  Storage
  Suite
  Bath
  Laundry
  Bed
  Suite
  Bed
  Suite
  Bed
  Bedroom
  Bedroom
  Storage
  Bedr.
  Bath
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bed
  Bedroom
  Bedroom
  Storage
  Bath
  Bridge
  Bedroom
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bedr.
  Bridge
  Bridge
  
  Emer Book II: The Northeast
  65
  SPECIFIC INHABITANTS OF THE N.E. COASTS & ISLES
  Name
  Lvl
  Hits
  AT(DB) Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
   Kailoq Isle
  V’raqui, High Shaman
  11
  76
  1(35)
  N
  Y(A)
  65sc
  —
  10
  Age:␣45, Ht/Wt:␣6´2˝, Hair/Eyes/Build: black braids/brown/slender; Dmnr:␣zealous. Race: Jaader/Erlin; Profession: Cleric Skills: Climb10;
  Swim20; Perc34; Rune25; Chan65; DirS45; Act35; Admin30; Diplom20; Lead50; PubSp65; WeathW35; Spells: Base Cleric Life Mastery,
  Channels, Protections; Closed Cleric Muscle law, Bone Law, Organ law, Concussion’s Ways, Blood Law, Calm Spirits to 10th, Base Spell OB: 11.
  Directed Spell OB: 45; Items: x3 PP enhancer. PP=22 x 3.
  Orlhach, Ordainer
  35
  400
  12(50)
  N
  N
  250 2-h sword
  —
  100
  Age:␣???, Ht/Wt:␣30´, Hair/Eyes/Build:␣none/red/herculean, Dmnr:␣Cruel. Race: Ordainer Profession: Fighter PP=. Spells:Base Magician Fire
  Law to 20th,  Dark Absolution (Ordaining). Special Abilities: Resistance of form: Resists on the Super-Large critical hit table
   Vog Mur
  MAUSOLEUM GART:
  Gart (Wight)
  16
  120
  16 (30)
  N
  Y
  150 bs [cold]
  —
  0
  Age:␣??? (Undead); Ht/Wt:␣7´6˝/0; Hair/Eyes/Build:␣scraggly white/glowing red/appears muscular; Dmnr:␣Angry; Race: ; Profession: Skills: ;
  Items: .  NOTE: Use Large Critical hit table
  Emeras (skeleton)
  5
  76
  16 (10)
  N
  Y
  85 ma
  —
  0
  Susuras (skeleton)
  5
  74
  16 (10)
  N
  Y
  90 bs
  —
  0
  Agonur (skeleton)
  4
  66
  16 (10)
  N
  Y
  80 ma
  —
  0
  Inagas (skeleton)
  3
  43
  16 (10)
  N
  Y
  65 ma
  —
  0
  Larias (skeleton)
  3
  47
  16 (10)
  N
  Y
  60 bs
  —
  0
  Brusas (skeleton)
  3
  45
  16 (10)
  N
  Y
  60 ma
  —
  0
  Spodas (skeleton)
  4
  51
  16 (10)
  N
  Y
  70 bs
  —
  0
  Rikas (skeleton)
  3
  44
  16 (10)
  N
  Y
  65 bs
  —
  0
  Swopas (skeleton)
  3
  40
  16 (10)
  N
  Y
  64 bs
  —
  0
  Frig (skeleton)
  3
  46
  16 (10)
  N
  Y
  55 bs
  —
  0
  KEEPERS OF BUIR DOM:
  Welsariel
  18
  86
  1
  Y*
  N
  75qs
  45lb
  15
  Age:␣??? (appears ≈30); Ht/Wt:␣6´4˝/195; Hair/Eyes/Build:␣Blond/blue/slender; Dmnr:␣reserved; Race: Linær; Profession: Animist; Skills: ;
  Items: Boots of Climbing +50, Cloak of Gliding (as if on a hang-glider; requires skill), Quarterstaff of Theg wood: x3 Animist PP and allows
  casting of Animist Aim Untrue Organic 3x per day; PP=36 x 3; Spells: Animist Base to 20th, four other lists
  Carctira
  16
  54
  1
  Y*
  N
  55qs
  25lb
  10
  Age:␣??? (appears ≈30); Ht/Wt:␣6´3˝/190; Hair/Eyes/Build: Blond/blue/slender; Dmnr:␣logical; Race: Linær; Profession: Bard; Skills: ; Items:
  Boots of Climbing +50, Cloak of Gliding (as if on a hang-glider; requires skill), Quarterstaff of Theg wood: x3 Bard PP and allows casting of
  Essence Deflections III 3x per day; ; PP= 32 x 3; Spells: All Bard Base to 20th, four other Essaence lists.
  Voriig Kye
      Human Form:
  40
  190
  14(120) Y30*
  A/L
  240th
  180kynac
  25
      Dragon Form:
  (60)
  450
  12(110) N/A
  N/A
  290HCl
  200HBt
  VF/VF
  Age: ? (Appears ≈80 or 25*) Eyes: Silver. Hair: Silver-grey. Build: Slight (or muscular). Height: 5´10˝ (or 6´6˝). Profession: Astrologer/Druid.
  Stats: St-103; Qu-102; Em-95; In-101; Pr-102; Ag-100; Co-99; Me-98; Re-95; SD-80.  AP: 78/101. PP: 1715 (245 x 7). Skill Bonuses (in human
  form): Climb95; Swim80; Ride60; DTraps75; PLocks95; S&H100/180; Perc200; Rune80; S&W120; Chan100; DirS240; Amb±20; AMov80; AD60;
  MASt180; MASw200; Acro140; Act130; Admin90; Arch80; Diplom100; Lead75; Nav90; PubSp120; RMas90; Sail100; Seduct90; SpellM80;
  StarG170; Stra&Tac70; Subdu120; WeathW80. Spells: Base Spell OB: 80. Directed Spell OB: 240 (Lightning Bolt). Spells: all Astrologer, Mentalist
  (and Druid) Base to 50th; Open and Closed Mentalist to 30th. Special Abilities: Resistance of form: Voriig Kye resists attacks as a Super-large
  creature; Large creature in human form. Breath Weapon: x6 +60 Ionized gas cloud (treat as Cold Ball but use Electricity criticals) in a cone
  extending up to 150´ and 50´ across at the furthest extent. Usable up to once every 6 rounds, total of 6x per day. Two-Hand Sword: +35 silver
  sword with a diamond pommel, it will take on the appearance of a silver walking-cane when Voriig utters the command-word. Kynacs: Three
  +30 throwing kynacs, with 3x the normal range. Telescope: A large device located in his manor on Ordye Throg, it allows Voriig to have access
  to the Seer Base list True Sight, except the ranges are extended: feet in the spell description are miles for the Telescope. The curvature of the
  planet is magically compensated for. Voriig must use his own PPs, and must look through the telescope to utilize the powers. Certain places are
  shielded from the telescope’s sights, and powerful Essænce Flows can also interfere with it. Cloak: will change color at a thought to blend with
  the wearer’s surroundings; adds +80 to Hiding. Ring: Platinum/iridium ring with a blue diamond set, x7 PP multiplier and allows Voriig to cast
  Lightning Triad 3x a day: A 300´ range spell which causes a three-pronged fork of lightning to arc from the caster’s palm, striking up to 3
  targets (they must be all within 60° of each other). Caster’s full bonus can only apply to one attack; the other two are halved.
  Yenor Staideyes
  50
  500
  20(80)
  N
  (Y)
  250HBa 2x/60LGr/250HCr —
  60
  Eog Golem. Special Abilities: Resistance of form: Resists on the Super-Large critical hit table.
  
  66
  Shadow World Atlas
  Name
  Lvl
  Hits
  AT(DB) Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
   Præten: Xooba City
  Snitch Ninefingers
  8
  46
  1(5)
  N
  N
  65da
  71da
  5
  Location: Docktown pickpocket/informer.  Age:␣51, Ht/Wt:␣5´6˝, Hair/Eyes/Build:␣brn/brn/avg, Dmnr:␣cowardly, sneaky, greedy. Race Shay,
  Profession: Thief  Skills: PLocks45; S&H35/80; Perc52; Amb±5; Act40; Admin10; Fals35; Gamb40; Signal10; Track18; Trade55; Trick45.
  Items:+10 lockpick, boots of silent walking, spectacles of nightvision, +10 dagger.
  Gregir Ornskold
  7
  51
  1(10)
  N
  N
  44ss
  36da
  0
  Location: Moonsong Quarter Pawnbroker/Fence.  Age:␣45, Ht/Wt:␣5´9˝/180, Hair/Eyes/Build:␣brn (receding)/blu/stocky, Dmnr:␣officious,
  suspicious. Race Shay, Profession: Rogue.  Skills:  PLocks20; S&H10/25; Perc56; Appraise90; Act35; Admin15; Fals74; Gamb52; Trade46;
  Trick39.  Items: Bracelet detects magic & curses,
  Madame Xeldara
  9
  61
  2(50)
  Y*
  N
  35da
  55 Shock Bolt
  5
  Location: Satin Quarter Fortuneteller.  Age:␣51, Ht/Wt:␣5´4˝/120, Hair/Eyes/Build:␣grey/green/heavyset, Dmnr:␣friendly, mysterious. Race:
  Shay, Profession: Seer.  Skills: PLocks21; Perc35; Rune20; Act36; Admin10; Cook27; Diplom35; Fals23; Gamb37; Medit50; Music20; Seduct10;
  StarG24; Subdu45; Trick55. Base Spell OB: 18. Directed Spell OB: 55 Shock Bolt; Items: Robes of +50 to DB; x 3 pp enhancer. PP= 18 x 3. Spells:
  base Seer Mind Visions, Past Visions, Future Visions,True Perception to 10th . Mentalist Mind’s Door, Attack Avoidance, Detections to 10th.
  Sittachi T’siir
  6
  67
  14(35)
  N
  Y
  67bs
  59da
  15
  Location: Sinking Bridges Barkeep.  Age:␣28, Ht/Wt:␣5´7˝/145, Hair/Eyes/Build:␣black/brown/slender, Dmnr:␣soft-spoken. Race: Nuyan,
  Profession: Rogue.  Skills:  PLocks31; Perc51; Amb±9; MASt 1-30; Act34; Admin25; Cook40; Gamb22; Signal10; Subdu70; Track15; Trade46;
  Trick51. Items: enchanted shirt protects as AT 14 with no emcumbrance, +20 enchanted broadsword, Earring of slyears.
  MILITARY FORCES
  Melee
  Missile
  Type/Rank
  Home/Race
  #
  Lvl
  Hits
  AT(DB)
  Shield
  OB
  OB
  MovM
   Præten
  Ship Officer
  Shay
  100
  6
  80
  1(10)
  N
  110ss
  70sb
  5
  Ship Crewman
  Shay
  2,000
  2
  35
  1(5)
  N
  65ss
  30sb
  0
  Soldiery
  Shay
  5,000
  2
  25
  9(20)
  Y
  80ss
  —
  0
  Xooba City Patrol
  Shay
  300
  2
  30
  1(10)
  Y
  65ss
  —
  0
  Elite Bodyguards
   Sel-kai
  Skyship Officer
  Shay/Laan
  200
  10
  120
  1(30)
  Y10
  120bs
  100cp
  15
  Skyhip Crewman
  Shay/Laan
  4,000
  4
  80
  1(15)
  Y
  100bs
  70cp
  10
  Eidolon City Guard
  Shay/Laan
  100
  8
  120
  17(55)
  Y10
  140bs
  60hcb
  0
  Silver plate armor, fine accoutrements, flowing blue cloak.
  Sel-kai City Guard “redcapes”
  Shay
  200
  3
  80
  9(30)
  Y
  80ss
  30sb
  5
   Tana (Isles of the North Gale)
  Shore Patrol
  Erlin
  600
  2
  45
  1(20)
  Y
  65bs
  65lb
  5
  Patrol Leader
  Erlin
  60
  4
  88
  1(20)
  Y
  95bs
  87lb
  10
  Sometimes use arrows tipped with a nerve poison
  
  Emer Book II: The Northeast
  67
  • PART V •
  O
  INLAND SILAAR
  • PART V •
  O
  INLAND SILAAR
  
  68
  Shadow World Atlas
  1•HAUNTED WASTES
  OF THANOR
  South of the rocky peninsulas reaching crookedly to-
  wards the Straits of Meluria, and north of the prairie shel-
  tered between the foothills of the Ash and Rust moun-
  tains lies a barren expanse. This is the Thanor Waste. Only
  now is the land beginning to rebound from the terrible
  Devastation of Voriig; once it was green with farm and
  pasture, the northern breadbasket of the Thanorian king-
  dom.
  Only the bones of this beauty survive: tumbled walls
  and broken highways, blasted towers and charred earth.
  Life has returning, but only the most tenacious of things:
  tough grasses and weeds, insects
  and reptiles. A few birds and
  mammals barely survive; larger
  game is rare indeed. Perhaps
  more plentiful than any living
  things are the undead spirits
  which haunt this dreary plain:
  spirits slain in the Devastation
  who know no rest and are
  doomed to haunt the waste for
  all time.
  2•CENTRAL
  PLAINS
  WARLORDS
  While much of northern in-
  land Silaar is a desolate land of
  broken rock formations, scat-
  tered brush and dried riverbeds,
  the land has begun to show signs
  of life once again.  Scattered
  through this region are ruthless
  warlords striving to carve out
  their own tiny empire. They are
  little more than brigands operating
  out of the ruins of ancient Emerian Empire castles.
  3•THE THANOR STAND
  This was once the northernmost part of the forest and
  to this day the earth is unable to support more than grasses
  and some stunted pines. Here is where the chief warrior-
  priest of Thanor stood against the dragon-ken and was
  defeated… but not destroyed.
  Roth the Flamboyant
  Chief among the Sorcerer-knights of Thanor, Roth Naku
  was master of great powers. He was also famous for being
  vain and egotistical; flaws which were to be his undoing.
  During a key battle against the forces of the Iron Gate — led
  by Voriig himself — Roth realized that he was in personal
  danger and panicked. He attempted to retreat, only making
  the situation more perilous. Finally, as the Dragonlord’s elite
  warriors closed in, Roth employed the trump card available
  to all great Essænce-wielders: the Final Spell. But rather than
  courageously turning all his life force against his enemies he
  chose the alternative of immortality through Undeath: he
  transformed himself into a Lich. None on the field that day
  knew what befell Roth, however; to them he simply vanished.
  His name was cursed by his men even as the Knights of the
  Iron Gate cut them down to the last warrior. The Thanor
  Stand was a massacre.
  But Roth the Lich continues. There is a sprawling castle
  ruin in the northernmost foothills of the mountains, said
  to be haunted. It is indeed, for in grand chambers beneath,
  Roth holds court with his new cronies: wights and wraiths
  and other undead of his own making. He still thinks him-
  self handsome: his flesh like marble, his fine robes now
  rotting tatters.
  4•ASAMIS ARG
  Along the northeastern
  shores of the Lake of Glass
  stands a mighty forest of fir and
  sequoia. This is the Asamis Arg
  (“Great Grove”), covering
  nearly two thousand square
  miles from the water’s edge well
  into the hills of the Mountains
  of Ash. Because the land of this
  region is a higher elevation
  than the shore further south,
  the Great Grove escaped be-
  coming part of the foul Vœrken
  Mire.
  While badly burned in the
  destruction of Voriig, the for-
  est has recovered and matured
  over the tens of centuries since.
  Now the great living pillars rise
  hundreds of feet towards the
  sky. There is little undergrowth
  within the deepest parts of the
  grove, only a soft carpet of moss
  and needles. It is like an endless
  twilight cathedral, filled with the whispering song of the
  wind through evergreens.
  To the northwest, near the waters edge, an arboreal
  people make their home. Further south, a scourge sur-
  vives from an age long ago. It sleeps… for now
  SHARDS OF THANOR
  One of the six I-lats, the Shards of Thanor are famous
  for having survived the attack of Voriig’s forces when oth-
  ers — specifically the infamous Roth the Flamboyant —
  were vanquished. Some of the Sixty-six were indeed de-
  stroyed, but three of the six Lats and Orlak-Shar evaded
  the devastation. Seeking refuge in caves and utilizing their
  enchanted Portal-thrones, they waited out the war.
  The Shards of Thanor differ from their brethren in
  that they drink blood (human when they can get it), and
  do not eat organs.
  Thanor
  The men’s label was ironic in sound, but it was
  given to Thaan alone. This was the reason for the
  Thanor Stand, the remains of the northern flanks
  of the Asamis Arg (“Great Grove”). Here,
  betwixt Ash and the Lake of Glass lay the
  remains of an army as well: the host of Roth the
  Flamboyant fell before the lungs of Voriig. Only
  the Shards rebounded and, later, when Gholach
  followed, the land arose to be proud.
  Six went south to Ruar-Vœrk.
    Andraax
  Essay on Shards: the I-Lats
  
  Emer Book II: The Northeast
  69
  Unless a powerful mind bends the Shards to his will or
  they have standing orders (such as ‘guard this area against
  all intruders’), they revert to a low-profile ‘survival’ mode.
  They remain in a limited area and only consume what
  they need to live, awaiting a new purpose. Only the I-Lat
  Norg are really capable of independant thought.
  Orlak-Shar
  Lord of the Shards of Thanor, Orlak makes his home
  in a huge sequoia in the southern reaches of the Asamis
  Arg. Under the power of the Althan Lady Jenkyna, he
  monitors travel through the forest.
  T’LOC-LOC
  Named so by their reluctant neighbors because of the
  unique sound of their bone and hollow tree drums, the
  T’loc-loc are a tribal culture whose origins are lost in the
  primordial past.  Cryptic and reclusive, they are given wide
  berth by the Nuyani .  Residing deep  in the northern re-
  gion of the Asamis Arg, they are primarily nocturnal. Di-
  rect sunlight is blinding to them, though they can see well
  enough in the dim light of the forest by day.
  5•VŒRKEN MIRE
  Extending two hundred miles north to south and al-
  most eighty east-west, the vast Ruar Vœrk runs right to
  the shores of the Lake of Glass and up to the foothills of
  the Ash Mountains. Attempting to bypass the Mire on the
  east means travelling at a quarter of normal speed because
  of the rocky, broken land.
   The Mire is an unrelieved swamp of stagnant water
  overshadowed by a thick roof of ancient trees and vines.
  Everywhere is the stench of rot and foul gases; clouds of
  insects swarm in the oppressively hot and humid air.
  The scum-coated water depth can change abruptly
  from a few inches to ten or more feet. Boggy paths of rela-
  tively dry land meander through the swamp, but can give
  way without warning, sending the unlucky traveller into
  a sucking mass of quicksand-like mud.
  One might stumble upon ruins anywhere in the Mire;
  it encompasses several Thanorian towns in addition to
  the lost city of Thenia.
  Denizens of the Mire
  There are many passive threats, including trapping
  plants, quicksand, and sudden dropoffs.
  In addition to endless swarms of normal gnats, flies
  and mosquitoes, the Mire’s insect inhabitants include
  Hemaflies, Solev Kiriki and giant spiders.
  The waters are full of deadly eels and snakes.
  The swamp is also the home to many unwilling Un-
  dead, for the most part concentrated near the ruins. How-
  ever, there are pockets of lurking Ghosts, Swamp Stars,
  and Corpse Candles scattered throughout the perpetual
  twilight of the Mire.
  The Ruins of Thenia
  The city once covered a hundred square miles, now
  the swamp covers the city — with the exception of vari-
  ous structures which jut up from the stinking mire. De-
  spite this, there are many buildings and underground
  vaults which the oozing waters have not reached. Thenia
  offers many treasures for the brave and clever — or fool-
  ish.
  KÆDEN
  Another monstrous amalgam of Kadæna’s doing,
  Kæden resemble something like a gigantic praying man-
  tis, but they differ in several ways. They are artificial cre-
  ations incorporating enchanted elements. Slightly larger
  than man-sized, they combine maneuverability with a
  frightening array of offensive abilities.
  Like the Shards, the Kæden are organized into six I-
  lats, each controlled by a Queen. Even more so than their
  Racial Composition/Origins: Tanai
  The T’loc-loc are small (between 4´ and
  5´ tall), agile beings with long limbs and
  pale skin with a greyish cast.  Their eyes
  are large and pale. The T’loc-loc tongue
  is a strange clucking sound not related to
  any other known language.  They also
  seem to communicate over distances
  with their peculiar drums made of the
  hollowed bones of a large beast.
  Appearance/Dress: Cured animal skins
  are their only clothing, though they are
  often artfully crafted. They also adorn
  themselves with carved bone and wood
  jewelry.
  Subsistence Method/Economy/Diet:
  Hunter/gatherers; T’loc-loc forage for
  food, subsisting on a combination of
  tubers and greens, supplemented by red
  meat.  Rumors that they are cannibalis-
  tic  are unsubstantiated (and untrue).
  Political/Military Structure: Tribal,
  with an annual meeting of the tribe
  leaders.  When a chief dies, a new chief is
  elected by the adult male population.
  Blowguns and obsidian daggers are the
  preferred weapons; the former are
  sometimes poisoned.
  Social Structure, Customs & Taboos:
  Patrilineal; hunter males dominate
  though older females are more revered
  for wisdom. Any but the most cursory
  relations with other races are considered
  unthinkable.
  CULTURAL SUMMARY: T’LOC-LOC
  Technology/Science/Architecture:
  TL: 1b (Middle Stone Age).  The T’loc-
  loc employ simple stone and bone tools,
  have a rudimentary agriculture and two
  spoken language: a clucking they use in
  conversation and the coded drumbeats
  for long distance. Huts high above the
  ground are the homes of this arboreal
  people.
  Religion/Philosophy/Mores: The
  T’loc-loc worship a deity they call Klu-
  kala, the god of Fire and Night.  He is an
  Oread, a spirit of the nearby active
  volcano Khraghon.  The T’loc-loc of the
  Ash Mountains stage an annual sacrifice
  to the god and throw a youth into the
  volcano.
  
  70
  Shadow World Atlas
  hideous cousins, the Kæden vary in appearance and pow-
  ers from one group to another.
  General information
  Large, faceted eyes allow ° vision. The long, pre-
  hensile tongue is a sensitive scent organ, and antennae act
  as sonar. Thus, while they do not see well in darkness, (-
  ) their powers of scent and echolocation more than com-
  pensate. Their sonar allows them to Detect Invisible be-
  ings as long as the target is moving.
  Kæden webs are also a potential weapon. They can ei-
  ther be mixed to form a tough, rigid lattice, or as a bind-
  ing/cocoon form or even as an attack. The spinnerets are
  located on the end of an abdominal protrusion
  Like all constructs, Kæden cannot reproduce. They can,
  however, go into a state of hibernation, cocooning them-
  selves with a preset awakening time.
  Kæden are carnivorous creatures, and though they have
  no teeth, their tongue is a powerful ‘needle’. They paralyze
  and cocoon living prey, inject a powerful reduction poi-
  son and later drink their victim’s bodily uids for nour-
  ishment.
  Each stands about  tall on its rear legs, not counting
  the antennae which protrude from the large head. The
  attacks noted in the chart refer to their pincers (‘arm’ ap-
  pendages), their long tongue, and nally the web, red
  from the abdomen, which extends below the lower ‘hips’
  and can be aimed separately.
  Should a victim be rendered unconscious or immo-
  bile, he is enclosed in a cocoon (see above), injected with
  a dose of Extreme Severity Reduction poison and sus-
  pended in a convenient place for later consumption. On
  occasion, a lucky captive will only be rendered unconscious
  and kept fresh for a few hours until the Kæden are ready
  to feed.
  Kæden were made in ‘lats’ of six (ve lesser and a
  greater warrior) and there were six I-lat Queens.
  Hear as well as a dog, see at night as in full light; - to
  activity in full daylight;
  Webs can form a tough, rigid lattice and woven across
  doorways or a passageway, with - fibers (AT (), 
  hits each fiber) which must be cut before a man could
  pass through. As a cocoon, treat the web as AT (),
  requiring  hits — no criticals — to cut through to the
  sleeping creature (or captive). Each round the cocoon is
  delivered hits the Kæden inside has a % chance of awak-
  ening, after which it requires only one round of prepara-
  tion before bursting from the cocoon. As an attack, the
  web is treated as a Large (or Huge) grapple, with appro-
  priate criticals. The attack web has the following range
  modifiers:
  Range
  Mod
  -
  ± 
  -
  -
  -
  -
  The Værken Mire, near the ruins of Thenia
  
  Emer Book II: The Northeast
  71
  P
  Racial Composition/Origins: Nobility
  of primarily Laan  descent (with some
  old Aldari blood), freemen and serf
  population of Shay.
  Appearance/Dress: The cool, seasonal
  climate dictates light clothing in
  summer/autumn (usually cotton), and
  layers of heavier garments in other
  months (wool; velvet and lined wool for
  the more wealthy).
  Subsistence Method/Economy/Diet:
  Mixed Economies. Farmers understand
  crop rotation. Wheat, corn, and barley
  crops share the rolling hills and valleys
  with tubers, vegetable crops, orchards of
  apples, cherries and pears, and grazing
  CULTURAL SUMMARY: REANDOR
  lands for cattle, goats and sheep. The
  Reandorean diet is varied and remark-
  ably healthy. They have a weakness for
  good wine, but all attempts at starting
  vineyards have failed. They pay a
  premium for wines from Danarchus and
  Namar-tol,brought to them by the
  Nuyani.
  Political/Military Structure: Feudal
  Monarchy. A dozen counts, each ruling a
  town-centered county, have sworn fealty
  to the King. The King’s knights travel
  throughout Reandor, but retainers to the
  individual county lords are more often
  responsible for day-to-day policing and
  protection.
  Social Structure, Customs & Taboos:
  Typical feudal society with strong class
  distinction between Laan nobles and
  Shay commoners.
  Technology/Science/Architecture: TL
  6. Reandor retains much of the
  technological know-how inherited from
  the Emerian Empire. Important
  structures are stone, residences are
  wood or combination.
  Religion/Philosophy/Mores: Church of
  the Pantheon is the official religion,
  embracing all of the Orhan deities. Other
  than weekly attendance,regular tithing
  and adherence to some common-sense
  behavior, it is not a demanding religion.
  Kæden may alter their coloring to match their sur-
  roundings (+ to hiding). This is especially effective when
  hiding among tree branches or other foliage (+ to hid-
  ing).
  Vœr-kar-kaeden
  This I-lat in particular loves jungles and swamps. Be-
  ing particularly attracted to warm, moist climes, they
  found the Vœrken Mire an ideal habitat.
  Kægauriss, Kæden Queen
  In a cavernous lair deep within the toppled ruins of
  Thenia resides one of the six Kæden Queens: Kægauriss.
  She lounges at her ease in what was once a grand temple,
  attended by human slaves who worship her as a goddess.
  Kægauriss is hideous to behold: a nightmare fusion of
  human woman and insect. Her  head is — at first glance
  — that of a human female, albeit partially covered by an
  elongated, barbaric helm. However, her eyes are unnatu-
  rally large and lidless, with glittering facets instead of an
  iris and pupil. Instead of lips, her mouth is framed by hard
  chitin. And flanking her face is not a pair of large serrated
  cheek-guards, but a set of powerful mandibles capable of
  beheading a man with one snap. Her thorax also is about
  the size of a human torso, but six limbs extend from it.
  The top and bottom pairs are long and insect-like; while
  the middle pair are deceptively humanlike in appearance.
  However, the hands are actually claws designed to pull the
  prey close for the ‘kiss.’ From between and behind the bot-
  tom legs extends a large, translucent abdomen similar to
  that of a wasp. She also has a pair of glittering wings which
  are normally kept folded behind her.
  THE DRAGONS
  In his assault on Thanor so many years ago, Voriig had
  among his lieutenants the Gas Drakes Ssoei Womiis and
  Ssoei Womuul. Now venerable creatures indeed, they are
  largely responsible for making the Mire what it is. Sibling
  sisters, they nevertheless enjoy their privacy, and have
  homes far apart in the vast stinking swamp. It is fortunate
  for their neighbors that the sisters are both old and lazy
  now, never bothering to venture forth from their com-
  fortable domain. This is not to say that either is vulner-
  able: They can sense the approach of any intelligent being
  from miles away. They are aware of the Kæden infesting
  Thenia and seem not to care, the city not being near their
  own lairs.
  Typical of their kind, the sisters’ breath weapon is a
  noxious gas which acts as a respiratory poison and a cor-
  rosive agent.
  Both dragons are a mottled green in color with a black
  underbelly. Their horns are a beautiful translucent green
  almost like læn.
  5•REANDOR
  Nestled at the knees of the Rust Mountains, the tiny
  kingdom of Reandor is a throwback to the Emerian Em-
  pire. It has survived virtually intact for these millennia
  partly because of its geographic isolation. The mountains
  provide protection not only to the west, but by steep spurs
  to the north and south. East of course lies the Lake of Glass,
  whose shores are steep, convoluted and rocky along this
  side.
  Reandor itself long predates the Empire. The city of
  Tendorn on the river Mormiren traces its origins well into
  the Second Era. Even then its population was primarily
  Shay; the cool, moist climate in the hills was not to the
  liking of the Jaaderi of Thanor. It survived the fall of Tha-
  nor and the Wars of Dominion largely through geographic
  and political isolation.
  As the Third Era saw a slow healing, Tendorn rose as a
  modest commerce center, and soon its influence spread
  to cover a number of towns in the region. There was cau-
  tious trade with some Nuyani clans, but in general they
  kept each other at arms’ length — as they continue to do
  today.
  
