TEXT: A Fantasy World Campaign Setting
  A Fantasy World Campaign Setting
  by
  by
  John William Wright
  John William Wright
  Revised Edition Copyright
  Revised Edition Copyright ©
  © 2008
  2008
  
  2
  “Human beings are capable of great achievement,
  wondrous accomplishments……
  They build mighty Empires…….
  Then they inevitably tear all they make apart.”
  Serana Ulivar, Sage of the
  Raven Elves of Ilshara
  Broken Crest of the Empire of Xanadar
  
  3
  Introduction
  Welcome to the World of Mystika, and to the Realms of Ilshara, the Lands of Exile! This is a Fantasy
  Campaign Setting designed to work with any Fantasy RPG, and as such the material presented here is kept as
  edition-neutral as possible to allow for its portability into the game of your choice! The information given within
  this setting is left as generalized in terms of game design as possible, not only to allow for its easy adaptation,
  but also to encourage the individual game masters to make the world their own in terms of the fine print of ad-
  venturing. Thus, what you will find within are the broad strokes on the canvas – the essential information on
  geography, history, religion and politics in the Lands of Exile, along with a smattering of important figures and
  possible NPCs. The details as to how any individual, group or even country of Ilshara might play in a campaign
  are left to the imagination of those who play it.
  Another goal of this setting was to return to the basics of a campaign setting – to give enough regions
  and areas of exploration without overloading the GM or player with too much info, thus allowing for truly crea-
  tive adventures without the baggage of too many pre-existing characters and storylines that must be checked
  with and understood before play begins. In this way, my goal was to return to the spirit of Gary Gygax, to
  whose memory I respectfully dedicate this work, and to the feel and intent of Fantasy worlds with which I grew
  up. I also believe the best settings concentrate on the adventurers themselves, and far too many endeavors in-
  troduce deities as active participants in the world or super-human NPCs controlling the destinies of the players.
  You will find none of those over-powered conditions here. The Gods of Mystika are just that, Gods who created
  the world and represent the various desires and inclinations of the peoples of the world, but do not meddle or
  even appear to mortals. You will not find, even historically, deistic interventions (except in the mythologies of
  some of the lands) or amazing deus ex machinas from the divine or their “chosen” high-level characters. Indeed,
  in the spirit of a return to a slower game evolution as represented in classic editions of the game, there are few
  high-level characters running around at all – as it is assumed it takes enormous adventuring effort (and a good
  deal of luck!) to ascend to such lofty heights.
  I have also wanted to create a world, which while faithful to the ideals of the basic medieval setting as
  described, offers a new twist for RPG games. Ilshara is different in that it is a world where a central question has
  arisen – “Are humans possibly the source of all that is evil and malign in the world?” Do humans, even through
  noble actions or intents, upset the balance between chaos and order, and as such help create through their ex-
  pansions and achievements an evolutionary response of the world which creates the very evil many humans
  wish to conquer? Is the difference between “good” and “evil” not as far as one might think, merely being a func-
  tion of desire and intent? Before humans were forced to Ilshara, they brought great destruction and folly to their
  previous lands. They may have brought that folly with them. The balance of the world between chaos and order,
  evil and good has certainly been upset, and many feel it is the nature of mankind, with its ingenuity, creativity
  and will to impose its culture that has created this imbalance.
  So come with us to the Halfling lands of Aloria, to the Halls of the Horselords of Tygrath, or even to the
  dangerously evil Barony of Slar! I hope you enjoy this setting as much as I have enjoyed its creation.
  John William Wright
  28 March, 2008
  
  4
  Table of Contents
  Part I – Notes on the World of Mystika (pg. 5)
  Basic notes on the World of Mystika, Ilshara and the Lands of Exile.
  Part II – Ilshara Calendar and Dating (pg. 6)
  Reference on the use of calendars and dating in the game setting.
  Part III – The History of Ilshara (pg. 7)
  A history of the Lands of Exile, complete enough to give a background up till the current time of 1137 C.E. but
  open enough for any number of details to be added.
  Part IV – The Peoples of Ilshara (pg. 15)
  A basic look at the races and denizens of Ilshara, with special attention to the unique Human races present
  within this campaign setting.
  Part V – The Lands of Ilshara (pg. 21)
  Brief descriptions of all the major political realms of Ilshara, with enough basic information to set a campaign in
  any region of the Lands of Exile.
  Part VI – Topography (pg. 48)
  Information on major natural landmarks such as mountains, rivers and forests. Also includes notes on weather
  and climate.
  Part VII – Religion in Ilshara: The Gods of
  Mystika (pg. 58)
  A guide to the major pantheon of gods and their worship in Ilshara.
  Part VIII – Adventuring in Ilshara (pg. 62)
  A guide of useful information for starting an adventure in Ilshara, including sections on Sites of Interest, some
  NPCs of the world, possible adventure hooks, notes on movement and distance within the campaign setting,
  coinage & money, and adventuring above, below and beyond the detailed setting. This section will also detail
  specifics about the setting including “The Power of the Mind” (Psionics) and a section on the Sythgar in Ilshara.
  Part IX – Jendar: City of Adventure (pg. 80)
  A more detailed look at one Free City which stands at the cross-roads of much of the continent – intended to
  provide one possible starting point of any campaign.
  
  5
  Part I – Notes on the World of
  Mystika
  Mystika is a rather large world, actually comprising
  a mass about 30% larger than Earth. As such, it has numer-
  ous land masses and regions, the great majority of which lie
  outside the scope of this setting. Indeed, even the mythical
  lands of Setaar or Athgar reside in the same hemisphere as
  Ilshara, and even the legends do not refer to what lands may
  lie on the opposite side of the world. As such, the individual
  GM is free to interpret and develop other areas of Mystika as
  they choose, either designing them or possibly even adapting
  other pre-existing settings and placing them onto the un-
  known regions of the World of Mystika.
  Within the scope of the Lands of Exile campaign set-
  ting, only one major land mass is detailed – the continent of
  Ilshara, with a very small portion of a larger southern conti-
  nent known as Arboria and a northern sub-continent known
  as Friggia. Ilshara is located above the equator in the north-
  ern hemisphere of the planet, and due to Mystika’s rather
  unique frozen rotation (it rotates exactly on a true N/S axis)
  and it’s elliptical orbit around its sun, the weather patterns of
  this world remain fairly constant and unchanging.
  Several mythical lands outside of Ilshara are men-
  tioned in Part III – The History of Ilshara. The arrangement
  of and details of these lands are left vague and undefined,
  and are only referred to up till the point of contact (by migra-
  tion and exile) ends further contact with the peoples of Il-
  shara and their former lands – i.e. what is stated here would
  only coincide with what folklore and some scattered written
  records might indicate by a people long removed from such
  distant regions. These land masses are as follows:
  Athgar – The land of origin for the Zarthani humans. Atha-
  gar lies approximately 1400-1500 miles across the sea east of
  Ilshara. Once home to the powerful Empire of Zarthos, the
  humans of this land fled across the sea to Ilshara following
  the unleashing of Dragonkind by the Sythgar in an attempt
  to wipe out their Zarthon enemies, an event triggered by the
  use of all-too powerful Dragon Orbs by the Dark Lord of the
  Sythgar. In the end the Dragons destroyed the cities and
  lands of not just the Zarthani, but the Sythgar who invoked
  their power as well.
  Setaar and Aziak – Two land masses approximately 1200
  miles to the West/South West of Ilshara. Setaar is the home-
  land of the Syak peoples, who formed the great and mighty
  Celestial Kingdom. The adjoining sub-continent, known as
  Aziak, was home to a branch of humans quite similar to the
  Syak, the Aziaks, a war-like people constantly in conflict
  with the Syak. The exiles who came to Ilshara were banished
  at the start of the Fourth Dynasty of the Celestial Kingdom.
  Further events in those lands remain unknown, and indeed
  the physical existence of these realms remains now only a
  fairy tale even to the most culturally aware Syak in Ilshara
  today.
  Arboria – While a small portion of the northern coastline of
  this great central and southern continent are connected to
  and known of by the peoples of Ilshara, especially in the
  Menthaki legends of old, the vast Empires and Kingdoms
  that once commanded much of the northern half of the conti-
  nent are mere memories today. What other civilizations ex-
  isted or still exist in other parts of the vast jungle-covered
  continent remain a mystery.
  Friggia—The frozen wastes of the northern sub-continent
  are, for the most part, unexplored, as the only truly accessi-
  ble regions are the coastal lands that come close to Ilshara.
  Tales hint at both terrifying and wondrous regions beyond
  the Frozen Peaks, but to date these remain mainly attributed
  to fanciful speculation and children’s fantasy.
  Notes on the Unique Aspects of
  Ilshara
  What sets Ilshara apart from other medieval-oriented
  world settings? The first is tied to the name of the campaign
  setting – “Lands of Exile.” In this world, humans are late-
  comers to the continent of Ilshara, and the branches of hu-
  manity that have come to these lands have done so through
  great folly in other realms (as mentioned above). Even the
  Baku, whose past we know little about, certainly had to exist
  elsewhere before settling in central Ilshara. These humans
  did not throw off the folly and evil of their pasts, however,
  bringing it with them (in the form of the Sythgar, racial supe-
  riority traits, greed and avarice). Even noble concepts of
  “righteousness” often make humans arrogant. Because of
  this, and because of the human appearance of the evil Mor-
  dan who seduced the Elves and Dwarves eons ago, the demi-
  humans of the world view mankind as interlopers who have
  “brought evil” to the world. Even the younger races of
  Halflings and Gnomes, who in actuality appeared after the
  human exiles arrived, now share this view to a great extent.
  Thus, even where relations are good, there is always the lin-
  gering suspicion between the demi-human races and men.
  Most humanoid races have experienced cultural and align-
  ment developments as an evolutionary response to the pres-
  ence of humans in their lands.
  
  6
  The second aspect that is unique to Ilshara is a subtle
  long-term change in the view of religion and the Gods.
  Unlike other settings, religion and divine magic are some-
  what devalued. Many in the world are secularized, having
  lost faith in a pantheon of Gods that has been, for the most
  part, very hands off on the affairs of the world. As such,
  while divine magic exists and the Gods certainly have their
  adherents and practitioners, there are many religious devo-
  tions which are “ordinary,” or mundane – i.e. worship with
  no literal connection to divine power. Many churches and
  temples, although dedicated to real Gods, are temporal in
  their practices. Thus, the certainty that one can step into a
  Temple of Zar and receive actual healing is not always guar-
  anteed.
  One reason for this devaluation is that humans are
  looking toward their own intellect and inventiveness to over-
  come the problems and challenges of the world. This is dou-
  bly reflected in the very recent discovery that some living
  beings have the strength and intellect to control their own
  “Power of the Mind,” giving through the study and medita-
  tion of mental clarity and focus the ability to perform seem-
  ingly magical actions through the power of thought. For gen-
  erations this “Power of the Mind” remained a secret known
  only to and manipulated by the Dark Lords of the Sythgar,
  but in the last few centuries other individuals have begun to
  discover this power. More details on the “Power of the
  Mind” will be given in Part VIII – Adventuring in Ilshara.
  Part II – Ilshara Calendar and
  Dating
  Dating references in this work will most often refer
  to B.C.E or C.E. in calendar years, meaning “Before the Com-
  mon Era” and “in the Common Era.” The Common Era is
  accepted as the date of the Proclamation of Empire in Xana-
  dar, and begins with 1 C.E. All races and branches of human-
  ity of course have their own calendars and methods for dat-
  ing. Luckily for both the peoples of Ilshara and those cam-
  paigning in this setting, all but three races use just about
  even methods for establishing years, based on the solar cycle
  and the seasons. Only the Elves (whose cycle is based on the
  Moon Lantari), the Gnomes, and the Syak humans have
  slightly varied calculations of a standard year. The compari-
  son to the common understanding of “a year” (which corre-
  sponds to 360 days of 25 hours each day) is as follows:
  Gnomish “year” = .92 years in conversion to
  Common Era dating
  Elvish “year” = 1.68 years in conversion
  Syak “year” = 1.25 years in conversion
  Calendar conversion in reference to Common Era (base
  chart):
  C.E.
  Elf Dwarf Syak Baku
  Menthaki
  Halfling Gnome
  1
  3,327 4,010
  1,272
  5,077
  2,391
  788
  966
  -100 3,267 3,910
  1,192
  4,977
  2,291
  688
  857
  75
  3,371 4,085
  1,332
  5,152
  2,466
  863
  1,047
  1137 4,003
  5,147
  2,181
  6,214
  3,528
  1,925
  2,201
  * This last represents the calendar year of the present day at
  the base start of the Lands of Exile Campaign Setting.
  * One of the interesting discrepancies amidst dating lies in
  the fact that the Baku calendar is actually the oldest of the
  Human races, despite the fact that by all appearances they
  are the most recent to develop as a culture. There is much
  speculation that the Baku actually thrived as a forgotten ad-
  vanced civilization elsewhere before settling Ilshara, al-
  though beyond the calendar there is no folklore or even my-
  thology to indicate this. More on the Baku origins will be
  found in Part IV – The Peoples of Ilshara.
  Division of Time During the Common Year –
  The Six “Seasons”
  The terminology used to describe division of the
  year is almost universally adapted from the Zarthani “Six
  seasons.” Other races and branches of humanity might have
  differing methodology, but this is left up to the GM and indi-
  vidual game to develop if so desired. The “Six Seasons” are
  of 60 days each, and as such are referred to as “the 21st day
  of…” or “the 48th day of…” Thus, each “season” is also di-
  vided into ten “weeks” of 6 days each, with each day named
  regionally or by culture, usually referring to a deity who is
  celebrated on that day, or sometimes in reference to a par-
  ticular cultural activity associated with the day (“rest day” or
  even “wash day”). The Common Six Seasons are:
  Aferfrost – Beginning with the start of each new year.
  Springfest – Period leading into spring and the growing
  season.
  Growfar – The two months in which growing begins.
  Altherthyme – The over-summer period.
  Windmarch – Fall.
  Reckoning (also referred to regionally as EnterFrost) – The
  start of winter.
  
  7
  Part III – The History of Ilshara
  Included herein is a brief overview of the history of
  the peoples of Ilshara. It is intended to give as complete a
  picture
  without
  encumbering
  the
  GM
  with
  too
  much
  “canon” in the Campaign Setting. The initial description of
  pre-mortal events is given according to the dominant Zar-
  thani legend, although many other cultures share similarities
  in legend (and indeed corresponding pantheons in several
  cases – as will be discussed later in the section on Religion
  and Deities). It is hoped that this history will be a rich and
  well-rounded foundation for adventures set in the current
  year, 1137 C.E. and beyond.
  Pre-History: Legends of the Gods
  It is said that the Father of all Gods, Zar, brought the Uni-
  verse into being many, many millennia ago. His fellow gods
  and he set about to create races of “children,” each seeking to
  influence their place in existence in relationship to Chaos,
  Order and Balance. The first beings brought into existence
  were the so-called “immortals” of the heavens, the Archons
  (Order), Solitars (Chaos) and Quintari (Balance).
  At first
  these beings are said to have aided the gods in the creation of
  the stars, the planets, and the very land of the earth. They
  were given dominion over the planes of existence and tasked
  with the shaping of the material world. Unfortunately, the
  keepers of Order and of Chaos could not reconcile their de-
  sires, and so the War of the Heavens began between the Ar-
  chons and the Solitars. Even as Zar and the Gods watched,
  these immortals fought amidst each other with the very
  worlds they had created as weapons, hurling planets as a
  Halfling does a stone in great hatred against one another.
  Finally, with the aid of the Quintari, the Archons and the
  Solitars were reigned in and banished forever to planes of
  existence far from the material world. While the Gods cele-
  brated a return to balance in the Universe, and rewarded the
  Quintari, they agreed never again to create “children” so
  powerful or immortal as before.
  History Begins – The Awakening of the Major
  Races
  15,000-10,000 B.C.E.
  During this period all the major races and creatures first ap-
  pear in the World of Mystika, save for the Halflings and
  Gnomes who 1st appear 8 millennia later. The first to appear
  are the Elves, followed by the Dwarves, then the Humans.
  Each culture has its own mythology about the “awakening”
  of their race (the Zarthani legend states that Zar placed man
  in the Garden of Brathe, the Dwarves believe Stor shaped
  Ukon Ur, the 1st Dwarf, out of stone and breathed upon him).
  Regardless of legend and of belief, little is known of the early
  society of any of these, other than Humans appeared on
  nearly every continent, the Elves on Ilshara alone, and
  Dwarves in Ilshara and Athgar. How widespread the distri-
  bution of other creatures and races is unknown, as reference
  to them historically seems isolated to the history of Ilshara.
  Near the end of this period Chalosz, the Greater God of
  Chaos, sought to challenge the young mortal races by pre-
  senting foes that would constantly shake the balance of na-
  ture. As a result, the Chromatic Dragons came into being.
  Angered at the actions of Chalosz, Zar and Kalar arose the
  Metallic Dragons to balance the Chromatics. The presence of
  these powerful creatures undoubtedly slowed the progres-
  sion towards civilization, especially amongst the humans.
  10,000-5,000 B.C.E.
  During this era the first true civilizations emerge. The Grey
  Elves are the first to truly establish their culture, founding
  Kingdoms in the Raven Wood and Star Woods of Ilshara.
  Their calendar and recorded history begins around 5590
  B.C.E. Dwarves begin establishing subterranean cities, and
  humans begin domestication of animals and develop agricul-
  ture along river valleys on all the continents.
  The Baku calendar begins in 5077 B.C.E., interesting to note
  because it will be another 2,500 years before the earliest tribal
  Baku begin their settling of Ilshara. Some mystifying ruins
  and artifacts recently discovered in the Spine Ridges and the
  Empty steps have led some to speculate that an advanced
  Baku civilization did exist in the NW part of the continent,
  but the Grey Elves (who do have good records dating back to
  this era) have no memory of such a realm. More fanciful re-
  cent speculation suggests the Baku emerged as a powerful
  and technologically advanced nation on a mythical land
  known as Atalantar, which suffered some terrifying calamity
  that sunk the entire land and sent the Baku as a broken race
  into exile on Ilshara.
  The Age of Civilization – Recorded History of the Peoples
  of Ilshara
  4,000 B.C.E. – Roughly at this time the Four Kingdoms of the
  Dwarves emerge in Ilshara, in the Western Mountains
  known today as the Markers, the Draconis Ranges, and the
  Barrier Peaks.
  3,750 B.C.E. – Around this date the Elves become the 1st race
  to discover magic.
  3,500-3,000 B.C.E. – It is said that powerful Dragons ruled
  Athgar and dominated the Humans there, with both the
  early Zarthani and Sythgar serving as slaves to the mighty
  
  8
  serpents of the sky.
  3,000-2,800
  B.C.E.
  –
  Humans
  in
  Arboria,
  the
  Ventaki
  (forerunners of the Menthaki and Char) coalesce into mighty
  city states in the central jungles.
  In the lands of Setaar the Syak form the Celestial Kingdom
  (1st Dynasty), make war on the neighboring Aziaks.
  In Athgar, the Zarthani are said to have defeated their
  Dragon overlords and arise as the dominant culture of the
  land. The Empire of Zarthos is founded in 2,873 B.C.E.
  2,750-2,500 B.C.E. – In Ilshara, the first recorded history of
  the Baku (as we know it) begins. Baku tribes emerge and
  flourish in the Xan and El river valleys.
  The Empire of Zarthos continues to expand in Athgar. The
  Emperor Dymeter founds the Knights of Varpar in 2,662
  B.C.E. as defenders of the Empire.
  The 2nd (Great) Dynasty of the Celestial Kingdom emerges
  around 2,550 B.C.E.
  The height of the Ventaki civilization in central and north
  central Arboria flourishes at this time.
  2,500-2,400 B.C.E. – The Baku encounter the Elves of Ilshara,
  learning magic from the Olven folk.
  Dragons drive the Dwarves from their homes, destroying the
  Dwarven cities in what are now the Draconis Peaks, and be-
  ginning the Dwarven migrations north and east.
  Around 2,492 B.C.E., the Unknown Catastrophe strikes the
  Ventaki of Arboria. Whatever this catastrophe was is lost to
  knowledge now, but in less than a year’s time every major
  city and population was destroyed or abandoned. Scattered
  survivors move north, eventually establishing the Menthaki
  civilization a century later on the northern coast, while oth-
  ers develop as the Char, also moving to the coast but in the
  NW instead.
  2,391 B.C.E. – Formal establishment of the Menthaki King-
  dom around the Vol region of NE Arboria.
  2,350-2,250 B.C.E. – At some point during this 100-year pe-
  riod, two events occur which will spark great turmoil for the
  peoples of the world.
  In Ilshara, a strange and powerful being proclaiming himself
  to be Mordan the Wise appears, approaching the Dwarves
  and the Elves and offering to share “great knowledge” and
  magical power in exchange for the aid in creating great
  artifacts of power. Some whisper that amongst these were
  the fearsome Dragon Orbs. While Human in appearance,
  Mordan was certainly not – in fact as the ages passed it
  seemed he was virtually immortal, harkening some to fear
  that an Archon, Solitar or Quintari of legend had come to
  Mystika.
  In Athgar the Empire of Zarthos reaches it’s height. As it ex-
  pands, it encounters for the 1st time the other major race of
  that continent – the Sythgar, only more recently free of the
  Dragon lords and quite pliable and servile in their attitudes,
  despite being fierce warriors. An illicit slave trade begins
  amidst the less reputable houses of Zarthos, eventually em-
  bittering the Sythgar.
  2,228 B.C.E. – After almost two centuries of migration and
  wandering, a new Dwarven Kingdom is finally established
  in the Ziggarut – Zanatas-Ur. It is said Mordan played a role
  in helping establish the Dwarves in their new Kingdom.
  2,200-2,000 B.C.E. – Halflings and Gnomes appear for the
  first time on Ilshara, settling amidst the Baku in the El river
  valley.
  No one knows where they come from, and at this
  early date neither have a written language or tradition of
  records. It will be another millennium before either begin
  “recorded” civilization, with the start of the Halfling calen-
  dar and records in 788 B.C.E. and the Gnomes in 889 B.C.E.
  2,157-2,148 B.C.E. – Nine years of civil strife known as the
  Turmoil of the Elves erupts amidst the Raven Elves of the
  West, culminating in the defeat of several Elven clans that
  embrace evil. These Elves are banished from Ravenclar and
  journey in exile to the NE. Scorned by the light and believing
  themselves destined to rule a world of shadow, these exiles
  entire The Depths of Ilshara through passages under the
  Markers.
  2,090-2,020 B.C.E. – The Third Dynasty takes power in the
  Celestial Kingdom. The Syak finally defeat the Aziaks and
  assimilate much of that culture into their own as a sub-class.
  Some Noble families begin to argue for the extermination of
  the Aziaks altogether.
  During this same period Menthaki settlers begin crossing the
  Straights, settling in Reboria, the Isles of Hunovia, and
  Samarkand.
  2,008 B.C.E. – The Empire of the Char emerges in northern
  Arboria.
  2,000-1,990 B.C.E. – Mordan reveals his evil nature, attempt-
  ing to enslave the Dwarf Kingdom at Zanatas-Ur. The
  Dwarves resist Mordan, and succeed in repelling him even
  
