TEXT: QUODETH
  You are a citizen of Quodeth, known throughout hule as the 
  City of Merchants, the City of a Hundred Bridges, the City of the 
  Peacock . . . and the City of hieves. 
  Quodeth lies at the mouth of the Quosa River, a strategic 
  waterway that serves as the most vital trade route in all of hule. It is 
  rich, decadent, and corrupt, a city of fantastic wealth and shocking 
  poverty. Quodeth is also quite old, and is home to mysterious tem-
  ples and countless astrologers, fortune-tellers, and self-proclaimed 
  seers. Character narratives that are well-suited for a Quodethi 
  include Atlantean noble, free blade, guardian of the Nine, initiate of 
  mysteries, panjandrum, Quodethi thief (naturally), sacred slayer, and 
  soothsayer.
  YOUR HOME
  People from Quodeth (pronounced kwoh-deth) are known as 
  Quodethi.
  • Quodeth is the largest and richest of hule’s cities. It is located
  between the Kalayan Sea, the inland sea of hule, and the
  Atlantean Ocean. A vast amount of trade lows through the city
  every day.
  • Most Quodethi are humans of the Kalay ethnicity, but many
  of the noble houses still lay claim to Atlantean bloodlines.
  As a thriving center of trade, people from all over hule visit
  Quodeth.
  • he ruler of the city is the beautiful young queen Deyane
  Hazeda, a igurehead who is irmly guided by the Grand Vizier
  Ibland Posk and a royal council. However, the real power in
  Quodeth is in the hands of half a dozen powerful thieves’
  guilds.
  • he Seven Knives are the strongest of Quodeth’s thieves’ guilds,
  numbering hundreds of toughs, cutpurses, assassins, and smug-
  glers. Secret chapters of Seven Knives agents operate in most of
  hule’s major cities.
  • he goddess Ishtar is regarded as Quodeth’s special protector,
  but large temples dedicated to Mithra, Tarhun, and Set also
  stand within the city walls.
  QUODETHI VALUES
  Outsiders sometimes view Quodethi as a race of greedy, corrupt 
  shopkeepers and thieves, devoid of honor and not to be trusted 
  if there’s a copper piece to be gained. It is true that the people of 
  Quodeth value ambition and industriousness as the keys to build-
  ing a good life for oneself, and that bribes low like the waters of 
  the River Quosa throughout the city—nothing important happens 
  without someone’s palm being greased. But Quodethi see wealth as 
  a means to an end: Living the good life. Quodethi are sophisticated 
  and unashamed about enjoying the pleasures in life, and those who 
  can aford it are often hedonists of the irst degree. Driven to seek 
  success by any means, Quodeth’s people are often highly supersti-
  tious and pay great attention to anything that might ofer a glimpse 
  of what fortune holds in the future. As a result, astrology and sooth-
  saying are highly regarded professions in Quodeth. 
  MANNERISMS 
  AND SAYINGS
  Quodethi love lowery speech, exaggerated praise for others, and 
  exaggerated humility when referring to themselves. For example, 
  instead of saying, “I want . . .” a Quodethi might say something like, 
  “Your humble servant begs . . .” and instead of saying, “I defeated 
  the monster,” a Quodethi would instead say, “Fortune smiled upon 
  me, and delivered my foe into my hands.”
  Typical Quodethi sayings or turns of phrase include:
  • “A rich man never wants for friends.” By this, a Quodethi
  means that you should be wary of people who are drawn to you
  only by your success.
  • “hat canal has many bridges.” Scores of canals crisscross
  Quodeth, and most are bridged by multiple streets. his simply
  means that there are many ways to solve any given problem.
  • “Gold holds no quarrels.” he common wisdom in Quodeth is
  that it’s foolish to let a slight or wrong from the past stand in
  the way of making a deal today, although a Quodethi would
  certainly be on guard when dealing with someone who previ-
  ously dealt in bad faith.
  
  BEYOND QUODETH’S 
  WALLS
  Since Quodeth is a major trading power with interests in many 
  distant lands, most educated Quodethi are fairly well informed 
  about the far corners of hule. However, your fellow citizens tend to 
  assume that things that happen in other lands don’t really matter to 
  Quodeth.
  • Atlantis sank beneath the waves 300 years ago, but Atlantean
  culture and noble families still hold sway in cities such as
  Katagia, Orech, and Quodeth itself.
  • Many of Quodeth’s merchants import ivory, furs, gemstones,
  and spices from barbaric lands elsewhere in hule: the wind-
  swept tundra of the Lands of the Long Shadow, the savage
  shores of the Kalayan Sea, or the exotic jungles of distant
  Dhar Mesh.
  • Ruins of pre-human civilizations can be found throughout
  hule. he serpentmen ruled over much of the Kalayan Sea
  region. Primitive brutes such as cyclopes, minotaurs, and trog-
  lodytes lurk in the Zinandar Mountains of eastern hule.