  72
  Shadow World Atlas
  INHABITANTS OF INLAND N. SILAAR
  Name
  Lvl
  Hits
  AT(DB) Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
   Plains
  Roth the Flamboyant
  42
  180
  18(90)
  Y*
  Y*
  180 Falchion
  (Spells)
  20
  Age: ≈8000 (Undead Lich), Ht/Wt:␣6´9˝/0, Hair/Eyes/Build:␣white/red/powerful, Dmnr: condescending, spiteful. Race: Jaader, Profession:
  Sorcerer-Knight. Items: +30 blue laen Falchion, silver torque x5 spells. PP=420. Spells: All Base Sorcerer to 30, Evil Cleric Necromancy & Dark
  Channels to 30th. Favorite is Black Channel III: Black Finger, Eraces Face. 25´ range, -50 to RR mod.
   Great Grove
  T’ik’tik’iil
  13
  65
  1(45)*
  Y*
  N
  45 quarterstaff
  65 blowgun
  5
  Age:␣49, Ht/Wt:␣4´8˝/85, Hair/Eyes/Build:␣black/brn/slender, Dmnr:␣suspicious. Race: Tanai, Profession: Animist. Skills:  Climb; S&H/; Perc;
  Cook; Diplom; Div; Fals; FA; Fletch; Forage; Frezy; Gamb; Herd; Lead; LthrWk; Math; Medit; Signal; StarG; Stra&Tac; Track; Trade; WeathW;
  Spells: Base Spell OB: . Directed Spell OB:; Items:
  T’illi’kitit’ki
  5
  72
  1(30)
  N
  N
  75 dagger
  89 blowgun
  15
  Age:␣32, Ht/Wt:␣4´11˝/95, Hair/Eyes/Build:␣black/brn/slender, Dmnr:␣curious. Race: Tanai, Profession: Rogue. Skills:  Climb76; Perc45; Acro50;
  Cont15; Cook35; Dance20; Div46; Forage67; LthrWk14; Music23; RpMas10; Signal55; Sing15; Track30; Tumble; WeathW; WdCrv..  Items:
  Obsidian dagger
   Reandor
  Kirkris Patik
  6
  69
  9(15)
  Y
  Y(A)
  87 dagger
  71 dagger
  Age:␣36; Ht/Wt:␣5´11˝/175; Hair/Eyes/Build:␣black (many braids)/brown/average; Dmnr:␣friendly/talkative; Race Laan; Profession: Rogue.
  Skills:  Swim; Ride; PLocks; S&H/; Perc; Act; Dance35; Fals; Forage; Gamb; Music20; Nav; PubSp48; RpMas; Row; Sail; Seduct; Sing48; Subdu;
  Trade95; Trick; Tumble; WeathW15.
  Justen Crunk
  4
  38
  1(25)
  Y
  Y(A)
  43 quarterstaff
  61 longbow
  Age:␣21; Ht/Wt:␣6´3˝/175; Hair/Eyes/Build:␣blond(short, curly)/blue/slender; Dmnr:␣friendly/charming; Race: Aldar/Linær; Profession:
  Bard. Skills:  Climb5; Swim15; Ride35; S&H/; Perc; Acro; Cook35; Dance65; Forage; Music65; Nav; PubSp; RpMas; Row; Sailin’ 20; Seduct15;
  Signal; Sing110; Ski5; Subdu15; Trade40; Tumble25; WeathW10; Spells: 3 Bard base lists to 10th. PP: 40.  Items: platinum ring: x5 PP any prof;
  conceals its magical powers.
  Then came the conquering armies of the Emerian
  Empire against which the Rust Mountain foothills offered
  faint resistance and the people of Tendorn little more. Al-
  daron named the entire region west of the Lake of Glass
  the Duchy of Reandor , installed an Aldari Duke and a bu-
  reaucracy of Laan. Most initial grumbling was soon si-
  lenced by the increased prosperity brought to the entire
  populace by the new government. Any remaining resis-
  tance was discouraged by the Imperial garrison. Defen-
  sive walls were constructed along the north and south
  borders to enhance the natural barriers, and the Duke built
  an impressive palace for himself in Tendorn city.
  Reandor flourished under the empire, and her dukes
  managed to remain aloof from most of the political crises
  which plagued the rest of the region. Even when the Eme-
  rian Empire collapsed Reandor survived by isolating it-
  self from the decay around it. Duke Kegris named himself
  king with the blessing of the local Bishop of Zanar. The
  clergyman in turn abandoned most of the conservative
  tenets of Zanar and founded a new reformed religion he
  dubbed the Church of the Pantheon, devoted to all the
  Orhan gods. What followed is, as they say, history.
  Kirkris Patik & Justen Crunk
  These two Reandor citizens are of interest for a few
  reasons. Kirkris is a trader, a dealer in spices, teas and herbs;
  Justen is his apprentice and a talented musician who sings
  to supplement their income. Their relationship is almost
  like that of a father and son, however.
  Kirkris is one of the few traders who deals with the
  Lankani and is (to some extent) respected by them. While
  in general he tries to overlook the more barbaric Lan-
  kan institutions, one day he accidentally caught the eye
  of a young boy on the slaver’s block in Kenezan. His heart
  went out to the child and he was unable to walk away.
  He bought Justen Crunk, though it took almost every-
  thing he had. The trader declared the boy free as soon as
  they were out of Kenezan, but Justen had no family, no
  place to go. He begged to stay with Kirkris, and the lonely
  trader was more than happy to adopt the boy and make
  him his apprentice.
  That was over a decade ago, and the two remain in-
  separable. They have extensive travel experience, know-
  ing the ways by land and sea around Silaar and Tai-emer.
  While they call Reandor home, they might be encoun-
  tered in Sel-kai, Ardania, or any other city in NE Emer.
  Justen’s origins are also somewhat of a mystery. He
  remembers virtually nothing before being brought to
  Kenezan as a boy. He knows his full name only because
  it was engraved on a small ring of dull metal — a ring he
  now wears around his neck on a steel chain. He looks
  like he might be a mix of Laan and Erlin, having fair hair
  and slightly pointed ears, but his secret origins are more
  exotic: he is part Aldar, part Linær: a descendant of the
  Emperors of Emer.
  
  Emer Book II: The Northeast
  73
  SPECIFIC MONSTERS OF INLAND SILAAR
  Bs
  MxPce/
  Speed
  Size/
  AT
  #
  Outlook
  Type
  Lvl
  Rt
  MMBns
  MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc
  (IQ)
   Northern Waste
  Ghosts
  minor (II)
  3H
  75
  Spt/10
  MF/MF
  M/LA#
  55A
  1(40)*
  40MCl/Special(3 Con pt/rnd)
  1
  Bellig.(AV)
  lesser (III)
  7H 100
  Spt/20
  FA/FA
  M/LA#
  100A
  1(30)*
  60MBa/50We/Special(4 Con pt/rnd)
  1
  Bellig.(AV)
  greater (V)
  15H 130
  FSpt/30
  VF/VF
  M/LA#
  165A
  1(50)*
  110WE/90LBa/Special(5 Con pt/rnd)
  1
  Bellig.(AV)
  Ghouls
  lesser (I)
  1A
  50
  Spt/20
  SL/MF
  M/I#
  25D
  4(10)
  25SBa100/30SCl†/10SBi†
  1-10
  Protect (NO)
  greater (II)
  3H
  65
  Spt/20
  MF/MF
  M/I#
  50E
  4(20)
  40MBa/%)SCl†/45We/Special
  1-5
  Protect(NO)
  Wraiths
  lesser (IV)
  10C 70
  Dash/30
  MF/VF
  M/II#
  120D
  1(70)*
  80We[Cold]/70LBa/Special/Spells
  1-6
  Cruel (SU)
  greater (V)
  15F
  60
  Dash/20
  MD/BF
  M/LA#
  165E
  1(50)*
  100We[Cold]/90LBa/Special/Spells
  1
   Asamis Arg (Great Grove)
  Shards
  Lesser
  15H1000‡
  Dash/50
  BF‡/BF‡
  M/II
  175G
  12(50)‡
  120lcb(2x)(Slash)/poison§
  5
  Cruel(AV)
  Greater
  25H1000‡
  Dash/50
  BF‡/BF‡
  M/LA
  225H
  12(50)‡
  150lcb(2x)(Slash)/poisn§/100Bolt‡
  1
  Cruel(VH)
  Orlak-Shar
  45 1000†
  Dash/50
  BF†/BF†
  M/LA
  300
  12 (90)*
  220lcb(2x)(slash)/Poison3 /Bolt 170†
  1
  Cruel (HI)
   Vœrken Mire
  Kæden
  Warrior
  8
  100
  FSpt/30
  F/VF
  M/I
  80
  11(40)
  50MPi(2x)/80LSt*/60LGr
  1-5
  Hostile (MD)
  Leader
  12
  120
  FSpt/40
  F/VF
  L/LA
  120
  11(70)
  80LPi(2x)/110LSt*/80LGr
  1
  Hostile (AA)
  Queen
  30
  90
  Spt/30
  MF/F
  L/SL
  280
  12(100)
  160HPi(2x)/140HSt*/150HGr
  1
  Hostile (HI)
  Breath Weapon: x3 +50 Cold Ball in a cone extending up to 30' and 15' across at the furthest extent. Useable up to once every 6 rounds, total of
  6x per day.
  Gas Drakes
  Ssoei Womiis
  38G 100
  FSpt/15
  MF/FA
  H/SL
  450G
  20(55)*
  140HBi/160HCl/130HBa/90HHo/150GBr**
  1
  VH
  Ssoei Womuul
  34G 100
  FSpt/15
  MF/FA
  H/SL
  420G
  20(50)*
  110HBi/140HCl/110HBa/90HHo/120GBr**
  1
  VH
  Corpse Candle (III)
  7H
  -
  -/-
  -/-
  M/I#
  100A
  1(30)
  Spell/Special(4 Con pt/rnd)
  1
  Cruel (LO)
  Corpse Lantern (IV)
  10H
  -
  -/-
  -/-
  M/II#
  135A
  1(40)
  Spell/Special(5 Con pt/rnd)
  1
  Cruel (LO)
  Firephantom (III)
  5C 100
  FSpt/30
  FA/FA
  M/LA#
  90F
  1(50)*
  50FBall(its body)/Special
  1
  Special(AV)
  Notes:
  *
  Indicates DB and/or AT is due at least in part to enchantment.
  ** Gas breath is a cone 200´ in length and 100´ in with at the extent of range, roll on Cold Ball table, 5x hits. Gas is a respiratory poison; critical
  means target must make a RR vs Dragon level.
  MILITARY FORCES OF INLAND SILAAR
  Melee
  Missile
  Type/Rank
  Home/Race
  #
  Lvl
  Hits
  AT(DB)
  Shield
  OB
  OB
  MovM
   Warlords
  Castle Guard
  Shay
  50
  1
  25
  9(25)
  Y
  50 ss
  25 sb
  5
  Knights
  Shay
  15
  3
  60
  15(35)
  Y
  90 bs
  35 da
  5
   T’loc-Loc
  Warrior
  T’loc-loc
  300
  3
  50
  1(20)
  N
  60 dagger
  90blw gn 20
   Reandor
  City Guard
  Shay
  350
  3
  55
  9(15)
  N
  65 qs
  —
  10
  Soldiery
  Shay
  3,000
  2
  36
  15(35)
  Y
  45 ss
  30 lcb
  5
  
  74
  Shadow World Atlas
  From the balcony of his upper audience hall, the Priest-king of Pochanto watched the emissary as
  he approached the hall.  Despite this hot summer day in Dúbach, L’chye Herónath failed to suppress
  a chill.
  Who is this ambassador?  He claimed to come from the distant land of Jaiman; what his purpose
  was, L’chye could not imagine.  He was not sure why he even agreed to see this man… except that he
  somehow feared to refuse.  He should be resting; the king was tired of the Lankan war and weary of
  bad news.
  Flanked by his bodyguard of four stoic Changramai warriors, the emissary walked in unhurried
  strides down the Avenue of Ancestors to the palace gates.  The hood of his flowing black robe concealed
  his appearance.
  The Priest-king took his throne, adjusted his yellow silk robe, and nodded to the doorwards.
  The massive bronze doors of the audience hall swung open; pastel banners hanging from the high
  ceiling barely rippled in the faint breeze.  Twenty palace guards in bronze armor entered in two
  columns to take their places along the colonnaded aisle.
  Then the emissary strode in.  He didn’t look back or even pause as his guards were stopped at the
  door.  He came to within fifteen feet of the throne and bowed his head.
  His voice was muffled by the hood as he intoned the correct address. “Greetings, Lord of the
  Pochanti, son of the god I-chaal, protector of the People of the Golden Plain.  I am honored by your
  attention.”
  L’chye Herónath nodded in acknowledgement of the greeting.  “And now, whom do I have the
  privilege of addressing?”
  The emissary pulled back his hood with both hands. The Priest-king’s eyes widened. This was a
  young man of no more than twenty summers!  Not an Elf, but a man, with bronzed skin, eyes like
  sapphires and hair blacker than coal.  He spoke then with a clear ringing voice which echoed high into
  the arched heights of that audience hall.  “I am the Nameless One. I bear a warning.”
  3•38•6039 TE
  
  Emer Book II: The Northeast
  75
  • PART VI •
  LANKANÔK
  • PART VI •
  LANKANÔK
  9
  
  76
  Shadow World Atlas
  One of the largest kingdoms on Emer, the Lankan Em-
  pire (also known as Lankanôk) is currently thriving —
  and expanding.
  While technologically not the most advanced culture
  on the continent, the Lankani possess quick minds and
  an aggressive nature.  They have conquered nearly all of
  the once-isolated tribal communities around them, and
  just ten years ago defeated Pochantos, a kingdom to the
  north along the coast. Now they control virtually all of
  Tai-emer.
  1•THE PEOPLE
  Origins
  This people is believed to actually be native to Emer,
  unlike most of the other races now found here. They were
  almost wiped out by the Emerian Empire, but have since
  rebounded and their bloodthirsty god-king threatens to
  overwhelm the northeastern quadrant.
  Physical Traits
  Typical of the Jaader race, Lankani are characteristi-
  cally tall and powerfully built with red-brown skin and
  coarse raven hair. Most have a prominent, hooked nose
  and large, almond-shaped eyes with brown irises. The dis-
  tinctive high forehead is even more pronounced on older
  men, since their hairline often recedes in middle age.
  Attire & ornamentation
  As with many cultures, a Lankani’s clothing is a reflec-
  tion of his social and economic status. An explanation of
  the class terms used here can be found later in the section.
  In general, finely woven lightweight linen and silk is
  the fabric of choice for the privileged. Those of lesser
  means wear coarse, undyed muslin or ramie. The warm
  climate dictates that all clothing be light and loose-fitting.
  Regarding Women: as befitting their inferior place in so-
  ciety, women are forbidden to wear any sort of jewelry,
  silk, or decorated clothing. (The only exceptions are the
  Khurtûm’s wife and daughters, and those very few
  women declared to have a man’s soul.) All women must
  keep their body from neck to knee covered at all times,
  and non-Lankani females are required to keep their hair
  short and completely covered, their heads bound in a
  turban. Women in the city are expected to cover their
  mouth with a scarf or be assumed to be a prostitute.
  Royal Family & Landowners: In the city or indoors dur-
  ing the day, men wear a tunic or open vest and baggy
  breeches of brightly dyed silk or linen with a sash, and a
  long flowing stole or robe. Daytime wear may have some
  simple embroidered trim, while garments for social
  events have elaborate embroidered designs with glass or
  jeweled beading. Hair is usually worn long in a ponytail
  or beaded braids. Outdoors, a lightweight hooded robe
  of white cotton or linen is worn to protect from the burn-
  ing sun.
  Gold is the metal of the sun and so highly prized for
  jewelry. Men will wear a dozen gold hoops through
  multiple piercings in their ears. Many also have pierced
  nipples. They will adorn themselves with rings and wide
  bracelets, and wear heavy golden torques around their
  necks.
  Free men: Always trying to imitate the landowners, these
  tradesmen and merchants like to wear the finest brightly-
  colored tunics and robes they can afford — usually cot-
  ton or linen rather than silk. They will also flaunt what
  wealth they have in gold earrings and torques.
  Peasantry: Plain undyed cotton shifts for the women and
  a tunic and kilt for the men is the rule. Most men will
  have one ‘dress’ tunic of dyed cotton with some embroi-
  dered decoration.
  Slaves: All are given a rough muslin shift. Undergarments
  consist of cotton rags beaten until fairly soft. All slaves’
  ears are notched and they are branded on the forearm
  The city of Kenezan
  
  Emer Book II: The Northeast
  77
  with the symbol of their owner’s house. Many male slaves
  are castrated.
  LANGUAGE
  Mavaun is the primary spoken tongue of the Lankani.
  Their written language is hieroglyphic and known only
  by the aristocracy and priests. While no Lankan would
  admit it, Mavaun is originally the Pochanti’s invention and
  was adopted by the Lankani because knowledge of the old
  Thanorian language was lost.
  2•DIET & ECONOMY
  Corn and beans are staples of every Lankan diet,
  supplemented by eggs, fowl, fish and shellfish near the
  coasts, and some fruits and vegetables. Red meat such as
  beef, pork and mutton is foreign to them and in fact is
  toxic to most Lankani.
  Corn is often ground into a meal and used to make a
  tortilla-like pancake to wrap other foods. The Lankani
  favor hot peppers and spices in their food, making a chal-
  lenging meal for outsiders.
  Produce/Exports
  The fields of Lankanôk produce corn, cotton, flax,
  beans, hot peppers and other staples. Papyrus is cultivated
  along the rivers and canals. Flax plants yield not only lin-
  seed oil but linen cloth. Papyrus stalks are beaten and dried
  to make writing materials. From mines in the Spine of
  Emer come precious stones, gold and other metals, and
  from the conquered lands come slaves.
  The Emerian hills are watered by many streams and
  more frequent rain than the steppe. Here the Lankani grow
  cocoa plants, whose treasured beans are the source of
  chocolate, cocoa, and cocoa butter. Also grown here is
  hemp for rope, bananas, and the Ortoga plant, source of
  the popular drug Gort.
  Imports
  The Lankani cannot have enough pure gold. There are
  off-color jokes told in Sel-kai about what you can get a
  Lankani to do just by waving a gold nugget in front of his
  eyes. Wine is also in great demand, and silks from the
  Nuyani fetch a high price.
  Coinage
  Gold, silver and bronze rings are tied on hemp loops
  and worn at the belt or around the neck on a torque.
  3•GOVERNMENT
  The Lankani call their king Khurtûm (M. “god-king”),
  and he is considered divine, the literal son of the Serpent-
  god Klysus. Thus, the Lankan Empire is a Theocracy in
  which the Khurtûm theoretically wields absolute power.
  However, the landowners meet regularly in council and
  apply political pressure on the king when their interests
  are affected. The high priests have also at times swayed
  the will of the divine ruler. Outside of the capital, cities
  and provinces are ruled by Viceroys: appointed officials
  who are often members of the Khurtûm’s extended fam-
  ily.
  All high-ranking members of the government bureau-
  cracy are priests — at least in name.
  MILITARY STRUCTURE
  Traditionally, the Khurtûm leads his armies into battle,
  but frequently one of his sons acts as proxy. Landowners
  and their male family members serve as commanders and
  knights, often mounted on trained Srill (large bipedal liz-
  ards). The great bulk of the army consists of peasant foot-
  soldiers.
  4•SOCIETY
  Lankan society is composed of four distinct castes, and
  beneath the lowest caste are the slaves and outsiders (most
  of whom are not of the Jaader race). Movement upward
  within the castes is rare, though downward is not.
  SOCIAL STRUCTURE
  Following is a breakdown of the Lankan castes.
  Racial Composition/Origins/
  Language:  All but slaves are exclusively
  of the indigenous Jaader race. All speak
  Mavaun; only priests and nobles
  understand the written hieroglyphic
  alphabet.  Members of the aristocracy,
  priests and some commoners know
  some Shay and Erlin.
  Appearance/Dress: Common men wear
  only a cotton loincloth, women a plain
  shift, and woven hemp sandals.
  Aristocrats don brightly colored togas &
  golden jewelry on special occasions.
  Subsistence Method/Diet/Economy:
  Slash & Burn Agricultural/Mixed
  CULTURAL SUMMARY: LANKANI
  Economies. Cornmeal is the central
  staple, supplemented by vegetables &
  fruits, and some fish. Gold & silver rings
  of various size are the coinage, worn on
  belt loops.
  Political/Military Structure: Monar-
  chy/Theocracy: divine emperor has
  absolute power, administered by the
  priests. Nobles and priests are military
  officers, and elite mounted forces; slaves
  make up the foot soldiery.
  Social Structure, Customs & Taboos:
  Rigid caste system. Daily life highly
  ritualized, especially for the priesthood
  and city dwellers. Women and non-
  Jaader are considered ‘property.’ Men
  practice polygamy but adultery is
  forbidden.
  Technology/Science/Architecture: TL
  2b Late Bronze Age.  Gold and bronze art
  is superlative; astronomy and math-
  ematics is relatively advanced, and they
  possess a runic writing system.  Most
  buildings are of adobe with thatch or tile
  roofs.
  Religion/Philosophy/Mores: Religion
  centered around Klysus and Akalatan,
  demanding, unforgiving gods.
  
  78
  Shadow World Atlas
  The Dawn of the
  The people of Lankanôk are of this land: tall
  and proud and brown like the spires of rock
  which defy the desert winds. These are but a few
  legends from their rich history. First, the tale of
  how the great god Klysus created Akalatan, who
  in turn fathered the Jaader race. Second, how the
  eastern children of Thanor strayed from the true
  religion, and Klysus sent his blood-son Akalatan
  the Sire to free the people from these heretical
  sorcerers by fathering the Serpent Twins. Third,
  the story of the Chosen One, Karzôk, who builds
  again the Realm of the Sun and Sword and
  paves the way for a new line of god-kings,
  children of Akalatan’s loins. Finally, the prophesy
  of the return of the Twins, who will ring about a
  new era of prosperty and power for the Lankani
  Long ages ago, before the children of the
  earth were born, the gods fought amongst
  themselves for dominion over the lands. Because
  it was his job to bear the sun across the sky,
  Klysus was absent when lands were apportioned.
  When all was done, the cheating Lords of Orhan
  had left only desert and arid steppe for the sun
  god. Klysus, determined to have his own chil-
  dren, knew that he must make a great sacrifice
  so that they would be strong enough to survive
  in this parched land. Taking a blade of sharpest
  obsidian, Klysus cut out his own heart and
  hurled it to the earth. He tumbled from the sky
  and the light failed, even as his heart beat on the
  dusty ground.
  Khurtûm & The Sanctified: The Khurtûm, the priests, and
  extended royal family make up the Sanctified, the pinnacle
  of the Lankan social pyramid.  One is born into it (as a
  relative of the Khurtûm), marries into it (a rare event), or
  is inducted as a priest.  Priests are chosen from all other
  levels of society.  Priests designated as ‘selectors’ travel all
  over Lankanôk in search of new acolytes for the Priest-
  hood, choosing the most strong, bright and handsome
  prospects. Members of the royal family enjoy a life of lei-
  sure, able to indulge themselves in almost any pleasure
  they can imagine.
  Landowners: This class consists of the Lankani whose
  ancestors were granted land by the grace of the Khurtûm.
  Those ancestors were often former military officers who
  served valiantly in successful campaigns; a certain percent-
  age of the newly-won land was given to the officers. They
  — and their families — become members of the elite class,
  not unlike nobles in a feudal society. Men of landowning
  families are considered citizens, presented with an amulet
  bearing their house symbol as part of their manhood in-
  doctrination. All such families also have a villa in Ken-
  ezán where they spend much of their time hosting lavish
  parties for their fellows.
  Free men: Concentrated in Kenezán and a few other cit-
  ies, these men are skilled artists and craftsmen, and those
  skilled in the ways of commerce. Potters, bronze smiths,
  scribes, stone workers, weavers, bankers, and all kinds of
  merchants are members of the Artisan society. While not
  In this darkness a miracle happened. The
  heart, as if it were a womb, burst open and from
  it emerged Akalatan, in form a full-grown man,
  tall and virile as a god. All that night Akalatan
  cast his fertile seed upon the mother earth, and
  from it sprang the people like hardy stalks of
  corn. Akalatan the Sire then told his children
  that they must give thanks to Klysus and make
  sacrifice to the Sun-god so that he may return.
  From among them Akalatan chose two, the most
  handsome man and beautiful woman. First he
  gave them his seed to remind them of the gift of
  birth, then he took their hearts and offered them
  up to Klysus. The Sun-god accepted these still-
  beating organs as his own and found strength to
  raise the day-orb again. He looked down upon
  the land and was pleased by his new children.
  But in his excitement, Klysus drew too close
  to the earth and the people’s skin was burned.
  Akalatan bade Klysus return to the heavens, but
  not before the children of the sun were browned
  by the intense sun.
  The Sire then chose men from among the
  people and instructed them in necessary rituals.
  Every day they must make sacrifices to Klysus
  because human hearts can sustain him for only a
  short time. They must also remember Akalatan
  and the power of his seed. Thus were founded
  the priesthoods of Klysus and Akalatan, of death
  and rebirth.
  