  9
  when he summons Dragons to assault the Kingdom.
  The Elves soon learn of Mordan’s true nature as well, and
  blame the Dwarves for not warning them of his treachery. It
  is discovered that Mordan was also behind the Turmoil of
  the Elves. He is banished in 1,990 from all Elven lands and he
  flees the Star Woods to the lands of Gol in the north, enslav-
  ing the wicked primitive Baku tribes and humanoids who
  live there.
  1,950 B.C.E. – Mordan appears to the leaders of the Baku
  kingdoms in central Ilshara, fanning jealousy of the Dwarves
  and Elves and promising great power and riches. The greed
  of many of the Baku causes them to accept his dominion and
  the three most powerful of the Baku realms begin devotion
  to him. Baku who reject this path flee the heartlands, migrat-
  ing west into the Mendos river valley, settling the upper
  plains (modern Makistan).
  1,948-1,946 B.C.E. – Mordan raises a great Horde of Darkness
  with his Baku and humanoid servants. The Halflings and the
  Gnomes are the first targets of his wrath, as he drives them
  from the El river valley, killing many of both kin. Fleeing the
  Horde, the now homeless Halflings and Gnomes begin their
  wanderings.
  In 1,947 the Horde turns its attention to the Elves and
  Dwarves. A Baku war wizard named Slar is chosen by Mor-
  dan to be his war leader. Slar leads the Horde first into the
  Dantredun Forrest, killing many Wood Elves and enslaving
  the rest. Over the next year the Horde and Mordan slaughter
  many thousands of Humans and Elves. In 1,946 B.C.E. the
  Horde moves toward Zanatas-Ur, intending to repay the
  Dwarves for their earlier victory over Mordan.
  It is at this time that the Oligarchs first appear on Ilshara,
  visiting the Grey Elves and the Dwarves. They reveal that
  Mordan is of “their kind,” and not of this world. Who or
  what the Oligarchs are remains a mystery to this day, but
  some whisper they are Quintari who chose to become mortal
  (although if so their mortality seems very long) to fight Mor-
  dan before he upset the balance of the races. If so, it appears
  to be the only time that greater beings interfered directly
  with the history of Ilshara. The Oligarchs give power and
  weapons to the Dwarves, Elves and resisting Baku of the
  lands north of Lake Elos, and on the 18th Day of Springfest
  (by modern calendar reckoning) this combined army met the
  Horde in the hills just SE of the Ziggarut. The Horde is de-
  feated, and Slar abandons his command and flees into the
  cold woods & marshes of the NE coast. The Oligarchs seize
  Mordan as he tries to flee, and imprison him in the Cave of
  No Time or Place in the Spires of Samarkand. The Oligarchs,
  now mortal, remove themselves from the affairs of Ilshara
  and take Samarkand as their protective realm. A small mix-
  ture of Baku and Methanki living on the island embrace the
  Oligarchs as their leaders, and found Solaris as the Oligarchs
  build their six towers of Wizardry.
  Castle Keep is founded on the site of the great battle, and
  Lord Atamos becomes its first Lord.
  Among the artifacts seized are the Dragon Orbs. Unable to
  destroy them by mortal means, the Oligarchs decide to send
  them overseas to keep them far from even the imprisoned
  Mordan.
  1,945-1,900 B.C.E. – The Baku Kingdoms dissolve into many
  fiefdoms, baronies and duchies throughout Ilshara. Paranoia
  and distrust of Baku who swore fealty to Mordan causes
  many purges and uprisings. At the same time the Black
  Plague sweeps the heartlands. The Baku lose many of their
  people and much of the civilization they had before the arri-
  val of Mordan, becoming superstitious and highly over-
  reactive (except for the Baku who have settled in the West).
  Refugees, both Baku and Gnome, settle along the west side
  of the Bay of Gulthani, founding towns that are today part of
  the Trader’s Coast. Other Baku move even farther south,
  mixing with the Menthaki in Reboria.
  1,880-1.800 B.C.E. – Several events lead to the downfall of the
  Menthaki Kingdom in NE Arboria. A period of several dec-
  ades sees famine and disease sweep the lands, monsters out
  of the southern jungles begin more earnest assaults on the
  Menthaki cities, and finally a long-dormant volcano (dubbed
  later Mt. Doom for its death knell of the Menthaki) erupts in
  the Vol Mountains in 1.810. By 1,800 only scattered Menthaki
  tribes remain in Arboria. Many survivors flees to Reboria,
  Hunovia and the large Island to the east, settling the Western
  half of what is now Kalistax/Praxis.
  A large group of wandering Halflings settle Aloria, asking
  for the permission of the nearby Grey Elves of Ravenclar be-
  fore doing so. The Elves like the Halflings, and work quietly
  to protect Aloria over the next few centuries.
  1,750-1,700 B.C.E. – In Athgar, the Empire of Zarthos has
  reigned for over a millennium, and the powerful Knights of
  Varpar have been their protectors of justice. Seafaring tech-
  nology has developed and Zarthani settlers have begun to
  sell west over the Great Sea, settling on the Zarthon Archi-
  pelago, the Mal Peninsula, and on the eastern side of the
  large island of Kalos, founding what will become the King-
  dom of Kalistax.
  1,700-1,680 B.C.E. – Settlers from the Empire of Char dis-
  cover the verdant Dralthi river valley amidst the deserts of
  
  10
  southwest Ilshara, and form the Kingdom of the Sun.
  1,654 B.C.E. – The Beginning of the Age of Sorrows in Ath-
  gar. Several Varpar Knights, led by the powerful and charis-
  matic Lord Arathon, turn to darkness and lead a revolt
  against the Emperor. The revolt is put down, and Arathon is
  exiled with his remaining followers, but hereafter the Empire
  of Zarthos enters a period of steady decline as provinces
  break away and incompetent Emperors take the throne.
  Lord Arathon leads his fallen Varpar to the lands of the Syth-
  gar, and quickly enslaves the pliable warriors, making his
  exiles Lords of the Sythgar and naming himself Dark Lord.
  1,650-1,600 B.C.E. – The Empire of Char comes to an end,
  with all its cities and wonders mysteriously abandoned over
  a 50-year period with only scattered Char Tribes remaining.
  Legends in the Kingdom of the Sun and Menthaki overseas
  begin to whisper of a nameless curse that drove their races
  from Arboria, and apocalyptic cults emerge which tell of
  “great sin” once committed by the Ventaki that has forever
  earned the enmity of the Gods.
  1,595-1,590 B.C.E. – Civil War erupts among the Syak in the
  Celestial Kingdom. Noble houses committed to the extermi-
  nation of all non-Syak attempt to seize power, and a 5-year
  war ensues. Ultimately these Syak are defeated and exiled,
  and the Fourth Dynasty takes power, proclaiming a new era
  of the Kingdom and restarting the Syak calendar. The exiled
  Syak will also adopt this year as the start of a new calendar,
  marking their start back towards their “destiny.” The exiles
  leave the shores of Setaar, striking out east over the Endless
  Sea, never to be heard from in Setaar again. This ends the last
  known contact with these lands.
  1,589 B.C.E. – Syak exiles settle the Island of Wind and the
  Mendos river valley. The inhabitants of Windmar accept a
  new life and vow not to threaten others again, but the stal-
  wart Syak who settle on land maintain their belief in their
  racial superiority and immediately move to suppress others
  they encounter.
  1,585-1,575 B.C.E. – The Syak exiles almost immediately earn
  the anger of both the Elves of Ravenclar and the Halflings of
  Aloria. The Elves defeat the Syak when they attempt to in-
  vade Ravenclar, and the bulk of the exiles are again ban-
  ished. Some remain and swear to never threaten others if
  they can farm the valley. The other Syaks first cross into the
  Baku lands of Makistan, by now a Duchy, and settle there.
  Within two years, the Baku are forced to fight them as they
  try to usurp the land and the Syak are again on the move.
  This time they cross into the El valley, but diminished from 8
  years of strife cannot challenge the Baku lands there, so they
  turn north and cross into the Empty steppes. The most mili-
  tant found Syakar in 1,576 while others continue north and
  found Cathos a year later.
  1.550-1,500 B.C.E. – Mixed Baku/Methanki peoples and
  some of the wandering Gnomes settle the Graff lands north
  of Reboria.
  1,500-1,400 B.C.E. – The Century of Peace and Prosperity.
  Baku settlers begin exploring the Pack Isles of the Frozen sea,
  some heartier Baku settling the largest isle where their de-
  scendents, the Baku Mori, thrive to this day. More Zarthani
  settlers arrive, founding Malystare and beginning to press
  into the east-central heartlands. They begin displacing Baku,
  and intermingling as well.
  1,400-1,000 B.C.E. – The Sythgar Wars in Athgar. The cur-
  rent Dark Lord Ryloth, heir to the wicked tradition of Ara-
  thon, fights several wars between 1,400 and 1,375. Later Syth-
  gar seize many of the breakaway provinces of Zarthos, and
  between 1,200 and 1,000 the Sythgar wage non-stop war on
  their hated Zarthani enemies. The 400 year period sees dras-
  tic decline in the Empire’s power.
  Worst of all, the last campaign of 1,012 to 1,004 finds the
  Sythgar Lord Krogan seizing many artifacts from Zarthos,
  among them the Dragon Orbs, secreted here many centuries
  before by the Oligarchs of Ilshara. It will take the Sythgar
  nearly two centuries to decipher the secrets and workings of
  the Orbs, but when they do it will be calamitous.
  980-900 B.C.E. – Dwarves settle the Dwaro-Delve. Gnomes
  find more permanent homes near Lake Atamos, along the
  Star River, and in Graffspere.
  875 B.C.E. – The Free City of Nevara Setalix founded. In the
  same year Baku from Makistan move further west and min-
  gle with Syak still in the Mendos valley. Mendar will form
  slowly over the next century, although no definitive date for
  the nation’s founding is every proclaimed.
  875-810 B.C.E. – Zathani continue to swell in eastern Ilshara,
  pushing the Baku into the central re-
  gions. Several strong groups, led by a
  clan known as Tygrath, join forces and
  fortify the eastern lands of the El. The
  Baku-Tygrathi
  begin
  cultivating
  the
  horses for which they will become
  known.
  806-802 B.C.E. – The final Sythgar War
  and the Draconic Apocalypse. Dark
  Lord Magar Corune leads an all-out
  
  11
  war to destroy Zarthos. The incompetent Emperor Gladimar-
  cus in an irrational moment orders his wizards to call down
  elemental powers on the Sythgar, killing hundreds of thou-
  sands. The Lords of the Sythgar and Magar decide to use the
  Dragon Orbs to summon Draconic fury on Zarthos, but not
  fully understanding the Orbs’ powers summon nearly every
  Chromatic Dragon on the planet. In 802 the Empire of
  Zarthos is literally obliterated by hundreds of Dragons. As
  Lord Magar is about to celebrate with his Lords, however,
  they too are assaulted by the vast flight of Dragons. In the
  end the Sythgar are also decimated, and many of the Drag-
  ons take up the lands as their new home
  Thousands of Zarthani flee Athgar, sailing into the west as
  they watch the continent burn and die behind them. These
  thousands of exiles will create an enormous influx of Zar-
  thani between 800 and 750 in Ilshara.
  Unbeknownst to the Zarthani, one Sythgar Lord, Draven, has
  managed to join the refugees, and after arriving in Malystare
  sets out to seek new opportunities to restore the Sythgar.
  The Age of Exile
  799-790 B.C.E. – The wanderings of Dark Lord Draven,
  where he learns of the history of Ilshara and learns of Mor-
  dan. He travels to the Barony of Slar, and after much subter-
  fuge and scheming gets hold of Slar’s writings and books. He
  learns where Mordan is held prisoner. During this time
  Draven takes on an apprentice, Sharine Dovani, a half-Elf
  exile from the Star Woods.
  789 B.C.E. – The Kingdom of Kalistax founded. The Men-
  thaki and Zarthani mix on the western side eventually form
  the Republic of Praxis in 707 B.C.E.
  795 B.C.E. – The Grand Duchy of Makistan proclaimed.
  790-750 B.C.E. – The Zarthani Kingdoms in exile form in
  east-central Ilshara. Xanader founded in 772.
  778 B.C.E. – After many years of study and planning, Lord
  Draven infiltrates Samarkand and breaches the Spires, releas-
  ing Mordan from his prison. While Draven was expecting
  the evil one would help him restore the Sythgar, Mordan
  instead simply slays Draven, takes his Sythgar artifacts and
  returns to Gol. Meanwhile, Dark Lord Sharine goes into hid-
  ing, taking her own apprentice and swearing to continue the
  legacy of the Sythgar.
  765-762 B.C.E. – Mordan again raises an army, and this time
  incites the Zarthani who do not know him to harass the Star
  Woods and the Grey Elves to distract them as he attacks.
  Over three years, Mordan makes three attempts to breach the
  woods and the Elven realm. Finally, in 762, when it looks like
  he might overcome the Elves, the Oligarchs appear again
  and seize Mordan, again spiriting him to his prison in the
  Spires. As his armies collapse, one of his generals, Zor, takes
  a mixed band of Zarthani, Baku and humanoids and settles
  the coast north west of the Great Forrest. Shortly thereafter,
  several Zarthani clans devoted to the “Faith of the Land”
  settle Orn Land.
  750-600 B.C.E. – The quiet years. Zarthani Kingdoms con-
  tinue to expand and grow, and Baku are forced more to the
  fringes of the land they once dominated, but very little tur-
  moil or conflict occurs.
  580 B.C.E. – The Zarthani form the Grand Republic of Xana-
  dar, encompassing most of eastern Ilshara and ranging to the
  Tygrath border in the west. The Republic will grow and
  prosper over the next 500 years. In 440 the Knights of Xana-
  dar are founded. The Republic will negotiate a treaty of
  autonomy and independence with the Dwarves at Dwaro-
  Delve that will never be broken, even in the more decrepit
  days of Empire yet to come.
  449 B.C.E. – As if all early travails weren’t enough to con-
  vince many that the Menthaki/Char cultures were cursed, in
  this year people of Reboria look up to see a large burning
  object slam from the sky, striking dead center in the heart of
  the realm over the Rebor River. The devastation was enor-
  mous, turning the fertile lands to waste and leaving a mas-
  sive rift in the middle of the nation. Almost all cities and
  most of the people living in Reboria were killed in the combi-
  nation fire-storm and sand-storm, and the rest of Ilshara ex-
  perienced the effects as well as the impact sent dust and ash
  into the air that clogged the skies over 2/3 of the continent
  for over a month. Naturally many assumed this was some
  “divine” retribution for the whispered secret sin of the Ven-
  taki and Menthaki. The few survivors of this event settle in
  Graffspere or along the Trader’s Coast.
  400-150 B.C.E. – The Great Republic of Xanadar spreads
  west, encompassing through the Treaty of Marz the Dush
  River Kingdoms, then adding the Tygrath Lands, the Wood
  Elves and denizens of the Great Forrest, and the Welterlands
  settled by Zor during Mordan’s last assault (although these
  harsh northern lands will always prove unsettled and a site
  of rebelliousness). In 178 B.C.E. the fiefdoms around Lake
  Elos join the Republic, and Zarthani begin intermingling in
  the cities and towns here. Castle Keep annexed by the Re-
  public in 155, as are the lands west of the El all the way to the
  Markers.
  
  12
  148-140 B.C.E. – The Syak War in NW Ilshara. Two compet-
  ing groups, isolated from the rest of Ilshara, war with each
  other. The people of Syakar seek to subjugate their cousins in
  Cashani. The Cashani, hardened and having grown larger
  and heartier by their rough climate, defeat the southern Syak
  finally at the Battle of the Cold Desert. The Syak Kingdom
  declares itself the Imperium, and begins to seek other ways
  beyond direct force to subvert and conquer all in the name of
  their “superior” race. Syak adventurers begin finding ancient
  unexplained Baku ruins and artifacts throughout the Empty
  Steppes and the Spine Ridge area.
  138 B.C.E. – The Grand Republic annexes the Trader cities
  of Trajanar and Tendos Bay along the Trader’s Coast.
  100 B.C.E. – At about this time the great White Dragon
  Krystar takes up residence on one of the Pack Isles, quickly
  assuming dominance over the Baku Mori and Noman cul-
  tures of the Isles and harassing and raiding inland into the
  Great Forrest along with 4 lesser Whites that serve her.
  The Knights of Valor are formed in the Grand Duchy of
  Makistan.
  90-10 B.C.E. – Growing troubles in the West with the Welter-
  lands, threats from Krystar, and stubborn independent
  movements in the Mal Peninsula and Ushar cause the Re-
  public to increase its army and greatly expand the Order of
  Xanader. Skirmishes are fought along the Sun river as Xana-
  dar establishes Suranist and Suranova, and a 3-year war is
  fought with rebellious Zorians north of the Telithor River.
  In 28 B.C.E. the forces of the Republic conquer Orn Land.
  8-2 B.C.E. – The Cold War. Humanoid armies of Gol under
  the leadership of Drak the Horrible invade Xanadar, over-
  coming the Beli coast and thrusting south into Suranista.
  Marshall Kevan Androsi, scion of powerful House Androsi,
  leads the Xanadar Legions against the Armies of Drak and
  eventually forces them back to Gol. In 3 B.C.E. Androsi fi-
  nally invades the Horrid Lands themselves and defeats Drak
  under the shadow of the Furnaces. Xanadar makes Golgithar
  (as it is now known) a protectorate under the nominal rule of
  House Androsi, which establishes The Mor Castle as its base
  and places a small contingent in Gothos. Despite this nomi-
  nal control, the actual governance of the many humanoid
  (Orc and Hobgoblin mainly) tribes is left to its own as long
  as no great musterings threaten the outside lands.
  1 B.C.E. – The Krystar War. The great White and her thralls
  openly attacks and attempts to subjugate Welterland and the
  Great Forrest. At first the Order of Xanadar attempts to
  defeat the Dragons head-on in Welterland, but Krystar deci-
  mates the entire 3rd Order of the 1st Legion. Taking a different
  approach, the Chancellor of the Republic personally hires a
  band of 13 adventurers to infiltrate the Pack Isles and de-
  stroy Krystar. After months of search and battle, the Xanadar
  Thirteen (as they come to be known) confront Krystar, and
  instead of killing the great beast work out a surprising trade
  – the services of the great beast to Xanadar when called in
  exchange for autonomous rule of the Pack Isles, Friggia and
  one-a-year hunting privileges in Welterland and Orn Land.
  The Common Era and Empire of Xanadar
  1 C.E. – On the 1st Day of AferFrost, the High Chancellor Ko-
  lar Kristanos declares the Proclamation of Empire.
  1-500 C.E. – The Pax Imperial era. For the next 5 centuries the
  Empire of Xanadar grows and governs at its height. Shep-
  herded by mostly competent Emperors from Houses Kris-
  tanos, Androsi and Zevar, the Empire builds roads, cities,
  towns, bridges, aqueducts, and increases infrastructure and
  trade throughout the lands if Ilshara. At its greatest extent in
  about 480 C.E. the Empire spans the entire central and east-
  ern portions of Ilshara, as well as the Zarthon Archipelago.
  The other Free Cities of the Trader’s Coast fall under Empire
  control in 398, Graffspere in 416, and Hunovia in 478. In 498
  an expedition even establishes an outpost of the Empire in
  Arboria – Arbor Keep. The Star Wood Kingdom of the Elves
  and Dwaro-Delve remain autonomous realms within the
  Empire.
  The Treaty of West Hold in 278 C.E. guarantees the sover-
  eignty of Makistan and the protected lands. Some say the
  Empire wisely realized it would have endless problems ad-
  ministering such populated and culturally different lands so
  far west, while others suspect that the power of the Grey
  Elves helped sway the decision of Xanadar not to march its
  Legions into the sheltered lands.
  502-504 C.E. – In 502 scandal engulfs the ruling House An-
  drosi and its Empress Amalyne. The Imperial Senate deposes
  House Androsi and the upstart House Naran ascends to
  power. The new Emperor is Salizar Rothan of Naran, and
  unknown to all is that he is a Sythgar Dark Lord, heir to a
  long and secret tradition of Draven and Sharine Dovani. The
  Emperor Salizar immediately begins swelling the Legions
  and administration of the Empire with Sythgar apprentices
  and converts, and begins instituting policies of high Zarthani
  order – oppressing and devaluing non-human and Baku
  races in the Empire. In 504 he elevates the Church of Brax (an
  evil god and patron of the Sythgar) to the official state relig-
  ion.
  
  13
  510-600 C.E. – Xanadar as a Sythgar Empire devolves into
  evil. The Emperor Salizar uses dark magic to maintain his
  life and rules with an iron fist. Various atrocities are ordered
  against subject races – The Wood Elf massacre of 555, the
  extermination of several rebellious Zol settlements in 560,
  and the armed occupation of Malystare which begins in 575.
  Undead and demonic minions are created and summoned
  using Sythgar magic to bolster direct control of the prov-
  inces.
  In 590 C.E. Salizar dissolves the Imperial Senate and places
  governance directly in the hands of the Sythgar Lords.
  601 C.E. – The Rebellion against the Empire begins with the
  Proclamation of Rebellion by former Senator Klestreus Adi-
  varius of Phelios. While many provinces hold peoples op-
  pressed and hungry for revolt, these cells of resistance to the
  Empire are scattered and outmatched at first by the forces of
  the Emperor. Klestreus begins organizing cells and ferment-
  ing open revolt in various lands.
  604 C.E. – The Greenwood Revolt begins. Rebels seize Groth
  and the west banks of Lake Xanos. Sythgar warriors lead the
  3rd Legion and exterminate the rebels.
  610-620 C.E. – The wood Elves of the Great Forrest fight a 10-
  year insurgency against the Emperor’s control. In this case,
  the Elves’ natural knowledge of their forest homes prevents a
  repeat of the Greenwood Revolt and Xanadar is never able to
  quell the rebellion here.
  615 C.E. – The Mal Peninsula and Malystare erupt in open
  revolt.
  616-618 C.E. – The Rebellion spreads and grows. The Tygrath
  revolt in the West, as do a number of the Knights of Xanadar
  in the Dush valley. Suranista patriots revolt. In Orn Land the
  Sons of Orn organize and assassinate their Sythgar over-
  lords. Welterland erupts into open civil war in 618.
  619 C.E. – Amidst the rebellions, the Emperor makes a fatal
  error. He decides the riches and powers of the still autono-
  mous Dwarven and Elven kingdoms within his borders are
  needed to strengthen his Sythgar rule and musters forces to
  invade Dwaro-Delve and the Star Woods. This is a mistake
  as he underestimates the strength of both, and weakens his
  armies fighting insurgents elsewhere.
  620 C.E. – Fall of the Empire. Zealots in Chall overthrow
  their Lords and declare a theocracy, aided by powerful
  clerical magic of Chalosz. The Ushar rebel and drive Xanadar
  from the southern desert. The Dush valley descends into a
  feudal war zone. Angered by the Emperor’s assaults, both
  the Dwarves and the Elves march into Xanadar territory –
  the Elves decimating and clearing the Beli coast, and in their
  fury killing most of the humans there, while the Dwarven
  army drives across the southern coast seizing Port Dravar
  and Port Kapi, cutting off the Empire’s access to the sea.
  Over the summer, great discord and infighting erupts in the
  capitol between Sythgar factions upset with the Emperor
  over his prosecution of the war. Many former Knights of
  Xanadar from other provinces form the Knights of Ilshara
  and turn on their former empire.
  At the start of Reckoning, a force of adventurers breaches the
  citadel of Xanadar and, after receiving aid from dissident
  factions, confronts and kills the Emperor Salizar. Forces of
  House Kristanos and Zevar, long biding their time in silence
  but secretly supporting rebellion, emerge and seize control of
  Xanadar. The forces of these Houses, along with the rebels
  and forces of the Dwarves and Elves, begin the Sythgar
  purges. During the period of the Dark Empire the Sythgar
  had grown to hundreds of Lords. The Church of Brax is
  banned and priests and clerics rounded up and put to public
  death.
  The year-end Treaty of Phelios is signed, disbanding the Em-
  pire forever. Xanadar accepts its borders and reaffirms the
  autonomy of Dwaro-Delve and the southern Star Woods
  within those borders. The Tygrath Regency forms, Malystare
  is finally declared a free and independent City State and Do-
  main, and all the other former Provinces go their way.
  621-635 C.E. - The Sythgar purge continues across the land. It
  is thought that by 635 the last of the Sythgar Lords have been
  hunted down and killed, but no one can be sure. What is
  known is that there is no real sign of the Sythgar for 4 centu-
  ries after save for rumor and terrifying bedtime stories.
  The Duchy of Zor is formed in 629. In the west the El river
  lands opposite Tygrath develop into a series of independent
  feudal “Freeholds.” The Trader’s Coast cities renounce any
  affiliation with other lands and return to their wild and inde-
  pendent ways.
  642 C.E. – The Viscounty of Suranist declares as a new nation
  – the Principality of Suranista. Shevaros becomes an inde-
  pendent Free City.
  650-1000 C.E. – In the three centuries following the fall of the
  Empire of Xanadar, relative peace is enjoyed. There are mi-
  nor conflicts with humanoids, Dragons of the Draconis
  range, and most importantly the development of the Bandit
  
  14
  Kingdoms between 715 and 800, turning the passes and trade
  routes between east and west into more precarious endeav-
  ors. On the whole, however, the peoples of Ilshara live, work
  and adventure in a time of relative ease and opportunity.
  1002 C.E. – The Slar Crisis begins. In this year an adventur-
  ing band awakens an old and mysterious evil in the Barony
  of Slar. Fell creatures begin to ooze into the Atamos valley.
  Over the next several decades, low-grade conflicts erupt as
  all of the cities and towns of this region are infiltrated and
  threatened by monsters from Slar.
  1048 C.E. – To finally deal with the Slar Crisis, the city-states
  and towns threatened form the Atamos Compact, and to-
  gether field bands of adventurers who drive the creatures
  from their lands and move into Slar itself.
  1055 C.E. – After several years of campaigns into Slar, a Syth-
  gar Dark Lord is discovered in command of the realm and
  his redoubt in the southern cold marshes is destroyed and he
  is killed. Slar returns to its relative normalcy as a decrepit
  and evil state, under the varying control of evil but not par-
  ticularly powerful Baku and humanoid chieftains.
  1058 C.E. – Kron is founded in the southern Pack Isles.
  1060-1070 C.E. – The first rumors of the Brotherhood of Ice
  are reported from adventurers exploring the eastern Pack
  Isles and Friggia.
  1078 C.E. – The various Freeholds form the loose Confeder-
  acy of Freeholds to defend against a rising evil in the Hill
  Wood.
  1085 C.E. – The Battle of Hill Wood. The Cult of Nurina is
  broken at the Temple of Despair.
  1102 C.E. – In this year a rather
  important but not well-known
  event occurs. It is the formation
  of the “Fellowship of Five” in an
  inn in Castle Keep. Five young
  adventurers come together and
  begin their campaigns. They are:
  Zar
  Kataris,
  a
  wizard
  from
  Phelios; Sef Sermac, a Halfling
  rogue from Jendar; Elaina Brightstar, an Elven fighter from
  Ravenclar who because of sexism and racism was rejected
  from entry into the Knights of Valor in Makistan; Golan Tre-
  vize, a cleric of Zar from Tygrath; and Grako Stormhammer,
  a Dwarven fighter from Zanatas-Ur.
  1102-1112 C.E. – Over the next decade the Fellowship of Five
  grows in power as it takes on many adventures, ranging
  from expeditions to Arboria to infiltrating The Depths of the
  Drow to exploring dark ruins in the Zarthon Archipelago.
  They become well known in several areas, most notably
  around Castle Keep, the Tygrath Regency, Nevara Setalix,
  Xanadar and especially Jendar.
  1115 C.E. – In Springfest of this year the Fellowship under-
  takes an adventure that will become known as the Fellow-
  ship’s Folly. Intrigued by legends of the immortals, and with
  egos swollen from so much successful adventuring, the Fel-
  lowship journeys to the Island of Samarkand. There they dis-
  cover that the Oligarchs are not as they were – of the original
  six, only two “true” Oligarchs remain, and are very aged and
  diminished in power. One other, Zurak the Grey, abandoned
  Samarkand
  and
  disappeared
  into
  Arboria.
  The
  other
  “current” Oligarchs are mere humans wizards, recruited
  over the years from early childhood when they exhibited
  magical affinity and raised as new Oligarchs. Finding this
  diminished situation, the Fellowship begins their first sortie
  into the island, recovering several Quintari artifacts and
  much wealth and magical knowledge.
  1116 C.E. – One year later, the Fellowship makes their return
  to Samarkand, but this time infiltrates the Vaults of the
  Spires and while attempting to unlock a puzzle they believe
  will give them secrets of the immortals, they free Mordan
  from his prison. Golan Trevize and Grako Stormhammer are
  killed by the evil one, who then leaves the others and starts
  to flee. Alexander the Red, one of the two remaining “true”
  Oligarchs attempts to stop Mordan, but while Alexander is
  now an aged mortal, Mordan has lost none of his power
  while existing in the Timeless Cave. Mordan kills Alexander
  and returns to Golgithar, where he rebuilds Targ Keep and
  Gothos and reasserts himself as lord of the Horrid Lands.
  Shamed by their Folly, the remaining three Fellowship mem-
  bers break up and follow separate paths after releasing such
  an evil back into the world. Elaina Brightstar disappears into
  seclusion and meditation in her hidden redoubt in the Lek
  Wood.
  1120 C.E. – Zar Kataris builds his Tower of Sorcery west of
  Lake Xanos.
  1125 C.E. – Sef Sermac becomes head of the Guild of Thieves
  in Jendar.
  1133 C.E. – Sef Sermac becomes Lord High Mayor of Jendar.
  1134-1136 C.E. – Evil again grows in the lands of Ilshara.
  1137 C.E. – Present Day in the Lands of Exile.
  