  • Most of hule is temperate, but the northern portions of the
  continent—the Lands of the Long Shadow—are slowly falling
  under the dominion of the glaciers.
  • Corsairs and slavers plague the waters of the Kalayan Sea,
  and barbaric raiders harry the coasts of the Atlantean Ocean.
  Quodeth maintains a strong leet to guard against these threats.
  THREATS AND 
  ENEMIES
  Quodeth is relatively strong and secure. Few enemies are in position 
  to directly threaten your homeland, but you worry about the threats 
  you don’t know about yet. Your natural enemies include rival cities, 
  barbarians, and cults hidden within Quodeth’s own walls.
  Rival Cities: Katagia and Lomar are signiicant rivals to Quodeth. 
  Each would like to sweep Quodeth’s trade from the seas and 
  make itself the dominant city of hule. Lomar in particular is 
  dangerous, since it has warred with (and destroyed) other rivals in 
  recent years.
  Barbarians: It seems that every few years some new chieftain 
  or khan arises in the hinterlands and unites the tribes of Dhar 
  Mesh or the Lands of the Long Shadow into a mighty horde. 
  Some tribes such as the Hurgans or the Ammurs are friendly to 
  Quodeth’s traders, but every year it seems there are more savages 
  and raiders, and their incursions grow ever bolder.
  Cults: Quodeth’s alleyways and buried ruins are riddled with cults 
  worshiping terrible, inhuman gods. Most are madmen likely to 
  bring about their own destruction by meddling with things not of 
  this world, but what if one day the stars are right, and their prayers 
  are heard?
  
  KATAGIA
  Your home city is Katagia, the Last Bastion of Atlantis. Here the 
  learning and lore of the mightiest empire ever known are still held in 
  high regard, but the Atlanteans are a race in decline. Whether some 
  memory of the glory of Atlantis survives into the Age of Man or fol-
  lows the sunken empire into darkness and ruin remains to be seen.
  Katagia lies in western hule, on the southern coast of the Nar 
  Highlands. It is a strongly fortiied city-state whose walls and towers 
  were built by Atlanteans at the height of their empire. While much 
  Atlantean learning is preserved in Katagia’s vaults and scriptoriums, 
  the city also recalls the old martial traditions of Atlantis with spec-
  tacular gladiatorial games. Good choices for Katagian character nar-
  ratives include Atlantean noble, bearer of the Black Book, Katagian 
  pit ighter (of course), myrmidon, and occult scientist.
  YOUR HOME
  Natives of Katagia (pronounced kah-TAY-jee-ah) are known as 
  Katagians.
  • Katagia was the capital of the Atlantean colonies on hule.
  Even though Atlantis was swallowed by the sea three hundred
  years ago, Katagia remains the center of Atlantean culture and
  learning on the primeval continent.
  • More people of Atlantean descent live in Katagia than in any
  other city of hule, but there are large minorities of native
  hulean races—especially Dhari and Kalays—present in
  the city.
  • Katagian politics are complex and contentious. he Saursanists
  are closely aligned with the ruling house of Lord Protectors and
  believe Katagia can best preserve Atlantean advances by keeping
  itself apart from hule. he Diluvials argue for founding a new
  monarchy and subjugating hule to Atlantean dominion. he
  New Katagians want to shed the ways of Atlantis altogether.
  • Gladiatorial games are Katagia’s pride, but in recent years they
  have become bloodier and more brutal—a sign of civic deca-
  dence, perhaps.
  • Occult studies are shunned in many other cities, but Katagians
  value knowledge of all kinds. Arcane students can pursue their
  interests here with few worries about the disapproval of the
  authorities, and the city’s libraries and scriptoriums hold a vast
  wealth of ancient lore.
  KATAGIAN VALUES
  Atlanteans are the most literate of hule’s peoples, with long 
  traditions of scholarship, scientiic inquiry, philosophy, poetry, and 
  drama. Most adults can read and write, and are familiar with the 
  great epics of their culture. Katagians hold knowledge in the highest 
  regard, and honor individuals who have achieved mastery of any 
  skill or art. Katagia preserves many of the old noble lines of Atlantis 
  and is more class-conscious than most other realms of hule, but is 
  also highly meritocratic at the same time. Common-born citizens 
  of Katagia enjoy many rights and privileges before the law, one of 
  the prouder legacies of ancient Atlantis. Not even the most powerful 
  noble houses can trample on these rights.
  MANNERISMS 
  AND SAYINGS
  As you might expect, Atlantean manners and mores are the rule in 
  Katagia. Katagians delight in debate and discourse, and think noth-
  ing of engaging in ierce arguments that might bring other people to 
  blows. hey are also fond of using famous characters or events from 
  the city’s epics to illustrate their points, which can be diicult for 
  strangers who aren’t familiar with those works. 