  Emer Book II: The Northeast
  79
  as important or powerful as Landowners, they are re-
  spected for their skills. And as Lankanôk metropolitan
  areas grow, they are gaining wealth and power.
  Peasantry: The bottom of the social ladder — except for
  slaves — peasants have restricted rights, but still hold cer-
  tain personal freedoms.  They must be paid for labor
  (though they get very little; not enough to live on without
  support from the landowner) and cannot be prevented
  from moving as they wish in the realm. However, they
  have no land of their own, and often no reason for loyalty.
  Peasants are usually employed as household servants and
  foot-soldiers.
  Slaves: serve two purposes for the Lankani: as labor for
  the farms (even the peasantry is not expected to toil in
  the sweltering fields for extended periods) and for sacri-
  fices to the god Klysus.
  About the Sexes
  In general, women are considered second-class citizens,
  useful primarily as servants and wombs to grow more men.
  There are no women priests or artisans; even females in
  landowner families must at all times show deference to
  the men. With the exception of the Khurtûm’s daughters,
  they even have limited value as sacrifices, considered to
  possess an inferior soul. It is assumed that women are not
   For long ages the Children of Akalatan lived
  in simple prosperity as they remained their
  devotion. Slowly however their hubris grew, and
  they began to turn away from worshipping the
  gods. These Thanorians sought power for them-
  selves, finding ways to wield godlike powers
  without the permission of the Sire. Klysus was
  angered, but Akalatan sought a way to save his
  children from a seemingly inevitable fall.
  Akalatan visited  a princess of Thanor and
  gave her the gift of his seed. She gave birth to the
  divine twins Sendar and Sendil. They sought to
  turn the people back to the true way, but it was
  too late. Thanor fell to outside enemies.
  Unwilling to let his finest children perish,
  Akalatan cast Sendil and Sendar into a deep
  sleep, to wait for a time when they will be
  welcome again.
  For many seasons the Jaaderi suffered the ill
  favor of their fathers, their past glory a fading
  memory.
  At last there came a warrior named Karzôk
  Lankan, a clan-leader who had a vision for a
  greater future. He prayed to the serpent gods and
  offered to sacrifice anything in return for their
  renewed favor of his people. Akalatan visited
  Karzôk in a dream and told the warrior that first
  he must sacrifice his only son to Klysus. This he
  did, offering the strong young heart while his
  wife screamed in horror. Klysus was pleased, so
  Akalatan visited Karzôk’s wife that night and
  impregnated her. Then he joined with Karzôk,
  saying as he gave up his enchanted seed,  “After
  tonight no mortal man can harm you.”
  The god’s words were truth. No man’s blade
  could harm Karzôk, and he soon conquered all
  the neighboring clans. Meanwhile his wife
  suffered in a dark dream from which she could
  not wake. Four months later she gave birth to a
  strong boy. Karzôk named his son Akaal, and the
  child grew to be tall and strong, and skilled in
  the arts of channeling.
  Karzôk ruled most of the steppe of Tai-emer,
  naming it the domain of Lankanôk. He made
  the city of Kenezán at the mouth of the T’voca
  river his capital, and built great temples to honor
  the serpent gods Klysus and Akalatan.  When
  Akaal reached his eighteenth year, he was
  inducted into the Priesthood of Akalatan. When
  the temple complex at Kenezán was complete,
  Akaal presided over the dedication ceremonies.
  These consisted of solemn rites and sacrifices, a
  drunken revelry and orgy, and finally another
  sacrifice: Akaal murdered his father atop the
  Temple of the Dying Sun, saying “no mortal
  man am I, father!”
  Akaal declared himself the Khurtûm (M.
  “Son of the gods” or “divine son”) and king of
  Lankanôk.
  From the Codex Akalatan
  Kingdom of the Sun
  
  80
  Shadow World Atlas
  as intelligent as men and are incapable of being leaders or
  warriors.
  A very few women have transcended this barrier by
  showing themselves to be superior warriors or adminis-
  trators; those have been named honorary citizens by the
  Khurtûm. One, Merula’a’an, currently heads the House of
  Blue Palms, a sprawling estate south of Kenezán. She took
  over the farm when her husband died, concealing the fact
  of his death for three years while she improved its effi-
  ciency. When the truth was revealed and her nephews de-
  manded their inheritance, it is said that Akalatan spoke to
  the Khurtûm and had him grant the house to her. In ef-
  fect, it was declared that Merula’a’an had a man’s soul.
  DAILY LIFE
  The average day for an inhabitant of this land will range
  from a sampling of pleasures and relaxing artistic pur-
  suits to backbreaking labor in sweltering heat from dawn
  until nightfall. A small minority of elite reaps the rewards
  earned through the toil of a vast majority of slaves and
  servants.
  Those with any spare time or cash might spend it play-
  ing a dice game and drinking an alcoholic beverage made
  from corn; other play an athletic game involving teams,
  an air-filled ball (a srill-bladder is used), and goals at ei-
  ther end of a court. A more sophisticated version of this
  game is played by trained teams in the great courtyard for
  the entertainment of the nobles.
  CUSTOMS
  There are many social niceties in polite Lankan soci-
  ety, but one is of particular note, a rudeness that is also
  considered a crime. It is considered the height of disre-
  spect for anyone of lower rank to meet the gaze of some-
  one of higher rank. For instance, a slave must never meet
  the gaze of his master, and even citizen lords never dare to
  look up to face the Khurtûm unless invited to do so. The
  penalty for this affront is flogging; repeat offenses can lead
  to blinding or execution. Because of this, people of Ken-
  ezán — especially those in the inner city — spend a lot of
  time looking at the ground.
  TABOOS & CRIMES
  Most of the offenses listed below apply only to Lan-
  kani unless otherwise specified. Allowances are made for
  ‘heathens’ visiting Lankanôk to trade or on other legiti-
  mate business.
  Worship of any gods besides Klysus and Akalatan is
  punishable by death, usually sacrified to Klysus. The prac-
  tice of ‘sorcery’ (i.e., any spells except as a priest of Klysus
  or Akalatan) is also a capital offense.
  Adultery is a crime and a sin against Akalatan, though
  punishment is much more severe for a woman than a man.
  For men, sex with a prostitute is not considered a crime.
  Procreative sex with anyone not of the Jaaderi is consid-
  ered to be defiling the purity of the race. Death by stoning
  is the penalty for any Jaader woman who commits this
  crime. Homosexuality (except among the priests of Akala-
  tan, where it is considered a sanctified ritual act) is for-
  bidden.
  There is a lengthy list of crimes against the Citizens
  and Sanctified, violation of the least of which mens death
  for the offending slave or peasant. Free men and outsiders
  are treated with some leniency, but even the visitor who
  offends out of honest ignorance may find himself hauled
  away to the slave block or worse.
  5•ART & SCIENCE
  While in general this society’s rigid social structure and
  repressive religious atmosphere discourages artistic free-
  dom, there are some talented musicians and artists in Lan-
  kanôk. Most serve in households of the wealthy while a
  few are free men who travel from place to place and per-
  form or create in return for food, lodging and a dispensa-
  tion. Popular musical instruments are chimes, a flute-like
  instrument made of bronze, and a lyre. Common visual
  art forms are mosaics, ink-on papyrus, and bas-relief.
  Technology
  The Lankani culture is technologically at a state simi-
  lar to the Terran Late Bronze Age. Gold is shaped in a num-
  ber of creative ways for decoration, and bronze is used for
  practical purposes such as weapons, tools, etc. Those with
  enough money and the right contacts buy iron or steel,
  but few are willing to trade openly with the Lankani ex-
  cept Ardania.
  Lankan astronomy and mathematics is relatively ad-
  vanced; the priests of Klysus have developed an accurate
  calendar.
  ART & ARCHITECTURE
  In this land with few trees, wood is a scarce and valu-
  able commodity. Most residential buildings are adobe
  bricks and religious/civic structures are constructed us-
  ing locally quarried limestone.
  There is not much decorative art to be seen in Ken-
  ezán. Some noble houses have wall murals, and the pal-
  aces feature elaborate mosaics, but few outside of the
  anointed may ever gaze upon them.
  Special Materials
  The tops of all the greater pyramids are adorned with
  huge crystalline yellow pentahedrons. These ‘gifts of
  Klysus’ are powerful channeling devices fashioned of yel-
  low-gold læn. They are priceless, indestructible, immov-
  able, and they have special powers.
  6•LANKAN RELIGION
  Religion and ritual permeates all aspects of life within
  the Lankan Empire. The Lankan people worship a com-
  plex array of gods and demigods. Above all the others stand
  two: Klysus and Akalatan. In simplistic terms they repre-
  sent death and birth, respectively.
  Death and Rebirth
  The Lankani believe in a soul, a spirit apart from the
  physical body. When the body dies, the spirit is separated,
  and depending on your rank, your sex, and on the condi-
  tions of your death, it will go to one of three places. The
  
  Emer Book II: The Northeast
  81
  Sanctified (noblemen, priests,
  brave warriors) are carried away
  by Klysus at sunset. They board
  Zania’s chariot to Charón where
  they live forever. The Devout
  (women, commoners) descend
  into the earth and enter the vast
  Underworld. There they wait and
  wander until Akalatan chooses to
  lead their spirit back to the sur-
  face to be reincarnated. The souls
  of sacrificial victims are de-
  stroyed forever — consumed by
  Klysus so that he may raise the
  sun every day.
  The souls of men and women
  are of a different nature and al-
  most never cross sexes. However,
  a specially blessed female soul
  may be reborn as a man and
  sometimes a male soul is born in
  a female body.
  Interestingly, the Lankani be-
  lieve that the immortal Elves
  have no soul and are some sort
  of abomination against Klysus.
  They are worthless as sacrificial
  victims and treated with barely
  concealed loathing by the Lan-
  kan citizenry.
  NUMBERS,
  CALENDARS, &
  RELIGIOUS
  RITUALS
  The Lankani rely heavily
  upon ritual and ceremony to
  structure their lives. The Sun
  priests use numbers extensively,
  and are accomplished mathema-
  ticians and astronomers. Their
  calendar is complex and very ac-
  curate, though quite different
  than that of of other cultures.
  Laws and rituals alike are defined in the two holy books:
  Syka’av Klytaru (The Book of Lord Klysus) and the Omiar
  Akalataru (The Codex of Lord Akalatan). The originals
  are kept in vaults beneath the Temple of Separation and
  the Temple of Union, respectively.
  The Importance of Numbers
  The most important number for the Lankan priests is
  three. This is because of the ‘troika’ of Klysus, Akalatan,
  and the Khurtûm — though of course the three are not
  considered coequal. Three is the holy number, always as-
  sociated with the Khurtûm or the gods.
  The complementary number is four: the number of
  castes in Lankan society, and the number associated with
  men and their activities.
  Charón
  The ‘Third Moon’ (as Charón is sometimes called, be-
  cause of its relative distance from Kulthea) is the home of
  Klysus and Akalatan. Because of this, it is the basis of the
  Lankan calendar. It has a very unusual polar orbit which
  takes exactly twenty-one days. Rather than being tied to
  Kulthea’s rotation, the moon rotates perpendicular to the
  Shadow World’s orbit around the sun: always ascending
  every night for seven days and descending during the day
  for seven days before finally vanishing beneath the hori-
  zon.
  The Calendar
  The Lankani divide the year into seventeen Charón-
  months of twenty-one days.
  It seems all of Kenezan was crushed into the square on this sweltering day; the day
  for a special offering to Akalatan. As the sun burned overhead, P’har Ahnekar — high
  priest of the Snake god and charismatic son of the god-king — lead a procession of
  brawny priests along the Avenue of Kings. In their midst stumbled Pochanti prince Q’venna,
  bound by heavy chains. He looked to be a mere youth, handsome in a delicate way. The
  road was lined with citizens shouting curses and chanting. When they arrived at the
  Courtyard of Temples, Q’venna was stripped naked. The crowd roared.
  A pair of guards half dragged the prisoner up the Hundred Steps of the great
  Pyramid of the Snake to the Temple of Union.
  Q’venna was manacled on his hands and knees over the Joining Stone before the
  altar of Akalatan. With sacred oils from nearby bowls, P’har Ahnekar ritually cleansed the
  Pochanti prince, smearing the glistening liquid all over his smooth flesh. The high priest
  began to chant. It was taken up by the priests and reinforced by drums. The crowd joined
  in and soon the air was vibrating with the slow rhthymic pulse.
  Attendants removed the High Priest’s embroidered robes and anointed him with oil,
  preparing him for the Joining. Then, in an act far more degrading and effective than a
  blood sacrifice, the warrior-priest raped the trembling young prince. Q’venna cried out once,
  but afterwards bore his humiliation in agonized silence.
  The crowd’s chant rose in volume and increased in speed, in time with the priest’s
  brutal thrusts, until seemingly as one the entire gathering released its violent passion. P’har
  Ahnekar arched his back and let out an animalistic roar which carried across the court.
  The drums rolled and the horde went wild. The High Priest separated from his victim and
  entered the temple, his attendants draping a cloak over his broad shoulders.
  Q’venna was then not even given the dignity of death; instead he was hauled down
  and imprisoned near the priest quarters, to ‘serve at the pleasure of the Brethren of
  Akalatan.’
  As perverse and brutal as this event was, its effectiveness cannot be denied. The raw
  power and sexuality only served to add to the mystique and influence surrounding the Priests
  of Akalatan.
  Secret Report to the Loremaster High Council
  By G’naak Phonn, Observer at Kenezan
  
  82
  Shadow World Atlas
  Each of the seventeen months is divided into three
  ‘weeks’ of seven days. The first three days of the week are
  holy, and  represent Klysus, Akalatan, and the Khurtûm,
  respectively. The remaining four days represent the four
  castes. In addition, The first week, when Charón is ascend-
  ing each night from the south, is the week of Klysus. The
  second week, as the moon descends by days, is the time of
  Akalatan. For approximately one third of Charón’s orbit
  ( days) the moon is hidden from view — swinging past
  the southern hemisphere. This week is the time of the
  Khurtûm, when the emperor stands alone and has no link
  to his gods. Sacrifices are performed to urge the return of
  the moon. The first day of every month is a celebration as
  Charón rises again.
  Special rituals are performed on the holy days, the
  scope of the ceremony depending on the time of year.
  Every - days (it varies because of a wobble in
  Charón’s orbit), the moon is eclipsed by Orhan, giving it
  a red hue. This is the Night of the Third Moon
  Seventeen -day months make for a year seven days
  longer than the actual  day revolution of Kulthea. The
  Lankan Astronomer-priests recognize this, and every third
  year they remove a month, restoring a seasonal balance.
  This month is ‘removed’ with great ceremony — and many
  sacrifices.
  Important Events
  Once every seven years the Khurtûm must choose a
  member of his family to be sacrificed to Klysus, the ser-
  pent-death god.  This assures that the T’voca River will
  continue to flow, and grants the Khurtûm longer life.  The
  Khurtûm leads this gruesome ceremony, cutting out the
  victim’s heart and drenching himself in the relative’s blood.
  Klysus himself appears at this ceremony to accept the
  blood and soul of the dying noble.
  THE DUAL
  PRIESTHOODS
  It is not widely understood outside of
  Lankanôk, but there are actually two dis-
  tinct religious orders. The Cult of Klysus,
  with by far the smaller number of mem-
  bers, is a reclusive sect of astrologers and
  mystics which consult with the king. A few
  among them also conduct the blood-
  drenched rituals upon the Temple of Sepa-
  ration.
  Much larger is the Brotherhood of Akala-
  tan. While the high-ranking officials of this
  cult are powerful sorcerers and clerics, most
  of the members of this group are actually
  merely civil servants; priests in name only.
   The interrelationship between the
  Khurtûm, Akalatan and Klysus is a com-
  plex and fluid one, difficult for outsiders
  to understand. Even the average Lankan
  peasant would have a hard time explain-
  ing it.
  KLYSUS, MASTER OF THE SUN
  Klysus is a distant deity, a being to be held in awe —
  even feared. He can only be satiated through bloody sac-
  rifices.
  Klysus is the god of blood, the sun, and death. He car-
  ries the sun across the sky every day only by the strength
  given by the Lankani sacrifices.
  Slaves and prisoners of war are usually the victims, but
  on certain occasions only a Lankan — or even a member
  of the royal family — will suffice to slake the serpent-god’s
  thirst. For those who are killed on the altar there is a ter-
  rible, final fate: their very soul is consumed by Klysus, even
  as the high priest and Khurtûm drink the victim’s blood.
  The Cult of Klysus
  Khurtûm’s Vizieri: Alchemists, Astrologers and Seers.
  They study the skies and foretell the future. They serve
  as advisors in all things. Some are also skilled in healing
  and are the Khurtûm’s personal physicians. The Vizieri
  wear red robes trimmed with gold and carry staves with
  a cobra-head.
  Solar Guard: The Khurtûm’s personal bodyguards, sworn
  to protect him with their lives.
  Symbols: red-rayed golden sun, hooded cobra. Gold and
  red
  AKALATAN, LORD OF NIGHT
  According to legend, Akalatan is Klysus’ son, born from
  a union with the first chieftain’s wife Zania. For her re-
  ward Klysus made Zania a demigoddess, charioteer of
  Charón.
  Akalatan is a closer god to the Lankani, in a way he is
  their father. He is god of fertility, rebirth, and passion. Souls
  Prince Q’venna on the Stone of Days
  
  Emer Book II: The Northeast
  83
  The Quadrangle Court
  Pyramid of the Sun
  Pyramid of the Kings
  Courtyard
  Pyramid of the Snake
  N
  
  84
  Shadow World Atlas
  The Pyramid of the Sun
  Temple Summit
  . Obelisks. Four crystalline yellow læn pentahedrons
  stand atop this temple pyramid, one at each corner.
  They can be used to create an Essænce focus, a bar-
  rier around the summit, and to transport anything
  inside their perimeter, all at the will of the wearer of
  the Sun Torque.
  . Observation Platform. A large stone disk-shaped
  platform dominates the summit of the pyramid.
  Around the perimeter are a number of metal obe-
  lisks covered with heiroglyphics and holes. These
  are used for astronomical observations. The entire
  disk rotates as well
  . Central Pedestal. Five cabochon inlays surround a
  yellow laen pyramidal object. Pressing the gold in-
  lays in combinations with the silver one as an acti-
  vator cause the entire platform to rotate to desig-
  nated orientations. Holding down all four gold and
  pressing silver causes the platform to lower like an
  elevator into the underground chamber.
  1
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  Emer Book II: The Northeast
  85
  The Central Pedestal
  Sun Pyramid: Underground
  . Chamber of Stars. The platform comes to rest in the
  center of this domed chamber,  faced in black granite.
  Glittering white gems mark star positions in the dome.
  If one taps the silver cabochon x and twists the pyra-
  mid, the platform lowers into the  Vault (). Pressing the
  four gold cabochons simultaneously dends it back up.
  . Passage to Quarters. Turns west and leads to the Sun
  Priest compound.
  . Interview chamber Iron doors are locked (+) on this
  side, leading to this room, where combatants and sacri-
  fices are ‘prepared.’ The other doors lead to the staging
  area underneath the court.
  . Library. In the center of the room, inside a locked (+)
  glas case is the  Syka’av Klytaru (The Book of Lord
  Klysus).
  . Sentinel pillars. All those not wearing a  Priest of Klysus
  torque must RR vs th lvl Stun Word.
  . Ritual cleansing chamber. Priests anoint themselves with
  ois kept in bowls along the wall.
  . Passage to Throne Room.
  . lower level of platform elevator.
  . Sentinal Pillars. Only the Wearer of one of the Three
  High Torques may pass; others suffer a th lvl Blinding
  Word.
  . Inner Vault. The Heart of Agoth is here on a stone ped-
  estal.
  Snake Pyramid Temple Summit
  . Stairs
  . Joining Block. Equipped with manacles to hold the vic-
  tim on place over the block.
  . Elevator Platform.Wearer of the Snake Torque controls
  the platform which connects to the underground cham-
  bers
  .  Obelisk. An oblong crystalline yellow læn pentahedron
  stands across the rear of this temple pyramid. It can be
  used to create an Essænce focus, a barrier around the
  summit, and to transport anything touching it all at the
  will of the wearer of the Snake Torque.
  Snake Pyramid Underground
  . Underground Entry hall.
  . Bridges
  . Water: an underground tributary of the T’voca
  .  passage to Snake Barracks.
  . Passage to Ceremonial Chambers
  . Interview Room
  . Passage to Staging Area under Courtyard
  . Foyer
  .Priest meditation room
  .High Priest Audience Hall. In a secret panel behind the
  throne at the south end of this chamber is theOmiar
  Akalataru (The Codex of Lord Akalatan)
  .Waters of cleansing: Cool Bath
  . Waters of Relaxation: essentially a jaccuzi
  . High Priest Chambers: Luxuriously appointed
  . Bedchamber 
  . Bedchamber 
  
  86
  Shadow World Atlas
  Inside the Pyramid
  of the Kings
  . Throne and platform. Controls on the throne allow it to
  raise up to the top of the Pyramid above. The Sun throne,
  with cobras for arms. The back of the throne is a huge
  lens, light directed from above to make it glow by day.
  The Throne itself rises up through the pyramid to place
  the Khurtûm inside the Temple of the Khurtûm atop
  the Pyramid.
  . Vaults of the Ancestors: behind the Audience hall, these
  are catacombs holding the mummified remains of the
  previous god-kings of Lankanôk.
  1
  2
  2
  3
  3
  4
  5
  5
  6
  7
  8
  9
  . Audience Hall: Vaulted chamber with gold-leafed arches
  and pillars.
  . Foyer, several steps lower than the floor of the Hall
  . Guard rooms
  . Vestibule
  . Passage to Sun Pyramid underground
  . Passage to Snake Pyramid underground.
  . Grotto with waiting barge: secret underground river
  entrance leads to the T’voca river.
  