  15
  Part IV – The Peoples of Ilshara
  This section is intended to provide the most basic
  information related to the major denizens of Ilshara and its
  realms. For the most part it is safe to assume that beings and
  creatures mirror their descriptions in the corresponding rules
  of the system to which the world is adapted, and that the
  information here is simply meant to anchor these peoples to
  their locales on this setting. The major exception is the detail
  of the major branches of Humanity that are unique to the
  World of Mystika and especially Ilshara. The descriptions are
  also intended to add specific cultural flavor to the inhabi-
  tants described.
  It is also important to remember that just
  because one specific region or nation might be mentioned in
  connection to a certain race or group does not mean that in
  only where they are found, and other appropriate appear-
  ances can be determined by the GM as fits any specific game.
  Elves
  The Grey Elves of Ilshara
  The Grey Elves of Ilshara are found mainly in two
  different locations, having developed as cultures tied to-
  gether but separate in their devotions. In the West the Grey
  Elves of the Moon settled the Golden Woods (also referred to
  as the Raven Woods) and eventually founded the Kingdom
  of Ravenclar. These Raven Elves have lived for the most part
  harmoniously over the millennia, facing troubles only during
  the Turmoil of the Elves, from which exiles of this Kingdom
  fled and eventually became the Drow of the Depths. Raven
  Elves are a fierce and proud group, dabbling in magic but
  more concerned with strength of arms – they are potent
  hunters and rangers, and revere the animals they hunt in an
  almost spiritual sense.
  The other civilization is the Star Woods Kingdom in
  the East. The Grey Elves here are more devoted to magic and
  its connection to nature, and as such their forest home gives
  them powerful defenses against outsiders. The Elves of the
  Star Woods are also devoted to knowledge of the universe,
  and of all the peoples of Ilshara have the best understanding
  of astronomy and physical science as well as magic. All of
  the Grey Elves hold great hatred of Mordan for his decep-
  tions of them eons ago, and as such are wary of helping any
  outsider or non-Olven peoples.
  The Raven Elves are quite friendly with the Halflings
  of Aloria, and are comfortable with if not exactly friendly
  with the humans of Mendar and the Grand Duchy of Maki-
  stan. The Star Wood Elves, on the other hand, are suspicious
  and cold to most humans as a result of the Imperial days of
  Xanadar, although the citizens of Shevaros have managed to
  establish somewhat cordial and businesslike relationships
  with the Star Elves.
  Smaller Grey Elf enclaves can also be found the
  woods of Suranista, the Lek Wood, Mykos and the SW cor-
  ner of the Great Wood.
  The Wood Elves of Ilshara
  Unlike their Grey Cousins, haven’t been embroiled
  in the turmoil of lands beyond there forest homes except
  when those turmoils have directly involved them (as with
  the Sythgar subjugation of the Great Woods or the Syak in-
  cursions in the Dantredun Forest).
  Wood Elves are widely scattered across the face of
  Ilshara, and indeed the very name “Ilshara” comes from the
  low-Elf tongue of the Wood Elves meaning “Land of Plenty.”
  Wood Elves are found in large concentrations in the Dantre-
  dun Forest, the Great Forest, the Hill Wood, the Myr Wood,
  the Spirit Wood of Samarakand, the Graf Wood, and the Isles
  of Malis. Wood Elves typically are a warrior/tracker breed of
  Elves, who reserve magical arts for particular castes within
  their society.
  Wild Elves
  Wild Elves are found most commonly in the north-
  ern parts of the Great Forest, the Grosh Wood near Gol-
  githar, the smaller woods of both the Zarthon Archipelago
  and Hunovia, the Nor Wood and Paras Forest of Praxis, and
  scattered amidst the jungles of Arboria. A few Wild Elf clans
  also inhabit some of the woods of Cashani, the Barony of Slar
  and the many scattered cold woods of the Pack Isles and
  Friggia.
  Humans
  There are five basic branches of humanity present in
  Ilshara: the Zarthani, the Syak, the Baku, the Menthaki and
  the Char. In most regions the original stock of these different
  branches has intermingled and become less strikingly differ-
  ent, yet there are certain areas where racial uniqueness from
  each branch remains strongly asserted.
  It is to be noted that there may be indeed other
  branches of humanity from other regions of the world, but as
  stated before this is entirely up to the individual GM to de-
  velop if so desired.
  
  16
  Zarthani Humans
  Originally from the continent of Athgar, Zarthani are
  medium to tall humans of fairly light complexion, most com-
  monly with blonde or red hair and bright eyes (often blue or
  green). In this work you may notice reference to the other
  Athgar race, the Sythgar, but as far as branches go whatever
  distinctions the Sythgar had as a race from Zarthani are lost
  to us. “Sythgar” lords were Zarthani.
  The Zarthani were a seafaring race, with strong engi-
  neering and architectural skills. Zarthani dress was most
  commonly loose and colorful, given to solid colors in robes,
  pants and other wardrobe. The Zarthani also favored flam-
  boyant jewelry, especially in earrings to symbolize status and
  wealth (both for men and women).
  Zarthani architecture
  was strongly focused on power and strength, and often fea-
  tured fluted columns and great terraces and halls (think
  Greek and Roman civilizations).
  Zarthani are natural explorers and seekers of knowl-
  edge. Magic has always been an important part of their cul-
  ture and that continues to this day. Religion is less important
  and less apparent in the live of many Zarthani – while they
  accept their pantheon and especially the Father God Zar, for
  most it is a relatively nominal devotion. Except for the brief
  elevation of Brax under Salizar Rothan, there is no “state”
  religion and other than once or twice a year most Zarthani
  don’t pay many visits to temples unless they are in sudden
  need of healing. Zarthani are the most secular of all the hu-
  man races. The consider themselves practical and innovative,
  and would rather master something themselves than by
  looking to others.
  As with most humans, much of the continent is more
  of a mix, although the farther east one goes the more domi-
  nant the strains of Zarthani bloodlines there are. The purest
  examples of Zarthani stock can be found in the Free City of
  Malystare and its domain, the Zarthon Archipelago, and the
  NE portions of Kalistax.
  Syak Humans
  Syak humans come from the land of Setaar. Syak are
  shorter than Baku or Zarthani, and boast sharp features and
  fair complexions (similar to Asians). The Syak exiles who
  arrived on Ilshara were among the most militaristic, and so
  have something of a disdain for magic outside of religious
  application. The are fierce and have a strong sense of racial
  superiority, though this is less with the inhabitants of the Isle
  of Wind and the Cashani of the north who have been hum-
  bled by the forces of nature they have had to coexist with.
  Syak dress is often multi-colored and varied, favor-
  ing long flowing robes, elaborate turbans and capes. Syak
  disdain and reject what they see as superfluous accessories
  such as jewelry and ornaments. Syak architecture favors
  Onion domes, arches and very rounded and colorful con-
  struction. Of all the Human races, the Syak love art
  (sculpture and painting) most fervently, and almost every
  Syak home will boast some form of art (paintings and tapes-
  tries more commonly in the Syak Imperium and Windmar,
  sculpture and elaborate pottery in Cashani).
  Of all the human races, the Syak have intermingled
  and mixed with other branches the least, owing to their own
  sense of racial superiority. There is some mixed Syak blood
  in the peoples of Mendor and Makistan, while the Protector-
  ate of Windmar is mostly Syak with some Char intermingled.
  The Syak Imperium likes to describe itself as “pure” Syak,
  but there is a small smattering of Baku even there. The most
  “purely” Syak in terms of blood are the Cashani, however
  physically it would be hard to tell this because the environ-
  mental conditions over the centuries have evolved the
  Cashani Syak into a larger, stronger, and heartier stock
  (unlike other Syak, the Cashani often sport facial hair, which
  is lighter and more sandy than the jet black of their origins).
  Religiously the Syak are devoted to their pantheon, but most
  especially to Remenith the God of Judgement and Combat.
  The Baku
  The Baku are the original human inhabitants of Il-
  shara, The Baku are of slightly shorter build than Zarthani,
  stockier and display a much wider array of physical traits,
  from dark to light hair, often curly, and slightly ruddier com-
  plexions. To try to identify “true” Baku is somewhat difficult
  because there is so much diversity in their physiques, which
  when tied to the unknown history of the race (their calendar
  is over 6000 years old) prior to their emergence in Ilshara
  between 2,750 and 2,500 leads many to believe the Baku
  might be an amalgam of several earlier branches or human
  races.
  Indeed, the conundrum of the Baku is their mysteri-
  ous past. Compared to the Syak, the Zarthani, even the Men-
  thaki the Baku developed civilization the latest and seem-
  ingly slowly. However, the mere fact that despite a lack of
  either an oral or written tradition of history before their ap-
  pearance in the El river valley, their calendar already be-
  spoke another 2,000+ years of history that is lost to all knowl-
  edge today. Some recent discoveries of ruins and artifacts in
  several locations (principally in the Empty Steppes and the
  northern Kalibeth desert) have led some to speculate that the
  Baku flourished as a much more organized and advanced
  civilization long before they settled central Ilshara. The dis-
  crepancy is that the Elves do not record contact with such a
  civilization, which given their own history seems unlikely if
  the Baku did command lands so close to the Golden Wood of
  the Raven Elves.
  
  17
  Thus, a second theory has been proposed by some, although
  most serious scholars and historians consider it fantasy and
  not legitimate. This theory states that the Baku thrived on a
  distant Island land known as Atalantar, and that some 5000
  years ago a cataclysm sank their entire civilization, with the
  survivors fleeing from the middle of the Endless Sea (where
  Atalantar is speculated to have existed), first arriving on the
  western coasts of Ilshara both in the north and the south,
  lingering briefly (long enough to build temporary temples,
  towns, etc. but not long enough to catch the attention of the
  Elves) before moving inland for more fertile and productive
  lands where the Baku are recorded to first thrive.
  If either such culture existed, whatever wonders and
  artistry they produced were non-existent by the time the
  Baku first established river communities in the El valley. The
  early Baku of Ilshara were stern, hard-working folk who es-
  chewed extravagance and leisure for attention to work and
  devotion to practicality. Even these early Baku were very
  suspicious of non-humans, though Mordan’s apparently hu-
  man form did deceive them. Baku prefer simplistic and prac-
  tical clothing, of muted colors and indicating their working
  nature as a people. Architecture is utilitarian and functional,
  if not exactly attractive. The early Baku utilized timber and
  other materials to make wood forts and houses, and tend to
  continue with that tradition to this day, although Baku
  around Lake Elos did begin employing stone cut by the
  Dwarves of Zanatas-Ur in their towns and cities. Visual art
  is practically non-existent, although the Baku have a rich mu-
  sical tradition of balladeers and troubadours (again ironic
  considering the lost early history).
  The most succinct example of Baku bloodlines can be
  found today in the tribes of the Baku Mori in the Frozen Sea.
  These tribes settled here millennia ago and have made a life
  amidst the harsh climate of cold soil, storms and near endless
  winters by becoming great fishermen and perfecting the rais-
  ing of hearty stocks of deer, elk, etc. The inhabitants of Orn
  Land are mainly Baku, (“Orn” meaning “the land” in Baku)
  but have grown stronger and larger, losing interest in culture
  in exchange for simplistic lives tilling the earth and war craft.
  The two other realms that are principally Baku are the Grand
  Duchy of Makistan and Mendor, although the latter has a
  strong Syak and smaller Char mix, and Makistan does fea-
  ture a decent bit of Zarthani intermixing especially in the
  south-east of the land. The Freeholds, Tygrath, the Bandit
  Kingdoms, Xanadar, Suranista and other lands all show a
  very strong mix between Zarthani and Baku. Religiously the
  Baku have always been very faithful to the gods and even
  superstitious of all things magical, divine or extraordinary.
  Baku often exhibit the most quirks because of this, and can
  be very irrational at times and very rational at others.
  The Char
  One of the two off-shoots of Ventaki civilization in
  Arboria, the Char are darker skinned than their cousins the
  Menthaki, boasting deep brown hues and sometimes lighter
  or darker pigmentation depending on the region of Arboria
  or Ilshara they live. The Char rose to great heights for four
  centuries roughly between 2,000 and 1,600 B.C.E., but a be-
  wildering variety of famines, plagues, monsters and (some
  say) curses brought their Empire in north central Arboria
  low. Today, the Char are represented in several different ar-
  eas, albeit each somewhat differently than their original cul-
  ture.
  In Arboria there remain very dark-skinned Char
  with tribal clans east of where their Empire stood. These
  Char have adapted the name “Charlak,” which means the
  children of Char. They are savvy warriors of the wild jun-
  gles, fiercely clannish to family structure. Of all the remain-
  ing descendents of Char, the Charlak reflect the cultural in-
  clinations of the forefathers the most – affinity for light jun-
  gle dress and ornate jewelry (mainly gold and bronze) of all
  forms. The Char use dance as principal artistic expression as
  well as the central form of religious ritual. One tribe of Char-
  lak encountered the Xanadarian colony of Brenmar in the
  late 600’s, and destroyed the interlopers with the help of a
  strange wizard who appeared to them at the same time –
  Zurak the Grey. Since then, the Zurak Char have come to
  worship this ex-Oligarch, who built his citadel in their midst,
  and refer to him as “The Grey Father.”
  In the Kalibeth desert, Char immigrants and later
  some small bands of refugees took up a harsh life in Bed-
  ouin-style clans, learning the secrets of the desert and even
  domesticating some of the strange life-forms there for sur-
  vival. These Char eschewed the earlier devotion to jewelry or
  aesthetics for the practical and protective garb of the Ka-
  libeth. There has been some intermixing in the western de-
  sert with Syak explorers from Windmar. Several clans in the
  eastern desert have come under the sway of a Dragon lord –
  Vorlok the Blue, and serve him mainly out of fear.
  In the Dralthi river basin, colonists from Char while
  it was still an Empire discovered the fertile river banks which
  overflow once a year providing an agricultural blessing and
  formed the Kingdom of the Sun. Over the years the Char of
  this land adapted a strikingly different culture (see entry of
  Kingdom of the Sun for more details) than their forerunners,
  and became the one monotheistic culture, with religious de-
  votion entirely to the Sun God. Sun Char developed lighter
  skin coloration over the century, and developed a distinctive
  architectural style around pyramidal structures. It is the Sun
  Char who developed the elaborate ritual of mummification
  as part of its death rights.
  
  18
  The Menthaki
  The eastern branch of the Ventaki descendents be-
  came known as the Menthaki, slightly taller than the Char
  and lighter in skin tone (closer to Indian or Persian). The
  Menthaki developed an advanced civilization in the Vol re-
  gions of NE Arboria, expanding from their Kingdom there to
  settle Reboria, Hunovia, a small portion of Samarkand and
  later Praxis. The original Kingdom was destroyed eventually
  by a series of events close to 1.800, culminating in the erup-
  tion of Mt. Doom. Ruins remain however of a people who
  made great strides in astronomy, math and magic. Their art
  was exquisite (stone carving, pottery and jewelry), and the
  number of Menthaki artifacts bearing unbelievable jewels
  (including diamonds the like of which few in Ilshara have
  ever seen) have caused more than a few adventurers to seek
  out these ancient lands.
  The Menthaki who settled Reboria were destroyed
  or scattered when the great “star” struck the center of their
  Kingdom, reducing it to wasteland. Many of these fled to
  Graffspere where over the centuries their bloodlines inter-
  mingled and mixed with the Baku there, while a few clans
  survived to become the Nomads of the Arid Steppes. Fewer
  still returned to the Rift Wastes and became the Riders of the
  Rift.
  Some Menthaki remained in NE Arboria, and a
  smaller river kingdom known as the Vol Regency has devel-
  oped, though it is quite primitive and boasts none of the
  great achievements of the Menthaki.
  Other Menthaki settled Hunovia, portions of Samar-
  kand, and later Praxis, where Menthaki
  mingled and
  adapted their culture to co-exist with the Zarthani who
  founded Kalistax.
  Common to most Menthaki is a love of culinary arts
  – indeed, the one artistic and aesthetic link between even the
  most varied of the Menthaki diaspora is their devotion to
  food and its presentation and consumption. For the Men-
  thaki, it matters little how one dresses, it is how (and what)
  one eats at the celebratory occasions of meals that matter.
  Dinners are an almost religious experience for these peoples,
  and this is extraordinarily apparent on Humovia and in
  Praxis (although it must be said that the Nomads and Rift
  Riders are less capable culinary artists though they make
  The Dwarves
  The Dwarves of Ilshara have two primary home-
  lands: the Dwarven city of Zanatas-Ur in the Ziggarut north
  of Castle Keep, and the Dwaro-Delve in the mountains of
  central Xanadar, as well as scattered in smaller communities
  in northern and eastern mountains and hills. Dwarves also
  can be found in major cities of the continent, especially
  merchants who sell gems, silver, and weapons and armor
  crafted in their homelands. Some cities which exhibit visible
  Dwarven populations are Jendar, Xanadar, Trajanar, the
  towns of the Trader’s bay, and northern Tygrath. Dwarves
  more recently have made their presence known in the Bandit
  Kingdoms, and two distinct clans also are found in Ma-
  lystare and in the hills and mountains on the western slopes
  near Praxis.
  Halflings
  The origins of both the Halflings and the Gnomes
  remain a mystery, only that they first appear along the El
  River and southern shores of Lake Elos 2,200 and 2,000
  B.C.E. Some scholars at the University of Jendar have pro-
  duced works which assert that both the Gnomes and
  Halflings were the youngest races created by the gods, and
  were so set on the Lands of Ilshara as surprising counter-
  balances (through cunning and adaptability) to the brute
  strength of the older Human, Elf and Dwarven races. This, of
  course, is speculation, as are the rumors that both of the
  “short” races are the result of Baku and Dwarven magical
  experiments gone awry.
  The assault of the Horde of Darkness drove the
  Halflings from the El valley and they began they wander-
  ings, with a great many eventually settling in Aloria under
  the friendship and protection of the Raven Elves of the West.
  Even after the establishment of Aloria, it takes the Halfling
  homeland another 8 centuries before their culture establishes
  an official calendar (owing to the rather carefree attitudes of
  this race), which begins with the first High Sheriff of Aloria
  in 788.
  Outside of Aloria, Halflings are found in many of the
  major cities in small pockets – especially in Nevara Setalix,
  Jendar, Gulthanas, Matos Remar and Mendaris. Fewer
  Halflings are found in the cities of Xanadar and it’s provinces
  due to the aftermath of Emperor Salizar’s high human order,
  but recently a number of Halflings have found homes in Ma-
  lystare. One other nation shows a distinct Halfling, popula-
  tion – Graffspere with it’s unique diversity of culture and
  races.
  
  19
  Gnomes
  Like the Halflings of Ilshara, the Gnomes first ap-
  peared in the eastern El River valley (modern Tygrath), and
  like the Halflings were forced into migration and wander-
  ings by the Horde of Darkness. Unlike the Halflings, the
  Gnomes
  of
  Ilshara
  never
  established
  any
  one
  central
  “homeland,” instead scattering and wandering for many
  more centuries to all corners of the land. They are physically
  and culturally diverse because of this scattering, and over the
  years have founded smaller settlements close to but separate
  from human centers of civilization.
  Areas that are noted for their nearby or present
  Gnome settlements are: Atun-Var along the Atemisar River
  in the Atamos Compact, Glendale in Mendar, Nevara Setalix,
  Graffspere, Karn and Safeton along the Star River, and the
  Free City of Shevaros.
  There are also small numbers of
  Gnomes who found refuge in the hilly regions of the
  Trader’s Coast.
  Half-Elves
  Half Elves are the offspring of mixed couplings be-
  tween a Human and Elf parent. T he Half-Elves of Ilshara
  must find existence somewhere between their two parent
  cultures. Often viewed with disdain or even exiled by their
  Elvish homelands, Half-Elves are more commonly found
  living amidst the human world, although they never fully
  belong to that culture either. Some Half-Elves do find kin
  and friendship among the Wood Elves of Dantredun and the
  Great Forrest, as these Elves are slightly less dismissive of
  the Half-Elves than their Grey cousins. Graffspere especially
  has openly welcomed Half-Elves into its lands, and interest-
  ingly enough Half-Elves are the one breed allowed to immi-
  grate onto Samarkand by the Oligarchs of that Realm.
  Other cities where Half-Elves are noticeable include:
  Matos Remar in Makistan, Mendaris, Trajanar, Jendar, Nico-
  polis and Elisar in Tygrath, most of the cities of the Bandit
  Kingdoms, and Phelios and Pendar in Xanadar. In addition,
  many of the descendents of Half-Elves corrupted by Mordan
  remain, even more mixed with human stock, in the Duchy of
  Zor and Senshar.
  The Giants
  One thing a reader of this work may have noticed,
  especially in the history of the lands, is the absence till this
  point of mention of Giants in the land. While this seems im-
  possible given just how large and visible these enormous
  humanoids are, it owes mostly to the fact that Giants didn’t
  begin to emerge as a race on Ilshar until nearly 500 B.C.E.
  Whether they were raised as a new race by the gods, or (as
  speculated with both the Gnomes and Halflings) the result of
  the magical experiments of unknown wizardry (the Oli-
  garchs perhaps?), the various Giant races took time over the
  next thousand years to multiply and take hold in their vari-
  ous mountain homes.
  Fire Giants are known to exist in Golgithar, for even
  before the return of Mordan rumors abounded of imposing
  new rulers of the land who strode forth from the Gol Fur-
  naces. Certainly the Kalistax record contact and skirmishes
  with the Fire Giants of their southernmost lands. Tales hun-
  dreds of years old in Makistan speak of the “tall people” of
  the Markers who raid and, according to bedtime warnings,
  “steal little children” from the eastern counties of the Duchy.
  The GM may certainly place Giants as part of any
  campaign in appropriate areas, plenty of which are available
  and fit the descriptions of these races. It should be noted,
  however, that in this setting Giants exist but have yet to
  make a major impact on any settled lands – there existence
  should be thought of as “fantastical” until adventurers actu-
  ally encounter them. As such Ilshara offers a completely
  fresh start into how the Giants come into contact, conflict, or
  possibly even co-existence with the other races of the realms,
  and it is totally up to the individual games played in this set-
  ting as to how that will occur.
  Other regions where Giants might be found may
  include: Friggia and the Frozen peaks (certainly for Frost
  Giants), the Morgath and upper Orn Ridges, the Telgar
  Range, The Draconis Range and the Barrier Peaks, and any of
  the areas around the Spine Ridges and the North Peaks, es-
  pecially in the hills and northern regions of the Empty
  Steppes. Arboria also might feature Giants, although there
  are certainly far more dangerous monsters and creatures
  lurking in these regions.
  Dragons
  Unlike some other campaign settings Dragons exist
  in Ilshara but not in all-powerful or omni-present conditions.
  Part of the reason for this is the fact that Sythgar lords in-
  voked the powerful Greater Dragon Orbs to summon so
  many chromatic Dragons to Athgar, bringing upon both Zar-
  thani and Sythgar alike the Draconic Apocalypse. Many of
  the Dragons remained in those lands, and if a GM wishes to
  really seek out great numbers of these creatures then adven-
  tures across the sea to that ancient desolated land would be
  ideal.
  In Ilshara, some chromatic Dragons either remained
  or later returned, and can be found in any appropriate envi-
  ronment per individual games and systems. A very few have
  been identified in this work as to their locations and interac-
  
  20
  tions with the peoples of the land (Vorlok the Blue, Krystar
  the White, and Rax the Red). Metallic dragons also exist in
  some numbers, but they traditionally keep to themselves.
  Again, it is up to the individual game and GM as to where a
  Brass, a Gold or a Silver dragon might be encountered. Cer-
  tainly any of the mountain ranges, swamps, deserts or forests
  offer opportunities to locate either chromatic or metallic
  Dragons in the Lands of Exile.
  Orcs
  Physically and culturally Orcs are degenerate, op-
  portunistic and violent. When and where Orcs first appeared
  remains a mystery, but to most of the peoples of Ilshara it
  seems like they have been around forever, raiding and tor-
  menting, committing acts of violence and depredation. Orc
  clans and bands can be found in numerous locations, but are
  especially concentrated in Golgithar, the North Peaks, and
  the Orn Ridges of southern Orn Land. Also, there is one par-
  ticularly well-organized “kingdom” or Orcs in the Draconis
  Range, known as Mothgar, which owes allegiance to Rax the
  Red as a Dragon over-lord.
  Half-Orcs
  Half-Orcs are predominantly the result of mixed hu-
  man and Orcish descendents of former portions of forces put
  together by Mordan. The Duchy of Zor, Baron of Slar and
  eastern cities of the Atamos Compact are the most likely
  places to find examples of Half-Orcs, with the largest concen-
  tration in Zor. Half-Orcs face even more severe cultural cri-
  ses than Half-Elves, being to intelligent and civilized to re-
  main in the world of Orcs and certainly being ostracized
  within the world of Humans. Only in a few major places out-
  side of these realms (the peoples of which become accus-
  tomed to the strange and diverse) can a Half-Orc walk with-
  out garnering very negative attention – principally Jendar
  and Trajanar, a few of the cities and towns of the Bandit
  Kingdoms, and to some degree the towns of the Trader’s
  Coast.
  Hobgoblins
  Extremely clannish and fiercely independent, these
  creatures often serve more diabolical masters (such as Mor-
  dan) but never with the enthusiasm of Orcs – their true loyal-
  ties are always to their own. There are large groupings of
  Hobgoblins in south-east Golgithar, in certain regions of the
  Mal peninsula, scattered near the Stark Mounds and Nevara
  Setalix. Of course Hobgoblins may be found in any other
  appropriate area or regions as the individual GM may so
  desire.
  Other Races, Monsters & Creatures
  There are many other races and creatures in exis-
  tence in the Lands of Exile, and only a few have been dis-
  cussed here. Any creature discussed in
  a corresponding
  compendium of monsters may be found in appropriate re-
  gions and utilized in any campaign. The GM should take
  effort to make sure there is a logic to the placement of any
  creature or group of monsters, following the descriptions
  given in the Core books and the history and topography of
  the land contained herein (i.e. – the GM should avoid a ran-
  dom and seemingly illogical band of lizard-folk suddenly
  springing up in the middle of the Kalibeth desert). Check the
  later section, Part VIII – Adventuring in Ilshar, for how
  Chance Encounters work within this setting. As to the reli-
  gious leanings of any creature or culture of creatures
  (including those discussed above), it is assumed that where
  appropriate alignment and disposition will guide what dei-
  ties or deity an individual creature or collective might wor-
  ship or draw power from.
  Notes on Languages in Ilshara
  All races and branches of humans have their own historical
  linguistic evolutions. In some regions the traditional linguis-
  tic form remains prevalent, while in others a mix of lan-
  guages has evolved. The following is a brief decryption of
  how languages are used in Ilshara:
  Human Languages:
  Zarthani – Language of the Zarthani brought from Athgar.
  Still spoken in its older form in Kalistax and Zarthon.
  The Bakara – Original language of the Baku.
  Syakese – Brought with the Syak, still spoken in the
  Imperium & Cashani.
  Ventah – Older Ventaki, both the Char and Menthaki
  adapted it almost as it was.
  Common (Eastron) – Dominantly Zarthani with mixes of
  Baku, now spoken as Common language of most of
  Central and Eastern Ilshara. This is also the official
  “Trader’s” tongue, learned by merchants in almost
  all lands.
  Common (Westron) – A Common derivation of Baku, domi-
  nant in the Sheltered lands and even the western
  Freeholds.
  