  Typical Katagian expressions include:
  • “Build the house how you like, but save the roof for last.” he
  Katagian love of learning means that they admire individuals
  who set out to master new skills. However, they also think the
  best way to master new skills is to pay attention to tried and
  true methods.
  • “Pride crowns a thousand kings.” Katagians believe that dignity
  and honor cannot be given or taken away; they are a choice. Do
  the best that you can do, and self-respect is an ample reward.
  • “Stones speak to the wise.” Educated people can infer things
  from signs or evidence that less-experienced people may not
  realize are important. he saying originally referred to the
  ruined walls and buildings of ancient times and what scholars
  could learn from them.
  
  BEYOND KATAGIA
  As the former capital of Atlantis’s empire in hule, Katagia retains 
  links to many former Atlantean colonies. he average Katagian is 
  well acquainted with the major cities of the continent and prospers 
  from this ongoing trade. However, Katagians have a blind spot: hey 
  know little of hule’s barbaric interior and rarely venture far from 
  the continent’s coastal settlements.
  • Atlantis sank beneath the waves 300 years ago, but Katagia
  was home to many Atlantean colonists and administrators who
  maintained Atlantean control of the city. Atlantean culture (and
  bloodlines) can also be found in Orech or Quodeth.
  • East of Katagia lie the Claws of Imystrahl, a rugged coastline of
  islets and jordlands with many old settlements and small city-
  states. he elven city of Imystrahl has fallen into decadence, and
  Katagia is well-positioned to bring the Claws under Atlantean
  dominion.
  • he Nar Highlands lie north and west of Katagia. hese plains are
  home to many strong and warlike barbarian tribes, including the
  Kal Keori and the Narthans. Great hordes have formed in Nar in
  the past, but none have come close to breaching Katagia’s walls.
  • he coastlands around Katagia are temperate, but the interior
  of hule is illed with sweltering jungles and swamps, while the
  northern marches are slowly becoming consumed by gla-
  ciers. he ice is also advancing in the high vales of the nearby
  Starcrown Mountains.
  • Katagia is one of the three great powers of hule; the others are
  martial Lomar, and mercantile Quodeth. Neither of these rivals
  can match Katagia’s learning and culture, of course.
  THREATS AND 
  ENEMIES
  Katagia is one of the stronger cities in hule, and massive fortiica-
  tions protect its landward approaches. Unfortunately, the walls are 
  needed—barbarian hordes and savage raiders from the highlands 
  of Nar, the jungles of Dhar Mesh, or the distant shores of Hellumar 
  pose a serious threat to Katagia.
  he Black Circle: he sinister city of hran is under the dominion 
  of the Black Circle, a society of masked mages who harbor dreams 
  of dominion over all of hule. Katagia is one of the few realms in 
  hule that comes close to matching the Black Circle in magical 
  might. Because of that, Katagia is the object of many Black Circle 
  schemes, even though most Katagians have little concern about 
  events in far-of hran.
  Atlantean Lore: Many dangerous artifacts and magical secrets sur-
  vived the fall of Atlantis. Some of these have been preserved in the 
  vaults of Katagia’s noble houses. With every passing generation, 
  more of these old devices or tomes are forgotten, including some 
  that hold terrible power and should be guarded carefully.
  Factional Strife: he various political factions vying for control of 
  the city are growing more distrustful of one another and are more 
  inclined to seek confrontation than compromise. he factions 
  constantly vie for the support of important nobles or compete to 
  place their supporters in powerful civic oices. Tactics such as 
  blackmail, espionage, and assassination are beginning to appear.
  
  IMYSTRAHL
  Your home city is Imystrahl (pronounced ihm-iss-STRALL), the 
  City of the Black Lotus. he elven realms that once wrested a con-
  tinent from the cold talons of the serpentmen have long since fallen 
  into ruin elsewhere in hule, but Imystrahl still stands . . . for now. 
  he last city of the elves is in steep decline, and sinks deeper into 
  decadence and decrepitude with each passing year. It is doubtful that 
  anyone—prince, mage, rebel, or hero—could now strike the spark 
  needed to arouse Imystrahl from its fatal slumber.
  he days of the great elven heroes are long past, but from time 
  to time Imystrahl’s failing houses give rise to individuals who are 
  not content to dream away their lives. Some are atavisms who were 
  simply born in the wrong age, while others possess ambition, curi-
  osity, or interests too great for Imystrahl to contain. Character nar-
  ratives suited for Imystrahlan characters include bearer of the Black 
  Book, free blade, myrmidon, occult scientist, and star-lore adept.
  YOUR HOME
  About three-quarters of Imystrahl’s people are elves. he rest are 
  a mix of half-elves, who are free, and humans and others, most of 
  whom are enslaved.