  Emer Book II: The Northeast
  87
  Pyramid of the Snake
  (text on pg 89)
  1
  2
  3
  4
  1
  2
  3
  5
  4
  8
  9
  13
  12
  11
  14
  15
  10
  16
  6
  7
  17
  18
  
  88
  Shadow World Atlas
  of the dead are reborn through him, but only after pen-
  ance in the Underworld, also known as the Abyss of Pain.
  Unlike the grim ceremonies of Klysus, all worship of
  Akalatan is a celebration of life. Often this takes the form
  of a ritualized orgy: Akalatan understands the desires of
  the flesh and has made it part of worshipping him.
  Brotherhood of Akalatan
  The High Priest of the Brotherhood is traditionally the
  Khurtûm’s eldest son.  P’har Ahnekar currently holds the
  title and has proven to be a dynamic leader of the priest-
  hood. He is also a man with insatiable thirsts for power
  and pleasure.
  Ritual Priests: The elite of the Brotherhood, all are Chan-
  nelling users, many with healing abilities. The Priests
  conduct ceremonies at the Temple of Union. Rituals
  within  the Temple can be solemn or raucous, but in-
  variably culminate in sexual acts among the priests or
  between them and selected ‘vessels’.
  Civil Priests: Essentially the Lankan bureaucracy, these
  priests are tax collectors, magistrates, judges, record-
  keepers, etc.
  Viper Guard: Includes a vast police arm to enforce the
  bureaucracy, and a select group which serves as a body-
  guard for P’har Ahnekar and his Ritual Priests.
  Symbols: Upward-thrusting sword, large snake, phallus.
  Black, silver, pearl.
  7•KENEZÁN, THE CAPITAL
  The heart of this thriving empire is the vast metropo-
  lis of Kenezán, located on the T’voca river delta.  From
  Racial Composition/Origins: At first
  glance, the Pochanti would appear to be
  of Jaaderi stock like the Lankani, but
  they are in fact a mix of that race and the
  Yindara (sing. ‘Yindar’). This racial
  group is believed to originate southeast
  of Emer, perhaps in eastern Iyxia. They
  are of the same type as the immigrant
  Y’kin of southern Jaiman. They have a
  red-brown skin, though generally lighter
  than the Jaaderi, with small noses, dark,
  almond-shaped eyes and coarse black
  hair. They are smaller in height and
  build than the Jaaderi, and while their
  features are not as refined as a Y’nar or
  Laan or Elf, they are much more delicate
  than the hooked nose, full lips and high
  forehead of the typical Jaader.
  Appearance/Dress: Includes not only
  clothing but hair, ornamentation
  (jewelry, face or body paint, tattoos)
  Clothing:  Flowing white cotton
  garments are the rule, woven from one
  of Pochantos’ largest exports.
  Subsistence Method/Diet: Mixed
  economies Diet: Corn and a type of
  wheat are staples, the former ground
  and made into a meal.  They also dine on
  fowl, vegetables and fish.
  Political/Military Structure: The
  government was a Theocracy, so the
  Priest-king is also head of the church,
  supposedly descended from the god of
  the Pochanti, I-chaal.  L’chye Herónath
  was the last Priest-king of the Pochanti,
  killed in the earthquake which destroyed
  Dúbach. His three sons and daughter
  escaped that disaster but befell terrible
  fates in the near future. Military
  Structure: The Pochanti army has been
  disbanded.
  Social Structure/Customs/Taboos:
  Include attitude towards outsiders.
  Technology/Science/Architecture:
  Technology: TL 2.  Technically,
  the Pochanti are not very advanced.
  Architecture: Stone is used only in the
  most important structures, others being
  made out of dried mud bricks with a
  pale glaze.  Wood is scarce and so only
  used when there is no alternative.
  Religion/Philosophy/Mores:  The
  Pochanti worship the god I-chaal, a
  generally benevolent local deity — who
  seems to have abandoned them.
  Trade/Economy: Import: Produce/
  Export: Coinage: They trade for superior
  finished goods with their raw cotton,
  corn and wheat, and amber found in the
  northern Spine of Emer foothills.
  Language: Language: The Pochanti
  share a root language with the Lankani
  called Mavaun.  Each land has a
  differing dialect, but they are able to
  understand each other.
  POCHANTI CULTURAL SUMMARY
  this city extends a network of roads and canals to the out-
  lying provinces, aiding the critical influx of food and raw
  materials.
  Over , live in Kenezán, a city carefully planned
  and laid out on a grid — though that structure is all but
  invisible at the periphery where slums and ghettos pile
  one on another in haphazard fashion. Along symbolic axes
  lie the palace of the Khurtûm and the temples of the gods.
  OUTER CIRCLE/SLUMS
  Once one passes the great outer wall of the city, there
  is a sudden transition from the scrubby open plain to a
  claustrophobic mishmash of structures crowded together.
  Only a few main avenues are kept clear; one can wander
  only a few dozen feet off of one and become hopelessly
  lost. It would not be long after that before the bewildered
  visitor is robbed (if lucky), killed (if unlucky), or kid-
  napped to be sold into slavery (very unlucky).
  The Outer circle is the domain of peasants, criminals,
  indigents and escaped slaves. The southeastern quarter in
  particular is a very dangerous, especially after dark.
  MARKET CIRCLE
  Outside the ‘Inner Wall’ yet generally considered to be
  a safer area than most of the Outer Circle, the market dis-
  trict surrounds the Trade Square and is home to skilled
  workers and traders. It is also where the greatest selection
  of inns, taverns, and (naturally) shops can be found. Just
  off the Trade Square to the southeast are the Slave Blocks.
  THE INNER CITY
  A high wall punctuated with watchtowers separates the
  orderly Inner City from the chaos of the markets, work-
  
  Emer Book II: The Northeast
  89
  houses and homes of the laborers. Inside this protective
  barrier are the palatial homes of the nobles, with their
  fountains and tree-lined streets.
  THE ETERNAL CITY
  The heart of Kenezán, this walled complex is home to
  the royal family and the priests. Most of it is closed to all
  but the anointed and a very few guests. All structures are
  of stone, separated by lush gardens, fountains and tree-
  shaded avenues. The Khurtûm and religious leaders live
  in luxury, especially compared to the large underclass.
  The Quadrangle Court
  The only part of the Eternal City ever open to the gen-
  eral populace, the quadrangle is in essence a large rectan-
  gular arena. It is open to the south where it joins the Av-
  enue of Time, a wide street which symbolically divides
  the city between the sky and underworld, past and future.
  All around the court are stone bleachers, most of which
  are reserved for nobility and their families and guests, and
  the priests. The open flat area in the center is open to the
  general population when there is a special ceremony
  planned atop one of the pyramids.
  The court is closed if a ball game or other event re-
  quiring the open central area is required.
  At the east and west ends of the court are covered ac-
  cess ways, leading underground to staging areas linked to
  holding cells. These access stairways can be covered with
  massive stone panels which slide across them and seal the
  underground chambers. These panels can be controlled
  from atop the pyramid or from underground.
  Pyramid of the Sun
  At the western end of the quadrangle, this is the struc-
  ture dedicated to Klysus.  At the top is the Temple of Sepa-
  ration, an open area where bloody sacrifices to the god are
  conducted. Closest to the stairway is a large stone plat-
  form where the sacrificial victim can be secured. At the
  four corners of the temple are slender yellow læn penta-
  hedron, and  in the center is a circular observatory struc-
  ture. This observatory is also an elevator connecting to
  the underground chambers, controlled by the central ped-
  estal.
  Pyramid of Kings
  Facing south as it overlooks the court, the Pyramid of
  Kings marks the terminus of the Avenue of Time.
  . Temple of the Khurtûm: A small stone structure open
  to the south, it is essentially a pavilion from which the
  Khurtûm may observe all activity within the quadrangle.
  At the rear of the temple is the throne, a huge elaborate
  seat with an over-arching canopy of stone fashioned to
  resemble a cobra hood. Directly in front of the throne is
  the great circular stone slab, the Stone of Days.
  . Stone of Days: a calendar marking the seventeen months
  of the Lankan/Charon year with a ring of magical alloy
  rods, it also doubles as a sacrifice platform and holding
  cell for ‘special’ prisoners.
  Pyramid of the Snake
  Located on the east side of the court, this pyramid is
  dedicated to Akalatan, the serpent god. At the summit is
  the Temple of Union.
  . Cleaning pool. One ascends the long steep stairway to
  the first platform, and comes upon a pool of clear water.
  . Anointing stone
  . The Summit. This  is actually an open platform of
  smoothed marble at the top of the pyramid. On this plat-
  form are the Joining stone, two yellow laen pentahedrons,
  and the Temple of Akalatan.
  . At the front of the platform, right at the end of the stair-
  case, is the Joining Stone, a slab of red-veined black
  marble with bronze manacles on the sides to restrain
  the sacrifice by the wrists.
  . Obelisks.On either side of the platform are two large
  yellow laen pentahedral obelisks. They are long and nar-
  row, forming partial walls along the north and south faces
  of the platform. Retract
  8•PEOPLE &
  POWERS OF NOTE
  Following are a few powerful and/or interesting people
  in the Lankan Empire
  Ku’Pah Vohnekar, The Khurtûm
  While Ku’Pah was a strong and imposing warrior in
  his youth, he has gone soft and complacent in his middle
  age. Ku’Pah has allowed the bureaucracy to take over day-
  to-day administration. The arrival of the Twins has dis-
  rupted a balance struck between his son the Priest of
  Akalatan and Morphus the priest of Klysus.
  P’har Ahnekar
  The High Priest of Akalatan is also the Khurtûm’s son.
  He is charismatic, imposing, a talented leader and a ca-
  pable administrator. He intends to be the god-king some
  day but is not in any particular rush, enjoying the privi-
  leges of his current office.
  Sendar & Sendil
  Recently named High Priest and Priestess of Klysus by
  Ku’Pah, they are in the process of consolidating their po-
  sitions in Kenezán politics. The two are never separated,
  and rarely speak. Both constantly wear an expression re-
  sembling distracted bliss, even when leading a bloody sac-
  rifice. Many who dared question their authority in the first
  days have died in just such sacrifices, and things have qui-
  eted down since.
  These two are truly dangerous creatures: neither mor-
  tal nor immortal, they lack the mind-set which keeps the
  gods relatively sane through the ages. And their associa-
  tion with the Heart of Agoth has further twisted their
  minds. Where P’har Ahnekar is power-hungry and cruel,
  they are insanely sadistic. Sendil in particular lives in a
  dream world of bloody visions. They are given to random
  violence and perversions; they have already begun sug-
  gesting that Lankanôk should continue an aggressive ex-
  
  90
  Shadow World Atlas
  pansion. The twins could spell the downfall of the Em-
  pire.
  Morphus
  Deposed as High Priest of Klysus by the Khurtûm soon
  after the appearance of Sendar and Sendil, he now leads a
  secret underground cult devoted to the removal of the ‘in-
  fidel twins.’ He pretends to accept his demotion graciously,
  however, deferring to the haughty twins in all things.
  Mujari, Slave Trader
  A wealthy man, Mujari still likes to travel and inspect
  the ‘merchandise’ himself, leaving little to his increasingly
  rebellious son, Feyed. He is ruthless and a shrewd bar-
  gainer. He would happily ransom a PC if he was confi-
  dent of getting more gold that way than on the block in
  Kenezán.
  Jha’ani Quor, Spice Trader
  About as open-minded as they come in Lankanôk,
  Jhaa’ani travels from Silaar to Sel-kai for spices, and treats
  all people with respect. He has no family in Lankanôk.
  Xaipoch-thol, Warrior
  Xaipoch is a cavalry captain, a hero against the
  Pochanti. Now he is stationed at a Caravansary along the
  border or near the Choak Pass. Typically bigoted and un-
  sympathetic towards all who are not Jaader, he is bored
  with his current assignment and takes every opportunity
  to harass travellers. He taxes traders randomly, drinks too
  much and would take any excuse to kill.
  Quetax Phok, Astrologer
  A renegade Astronomer of Klysus who does not fol-
  low the accepted doctrine, Quentax is sought by certain
  questioning young nobles and leads a small school in his
  home. He is a secret Pochanti sympathizer and rescuer of
  slaves.
  He somehow manages a fragile cover while living in
  Kenezán, managing to keep knowledge of his subversive
  teachings from reaching the ears of the secret police, a
  division of the Viper Guard.
  The Heart of Agoth
  This artefact may not be a fully-formed personality,
  but it does have a malevolent, unfathomable intelligence,
  and a will of its own. This is not surprising when one re-
  members that the Heart contains a part of Schrek’s Es-
  sænce. It enables him to remain in human form indefi-
  nitely, but also traps him in that shell and prevents him
  from using his full powers.
  The Heart is aptly named, bearing an abstract anatomi-
  cal resemblance to a human heart. This one, however, is
  twice the normal size and fashioned of transparent red
  læn. It always glows with a dim crimson light, but blazes
  brightly when it casts spells or its powers are used. It weighs
  fifteen pounds and must be carried by hand, requiring
  the use of at least one arm. Currently, it rests on an iron
  pedestal in the Temple of the Sun. By standing next to it
  and placing a hand on it, one can use its powers if one is
  willing to be considered ‘static.’
  When not controlled, the heart is quite capable of cast-
  ing spells on its own volition, though it rarely does this.
  Anyone touching the Heart receives the intrinsic de-
  fensive powers it conveys without risk (similar to what
  Agoth would be in his natural form):
  Offensive Powers
  . AT ().
  . Defend as Super-Large Creature.
  . Resist spells as th level.
  The holder may attempt to use its array of offensive
  powers, but must first control it. This requires a success-
  ful RR vs th level Channeling. F ailure means the PC is
  attacked by a random spell from level - on the Evil
  Mentalist Mind Disease list, the attack made at th level,
  point blank. Should he succeed, he knows all of the Heart’s
  powers and can command it to use them. However, each
  time the Heart casts a spell, the user must make a RR vs a
  point-blank Neurosis (Evil Mentalist Mind Disease ), the
  attack level being the same as the level of the spell cast.
  Caster must also resist vs a th lvl Schizophrenia spell;
  the roll should be kept secret by the GM until the time it
  could come into play.
  Offensive Powers
  . Knows all Evil Mentalist, Evil Magician and Evil Chan-
  neling spells to th level ( intrinsic PP).
  . Casts Dark Absolution (th lvl Evil Cleric) without PP
  cost; instead absorbs the victim’s soul. The spell mani-
  fests itself by bathing the holder in a red glow which ex-
  tends from the hand to envelop the target.
  Should the Heart be destroyed, Schrek would have to
  make an RR vs his own level or immediately revert to his
  hideous natural form as a demon of the Outer Void. If he
  makes the roll, he is trapped in his humanoid form and
  unable to return to the Void.
  The Agoth Reliquary
  Voriig had a container built to hold the heart; a beau-
  tiful box of carved Theg-wood called the Agoth Reliquary.
  It is reinforced with eog, lined with a thick mesh of kregora
  and covered with velvet and closed with three locks, each
  (-) in complexity. When closed, the box completely
  dampens the Heart’s Essænce. It is in the caverns of the
  Murlogi beneath the Spine of Emer, abandoned by the
  Twins when they took the Heart.
  9•THE POCHANTI
  TERRITORY
  Until recently, Pochantos was a large and powerful
  realm in Tai-emer.  The last fifty years have seen frequent
  droughts in the northern prairies, however, and Pochan-
  tos suffered.
  Then came the fateful arrival of the Nameless One in
  , who prophesied the fall of the Blessed Realm. Within
  days a terrible earthquake flattened the capital city of Dú-
  bach and killed the Priest-king. Lankanôk to the south
  took advantage of this catastrophe and stepped up its at-
  tacks on Pochantos. Despite the efforts of the King’s sons,
  the realm suffered loss after devastating loss to the Lan-
  kan Empire.
  
  Emer Book II: The Northeast
  91
  The Khurtûm’s general Xhoyoch is now Viceroy of
  Pochantos, and is rebuilding the capital city with the new
  name of Pahtôm.
  10•CLOUD PASS
  The only viable route over the Spine of Emer south of
  the Choak Gap and north of the Gap of Uj, the Cloud
  Pass was once a critical trade route between east and west.
  But with the fall of the Emerian Empire and the political
  breakup of the continent, the guardposts were abandoned
  and it became a favorite haunt of highwaymen.
  With the rise of Ardania, however, the pass is seeing
  more traffic again. There are still problems with robbers,
  and the pass is often blocked by snow in the winter, but
  the alternatives lack appeal as well.
  CLOUD GATE
  A deep, narrow cleft in the Spine is the easiest passage
  through the pass, dubbed Cloud Gate because of the way
  low clouds seemd to cling to the rocks above, making it
  look like a doorway.
  Long ago the Emperor had it widened and levelled so
  that now five may ride abreast. Into the sheer rock faces
  on either side are dug small lookout shelters, accessed via
  secret doors and stairways bored out of the stone.
  OBSTACLES
  Essænce Barrier
  There is a powerful flow which snakes over and through
  the Spine of Emer. Sometimes it will rise and form an
  imposing (and impressive) barrier across the Cloud Gate.
  When this happens, only a powerful Loremaster, Naviga-
  tor, or other master of the Flows can create an opening.
  Robbers
  While there are few places to hide near the pass itself
  — except of course the Lookouts — highwaymen are of-
  ten lurking in the hills on either side of the mountians.
  Cloud Giants
  There are tales of Cloud Giants near the summit who
  value their privacy. While no one has admitted in recent
  times to actually seeing such a creature, many report
  strange, unnatural winds and fogs seeming to drive them
  away from the pass.
  Qye
  The town of Qye on the Hæstra side is not very wel-
  coming. And then there is the mysterious Forest of Norg.
  11•FOREST OF ASH
  Several thousand years ago, during the Second Era, a
  space ship from another star system crash landed here. It
  was a hibernation ship from a far-flung colony of the
  Althan Empire with several hundred people on board.
  Dubbed the Nebula Queen, it unfortunately was unable
  to withstand the otherworldly forces of Kulthea’s Essænce
  flows. It attempted an emergency landing, but the impact
  killed the five-man crew awake at the time, and damaged
  the ship’s computer. The three hundred passengers in cryo-
  genic units were not killed initially, but the computer failed
  to awaken them properly. The advanced Neurotronic com-
  puter was altered by the Essænce and essentially given
  consciousness just as it realized it was unable to save the
  passengers. It went insane.
  The star-drive of the ship released a pulse of deadly
  radiation on impact, instantly burning the entire forest
  yet leaving it basically intact. Continuous heat emanating
  from the wreckage has maintained a high-pressure area
  around the forest, preventing precipitation.
  The Wreckage
  The ship is a broken hulk in the center of the wood.
  Huge tears in the hull make it easy to enter from several
  points. However, one is much more likely to encounter a
  member of the crew inside.
  The Inhabitants
  The following section describes what has become of
  the passengers and crew of the ill-fated Nebula Queen.
  The Computer: It is now essentially a powerful and in-
  sane Mentalist continually trying to find a way to pro-
  tect its passengers and the ship.
  The Crew: the five men awake when the ship crashed were
  all killed instantly. Now they are ghosts. Confused and
  deluded, they wander the ship trying to repair it, un-
  aware that they are dead.
  The Passengers: They were transformed into Created Un-
  dead by the computer as they died, and are now mind-
  less creatures. About two-thirds are still in their cryo-
  beds, unable to get out, while the rest wander the charred
  forest.
  Note: See the Maps section for a map of the Ash Forest
  12•LANKANI ATTITUDES
  TOWARD OUTSIDERS
  PCs should be wary of trying to trade with Lankani;
  they are likely to be captured instead and sold into sla-
  very!
  The traveler in Lankanôk will likely encounter fields
  worked by sun-reddened Shay peoples in simple tunics
  (and, in the northern areas, some slaves from Pochantos),
  supervised by regal Jaaderi in flowing white robes.
  
  92
  Shadow World Atlas
  PEOPLE OF NOTE IN THE LANKAN EMPIRE
  Name
  Lvl
  Hits
  AT(DB) Sh
  Gr
  Melee Ob
  Missile Ob
  Mov
  Ku’Pah Vohnekar: The Khurtum
  23
  151
  20 (90)
  Y
  Y
  190fal
  66da
  10
  Age:␣57, Ht/Wt:␣5´11˝/185 lbs., Hair/Eyes/Build:␣black/brown/overweight, Dmnr:␣bored. Race: Jaader.
  Profession: Fighter. Skills:  Ride34; Perc81; Act44; Admin90; Diplom67; Gamb55; PubSp90; Seduct;35 Stra&Tac88; Trick24; Items: Royal
  Torque, Robes of armoring:AT20-40 no encumbrance, +30 golden falchion
  P’har Ahnekar, High Priest of Akalatan
  16
  161
  20(80)
  Y*
  Y
  181sc
  145da
  20
  Age:␣32, Ht/Wt:␣6´8˝/210 lbs., Hair/Eyes/Build: black/hazel/very muscular; Dmnr:␣arrogant; Race: Jaader.
  Profession: Cleric. Skills: Swim20; Ride88; Perc65; Rune70; S&W56; DirS90; Acro53; Act76; Admin67; Dance24; Diplom70; Gamb33; Medit55;
  Music15; PubSp67; Seduct45; StarG34; Stra&Ta70c. Spells: All Base Cleric 20 20, 8 open/closed/evil cleric to 10. PP=224.  Items: Snake Torque:
  x7 spells to Clerics, controls all doors in Snake complex, +35 to DB, 70% neck critical ineffective. Golden robes of armoring: AT20-40 no
  encumbrance
  Morphus, Deposed High Priest of Klysus
  21
  121
  1(20)
  N
  N
  100sc
  --
  0
  Age:56, Ht/Wt:␣5´10˝/150 lbs.; Hair/Eyes/Build:␣black/brown/thin; Dmnr:␣Cold, bitter. Race:  Jaader.
  Profession: Astrologer. Skills:  Perc80; Rune66; S&W40; Act23; Admin78; Diplom44; PubSp56;  Spells: Spells: All base Astrologer to 20th, base
  Evil Cleric to 20th, 6 others to 10. Base Spell OB: (Dark Absolution) 42. Items: Pendant: x5 Astrologer PP .
  Sendar, High Priest of Klysus
  16(32) 187
  12(120) Y*
  Y
  199sc
  167da
  30
  Age: ?␣(appears ≈25), Ht/Wt:␣6´4˝/180 lbs., Hair/Eyes/Build:␣white/amber/muscular, Dmnr:␣cold, condescending. Race:  Jaader/demigod.
  Profession: Cleric/Sorcerer/Fighter. Skills: Climb65; Swim;50 Ride78; Perc;99 Amb±15; Acro70; Diplom45; Lead90; PubSp87; Seduct88;
  StarG78; StoCrv; Stra&Tac; Subdu90. Spells: Spells: Base Spell OB: . Directed Spell OB:; . PP=.  Special Abilities: demigod, armored skin;
  resiste as 2x normal level. Items: Sun Torque: x7 spells to Clerics, controls all doors in Sun complex, +35 to DB, 70% neck critical ineffective.
  Golden robes of armoring: AT20-40 no encumbrance
  Sendil, High Priestess of Klysus
  16(32) 154
  12(90)
  Y*
  Y
  165da
  120da
  25
  Age:␣?␣(appears ≈25), Ht/Wt:␣6´1˝/145 lbs., Hair/Eyes/Build:␣white/amber/statuesque; Dmnr:␣Serene. Race:  Jaader/demigod.
  Profession: Seer/Mystic. Skills:  Swim34; Ride50; Perc120; Chan56; Amb±20; Act70; Dance76; Seduct120; Sing45;  StarG120; Spells: All Seer &
  Mystic base to 20th, 6 other Mentalist to 10th. Special Abilities: demigod, armored skin; resiste as 2x normal level. Items: Tiara of Thanor: x6
  PP, protects head as helm, continuous Perception 60´.
  Q’venna, Prince of Pochantos
  6
  89
  1(20)
  N
  N
  87sc
  91lb
  10
  Age:␣23, Ht/Wt:␣5´10˝/, Hair/Eyes/Build:␣black/brown/slender, Dmnr:␣wary. Race: Pochanti.
  Profession: Fighter. Skills:  Climb54; Swim25; Ride50; Perc54; Admin34; Dance15; Diplom55; Lead60; PubSp50; Stra&Tac25; Subdu10;
  WeathW20;  Items: (all taken from him and kept by P’har Ahnekar ).
  REPRESENTATIVE LANKANI
  Mujari, Slave Trader
  8
  91
  1(10)
  N
  N
  71sc
  --
  0
  Age:␣43, Ht/Wt:␣6´3˝/210 lbs, Hair/Eyes/Build:␣black/brown/paunchy, Dmnr:␣leering. Race: Jaader.
  Profession: Rogue.  Skills: Swim10; Ride41; Perc56; Act34; Fals89; Gamb79; Trade105; Trick90; Items: +15 scimitar.
  Jha’ani-Quor, Spice Trader
  6
  121
  9(20)
  Y
  Y
  92sc
  25da
  10
  Age:␣29, Ht/Wt:␣6´2˝/180 lbs., Hair/Eyes/Build:␣black/brown/slender, Dmnr:␣friendly. Race: Jaader.
  Profession: Fighter Skills: Climb25; Swim10; Ride35; Perc60; Acro10; Forage25; Gamb30; LthrWk15; Nav10; Seduct30; Subdu40; Trade81;
  WeathW22; WdCrv15.  Items: +10 scimitar, bracers protect vs wrist crits 50% of time.
  Xaipoch-thol, Warrior
  Age:␣26, Ht/Wt:␣6´9˝/260 lbs., Hair/Eyes/Build:␣black/brown/muscular, Dmnr: arrogant. Race: Jaader.Profession: Skills:  Climb25; Ride35;
  Amb±10; Dance20; Forage38; Frezy89; Gamb45; Lead36; Seduct64; Stra&Tac24; Subdu24;
  LANKANOK MILITARY FORCES
  Melee
  Missile
  Type/Rank
  Race/Prof
  #
  Lvl
  Hits
  AT(DB)
  Shield
  OB
  OB
  MovM
  Snake Priest (greater)
  Jaader/Cleric
  20
  15
  90
  9(30)
  Y
  110ma
  --
  10
  Snake Priest (lesser)
  Jaader/Cleric
  200
  5
  60
  9(30)
  Y
  65ma
  --
  10
  Sun Elite (Bodyguard)
  Jaader
  100
  10
  145
  9(45)
  Y
  145sc
  80sp
  10
  Sun Priest (greater)
  Jaader/Cleric
  10
  20
  100
  9(50)
  N
  125ma
  --
  0
  Sun Priest (lesser)
  Jaader/Cleric
  50
  8
  80
  9(40)
  N
  80ma
  --
  0
  Viper Bodyguard
  Jaader
  50
  10
  160
  9(45)
  Y
  160sc
  90sp
  15
  Viper Secret Police
  Jaader
  50
  8
  100
  1(30)
  N
  90ss
  85da
  10
  Viper patrol
  Jaader
  500
  3
  45
  1(10)
  N
  40sc
  35da
  0
  Military Captains
  Jaader
  12
  20
  140
  1(40)
  Y10
  170sc
  100ja
  15
  Military Knight
  Jaader
  600
  5
  90
  1(30)
  Y
  100sc
  80ja
  10
  Footsoldiers
  Jaader
  60,000
  2
  50
  1(25)
  Y
  60sc
  40ja
  5
  
  Emer Book II: The Northeast
  93
  • PART VIII •
  NUYAN-KHÔM
  The Ten Clans of the Steppe
  B
  • PART VIII •
  NUYAN-KHÔM
  The Ten Clans of the Steppe
  
  94
  Shadow World Atlas
  1•THE PEOPLE
  For two hundred generations, a Y’nar people has domi-
  nated the southern steppe of Tai-Emer. They are an im-
  migrant people, native to Kelestia far to the northeast.
  ORIGINS
  According to their own legends, the first of the Nuy-
  ani came here soon after the Wars of Dominion, guided
  through a magical gateway by the god To’tanaur. They were
  fleeing persecution by the cruel Master of Malice.
  PHYSICAL TRAITS
  Typical of the Y’kin race, the people of Nuyan Khôm
  have light brown skin, coarse, straight black hair, and al-
  mond-shaped eyes with a distinctive epicanthic fold of
  skin. There is little body hair and no facial hair growth.
  Male pattern baldness is rare, and appears only as a slightly
  receded hairline, though hair does begin to turn gray or
  white with middle age in both sexes.
  The Nuyani tend to be slightly taller and more slender
  than the average Y’kin, the face more narrow and nose
  often more prominent (but still small compared to the
  average Laan or Shay nose).
  ATTIRE & ORNAMENTATION
  The temperate climate means that clothing must be
  cool and light.  For daily wear, women clothe themselves
  in cotton robes, common men in a sleeveless tunic and
  cotton breeches or kilt. In cooler weather they will add a
  wool sweater or coat. Wealthier men wear brightly-col-
  ored silk jackets and pants, or a flowing embroidered silk
  robe with many accoutrements.
  Decoration
  Men pierce their ears to wear simple hoops or studs;
  for social events they may also don bracelets and rings.
  Women do not wear jewelry of any kind. Tattoos and
  makeup are considered barbaric. However, the Mataru
  (NK: “knights”) will paint their cheeks with the color of
  their clan before going into combat.
  The Clan Braid
  The one decoration worn by nearly all Nuyani from
  age twelve onward is the clan braid. No matter how long
  or short the individual’s hair is worn, a patch above and
  behind the left ear is grown long and worn in a tight braid
  about a foot long, with a colored strip of cloth denoting
  that person’s clan woven in. Married women have two
  colors, that of their birth clan and of their husband’s.  A
  knight serving bond training under an allied Tarn will also
  have two interwoven colors.
  It is the ultimate social humiliation to have your clan
  braid cut off. In the days when the Tarns warred against
  each other, victorious knights would take the braids from
  their fallen victims and wear them as trophies. Now one
  can lose a braid in a duel or if exiled from one’s clan.
  Even those without a clan (bastard offspring, outcasts,
  etc.) wear the braid, but with no color. Only members of
  certain religious orders wear no braid; in fact in one reli-
  gious group — the Tetsui Monks — the men shave the
  sides of their head.
  2•DIET & ECONOMY
  A well-rounded diet no doubt contributes to the bet-
  ter than average health of the Nuyani. Inland peoples dine
  A Nuyan Home
  