  21
  Demi-Human Languages:
  The Storlang – Dwarven language, both written & spoken.
  Scelatri – The High Elven language of the Grey Elves
  Tulinari – The Low Elven language of Wood & Wild Elves.
  ** Note – Gnomes and Halflings speak either Westron or Eas-
  tron as their base languages, depending on where on the
  continent they reside.
  Notes on Humanoid and Other Languages:
  Humanoids and other Creatures typically have their own
  unique forms of communications and language. It is up to
  the GM to make decisions as to which of the above a creature
  or humanoid might also know, as well as to name or use
  these other languages as needed.
  Part V – The Lands of Ilshara
  Included herein are brief descriptions of the major
  political and regional settings within Ilshara: The Lands of
  Exile. The information is designed to give the most impor-
  tant basic facts on a Kingdom, a Free City, a Tribe as possible
  while leaving as much to the individual GM and game as
  possible. Each entry offers the broad strokes: Ruler (where
  applicable),
  population,
  major
  cities
  and
  towns,
  dominant religious lean-
  ings, alignments most pre-
  sent, and resources. The
  last entry may refer to
  gems by numbers I-V, re-
  ferring to their increasing
  quality and value given
  the
  locations
  they
  are
  found in. Following this
  basic information, a brief
  description of the land is
  given, concluding with a very brief word on some of the
  Conflicts & Intrigues currently brewing in that land. In some
  cases subdivisions within the realm are also noted. Excluded
  here are communities or villages of 900 or less, as well as in-
  dividual castles or holdings which can dot the lands, some-
  times affiliated with the realm around them, sometimes not.
  Aloria
  Proper Title: The Protected Shire of Aloria
  Ruler: His Honor, the High Sheriff of Aloria, Robin Smallberries
  Capital: Haf-Dem on the Hill (5,789)
  Population: 48,000, almost exclusively Halfling (some Gnomes
  live in Bridgeton)
  Major Cities and Towns: Stonk (4,400), Moonwood (1,280),
  Bridgeton (2,975)
  Dominant Religious Leanings: Zar, Kalar, Kimra & Garn
  Alignments: LG, NG, CG, CN
  Resources: Agriculture (Corn, Wheat, Potatoes), Game and other
  foodstuff, Pipeweed, Gems I and some II, Wine
  The Halfling homeland of Aloria sits on the north banks of
  the Mendos River between three other realms, the Elven land
  of Ravenclar to the NW, Mendar to the west and SW, and the
  Grand Duchy of Makistan to the east. Halfling life here is
  joyful and fairly free of cares from the world. Much attention
  in life is, of course, given over to food and the enjoyment
  thereof, as well as the smoking of pipeweed. The High Sher-
  iff is elected every 4 years and represents the Mayors of Haf-
  Dem, Stonk, Moonwood and Bridgeton as well the Elders of
  the smaller villages and settlements of Aloria. The Sheriff can
  call upon his peoples to raise a Halfling militia (leather ar-
  mored with short sword and short bow) of about 600 fairly
  readily. Halflings trade readily their Wines and Pipeweed to
  other nations, sending these products up and down the Men-
  dos as well as selling them at the markets of Nevara Setalix
  to the south.
  Conflicts and Intrigues: Very few in such a peaceful
  land, however there have been strange tales of creatures ap-
  pearing in the woods north of Moonwood. Relations are cor-
  dial with the Elves of Ravenclar, but some Halflings have
  started to worry that the new Grand Duke of Makistan may
  have inclinations to annex Aloria.
  The Atamos Compact
  Proper Title: Compact of the Free and Independent Cities of the
  Atamos Lakelands
  Ruler: None; Independent Lords and Mayors of Individual Cities
  meet once a year in Atun-Var or Laketown to discuss issues that
  call for joint action or discussion
  Capital: None
  Population: 89,000 (Baku 75%, Gnomes 10%, Zarthani 5%, Half-
  Elves 2%, some Humanoids and other Demi-Humans)
  Major Cities and Towns: Atun-Var (11,788), Laketown (9,285),
  Elmarix (13,712), Senshar (10,008)
  Dominant Religious Leanings: Mori, Orn, Ytaris, Craman, Tamara
  Alignments: CG, N, CN, NG, NE
  Resources: Furs, Fishing, Livestock (Deer and Elk), Gems I & II,
  Copper & Brass (Elmarix), Mercenaries
  ** Note on Alignment: In this gazetteer, the use of traditional
  alignments ranging from LG through CE are still used, as they are
  most common across editions. The GM should feel free to adjust
  for the individual game as needed, adapting or removing at will.
  
  22
  The lands in the high plains around Lake Atamos in north
  central Ilshara were for many centuries part of the Xana-
  darian province known as Welterland. Following the fall of
  the Empire, the cities of these lands went their own inde-
  pendent ways, reflecting the fiercely stubborn attitudes of
  the mostly Baku settlers of this region. Gnomes also found
  the rolling lands near the Atemisar river to their liking, and
  settled here between 800 and 600 B.C.E. The Slar Crisis
  forced the city-states to band together to more recently form
  the loose Compact to which they now belong. There are four
  major independent cities located within the Atamos Com-
  pact:
  Atun-Var – Currently ruled by Baron Jaxon Demore
  (Baku M), Atun-Var sits at the conflux of the Atemisar and
  Slar rivers and is closest to the Barony of Slar. Because of
  this, its citizens are cautious and nervous, and life really does
  shut down at sunset, with most denizens preferring the secu-
  rity of their homes at night. The Baron controls a militia of
  200 well-armed constables, usually sporting either chain
  shirts or leather armor and wielding a variety of weapons
  from short swords to crossbows to clubs. Mercenaries from
  Atun-Var are always looking to sell their services abroad.
  Laketown – This city owes its primary economy to
  fishing on Lake Atamos. Governed by Lord High Mayor
  Winston Tellene (Zarthani M), Laketown can field a force of
  about 400 archers and 100 infantry armed with longswords
  and spears. Laketown enjoys good relations with a Gnome
  community of about 800 that shares the northern shore of the
  Lake.
  Senshar – This cold coastal city is ruled by Lord
  Folker Varn Andeers (Baku M), a wily and distrustful ex-
  thief who came to rule after the untimely and suspicious
  death of his predecessor. Senshar trades along the coast with
  Zor and Orn Land, as well sending its pelts and animal furs
  to markets across the continent. It also has a thriving local
  fishing industry. The city maintains a regular force of about
  250 militia, leather-clad and armed with short sword and
  crossbow. Like Atun-Var, Senshar is known for its mercenar-
  ies, many of who gained experience as adventurers in Slar
  and the Pack Isles.
  Elmarix – The most cosmopolitan and open of the
  cities, there is less hostility and suspicion of outsiders here.
  The current Mayor and Lord Protector of Elmarix is the Lady
  Norene Valdivort (Baku F), whose family owns several of the
  brass and copper mines in the hills west of the city. Relations
  and trade are very strong with Jendar and with the Tygrath
  Regency to the south along the coast of Lake Elos. Elmarix
  boasts a standing force of approximately 900, of which 100
  are armored cavalry, the rest typically wearing chain or
  chain shirts and armed with short swords, long swords, or
  spears.
  Conflicts & Intrigues: As always, the potential for
  Orcs, Kobolds, and other fell creatures raiding from Slar con-
  cerns the northern cities. Only recently have the citizens of
  Senshar found out why the White Dragon Krystar shows up
  to hunt the grazing lands south of the city. The most recent
  meeting of the Compact received a demand from Castle
  Keep that the free cities lower their export taxes, causing fric-
  tion between the leaders of Atamos and the Knights of Ilshar.
  Rumors abound in Ilshar of sightings of large humanoids
  roaming the northern slopes of the Telgar.
  The Baku Mori Tribes
  Proper Title: None, known simply as “Frostland” to its inhabitants
  and not known as a political entity to any save Senshar
  Ruler: The Terrible and Mighty Shakar of the Baku Mori, Thoklis
  Thorun
  Capital: Gura Masan (782)
  Population: Approximately 9,250 (exclusively Baku)
  Major Cities and Towns: Baku Lesor (1,380)
  Dominant Religious Leanings: Thira, Ytaris, Mori, Orn, Trethgos,
  Craman
  Alignments: CG, N, CN, LE, NE
  Resources: Fishing from the Frozen sea, Timber (in small
  amounts), Herding and husbandry
  Pushed long ago by fear and distrust of Zarthani expansion
  on the continent, certain Baku clans settled this cold and
  barely hospitable island. They formed tribes that roamed the
  land, eventually establishing two towns to meet and conduct
  cross-tribal
  business.
  The
  economy
  is
  primarily
  self-
  sufficient, although a little trade has recently begun between
  the Baku Mori and Senshar merchants. All Baku Mori male
  tribesman are essentially capable of fighting, typically unar-
  mored with spears, clubs and a variety of bows for weapons.
  Conflicts & Intrigues: Until recently this isolated
  tribal realm would seem to have offered little to no interest
  to anyone, but the recent exchange between Senshar and the
  Baku Mori has evoked tales of Baku Shaman who possess
  strange artifacts and manuscripts of older Baku culture,
  some of which are said to convey magic that allows the tribes
  to manipulate the weather to their advantage. For some rea-
  son Krystar also avoids the island despite its proximity to her
  own Isle.
  The Bandit Kingdoms
  Proper Title: None
  Ruler: Various Bandit Lords, Dukes and “Kings”
  Capital: None
  Population: 178,000 (Mixed Zarthani/Baku 57%, Zarthani 18%,
  
  23
  Baku 10%, Half-Elf 6%, Dwarf 5%, Half-Orc 2%)
  Major Cities and Towns: Dusher (23,120), Tol Havar (13,789),
  Marz (18,450), Marshburg (5,878), Watertown (32,480), Groth
  (22,262), Pellon (16,204)
  Dominant Religious Leanings: Entire Pantheon represented in
  some way
  Alignments: Virtually every alignment represented, LG being the
  smallest
  Resources: Trade and Banditry (intertwined as commerce in these
  lands), some farming, fishing in Watertown, some husbandry, tim-
  ber and logging
  (to the consternation of the Elves of the Great
  Forest and the Green Wood), Gems I
  Following the Rebellion and the fall of Empire, these lands
  went their separate ways. Populated by many of chaotic and
  independent temperament, the cities of this realm soon be-
  came havens for the “shadier” elements of post-Imperial so-
  ciety in Ilshara. Direct travel through the lands is hazardous
  at best, downright lethal more often, as groups both working
  for themselves and for the various “lords” of the cities attain
  much of their wealth through the simple means of taking
  what they see. This philosophy extends to raids and harass-
  ment of other city states, and in this way there is something
  of
  a
  balance
  of
  power
  between
  the
  differing
  bandit
  “kingdoms.” Some of these fiefdoms are less chaotic than
  others, and so overland trade does continue between east
  and west along a narrow path from Phelios to Pellon, thence
  to Watertown and by river from their to Tol Havar and Ty-
  grath. All the cities tends to trade through Gulthanis, as that
  Free City doesn’t restrict or tax imports and exports (and also
  does not ask where the merchandise or produce comes
  from).
  Watertown – The largest of the bandit city-states,
  Watertown is also the most visibly similar to “civilized” na-
  tionalities – at least during the day. Ruled by the Council of
  Six, a predominantly Baku faction that controls the guilds
  and temples of the city, Watertown mixes its nefarious side
  with legitimate business and commerce. The owners of most
  businesses, however, also run clandestine operations and
  often arrange the “retrieval” of merchandise sold to unsus-
  pecting travelers passing through who let their guard down
  when compared to dealings with the other bandit lands. The
  Guild of Thieves here is also the “police” force, and while
  their day-to-day activities range quite far from protection,
  the Guild can muster a pretty decent force of “city protec-
  tors” should any outside incursions come to bare,
  Tol Havar – Lord Terek Nobaster (Mixed Zarthani/
  Baku M) rules this city and the lands around it (although he
  is careful to leave the Lek Wood alone). A devious and ma-
  nipulative man, “Lord” Terek made his name as an adven-
  turer in his younger days, but came to realize the advantages
  of having treasure come to him rather than going to look for
  it. He joined an organization called “The River Rats,” who
  thrived on selecting choice merchandise as it moved up the
  Telithar river, and over the years his group gained much in-
  fluence in the town. Eventually he was able to seize control
  after the sudden “disappearance” of the Lord who ruled here
  before him. Lord Terek’s compatriots control the town mili-
  tia, made up of about 200 ruffians of various races, mostly
  leather-clad and armed with clubs, hammers and crossbows,
  although a few are hired fighters with much better arms and
  equipment.
  Dusher – The Dwarf Kok Romak styles himself
  “King of the Dush,” and the denizens of his nation” (actually
  only about 80 square miles around Dusher itself) revel in the
  open anarchy of drunken chaos that is Dusher “night life.” If
  any adventurer should ever seek the ubiquitous “bar brawl,”
  this city is the place to go. Romak is careful to see that his
  “kingdom” does not entice the enmity of nearby Tygrath,
  instead he sponsors the various factions of his city in more
  long-range endeavors in Zor and Gulthanis, as well as con-
  tinually “trading” merchandise with nearby Marz and Mar-
  shburg. Romak has a small cadre of hand-picked “King’s
  Men,” around two dozen Human and Dwarven thugs who
  do his bidding. The rest of the groups and individuals in the
  town, he figures, can either fend for themselves or kindly die
  if they can’t.
  Marshburg – A squalid and altogether unpleasant
  city, Marshburg is known for its rather unpleasant stink
  (result of constant marsh gases). “Ruled” by the Duke of
  Marshburg, Rocko Sumblane (Zarthani M), a rather unintelli-
  gent but ruthless former mercenary who came to power
  mainly because most able bandit lords simply didn’t want
  the mosquito infested city enough to fight for it. The city
  plays an important role in the commerce of Ilshara, however,
  as the Dul-Marsh provides many of the small and exotic ani-
  mal components for some spells, and Duke Rocko makes a
  fortune off the hunting and exporting of rare frogs, swamp
  rats, bats and other such creatures, shipping them to many
  parts of the continent through a “silent” partner he has in
  Gulthanis. Other than the 100 or so hunters (armed with
  spear and knife), the Duke sees no need to field any larger
  force – after all, who’d want to attack his crappy city?
  Marz – Originally named after the God of Magic,
  Marz was for many centuries the home of the famous Acad-
  emy of Magic, a school for wizard arts around which the
  town grew. The Academy was the site of one of the more
  infamous massacres under the oppression of Emperor Sal-
  izar, and its masters and apprentices killed and much of the
  Academy laid waste. The central tower remains, albeit in an
  abandoned and decrepit state around which a newer keep
  was constructed. Marz today is the center of criminal activity
  organized for a purpose – to export the disruption of lawful
  and orderly life in the eastern part of Ilshara. The city and
  much of the central lands around it are nominally ruled by
  
  24
  Baron Dieter Von Rakk (Baku M), an erstwhile criminal who
  escaped from the dungeons of Graffspere (where he was set
  to be killed for many assorted crimes, some of them quite
  disgusting), and whose “talents” quickly earned him the
  thanks of the real rulers of this city – the Temples of Chalosz
  and Andost, who see the banditry and lawlessness of these
  lands as a starting point for a larger unraveling of society on
  the continent. Baron Von Rakk loves torture, and so he is
  content to follow the orders of these Temples so long as the
  dozen or so mercenary bands he employs are allowed to pro-
  vide him with suitable “players” for the twisted entertain-
  ments he desires.
  Groth – The “King” of Groth is a Half-Elf exile of the
  Star Woods named Sholanthere the Ugly. His sole purpose in
  life is vengeance on the race that exiled him, and so he or-
  ganizes the wealth he accumulates through both banditry
  and dangerous exploitation of the nearby Green Wood to
  continuously hire mercenaries and thugs so that he can start
  his revenge by enslaving the Wood Elves of that forest. He
  currently has assembled about 300 or so fairly well-armed
  Groth militia, but his first excursion into the deeper part of
  the forest set him back about a 100 men so he has decided to
  wait and keep building his army. Groth also controls a por-
  tion of land to its west in which the ruins of a long-forgotten
  Baku city were discovered, which has offered more opportu-
  nity for Sholanthere to lure adventurers then either tax them,
  simply relieve them of treasure found (as well as their lives),
  or recruit them into his plans.
  Pellon – The most “decent” of the bandit kingdoms,
  Pellon was settled after the fall of Empire mainly by rebels
  who fought for freedom from tyranny and simply didn’t
  want to give that freedom up to anyone but themselves.
  Ruled by Duchess Paulina Moroth (Mixed Zathani/Baku F),
  Pellon fields a constabulary force of about 150 militia, clad
  variously from leather to chain and armed with short sword,
  long sword and crossbow. Duchess Moroth wants her city to
  be a true Free City, and as such does what she can to protect
  legitimate trade and commerce, especially with Phelios. She
  does, however, covet the resources of the Great Forest to the
  north, and openly supports logging and other exploitation of
  the woods there.
  Conflicts & Intrigues: Tensions mount between the
  Wood Elves and Groth and Pellon. A dangerous Cult is said
  to be taking hold in Watertown. Dusher may be aggravating
  some unwanted enemies from Zor in the north. The Temple
  of Andost may be planning to enlarge the scope of its plans
  for this part of the world. Some rare disease has recently be-
  gun to strike in Marshburg. Whatever other intrigues are
  developed, there is also the inherent intrigue of banditry and
  competing factions within these lands and kingdoms. All the
  above mentioned rulers, as well as dozens of factions and
  individuals within each city and region, are constantly look–
  ing for adventurers for hire for any number of purposes,
  ranging from the mundane to the illegal to the highly neces-
  sary (dealing with a small black Dragon that has appeared in
  the Dul-Marsh, for instance).
  The Brotherhood of Ice
  Proper Title: Unknown
  Ruler: Unknown
  Capital: Unknown
  Population: Unknown
  Major Cities and Towns: Unknown
  Dominant Religious Leanings: Unknown
  Alignments: Unknown
  Resources: Unknown
  Only recently have a few tales emerged of a strange society
  which calls itself the “Brotherhood of Ice” in the NE Pack
  Isles. Isolated from the rest of the continent, the few rumors
  that have been spread indicate a group of alabaster-white
  skinned Zarthani-like Humans who kill any outsider. Who
  or what these people are remains a mystery, as does any
  sense of how many live on these two islands or if there are
  any permanent settlements hidden in the cold woods there.
  Some speculate that the Brotherhood is a group from across
  the frozen peaks, unaffiliated with any race, while others
  believe the group to be descendents of the Sythgar (the race,
  not their Dark Zarthani Lords), while others still conjecture a
  group of mortals who have traveled through magic or some
  other means from worlds beyond Mystika. In all these cases,
  this is all mere speculation with no real proof of any fact be-
  yond the existence of this group and their apparent hostility
  to outsiders.
  The rather vague nature of this group is purpose-
  fully left so, intending to allow any individual campaign or
  game to have one land of the continent that could fit any
  number of purposes or intents. The Brotherhood could fit
  one of the above rumors, or a GM could use it as a crossover
  to another dimensional realm or alternate campaign setting,
  or even as a tie to another part of Mystika. Or it could simply
  be another example of zealous isolationists or cultural sepa-
  ratists. In the end it’s up to the individual GM to develop the
  Brotherhood, or completely ignore it, as they so wish.
  The Prelacy of Cashani
  Proper Title: The Prelacy of Cashani
  Ruler: Prelate Xu Loru, Doman of the Cantons of Cashani and
  Keeper of the True Way
  Capital: Cathos (38,684)
  Population: 237,540
  Major Cities and Towns: Chelos (26,408), Ice Reach (7,412), Port
  Tinian (4,832)
  
  25
  Dominant Religious Leanings: Remenith, Rev, Vrantar, Wo Chu,
  ancestor worship on Tinian
  Alignments: NG, CG, NE
  Resources: Timber, livestock and husbandry, furs and pelts, fish-
  ing, Brass, Copper and small amounts of Silver, Gems II, III & IV
  Established by one faction of the Syak exiles, Cashani is
  named for the war-leader who first led the settlement of this
  land. The smaller island of Tinian was added to the Prelacy
  in approximately 380 C.E., under the Prelate Li Tinian. The
  Chashani are a martial people, following the central beliefs of
  Remenith that conflict is the natural order of determining the
  strongest and rightful heirs of the land. The need to conquer
  the harsh winters and hard land contributed to the codifica-
  tion of this ideology within every facet of Cashani life – from
  rights of manhood surrounding ritualistic combat at 16 years
  of age to the way in which the Prelate is chosen (again,
  through challenge of armed combat, although whomever
  holds the Prelacy is given undue advantages of circum-
  stances, weapons and armor to ensure only the truly brave
  and strong challenger can attain leadership this way). The
  Syak here are exceedingly arrogant, but have lost any caring
  about other lands or races. Despite being the “purest” in
  terms of Syak blood, Cashani Syak have grown taller and
  stronger as the result of centuries of adapting to the climate
  and lands they live in. The Army of the Cash is personally
  led by the Prelate, and numbers approximately 200 well-
  trained cavalry, 500 infantry armed with various armor and
  carrying great swords, long swords, war hammers and axes,
  and finally approximately 100 well-trained long-bowmen.
  The Army hasn’t had to fight an organized opponent since
  the Syak War of 148-140 B.C.E. , but remains trained and
  strong because of constant threats emerging from the Spine
  Ridges, the deeper regions of the cold woods of the lands,
  and emerging from the Ice Barrens in the North.
  Conflicts & Intrigues: The aforementioned activities
  of creatures and monsters in the borderlands of the nation.
  Xu Loru is aging and there are a number of younger chal-
  lenges to his Prelacy more and more often. Strange artifacts
  have begun surfacing around the Prelacy, especially in the
  Spine Ridges and the Isle of Tinian. The people of Ice Reach
  have worried about strange blizzards in recent winters that
  seem purposefully directed, especially towards individuals
  and companies that deal in fur, pelts and animal training.
  The Cashani people still fear possible desires of the Syak Im-
  perium to its south.
  Castle Keep
  Proper Title: The Sovereign Citadel of Castle Keep
  Ruler: Sir Richard Karth, High Magistar of the Order of the
  Knights of Ilshara
  Capital: Castle Keep (8,702)
  Population: 10,400 (Zarthani/Baku Mix 80%, Baku 10%, Dwarves
  4%, Elves 2%, Halflings & Gnomes in the surrounding hills 2%)
  Major Cities and Towns: None other than the Keep and town
  around it
  Dominant Religious Leanings: Kalar (Official religion), Zar, Marz
  & Solan as well
  Alignments: Very dominantly LG, with some N, CG and CN lean-
  ings in the town
  Resources: Fishing on the El, Trade and commerce between Zana-
  tas-Ur and the south, Fees and levies on the services of the Knights
  of Ilshara across many lands, Gems I, III & IV
  Originally founded in 1,946 on the site of the Battle Against
  the Horde in which Mordan’s forces were defeated in the
  land, Castle Keep later thrived as the furthermost outpost of
  the Republic and early Empire of Xanadar before that na-
  tion’s turn to evil. During the Rebellion it led the revolt
  against Empire in this region, and saw the founding of the
  Order of the Knights of Ilshara, who maintain Castle Keep to
  this day as their headquarters. The Keep is also known as a
  waypoint for many good-aligned adventuring parties, espe-
  cially in the Inn of the Thirsty Griffon, a well-known and
  much in demand tavern where the Fellowship of Five once
  came together for the 1st time.
  Conflicts & Intrigues: The Knights have developed a
  faction that argues for more direct influence in courts and
  nations across the land, opposed by the Knight’s Charter
  which calls for the application of Justice beyond politics and
  national borders. Tensions remain high between the Knights
  of Castle Keep and the Atamos Compact to the east. Sef Ser-
  mac of Jendar has made it well-known he believes Castle
  Keep should be more politically aligned if not placed under
  control of the burgeoning city to the south.
  Theocracy of Chall
  Proper Title: The Blessed Theocracy of the Chall
  Ruler: His Most Worthy and Holy Father, Jaren Oliandor II, Theo-
  crat of Chall and Defender of the Faithful
  Capital: Amistar (27,202)
  Population: 110,860 (Baku 91%, Zarthani 8%, a very few demi-
  humans)
  Major Cities and Towns: Port Chalos (10,709), Perth (7,110),
  Valen (3,966)
  Dominant Religious Leanings: Chalosz officially and almost exclu-
  sively, so worship of Marz, Solan and Deleen tolerated.
  