  • Most of Imystrahl’s elves are frequent users of the dream-in-
  ducing narcotic known as the Black Milk, an extract made
  from jungle lowers. Under the pernicious inluence of the
  Black Milk, the city’s leaders and nobles spend their days in
  drugged slumber, entranced by their visions.
  • While the elves of the noble houses dream their dreams, much
  of the work of administering the city and staving of its decline
  falls on the half-elven castes. hey are not as rich as the old
  elven houses, and therefore cannot aford to indulge themselves
  in the Black Milk.
  • Imystrahl is among the oldest of hule’s cities, and traces its
  history back almost ive thousand years ago. It was one of the
  strongest powers in hule for some time, but was eclipsed by
  Atlantis a thousand years ago and has been in decline ever since.
  • Careless summonings, ill-advised experiments, and reckless
  pacts down through the centuries have left many horrible mon-
  sters abroad in the city. Imystrahl is not a good city to wander
  or explore.
  • Dangerous new cults have come to power in the last few
  years. he most prominent is the cult of Nyarlathotep, which
  established itself around forty years ago and is linked with the
  appearance of the Black Milk in the city.
  IMYSTRAHLAN VALUES
  Once upon a time Imystrahlans admired martial excellence, magical 
  learning, and work of great skill in many diferent crafts and arts, 
  but those days are gone. In this age, the city’s denizens are given 
  over to the pursuit of hedonistic pleasures and drug-induced dreams. 
  Everyday existence is unbearable; a fatal ennui lies over the city, 
  and the Imystrahlans seek meaning and purpose in ever-stranger 
  sensations and experiences. Most Imystrahlans are jaded, cruel, and 
  unbelievably narcissistic, but the best among them ight to preserve 
  the rich traditions of elven culture against the degeneracy poisoning 
  the realm. 
  MANNERISMS 
  AND SAYINGS
  Most Imystrahlans have a languid, dreamy manner. Few things stir 
  them to anger or wake their passions. hey are maddeningly impre-
  cise and meandering in conversation, rambling of into relections or 
  ruminations completely unrelated to the matter at hand.
  Typical Imystrahlan expressions include:
  • “Tomorrow will bring a tomorrow of its own.” Worrying about
  the future is pointless; most troubles will work themselves out.
  • “Each mile lessens the giant.” Great troubles in other lands
  matter little to Imystrahl.
  • “he stars shall reveal that in time.” Fate is inescapable; each
  triumph or tragedy was ordained long ago by a person’s choices
  and the workings of chance.
  
  BEYOND IMYSTRAHL
  Imystrahl is isolated from the rest of hule by the sheer peaks of the 
  Starcrown Mountains, a nearly impassable barrier. Its only link to 
  the human realms of the continent is the sea. Long ago the city’s war 
  leets commanded the southern coast of hule, but that day is long 
  past. Few Imystrahlans travel abroad in the current age. 
  • Imystrahl is located in the region of jordlands and islets known
  as the Claws of Imystrahl, in south-central hule. his is the
  oldest and most heavily settled part of the continent.
  • Humans have overtaken elves to become the dominant race of
  hule. he human cultures of hule fall into two categories:
  Wicked city-states and bloodthirsty barbarian tribes.
  • Major human powers near Imystrahl include Katagia, Marg,
  and Quodeth. Katagia is a remnant Atlantean colony in western
  hule, while Quodeth is a mercantile city-state in eastern hule.
  Marg, however, is a warlike city ruled by slave-lords, and it lies
  only two days’ sail away.
  • Most other elven realms have long since vanished, but there are
  rumors that some of the people of Sersidyen still linger in the
  Lands of the Long Shadow.
  • Magic (especially arcane magic) is distrusted throughout hule.
  Many humans are therefore fearful of elves and their familiarity
  with the arcane arts. No such primitive superstition lingers in
  Imystrahl, of course.
  THREATS AND 
  ENEMIES
  Formidable natural features protect Imystrahl. To the north, the 
  10,000-foot Starcrown Mountains cut of the elven realm from the 
  rest of hule. To the south, the maze-like jordlands known as the 
  Claws of Imystrahl have scattered and frustrated many would-be 
  invaders.
  Internal Collapse: he pervasive lassitude of a citizenry addicted 
  to the Black Milk and the shocking decay of social order brought 
  about by the inluence of sinister cults threaten to bring Imystrahl 
  to complete ruin. Many people can stir themselves from their 
  drugged dreams only through games of exquisite cruelty or 
  unspeakable orgies of wickedness. It is far from clear that 
  Imystrahl is worth saving.
  Sea Raiders: While Imystrahl is all but immune to overland attack, 
  barbarian sea-raiders are a source of concern. he ice-reavers of 
  Nim or Ullath regularly bring large raiding leets from the Sea 
  of Mists to harry hule’s southern coasts, and sometimes attack 
  Imystrahl’s shores.