  Emer Book II: The Northeast
  95
  Racial Composition/Origins: Pure
  Y’nar; immigrants from Kelestia.
  Appearance/Dress: Distinctive ‘clan
  braid’ in hair. Daily attire is relatively
  simple cotton or wool; elaborate ilk
  robes and stoles for special occasions.
  Subsistence Method/Diet: Mixed
  Economies. Fairly sophisticated
  agricultural techniques; balanced diet.
  Political/Military Structure: Feudal.
  Lords of the Ten Clans all maintain a
  standing force of knights, swear fealty
  to the High-Lord.
  Social Structure/Customs/Taboos:
  Clan/family association very impor-
  tant; rank in clan dictates social status.
  Somewhat xenophobic & elitist with
  other races; close contact with those
  outside the Nuyani are frowned on.
  CULTURAL SUMMARY: NUYANI
  on fish from the Lake of Glass and domesticated chickens
  which provide both meat and eggs. Goats provide milk
  products, sheep provide mutton as well as wool. The steppe
  supports fields of wheat and corn, potatoes and green veg-
  etables. Like their eastern brethren, the Nuyani use a wide
  variety of spices and herbs in their food, most of which
  are grown locally.
  Inhabitants of the hills and the coasts have a diet more
  heavily dependant on the sea and rice grown on terraced
  hills, trading with their inland neighbors for other foods.
  ECONOMY & TRADE
  The Nuyani are not known as merchants; the profes-
  sion is one of the least respected because a trader does not
  create, he merely buys and sells. But as artisans they excel,
  and eventually the traders came to them.
  Many of the Tarns have trade agreements with Rean-
  dor, Sel-kai, Námar-Tol, and even Rhakhaan to sell their
  crops, lumber and textiles. Buyers from Sel-kai and
  Kaitaine come to Ashenoq to buy crystal, paper, spices and
  gemstones.
  Known as a reticent but fair people, Nuyani as a rule
  do not like to bargain, so you would be well-advised to
  name your best price; they will either accept or walk away
  from the deal. Similarly, when a Nuyan quotes the price
  of a service or product, there is no negotiation. Trying to
  talk the seller down will gain you nothing except to insult
  the Nuyan.
  As mentioned above, the profession of trader is not
  highly regarded. However, in recent generations and with
  the growth of the cities, there has appeared a new class of
  artisan/merchants, mostly made up of clanless men and
  women. Some set up a permanent workshop/store, while
  many others are nomadic, travelling along a circuitous
  route, their home a horse-drawn wagon or small ship. They
  gather in cities and campsites along the highways, and have
  taken to calling themselves the gold clan, since their com-
  mon bond is commerce. Gold Clan Nuyani now travel
  east to Ardania and even into Hæstra, north to Sel-kai
  and south to Námar-Tol.
  Exports
  The Nuyani produce some of the most beautiful glass,
  crystal and pottery in the world.  Other finished goods
  include textiles (especially printed silks and cottons), per-
  fumes and dyes. The Nuyani are renowned for their beau-
  tiful paper made from pulp and cotton fibers.
  Cotton, wheat and corn, tubers and beans are grown
  on the steppe and exported to neighboring lands.
  The mountain people grow spices — including basil,
  black pepper and cinnamon.  They mine iron and copper
  ores from the Rust Mountains, obsidian and silicate for
  glass from the Ash Mountains — which also yield veins
  of amethyst, emeralds (prized by the Loari), and other pre-
  cious gems.
  Also abundant on the hills are the forests of fir, oak,
  poplar and pine, providing much needed wood for the
  plains people.
  Imports
  Rice, wine, certain rare minerals, woods and spices are
  imported, as well as coffee and tea. The Nuyani also trade
  with the Loari for certain high-quality steel items and other
  finished goods.
  3•GOVERNMENT
  For much of their history the Nuyani of Silaar were a
  nomadic people, the clans moving with the seasons. Mini-
  mal agriculture was practiced, subsistence primarily
  through hunting/gathering and what sheep and goats trav-
  elled with the clan. But as populations grew, competition
  for land and game created tensions, and there were skir-
  mishes between the clans. Some clans put down roots,
  building permanent homes and farms. These of course
  had to be protected from raids by semi-human creatures
  from the mountains — and other clans who still clung to
  a nomadic life. Some clans flourished while others were
  nearly wiped out. Three clans were sundered, with fami-
  lies leaving for coastal lands and the promise of a life with-
  out constant warfare.
  Eventually the inland clans began shifting their rela-
  tionships from constant hostilities to temporary alliances,
  and eventually to more permanent peaceful relations. One
  way to cement this was intermarriage and the exchange
  of Tarn’s sons as bonded knights — Mataru-Khin — to
  other Tarns. Over the centuries these interrelationships
  have become ever more entrenched. Now interclan be-
  trothals, knight-bondings, and especially marriages are
  draped in ceremony and ritual, and integral to Nuyan life.
  Technology/Science/Architecture:
  TL4-5. Superior looms and windmill
  technology. Domestic architecture
  evolved from wood-framed canvas
  tents to permanent wood and stone.
  Public & religious structures of stone.
  Religion/Philosophy/Mores: Primary
  god is To’tanaur (Kieron and Jaysek in
  a dual incarnation). Countless local
  and occasional spirits are also paid
  homage to.
  
  96
  Shadow World Atlas
  c the  Sundering  of the  Nuyánar d
  The Womb of the Y’nar
  East and north, where the Twin Stars rise in
  the summer sky, that is where lies the home of the
  Y’nar. In the language of the Old Ones it is south-
  ern Kelestia, but the Nuyani know it as Ohtani
  Y’nar, the Womb of the People. Endless plains of
  green grass knew shelter against the north winds
  by the Tishiri Ha’an — the Wall of Mighty Stone
  — and were watered by gentle rains from the Bay
  of Serenity. The god To’tanaur gave this land to the
  Y’nar, and one more: the horse to carry the people
  across the plain like the wind itself.
  For many turns of the orb of the world around
  the warming sun the Y’nar lived in blissful peace,
  many tribes calling no one place home but all of
  the green plain.
  It entered slowly, the Shadow. The winter
  winds stayed longer, and autumns grew cool.
  Perhaps the Y’nar faltered in their devotion to
  To’tanaur, perhaps the Twin-god himself dozed on
  watch over his children. But the people could not
  say that there was no warning when spring came
  not at all to the Ohtani Y’nar.
  The Ice-spring
  With an ironic cruelty, the Master of Malice
  struck at nightfall on the day of the Spring Revel,
  the holiest celebration of To’tanaur the Merry. The
  Wall of Mighty Stone proved no protection against
  the armies of the Master. Countless pale men in
  gleaming white steel armor came through the
  passes and overran the hill clans. Led by the Frost
  King and astride white-furred steeds like great
  wolves, they hunted the Y’nar like sheep. No
  warrior could stand against the Frost King.
  The Vision of Kyan Kitanor
  A knight of the clan Kyan, Kitanor was a
  reluctant warrior. Not out of fear, Kitanor was as
  fgggggggggggggggggggggggggggggggggggggh
  brave as any man. But he sought instead the Way of
  To’tanaur the Thoughtful, spending many hours in
  prayer and meditation. His devotion to the Twin
  Gods never faltered, though he pleaded to know
  how his people had failed To’tanaur. The Y’nar
  were dying, forced to flee from the tireless pale
  armies. Kitanor begged the Twin Gods for forgive-
  ness, offering even his own life for any answer.
  In truth To’tanaur had not slept, nor aban-
  doned his children. But there are other powers in
  the Heavens, and even the Twins must answer to
  another. So moved were they by his entreaties,
  however, that they found a way to help the Y’nar.
  They came to Kitanor in a dream, and told him
  what he must do. They also told him the price: he
  would lead his people to a new home far from the
  Frost King, but he could not pass the threshold to
  this land. Kitanor fell to his knees and accepted
  without hesitation.
  As he was told in his vision, Kitanor made a
  pilgimmage on Midwinter’s to an ancient ruin at
  the southwestern coast of the land. A few from his
  clan joined him, also moved by a vision, though
  none would speak of it in detail. Many were
  women, and there was concern at their travelling
  because the invading forces of the Frost King were
  drawing ever nearer. But they could not be dis-
  suaded, some acting against the will of their lord.
  Kitanor and the others of Kyan arrived at the
  holy site to find many hundreds — perhaps
  thousands — already there. They knew not exactly
  why they had been drawn here, but felt it was
  To’tanaur’s will. That night under the bright stars,
  To’tanaur the Thoughtful appeared to the people.
  They passed through the ruins to the very edge of
  the land. There, the Twin opened a doorway to a
  secret passage — a Coral Road under the sea.
  And To’tanaur the Merry was not idle: the
  hordes of the Pale Men had drawn nearer than
  This is the tale of the beginning of the Ten Clans, the first
  Hutarn, the days of darkness, and the miraculous victory of
  Dhrayan Tarn over the forces of the Black Duchess Jysela
  fgggggggggggggggggggggggggggggggggggggh
  
  Emer Book II: The Northeast
  97
  fgggggggggggggggggggggggggggggggggggggh
  fgggggggggggggggggggggggggggggggggggggh
  even Kitanor knew; in another few hours they
  would have reached the holy site. But fortunately
  under their unearthly skin they were still men,
  vulnerable to the vices of men. The Twin be-
  witched them with a charm of decadent thirst, and
  they raided the nearby settlements for wine and
  mead. The night of revelry meant a day of aching
  paralysis afterwards.
  Journey Beneath the Sea
  Kitanor led the unusual exodus: a mixed group
  of religious pilgrims. Down they went into a
  wondrous realm inside a living tunnel of pastel
  stone with windows into an undersea world of
  luminescent creatures. They walked for days and
  days, yet To’tanaur provided for them. At last their
  undersea journey ended when they emerged from
  a natural tower of rock on a rugged coast. Ahead of
  them loomed jagged black mountains. It was a cold
  and rainy day, but Kitanor was unslowed. He led
  them through a pass west into the inland plains of
  Silaar.
  The Green Land
  At the pass the paused and looked upon their
  new home. The plains between the Mountains of
  Rust and Ash were littered with the crumbling
  ruins of another people long gone, but now they
  were uninhabited except for wild beasts. They
  began their descent, but here Kitanor stopped. It
  was time to make payment. To’tanaur the Thought-
  ful appeared before them all, bathed in a heavenly
  light. He took Kitanor into his arms and bore him
  away to Orhan, where he lives still. The faint
  reddish star just below the Twins in the southern
  sky is said to be his light.
  Green Becomes Red
  For many generations the Nuyani enjoyed a
  simple life on the plains, but as the population
  grew there was competition for resources. The
  Tarns coveted each other’s lands and went to war.
  Some sought merely to take land from their
  neighbors; others had grander designs: to rule all
  the Nuyani of Silaar. Clan against clan, the children
  of To’tanaur fight and kill for many turns of years.
  Finally the Ten Clans are united under one man —
  a Hûtarn — but the price is terrible, and the
  Nuyani would all too soon pay the price for their
  senseless infighting
  To’tanaur Turns His Back
  The Dynasty of Tasan is only four generations
  old when the Nuyan Khôm face a threat from
  outside: The Emerian Empire. The Mataru fight
  bravely, but they cannot match the Imperial forces
  in sheer numbers. The Hûtarn’s prayers to
  To’tanaur are not answered. The Emperor’s general
  rides into Ashenoq in triumph. Tasan Núyin,
  Hûtarn of the Nuyan Khôm, takes his own life in
  shame of failure and a last offering to the two-
  faced god, hoping for a miracle. It does not come.
  The Nuyani are conquered.
  The Darkest Days
  At first the people find their masters fairly
  benevolent, and they benefit from being part of the
  prosperous whole. But it does not take long for the
  Empire to begin to rot from within. The Emperors
  are distracted by court intrigues, and ambitious
  provincial rulers take advantage. The rise of the
  Black Duchess Jysela is the darkest time for the
  Nuyani since the Frost King: she imprisons and
  executes them without reason, burns their books
  and tries to crush their will. But the Y’nar are
  strong. They resist. Finally she sends ducal legions
  under her command to crush the defiant Nuyani
  The Miracle
  The Ten Clans gather on the fateful day as the
  Imperial forces march down from the north. They
  are outnumbered four to one, but the Nuyani find
  a secret friend in the Duke of Reandor: he allows
  the Duchess’ forces to pass through his land, but
  behind them his own troops close off retreat and
  follow.
  Under the eaves of the Red Forest the Nuyani
  stand ready, though they know that they have little
  chance.  Then a miracle happens. Out of the forest
  swarm millions of brilliant butterflies. They
  converge on the Corinn army and blind them and
  their horses with their bright orange wings. The
  People of the Steppe attack; the ducal troops panic
  and try to flee, only to be cut down by the Rean-
  dorian warriors. The Nuyani are free.
  
  98
  Shadow World Atlas
  The Ten Clans
  The Ten Clans are known by their colors, and most
  also by a symbol. As mentioned, men wear a braid woven
  with cloth of their clan color. Below are listed the clans
  with some historical information and their home.
  Turquoise (blue-green): The Lohniyan make their home
  on the Eastern flanks of the Ash Mountains. Most live
  along the more sheltered southern portion of the coast,
  struggling to wrest a livelihood from the rocky hills.
  Jade (dark green): Vhoyan is a powerful inland clan, be-
  tween the eastern shore of the Lake of Glass and the Ash
  Mountains. Beyond the sluggish river to the north
  lies the Vœrken Mire.
  Rust (orange-brown): Dhrayan resides in the western
  shores of the Lake of Glass, south of the kingdom of
  Reandor.
  Blood (red): Kye-yan, now shortened to Kyan (K: ’blood-
  clan’), has always been one of the larger and more pow-
  erful families. Kyan Tarn holds the rolling hills at the
  southern end of the Ash Mountains where they meet
  the Black Sharksteeth — and so the important Obsidian
  Pass, link to the eastern coast.
  Sky (pale blue): Jhyan horsemen patrol the southwest
  plains to the coast and the edge of the desolate Plateau
  of Arûl.
  Leaf (bright green): The forested hills south of the Rust
  mountains are the domain of the Shiryan, the Leaf Clan.
  The Shiryan Tarn is also lord of the important trade port
  of Nôm Rul at the southern end of the Sea of Tears. There
  has been tension between the Leaf and the neighboring
  Sky clan for centuries over control of this wealthy port,
  and present day is no exception.
  Saffron (pale yellow): Flurayan wheat fields cover the
  southern plains down to the seacoast. The Saffron-clan
  is held somewhat separate from the central plains by the
  western foothills of the Sharksteeth.
  Amber (dark yellow): The prairie south of the Orhyan
  lands and north of the Saffron clan’s holdings is the do-
  main of the Sorreyan Tarn.
  Cloud (white): Lahryan Tarn led his people east through
  the Obsidian Pass long ago, and now they make their
  home on the windy northern shore of the Sharksteeth
  peninsula. Cloud Clan has always been the most aloof
  and isolated of the Ten, and they fear an attack by the
  Lankani would overrun the rest of the Nuyani lands. A
  watch is kept on the pass, and Cloud Keep stands ready
  for a siege.
  Moon (silver): Orhyan has long held the southern shores
  of the Lake of Glass and the rich farmlands immediately
  to the south. There is ongoing tension between the Oryan
  Tarn and the Hûtarn, who was once Tarn of the Rust
  Clan. The Hûtarn resides in the Palace of the Butterflies
  in the capital city of Ashenoq, on the border between
  Moon and Jade.
  MILITARY
  The standing fighting force of the Nuyani consists of
  the professional knights of the clans (the number in each
  clan varies widely) and the Hûtarn’s Guard (about two
  hundred men). Larger towns all have a policing force of
  constables. A sizeable militia could be called up on short
  notice, but the Nuyani could be vulnerable to a large-scale
  attack by a powerful invader such as the Lankani
  4•SOCIETY
  In this feudal state the social system is clearly defined.
  Much of it is based upon the clan, and as long as you are
  part of a clan, you are accorded a certain level of respect
  as well as certain rights, whether you are the tarn or a
  farmer. To be without a clan is to be looked down on as a
  failure, an inferior.
  YOUNG AND OLD,
  MEN AND WOMEN
  While Nuyani law states that women are in every way
  equal to men, a visitor to a typical household would not
  think so. The wife defers to her husband in all matters.
  However, younger males must respect and obey their el-
  ders, including women. While unusual, women are can
  be head of a household or even a Tarn.
  SOCIAL STRUCTURE
  Most important is your clan; those without a clan  —
  the Jho-yan — are at the bottom of the ladder. The only
  thing worse is to be a Notanu, an invisible.
  There is also the factor of one’s place in the clan. It is
  most honorable to be one of the Tarn’s Mataru or a mem-
  ber of his immediate family. Scholars, artists and artisans
  are also respected. Even farming is a profession which car-
  ries a certain value, because one is involved in creating
  something. Those who do not create (e.g., merchants) are
  least among the clan. Below is a more complete discus-
  sion of the various ranks of Nuyan society.
  Hûtarn
  (High lord), the lord among the tarns is essentially king
  of the Nuyani. He and his entire extended family are con-
  sidered at the highest level in society
  Tarn
  The clan lord is master of not only his family but the
  entire clan, consisting of thousands of people. He is the
  ultimate authority in all matters social and legal.
  Mataru
  These are the knights, professional warriors sworn to
  defend the tarn and the clan. They are respected and to
  some extent held in awe. The Mataru are trained in a va-
  riety of martial arts; the most skilled are said to be able to
  stand against the Changramai.
  A Tarn may ‘trade’ sons and nephews with allied Tarns
  to serve as Mataru in that Tarn’s household. This Mataru-
  khin (N “bonded knight”) system not only provides train-
  ing in a fresh environment but is effective in cementing
  
  Emer Book II: The Northeast
  99
  alliances. The practice goes back to a time when the Tarns
  traded sons as hostages to enforce peace agreements.
  Nuyan
   The term essentially means ‘clan member’ or ‘person.’
  This implies of course that those without a clan are not
  considered real people. General clan members are essen-
  tially anyone but the tarns family, the Mataru, and those
  granted other special consideration such as shamen.
  Jho-yan
   The clanless are those who for one reason or another
  cannot trace their ancestry to one of the ten families. There
  have always been those not of the Ten Clans since the ar-
  rival in Silaar, and many were once members of the clans
  who did not survive the ; these Jho-yan make up more
  than a third of the populace. In addition to those born
  without a clan, there are those who have been cast out of
  their clan for some crime against the Tarn.
  The Clanless are the underclass who perform the most
  menial duties such as domestic work, farming and other
  unskilled labor. While not slaves or serfs, they are nearly
  all indentured servants, bound to a specific clan. Their
  lives are controlled by the Tarn. Almost all are illiterate
  and trained only to perform certain duties.
  Notanu
  This literally means ‘invisible’. In Nuyani society a
  Notanu does not exist. Usually they are exiled from the
  clan or the entire Nuyani land for some terrible crime
  against the family. They are branded on the forehead with
  a symbol known throughout Y’nar cultures.
  RELIGION & PHILOSOPHY
  While To’tanaur is highest in the cosmology of the of-
  ficial Nuyan religion, there are cults centered around other
  gods. The rather superstitious Nuyani also make offerings
  to an array of local spirits (Naiads, Dryads, Oceanids, etc.)
  TO’TANAUR
  Easily chief among the major Nuyan gods is To’tanaur
  (NK., lit. “two-face-lord”), the two-faced one. He is never
  portrayed as having two faces, however; the Nuyani be-
  lieve that he is a single god with two personalities, and at
  times he can split into two physical bodies. (He is in fact
  the Orhanian lords, the twins Kieron and Jaysek.). The
  Nuyani have a rich history of the adventures of To’tanaur,
  how he has protected the Nuyani from the other gods and
  brought them to their home in Silaar.
  The Shaman Priests
  Animistic, worship Spirits in the name of To-tanaur
  XAGUR
  A bloodthirsty fire-spirit whose following has steadily
  grown over the last few centuries, Xagur is a cruel and
  demanding master. The Followers of Xagur are brutal and
  often violent in pursuit of their goals. The Hûtarn would
  like to ban this cult but is reluctant to impose religious
  restrictions. Meanwhile the followers
  TETSU
  This is not, strictly speaking, a religion, though it has
  the trappings of one. It might more accurately be described
  as a philosophy. Followers adhere to a code of behavior.
  7•PEOPLE &
  POWERS OF NOTE
  Following are a few persons who are interesting and/
  or influential in Nuyan Khôm.
  Muryan Kurn, The Hûtarn
  Kurn was a child when he ascended to the Butterfly
  Throne; nearly all of his family was killed in a terrible
  plague. However, with the guidance of his great-aunt, he
  has grown up to be strong enough to hold the country
  together while keeping the Tarns from each others’ throats.
  He is betrothed to Vhoyan Hani (daughter of the Tarn
  of the Jade-clan); the wedding has not been scheduled,
  but there has been pressure on Kurn to marry and sire an
  heir for many years.
  Kurn has a weakness for machines, and indeed all
  things technological. This has led to a fascination with
  the Loari which some find unbecoming.
  Kyan Kim
  
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  Shadow World Atlas
  Muryan Jeswai, Trade Minister
  Jeswai was ruler in all but name until Kurn became of
  age, at which time she accepted the Trade Ministry. As the
  Hûtarn’s great aunt, she still wields considerable political
  influence. While she is old woman now, she never misses
  a meeting, and her mind is as sharp as ever. She also has a
  talent for surviving palace intrigues: more than a dozen
  assassination attempts have been made against her. Obvi-
  ously, all have failed. In nearly every case the would-be
  killers were caught and executed.
  Sorreyan Naron Chûk, Interior Minister
  Naron is a competent minister, though not well liked
  by most others in the Hûtarn’s council. Partly no doubt it
  is his religious affiliation: Naron is an unrepentant Fol-
  lower of Xagur.
  Kyan Kim
  Kyan Kim’s life has been eventful, if sometimes un-
  happy. As third son of the Kyan Tarn, he was sent at the
  age of fourteen to serve as a Mataru-khin (NK: “bonded
  knight”) in training under the Lahryan Tarn. The Tarn’s
  second son Tyri was the same age and the two became fast
  friends. Actually more than friends, to their undoing. Two
  years into Kim’s apprenticeship to the clan, the two were
  caught in an improper embrace. For punishment, Tyri was
  sentenced to caning once a month for three years and re-
  duced in clan rank from knighthood to a clan commoner.
  Kim was barred from Lahryan Clan and sent home, where
  he met a worse fate. The Tarn cast him out of the clan,
  naming his Jho-yan, without clan. The only thing worse
  is to be exiled entirely from the Nuyan lands. The Tarn
  cut off Kim’s braid before the entire family and cast it into
  a brazier, declaring him no longer his son.
  Unable to bear the shame of being clanless in his coun-
  try, the sixteen year-old travelled to Sel-kai, where he was
  fortunate to meet Hiiri at T’revor’s Tankard, and was given
  a reference to apply to the Changramai school. While nor-
  mally he would have been considered too old, Kim showed
  great potential, and was accepted. He repressed his feel-
  ings which had betrayed him before and devoted himself
  completely to his studies. Kim learned quickly and is now
  a free-lance Monk with impressive abilities. As of late he
  has been travelling all over NE Emer, aiding the Loremas-
  ter Randæ Terisonen with a project.
  8•ATTITUDES TOWARD
  OUTSIDERS
  When dealing with strangers outside of their own cul-
  ture the Nuyani are polite to a fault. In fact, they affect
  wall of mannerly obsequiousness in order to confuse oth-
  ers and keep them socially off-guard. The bottom line is,
  however, that the Nuyani consider themselves culturally
  and genetically superior to all others — except perhaps
  the Loar Elves. The Nuyani are not openly arrogant, how-
  ever; that would be impolite. Instead they cloak their con-
  descension in empty praise and insincere deference. The
  few who catch on to this charade find it extremely aggra-
  vating.
  