  26
  Alignments: CN very dominant, CG, N and NG to some minor
  degree
  Resources: Fertile farmlands produce foodstuffs and crops, live-
  stock and husbandry, Tributes paid by some other Temples of Cha-
  losz in other realms, Gems I, II
  During the Rebellion, zealots devoted to an apocalyptic relig-
  ion devoted to their interpretations of the Theology of Cha-
  losz overthrew the Zarthani who controlled this province in
  the name of Xanadar, and forced the exodus of most non-
  believers (including most non-Baku) from the new Theoc-
  racy. Unlike some other worshippers of Chalosz, those of the
  Theocracy do not seek the chaotic undermining of other
  realms, but accept that all order will eventually and inevita-
  bly lead to an apocalyptic war between good and evil, be-
  tween humans and demi-humans, and that they as the
  “Faithful” will be spared in their lands of Chall if they up-
  hold their strict and pious religious devotions and rituals.
  Chall does not attempt to export their religion, and accepts
  converts and pilgrims into the land only after rigorous trials
  and review of an individual’s faith. Some other Temples
  around the continent do pay tributes, mainly out of the de-
  sire to maintain this realm as potential safe zone should their
  own locations ever come under threat. The Theocracy fields a
  small army known as the “Defenders of the Faith,” with ap-
  proximately 125-150 cavalry, 400 or so pikemen, and another
  400 or so wielding sword and bow.
  Conflicts & Intrigues: Some of the Chall are becom-
  ing increasingly impatient waiting for the apocalypse of con-
  tinental war. There are rumors of sinister and evil things
  multiplying in The Fens. Rumors have spread wide and far
  that the Theocracy has come into certain very powerful arti-
  facts of Chalosz.
  The Charlak Tribesman
  Proper Title: None
  Ruler: Various tribal leaders, both patriarchal and matriarchal
  Capital: None
  Population: Estimated at 78,000-90,000 (Exclusively Char)
  Major Cities and Towns: None, settlements in small collectives and
  villages only
  Dominant Religious Leanings: Varkura and the Char/Menthaki
  pantheon
  Alignments: NG, CG, LN, N, CN, NE, CE and LE around the
  tribes that worship Zurak Resources: Gold and copper salvaged or
  mined near ancient cities, Herbs and natural chemical resources of
  the jungle
  Scattered in various regions of the Jungles of N central Ar-
  boria, Charlak Tribesmen organize around family structures.
  Their villages are seemingly primitive, made of thatch wood,
  rough stone pilings and Jungle moss. Adventurers who come
  here often make the mistake of underestimating the fierce-
  ness and skill of these Tribes, thinking them “uncivilized.”
  Especially when defending kin and clan, the Charlak are
  cunning and savvy warriors, armed with spears and long-
  knives. Several tribes have come under the command of
  Zurak, whom they worship, and these tribes the erstwhile
  Oligarch uses to plunder and explore some of the ruins scat-
  tered throughout Arboria. Indeed, that is the reason he estab-
  lished his tower, for it is said he is seeking an artifact that
  will restore his immortality.
  Conflicts & Intrigues: As always, the Charlak must
  contend with any number of powerful and mythical crea-
  tures, although recently there has been a rise in undead
  around the abandoned Char metropolis known as “The Dark
  City.” Zurak’s followers are beginning to incite unrest
  amongst other Charlak tribes. The arrival of adventurers
  from the north brings back memories of the settlers of Bren-
  mar from Xanadar many centuries ago, violent exploiters of
  the land whom the Char eventually slaughtered.
  The Dim Coast
  Proper Title: None
  Ruler: (Nominal) Sir Dareth Uforr, Lord of Mor Castle
  Capital: (Nominal) Mor Castle (780)
  Population: Approx. 17,850 (Zarthani/Baku Mix 48%, Half-Elf
  19%, wide variety of Humanoids 30%)
  Major Cities and Towns: Lost Haven (ruined, inhabited by 300-400
  Orcs), Prinden Bay (4,004), Grosh (2,880)
  Dominant Religious Leanings: Kalar, Zar & Solan (Mor Castle),
  Brax, Andost, Nurina, Chalosz, Pelos, Garn
  Alignments: LG (only in Mor Castle), CG, N, CN, NE, CE, LE
  Resources: Negligible – some fishing and farming around Prinden
  Bay, Timber exploited by Grosh from nearby woods
  What was once the Beli Coast province of Xanadar has stood
  for millennia as the borderland between nations and the
  foulness of Golgithar. Despoiled by the Star Wood Elves dur-
  ing the Great Rebellion, many of the human inhabitants were
  killed or driven from the land and the town of Last Haven
  was sacked and ruined, now known as “Lost” Haven and
  inhabited by Orcs who refused to worship Mordan. The
  Knights of Ilshara maintain Mor Castle as a watch on the
  Horrid Lands. Prinden Bay remains the only civilized human
  settlement, owing most of its economics to its position as
  central waypoint for adventurers heading north. Grosh is an
  almost exclusively Hobgoblin community, which at times
  has been part of Golgithar but currently asserts its independ-
  ence from Mordan. The rest of the Dim Coast is sparsely
  populated by hearty and independent farmers, organized in
  small communities, as well as by disparate humanoids and
  other creatures.
  Conflicts & Intrigues: As always, the threats of Gol-
  githar are omni-present in this land. Sir Dareth has vocally
  
  27
  questioned the level of support he receives from the Knights
  in Castle Keep, and has expressed the possibility of remov-
  ing himself and the Castle from the Order. Tensions and fear
  exist among some of the humans concerning the Elves of the
  Star Woods. In Altherthyme, a strange ship with no crew or
  cargo apparent came into Prinden Bay under full sail, bear-
  ing strange markings – strange disappearances have started
  at night in Prinden following this arrival.
  Confederacy of Freeholds
  Proper Title: The Concordant Confederacy of Freeholds
  Ruler: Various independent Lords and Freeholders
  Capital: None, but the Paladin’s Freehold is considered the most
  powerful
  Population: 102,488 (Baku 55%, Zarthani 29%, Half-Elf 8%,
  Gnome 5%, Halfling 1%)
  Major Cities and Towns: Highland Hold (2,887), Lake Hold
  (7,890), Cove Hold (1,984), West Hold (6,227), The Paladin’s
  Freehold (9,864), River Keep (7,412), Rock Keep (989), Hill Keep
  (1,118)
  Dominant Religious Leanings: Kimra, Solan, Gulthan, Marz, Cha-
  losz, Aldoran, Pelos, Deleen, Chronar, Kristan
  Alignments: Ranges principally from NG to CN, some LG, CE,
  NE, and LE
  Resources: Fertile lands for farming (especially grains and core
  foodstuffs), Husbandry and livestock, Trade and Commerce from
  all travel between E and W Ilshara; Some timber and fishing, Gems
  I, II & III, Copper, Steel, Brass
  The lands of the western El river valley have had to adapt
  and change over many centuries to varying allegiances and
  claimants.
  Originally
  home
  to
  various
  Baku
  nations,
  Halflings and Gnomes, the latter races were pre-dominantly
  pushed from the lands during Mordan’s 1st assault on Il-
  shara. Later the region was annexed by the Republic and
  Empire of Xanadar, only to splinter after the Fall. The peo-
  ples of this realm have always had a strong streak of inde-
  pendence and self-reliance, and as such formed “Freeholds,”
  enclaves of self-rule. The emergence of an evil cult dedicated
  to Nurina in the Hill Woods forced the numerous holds and
  keeps to form a loose confederacy, which only indicates a
  combined authority when dealing with overall threats to the
  land. The doings of each independent region are left other-
  wise completely up to the individual hold or keep, which are
  strongly constructed castles or walled towns whose only
  truly held common belief is to never be ruled by anyone else
  again. There are also many smaller settlements and villages,
  each owing nominal fealty to the closest major hold or keep.
  Highland Freehold – Nestled in the hills just south
  of the Dantredun, the inhabitants here embrace Half-Elves
  who wish to remain close to that forest. Governed by Her
  Eminence the Lady Freeholder Evealyne Rushtoll (Baku F),
  the Freehold is the central trading point with the realms of
  NW Ilshara, including any wishing to enter the Syak Im-
  perium.
  The
  Freehold
  is
  protected
  by
  about
  100
  “Highlanders,” stout fighters well-armed and armored. The
  Freehold also protects a number of mines in the hills and low
  mountains to the west.
  Lake Hold – Supported by trade with Jendar and
  south along the El river, as well as fishing and agriculture.
  Lake Hold is governed by Lord Hestiphus Begora (Baku M),
  and as the most protected by geography of all the Freeholds
  supports only a small constabulary force of about 50 men
  armed with mace and crossbow. Lake Hold also encom-
  passes a small Gnome enclave just east of the Hold.
  Cove Hold – Small Freehold in the central valley
  bounded by the Cove Woods. Governed by the Half-Elf wiz-
  ard Questor the Green, the Cove is strongly devoted to Al-
  doran as a patron. The Cove boasts no regular force, pro-
  tected instead by Questor and several fellow wizards.
  River Keep – Along with Lake Hold one of the lar-
  ger Freeholds, River Keep was originally a citadel of the
  Knights of Xanadar. The Knights who live and rule here now
  have renounced all fealty to any but their own, forming the
  Knight Protectors of the El River, numbering about 70 and
  dedicated to the protection of trade and peace along the
  western shores of the river down to Trajanar. The current
  governor is Sir Niklas Porthanos (Zarthani M), Lord of River
  Keep and elected head of the Knight Protectors.
  West Hold – Governed by Freeholder Magnus Cro-
  mellan (Baku M), this small hold prospers enormously as the
  waypoint between the sheltered lands to the west and all
  nations of central and eastern Ilshara. Boasts a militia of 200,
  clad in chain shirts and armed with longswords and bows.
  West Hold also has a small number of elite rangers in its em-
  ploy, tasked with constant supervision of the borderlands.
  The Inn of the Setting Sun is a well-known and popular tav-
  ern here, stopping point for many adventurers crossing into
  the west and especially on their way into the deserts and
  wastes of the south.
  Rock Keep – Governed by Lord Benden Makort
  (Baku M), this citadel in the southern lands protects several
  very lucrative mines and steel foundries along the slopes of
  the northern Barrier Peaks. One of the top producers of steel
  and weapons in the lands of Ilshara, Rock Keep products are
  found in markets as far as Malystare and even Kalistax. Lord
  Makort protects his investments by the employment of about
  two-dozen
  “strong
  men,”
  well-armed
  and
  experienced
  fighter mercenaries he has recruited and pays handsomely to
  serve the Keep.
  Hill Keep – Peaceful community in the southern-
  most hills just before the boundaries of the Trader’s Coast,
  Hill Keep lived in quiet seclusion and with a mix of Baku
  and Gnomes for many centuries until the rise of a cult
  
  28
  dedicated to the Evil One Nurina about 50 years ago. The
  cult, headquartered in an ancient Baku temple rebuilt and
  renamed the Temple of Despair in the Hill Woods, became
  the source for much evil, including the constant and terrify-
  ing re-animation of the dead from cemeteries, and a plague
  that swept the region that also ended in the creation of zom-
  bies. The Confederacy was formed as this cult’s influence
  began to spread to other Holds and Keeps, and eventually a
  combined militia spearheaded by several groups of adven-
  turers and the Knight Protectors took on the evil at the Battle
  of Hill Woods. While the small army battled the forces of the
  Temple above in the woods, two small groups entered the
  Temple, defeated the cultists (powerful clerics and wizards)
  and sealed a gate opened by the Cult to the abyssal plane.
  Still, even after this victory, evil and foul creatures seem
  drawn to this small corner of the world, and the peaceful
  days of the past seem a distant memory. Currently governed
  by Lady Diamond Lex (Zarathani F), Hill Keep maintains a
  small militia of about 60 constables, as well as an invited
  Guard of 4-5 Knight Protectors from River Keep.
  The Paladin’s Freehold – The strongest and most
  powerful of the enclaves, the Freehold was named for its be-
  ginnings as an outpost of the Knights of Xanadar. Currently
  governed by a triad of former adventures known as “The
  Paladin Three” (although none are Paladins – one is a N
  fighter, one a Cleric of Kristan, one a Half-Elf ranger), the
  Freehold boasts and organized and well-trained force of 25
  cavalry, 100 infantry with chain armor and both short
  swords and long swords, and 100 archers with longbows.
  Principal contributors to the victory at the Battle of the Hill
  Woods, the Freehold is charged with maintaining the secu-
  rity and protection of the roads through the central confeder-
  acy that remain many centuries after their construction by
  Xanadar.
  Conflicts & Intrigues: It is said that the newly em-
  powered Expansionist faction of Syak has cast its eye on the
  northern lands, especially the Highland Freehold. Evil crea-
  tures continue to be drawn to the Hill Woods, and it is also
  said some demonic presences remain there as well despite
  the downfall of the Temple of Despair. The Freeholds have
  also unfortunately attracted less savory characters fleeing the
  law in Makistan and Tygrath. Some fear Lord Makort’s zeal
  for mining may disturb things beneath the Barriers best left
  alone.
  Dantredun Wood Elves
  Proper Title: None
  Ruler: Various Wood Elf Lords and Elders
  Capital: None
  Population: Unknown, but estimated between 5000 and 6000 Wood
  Elves.
  Major Cities and Towns: None apparent
  Dominant Religious Leanings: Jorana, Selina Star Rider, Raven,
  Kyriana, Devoni Ras, Pelos, Mrirbar, Mira Silverhand
  Alignments: CG, NG, N, CN
  Resources: Unknown, but certainly resources of the forest and
  magic
  Legends speak of a “Kingdom of the Elves” in the Dantredun
  as far back as 5000 B.C.E. Certainly there is no known court
  or organized ruler here, but the collective of Wood Elves
  does act in unison in defense of their forest realm. In the past
  they have successfully rebuffed outside incursions from the
  Syak and by Mordan, and even emissaries from Xanadar at
  its height were either thrown out or simply disappeared. It is
  probable that most adult Wood Elves are skilled at fighting,
  armed with bow, spear and sword. There is also a strong
  magical presence amidst the Elves of Dantredun, centered
  around Mira Silverhand and focused on the Wood Elf wiz-
  ard Celibaris Vendros the Wise at the tower of Dar Danetrad.
  Conflicts & Intrigues: Tensions rise with the coming
  to power of the Expansionists in Syak. Jendar is not exactly a
  friend, as the Elves are becoming increasingly disturbed by
  adventurers from that city. While Elves and Dwarves have
  never had any love for one another, the Wood Elves main-
  tain respectful dealings with Zanatas-Ur. A strange affliction
  which diminishes magical ability seems to be occurring in
  the SE area of the forest. The Elves are concerned with the
  emergence of several enclaves of foul beasts and evil crea-
  tures in small pockets of their realm.
  The Dwaro-Delve
  Proper Title: The Mighty Kingdom of the Eastern Dwarves, The
  Dwaro-Delve of Stor
  Ruler: His Stout and Resplendent Majesty, Thor Roth-Ur, King of
  the Dwarves of the East
  Capital: The Dwaro-Delve
  Population: 14,800
  Major Cities and Towns: None, all contained within the mountain
  kingdom
  Dominant Religious Leanings: Stor, Branth, Faltor Pal, Gor,
  Derock, Kormann, Telgar
  Alignments: LG, NG, CG, LN, CN
  Resources: Gold, Brass, Copper, Iron (Steel), Gems I-V, Exporting
  of Dwarf-made armor and weapons
  
  29
  The younger of the two Dwarven kingdoms of Ilshara, the
  Dwaro-Delve has long maintained its independence from
  Xanadar, a realm that even after the Fall surrounds it on all
  sides. King Thor has much better relations with the current
  Kingdom of Xanadar than the Dwarves had with any previ-
  ous incarnations of the Republic or Empire. The steel prod-
  ucts and gold mined by the Dwarves gives it much economic
  power and sway in the commerce of eastern Ilshara. The
  Dwarves at Dwaro-Delve maintain a standing army of 800,
  armored with full-plate and wielding magically empowered
  axes and hammers. In a very quick time, however, the King
  could muster and additional 2000-3000 soldiers, and in case
  of any assault nearly 80% of the Kingdom’s denizens can
  form an almost unconquerable army.
  Conflicts & Intrigues: There are some within Thor’s
  court who have expressed fear of delving too deep into the
  more northern reaches of the Zad mountains where the
  Kingdom sits. The Elves of the Star Woods openly disdain
  the Dwarves. It is said that Mordan covets some ancient arti-
  facts the Dwarves keep locked in their deep treasuries.
  About a decade ago, forces of the Delve killed a red dragon
  who attempted to set up lair very near them – there are whis-
  pers and fears that dragons might be returning in greater
  numbers to Ilshara and the riches of the Dwaro-Delve would
  be tempting to these creatures.
  Golgithar: The Horrid Lands
  Proper Title: The Empire of Mordan
  Ruler: Mordan (Origins and Race unknown)
  Capital: Gothos (est. at 29,000-30,000)
  Population: Unknown, but est. between 180,000 and 200,000
  (Orcs, Hobgoblins, Ogres, Fire Giants, Hill Giants, evil Baku Hu-
  mans, other fell creatures, percentages and distribution uncertain)
  Major Cities and Towns: Targ Keep (7,000 predominantly Orc and
  Baku)
  Dominant Religious Leanings: The worship of Mordan is the only
  sanctioned religion, though some still quietly devote directly to
  Brax, Andost and Nurina)
  Alignments: LE dominant, CE and NE also present
  Resources: Iron and metals from the Gol furnaces, diamonds, Gems
  II, III, IV
  Who or what Mordan truly is remains a mystery to most. All
  that is known is that he represents the most overtly evil and
  malicious force in the history of the continent, twice having
  mustered evil to conquer many realms. Legends speak of
  Mordan as an incredibly handsome and charismatic human
  male of indistinct race, whose mellifluous voice and charm
  was powerful enough to sway the Dwarves and Elves. Some
  whisper that since his return to power he again travels in this
  form, attempting to subvert and twist individuals, cities and
  nations to his dark vision. According to the Oligarchs he was
  one of the immortals, and tales from some captured raiders
  from Golgithar tell that Mordan also appears variously as a
  dark “shape” that moves across the land, a shriveled and
  evil-looking old man, and a fiery demon of enormous size.
  So far Golgithar has not openly threatened the world out-
  side, but there can be no doubt that Mordan is either actively
  setting plans in motion or contemplating future acts of evil. It
  is accepted that Mordan can field a large army at any time.
  Conflicts & Intrigues: What Mordan intends can only
  be guessed at. Some rumors (perhaps just wishful thinking)
  say that some of the current evil beings are less than thrilled
  with Mordan’s return as ruler of the land.
  Graffspere
  Proper Title: The Archbarony of Graffspere
  Ruler: His Most Noble Excellency, Folker Hawthorne, ArchBaron
  of the Graff
  Capital: Graff (28,972)
  Population: 90,440 (Baku 28%, Menthaki 27%, Zarthani 18%,
  Gnomes 15%, Half-Elves 8%, Halflings 3%)
  Major Cities and Towns: Ton (8,542), Sparos (11,207)
  Dominant Religious Leanings: Kimra, Deleen, Solan, Gulthan
  (Elon), Vuchar, Garn
  Alignments: NG, CG, N, CN, LN,
  Resources: Fishing and Trade throughout the central Gulthani Bay
  region. Timber from the Graff Wood. Copper and Brass. Gems I, II
  & III. Shipbuilding.
  The Archbarony of Graffspere is perhaps one of the most
  racially diverse and a model of co-existence in the land,
  sporting a mix of Baku and Menthaki settlers, with addi-
  tional settlements of Zathani, Gnomes, Halflings and Half-
  Elves. Politically the Graff like to remain neutral, and its peo-
  ples still resent the era of inclusion under the Empire of
  Xanadar (although it is the latter evil days that truly subju-
  gated the realm – the earlier Empire merely claimed Graff-
  spere as a province but always allowed home rule).
  The
  shipyards and docks of Graff are known as among the busi-
  est in all the lands, and the Graff are famous for the high-
  quality ships (especially Caravels) produced here and sold to
  all takes. The Army of the Graff boasts 200-300 elite rangers
  who patrol and protect the borders, perhaps 50-60 cavalry,
  and a mixed infantry/archer force of between 400 and 500,
  mostly leather clad and wielding a variety of weapons from
  club to sword to hammer to axe to crossbow to bow.
  Conflicts & Intrigues: Emissaries from Gulthanis
  have accused the nation of selling ships to pirates (which is
  probably true) and are threatening embargoes and taxes if
  this is not stopped. As more and more adventurers pass
  through, illegal and shadier personas and groups are gaining
  footholds in Graff and Sparos. The Graff are always worried
  with possible threats from creatures in the Graffos Peaks.
  The Riders of the Rift have begun appearing more commonly
  
  30
  in the north of the wastes closer to Graffspere than in the
  past. Tensions continue to be strained with members of the
  Trader’s Coast which seeks to monopolize commerce in the
  western Bay of Gulthani.
  Gulthanis
  Proper Title: The Free Maritime City of Gulthanis
  Ruler: Lord High Mayor Meflar Dargolis II
  Capital: Gulthanis (46,456)
  Population: 49,000 total including settlements around the city
  (Mixed Baku/Zarthani 78%, Zarthani 10%, variety of demi-humans
  and humanoids 10%)
  Major Cities and Towns: None other than the free city itself
  Dominant Religious Leanings: Gulthan, Kristan, Deleen, Garn,
  Aldoran, Andost
  Alignments: NG, CG, N, CN, LN, NE
  Resources: Almost exclusive economic reliance on trade and com-
  merce. Fishing is the only dominant local source of production
  Once the primary western port of the Empire of Xanadar,
  Gulthani citizens even then prided themselves on a wariness
  and strength through knowledge of the greater world at
  large (hence the patronage of Gulthan and the naming of the
  city). Following the Fall of Empire the city became a Free
  City and is ruled today by a Council of Magistrars represent-
  ing the various guilds, temples and organizations in the city.
  The Council elects from their own a Lord High Mayor to
  serve for an 8-year term. The current Lord High Mayor Dar-
  golis is a Zarthani from the Shipping Guild who was elected
  just over a year ago and struggles to keep the fractious ele-
  ments of the city government in line. Gulthanis maintains a
  Guild of Sheriffs to maintain the peace, with an appointed
  High Sheriff to lead them. The force is composed of perhaps
  250 sheriffs (often mercenaries and toughs looking for work)
  armed variously in leather or chain shirts, mostly carrying
  maces or short swords, with some units armed with cross-
  bows.
  Conflicts & Intrigues: In a city such as this intrigues
  are everywhere. From a corrupt government structure to
  competing guilds and organizations to individuals establish-
  ing their own base of operations here, Gulthanis is a portal to
  all forms of contracted service and adventure both within the
  city itself and abroad. Externally the Lord High Mayor and
  the Council are most worried with an increase in piracy over
  the past decade in the lower Bay of Gulthani.
  Grand Duchy of Makistan
  Proper Title: The Grand Duchy of Makistan
  Ruler: The Glorious Protector of the Realm, The Most Honorable
  High Commander of the Knights of Valor, His Excellency Sarak
  Felar IV, Grand Duke of Makistan
  Capital: Matos Remar (88,902)
  Population: 679,580 (89% Baku, 5% Syak mix, 5% Halfling and
  Gnome)
  Major Cities and Towns: Riverbend (27,805), Benjos (25,489),
  Arkon Mor (19,777), Pablos Felar (31,320), Greenway (15,408),
  Northgate (17,112), Cold Springs (3,450), Makarta Keep (2,012),
  The Marker Keep (1,909)
  Dominant Religious Leanings: Thira, Boridan, Tamara, Ytaris,
  Elon, Mori, Orn, Deleen, Garn
  Alignments: LG, NG, CG, N, LN, CN
  Resources: Extremely fertile farmlands and livestock production.
  Heavy commerce along the Mendos river. Advanced manufactur-
  ing of wares and goods. Extensive mining in mountain regions of
  the east and north. Silver, Copper, Brass, Iron, Gems I-IV
  Often simply referred to as “The Grand Duchy,” Makistan is
  one of the oldest continual human realms on the continent,
  having been established by Baku settlers as a duchy between
  1000-800 B.C.E. and proclaimed the Grand Duchy in 795
  B.C.E. Forming a large part of the eastern side of the
  “sheltered lands” protected from the east and north by the
  Markers, Makistan has remained relatively untouched by the
  disorders of the east over the centuries. The Grand Duchy is
  divided into numerous smaller duchies and baronies, each
  under the control of one of the seven noble families of Maki-
  stan. The current Grand Duke came to power just three years
  ago and is scion of one of the most powerful of these fami-
  lies, House Felar, whose ancient holdings encompass much
  of the SE plains and grasslands of the realm. The military is
  headed by the Knights of Valor, comprising some 750+
  Knights who then command a standing army of about 2000
  Makistani fighters, in mixed units of infantry (chainmail and
  longsword) and archers (longbows). The truth is this army is
  impressive on paper, but centuries of little action have made
  both the Knights and the army as a whole rather less than
  cutting-edge, with internal intrigues and politics more in
  focus than true military training. Luckily till this point that
  potential weakness has yet to be tested.
  Conflicts & Intrigues: The current Grand Duke is
  only 28 and unproven. The Kingdom is less friendly with
  both the Halflings of Aloria and the Elves of Ravenclar than
  earlier days. A racist “Baku supremacy” movement has
  gained momentum in Arkon Mor and Pablos Felar. The long-
  told stories of Giant men in the mountains of both south and
  north have become to increasingly be seen as plausible with
  the rise of actual reports of these mythical creatures. Some in
  the Grand Guild of Miners have attempted to warn that the
  sources of metals and gems are diminishing, and that the
  nation’s historic wealth from these mines may disappear in
  the not-to-distant future.
  