  Marg and Katagia: As Imystrahl’s defenses crumble, factions in the 
  nearby cities of Katagia and Marg look on Imystrahl and con-
  sider whether the city of the elves is ready to be sacked. Control 
  of Imystrahl by a vigorous human power would bring the entire 
  region under the dominion of the city-state that succeeded in the 
  attack.
  
  DHAR MESH
  Your homeland is Dhar Mesh, a vast region of forests, jungles, hills, 
  and swamps that lies in the center of hule at the western end of 
  the Kalayan Sea. Even by the standards of hule, this is a savage 
  land. Huge expanses of jungle are virtually unexplored by civilized 
  peoples. Dangerous beasts such as giant sloths, great vipers, and 
  fearsome saber-tooth cats stalk the shadows of Dhar Mesh, along 
  with the occasional survivor from millions of years past. he warlike 
  Dhari tribes are no less deadly than the predators that roam their 
  wild home; many are cannibals, headhunters, or devotees of hideous 
  jungle gods.
  Many of the tribes of Dhar Mesh are isolated or reclusive and 
  have little contact with the rest of hule, but others engage in trade 
  with neighboring lands. Young men and women of the jungle tribes 
  sometimes set out to see for themselves if the stories about civilized 
  folk and cities are true, or are driven out into the wider world by 
  misfortune or tragedy. Character narratives appropriate for Dhar 
  Mesh include the beastfriend, Dhari hunter, free blade, jungle trader, 
  sacred slayer, and tribal outcast.
  YOUR HOME
  he barbaric peoples of Dhar Mesh (pronounced dar mesh) are 
  known as Dhari. here are few major cities in this region other 
  than ancient Ikath and brooding hran. heir people have little in 
  common with the tribal Dhari.
  • Major Dhari tribes in Dhar Mesh include the Bolotanga (a tribe
  noted for its reverence of the forest spirits) and the Kyr, vicious
  headhunters who are hated by all other people.
  • Most of Dhar Mesh consists of trackless forest and jungle, but
  its eastern border is the vast Swamps of Phoor. hese lands are
  home to many huge prehistoric beasts not found elsewhere
  in hule.
  • Ancient ruins from prehuman empires are common in Dhar
  Mesh. he rakshasas are gone now, but serpentmen still linger
  in some of their ancient places.
  • he tribal peoples of Dhar Mesh have little to do with the gods
  of the city-dwellers. Instead, they revere the spirits of the forest,
  and follow the teachings of shamans and druids.
  DHARI VALUES
  Dhari have a highly developed code of personal honor. hey believe 
  that courage, honesty, and respect for the spirits of the forest are 
  the measures of manhood (or womanhood). Even a tribe as wicked 
  and depraved as the Kyr hold to a version of these values, although 
  the Kyr tend to equate ferocity with courage and choose to venerate 
  dark and savage spirits with bloody sacriicial rites. It’s important 
  to remember that honesty means that Dhari disdain lying—taking 
  things from other people is ine, so long as one does so without 
  speaking falsehoods or breaking promises.
  MANNERISMS 
  AND SAYINGS
  Dhari are stoic, reserved, and taciturn, especially around strangers. 
  Most Dhari warriors make a habit of never using two words where 
  one word will do, and regard excessive talking as a sign of fool-
  ishness. Outsiders sometimes ind them grim, humorless, or even 
  sullen, but in truth Dhari have a lively sense of humor—it’s just 
  laconic in the extreme, and a small smile suices where other people 
  might fall into peals of laughter. Of course, Dhari can talk at great 
  length when necessary, but they often couch important points in the 
  form of long stories or parables. hey do not interrupt each other, 
  and they expect to not be interrupted.
  Typical Dhari expressions include:
  • “Better to catch the scent of the sloth than to let him catch
  yours.” he abominable sloth of the Dhari forests gives of a foul
  stench, but it is a powerful and notoriously ill-tempered beast
  which might be provoked into a killing rage simply by scenting
  a hunter. A wise hunter stays downwind of the beast and puts
  up with its stink. his phrase means that discomfort is accept-
  able when the stakes are high.
  • “Anger is silent.” Dhari don’t pay much attention to boasts or
  threats, only deeds. When faced with a challenge, Dhari don’t
  complain or protest—they act.
  • “Fletch your own arrows.” Dhari value self-reliance. his advice
  simply means that if you do something for yourself, you’ll know
  whether it was done well or not.
  
  BEYOND DHAR MESH
  he tribes of Dhar Mesh are isolated and distrustful of outsiders. 
  Few of your fellow Dhari leave your jungle homeland, and little 
  is known of the outside world. he best sources of information 
  about the rest of hule are the tales of the jungle traders, merchants 
  from the city-states who come to Dhar Mesh to trade.