  Emer Book II: The Northeast
  101
  • PART IX •
  NÁMAR-TOL
  Island-Republic
  of the Loar Elves
  A
  
  102
  Shadow World Atlas
  1•THE REALM
  Námar-Tol is a country for the most part closed to out-
  siders. With the exception of the trade city of Orv Cibur,
  nonresidents are not welcome, and the borders of the
  Seven Islands are guarded jealously. Immigration is im-
  possible and visitors are carefully controlled. Any ‘visitors’
  caught in unauthorized areas are detained and questioned.
  If not considered a threat, the offender is merely expelled.
  Potentially dangerous intruders may face imprisonment,
  torture or even execution. Namarians take their privacy
  very seriously.
  2•THE PEOPLE
  The majority of Námar-Tol’s inhabitants are actually
  Erlin Elves, a large underclass which serves the Loari citi-
  zenry. Approximately three quarters of the population is
  Erlini, twenty percent Loari (about twenty thousand in-
  dividuals), and the remaining five percent are mortal
  peoples and Linæri.
  ORIGINS
  The Erlin and mortal populations are more-or-less
  indigenous people, having lived on the Seven Isles since
  the beginning of their history, some time in the Interreg-
  num. Their populations remained fairly small, and they
  maintained a simple existence as herders & fisherfolk.
  The Loar and Linær group arrived en masse in c. SE
  , political and philosophical refugees from the vast
  elven realm to the east, the Kingdom of a Thousand Dawns.
  Always driven by the need to organize and ‘civilize’ their
  Erlin brethren, the Loari made the sparsely-settled Seven
  Isles their new home, and proceeded to take over. They
  advised the bucolic Wood-elven tribes that their lives
  would be better if they joined the Loari. As is typical of
  the somewhat malleable Erlin, they allowed themselves to
  be subjugated and made into a serving race. Some mor-
  tals were also brought under the Loar wing, but the high
  Elves generally don’t find humans useful for anything other
  than manual labor, preferably outdoors.
  PHYSICAL TRAITS
  All the Elven peoples are typical of their race; the Loari
  are all pure-blood. The mortals are primarily Jineri and
  Talath.
  ATTIRE & ORNAMENTATION
  The Loari know better than anyone that they are a
  handsome race. They never tire of enhancing their ap-
  pearance with wonderful clothing and jewelry. Unlike
  many mortal cultures, the high Elves never mark their
  bodies with permanent tattoos or puncture their flesh.
  Their elaborate ear decorations are attached with delicate
  cuffs and clips.
  Hair style and length varies tremendously from one
  individual to another. Males generally keep the length no
  further than the shoulder, while some have a long pony-
  tail on intricate braids. The majority keep it trimmed quite
  short. Women generally keep their hair long, allowing
  them a greater variety of styles. They often employ clips
  and combs to arrange their luxurious ebony and brown
  locks. The hair is always kept clear of their elegantly
  pointed ears, so than there can be no doubt of their Elven
  heritage. Artificial hair coloring is not done. Loari rarely
  employ any sort of skin pigment except as part of a cos-
  tume of some sort, whether for a party or a dramatic pre-
  sentation.
  Clothing is also a matter of widely varying style, though
  it is invariably tasteful and not gaudy (as they would no
  doubt consider much Lankani attire to be). The Loari love
  fine silk (especially the lovely Nuyani fabrics, ironically
  also sought by the Lankani nobility) and soft cottons. They
  also use leather — in its natural tanned color or dyed. For
  daily wear they tend towards a simple silk toga or gown,
  or a cotton tunic and leggings, either with a few pieces of
  jewelry: earrings, rings, a bracelet. For dinners and spe-
  cial events the Loari design incredibly elaborate costumes
  with all sorts of glittering golden fasteners and decora-
  tions. There is always an unofficial competition for the
  most impressive ensemble.
  The Erlin and mortals who serve the Loari wear simple
  cotton tunics and leggings and leather shoes. They have
  woolen cloaks for cold weather.
  LANGUAGE
  Erlin is the standard written and spoken tongue. The
  Loari of Námar-Tol do have a language of their own, an
  elaborate and precise tongue they brought with them from
  the East. They guard this language — Kritiri — closely,
  only speaking it amongst themselves, and access to texts
  written in Kritiri is carefully controlled.
  3•ECONOMICS
  The lords of the Seven Isles have amassed consider-
  able wealth through their trade networks, financing, and
  careful exploitation of the land’s resources. As noted else-
  where, members of the Loari families maintain offices in
  the larger cities. This network of merchant representatives
  also allows them to keep appraised of events outside their
  own realm.
  TRADE
  While they consider themselves inherently superior to
  all other races, the Loari are certainly not above trading
  with them. Námar-Tol carries on a brisk commerce with
  Sel-kai, the Nuyani, Danarchis, Lethys in Jaiman, and cer-
  tain tribes of Shuluri who live along the Malqanar coast.
  Through Sel-kai intermediaries they acquire other things
  they desire such as leather, wool, and exotic herbs and
  spices.
  They do not deal with the ports, and Ardanian trade
  ships are warily tolerated.
  Resources/Exports
  Coffee, cacao (for chocolate), and citrus fruits are
  grown in quantity here, and Námarian grapes make for
  fine wines.
  
  Emer Book II: The Northeast
  103
  The Loari also export some hardwoods and many fin-
  ished goods. Their skill with alloys has no equal anywhere
  in known Kulthea.
  Imports
  Certain minerals are not readily available on the Seven
  Isles, notably gold and titanium, and iron ore is cheaper
  to trade with the Nuyani for than it is to drag out of the
  deep mines.  The Loari also have a hunger for spices and
  silks from Nuyan-Khôm, mead from Talæn and shellfish
  from Malqanar.
  With their southern neighbors the Loari also trade for
  tropical hardwoods, sugarcane and rum, and certain herbs.
  4•GOVERNMENT
  While the Námari have a hereditary ‘ruler’ who bears
  the title of Prince, this man’s role is more accurately de-
  scribed as ‘President’ and moderator of the Assembly of
  Citizens, a body of forty-nine Loar men and women who
  are the elected government of the Seven Isles.
  This republic is an unusual government for immor-
  tals, who generally prefer a standard monarchy or at most
  an oligarchy. There is a written constitution and codified
  laws.
  THE PRINCE & PRINCESS
  Prince Elar and his wife have borne their titles since
  the Loari came to this place many thousands of years ago.
  They are a reassuring continuity in this government where
  the Assembly has changing membership. The Prince is
  essentially the operating executive of the government, in
  charge of carrying out the laws made by the Assembly and
  overseeing the bureaucracy, the internal policing force of
  Sheriffs, and the defensive forces.
  THE ASSEMBLY OF CITIZENS
  The forty-nine men and women of the Assembly (seven
  from each of the Seven Isles, serving ‘at large’) are elected
  by their fellow Loari to serve a seventy-year term; they
  may not be reelected. Elections for one representative from
  each island occur every ten years there is a rolling turn-
  over.
  The assembly meets once every turn of Orhan for
  twenty days or until business for the session is completed.
  JUSTICIARY
  The job of interpreting the country’s laws fall upon
  the Justiciary. At the local level are the Magistrates, who
  deal in trade and civil matters. For local and regional crimi-
  nal issues there are the Tribunes, three of whom preside
  over trials for serious crimes (hence Tribunals). At the pin-
  nacle of this branch are the Lord Justices, seven venerable
  men and women who decide appeals and interpret the
  constitution. All Magistrates, Tribunes and Lord Justices
  are Loar, while their support staff of Lictors is usually Er-
  lin or mortals.
  POLICE & MILITARY STRUCTURE
  Námar-Tol has a number of Erlini Sheriffs who en-
  force the laws of the land; most are stationed at the trade
  port of Orv Cibur to maintain order.
  While Námar-Tol has no standing army, all of the adult
  Loari (men and women) keep in excellent physical shape
  and train in combat. Of course they all have superior weap-
  ons and armor should the need ever arise to fight. Many
  of the Erlini are also trained in basic fighting skills and
  given some basic equipment.
  5•SOCIETY
  In Námarian culture you are one of two classes: either
  Patrician or Plebian. Essentially the pureblood Loari make
  up the patrician class and the plebians are everyone else.
  To outsiders, a Loari patrician would come off as incred-
  ibly arrogant and condescending. They really believe they
  are superior to all other peoples.
  Elves and Age
  True pureblood Elves — those who do not grow old
  and die — are intrinsically different from their mixed-
  ancestry relatives. Not seeming to age past young adult-
  hood, their bodies renew themselves continuously. These
  immortals do not gauge time like other beings, because
  they do not feel the passing of years.  Their minds do not
  process and retain information in quite the same way as
  mortals. Experiences do not impact upon their resilient
  psyches with the same power as upon mortals. Memories
  of events long ago are not lost, but fade into a clear but
  distant and somewhat objective memory. Because of this
  the weight of centuries of experience does not overwhelm,
  and these Elves retain not only the appearance of youth,
  but a certain eternal sense of wonder for their world.
  This concept is important to grasp if one is to under-
  stand the familial relationships within the patrician fami-
  lies of Námar-Tol. It is also important to understand if
  one is to play an immortal character in the Shadow World.
  PATRICIANS
  The true ‘citizenry’ of Námar-Tol, the patrician fami-
  lies own all of the land, and every adult has the right to
  vote for representatives to the Assembly. Only pureblood
  Loari of the recognized Námari families are considered
  patrician. There are perhaps five thousand such citizens
  in all of the Seven Isles.
  THE PATRICIAN HOUSES
  There are dozens of patrician families scattered over
  the Seven Isles. A few of the more prominent or interest-
  ing houses are noted here.
  Xanaari: Merchants with interests in Sel-kai, they have
  been implicated in the murder of Ignatus Jurgon, head
  of a Laan trading family. Nothing has been proven, but
  tensions between the Loar and mortal merchant fami-
  lies in Sel-kai continue to rise. Note: it was Keliden’s
  granddaughter Saren Xanaari who perpetrated the as-
  sassination on he own initiative.
  
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  Shadow World Atlas
  Centaurus: A powerful mercantile family with a presence
  in Sel-kai, the Centaurus estate is located near Orv Cibur.
  Betaran: Another name which carries influence in Sel-kai
  and beyond is that of House Betaran. They are particu-
  larly known for their trade ties to the coffee plantations
  in southern Coronan and to the Shuluri in the Bay of
  Songs.
  Jeranian: The venerable house which brought forth the
  famous artificers Tethior and Krelij, Jeranian’s lands are
  somewhat isolated at Buir Vurd on the isle of Dalov Sel
  Kirn. The members of this small family do not socialize
  much with the other Loari.
  Nikaru: This large clan, residing on Var Maas (R. ‘Green
  Valleys’) seems to always have a member in the Assem-
  bly of Citizens, and several of them serve as diplomatic
  ambassadors to other countries. Zyta Nikaru, vice con-
  sul to Rhakhaan
  Yiatris: While not all members of this family are trained
  in medicine, they are renowned throughout Námar-Tal
  and beyond as physicians without parallel.
  Vikanira: One of the most dramatic and otherworldly
  structures in Námar-Tol must be the palatial villa of the
  Vikanira family. An incredible engineering feat, it con-
  sists of several interlinked pods, all melded with a clus-
  The Prince’s Palace at Varnost
  
  Emer Book II: The Northeast
  105
  ter of rocky pillars hundreds of feet above the shore. It
  was begun nearly a thousand years ago, and is continu-
  ously being expanded. Located on Dalov Purll at the
  mouth of the Chayah river, it is an awe-inspiring sight
  and a practical fortress.
  Rendanaar: Another family with a sprawling, isolated es-
  tate, Rendanaar is fairly aloof from politics. One mem-
  ber of the family is Selia the infamous adventuress/in-
  ventor.
  PLEBIANS
  All those who are not of the Loar Patrician class are by
  default commoners, or plebians. This includes any mor-
  tals, Erlin elves and half-elven peoples, and any Loari with-
  out ties to the patrician families. Most Námarian plebi-
  ans are indentured servants, contracted to an individual
  citizen or a patrician family.
  These servants are certainly treated not as equals by
  the Loari, but as servants: inferior by nature but with value.
  They are given clean (if not very private or spacious) hous-
  ing, simple clothes, and are well fed.  They are not allowed
  to own land, but are paid for their service.  Plebians are
  allowed to marry, though the Loari decide whether they
  may have children (Spells or herbs are used to control fer-
  tility).
  Those who do not wish to adhere to the laws of the
  land are invited to leave. For a group which is essentially
  in a class just above serfdom, most plebians in Námar-Tol
  are surprisingly happy.
  Other plebians are freemen, merchants and skilled
  tradesmen who live mostly in the towns and operate their
  own shops (their space is rented from a patrician land-
  holder). All plebes are deferential to patricians, speaking
  in a respectful manner with eyes generally downcast
  (though there are no penalties for looking a Patrician in
  the eye as there are in Lankan society).
  DAILY LIFE
  Námarian society has been carefully structured to al-
  low the patrician class maximum free time to indulge their
  interests. They do little or no manual labor, instead de-
  voting themselves to visual and lively arts, scientific in-
  vestigation and invention, philosophical debate, and ath-
  letic pursuits. Loari are sculptors, musicians, actors and
  playwrights, dancers, inventors, and philosophers. They
  also enjoy ‘parlor games’ of chance and skill, including
  Castles, and Jiren (similar to the Terran game Go).
  Nor is the physical body neglected in pursuit of per-
  fection of the mind and spirit. Loari compete in a wide
  variety of athletic competitions and sports, both as indi-
  viduals and in teams. Daily exercise regimens are the norm
  for all adults; most include combat practice more as an
  activity than serious training for war.
  When not pursuing intellectual, athletic or artistic in-
  terests, the Loari indulge themselves. Every country villa
  and town has at least one large sauna and bath complex
  where citizens wash, relax, and enjoy a massage. They are
  of course attended by plebians.
  The citizens also like to eat and drink. Feasts and rev-
  els are frequent events, and families are constantly throw-
  ing dinner parties with music, dance, dramatic perfor-
  mances and other entertainment. Food is plentiful and
  varied; wine flows like rivers. There is also some recre-
  ational indulgence in certain sense-enhancing and hallu-
  cinogenic drugs.
  CUSTOMS & TABOOS
  Námarian society denies its patrician citizens very few
  things — aside from offenses which most any society con-
  siders criminal such as theft or inflicting harm on another.
  There are even rigidly enforced laws against patricians
  harming commoners: penalties include a fine and/or for-
  feiting personal rights to possess plebians.
  While marriage is monogamous and strictly hetero-
  sexual, sexual relations between unmarried Námar-Tol
  citizens are less defined. This is especially true among the
  Loari population, where few would narrowly define them-
  selves as strictly hetero- or homosexual. Even married
  males often have male lovers: either patrician friends or a
  commoner in the household. When one is immortal and
  ageless, the narrow-minded moralities reveal their inher-
  ent folly and pointlessness. When the goal is pleasure and
  intimacy rather than procreation, parochial prejudices lose
  their impact.
  Married women are discouraged from taking male lov-
  ers unless they are using a contraceptive, as an illegitimate
  child would be socially awkward. However, Female citi-
  zens often discreetly carry on affairs with Erlin and mor-
  tal companions.
  Marriage
  Society is patrilineal and patrilocal: lineage is traced
  through the male line; when a man and woman marry,
  she joins the man’s household. Marriage is a legal and re-
  ligious union, (in theory) for life. Divorces are unusual
  but do occur, in which case the woman returns to her fam-
  ily; any offspring remain with the father as part of his
  household.
  A citizen can marry a plebian, though it is rare (and
  almost never between a Loar and a mortal). Any offspring
  of such a marriage would be plebian and unable to in-
  herit land.
  6•ARTS, ESSÆNCE
  & SCIENCE
  Magic and technology both have a place in this society
  of the Loari, a race which seems to have an insatiable cu-
  riosity about both.
  TECHNOLOGY
  One might assume that a world rich in magical forces
  would suffer from arrested technological development, but
  such an assumption is rather simplistic. Magic is not so
  accessible that it can take the place of simple machines.
  For instance, a magically powered flourmill is a nice idea
  but hardly practical. Windmills and waterwheels supply
  
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  Shadow World Atlas
  fairly reliable power and are relatively simple to build and
  maintain.
  Instead of using magic in place of technology, advanced
  Kulthean cultures have developed technologies which
  work together with magic. Nowhere is this more true in
  the current era than in Námar-Tol.
  Using their knowledge of chemistry, metallurgy and
  mechanics, the Loari have developed quite an array of tech-
  nologies. The ability to make metal alloys has allowed them
  to create springs and strong wires, tiny gear mechanisms
  and complex — even baroque — machines. Loari engi-
  neers understand basic hydraulics, steam power, and even
  have a rudimentary understanding of electricity.
  SOME MACHINES
  & VEHICLES
  Following is a selection of Loar machines and vehicles.
  While some, such as the airbarges, are seen in other lands,
  some are still well-kept secrets within Námar-Tol. Some
  inventions are not even revealed outside a specific family.
  The Loari are a competitive people, sometimes to excess.
  Airbarges
  These huge, ponderous vehicles are the most widely
  known of the Loari airborne fleet. Airbarges are held aloft
  by balloon chambers filled with lighter-than-air gases.
  They are usually maneuvered using large steam-powered
  airscrews or propellers. Sails such as those favored on the
  Sel-kai skyships are not practical on these larger vessels,
  and the Elves prefer not to depend in the whim of the
  winds.
  Sky-yacht
  Small, sleek and fast, these ships are everything the air-
  barges are not. They have an enclosed cabin, use Xenium
  for lift, and powerful magical airscrews for propulsion.
  There are only a handful in existence, and the Loari guard
  them jealously.
  Underwater Boats
  Another little-known Loar invention is the submarine
  boat. They have six of varying size and design and have
  them at the ready in case they may need to be pressed into
  service against the aggressive Lankani. Between these craft
  and their airships, the Loari are confident that they could
  crush any Lankan invasion before it even reached their
  shores.
  ART & ARCHITECTURE
  As noted elsewhere, the Loari have created a society
  which allows them a tremendous amount of leisure time,
  which they often employ to follow their muse in the arts
  and sciences. The Seven Isles are rich with paintings, mu-
  sic, sculpture and fantastic architecture.
  The Loari see beauty in natural forms yet desire to cre-
  ate geometric abstractions of these shapes. The result can
  be seen in particular in their writing and decorative arts,
  and in their architecture.
  The development of reinforced concrete opened up
  vast structural possibilities which the Elves have not hesi-
  tated to exploit. Loari structures feature cantilevers and
  spires and sculpted forms like no others in all of Kulthea.
  The few outsiders who have seen the Prince’s palace at
  Varnost feel like they have been transported to another
  world. In general, however, Loar architects use simple
  shapes and clean lines. Ornamentation is geometric, un-
  derstated and often repeated.
  PERFORMING ARTS
  Musical performances — from a solo vocalist or re-
  corder player at home to an ensemble in a packed amphi-
  theater — are common diversions here. Virtually all citi-
  zens are trained in music performance, and many are ac-
  complished composers.
  7•RELIGION &
  PHILOSOPHY
  The Loari acknowledge the power and influence of the
  Kulthean gods as undeniable. But typical of their own ego-
  centrism, these elves could in most cases not be said to
  actually ‘worship’ the gods. They pay lip service to all mem-
  bers of the Orhanian pantheon on various occasions, and
  make token offerings at temples. Only those who pursue
  the Channeling arts and actually tap the gods’ power de-
  vote any time to prayer or other activities of religious rev-
  erence on a regular basis.
  Among the Orhanian pantheon, Valris, Kieron, Jaysek
  and Reann are most frequently associated with the Loari.
  8•PLACES OF NOTE
  Following are a few locations in Námar-Tol of particu-
  lar interest
  VARNOST
  The capital of Námar-Tol is in reality no more than a
  village: a complex of administrative and support build-
  ings. The architecture is otherwordly, and the grounds are
  artfully landscaped. There is a fine library here, as well as
  several galleries and recreational facilities.
  ORV CIBUR
  While Varnost is the political capital of the Loar realm,
  Orv Cibur (E. “Gold Haven”) is by far the largest city and
  the center of trade. Among the reasons for Orv Cibur’s
  popularity is its location on the Gref Lew (E. “Jewel Cove”),
  the waters sheltered between the mainland and the small
  island of Wode Baas (E. “Hollow Hill”). Thus, Orv Cibur
  is easily accessible along the sea trade route. To reach Var-
  nost by sea one would have to brave the treacherous whirl-
  pools of the Vurt Usuiva (E. “Wild Waters”).
  This is the one place that visitors are actually welcome
  on the Loar Isles, and while it is a small sampling of Ná-
  mar-Tol, it bears the stamp of this realm. The city is orga-
  nized on a complex geometry of arcs and circles, the ar-
  chitecture is carefully coordinated, and the city has a cer-
  tain ‘sanitized’ quality about it compared to other Emer-
  ian economic hubs. This purity is more than superficial,
  
  Emer Book II: The Northeast
  107
  as there are many Sheriffs patrolling the city to protect
  against and sort of crime, from pick-pocketing to assault,
  from public drunkenness to murder. There is very little
  crime in Orv Cibur.
  OBSERVATORY OF
  ORDYE MUR
  Atop the highest peak in Námar-Tol, Ordye Mur (E.
  “Sky Watch”) is a complex of structures, all designed to
  support an advanced observatory with a sophisticated tele-
  scope.
  9•PEOPLE & POWERS
  OF NOTE
  Here are a few individuals of interest in the Loar coun-
  try.
  Chesek Ditavian
  An Astrologer at Ordye Mur, Chesek is a scholarly Loar
  who has been known to travel to the Nomikos Library
  and other locations to further his research. He is not as
  xenophobic as other Námarians, and is friendly with fa-
  mous astrologers and as-
  tronomers in other cities.
  He could be a helpful con-
  tact in Námar-tol.
  Saren Xanaari
  A member of the trad-
  ing family with homes in
  Sel-kai, Lethys, and Haal-
  kitaine, Saren is fiercely
  loyal to her grandfather. In
  fact, she murdered the
  head of the Laan house of
  Jurgon because of their
  underhanded dealings
  against Xanaari. Beautiful,
  charming and deadly, she
  is a force to be reckoned
  with.
  Saren is never seen
  these days without her
  bodyguards, a pair of
  young Talath men named
  Síen & Marc.
  Thierry Betaran
  One of Xyrus Betaran’s grandchildren, Thierry enjoys
  all the privileges that family tie bestows. However, he will
  always be one apart from the rest of the house. Thierry’s
  father is no Loar, but a mortal — a noble Laan to be sure,
  but still not of the high-elven blood. This has scarred the
  brilliant young man, leaving him introverted and disillu-
  sioned. He travels extensively, choosing to avoid contact
  with his family as much as possible. His loyalties might
  even be in question….
  10•ATTITUDES TOWARD
  OUTSIDERS
  Aside from the city of Orv Cibur and (to a lesser ex-
  tent) a couple of other port towns, Námar-Tol is a closed
  society and outsiders are generally not welcome. Citizens
  also rarely leave the haven of the Seven Islands. The ex-
  ceptions are certain families with outside trading inter-
  ests who have emissaries in other cities like Sel-kai and
  Kaitaine, and the few who actually enjoy travel to other
  lands.
  Country Villa of the Yiatris Family
  
  108
  Shadow World Atlas
  A tall, raven-haired man stands on a balcony high amidst a sumptuous palace of white
  marble and gold. Below him sprawls a bustling metropolis, and beyond the whitewashed
  walls extends a vast prairie. The man wears a black surcoat with a lion-head stitched in
  golden thread on the breast; he seems immune to the glare of the afternoon sun on this
  hot summer day.
  Another man — actually a Linær Elf — steps out onto the balcony behind the first
  man. His golden-blond hair is cut very short and he wears a jewelled metallic headband
  with some sort of delicate instrument affixed to the side. Tall and beautiful after the
  manner of his race, his icy blue eyes take in the vista with a cool, unappreciative glance.
  Without looking over his shoulder, the dark haired man speaks. “What news of the
  Dathmaur Shryak do you bring from Kenezan, Seer? The Elder Mind is eager for your
  report.”
  The Elf replies, his voice harsh and rough in stark contrast to his appearance. “You
  may call the Dænku your master, Y-tarmen, but do not forget that he is my coequal. I,
  too, sit at the Table of Eight, and it is you who answers to the Ahrenreth as a Council.”
  “We both know who rules the council, Iæn Shiin.”
  “I’m afraid your information is dated, Lord Ardan.” The Seer allows himself a smirk.
  “An Althan Lady — Jenkyna — has awakened from the time stasis and now sits as
  Arulis Kygari. Oan Lyak has also been unseated as Lyax Khang — richly deserved after
  her bungling of recent events. Your benefactor’s position is now unsteady ground.”
  Y-tarmen is grateful at that moment that the Seer cannot see the expression of fear
  on his face. “And who is the new Lyax Khang?” He fought to keep his voice steady, his
  fingers from clutching the polished railing too tightly.
  “Another woman, she calls herself Ulya Shek.” The Linær allows a tone of disinter-
  est to creep into his voice. “Apparently she is kin to Voriig Kye, though that is only
  speculation by Shanarak and the Artificer.”
  “Another of the dragonlords?”
  “Apparently. However, we have other concerns at the moment, my Lord.” His sarcasm
  with the title is evident. “We must discuss a possible new problem with the Lankani…”
  
  Emer Book II: The Northeast
  109
  • PART X •
  G
  ARDANIA
  CITY OF GOLD
  • PART X •
  G
  ARDANIA
  CITY OF GOLD
  
  110
  Shadow World Atlas
  1•THE REALM
  Ardania extends from the Pelegris Highlands in the
  north down across most of the Lygaar plains in the south.
  The Pelegris Highlands are actually a series of narrow
  valleys between the Pelegris Mountains and the Spine of
  Emer, all higher in altitude than the plains of Tai-emer.
  This change in altitude forms a natural boundary between
  Ardania and Lankanôk. The border in Lygaar is less clear,
  though the city-state’s influence continues to spread from
  village to village towards Quon.
  2•THE PEOPLE
  Like any cosmopolitan city-state — especially such a
  young one — Ardania is a melting pot of many races and
  cultures. It is also home to the displaced. Criminals as well
  as those fleeing religious, cultural or political persecution,
  all come to Ardania to make a new start. Some fall back
  on bad habits.
  LANGUAGE
  Almost any tongue under the moons can be heard here,
  though Shay is the accepted common language. Most also
  speak some Erlin.
  3•ECONOMICS
  Ardania is an economy based on trade. While it does
  gain some income from taxing the production of its own
  outlying districts, most of its income is through taxes on
  the materials moving through the city.
  4•GOVERNMENT
  This city-state is essentially a dictatorship. Lord Ardan
  wields absolute power, his dictates carried out by an effi-
  cient bureaucracy and enforced by Ardania’s large and
  well-equipped City Watch.
  Serving the lord directly is his Circle of Directors: ad-
  visors and heads of their respective departments. These
  are: State (dealing with foreign affairs), Finance (currency,
  taxes), Defense, Justice, Information (essentially ‘propa-
  ganda’), Intelligence. They, in turn, administrate their re-
  spective Directorates.
  LAW ENFORCEMENT
  The Justice Director heads this department. He ap-
  points the magistrates and Watch captains.
  City Watch
  Above all things, Lord Ardan wants his city to be or-
  derly. While he welcomes those from other lands and
  promises that previous crimes will not be held against
  anyone, and new infractions are dealt with harshly. Ex-
  ecutions are common, though most are not publicized.
  Many offenders are quietly sold into slavery to the Lan-
  kani, a convenient arrangement for both parties.
  Magistrates
  Judges and interpreters of laws, these men process all
  those arrested by the Watch. As noted above, punishment
  is swift and harsh. The accused are presumed guilty, and
  appeals are virtually unheard-of. Do not get caught pick-
  ing a pocket in Ardania!
  DEFENSE
  The Defense Director is also commander of all the
  Ardanian defense forces. These include the land forces,
  modestly named the ‘Border Guard,’ and the naval forces,
  also given the nonthreatening name of ‘Bay Guard.’
  Despite these passive-sounding monikers, the armed
  forces of Ardania are far larger than would seem neces-
  sary for defense, even against the possible threat of Lan-
  kanôk from the north. The other nearby powers of Ná-
  mar-Tol and Nuyan-Khôm are clearly not aggressive. So
  what is the purpose for this large and growing military
  might? The Lord of Ardania does indeed have designs on
  his neighbors.
  ORDER OF THE SILVER SWORD
  The Ahn sye Nokora (E. “Order of the Silver Sword”)
  was the Emperor of Emer’s house bodyguard; now they
  are the elite palace guard of the Lord of Ardania. They
  answer only to the Lord, and are separate from all other
  government departments.
  These impressive men wear flowing silver and white
  robes and full helms of steel. Their swords are polished to
  a gleaming finish, and the  elite of this guard wield a spe-
  cial weapon called a Yarkbalka. Resembling long bastard
  swords, these Yarkbalkas are forged of a special titanium-
  eog alloy which has a distinctive silvery hue. They also
  have magical powers.
  Notes:
  Common Yarkbalka: Bastard sword, treat as -h  sword, -
   when use one-handed;  + and x hits when used
  with both hands.  Can be summoned to hand of attuned
  wielder via Long Door from up to ' away with a
  thought.  Fumbles on an UM -, used -h or -h.
  Superior Yarkbalka: Sixteen High Guardians had special
  Yarkbalkas ( remain).  These weapons have powers of
  the common blades, but in addition to striking as a -h
  sword when used one-handed, and a -h sword +, x
  hits when used with both hands, these special blades
  could summon the Fireblade: the weapon bursts into in-
  tensely hot flame.  The sword becomes a + -h sword,
  dealing x hits and an additional Heat Critical of the
  same value. The Lord High Guardian has a similar
  weapon, except it was also considered Holy.
  Helms: The Eight High Guardians and the Lord High
  Guardian also possess enchanted helms. Fashioned of a
  silvery alloy, each had a smoky grey lens set in the fore-
  head
  