  31
  Duchy of Hunovia
  Proper Title: The Noble Menthaki Duchy of Hunovia
  Ruler: His Excellency the Right Noble Duke of Hunovia, T’Gareth
  Mollax
  Capital: Hunovar (31,220)
  Population: 92,486 (Menthaki 85%, Baku 10%, Half-Elves 2%, a
  few other Demi-Humans and humanoids)
  Major Cities and Towns: Kanavar (10,040), Elas (7,256), Boron
  (5,428)
  Dominant Religious Leanings: Menthaki pantheon with Shollan,
  Charune, Zyrtha and Jaktu Liann predominant
  Alignments: LG, NG, CG, N, some LN and CN especially on
  northern Isle
  Resources: Fishing, some timber and agrarian economy. Fruits.
  Trade and commerce with other regions of central Ilshara. Dia-
  monds. Gems I & II
  The Duchy of Hunovia is one of the more successful adapta-
  tions of Menthaki civilization into the more modern eras.
  While maintaining much of their cultural heritage, the Huno-
  var Menthaki have adapted and encorporated Baku and later
  Zarthani modes of commerce, technology and systems of
  government. The Duke is chosen not by direct lineage, but in
  royal conclave by the noble houses upon the death of a pre-
  vious ruler. This assures that no single family becomes too
  dominant in the leadership of the Isles. The Duchy fields a
  small army of predominantly archers on the Islands, but is
  more known for its impressive fleet of naval vessels that pa-
  trol the Arboria straights, the southern Bay of Gulthani and
  portions of the south seas. Indeed, it is only through the ef-
  forts of Hunovia that piracy has not overtaken most of these
  seas. Hunovia purchases most of their ships from Graffspere,
  but the some 1000 trained Hunovar Marines who operate
  them are as skilled a naval force as can be found on the conti-
  nent.
  The Hunovar are primary exporters of exotic fruits
  that are craved throughout the upper echelons of society
  across Ilshara.
  Conflicts & Intrigues: The Duchy is one of the few
  nations to trade and deal directly with the Oligarchs of
  Samarkand. Mykos is attempting to wrest naval dominance
  of the Bay of Gulthani from Hunovia. Better trained and
  more capable pirate lords are emerging in the South Seas,
  boldly striking closer and closer to Hunovia. The Temple of
  Dakronoth, a minor sect, preaches a coming apocalypse in
  the same way as all Char and Menthaki kingdoms before
  have been cursed. There are rebellious enclaves of Half-Elves
  and some humanoids on the northern Isle.
  Free City of Jendar
  Proper Title: The Free City of Jendar
  Ruler: His Honor the Lord High Mayor of Jendar, Sef Sermac
  Capital: Jendar (38,912)
  Population: Approx. 50,000 total in Free City and lands surround-
  ing (Mixed Zarthani/Baku 67%, Baku 7%, Zarthani 5%, 7%
  Dwarves, 6% Gnomes, 4% Half-Elves, 3% Halflings + a few Half-
  Orcs)
  Major Cities and Towns: None other than Jendar itself
  Dominant Religious Leanings: Full Zarthani pantheon, excluding
  Nurina
  Alignments: Entire spectrum of alignments present in city state
  Resources: Lake Elos (fishing and commerce). Trade along n/s
  river routes, principle commerce point between Zanatas-Ur and rest
  of continent. Some farm and husbandry in domain around city.
  Tariffs paid by Tygrath and Confederacy for Jendar’s patrolling of
  the Lake. Gems I
  Although Jendar will be detailed in Part IX of this Gazetteer,
  it is important to reference it here as well. Once a minor trad-
  ing post of the Republic and Empire, Jendar rose to promi-
  nence during the Rebellion and the decades after it as per-
  haps the center of commercial and diplomatic activity across
  Ilshara. Because of its locale and accessibility to travel while
  enjoying relative security, many larger cross-national Guilds,
  Temples and organizations began shifting their headquarters
  to this suddenly burgeoning city. Proximity to the Knights of
  Ilshara in Castle Keep gave the town political sway, and soon
  Jendar became THE place to go for all merchandise, common
  and military, ordinary or magical. Jendar became home to
  several schools and colleges, as well as the Society of the
  Magi and its new College of the Arcane. In addition, Jendar
  is perhaps the best locale to seek information on just about
  any corner of the continent. Inns and taverns abound, cater-
  ing to all tastes and ethnicities, and virtually every god save
  Nurina has a major temple located here.
  Conflicts & Intrigues: See Part IX – Jendar: City of
  Adventure for further details on the Free City.
  Kalibeth
  Proper Title: None
  Ruler: Krathikon J’Turos, The Padish of the Dak Clans (western),
  Vorlok the Blue (Dragon overlord of the east)
  Capital: None
  Population: Est. at between 9,000 and 10,000 (Char 85%, Mixed
  Char/Syak 7%, Hobgoblins & other various Humanoids 7-8%)
  Major Cities and Towns: None
  Dominant Religious Leanings: Varkura, Dakronath, Zyrtha, Streth,
  some eastern tribes worship Vorlok the Blue as their “god”
  Alignments: CG, CN, NE, LE
  Resources: Negligible
  The Kalibeth Desert is home to a number of predominantly
  Char tribal clans which have adapted to desert life over the
  centuries. While there is a small portion of Syak mix that oc-
  curred from explorers or exiles from Windmar, the Char re-
  main dominant both in blood and culture (although much of
  the more elaborate and outward expressions of the ancient
  
  32
  Empire have been jettisoned out of practicality). The largest
  collection of Char are organized in the west as the Dak Clans,
  who have no permanent settlement but move about sporadi-
  cally. The Padisha of these tribes is a hereditary position,
  said to be handed down through a direct blood-line to the
  Emperors of old in Arboria. Several eastern Char tribes wor-
  shop and serve the Great Blue Vorlok, who makes his home
  in the central Kalibeth Range.
  Conflicts & Intrigues: It is rumored that Vorlok the
  Blue is one of the oldest Dragons, having never left Ilshara,
  and that his lair holds vast riches – an enticement to many
  adventurers and treasure seekers. Several parties have at-
  tempted to infiltrate Vorlok’s lair – none have survived to
  date. There is increasing tension between the Dak Clans and
  privateers from Windmar who have set up occasional en-
  campments along the coast. Some have speculated that if
  there ever was an ancient and advanced Baku civilization, its
  ruins might be buried under the blistering sands and dunes
  of the Kalibeth. Some of the smaller Hobgoblin tribes have
  begun to assert themselves in the north-central portion of the
  desert.
  Kingdom of Kalistax
  Proper Title: The Imperial Zarthani Kingdom of Kalistax
  Ruler: His Imperial Majesty, Uthoris Bogan VI, High King of
  Kalistax, Imperator of the Zarthani in Exile, Dragonslayer of
  South, Lord of the South Seas
  Capital: Kalistax (59,713)
  Population: 689, 345 (Zarthani 85%, Gnomes 7%, Halflings 5%)
  Major Cities and Towns: Amorax (40.018), Falloji (28,972), Ke-
  lithor (36,212), Waypoint (14,202), Sentinel Keep (4,587), Silver-
  lode (10,208), Riverside (8,706), Bon (11,098), Deveron (20,444),
  Trojar (1,389), Fire Keep (989), Hard Keep (788), Southwind
  (7,980), Plotar (18,222), Kal (19,745)
  Dominant Religious Leanings: Zar dominant, entire Zarthani pan-
  theon
  Alignments: Entire range of alignments from LG to CE
  Resources: Fishing, Agriculture, Shipbuilding, timber from the
  Kaloris Isles, Silver, Brass, Copper, Iron (Steel), Gems I-IV
  Kalistax is a kingdom of decadence, founded by arrogant
  Zarthani fleeing the Draconic Apocalypse of Athgar. When
  the exiles discovered the resource-rich eastern portion of the
  Island of Kalis, they established Kalistax in honor of Kalar,
  however the descendents who rule here now hold little in
  common with the image of the God of Righteousness other
  than their absolute confidence in their own superiority. The
  Court of King Bogan, as was the case with his forbearers, is
  overrun with sycophants and soothsayers, charlatans and
  profiteers. The other regions are ruled by Zarthani noble
  houses which seek only the increase of their own wealth. All
  peasants and non-nobles, including the small factions of
  Gnomes and Halflings who somehow located here after their
  great wanderings, serve as indentured servants to the nobil-
  ity. While falling short of outright slavery, life for the com-
  mon people borders that condition remarkably. The King, as
  have most of his line, styles himself the “chosen” of the
  Gods, and temples spend as much time organizing devotions
  (officially anyway) to him as to the Gods themselves. Bogan
  also claims to be a “Dragonslayer,” but the story of this great
  “deed” is pretty much accepted as self-created. The Grand
  Army of Kalistax is led by a decidedly malicious general
  named Grax who commands approximately 300-350 Knights,
  2000 Infantry with varying armor and sword, and 500 arch-
  ers. In addition, if necessary (although it’s never been done)
  the General can conscript from the indentured masses be-
  tween 5000 and 6000 peasant levies.
  Conflicts & Intrigues: There is a growing separatist
  movement in Deveron and the Kaloris Isles. The Fire Lands
  remain as they have for centuries, the realm of many human-
  oids and creatures, including the Fire Giants of the south
  with whom some in Kalistax have come to know as real.
  There has been a declared “war” with Praxis for nearly 9 cen-
  turies, although no major battles have been fought against
  the mixed-race western neighbor owing to the boundary of
  mountains between the two nations. Occasionally there are
  naval skirmishes, but even these are few and far between.
  Intrigues abound within the court. Several of the noble
  houses have sponsored expeditions across the seas to Athgar
  to attempt to locate ancient heirlooms, relics and even ex-
  plore retaking the ancient Zathani lands. Of the 5 expeditions
  that have embarked, none have returned.
  Kingdom of the Sun
  Proper Title: The Divine and Unified Kingdom of the Sun
  Ruler: The Brightness of the Kingdom, Light of the Sun, Her Maj-
  esty S’Tara Xosk, Queen of the Upper and Lower Lands of the Sun
  Capital: Acropolix (42,307)
  Population: 228,504 (Char 98%, some Menthaki strains who fled
  here from the Rift Wastes)
  Major Cities and Towns:Arthos (35,709)
  Dominant Religious Leanings: Monotheistic worship of the Sun
  God (Charune)
  Alignments: NG dominant, all other alignments present but any
  clerical religious devoted to differing alignments are necessarily
  underground movements
  Resources: The Dralthi river basin is source of all agriculture. Fab-
  rics and exotic pottery, art and relics of earlier Char civilizations.
  Copper, Brass. Gems I-III
  Originally settled by Char from their Empire in Arboria, the
  lands became divided into two kingdoms, and Upper King-
  dom centered around Arthos and a Lower Kingdom along
  the Dralthi centered around Acropolix. After the sudden de-
  cline of the Char in Arboria, the whispers of an ancient curse
  
  33
  amidst the court of King R’Kar of the Upper Kingdom led to
  the turn from pantheism to absolute monotheistic rule under
  the One God, the Sun, whose blessings were both visible and
  tangible in the life-blood of the seasons which came and
  went with regularity. After the Unification war, the Royal
  House of the Upper Kingdom overthrew the Princes of
  Acropolix (who defended the pantheon of many Gods) and
  moved their court to that city, declaring the newly unified
  realm the Kingdom of the Sun and instituting monotheism
  throughout the kingdom. Because of a lack of iron, the King-
  dom of the Sun remains a bronze-age style economy. The
  Kingdom fields an army of approximately 2000, bulwarked
  by an impressive corps of chariot units and infantry with
  spear, sword and shield.
  Conflicts & Intrigues: While there have always been
  reports of monsters and other fell creatures in the Telthores,
  lately these have been multiplying and have become a threat
  to the north. The practice of elaborate funerals and burials
  has led to a strange and troubling increase in undead in
  some regions. Queen S’Tara is aware of a sect dedicated to
  Jaktu Liann and seeks to quash it. A powerful and shadowy
  wizard named K’Pon has gained, according to some, too
  much influence in the Queen’s court.
  “Kingdom” of Krystar
  Proper Title: None
  Ruler: Krystar the White
  Capital: None – Krystar’s lair
  Population: 7 White Dragons, 100-150 Baku “servants”
  Major Cities and Towns: None
  Dominant Religious Leanings: Krystar has no use for religion
  Alignments: CE
  Resources: Whatever Krystar and her flight feel like taking
  Krystar and her flight of six lesser whites still dominate the
  central Pack Isles. While the “treaty” with Xanadar has long
  since passed, Krystar has grown older and more complacent,
  still raiding the coast of Ilshara, but content to command her
  small domain and lord over the small Baku tribe she allows
  to live on her island in exchange for their devotion and ser-
  vice.
  Conflicts & Intrigues: The Atamos Compact is con-
  cerned with Krystar’s raids and has recently begun sponsor-
  ing adventurers to eliminate the white dragon presence in
  these lands. Krystar avoids the Baky Mori completely, a fact
  that has been taken note of by some of the hardy merchants
  who trade along the northern coast. Rumors have it that
  Krystar guards some important artifacts, including perhaps
  one or several lesser Dragon Orbs.
  Kron
  Proper Title: The Guard Keep of the North, the Citadel of Kron
  Ruler: Magistrate Boklaidis Murath
  Capital: Kron (5,981)
  Population: same as above
  Major Cities and Towns: only Kron
  Dominant Religious Leanings: Kalar, Solan, Gulthan, Vuchar
  Alignments: LG, NG, CG, N, CN, LN
  Resources: Tithes and support from the Knights of Ilshara. Trade
  and duties for protection of shipping.
  Founded first as a Keep by the Knights of Ilshara in 1058
  C.E., Kron quickly became and independent city in the
  southern Pack Isles. The Knights still maintain their garrison
  here, and control the 200-300 hired marines who help patrol
  and secure the coastal trading lanes, but the city governance
  is left to a city council. Kron is well known for attracting an
  adventurous lot, especially younger members of other na-
  tion’s nobility who seek their own fortunes when they feel
  stuck behind the positions of older siblings in their families.
  There are approximately 20-30 Knights in residence at any
  given time, although they tend to only assert themselves in
  matters of commerce. Internal security is handled through a
  town militia of some 80 men, with heavy leather armor and a
  variety of weapons including spear, sword and club.
  Conflicts & Intrigues: Magistrate Murath resents the
  continued presence of the Knights in “his” city. The council
  is over-stuffed with privateers and merchants who advocate
  striking a “deal” with Krystar to increase their trading
  power. The emergence of the Brotherhood of Ice to the east
  has caused some consternation because no one knows any-
  thing about this group, and both the Knights and the Council
  hate unpredictable factors in their calculations.
  Free City and Domain of Malystare
  Proper Title: The Free City and Domain of Malystare
  Ruler: His Excellency, Redjak the Bold, Governor of Malystare
  and Protector of the Isles of Malis
  Capital: Malystare (78,542)
  Population: 168,212 (66% Zarthani, 10% Dwarves, 10% Wood
  Elves, 8% Halflings, 5% Gnomes. 1% Half-Elves)
  Major Cities and Towns: Fisherman’s Point (2,987), Buka (7,890 –
  mainly Dwarves and Gnomes), Molar (10.313)
  Dominant Religious Leanings: Zarthani pantheon, Derock and Gor
  for Dwarves, Pelos among the Wood Elves; Garn
  Alignments: Complete Range of Alignments
  Resources: Fishing and ocean resources abundant. Trade and com-
  merce. Financial services and independent protection of assets of
  individuals from other lands. Timber and shipbuilding. Precision
  fabrication of tools and complex items (clocks, millworks, etc.).
  Copper and nickel mines. Gems I-IV
  
  34
  One of the oldest cities settled by Zarthani exiles on the con-
  tinent, Malystare has long held an important place in the his-
  tory of the lands. The rugged independence of its Zarthani
  descendents, bolstered by their co-operative existence with
  other demi-humans, has garnered the Free City the highest
  reputation as THE place to relocate wealth to for security. A
  bulwark of the Rebellion over 500 years ago, the current
  Governor of the Domain Redjak is the Dwarven grandson of
  Rothjark the Incorruptible who led the Mal Peninsula in re-
  volt against the evil Salizar Rothan. The Governor is elected
  by the citizens of the City-State to eight-year terms, and if a
  Governor is popular enough to win three elections he/she is
  elected for life. Redjak is such a case, and has been serving as
  Governor for nearly 90 years. The diversity and prosperity of
  the City and its domains is ensured by a ready force of vary-
  ing units that serves the Governor: a flotilla of caravels and
  galleons that control all the seas north to the coast of Gol-
  githar (keeping a watch here as well) and south to the
  Zarthon Archipelago. The Principality of Suranista also pays
  Malystare to patrol their coasts, as this outsourcing of naval
  defense is cheaper than maintaining their own fleet. The land
  based militias include 30-40 independent “Knights of the
  City,” 500 city constables armed in leather and with sword &
  crossbow, 100 Dwarven axe “protectors of the hills,” and a
  contingent of Wood Elf archers and fighters. The Knights of
  Ilshara are allowed by treaty to keep a small presence in the
  city, but this is more a consular representation as the Knights
  have no authority outside of individual contracts for travel
  protection. The City is awash in banks, corporations and
  trading companies that stretch their reach throughout the
  continent – indeed the protected vaults of the three largest
  Banks of Malystare (the Rothmork Bank, the Bank of Ma-
  lystare, and the Bank of Zar) are among the safest places in
  the world to store riches.
  Conflicts & Intrigues: Needless to say, such a city
  boasts a large underground, and its pride in protecting finan-
  cial concerns has attracted a large Guild of Thieves devoted
  to breaking this myth. For any thief on Ilshara, being able to
  claim a theft from the three great Banks would solidify fame
  and standing – a feat only one thief has managed in the past
  100 years (and that was just one bag of gems at that). There
  are growing tensions with the Zarthon Archipelago to the
  south over control of the eastern Sea of Xanadar. Redjak is
  extremely concerned with Mordan’s presence up the coast.
  Some of the Wood Elves in the eastern Isles of Malis have
  become
  belligerent.
  Adventurers
  recently
  discovered
  a
  strange and seemingly abandoned black-stone tower sw of
  Molar.
  Capital: Mendaris (62,458)
  Population: 269,118 (Baku 77%, Syak/Baku Mix 10%, Syak 4%,
  Gnomes 7%, Half-Elves 2%)
  Major Cities and Towns: Glendale (29,313), Harwood (33,717),
  Olvengate (9,318)
  Dominant Religious Leanings: Thira, Boridan, Tamara, Ytaris,
  Elon, Mori, Orn, Chalosz, Andost, Deleen, Garn
  Alignments: Heavily weighted towards CG, NG, N, with strong LG
  element in government and society, and some NE and CN elements
  especially in the Capital city.
  Resources: Trade with Ravenclar, Windmar, Makistan, Aloria and
  Nevara Setalix. Fertile agricultural base along the Mendos river.
  Fishing, husbandry and textiles. Gems I
  Mendar is the one true representation of a democratic gov-
  ernment in Ilshara. Its rule is given to an elected Senate,
  voted on by all citizens of the realm to represent the different
  provinces in Mendaris, and the Senate is led by a “First Citi-
  zen” elected to four-year terms by that body. First Citizen
  Rykard (Baku M) has been in office now for 3 terms and was
  just re-elected to his fourth. He is an able administrator, and
  has negotiated several beneficial treaties with Windmar and
  Nevara Setalix. He has also improved relations with Raven-
  clar, and has impressed the Elves of that Realm with his as-
  tute understanding of and study of their culture. Mendar
  also remains friendly to Aloria. The Republic supports and
  garrisons members of the Knights of Valor from Makistan,
  but their presence is subject to yearly oversight and review
  by the Senate. For the time being, the Republic’s sheltered
  position and lack of threats allows it to rely on this arrange-
  ment with the Knights for its primary protection, although
  the Senate can call on a militia of 2000-3000 from Mendaris
  and Harwood at any time.
  Conflicts & Intrigues: There are tensions with the
  young Grand Duke of Makistan. Some reports of creatures in
  the Mar Hills have caused discussion of greater cooperation
  with the Knights. The clerics of the Temple of Garn have be-
  gun preaching of a coming “age of sorrow” in the lands. De-
  spite his popularity and very effective rule, some have whis-
  pered that there is a strangeness to First Citizen Rykard, and
  that political enemies within the Senate have suffered
  strange diseases or, in one or two cases, simply disappeared.
  Most say these whisperings are just political jealousy.
  Mendar
  Proper Title: The Republic of Mendar
  Ruler: His Excellency, Thomas Rykard IV, First Citizen of Mendar
  Primacy of Mykos
  Proper Title: The Island Primacy of Mykos
  Ruler: Prime Minister Molari Olthari
  Capital: Mykos (35,479)
  Population: 75,212 (Mixed Zarthani/Baku 80%, Zarthani 10%,
  Baku 6%, other demi-Humans 4%)
  Major Cities and Towns: Moran (12,870)
  Dominant Religious Leanings: Zar, Solan, Gulthan, Chronar, Al-
  doran
  
  35
  Alignments: NG, CG, N, LN, LE, a smaller representation of LG,
  CN and NE
  Resources: Fishing and trade primary core of economy. Timber and
  some shipbuilding.
  The isle of Mykos was for many centuries a part of Xanadar,
  but went its own way following the Great Rebellion. Al-
  though nominally aligned with Gulthanis in cooperative
  trade in the eastern Bay, Mykos has been attempting to assert
  its own authority by challenging the Graff and Hunovia in
  terms of shipbuilding and sea commerce. The nation is ruled
  by a Privy Council of the nobility of Mykos, who appoint
  from their ranks a Prime Minister as head of State, although
  his powers are severely limited. The true power in Mykos
  resides with the Council, which is saturated with business-
  men and guildmasters who promote policies beneficial to
  their own needs. While none of these factions is evil, and in
  total the land is fairly aligned to good, the desire for wealth
  and prosperity does propel much of the decision-making of
  the Council. Religion is less dominant here, as the people
  tend towards more secular and practical views of life as re-
  flects their mercantile interests.
  Conflicts & Intrigues: Rumor has it the Privy Council
  is unhappy with Prime Minister Olthari and wishes to re-
  place him soon. Some suspect that certain guilds within
  Mykos sponsor privateers who interfere with the sea traffic
  to Gulthanis. The Temple of Brax, outlawed in much of the
  eastern continent, was allowed to continue here and has been
  a thorn in the side of the Council for many decades.
  Nevara Setalix
  Proper Title: The Free and Open City of Nevara Setalix
  Ruler: Count Ajax Gromeer, Speaker of the Assembly and Procon-
  sul of the Open City and Its Lands
  Capital: Nevara Setalix (41,208)
  Population: 60,048 (Baku 58%, Syak/Baku Mix 10%, Char/Baku
  Mix 6%, Gnome 6% Elven 4%, Dwarf 5%, Half-Elf 3%, Menthaki
  4%, various others 4%)
  Major Cities and Towns: No major, some smaller farming commu-
  nities, villages and The Steel Keeps in area
  Dominant Religious Leanings: All religions represented in some
  form
  Alignments: Entire range of alignments
  Resources: Fishing (on river and lake), Trade and Commerce,
  Farming and Husbandy, Independent financial services, Gems I &
  II
  The Open City was founded many centuries ago by Baku
  who sought their own sovereign governance from Makistan.
  Nevara Setalix serves the sheltered lands of the west much as
  Malystare does the east, providing protected safe-keeping for
  wealth and treasure in the vaults of the city. Nevara Setalix
  refuted the authority of the Knights of Valor some 300 years
  ago, and seeking even more independent status contracted
  with the Knights of Ilshara from the east to garrison and pro-
  tect its interests. The ruler is a Count from one of the oldest
  settled families, whose manor and lands lie just west of the
  city itself. As Speaker of the Assembly (which represents
  guilds, temples, other organizations) and as Proconsul of the
  City (with authority over the city militia), the position is he-
  reditary yet a family can be removed from power by the will
  of the assembly.
  Aside from the small garrison of Ilshara
  Knights in the city (and more in the Steel Keeps established
  to protect the southern boundaries of the City’s domain),
  Nevara Setalix employs a militia of 300, armed mainly with
  leather armor, club, mace, short sword or crossbow. The city
  itself is a spawling mix of every race, and is very concerned
  to remain “open” to any and all who wish refuge – which is
  both beneficial and troublesome in the range of citizenry
  who call the city home. Nevara Setalix is regarded as one of
  the best places in Ilshara to “get lost” for many who might be
  seeking to disappear from other lands.
  Conflicts & Intrigues: The Knights of Valor resent the
  presence of the Knights of Ilshara here, and actively work to
  undermine their effectiveness. For nearly three centuries the
  Steel Keeps were protection against more imagined threats
  than real from the south, but now monsters and some raiders
  from the Great Desert have made these three fortified posi-
  tions more practical. The vaunted protection of riches in the
  city vaults has come into, for the first time, question as a new
  master thief has apparently made the city home and has
  “retrieved” several artifacts and treasures thought to be se-
  cured. Count Gromeer is doing everything he can to keep the
  latter from becoming known, less business and commerce
  interests in the sheltered lands become less trusting of his
  City and move their wealth elsewhere.
  The Nomads of the Arid Steppes
  Proper Title: None
  Ruler: His terrible ferociousness, the Master of the Winds, K’Plan
  Umalik, War-Rider Of the Menthak Clans, Lord of the Arid
  Steppes
  Capital: None
  Population: True number obscure, est. at between 4,500 and 7,000
  varyingly
  Major Cities and Towns: None
  Dominant Religious Leanings: Dakronath, Puchak (*Deleen in
  Menthaki), Mystrajzar, Zyrtha, Streth, Vol
  Alignments: CN, N, LN, NE, CG, NG, CE
  Resources: Negligible – some exploitation of the far west Graf
  woods and the Sand Marshes, some animal husbandry
  The Menthaki refugees from Reboria who made their way to
  the Arid Steppes formed vicious, warring clans amidst the
  harsh terrain. Over the centuries, these clans were forced to
  unify more and more so that even while maintaining their
  