  • Ikath is the nearest city to Dhar Mesh, and lies on the shore of
  the Kalayan Sea. From Ikath, a traveler can sail to distant lands
  such as Droum, Lomar, or even distant Quodeth. he Ikathans
  are weak and decadent, but they are fair traders and usually
  respect Dhari ways.
  • hran lies at the north edge of Dhar Mesh. It is ruled by the
  Black Circle, a caste of hooded mages who dabble in all sorts
  of foul magic. hranish soldiers and settlers are invading
  Dhari lands, and deadly skirmishes with local Dhari tribes are
  common.
  • Many Dhari warriors travel to the more civilized parts of hule
  to take service as mercenaries or bodyguards. Communities of
  semi-civilized Dhari expatriates can be found in most cities of
  the Inner Sea and the southern coasts.
  • Corsairs and slavers from the Kalayan Sea often harry the
  shores of Dhar Mesh. Dhari captured by slavers are often
  carried of to distant cities such as Marg or Quodeth, and rarely
  ind their way home.
  THREATS AND 
  ENEMIES
  Dhar Mesh is the most savage wilderness in hule. Impenetrable 
  jungles, steaming swamps, and deadly beasts of a hundred diferent 
  kinds make this a dangerous landscape indeed. 
  Beastmen: While some Dhari tribes nurse ancient feuds with other 
  Dhari, these old wars are nothing compared to the enmity all 
  Dhari hold for hule’s beastmen, and vice versa. Dhari loathe the 
  wickedness and brutality of the beastmen, and the beastmen hate 
  the Dhari for their cleverness and skill. When Dhari and beast-
  men meet, bloodshed is usually immediate.
  Crimson Slavers: he Crimson Slavers of Marg frequently raid the 
  eastern marches of Dhar Mesh. Dhari iercely resist these raids, 
  but their notions of honor mean that those who fall into the hands 
  of slavers are broken in spirit and relatively docile in captivity. 
  Accordingly, the Margish slavers regard Dhari slaves as especially 
  valuable.
  Plague Nomads: Some terrible evil lurks in the mountain vales 
  beyond the Forest of Gronak. Tribal warriors infected with a 
  terrible disease roam southern Dhar Mesh, driven to attack all in 
  their path. Red, alien eyeballs are embedded in their oozing sores, 
  and they seek to infect others who fall into their hands.
  
  KAL-ZINAN
  Your home is the city of Kal-Zinan, a dwarven stronghold in the 
  eastern mountains of hule. Your people are fearsome warriors, 
  tough mercenaries, and master smiths who hold a secret of great 
  power: he secret of ironworking. Since the destruction of Atlantis, 
  the dwarves are the only people who can forge arms and armor from 
  iron or steel. As you might expect, these weapons are highly prized 
  throughout hule, but dwarves do not sell their best work—iron is a 
  gift that must be earned.
  Guarded and reclusive, dwarves form few friendships with people 
  of other races. Few venture alone into human lands—when dwarven 
  mercenaries take service with human lords or dwarven smiths bring 
  their wares to human markets, they travel in large companies and 
  keep to themselves. As a result, wandering dwarven freebooters are 
  scarce indeed in the primeval continent. Narratives suitable for a 
  character from Kal-Zinan include the guardian of the Nine, myrmi-
  don, sacred slayer, soothsayer, and tribal outcast.
  YOUR HOME
  he people of Kal-Zinan are dwarves. Few individuals of other races 
  are permitted to reside in the City of the Iron Gate, although visitors 
  are permitted to stay as long as they have business to transact.
  • Kal-Zinan lies in the volcanic Zinandar Mountains. Its main
  connection to human lands is the Road of Smoking Waters,
  which passes through wide geyser ields outside the city gates.
  • Dwarves prefer to take their wares abroad instead of receive
  foreign merchants at Kal-Zinan. Companies of coppersmiths,
  jewelers, and armorers regularly visit human cities and the more
  trustworthy barbarian tribes.
  • Dwarves are pious folk and are careful to honor the gods. hey
  regard Tarhun, Nergal, and Kishar as the special patrons of
  their race.
  • Dwarven master-smiths do not sell iron weapons or armor to
  non-dwarves, but sometimes bestow them as gifts for great ser-
  vices. Sometimes a master-smith ofers to make an iron weapon
  for a legendary hero who hasn’t actually done any service at
  all for the dwarves, simply for the prestige of arming a famous
  warrior.
  ZINANDAN VALUES
  Hard work is the measure of any dwarf. Dwarves believe that any-
  thing worth doing is worth doing well, and anything done well has a 
  value that can never be measured in coin alone. Masterful works in 
  any craft are in fact too valuable to trade, and can only be given as 
  gifts. Outsiders sometimes think that dwarves are stingy and hoard-
  ers of coin since they won’t pay for good work and dislike paying 
  too much for ordinary work, but in fact dwarves can be amazingly 
  generous. hey delight in giving princely gifts to friends and allies 
  who will appreciate the work that went into the making of the gift.