  Emer Book II: The Northeast
  111
  5•RELIGION &
  PHILOSOPHY
  There is no official government religion, and Lord Ar-
  dan is not generally known to visit any of the many temples
  in the city. Neither is worship discouraged by the govern-
  ment, as long as churches pay the requisite tax on any tithes
  they receive and don’t flagrantly break any laws. One can
  find a temple to virtually every major deity of Orhan or
  Charon on Ardania; Akalatan and Klysus are popular be-
  cause of the many Lankan immigrants. Officially, no hu-
  man sacrifices are conducted at the Klysus temple, but the
  City Watch has been known to look the other way.
  6•PEOPLE & POWERS
  OF NOTE
  Following are profiles of individuals and groups of
  particular note in Ardania.
  THE LORD OF ARDANIA
  There can be no doubt that Relas Ardan is lord of Ar-
  dania. He is known to many as simply ‘The Lion,’ after the
  stylized lion’s head emblem he has adopted as his symbol.
  Tall and regal in bearing, he is often in public view: whether
  presiding at civic events or walking the streets of the city
  with his Silver Sword guardians
  His name — though few here in Ardania know it — is
  Y-Tarmen, the Artificer, and one of the Twelve Adherents
  to the Jerak Ahrenreth. And while he is in name and ap-
  pearance the absolute ruler of Ardania, he is merely a ser-
  vant of that dark order.
  The Lord’s Secret Plans
  What only Y-Tarmen and Iæn Shiin know is that Ar-
  dania owes its existence to the machinations of the Jerak
  Ahrenreth. The long-term purpose of this city-state is
  nothing less than to conquer and rule all of Emer.
  Already the Lord of Ardania has begun a massive
  buildup of ground forces and ships. First he will expand
  south into the open lands of Lygaar and Quon, while the
  Lankani weaken themselves in battle with the Nuyani and
  Elves. Then he will turn his fleets and armies north and
  east to claim the spoils of war.
  IÆN SHIIN (DARÍ HOLVIR)
  Belying the apparent power structure of Ardania, Lord
  Arden in the end takes his orders from the Ahrenreth
  Circle, of which Iæn Shiin is a member and representa-
  tive. As Intelligence Director of Ardania, it is his goal to
  know everything that goes on, including the actions of
  the Lord. Building this state is a massive project even for
  the Jerak Ahrenreth, and nothing must go wrong.
  Holvir is an Iylar Elf of the Linær branch: handsome,
  tall and physically imposing, he is a special tragedy to the
  race.  Worse, he was once a Loremaster, and his seduction
  by the Unlife was a setback for the security of Karilôn —
  even though Darí’s knowledge of the inner workings of
  the Order was limited.
  This charismatic Elf-lord was seduced by Lorgalis late
  in the Second Era.  As a Loremaster, Holvir had seen his
  powers diminished and his role of decreasing usefulness.
  He began to study the dark arts — as it so often begins —
  with the best intentions.  Then the power began to tempt
  him.  First it was used against the Unlife, but when the
  Loremaster Council censured him, he rebelled.  Bitter and
  angry at his failure to gain approval, he hastily accepted
  an offer of a place in an order of darkness, with the armies
  of the Unlife in the Wars of Dominion.
  Holvir survived, and Ondoval asked him to sit at coun-
  cil in the Secret cabal.  He was to become the Crystalline
  Death.  Among his accomplishments Holvir counts the
  final downfall of Urulan in .  With Oan Lyak’s help,
  he trapped the Seer of Urulan and took his place, thereaf-
  ter leading the Elven realm into oblivion.  He also took
  charge of the once-noble Ahn sye Woloka (Order of the
  Eye).
  Now, several thousand years later, Darí looks no older,
  but his Iylar heart is turned to steel.  He has no compas-
  sion, and in fact has become cruel and perverse in his
  thinking — and entertainments.  He resides on the Isle of
  Glass off the southern coast of Onar when not supervis-
  ing activities in Ardania.
  Iæn Shiin’s Goals
  But Iæn Shiin has other goals besides those directed
  by the Jerak Ahrenreth. Under his direction his Order of
  the Eye seeks the Aenfaw — specifically the Heart of Agoth
  — but not to return to Schrek. Iæn Shiin is an ally of Lor-
  galis first, and has learned of Schrek’s search for the arti-
  fact.  He hopes to secure the item first; then he and Lorga-
  lis can use it as a tool to control Schrek. They do not yet
  know that the Heart is now secured beneath a temple in
  Kenezan; it is shielded from their magical searches. How-
  ever when they eventually discover it they will be forced
  to confront Sendar and Sendil.
  CARDINAL SEER UKUTAVA
  As head of the Information Directorate, Ukutava is
  responsible for what the population knows and what it
  believes. As indicated by his title as Cardinal, he is also a
  member of the Council of Lord Seers of the Order of the
  Eye. Utukava is a bony older man, with sunken eyes and
  skeletal hands, and he moves with a slow shuffle. His mind
  is dagger-sharp, however, and he controls a network of
  rumor-mongers far more effective than a legion of her-
  alds and leaflet-posters. He is the Lord’s publicity master,
  and is quite effective in his job.
  SILVER CAPTAIN
  This man is chief among the Ahn Sye Nokora (OE. “Or-
  der of the Silver Sword”) and Lord Ardan’s personal body-
  guard. He wears unusual black quilted cloth armor and a
  light grey coat. He, too, has a second identity: the Silver
  Captain is the man with no face: Klyrunyak the Mystic,
  another Adherent to the Jerak Ahrenreth.
  
  112
  Shadow World Atlas
  INHABITANTS OF ARDANIA
  Name
  Lvl Hits
  AT(DB)
  Sh Gr
  Melee Ob
  Missile Ob
  Mov
  Lord Relas Ardan ()
  24 101
  1(90)
  (Y) (Y)
  210bs
  180 gé
  +25
  Age: ? (Appears ≈ 25). Eyes: Grey. Hair: Black. Build: Slender/defined. Height:6´4˝ Race: Loar/Laan; Sex: Male.  Skin: Fair. Demeanor:
  charismatic/commanding. Dress: white tunic with lion emblem.  Home: Ardania.  Aka: Y-Tarmen. Profession: Alchemist/Warrior. Skills:
  Climb70; Swim60; Ride90; DTraps110; PLocks150; S&H80/120; Perc180; Rune90; S&W100; Act100; Admin85; Dance80; Diplom123; PubSp124;
  Seduct55; Stra&Tac92; Spells: All base Alchemist to 30, 8 open/closed Essence to 30; Items: +30 silver sword, white robes of +50 to DB without
  encumbrance.
  Intelligence Director
  Darí Holvir (Iæn Shiin)
  60 147
  11(200)
  (Y) (Y)
  MASt/Sw200
  240Gé
  +30
  Age: ? (Appears ≈ 25). Eyes: Deep Blue. Hair: Golden Blond. Build: Slender. Height:6´9˝ Race: Linær; Sex: Male.  Skin: Fair. Demeanor:
  Charming. Dress:Usually black. True Attitude: Emotionless. Home: The Isle of Glass; Ardania.  Aka: Darí Holvir, Chordan of Moerk,
  “Crystalline Death” Profession: Monk-Seer.  Skill Bonuses: Climb150; Swim120; Ride110; S&H200; Perc170; Rune70; Chan50; Amb±15;
  AMov100; AD100; Acro150; Cont140; Dance75; Diplom80; Frenzy95; Medit100; Seduct140; Sig110; Subdu160; Track80; Trick70; Tumb100.
  Spells: Base Spell OB: 60. Directed Spell OB: 145 (Fatal Channeling: same as Absolution Pure, except target’s body is turned to crystal). Darí
  Holvir has all Monk base lists to 50th, All Seer base Lists to 50th, Evil Mentalist lists Dark Channels, Dark Lore, and Curses to 30th, and
  Loremaster Base Transport, Lost Lore and Interaction to 15th. PP: 180 (and a +7 enhancer for Mentalism). Special Abilities: Resilience: Holvir
  is able to alter the nature of his skin at will to make it equivalent to AT 11. Items: Bracers:  Four golden bands to be worn on the wrists and
  ankles, each is set with a number of red laen inlays.  They add +30 to all attacks and allow the wearer to parry missile weapons.  One wrist
  band can cast Bladerun 3x per day, the other can cast Deflections 3x per day. Cloak:  +60 to hiding; allows the wearer to become two-dimen-
  sional 3x per day.  He may not attack or casr spells. Headband:  Of the Order of the Eye. Necklace:  Of golden alloy studded with diamonds,
  protects the head and neck as a full helm, and is a +7 PP enhancer
  Ring of Crystalline Death: Similar in design to the other rings of the Secret Circle, it is a disc of black eog inlaid in a gold signet ring.  Etched into
  the polished eog is the symbol of the Crystalline death: a multifaceted crystal structure. Gé:  A deadly bola-like weapon, it strikes on the bola
  table but with 2x hits.  This particular gé delivers a Krush, Grapple, and Slash critical.  If the crit is “D” of “E” in severity and indicates a limb
  (including neck or head), it is severed.  The gé returns to a pouch on Holvir’s belt safely, via Long Door.
  Name
  Lvl Hits
  AT(DB)
  Sh Gr
  Melee Ob
  Missile Ob
  Mov
  The Silver Captain
  28 185
  12 (80)
  Y*
  Y
  248 bs/2-hs
  180 da
  +45
  Age:␣?(appears ≈25), Ht/Wt:␣6´8˝/260 lbs., Hair/Eyes/Build:␣black/grey/muscular, Dmnr:␣dispassionate. Race: Dyar. Profession: Fighter.
  Skills: Climb70; Swim40; Ride100; Perc90; Amb±10; AMov80; Acro40; Cont20; Gamb35; Lead60; Signal20; Stra&Tac80; Subdu90. Items: Holy
  Lord Yarkbalka, Silver Helm, black dragonskin armor, boots of swiftness.
  Cardinal Seer Ukutava
  37
  78
  1(25)
  N
  N
  65 dagger
  110firebolt
  -10
  Age: ≈500 (appears 80), Ht/Wt:␣5´9˝(hunches)/ 110lbs., Hair/Eyes/Build:␣balding white/grey/emaciated, Dmnr:␣cold. Race: Nuyani.
  Profession: Seer.  Skills: Perc124; Rune67; S&W98;  DirS110; Amb±8; Act35; Admin74; Diplom23; Fals45; Lead15; Math67; Medit81; PubSp26;
  SpellM66; StarG73; Stra&Tac34; Trick10; WeathW34; Spells: All base Seer to 30th, 10 Mentalist open & closed to 20th. Base Spell OB: 40. PP= 37
  x 5. Items: Seer headband.
  Melee
  Missile
  Type/Rank
  Race
  #
  Lvl
  Hits
  AT(DB)
  Shield
  OB
  OB
  MovM
  Lords of the Silver Sword
  Laan
  8
  24
  180
  15(45)
  Y
  190 yarkbalka 120sp
  20
  Knights of the Silver Sword
  Laan
  64
  12
  150
  15(45)
  Y
  150 yarkbalka 90sp
  20
  City Guard
  Shay
  ≈500
  2
  40
  1(10)
  N
  50ss
  --
  0
  Guard Captain
  Shay/Laan
  40
  4
  65
  1(10)
  N
  78ss
  --
  0
  Military Captain
  Mixed
  200
  3
  50
  9(30)
  Y
  90ss
  40sp
  0
  Military Soldier
  Mixed
  8,000
  1
  35
  9(25)
  Y
  65ss
  25sp
  0
  MILITARY
  ORDER OF THE EYE
  The Ahn sye Woloka (OE. “Order of the Eye”) was once
  the association of Seers who aided the Emerian Emperor
  with foretellings and communication with the far reaches
  of the empire.  They were corrupted during the later years
  of the Empire by Ondoval and it was assumed that they
  order disbanded with the fall of the empire.
  As in the original structure, there is the Lord High Seer,
  eight Lord Seers and sixteen adherents. The headquarters
  of the order is the Isle of Glass, but Shiin spends much of
  his time in Ardania.
  
  Emer Atlas II
  113
  • PART XI •
  ADVENTURES
  • PART XI •
  ADVENTURES
  A Lankan Temple Oasis
  
  114
  Shadow World
  1•A RESTFUL SEA VOYAGE
  Just travelling from one place to another in the Shadow
  World is an adventure.
  Some Ideas:
  • Storms: Storms at sea are very common, especially with
  the destabilization caused by the missing northern Eye.
  More rare and dangerous are Essænce storms, which
  could transport a ship hundreds or thousands of miles.
  • Pirates: The entire Melurian Straits corridor between
  Jaiman and Emer is rife with pirates, despite the best
  efforts of Sel-kai and Danarchis. These sea-raiders could
  be from Plasidar, Præten, the White Swan of Urulan, or
  any of dozens of secret coastal hideouts. Able-bodied
  passengers are expected to help defend the ship if at-
  tacked. Some pirate statistics are provided on the NPC
  chart.
  • Whirlpools: The entire NE coast is subject to these spon-
  taneously appearing terrors. The Melurian straits and
  east of Námar-Tol are particularly treacherous.
  • Sea Beasts: Deeper waters are usually home to Sea Drakes,
  Kraken, and sea serpents.
  2•THE FOREST OF ASH
  What secret lies beyond the parched eaves of this
  haunted wood? Adventurers could have heard tales of a
  dragon’s hoard (logical considering the burned forest), a
  Lich’s castle and a open Portal. The truth is much stranger
  than any of these. Refer to the section on the Forest of
  Ash for details.
  3•THE VŒRKEN MIRE
  A rare herb found only in this treacherous swamp
  could bring a great reward. There are tales of deadly mon-
  sters in the Mire, but also legends of treasure in the ruins
  of the lost city of Thenia.
  Forest of Ash
  
  Emer Atlas II
  115
  Lord Andreas’ Castle Ruin: Layout
  4•THE BONES OF THANOR
  Thanor is littered with ruins, not only from Thanor of
  the distant Second Era, but with castles which date to the
  Emerian Empire. Many of these are haunted piles, full of
  possibilities for a more ‘low-level’ adventure. Following
  are some ideas:
  General Encounters
  • Tower ruin, whistling wind desolation and loneliness.
  Roll vs depression.
  • A field of Sirenflowers, lull group to sleep on dreamvines
  which entrap them.
  • Rotted trap door, fall into the dungeon of skeletons
  Inside a Castle Ruin
  • An undead lord who drains away hope wander the halls.
  (Roll Depression criticals)
  • The cursed necklace of a wronged wife: gold and sap-
  phires, ,gp. Whoever touches it must resist vs th
  level or become obsessed with finding her and begging
  forgiveness. He thinks he sees her everywhere, until she
  gets close, and he realizes he is wrong.
  • Sounds of singing, of children laughing, fade in and out.
  • Modest treasures of gold and jewels.
  • An ancient + full shield which, on close inspection,
  depicts a map of Old Thanor — including the location
  of Thenia.
  • Undead knights and courtiers.
  5•WANTED FOR HIRE:
  CARAVAN ESCORTS
  Essænce storms have made sea-lanes dangerous and a
  shortage of Navigators has created a demand for hired
  swords to protect trade caravans from raiders.
  Whether a short trip or a protracted campaign, char-
  acters can earn cash and gain tremendous travel experi-
  ence. Those who own Emer I could even extend the trip
  to Ormian or Izar.
  For a caravan campaign, we suggest a convoluted path
  hitting all the main cities and several smaller burgs which
  are particularly good sources of certain gemstones. Re-
  member, merchants rarely just want to get from point “A”
  to point “B”; there is an interdependent series of sales and
  purchases in a continuous loop. The more ambitious play-
  
  116
  Shadow World
  ers (and GM) might undertake a trade themselves, an ex-
  cellent role-playing opportunity with plenty of adventure
  possibilities along the way.
  Side-Track Options
  • Dealer offers a map or artifact rather than cash or the
  usual exchange
  • A village which mines titanium, needed to sell at a large
  city, is found mysteriously abandoned. Clues?
  • In a certain town the PCs suddenly find that their wares
  are no longer welcome.
  • The great marketplace of Kenezan is disrupted by the
  arrival of the Nameless One.
  • Their cargo of Red Tea from Malqanar, normally in de-
  mand in Ardania, is almost worthless because of a flood
  of tea in the market.
  • Etc. The possibilities for role-playing and testing PC in-
  genuity are endless!
  6•THE FIVE
  TROUBADOURS
  The Troubadours are a travelling group of vaudevil-
  lian entertainers, famous across Emer and Jaiman for their
  intricately harmonious ballads, acrobatic dancing, humor-
  ous skits and elaborate magic shows. They also have a repu-
  tation: whenever the Troubadours are in town, strange and
  inexplicable things happen.
  While most find this quintet a welcome break from
  daily routine, some (mostly oppressive rulers or schem-
  ing politicians) think they are troublemakers who bring
  bad luck.
  For the GM: Using the Five
  The GM might use the Troubadours in a number of
  ways:
  • First, they can serve as ready-made PCs for an immedi-
  ate adventure. The Troubadours are a group of ‘robin-
  hood’ style characters who travel Kulthea doing good
  deeds, helping the oppressed, etc. Essentially they are ap-
  prentice Loremasters, sometimes even taking on ‘mis-
  sions’ at the request of a Loremaster. Rather than using
  brute force, their skills lie in tricking their corrupt vic-
  tim into  exposing or sabotaging himself so that he is
  rendered powerless (sort of a fantasy ‘mission impos-
  sible’). Meanwhile the Five move on to the next town.
  They can also be employed by the GM to help the
  PCs on their own quest.
  • The PCs and the Five might unintentionally get in each
  other’s way somehow and become entangled. For in-
  stance, a PC might see one of the Five engaging in a sus-
  picious activity and try (with good intentions) to stop
  him. This could trigger a domino effect of failure and
  the PCs would be drafted to help fix things.
  • Finally, the GM may wish to alter the nature of the Five,
  making them less than altruistic ‘robin hood’ characters,
  and actual thieves who manage to pin the blame for rob-
  beries on others — perhaps the PCs!
  The Five
  Lanston: While he appears the most reserved and keeps
  to the background, he is the real leader of the group. He
  is extremely intelligent, observant, and intuitive. Lanston
  is the primary contact with the Loremasters and his
  dream is to become one some day. With blond hair and
  sea-green eyes, Lanston has the delicate — almost pretty
  — features typical of a Linær Elf, though he is shorter
  than average.
  Krys: A rare Faun who travels with other races, Krys is
  typically hyperactive, barely controlling his exuberance
  (and libido). He is a master of Trickery and sleight-of
  hand.
  Timmerlake: A tall, lanky, Linær with blue eyes and golden
  hair, he is perhaps the most charming and handsome of
  the group. He takes the lead in most songs and enchants
  the ladies with his golden voice.
  Jaycæ: Second lead singer behind Timmerlake, Jaycæ is a
  Loar, famous for his (usually unflattering) imperson-
  ations of local leaders. He and Lanston are lovers, though
  they do not flaunt the relationship.
  Játone: The half-Elven Monk employs his Changramai
  training as a stunning acrobat. He usually sports a goatee,
  a striking feature in combination with his Elven ears.
  Troubadour Missions
  Here are some brief ideas for missions requested in
  secret by the Loremasters. Note that of course these ideas
  can be adapted by the GM for other adventures.
  In many cases the Five use disguises, forged notes and
  letters to lure their targets into traps, and other subtle
  means to their ends.
  • Sel-kai: a Guard Captain is being bribed by House
  Alaxatan to smuggle illegal Poisons. Arrange to have him
  caught, and possibly also implicate the guilty house.
  • Xooba: The personal diary of “The Duchess” has fallen
  into the hands of an unscrupulous thief, who plans to
  sell it to the more ambitious Jerich. The diary contains
  plenty of damaging information which could upset the
  balance of the lords of the city. Unsavory as Xooba is, it
  is better off with the six lords in balance.
  • Ashenoq: Interior Minister Sorreyan Naron Chûk is
  blackmailing Shiryan Keana, the eldest son of the Shiryan
  Tarn. The young man has been seeing the daughter of a
  rival Tarn against his father’s wishes, and unless he steals
  certain information, Minister Chûk will reveal the clan-
  destine meetings.
  
  Emer Atlas II
  117
  ADVENTURE NPCS
  Name/Title
  Lvl Hits
  AT(DB)
  Sh Gr
  Melee Ob
  Missile Ob
  Mov
   Five Troubadors
  Lanston
  9
  96
  1(35)
  Y*
  N
  95bs
  81lb
  10
  Age:␣? (Appears ≈20), Ht/Wt:␣5´11˝/165, Hair/Eyes/Build: blond/green/defined, Dmnr:␣shy. Race: Linær. Profession: Bard.  Skills: Climb25;
  Swim20; Ride45; S&H15/40; Perc50; Acro70; Act65; Admin14; Cont30; Dance55; Diplom20; Disguise55; Jetski55; Lead25; Music70; Seduct20;
  Signal30; Sing85 (bass); Stra&Tac10; Subdu30; Track12; Trade31; Trick34; Tumble45. Spells: All Base Bard to 10th, 4 Open Essance to 10th. PP
  18 x 3=54. Items: +15 magic broadsword, +5 Elven longbow, gold ring, x3 Bard PP, Reversible red/black cloak, +20 to hiding.
  Krys
  8
  133
  5(40)
  Y
  N
  135bs
  95da
  5
  Age:␣? (Appears ≈30), Ht/Wt:␣5´10˝/170, Hair/Eyes/Build:␣brown(braids)/brown/muscular, Dmnr:␣mischevious. Race: Faun.
  Profession:␣Rogue.  Skills: Climb15; Swim20; Ride45; DTraps15; PLocks56; S&H/20/50; Perc25;  Acro77; Act24; Dance80; Disguise55; Gamb40;
  Music70; PubSp32; Sail34; Seduct10; Sing70 (contratenor); Subdu56; Trade20; Trick55; Tumble45; Items: +10bs, +20 returning dagger, +10
  unencumbering leather jerkin.
  Timmerlake
  7
  85
  1(30)
  Y*
  N
  82qs
  45lb
  10
  Age:␣? (Appears ≈ 18), Ht/Wt:␣6´2˝, Hair/Eyes/Build:␣blond/blue/slender, Dmnr:␣outgoing, teasing. Race: Linær. Profession: Bard.  Skills:
  Climb10; Swim20; Ride10; S&H10/60; Perc35; Rune10; Acro35; Act20; Dance94; Disguise55; Gamb15; Music86; PubSp15; Seduct115; Sing110
  (tenor); Subdu15; Tumble34. Spells: 4 Base Bard to 10th, 3 Open Essence to 10th. Items:+10 magic dír-wood quarterstaff, +100 vs breakage,
  will cast Deflections 2x per day. +5 longbow, diamond earrings: x3 Bard PP enhancer.
  Jaycæ
  10 118
  10(40)
  Y (Y)
  110bs
  88cb
  10
  Age:␣? (Appears ≈22), Ht/Wt:␣6´1˝, Hair/Eyes/Build:␣brown/blue/slender, Dmnr:␣serious. Race: Loar Profession: Rogue.  Skills: Climb15;
  Swim30; Ride10; S&H10/20; Perc30; Amb±9; MASt1-40; Acro45; Act10; Cont30; Dance75; Diplom10; Disguise55; Div10; Fals20; FA30; Lead25;
  Music80; PubSp20; Signal81 (hands); Sing95 (tenor); Sleep:110; Subdu45; Tumble43;  Items: tunic protects as AT 10 with no penaties, +10
  broadsword.
  Játone
  10 142
  1(90)
  Y*
  A
  MASt 4-80; MASw2-90;
  75 Jata
  10
  Age:␣? (Appears ≈20), Ht/Wt:␣6´4˝, Hair/Eyes/Build:␣brown/brown/muscular, Dmnr:␣carefree. Race: Erlin/Laan. Profession: Monk.  Skills:
  Climb20; Swim35; Ride40; Perc20; Amb±5; AMov45; Acro60; Act17; Cont30; Cook30; Dance55; Disguise55; FA70; Music60; Seduct35; Sing80
  (tenor); Subdu66; Tumble65; Spells: All base Monk to 10th. PP: 20x3=60. Items: +10 bracers, returning Jata, pendant, x3 Monk PP.
   Præten Pirate Ship White Shark
  Captain Rober
  11
  89
  10(35)
  Y
  Y
  108bs
  75cb
  15
  Age:␣41, Ht/Wt:␣5´9˝/165, Hair/Eyes/Build:␣brn/grn/muscular, Dmnr: cold, mercenary; Race: Shay; Profession: Rogue; Skills: Climb10;
  Swim40; S&H65/23; Perc71; Amb±6; Admin12; Diplom10; Div20; Fals17; Lead40; Nav60; PubSp23; RpMas34; Row30; Sail45; Signal20;
  Stra&Tac30; Trade15;  WeathW50; Items: +10 alloy broadsword, amulet of Stormwarning.
  First Mate Dano
  8
  76
  10(30)
  Y
  Y
  115bs
  65sb
  20
  Age:29, Ht/Wt:␣6´2˝/ 195 , Hair/Eyes/Build:␣blnd/blu/muscular, Dmnr: cool, witty; Race: Talath; Profession: Rogue; Skills: Climb20;
  Swim14; S&H10/25; Perc35; Amb±8; Acro20; Act10;  Dance10; Gamb15; Lead20; Nav30; RpMas20; Row10; Sail38; Seduct15; Signal15; StarG20;
  WeathW31; Items: +15 magical broadsword, black breastplate which does not encumber.
  Cabin Boy Jiri
  2
  34
  1(20)
  N
  N
  45ss
  50da
  15
  Age:␣15, Ht/Wt:␣5´11˝/145, Hair/Eyes/Build:␣blond/blue/slender, Dmnr:␣friendly. Race: Talath, Profession: Rogue.  Skills:  Climb15; Swim25;
  S&H10/35; Perc15; Acro20; Cook45; Dance10; Forage15; RpMas10; Row15; Sail25; Sing30; Tumble30; WeathW10; WdCrv10.  Items: +5 dagger.
   Forest of Ash
  Sentient Computer
  35 600
  14(0)
  -
  -
  --
  --
  0
  Age:␣? Dmnr: cold, protective; Profession: Mentalist; Skills: Perc65 (cameras inside ship); Diplom60; Lead40; PubSp63;  Sail45; Signal20;
  Stra&Tac80. Knows all Mentalist lists to 30th level, 3500 PP. Default Range is 100’ from ship, uses spells to extend it further.
  