  36
  own nomadic existence, they now come together in conclave
  once a year to pay homage to the most powerful tribe, led by
  War-Rider Umalik. While first appearances might lull outsid-
  ers into thinking these nomads savage and barbarian, they
  are in fact cunning warriors (every male nomad is a fighter
  to some degree, armed with spear, knife and very deadly
  and accurate bows). The nomads protect their meager re-
  sources, including herds of “haunched aurachs (similar to
  buffalo)” and goats, as well as regions believed sacred in the
  shamanistic devotions of the clans’ clerics (especially to Dak-
  ronath).
  Conflicts & Intrigues: One clan of nomads has dis-
  covered vast treasures in ruins of the south central Barriers,
  and is seeking to trade these to Graffspere and the Trader’s
  Coast without the knowledge of the War-Rider or the other
  clans. The Nomads are always concerned with Dragons in
  the Draconis Range, especially with Rax and his Orc city do-
  main of Mothgar. Some evil dangers have emerged in the
  Sand Marshes. The Nomads have clashed with Wild Elves of
  the Graff Woods as they have attempted to exploit timber
  and wildlife in its western-most edges. The Nomads are hos-
  tile to adventurers crossing through their lands.
  Islands of the Noman
  Proper Title: None
  Ruler: Various Baku chieftains and Shamans
  Capital: None
  Population: Est. between 3000 and 5000 (Baku nearly 100%)
  Major Cities and Towns: None
  Dominant Religious Leanings: Deleen, Thira, Ytaris, Elon, Mori,
  Orn
  Alignments: CG, N, CN, LN, NG, a few CE, NE
  Resources: Ice fishing and husbandry of arctic wildlife (trapping)
  Similar to their cousins the Baku Mori, the Noman tribes eek
  out a meager existence amidst the Pack Isles of the Frozen
  Sea. Very little contact exists save for a few trading ships
  from Kron, Ornland and Zor which come here for pelts and
  furs. All members of the tribes (male and female) have some
  skill in fighting and can wield spear and bow, although one
  or two tribes have acquired some steel weapons in trade with
  the mainland. Elite fighters learn to tame and ride griffons
  which inhabit the isles, forming a small airborne defense
  against outsiders, monsters, and especially Krystar and her
  flight to the west.
  Conflicts & Intrigues: Once several centuries ago
  Krystar attempted to dominate these tribes, but the fierce-
  ness and honor of its warriors caused her to make a pact
  with the chieftains and Shamans of the tribes – they pay trib-
  ute in a yearly sacrifice of several choice young men and
  women, chosen by lottery, and delivered by flight to her Is-
  land, and she does not attack. There are clans which are
  growing more rebellious and resentful of this practice. The
  Noman isles are a gateway to Friggia, the nearest region to
  gain supplies (although limited).
  Orn Land
  Proper Title: The Coastal Kingdom of Orn (formerly Vice-Royalty
  of Orn Land)
  Ruler: His Highness, King Marko Alfretti, Protector of the Coast
  and Holy Shield Of Orn
  Capital: Orn (28,199)
  Population: 124,206 (Baku 78%, Mixed Baku/Zarthani 12%, Zar-
  thani 5%, various Other demi-humans 4%)
  Major Cities and Towns: Ice Bay (14,447), Cold Post (4,702)
  Dominant Religious Leanings: Orn, Thira, Deleen, Garn, Boridan,
  Tamara, Ytaris, Elon Mori
  Alignments: LG to CN, only a few of any evil alignment
  Resources: Ice Fishing in Frozen sea, exotic seafoods, timber, some
  agriculture and animal husbandry, Gems I, II & III
  Originally settled by Baku natives devoted to Orn, this lands
  has undergone several changes in human dominance. In the
  8th century B.C.E., Zarthani druidic cults dedicated to “Faith
  in the Land” settled the region after many of its Baky foun-
  ders (who named the region after their preeminent God) fled
  before Mordan’s horde. These Zarthani remained in control
  of the isolated region until their numbers began to dwindle –
  unfortunately many of these Faithful practiced celibacy as
  one rite of worship, unhealthy for their culture’s continua-
  tion. The remainder eventually were absorbed by Xanadar
  during its rise as Republic and later Empire, and the region
  was made a vice-royalty. During the period of the Sythgar
  domination of Xanadar, Orn Land again became a home to
  many Baku – sent there under the dominance of Zarthani
  warlords (some culled from the previous inhabitants, others
  being Sythgar of House Naran) to work in slave camps in the
  hills and mountains. These Baku rebelled, with the help of
  Wood Elves from the nearby Great Forest, and after the fall
  of the Empire Orn Land again became an independent Baku
  kingdom, with many Zarthani killed in retribution or forced
  into exile again (although some Zarthani clans still devoted
  to the Land were allowed to stay). The current King com-
  mands a small but talented army of approx. 100 cavalry, 500
  infantry (chain, longsword and pike), and 200 archers (elite
  longbowmen). In addition, Orn fields a small flotilla of tri-
  remes which patrol the frigid coast and protect some coastal
  sea trade with Zor, Kron, and the Atamos Compact. The
  Baku of Orn Land are larger and less cultured than else-
  where on the continent.
  Conflicts & Intrigues: As with all northern realms,
  worries abound about Krystar’s presence. Orn Land was al-
  ways the central invasion route of Mordan’s forces in millen-
  nia past, so the news of his resurgence to the east has caused
  much consternation – King Alfretti has sought to establish
  
  37
  stronger ties again with the Kingdom of Xanadar to the south
  because of this, but in turn this has caused friction within the
  young Baku noble families which dominate social and politi-
  cal life in the city of Orn and the King’s court. Rumors of Gi-
  ants, Ogres and other creatures are on the rise in the sw near
  the Morgoth Peaks. Orn Land grudgingly supports the
  Knights of Ilshara stationed between them and the Dim
  Coast at Mor Castle, but the King would like to control that
  citadel directly.
  Phelios
  Proper Title: Holy Gem of Ilshara, the Blessed and Independent
  City of Phelios
  Ruler: His Blessed Reverence, Archcleric Trevar Trinarithon, Pri-
  mate of the Church of Zar, Mortal Ambassador to the Gods, De-
  fender of the Holy See
  Capital: Phelios (71,823)
  Population: 108,002 (Zarthani 85%, Mixed Baku/Zarthani 5%,
  Half-Elves 5%, Dwarves 3%, various other 2%)
  Major Cities and Towns: Smaller villages and settlements in the
  Border Lands
  Dominant Religious Leanings: Zar, Zarthani pantheon excluding
  Brax and Nurina
  Alignments: LG, NG dominant, CG, CN, N, LN, NE
  Resources: Strategic trading position between Xanadar and the
  west. Fishing, farming and livestock. Wines and spices. Religious
  tithes from throughout Ilshara to the principal seat of the Church of
  Zar, Father of Gods. Gems I
  For centuries Phelios was the center of true religious devo-
  tion in the old Republic and later Empire of Xanadar and See
  of the Church of Zar in Ilshara. Only during the dark days of
  the Empire, when clerics of Brax were given authority, did
  the temples of Zar and the Primate not control this city. In-
  deed, early cells of the Rebellion were aided by the clerics of
  Zar, who forged an alliance with the political entities of the
  city under the auspices of Senator Klestreus Adivarius to
  fight against the Sythgar tyranny. After the fall of the Em-
  pire, Phelios was the site for the great Treaty of Phelios
  which settled the post-war peace, the treaty being brokered
  by the Church of Zar. After this Phelios remained an inde-
  pendent Holy City for Zarthani religion, standing amidst the
  border lands between Xanadar and the west and central por-
  tions of Ilshara. The Church contracts with the Knights of
  Ilshara, and one of the largest contingents of Knights garri-
  son the city (125-150 Knights at any time, given the title
  “Defenders of the Holy Church”). The city is the site for pil-
  grims each Altherthyme paying homage to Zar, as well as
  sub-festivals for Kalar, Kimra and Solan. Chronar also has a
  strong subordinate temple here.
  Conflicts & Intrigues: Some have voiced concern that
  the upper echelons of the Temple hierarchy have become too
  secular, too interested in trade and commerce rather than
  devotion. The rise of the Bandit Kingdoms to the west is a
  constant source of worry and problems. Relations with the
  secular Kingdom of Xanadar are always a bit strained. There
  are some who feel the Knights of Ilshara are not representa-
  tive enough of divine righteousness and should be replaced
  by homegrown Paladins of Zar and Kalar.
  Republic of Praxis
  Proper Title: The Republic of Praxis
  Ruler: Her Most Noble Ladyship, Duchess Suurena Vemora, High
  Chancellor of the Republic
  Capital: Praxis (51,289)
  Population: 270,250 (Menthaki/Zarthani Mix 75%, Wild Elves
  14%, Half-Elves 2%, Dwarves 5%, Various other demi-humans
  2%)
  Major Cities and Towns: Nomi (32,387), Velos (27,205)
  Dominant Religious Leanings: Mixture of Menthaki and Zarthani
  pantheons
  Alignments: NG, CG, LG, N, CN, LN
  Resources: Prime grazing and agricultural lands. Resource-filled
  forests, utilized under cooperation with Elves that inhabit the for-
  ests. Shipping, timber, textiles. Gems I, II, and III
  The western portion of what is today called the Island of Ka-
  lis was originally referred to as “Easterland” by the Men-
  thaki who settled here from Arboria. The arrival of the Zar-
  thani on the other side of the island inevitably changed the
  society that evolved here. Early on, the Zarthani who crossed
  by coast and around the hills of the Northern Peaks estab-
  lished friendly co-existence with the Menthaki, and indeed
  soon the two branches of humanity had inter-mingled and
  developed a society and culture that unified first as a duchy,
  later a kingdom then finally evolving into a Republic. This
  evolution in governance allowed the peoples of this land to
  thrive and develop together at the same time the Kingdom of
  Kalistax drifted into stagnation and decadence. While a state
  of “war” was declared centuries ago by one particularly arro-
  gant and power-thirsty Kalistax king, the Republic has gone
  on without really ever noticing or having to battle their east-
  ern neighbors, owing to the protective nature of the central
  mountain ranges that split the island in two. Still, the nobility
  and the government (headed by a High Chancellor elected
  from the peerage) maintain a defensive force of about 1500
  troops, including 100-125 knights, 700-800 infantry with ar-
  mor ranging from studded leather to chain shirt and armed
  with swords (both long and short) and shield, and an elite
  archer division of longbowmen. Praxis also fields a small but
  strong coast guard of caravels manned by about 500 elite
  marines.
  Conflicts & Intrigues: There is some tension between
  the humans of the land and the wild elves that inhabit the
  Nor Woods and Paras Forest. Trade via sea with the
  mainland is being disrupted by growing piracy in the South
  
  38
  Seas. Some recent merchants have disappeared in the waters
  south of the island, and strange tails of mer-people and other
  fanciful monsters now circulate in the taverns of Velos and
  Praxis. The “war” that has for so many centuries with Kalis-
  tax shows some signs of actually reigniting as real combat as
  several Kalistax vessels have begun actively engaging the
  ships of Praxis on an increasing basis over the past 5 years.
  The Duchess recently took a new consort, a strange wizard
  named Garuth whom some fear is angling for power in her
  court.
  Ravenclar
  Proper Title: The Golden Elven Realm of Ravenclar
  Ruler: Her Radiance, Crowned Princess Adira Quelosar, Lady of
  the Night and Protector of the Raven Elves
  Capital: Ravenclar Citadel (10,230)
  Population: 189,205 (Grey Elves 94%, Wood Elves 4%, Half-Elves
  2%)
  Major Cities and Towns: Rothgar (14,202), Raven Bay (8,205)
  Dominant Religious Leanings: Raven, Jorana and Elven Pantheon
  Alignments: CG most prominent, CN and N also fairly common, a
  few NG and LG
  Resources: The Golden Forest. Fine-crafted weaponry, especially
  in archery, other resources unknown but assumed to include strong
  magical ability to create artifacts and objects of arcane power.
  The Realm of Ravenclar is the oldest continual society on the
  continent of Ilshara, having been established by the Grey
  Elves as the first of their two kingdoms over 6000 years ago.
  The Elves of the Raven Woods (also known as the Golden
  Woods for the incredible shades of color exhibited here dur-
  ing Windmarch) exist in absolute mutual co-existence with
  nature in the forest, and very few fell creatures even attempt
  to enter the ancient and well-protected woods. The Elves are
  on friendly relations with the Halflings of Aloria, and thanks
  to the efforts of First Citizen Rykard of Mendar for the 1st
  time in millennia the Raven Elves actually have begun to
  trust (although always with careful discretion) the humans of
  the southern sheltered lands. Makistan is another matter,
  and while not hostile to the Grand Duchy, the Elves look on
  the rulers of Matos Remar as typical of some of the more
  negative traits of humans. The rule of Ravenclar is a heredi-
  tary matriarchy that is said to pass directly from the legend
  of Selina Star Rider and Raven’s birth of the first mortal
  Elven Lady of the Woods. The current crowned princess is
  quite young, only a little over 300 years-old for someone of
  her position amongst the Elves. The Princess can call on her
  consort to raise the Elven army, which can quickly swell
  from around 1000 regular “sentinels” of the forest to a force
  of 10, 15 or even 20 thousand within days. Masters of com-
  bat, with Elven-made armor, steel and bow, the Raven Elves
  could probably defeat just about any force on the planet.
  They have not, however, ever fought outside their borders
  and remain aloof to the plight of others on the continent,
  even the during the assault on their cousins in the Star
  Woods by Mordan many centuries ago.
  Conflicts
  &
  Intrigues:
  Elven
  Magic
  is
  centered
  around the cadre of High Elven Wizards at the Moon Tower,
  and there is some evidence that these Wizards have grown
  distant from the matriarchy and some may even believe that
  it is time for them to rule Ravenclar. Distrust of Makistan
  grows, and the Elves are especially displeased with the arro-
  gance and intrusion of the Knights of Valor into their eastern
  forest reaches. The Elves are also concerned with Makistan
  taking aim at Aloria and their halfling friends. News that
  Syaks have again begun asserting themselves out of the Im-
  perium up the coast causes some to believe that in the not-
  too-distant future we may yet see a Raven army sortie forth –
  the Raven Elves hate the Syaks who once came through their
  lands and immediately attempted to enslave what they
  thought were “inferior” Elves. Many Elves wonder if their
  young Princess is truly up to leading Ravenclar into a period
  some predict will be more troubled for their beloved woods.
  Riders of the Rift
  Proper Title: The Sultanates of the Rift Valley
  Ruler: Two Sultans, T’Mor Ykaran and F’Mora Brakaris, com-
  manding rival tribes that move about the Rift Wastes
  Capital: None
  Population: Est. between 3,000 and 4,000 (Almost pure Menthaki)
  Major Cities and Towns: None (the Sultans make encampments
  which become small towns for brief periods before they pack and
  move on)
  Dominant Religious Leanings: Varkura and Menthaki Pantheon
  Alignments: NG, N, CN, NE, CG
  Resources: Moisture farming, recovery and peddling of Reborian
  Menthaki artifacts to Graffspere
  The two Menthaki tribes that continue to inhabit what was
  once fertile Reboria contend with each other over which por-
  tions of the wastes they control and exploit. The “Riders” as
  both tribes are referred to are each led by a Sultan, hereditary
  in the case of Ykaran’s tribe and decided through strength of
  arms in the case of Brakaris. These Riders maintain their exis-
  tence through a clever use of moisture farming, aided by
  Shamanistic magic, which draws water out of the air, tempo-
  rarily fertilizing small tracts of wasteland for seasonal farm-
  ing. Unfortunately, the process isn’t replicatable on the same
  ground again for 5-10 years, so each tribe moves in constant
  nomadic existence. There is also a wealth of treasure buried
  in many ruins throughout the land, including ancient Ven-
  taki artifacts brought to Reboria by the Menthaki. The tribes
  have learned that these relics can be traded for wealth with
  nearby Graffspere.
  
  39
  Conflicts & Intrigues: Despite trading with the Graff,
  that land has become concerned with Sultan Brakaris’s recent
  movement of his clan closer and closer to the Graff border in
  the northern wastes. The actual rift is still avoided, for any
  living thing coming within 25 miles of the great rift and re-
  maining there for more than a few days contracts a strange
  wasting disease. Both tribes are concerned with the emer-
  gence of a powerful wizard at the far western part of the Rift
  Wastes. Tensions between the two contesting Sultans have
  recently grown more violent, except for one area of agree-
  ment – both tribes hate the adventurers and treasure seekers
  that have come recently and both clans kill outsiders whom
  they catch in “their” lands.
  Samarkand
  Proper Title: The Oligarchy of Samarkand, Chosen Protectors of
  the Gods
  Ruler: The Oligarchs, Six Wizards led by the High Oligarch, the
  Golden Sorcerer Seskis Andante the White; Nominal political con-
  trol also invested in Governor Pek Lamor over the non-magical
  denizens of the land
  Capital: Solaris (27,282)
  Population: 117,330 (Menthaki 48%, Baku/Menthaki Mix 20%,
  Wood Elves 20%, Half-Elves 7%, Gnomes 4%)
  Major Cities and Towns: North Port (7,802), South Bay (13,458)
  Dominant Religious Leanings: Marz (Mori) predominant, Zar/
  Thira
  Alignments: N, NG, LN, CN, CG
  Resources: Unknown but assumed to be considerable. Some trade,
  mostly with Hunovia. Magical items, spell components and scrolls,
  arcane devices which somehow end up in the various markets of
  the continent. Gems I-V
  When Mordan made his first attempt at domination, it is said
  that the Gods sent the Oligarchs, mortal Avatars of the Quin-
  tari, to defeat him and maintain the balance of the world. In
  doing so, the Oligarchs became mortal wizards of great
  power, yet gave up their direct connection to the Gods to
  accomplish their worldly mission. Despite releasing Mordan
  from his prison, the Fellowship of Five also discovered that
  of the original six (Seskis the White, Alexander the Red,
  Zurak the Grey, Menthor the Blue, Karina the Green and
  Krogan Krolar the Black) only two remained on Samarkand,
  Menthor, Karina and Krogan having succumbed to mortal
  death over the centuries and Zurak having abandoned his
  former colleagues (after supposedly going quite mad with
  desire to regain immortality). Then Mordan, held without
  aging, emerged and killed Alexander, leaving only Seskis.
  The other “current” Oligarchs are native wizards, sought out
  while children and tested for magical ability, then raised on
  Samarkand to assume their positions in the Oligarchy (more
  below). The Menthaki, Baku mixes and other denizens have
  long enjoyed the protection afforded them by serving the
  rather mundane needs of their masters, and indeed the Oli-
  garchs have long left them to their own lives other than pro-
  viding servants, food and resources. The islanders have their
  own governor, and merchants from Samarkand trade with
  and through Hunovia with the rest of Ilshara, and a special
  trade exists directly to major cities as one or two Oligarchs
  (in disguise) take magical wares to sell (although never intro-
  ducing too powerful or dangerous artifacts to the lands).
  While Samarkand has never needed to field an army with
  the magical protections afforded them, Governor Lamor
  does command a constabulary force of about 70-80 men in
  Solaris, with slightly smaller numbers in North Port and
  South Bay.
  The Oligarchs themselves live in impressive and
  nearly impenetrable towers scattered about the island. The
  towers and the current Oligarchs are as follows:
  Dar Armenos – Tower citadel in the Spirit Wood of
  the only remaining true Oligarch, Seskis the White.
  Dar Draconis – Home to the wizard Tolmas Sulante,
  a Zarthani from Xanadar who is most vocal about opening
  ties between the reclusive Oligarchy and the mainland, espe-
  cially with the Kingdom of Xanadar.
  Mintar Dar – Currently occupied by Feleena the
  Blue, an Elven wizard who was brought here centuries ago
  and mentored by Menthor.
  Solisar Dar – Currently the residency of the Arch-
  mage Telerand, a Baku native of Nevara Setalix that Seskis
  encountered as a teenager in the markets of that city.
  Dar Rethon – Inhabited by the sorceress L’Kana
  Moor, a Menthaki magic user from Hunovia.
  Dar Andros – Formerly the home of Alexander the
  Red, this citadel has remained empty while the other Oli-
  garchs seek a new wizard to train. Tolmas has suggested the
  Oligarchy forego raising someone from youth, and that in
  need to more swiftly replace the fallen archmage they should
  recruit someone already powerful. His suggestion of Zar
  Kataris was rebuffed however, because of Seskis’s view that
  the folly he showed in releasing Mordan disqualified him.
  Kataris is most certainly unaware of his name being dis-
  cussed by these powerful wizards.
  Conflicts & Intrigues: The Oligarchs have long kept
  the Wizard’s Pass free of monsters and piracy, but there
  powers over this straight of sea have waned. The vaults and
  magical cells of the Spires are aging and the Oligarchs fear
  with the loss of the ancient strength of their magic they can
  no longer contain some of the fell beasts and demons there.
  Following on legends of the Fellowship of Five, other adven-
  turers have attempted to enter Samarkand. The Oligarchs are
  aware of the piracy of Setlaran and the growing slave trade
  through the south seas. Mystical fear of the island and the
  
  40
  Oligarchs may be waning with stories of the freeing of Mor-
  dan. The Wood Elves of the Spirit Wood have become more
  independent and rebellious of their traditional services to
  Seskis, and the same Elves are less friendly with the human
  populations of the island, especially as more Half-Elves have
  been allowed to immigrate to the lands – the only recent im-
  migrants allowed (probably because Seskis empathizes with
  their duality).
  The Sea Lords of Setlaran
  Proper Title: The “Princedoms” of the Pirate Lords of Setlaran
  Ruler: “Prince” Skarma Gorth, Lord of Setlaran and First Among
  Princes of the Pirate Lords
  Capital: Setlaran (20,778)
  Population: 42,699 (Continually varied – denizens of all races and
  branches)
  Major Cities and Towns: Arbor Keep (10,204)
  Dominant Religious Leanings: Garn, Andost, Chronar, Deleen,
  Orn, Mori
  Alignments: CN, N, CE, NE, some CG
  Resources: Plunder from piracy. Some timber and fishing. Gems I
  & II, some Copper locally. Slave traffic.
  Over the past several centuries, two former distant outposts
  of Xanadar have become havens for ruthless pirate “princes”
  who have taken command of the Isle of Selt. Numerous
  princes abound in the rambling port of Setlaran, raiding
  north and east as far as the Bay of Gulthani and deep into the
  Sea of Xanadar. Prince Gorth is the wealthiest and most suc-
  cessful of these sea lords, and controls not just the principal
  administration of the docks and citadel in Setlaran, but also
  controls Arbor Keep, which he maintains as point of entry
  for the slave trade that has erupted as these pirate lords
  “conscript” Ilsharans of all races to serve the increasingly
  evil and decadent Vol Regency in Arboria. In the last decade,
  the loathsome Gorth has also begun running slaver ships to
  the Zarthon Archipelago in exchange for a no-raid policy
  against ships of that Zarthani nation. Perhaps even more
  ominously, several other lesser pirate princes have taken
  slaves on a dangerous gauntlet, passing through the Malis
  straights heading north. The only conceivable destination is
  Golgithar, causing many to worry that the sea lords may
  have made an agreement to provide human and demi-
  human fodder to the Dark One Mordan.
  Conflicts & Intrigues: Not all the pirate lords agree
  with slaving, and there is certainly infighting over the newer
  slave trade to Zarthon and Golgithar. Sea-going nations like
  Hunovia, Malystare, Praxis and Xanadar could wipe out the
  pirates if they ever set their minds to it. Till now the frac-
  tured nature of the post-Imperial continent is the best de-
  fense the sea lords have. The Regents of Vol have become an
  increasingly intrusive presence in Setlaran, much to the con-
  sternation of Gorth.
  Shevaros
  Proper Title: Gateway of the East, the Free City of Shevaros
  Ruler: Lady Mimbeth Shulara, High Councilor of Shevaros
  Capital: Shevaros (69,327)
  Population: Approx. 80,000 total in city and surrounding lands
  (Zarthani 71%, Gnomes 10%, Elves 10%, Half-Elves 5%, Dwarves
  2%, Halflings 1%)
  Major Cities and Towns: Smaller Gnomish and Halfling settle-
  ments within the boundaries of the Free City
  Dominant Religious Leanings: Zarthani and Elvish pantheons, es-
  pecially Kristan, Taran, Miribar, Aldoran and Mira Silverhand
  Alignments: LG, LN, CG, N dominant, some NG, a few NE
  Resources: Fishing and agriculture. Principal trading city in eastern
  Ilshara. Acts as primary gateway to the Star Woods, and is only
  friendly outside realm to the Elves of that land
  Shevaros was once one of the three regional capitals (along
  with Marz and Trajanar) of the Republic and Empire at its
  height, commanding the regions that encompassed the Beli
  Coast, Suranista, Malystare and even Gol for awhile. An ac-
  tive part of the Great Rebellion, Shevaros became an inde-
  pendent city soon after the fall of the Empire. Shevaros sits
  strategically at the confluence of the Star and Sun rivers, and
  as such controls river trade north to Mor Castle, to and from
  the Elves of the Star Woods, as well as between Suranista
  and Xanadar (who like having the independent city broker
  their commerce). The city is ruled by a Council of Twelve,
  with the council electing their own High Councilor every 12
  years. Shevaros maintains a mixed force of human and Elven
  fighters, including some 300 Master Swordsman and 150
  Elite Archers. The City also contracts with Castle Keep and
  maintains a small force of the Knights of Ilshara, although
  this branch has better relations with the Elves than those
  posted in Mor Castle. Shevaros’s environs also claim the
  closest settlement to a “Gnome homeland” in Ilshara, with
  many Gnomes making their homes along the rolling river-
  banks north and south of the city.
  Conflicts & Intrigues: Despite its prosperity and rela-
  tive peacefulness, Shevaros’s status as a Free City does at-
  tract many disparate types, including shadier denizens and
  those who see the city as an entry point for mischief in the
  Star Woods. The Council of Twelve has tried hard to quash
  any Thieve’s Guild from taking hold in the city, but the prac-
  tical reality is that, as in any major metropolis, there certainly
  is a thriving underworld. Like all citizens of the eastern con-
  tinent, possible tendrils of evil from Mordan’s realm have
  caused growing tensions and fear in many who live so close
  to Golgithar, even if the Star Woods protect their borders for
  now.
  