  MANNERISMS 
  AND SAYINGS
  Dwarves guard their words with care, and are famed for their iron 
  self-control. People in other lands say that a beautiful song or an 
  unbearable tragedy might “bring a tear to the eyes of a dwarf” not 
  because dwarves are heartless, but because they rarely show what 
  they feel inside.
  Typical Zinandan sayings include:
  • “A good smith knows the measure of his metal.” his is the
  dwarven version of the old saw that you can’t make a good knife
  from bad steel. Dwarves see it a little diferently, though—a
  clumsy smith can ruin perfectly good metal, while a good smith
  makes the most of what he’s got.
  • “A dwarf is as big as his heart.” As you might expect, dwarves
  place little importance on physical stature or even high rank—
  greatness comes from something deeper.
  • “he iron remembers the anvil.” Every blow or injury sufered
  in life shapes a dwarf (or anyone else, for that matter). hey may
  not be pleasant at the time, but the blows of life make a dwarf
  stronger and give him or her purpose.
  
  BEYOND KAL-ZINAN
  Dwarves from Kal-Zinan trade in nearby cities and lands such as 
  Quodeth, Droum, and Ammurath. When they go abroad, they 
  travel in large and well-armed companies of merchants or merce-
  naries. hey are well acquainted with the lands of eastern hule, but 
  know less about the lands on the far shore of the Inner Sea.
  • he southern portion of the Zinandar Mountains was once
  home to the ancient monster kingdom of Vhaug. he people of
  Quodeth and Hurhun defeated Vhaug long ago, but the ruins
  of minotaur holds and cyclopean keeps can still be found near
  Kal-Zinan.
  • Quodeth is the leading mercantile power among the human
  cities, and the most important trading partner for Kal-Zinan.
  Lomar is the strongest military power in hule, but Lomar’s
  destruction of Hurhun—a close ally of the dwarven city—has
  not been forgotten by the dwarves.
  • he Zinandar Mountains are temperate, but northeast portion
  of hule is slowly being swallowed by advancing glaciers. he
  lands now threatened by the ice are known as the Lands of the
  Long Shadow.
  • Kal-Zinan is on good terms with the Riders of Hurgan, the
  major barbarian tribe of eastern hule.
  THREATS AND 
  ENEMIES
  Kal-Zinan is a strong city, but it has few friends in hule.
  Cyclopes and Minotaurs: When the dwarves arrived in hule, 
  they seized the vales of the Zinandar Mountains for their home, 
  battling crude kingdoms of cyclopes, minotaurs, and troglodytes 
  for control of the mountains. Your people won, but tribes of these 
  savages still lurk in the remote valleys and plot their revenge.
  Marg and Lomar: Kal-Zinan has long maintained a strict neutral-
  ity in the afairs of other hulean cities, happily selling arms and 
  mercenaries to all who can pay. But Lomar sacked and destroyed 
  the city of Hurhun, a longtime trading partner of Kal-Zinan, 
  while Margish slavers often ambush dwarves traveling away from 
  the safety of the city.
  Golden Sea Brotherhood: he corsairs of the Golden Sea 
  Brotherhood pose a serious threat to trade along the eastern 
  shore of the Inner Sea. he corsairs cannot strike directly at 
  Kal-Zinan, of course, but many caravans and galleys bound for 
  the City of the Iron Gate have been sacked by the sea-reavers.
  
  THE THOUSAND 
  TEETH
  Your homeland is the wild northern coasts and mountains of hule. 
  his cold and misty wilderness is known as the housand Teeth for 
  the innumerable islets and seastacks that dot its shores, and is home
  to savage beasts and even more savage barbarians.
  Of all the peoples of hule, none are more likely to wander 
  far from their homeland or take service in distant cities than the 
  ierce tribesmen of the housand Teeth. he only natural resources 
  abundant in the housand Teeth are ish, game, and bad weather, 
  and those do not lend themselves to keeping restless warriors close 
  to home. Blood feuds between rival tribes (or even family members) 
  make it even more likely for a young warrior to leave. Most who set 
  out for other lands ind few reasons to come back. Narratives suited 
  for a character from the housand Teeth include beastfriend, free 
  blade, Golden Sea corsair, ice reaver, Katagian pit ighter, and tribal 
  outcast.
  YOUR HOME
  Natives of the housand Teeth are barbarians, most of Nimothan 
  descent. here are no large cities in this region, but many small 
  villages and fortiied halls where chieftains rule over a few score 
  warriors. 