  118
  Shadow World
  Ash Forest Map
  
  
  
  
  
   
  Ship Wreckage
  Ash Forest
  Scrubby Forest
  Scrubby Forest
  Poo-phû River
  Wreckage Detail
  Bridge
  Mechanical
  Cryo Bays
  Star Drive
  Star Drive
  
  Emer Atlas II
  119
  • PART XII •
  MAPS
  • PART XII •
  MAPS
  
  120
  Shadow World
  LANKANÔK
  Spine
  of
  Emer
  Eidolon �
  Sea of tears
  Xooba �
  Changramai �
  PRÆTEN
  � Ikeya
  Lan-sten R.
  Poo-phû R.
  Skûp  R.
  Bay of Arûl
  SEL-KAI
  (POCHANTOS)
  Forest
  of Ash
  � Um
  Kenezan �
  1.  Jinteni Lighthouse ruin
  2. Temple complex ruin
  3. Coral Road entry
  4. Thanor temple ruin
  5. 2nd era ruin in jungle
  � 8
  � 1
  � 3
  � 6
  � 7
  � 2
   � 4
  � 9
  � 5
  � Murlogi City
  6. Pinnacle of Gurgu
  7. Ancent ring of stones
  8. Lighthouse temple of Kligon
  9. Coral Road entry
  � Pahtôm
  
  Emer Atlas II
  121
  VOG MUR
  Mtns
  of Ash
  Ashenoq �
  Vœrken Mire
  Great
  Grove
  NUYAN-KHÔM
  Rust Mtns
  Black Sharksteeth
  REANDOR
  (THANOR)
  Lake of Glass
  � Tendorn
  � 1
  � 2
  � 3
  1. Castle Ruin
  2. Ruin Lord Andreas’ castle
  3. Althan lighthouse ruin
  4. Thanorian city ruins
  5. Ruins of Thenia, Thanorian capital
  6. 2nd Era temple to Cay
  7. Gryphon Eyrie, Nuyan holy place
  8. Ruins of Thanorian watchtower
  9.  Althan Underground complex, re-opened by Jenkyna
  Isles of Four
  Winds
  Mtns
  of Ash
   � 4
   � 5
   �
   � 6
   � 7
  SEL-KAI
   � 8
  � 9
  
  122
  Shadow World
  Ardania
  North Bank
  South Bank
  Palace
  Empire
  Ruin
  
  Emer Atlas II
  123
  1. Danarchis Consulate
  2. Nuyan Khôm Consulate
  3. Námar-Tol Consulate
  4. Kaitaine Consulate
  5. Lys Consulate
  6. Rhakhaan Consulate
  7. Painting Gallery
  8. Sculpture Gallery
  9. Eidolon Historical Museum
  10. Ullizi Mansion
  11. Gerion-Tyes Mansion
  12. Maari-tasaka Mansion
  13. Gugulon Mansion
  14. Valmarana Mansion
  15. Four Winds’  Inn
  16. House of Dreams Inn
  17. Harvest Home Dining House
  18. The Green Veranda Dining House
  19. Taminger’s Jewelry
  20. Vista Apothecary
  21. Dallingen Herbs
  22. Xanthar Jewellers
  23. A Keen Edge
  24. Captured Sunlight Smithies
  
  124
  Shadow World
  Black Sharksteeth
  Isles of Four Winds
  1. Coral Road Entry
  2. Thanor Outpost Ruins
  3. Vog Usuiva (E “Waters of Death”); Maelstrom of
  Quodoris
  3
  � 2
  Barren Ocean
  � 1
  Esov Sulem
  
  Emer Atlas II
  125
  Free City of Xooba
  Satin Quarter
  Satin Quarter
  Satin Quarter
  Satin Quarter
  Satin Quarter
  Gold Quarter
  Gold Quarter
  Gold Quarter
  Gold Quarter
  Gold Quarter
  Blue Palms
  Blue Palms
  Blue Palms
  Blue Palms
  Blue Palms
  Quarter
  Quarter
  Quarter
  Quarter
  Quarter
  Docktown
  Docktown
  Docktown
  Docktown
  Docktown
  Sinking Bridges
  Sinking Bridges
  Sinking Bridges
  Sinking Bridges
  Sinking Bridges
  Moonsong
  Moonsong
  Moonsong
  Moonsong
  Moonsong
  Quarter
  Quarter
  Quarter
  Quarter
  Quarter
  • Nightingale Inn
  
  126
  Shadow World
  LANKANÔK
  Sea
  of
  Votania
  Lapinar Sound
  Spine
  of
  Emer
  LYGAAR
  Peaks
  of
  Pelegris
  Morbeck
  Ardania �
  Coronan �
  Logor Swamp
  Cloud Pass
  Qye �
  Níev �
  Arakin �
  HÆSTRA
  � Kûl-chaa
  T’voca R.
  Fulla R.
  Torish R.
  Lene R.
  1.  Holy Temple of Akalatan
  2. 2nd Era ruins
  3. Lankan Temple group
  4. Empire Outpost ruins
  � 4
   � 1
  � 7
  � 5
  � Libris
   Tarakis
  �
  Spine
  of
  Emer
  � Phanôk
  � 6
  � 2
  � Kenturk
   � 3
  5. Shay town ruins
  6. Shay town ruins
  7. Empire castle and town ruins
  
  Emer Atlas II
  127
  � Nôm Rul
  Surt Naduum
  ARÛL
  Green Mountians
  Blackwater Bay
  Lapinar Sound
  Bay of Zalkali
  Circular Sea
  LYGAAR
  Peaks
  of
  Pelegris
  8. Lighthouse/town ruin
  9. Jinteni ruin
  10. Ancient temple complex of Nûr
  1. Oasis
  2. Oasis
  3. Lankan temple group/oasis
  4. Lighthouse ruin
  5. Temple to Valris
  6. Lighthouse/castle ruin
  7. Coral Road entry
  1 �
  2 �
  5 �
  9 �
  7 �
  � Shaito
  � Kûru Kal
   � 6
   � 8
  10 �
  11 �
   � 4
   � 3
   �
   �
   �
  
  128
  Shadow World
   � Thenia
  � Ashenoq
  The Voerken Mire
   �
   �
   �
   �
   �
   �
   �
  
  Emer Atlas II
  129
  � Orv Cibur
  � Varnost
  Dalov Purll
  Ornuil Krem
  Orn Arac
  Orv Dalov
  Encla Dalov
  Dalov
  Sel Kirn
  1. Coral Road Entry
  2. Jinteni Ruins
  3. Vog Usuiva (E “Waters of Death”); Maelstrom of
  Quodoris
  4. House of Centaurus
  5. House of Jeranian
  6. House of Betaran
  7. House of Nikaru
  � 1
  � 8
  � 9
  � 5
  Surt
  Naduum
  Var Maas
  � 7
  � 13
  8. The Tetsu Monastery at Kodoris
  9. Observatory of Ordye Mur
  10. Coral Road Entry
  11. Temple to Jaysek/Kieron
  12. Abandoned temple to Shaal
  13. House of Vikanira
  3
  � 4
  � 6
  � 2
  � 1
  � 12
  � 11
  Esov Sulem
  
  130
  Shadow World
  Index
  Index
  Index
  Index
  Index
  AAAAA
  Abyss of Pain  88
  Aenfaw  113
  Aenor  27
  Agara-Klysus  26
  Ageren Vuk  22
  Agoth Reliquary  90
  Agyra  24, 44
  Ahn Sye Ni-Vulma  20
  Ahn sye Nokora  20, 112
  Ahn sye Nomoke  20
  Ahn sye Shan  20
  Ahn sye Takla  20
  Ahn sye Talaus  20
  Ahn sye Woloka  20, 114
  Ahn sye Zanar  20
  Ahren-lyax  19
  Ahrenlaakh  25
  Ahrenraax  20
  Airbarges  25
  Akaal  24
  Akalatan  18, 88
  A’kesh  18
  Akvaro  51
  Aldari  19, 43
  Aldaron  19
  Alliance
  19, 20, 21, 23, 24
  Alpaca  46
  Andaras  17
  Andraax  15, 18, 24, 68
  Anzeti  43
  Ardania  27
  Arion  18
  Arûl  18, 38
  Arul, Gulf of  50
  Asamis Arg  18, 28, 68
  Ash Forest  39
  Ash Lairs  37, 50
  Ash Mountains  37
  Assembly of Citizens  103
  Avatars  16
  BBBBB
  Bay of Serenity  96
  Bay of Zalkali  38
  Betaran  104
  Birds  46
  Black Prince  19
  Black Sun  24
  Black Winds  35, 54
  Blackwater Bay  38
  Blissful Kingdom of
  Pochantos  25
  Blood Clan (Nuyan)  98
  Blue Palms Quarter  63
  Bokorean United
  Kingdoms  26
  Book of Gates  22, 23
  Buir Vurd  104
  Burning Abyss  19
  Butterfly Scepter  26
  CCCCC
  Camel  46
  Carctira  65
  Castles  105
  Centaurus  104
  Changramai  16
  Charón  15, 81
  Cho-Na-kudai  22
  Church of the Pantheon
  72
  Church of Zanar  22
  Cicala Grass  40
  Circular Sea  17, 18, 38
  Citadel of the Morning
  62
  City of the Dead  27
  clan braid  94
  Climate Map  34
  Cloud Clan (Nuyan)  98
  Cloud Gate  91
  Cloud Pass  11, 91
  Cloudlords of Tanara  27
  Codex Akalatan  29
  Comet  19, 25
  Compasses  17
  Coral Road  15, 17, 63
  Council of Karilôn  16
  Crimson Cloak  20
  Cronagenic hibernation
  15
  Crowns of Jaiman  18
  Crystal Cliffs  37
  Crystalline Death  113
  Cult of Klysus  82
  Cult of the Cobra  18
  DDDDD
  Daath Leerssoi
  17, 18, 25
  Dændarus  26
  Dænku Ahrenreth  19
  Dænkú Ahrenreth
  16, 19
  Dalla Veurd  53
  Daloiv Kirnvar  37
  Dalov Perll  52
  Dano  135
  Dark Gods  15
  Dekdarion, T’vaar  16
  Dhrayan  98
  Dia Khovaria  26
  Docktown  63
  Dragon Helms  17
  Dragon Kingdom  18
  Dragons  47
  Dreamvine  40
  Dryads  15
  Dúbach  90
  Duchess  63
  Dulucaborn  17, 55
  Dulucaborn, Tower of  60
  Dusdurbulgaur  25
  Duskwalkers  15
  Dust Storms  35
  Dyari  43
  EEEEE
  Earthwardens  15, 59
  Eidolon  24, 51
  Eight Orders  20
  Elar, Prince of Námar-Tol
  103
  Electric Ray  41, 50
  Elemental Demons  47
  Elementals  46
  Elor Once Dark  26, 54
  Elves  42
  Emerian Empire  14
  Empire of the Black Sun
  24
  Encla Turic  52, 56
  Endless Sea  25
  Erlin  14,   43
  Essænce  14
  Essænce Storms  39
  Estar of Leonas  21
  Eternal City  89
  Evil Ones  24
  Eye of Utha, Northern  26
  Eyes of Utha  15, 16
  FFFFF
  Faaw Shryaac  19, 20
  Faaw Shryaak  26
  Fey Folk  15
  Final Spell  68
  Fiori’k’hrina Confedera-
  tion  27
  First Zanarian Purge  22
  Flurayan  98
  Forest of Ash  39, 91
  Forest of Norg  91
  Fossil Industrial Age  9
  Free City of Xooba  62
  Frost King  17
  GGGGG
  Gart  65
  Gart, Mausoleum of  56
  Gartyl  42
  Gethanen  16, 18
  Gethyra  26
  Gholach  68
  Giant Squid  41
  Giants  47
  Gold Quarter  63
  Golden Dragon
  18, 27, 29. See also
  Kydak Dûm
  Gort  40, 77
  Great Drakes  17
  Great Grove  68
  Green Mountains  37
  Gref Lew  106
  Gregir Ornskold  66
  Grekka Spider  41
  Gryphon  42
  Guarded Isle  19
  Guardian Mind  24
  Gudd Tyl: the Ale Hall  58
  Gulf of Arûl  38, 50
  Gyshon Vurg  25
  HHHHH
  Hard Winter  27
  Haunted Wastes of
  Thanor  68
  Heart of Agoth
  26, 29, 30, 90, 113
  Hemafly  41
  Herald of Darkness  28
  Honakh  62
  House of Blue Palms  80
  Hûta’arn  20
  Hutsua Kang  24
  IIIII
  I-chaal  26, 88
  Iæn Shiin  27, 113, 114
  Ikeya  62
  Ilarsíri  18
  Ilmaris Terisonen  15
  Ilorian  44
  Inis’ Fingers  41
  Iron Age  9
  Iron Wind  18
  
  Emer Atlas II
  131
  Iruaric  14
  Isle of Fire  22
  Isle of Glass  113, 114
  Iylar  14
  Iyxia  17
  JJJJJ
  Jaaderi  43
  Jade Clan (Nuyan)  98
  Jaysek  17
  Jenkyna  24, 69
  Jerak Ahrenreth
  19, 22, 113
  Jeranian  17, 104
  Jerel of Plasidar  27
  Jerich  63
  Jha’ani-Quor  90
  Jho-yan  98
  Jhyan  98
  Jineri  43
  Jinteni  15, 44
  Jiren  105
  Jiri  135
  Jiri Lichen  41
  Jush  17
  Justiciary  103
  KKKKK
  Kadæna  15
  Kæden  69
  Kæden Queen  71
  Kægauriss  71
  Kailoq  50
  Kai’sa Peninsula  51
  Kaitaine  23
  Kal-chah  24
  Kal’chah  24
  Kalon  27
  Kaonulo  51
  Karilôn  15, 29
  Karis River  39
  Karzôk  24, 78
  Karzôk Lankan  24
  Keepers of Buir Dom
  60, 65
  Kelestia  17, 18, 96
  Kelp Forest of Kyrah  50
  Kenezán  24, 79, 88
  Kesilex  22
  Khraghon  69
  Khûm-kaan  20, 21
  Khurtûm  77
  Kingdom of a Thousand
  Dawns  15, 16, 17
  Kirin T’thaan  15
  Klu-kala  69
  Klyrunyak  113
  Klysus  24, 82
  Komaren Isles  21
  Kraken  41
  Krelij  17
  Kritiri  102
  K’ta’kuli  25
  K’ta’viiri  14
  Kugor  14
  Kuluku  21, 24, 26, 27
  Kyan  98
  Kyan Kitanor  96
  Kydak Dûm  18, 27, 29
  Kyras  63
  LLLLL
  Laan  43
  Lahryan  98
  Lankan Calendar  82
  Lankan Empire  25
  Lankani  24
  Lapinar River  39
  Lapinar Sound  38
  Late Bronze Age  9
  Late Renaissance  9
  Late Stone Age  9
  L’chye Baentar  26
  L’chye Herónath  26
  Leaf Clan (Nuyan)  98
  Lictors  103
  Linæri  42
  lingering pain  23
  Llama  46
  Loari  42
  Loarik  14
  Logor Swamp  39
  Lon Lemira  59
  Lonely Ocean  39
  Lonely Sea  15
  Lord of Ardania  26, 113
  Lord of Encla Turic  18
  Lord of Light  17
  Lord of Night (Akalatan)
  88
  Lords of Orhan  14
  Loremasters  15
  Luarto Shang  22
  Lugrôki  25, 44
  Lygaar  24, 26, 113
  Lys  23
  M
  M
  M
  M
  M
  Mammals  46
  Market Circle, Kenezán
  88
  Master of Malice
  16, 18, 55
  Master of the Sun  82
  Masters of Emer  16
  Mataru  94
  Mausoleum Gart  56
  Mavaun  77, 88
  Medieval Age  9
  Melurian Straits  38
  Middle Stone Age  8
  Moon Clan (Nuyan)  98
  Moonsong Quarter  63
  Morbeck Highlands  28
  Morion  63
  Morloch  20
  Mormiren  71
  Morphus  90
  Mujari  90
  Murlogi  44
  Myri  44
  NNNNN
  Naiads  15
  Námar-Tol  17, 18, 23
  Nameless One
  18, 25, 26, 29, 90
  Navigator Guild Alliance
  17
  Navigators  17
  Nebula Queen  91
  Nemrais Mur  59
  Nexus  17
  Night Hound  42
  Night of the Third Moon
  82
  Nightflyer  25
  Nikaru  104
  Nimira  16
  Nizzar Root  40
  N’koru  27
  Nôm Rul  38, 98
  Nomikos  16
  Nor  16
  Notanu  98
  Numbing Leech  41
  Nuyan  22
  Nuyan Khôm  20, 21, 26
  Nuyásu  14
  Nymphs  15
  O
  OO
  O
  O
  Obsidian Pass  98
  Ochu  44
  Oevaag Baas  52
  Ohtani Y’nar  96
  Old Race  16
  Old Stone Age  8
  Omiar Akalataru
  29, 81, 87
  Ondoval  22, 29
  One Hundred and One
  60
  Oran Jatar  17
  Orbaal jen Zamain  17
  Orbis  16, 17, 18
  Ordainer  50
  Order of the Cloak
  20, 22
  Order of the Eye
  20, 22, 27, 114
  Order of the Flaming
  Sword  20
  Order of the Four Winds
  20
  Order of the Hand
  20, 21
  Order of the Ring  20
  Order of the Silver Sword
  112, 113
  Order of the Sun  20
  Order of the White Flame
  22
  Order of the Wind  22
  Ordye Mur  106
  Ordye Throg  53
  Orhan Marble  60
  Orhyan  98
  Orlhach  50
  Orv Cibur  106, 107
  Outer Circle, Kenezán  88
  Overlords of Orbis  94
  PPPPP
  Pahtôm  91
  Pakaal  18
  Palace of the Butterflies
  98
  Pale Men  24
  Pales  14, 15
  Palia  17, 18
  Patricians  103
  Pelegris  37
  Period of Consolidation
  19
  P'har Ahnekar  26, 88, 92
  Pillar of the Gods (  14
  Pirates of Præten  62
  Plasidar  27
  Plateau of Arûl  39
  Plebians  104
  Pochanti Territory  90
  Pony  46
  Præten  62
  
  132
  Shadow World
  Priests Arnak  16, 18
  Prophet of Valris  28
  Puirl Buirn  35, 54
  Purll Cibur  52, 54
  Pyramid of Kings  89
  Pyramid of the Snake  89
  Pyramid of the Sun  89
  Q
  QQ
  QQ
  Quadrangle Court,
  Kenezán  89
  Quaidu  44
  Quarnak  25, 41
  Quentar Daal  19
  Quetax Xok  90
  Quon  24, 113
  Q’venna  26
  Qye  91
  RRRRR
  Races  42
  Raven Queen  24
  Razorgrass  40
  Reandor  23, 71
  Red Cliff caverns  50
  Relas Ardan  114
  Reliquary, of Agoth  90
  Rendanaar  104
  Rings of Ice  16
  Rober  135
  Rorg  19, 55
  Roth the Flamboyant  68
  Rust Clan (Nuyan)  98
  Rust Mountains  37
  SSSSS
  Sæzur Vranuk  17
  Saffron Clan (Nuyan)  98
  Sa’kain  16, 17
  Samli  16, 19
  Sanctified  78
  Saren Xanaari  103
  Satin Quarter  63
  Screaming Eel  42
  Sea of Tears  38
  Second Zanarian Purge
  23
  Sel-kai  23, 51
  Selia Rendanaar  27
  Sendar  18, 89
  Sendil  18, 89
  Sentinels  19
  Serpent Twins  78
  Shadowed Secret  29
  Shadowstone  15, 23, 25
  Shæsra Talæl  17
  Shanarak  21
  Shar-Bu  30
  Shards  19
  Shards of Ubenmas  27
  Sharksteeth  37
  Sharksteeth Bight  38
  Shay  44
  Shinh Archipelago  21
  Shiryan  98
  Shoneb Empire  24
  Shuluri  43, 50
  Shulushú  41
  Silaar  17
  Silver Forest  16, 17
  Sinking Bridges  63
  Sirens of Sorak  16
  Sittachi T’siir  66
  Sky Clan (Nuyan)  98
  skyship  24
  Skystone  19
  Snitch Ninefingers  66
  Solar Guard  82
  Solev Kirik  41
  Sorreyan  98
  Soulsword  15, 25
  Srill  25, 42, 77
  Ssoei Womiis  18, 71
  Ssoei Womuul  18, 71
  Ssoiayig Saer  17
  Stone Age  8
  Storm Hawk  42
  Storm Heralds  22, 28
  Storm Wizard  28
  Straits of Meluria  38
  Sulfean  28
  Sun Torque  84, 92
  Swamp Star  41
  Swordmaker  17
  Syka’av Klytaru  81
  Sylphs  15
  TTTTT
  Ta-lairi  43
  Talath  44
  Talisman of Hiding  19
  Tana  63
  Tanai  44, 63, 69
  Tanris Dekdarion  16
  TARA  26
  Tarania  30
  Taranians  15
  Tasan Nuyin  20
  Telpi Grass  40
  Temple of Separation
  81, 89
  Temple of Union  81, 89
  Tendorn  71
  Terenis  21
  Tethior  18, 25
  Tethior the Smith  17
  Tetsu  99
  Tetsui Monks  94
  Thalan  19
  Thanor  17, 68
  Thanor Stand  68
  Theg  61, 65
  Thenia  18, 69
  Thesians  44
  Third Moon  81
  Thokot  40
  Thourghbred  46
  Tinturi  26
  Tishiri Ha’an  96
  Titans  16
  T’loc-loc  28, 44
  To’tanaur  25, 94. 99
  Tower of Dulucaborn
  58, 60
  Trogli  44
  Trolls  47
  Turquoise Clan 98
  T’vaar Dekdarion  16
  T’voca River  39
  Twin Stars  96
  UUUUU
  Ulya Shek  24
  Umli  16, 17
  Undead  48
  Underworld  88
  Unlife  16
  Ur-Goren  62
  Ur-Shaan  62
  Usiva Krem  53
  Usiva Perll  52
  Utha  15
  Utor Keza  26
  VVVVV
  Vaalg Stoyy  18
  Valaan  22
  Var Maas  104
  Varnost  106
  Vashaan Domain  27
  Verya  16, 17, 18
  Viceroy of Pochantos  91
  Vikanira  104
  Viper Guard  90
  Vœrken Mire
  18, 28, 39, 69
  Vog Mur  17, 18, 23, 52
  Vog Usuiva  38
  Vopana Isles  51
  Voriig Kye  18, 27, 55,
  61, 65
  Votania  16
  Vour, Tower of  19
  Vulthon Empire  27
  Vurg  25
  Vurt Usuiva  106
  W
  W
  W
  W
  W
  Wall of Mighty Stone  96
  Warhorse  46
  Wars of Dominion  94
  Watching Eye  59
  Weather Chart  34
  Welsariel  65
  White Dragon  17
  White Swan  27
  Wode Baas  106
  Wôrim  15
  Wyverns  47
  XXXXX
  Xagur  99
  Xaipoch-tal  90
  Xanaari  103
  Xarth sye Vurna  62
  Xeldara  66
  Xenium  106
  Xooba  62
  X’rek  63
  YYYYY
  Y-tarmen  27
  Yarkbalka  112
  Yarkbalkas  27
  Yellow Death  23
  Yiatris  104
  Yindara  88
  Y’nari  44
  Yultûm  29
  ZZZZZ
  Zagul  24
  Zalkali, Bay of  38
  Zanarian Purge, Second
  23
  Zinvar  25
  Zori  43
  
  Over a Mountain Pass
  Copyright © 1999 Terry K. Amthor & Iron Crown Enterprises. All rights
  reserved. Map by David Martin. Renderings created by Terry K. Amthor.
  Shadow World® is a trademark of Iron Crown Enterprises, Inc.
  Fulla River
  Scorpion Ridge
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  The Vœrken Mire
  Arûl Wastes
  
  � Aquitar
  0
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  800 miles
  Kaitaine �
  � Port of Izar
  � Artha
  � Sel-kai
  � Ikeya
  � Ardan City
  � Tiryn
  � Ajan
  Varnost �
  � Ashenoq
  � Kenezán
  PRÆTEN
  NUYAN-
  KHÔM
  (LYGAAR)
  LYS
  ITANIS
  VAJAAR
  KOMAREN
  BARELLIS
  RASHELLES
  TALÆN
  QUON
  RULAASH
  MALQANAR
  LANKAN
  EMPIRE
  (POCHANTOS)
  (ARUL)
  VOTANIA
  (THANOR)
  Bay of Izar
  Rælian Bay
  Bay of
  Zalkali
  Circular Sea
  Barren Waters
  Swirling Sea
  Bay of Songs
  Sea of Gold
  Lonely Sea
  Sea of Glass
  Bay 
  of Uj
  Dead 
  Sea
  Forbidden Sea
  Hæstra
  Tai-emer
  Silaar
  Námar-Tol
  Uj
  Ræl
  Khûm-kaan
  Onar
  Hæstra
  Tai-emer
  Silaar
  Námar-Tol
  Uj
  Ræl
  Khûm-kaan
  Onar
  � Orv Cibur
  � Xooba
  ISBN:1-883716-14-4   Stock# 6120
  
SOURCE: textdata/thevault/Shadow World/Shadow World Emer Book II - The Northeast.pdf