  • Generations ago, your people were driven from their original
  home—the great isle of Nimoth—by the approaching glaciers.
  he Nimothans have set about carving out a new home on the
  coasts of hule.
  • he closest thing to a city in this area is Nim, the City of
  Reavers. It’s a sprawling, violent town where raiders go to sell
  their plunder and throw away fortunes on drink, women, and
  games of chance.
  • Your people are known as tough ighters throughout hule, and
  many of your friends and kinsmen have gone of at one time or
  another to sell their swords in the decadent cities of the south.
  hose who return come back rich with loot and wild tales of
  civilized ways.
  • Most Nimothans aren’t very pious, but you regard gods such as
  Tarhun or Nergal—deities of storm and battle—as the patrons
  of your people. hey are strong gods for a strong people.
  NIMOTHAN VALUES
  Nimothans are brave (often recklessly so), impulsive, and expressive. 
  hey laugh loudly, boast extravagantly, love passionately, and in the 
  face of loss, grieve terribly. hey speak plainly and say what’s on their 
  minds, but that doesn’t mean they are always truthful—Nimothans 
  see life as a competition, and strive to win by any means necessary. If 
  an adversary is slow-witted enough to fall for a bald-faced lie, that’s 
  his or her own fault. Nimothans are quick to ight and can ly into 
  a rage with the slightest provocation, but they rarely hold grudges. 
  However, they see little honor in drubbing weaker victims, especially 
  if the weaker person shows the courage to stand up for themselves.
  MANNERISMS 
  AND SAYINGS
  Nimothans are loud and direct in speech, and quick to act—if you 
  want to start a brawl with a Nimothan, one insult is usually sui-
  cient to provoke an all-out assault of ists, feet, and teeth. hey enjoy 
  wild boasts and bawdy times, but once they’ve sworn to something, 
  they would rather die than be proved a liar. 
  Typical Nimothan expressions include:
  • “My hair does not smell of smoke.” his Nimothan boast means
  that instead of lounging around the irepit in the chieftain’s
  hall, he or she is out in the world doing things.
  • “He owes me a tooth.” A Nimothan who believes he or she has
  been insulted or lied about sees one simple remedy—knocking
  out the ofender’s teeth.
  • “No lamb for the lazy wolf.” Nimothans don’t raid other folk
  because they are lazy—they raid because they are eager to test
  their strength against others, and their lands are hard.
  
  BEYOND THE 
  THOUSAND TEETH
  Most of hule’s barbarians have little contact with the world outside 
  of their homelands, isolated by vast stretches of dangerous wilder-
  ness and hostile tribes. However, the Nimothans of the housand 
  Teeth frequently voyage to distant lands to trade, plunder, or simply 
  explore, and are therefore surprisingly well-informed about lands 
  beyond their own.
  • he islands of Hellumar and Nimoth are falling into the grip of
  endless winter, as is the northern reaches of hule. Only a few
  generations ago these were rich and fertile realms, but now they
  are desolate wastelands of snow and ice.
  • Two great naval powers guard the coasts of southern hule from
  Nimothan raiding leets—Katagia in the west, and Quodeth
  in the east. hese cities are rich and strong enough to keep even
  the mightiest barbarian hordes at bay.
  • Many Nimothan warriors sell their swords to the city-states of
  southern hule. Realms such as Droum, Ikath, hran, Katagia,
  and Quodeth pay well for Nimothan ighters.
  • he coastlands of the housand Teeth are cold and misty, but
  the interior of hule consists of tropical forests and steaming
  swamps. he great jungle of Dhar Mesh—home to savage tribes
  every bit as ierce and warlike as the Nimothans—isolates the
  housand Teeth from the lands to the south.
  THREATS AND 
  ENEMIES
  he people of the housand Teeth are divided into many tribes; 
  vicious feuds between Nimothan tribes are commonplace. In 
  addition to each other, the people of the housand Teeth count the 
  following as enemies:
  Kang, the Pale Death: he implacable glaciers of the north have 
  already swallowed the homeland of the Nimothan people. Now 
  the great glacier in northeast hule—Kang, the Pale Death—is 
  likewise on the march, advancing into the neighboring lands with 
  each passing year. here is an active malevolence at work in the 
  glacier’s advance, but how can one ight a glacier?
  Giants: Most people of the southern cities believe the giants of 
  hule are long gone, but you know otherwise. Hill giants and 
  frost giants still linger in the remote parts of the housand Teeth, 
  and they hate humans. Sometimes they gather in large bands to 
  destroy human settlements too close to their lands.
  hran: he city of hran is ruled by a cabal of wizards known as the 
  Black Circle. Meddlers and opportunists, the wizards of the Black 
  Circle are eager to bring the disorganized tribes of the housand 
  Teeth under their dominion.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Sasquatch Game Studio/Primeval Thule Player Reference Cards.pdf