  41
  Barony of Slar
  Proper Title: The Barony of Slar
  Ruler: His Eminence, Terror of the North, Zakar Kann, Baron of
  Slar
  Capital: Slar (4,201)
  Population: Unknown, but estimated at between 17,000 and 20,000
  (various mixes of Baku, Zarthani, Orcs, Half-Orcs, Hobgoblins,
  Lizard-folk, Ogres, etc. – distribution and percentages uncertain)
  Major Cities and Towns: None- various strongholds, villages, and
  fiefdoms of evil denizens
  Dominant Religious Leanings: Brax, Andost, Nurina, Chalosz,
  Remenith
  Alignments: LE, CE, NE, some CN
  Resources: Unknown
  For many centuries the northern reaches of what became
  known as the Welterlands was already home to evil, settled
  by Mordan’s war-leader Slar following his first defeat. But
  evil knew this realm as a home even be-
  fore that, and whatever strange fell
  magic permeates the cold swamps and
  dark woods of the lands has attracted
  evil creatures for as long as any can re-
  member. It is said that the legendary
  Black Dragon Arloch the Horrible once
  ruled the land, and that his treasure rich
  lair remains hidden somewhere in the
  swamps. Certainly the Sythgar Lord who took up residence
  after the Fall of the Empire built his citadel with many dun-
  geons, and while the upper reaches of that castle lay in ruin
  the labyrinths below remain. Following the Slar Crisis, evil
  Barons again claimed the land and rule from Slar, a black
  and morbid city in which clerics of Brax, Andost and Nurina
  torture and maim at will, where graphic acts of inhumanity
  occur on a daily basis. The Baron Kann does employ a mixed
  force of humans and humanoids (numbering around 100 and
  including several dark Knights), but the rest of the Barony is
  divided amongst the squabbling and decrepit humanoids
  and lesser evil human chieftains.
  Conflicts & Intrigues: Baron Kann seeks to infiltrate
  the Atamos Compact and incite conflict amongst the city
  states to the south. The tales of both the lost lair of Arloch
  and the Sythgar dungeons draws more and more adventur-
  ers, mostly foolhardy, to this evil land. There is tension and
  conflict on a daily basis between the human and humanoids
  of the Barony. A decrepit old man, referred to as the Night
  Hermit, has been seen wandering the Slar woods – it is said
  that those who approach him are found burned and muti-
  lated soon after. The Temple of Brax and the Temple of
  Nurina vie for religious power in the craven city of Slar.
  Strange beasts not seen elsewhere on the continent are said
  to roam the cold swamps and the coastal regions.
  The Star Wood Kingdom
  Proper Title: The Radiant and Glorious Realm of Elvendom in Il-
  shara
  Ruler: His Radiancy, Son of the Stars and Glorious Defender of the
  Realm, Thallander Durandos, High Prince of the Star Woods
  Capital: Scelibar Venture (29,345)
  Population: 78,600 (Exclusively Grey Elves)
  Major Cities and Towns: The Star Tower (275)
  Dominant Religious Leanings: Gillari, Selina Star Rider, Kyriana,
  Raven, Pelos, Miribar, Mira Silverhand
  Alignments: CG, NG, LG, N, CN, LN
  Resources: The Star Woods. Ancient magical knowledge. Exporta-
  tion of fabrics, weapons, elaborate art and artifacts. Gems I, II, III.
  The second oldest of the Elven Kingdoms, the Star Wood
  Elves are far less inclined to deal with outsiders than their
  Raven cousins in the far west, principally owing to the as-
  saults made by others (Mordan and Imperial Xanadar) on
  their lands over the centuries. While much of the western
  portion of the woods officially lies within the borders still of
  the Kingdom of Xanadar, the High King wisely recognizes
  the autonomy of the Elves and never attempts to claim these
  woods other than on printed maps. The Elves could care less
  what Xanadarian cartographers do, so long as human armies
  don’t foolishly assault the woods again. High Prince Duran-
  dos does allow trade along the Star River, for which he re-
  ceives tithing from both Shevaros and Xanadar. The Star
  Wood Elves are cunning both with steel and with magic. The
  High Prince entrusts his realm’s defense to Elven General
  Thurilond, his cousin, who commands a force of somewhere
  between 600 and 800 well-armored and well-armed elite
  fighters, bolstered by 100-200 archers and perhaps two dozen
  wizards. Star Wood culture is centered around the Halls of
  Knowledge in the Star Tower citadel, epicenter of magical
  study both arcane and divine, as well as home to a powerful
  observatory. The Elves of this realm have the greatest knowl-
  edge of the actual universe, the connections between this
  world and the planes beyond, and nature itself.
  Conflicts & Intrigues: General Thurilond spent sev-
  eral decades abroad as representative of the Elves to human
  realms such as Xanadar, and it is said he pines for a lost love
  named Elaina, an adventurer he encountered during those
  days. The Elves prepare constantly for the threat of Mordan’s
  forces moving again. There are some in High Prince
  Thallander’s court who argue for complete isolation from the
  outside world.
  
  42
  Principality of Suranista
  Proper Title: The Royal Principality of Suranista
  Ruler: His Royal Highness, Defyline Mokfoot II, Prince of the
  Eastern Realm of Suranista (Head of State); Viceroy Wellis Avelar
  (Head of Government)
  Capital: Suranist (81,498)
  Population: 368,870 (Zarthani 50%, Mixed Zarthani/Baku 22%,
  Grey Elves 7%, Half Elves 7%, Gnomes 6%, Halflings 5%,
  Dwarves 2%)
  Major Cities and Towns: Suranova (41,227), Syntar (17,287), Karn
  (14,586), Welther Bay (15,206), Antonar Bay (31,009)
  Dominant Religious Leanings: Zarthani Pantheon, Secularism
  Alignments: Range from LG to NE, very few LE or CE
  Resources: Agriculture and husbandry. Fishing (both river and
  deep-sea). Timber. Copper and Brass, some Iron (Steel). Gems I, II
  When this former province of Xanadar declared its inde-
  pendence, the noble houses of the land looked to assure their
  former lords in the new Kingdom of Xanadar would not look
  on them as expansionist, and sought a similar image to por-
  tray to the Star Wood Elves. As such, the nobles constructed
  a government which would appear benign to outsiders, and
  so crowned a Gnome family as Princes of the realm. The
  Mokfoot family was given duty as Head of State, but real
  governmental power was vested in the House of Lords, ad-
  ministered by the Viceroy of the House (appointed by his or
  her peers). Suranista maintains a small army of perhaps 50
  Cavalry, trained by Knights of Ilshar under contract to the
  House of Lords, 400 Infantry with pike, sword and mostly
  chain armor, and 200 archers, most assuredly not elite bow-
  men – a joke has made its rounds that brands poor marks-
  men and scoundrels alike as “crooked as an arrow shot in
  Suranista.” Despite having a large commercial navy, the
  House of Lords pays Malystare a tribute to protect its coasts,
  thus eliminating the need for their own navy. The farmlands
  of Suranista are among the most fertile and generous on the
  continent,
  giving
  the
  land
  the
  reputation
  as
  the
  “breadbasket” of Ilshara.
  Conflicts & Intrigues: Prince Defyline is viewed by
  most as a well-meaning bumbler and buffoon, however some
  suspect this is a front and the Prince is actually a cunning
  politician who sees the future in taking direct reigns of gov-
  ernment himself. Viceroy Avelar, while not evil, is a some-
  what shady former ranger-turned-merchant (Zarthani M)
  who astutely manipulated and consolidated power in a very
  short time – his quick rise to Viceroy only took some 8 years
  and he became the youngest leader of the House of Lords at
  39. There is some tension with Malystare over mines on the
  ill-defined hilly border between the realms, giving rise to
  fears of the loss of the latter’s naval protection of Suranista’s
  coasts. The nobles here still hold animosity towards the rem-
  nants of House Naran which still control Xanadaran lands
  just sw of their princedom. It is rumored there remain hid-
  den and abandoned Sythgar lairs in this land, never found in
  the centuries following the purges.
  The Syak Imperium
  Proper Title: The Resolute and Pure Imperium of the Syak of Il-
  shara
  Ruler: Emperor Zhaou Marj Far, Gaurdian of Purity and Judge of
  the Syak in Exile
  Capital: Syakar (69,444)
  Population: 257.402 (Syak 87%, Syak/Baku Mix 9%, Syak/
  Zarthani Mix 3%)
  Major Cities and Towns: Zarathustrax (48,950), Flon (22,568)
  Dominant Religious Leanings: Remenith, Syonn, Seyros, Wo Chu
  Alignments: LE, CN, NE, N, LN, CG
  Resources: Vast riches from mines in the northern Markers – Gold,
  Silver, Copper, Iron. Gems I-V. Animal husbandry. Some agricul-
  ture (rice and basic grains). Minimal trading through the Freeholds
  of art (sculpture, pottery, painting)
  The elitist and racist Syak exiles from Setaar formed this Im-
  perium after attempting to settle the sheltered lands and bat-
  tling Baku and Elves in central Ilshara. By the time the few
  “pure” tribes made their way to the isolated lands north of
  the Markers, they were but a few thousand. For the ages
  since, the Syak Imperium has held itself up to its own people
  as a realm of might and purity, holding long traditions of
  Spartan life-styles and militaristic society. This is ironic be-
  cause the Syak here do have some intermingling with Baku
  and even later Zarthani exiles fleeing the fall of the Empire.
  More than that, the nation has remained stagnant for over a
  millennium as they kept themselves isolated from the out-
  side world. A strict code of physical perfection led to the con-
  tinual execution of children born that are deemed “unfit” or
  “unsure.” That practice (which remains in effect today), cou-
  pled with a barely adequate food supply, as well as a martial
  way of life that includes harsh combat training and dormi-
  tory life for young men beginning at age 5 (both unarmed
  and armed combat trials are a yearly part of life till 18) has
  resulted in a land that does not grow, with a relatively small
  population for the realm’s age. The Syak Army is an impres-
  sive unit of 500 Cavalry, 2000 Regular Infantry (Platemale,
  Longsword or Pike), several dozen “Fists of the Syak” (well-
  trained Monks and Assassins), 1000 longbowmen, and ap-
  proximately 100 “special” soldiers armed with a rudimen-
  tary invention known as the Fireseed Arm – a roughly built
  tube that the Syak use “Fireseed” to ignite and propel steel
  balls. The knowledge of “Fireseed” was discovered acciden-
  tally by healer temples and its propellant properties quickly
  discovered, although this is only implemented in the most
  
  43
  basic of ways as the Syak lands hold only limited supplies of
  saltpeter to make the fireseed with.
  Conflicts & Intrigues: Syak isolationism is coming to
  an end. For centuries, noble families sought mainly to con-
  solidate their own power and holdings in the Imperium, so
  most strife was internal (with the exception of skirmishes
  with the Wood Elves to the east and in the Myr Wood). With
  the ascension of the Far Dynasty, however, a new expansion-
  ist movement has taken hold. Emperor Far is aided in this
  new direction by his ambitious Grand Vizier, a wizard
  named Wu, who has traveled as far as Xanadar and is con-
  vinced it is time for the Syak to again dominate other lands.
  The Elves are especially hated, as are the Baku of the Shel-
  tered lands. While open conflict with their more barbarous
  Syak neighbors to the north has long been settled, there is
  still animosity between the two lands. The Viceroy and the
  Emperor, while in sync on their expansionist ideas, are said
  to be suspicious of each other. The Syak may also have
  gained powerful ancient Baku artifacts in their archeological
  expeditions throughout the Empty Steppes.
  The Trader’s Coast
  Proper Title: The League of Cities of the Trader’s Coast
  Ruler: Four Lords of the major Cities of the Coast
  Capital: None
  Population: 65,222 (Baku 39%, Menthaki 17%, Zarthani 12%,
  Mixed Human 15%, Dwarves 6%, Gnomes 4%, Halflings 3%,
  Half-Elves 4%)
  Major Cities and Towns: Tendos Bay (7,389), Nevos (13,302),
  Shan (7,700), Hakos (13,900)
  Dominant Religious Leanings: Garn, Deleen dominant, all others
  represented
  Alignments: N and CN dominant, all others represented
  Resources: Trade in the Bay of Gulthani.
  The four cities that make up the well-known “Trader’s
  Coast” have existed for centuries, 1st as independent trading
  cities between central Ilshara and the former Kingdom of
  Reboria before its destruction, then later as vassals to Xana-
  dar, then more recently returning to independence as cities
  in which all manner of goods and exchange takes place. The
  cities here are wilder and more diverse, and certainly less-
  regulated than Trajanar or Gulthanis on the Bay. Because of
  this, these cities are often the center of less-than-legal trade,
  and home to more nefarious organizations of commerce. In-
  deed, Hakos has become the starting point for what has re-
  cently come to be known as the “Triangle Route” of slaving,
  with several organizations utilizing varying means to cap-
  ture travelers and individuals in lands between the Free-
  holds, around the bay through the two major free cities and
  into the Bandit Kingdoms, secreting these captives to slave
  pens hidden in Hakos, then onto ships bound for Setlaran
  and thence to Vol, the Zarthon Archipelago, or even
  Golgithar. While the other cities are so far clean of the slave
  trade, they certainly make up for it in the dealing of stolen
  goods and illicit materials. Nevos has become known for its
  offering of exotic “backroom” taverns, in which patrons may
  pay for all forms of “entertainment” from whatever race or
  species they desire. Each of the cities is independent of each
  other, although the four rulers do form collective group
  known as the “Lord’s Commission” which meets semi-
  regularly to iron out disputes and make sure no one city
  steps on the financial profit of the others. The current rulers
  of the cities are:
  Tendos Bay – Lord Fraken Falpone (Baku M), a sniv-
  eling and conniving man who attained his rule through as-
  sassination and intimidation. His ascension was backed by
  the Assassins guild, who see Tendos Bay as the perfect place
  to “disappear” notable targets from around the region.
  Nevos – Lady Imelda Sal Thantos (Zarthani F), for-
  merly a courtesan, Lady Thantos was so successful (not just
  in her work but in the “relieving” of the riches of her custom-
  ers) that she eventually bought her way into a title, then into
  the rule of the city. Known to most as “The Lady of the
  Night,” Imelda enjoys the backing of the sex merchants of
  her city, and thus the guilds that benefit from their percent-
  ages in these “taverns.”
  Shan – Duke Zapran Fok (Dwarf M) loves good food
  and good drink, and Shan is perhaps the best known market
  for exotic wines, ales and foodstuffs in the central lands. Bol-
  stered by the culinary skills of Menthaki refugees centuries
  ago, Shan cuisine is the primary reason for so many Graff
  visiting the city during each year. Because of the growing
  “tourist” trade, Duke Fok tries to limit overt thievery and
  raucous behavior in his city, at least during daylight.
  Hakos – Lord Harmakros Delvori (Mixed Zarthani/
  Baku heritage, M) rules the island city, and it is he who has
  made pacts with Prince Gorth and the Sea Lords to use
  Hakos as slaver base for the thugs, hirelings and bandits that
  kidnap humans, elves, halflings and gnomes from around
  the central continent to sell for ever-increasing profits and
  wealth – especially in the extraordinarily pure bars of gold
  delivered by the Vol Regents for their slave shipments.
  Conflicts & Intrigues: In cities such as these, the con-
  flicts and intrigues are about as apparent as you can want –
  such cities are wide open to every kind of encounter possi-
  ble, or every kind of employment – both working for good
  and for evil. The slave trade is just beginning to gain the at-
  tention of some nations of the world – up till this point only
  Hunovia, those involved in the trade, and possibly the Oli-
  garchs were aware of it, but recently Malystare has discov-
  ered slave ships heading north and seeks to make others
  aware of the problem.
  
  44
  Trajanar
  Proper Title: The Free City of Trajanar
  Ruler: Duke Palam Suraf, First Lord of Trajanar
  Capital: Trajanar (91,245)
  Population: 115,766 (Baku 50%, Mixed Zarthani/Baku 18%, Zar-
  thani 10%, Halflings 7%, Dwarves 6%, Gnomes 4%, Half-Elves
  2%, Elves 1%, various others 2%)
  Major Cities and Towns: None major, a few smaller villages in
  area
  Dominant Religious Leanings: Entire pantheon represented
  Alignments: Entire range of alignments found in city
  Resources: Fishing and seafaring enterprises. Trade and commerce.
  Some farming and husbandry. Negligible minerals wealth.
  Once eons ago Trajanar was the capital of the principle Baku
  kingdom of the lower El River valley, the Andronax King-
  dom. With the decline of the Baku, it became briefly a city-
  state that dominated the Bay of Gulthani till it was annexed
  by Xanadar, eventually becoming one of the three regional
  capitals (along with Marz and Shevoras) of the Xanadar Em-
  pire. It flourished until the era of the Sythgar domination,
  where it became a fortified encampment for Salizar Rothan’s
  Army of the El. When that Army was forced to leave the city
  to engage rebels in Tygrath and the Dush river valley, Tra-
  janar simply declared its independence again and the falling
  Empire never mustered an attempt to retake the city. Promi-
  nent families, clerics, merchants and guildmasters formed a
  Council of Lords to govern the city, and every ten years one
  of their own is elected as “First Lord” of the Council. Next to
  Xanadar, Trajanar is the largest city on the continent, and is
  the gateway to the seas for central Ilshara. All manner of
  shipping arrives in the massive harbor of Trajanar, marked
  by the light of Lanteri’s Lantern, an enormous 500 ft light-
  house that guards the Trajan harbor. Trajanar forms the
  southern nexus of a trading empire that is shared with Jen-
  dar in the north, with Lake Elos and the El River as the heart
  and artery of commerce leading to the sea. The Council of
  Lords employs the Knights of Ilshara as principle defenders
  of the city, and they train and martial a militia of approx. 200
  fighters (chain armor with longsword), 200 elite rangers, and
  can conscript a “home city” defense force of 2000-3000 with
  club, shortsword, shield and crossbow within several days’
  time.
  Conflicts & Intrigues: Like Jendar, Trajanar is a city
  made for adventurers, with every manner of item or equip-
  ment available somewhere in the city. Trajanar is relatively
  protected from direct external threat, but nefarious people,
  organizations and plots wind through the city like so many
  threads. The slavers of Hakos view Trajanar as a good site to
  procure “merchandise,” although the city has begun to no-
  tice more disappearances than before and Duke Suraf has
  asked the Knights to look more closely into this. Trajanar is
  never on very good terms with the horse-lords of Tygrath,
  who chafe at the amount of commerce that bypasses Nico-
  polix and Elisar on its way down the El.
  The Tygrath Regency
  Proper Title: The Regency of the Horse-Lords of Tygrath
  Ruler: His Majesty, Amerath Dekore V, Regius Equine, High Rider
  of the Thanes, King of Tygrath
  Capital: Tegaros (13,457)
  Population: 338,405 (Mixed Baku/Zarthani 58%, Baku 17%, Zar-
  thani 9%, Dwarves 9%, Gnomes 4%, Half-Elves 2%)
  Major Cities and Towns: Nicopolis (31,205), Elisar (10,216), Ty-
  gos Bay (14,202), Boridan’s Deep (1,456), Tolar (12,515)
  Dominant Religious Leanings: Mixed Baku and Zarthani panthe-
  ons, Kimra dominant
  Alignments: LG, NG, CG, N, CN, LN
  Resources: Horses. Extensive agriculture and animal husbandry.
  Mining along southern Telgar – copper, brass, silver, iron (steel).
  Gems I-IV
  Once a powerful province of Xanadar, the Tygrath lands
  were earlier the site of numerous Baku kingdoms and the
  first homelands of the Gnomes who are now a minor pres-
  ence here. Even in its earliest incarnations, Tygrath was well-
  known for its stock of horses, the best on the continent. The
  lords of this land, no matter what government controlled
  them, have for two millennia been referred to as “horse
  lords” for their breeding and use of the magnificent stallions
  and mares produced in the open plains east of the El. During
  the rebellion, “Thanes” of horsemen were formed as rebel
  forces, and following the collapse of the Empire the leaders
  of these Thanes took noble titles and proclaimed their lands a
  Kingdom. The Tygrath are fairly wealthy due to the carefully
  controlled export of both their prized horses (especially to
  the Knights of Ilshara, the Freeholds, and to Xanadar today),
  as well as extensive mineral wealth obtained in mining the
  southern slopes of the Telgar. The Tygrah humans enjoy
  good relations with their Dwarven subjects in those ranges
  as well. The forces of the Regency are divided into three
  Thanes – High, Middle and Low, which patrol and defend
  the regions of the land corresponding to their names. Each
  Thane is made up of approx. 450-600 riders, Knights and
  fighters trained for mounted combat – well armored with
  plate, shield and longswords and kites.
  Conflicts
  &
  Intrigues:
  Longstanding
  animosity
  against the corrupt men of Zor has always threatened to es-
  calate, so the Low Thane established the “Phalanx,” a series
  of Keeps that not only protects the south-east border against
  Zor but also against troublesome raids from the Bandit King-
  doms to the east. Tygrath seethes that none of its port cities
  enjoys the commerce and success of Trajanar or Jendar, and
  seeks a way to undermine these Free Cities whenever possi-
  ble. The ruins of a tower citadel, Dar Andronax, dating back
  
  45
  to the ancient Baku kingdom that dominated the south lands
  were recently discovered. The Dwarves of the Telgar report
  discovery of more and more strange monsters and creatures,
  including a heretofore unknown race of human-like subter-
  ranean dwellers referred to as the Morloquai.
  Ushar
  Proper Title: The Kingdom of the Ush, Ushar
  Ruler: Her Highness, Syenaor Deethra, Bright Queen of the Ush
  Capital: Ushan Vor (8,920)
  Population: 57,201 (Zarthani 90%, Baku 6%, demi-humans less
  than 2%, some Humanoids)
  Major Cities and Towns: Rothk (7,045), Tork (5,688)
  Dominant Religious Leanings: Chronar, Solan, rest of Zarthani
  Pantheon
  Alignments: CG, NG, CN, N, LN, NE
  Resources: Some fishing and sea economy (Rothk), some trade in
  relics and artifacts discovered in the sands of the Ushar Desert.
  Mining – Gold, Silver, Copper, Iron. Gems I-III
  No one has ever been able to fully explain the desert climate
  that suddenly covers the peninsula south of the Ushar hills –
  its bright sands and scorching temperatures do not mesh
  with the weather patterns of this region, and just over the
  hills into Xanadar are fertile and moderate weather climes.
  Likewise, leaving the coast the temperatures moderate only
  one to two miles away. Speculation is that this region was
  the result of some long-forgotten magical fury, and exhibits
  the desolate aftermath of that event to this day. Ushar was
  settled by Zarthani exiles and quickly became part of Xana-
  dar in all its incarnations, but gained its independence when
  the Ushar overthrew their Sythgar overlords during the
  Great Rebellion, becoming a kingdom in its own right soon
  after. The Zarthani families who settled here were always a
  tough and hardy lot, reveling in the challenge of taming the
  harsh desert. They remain so to this day, enjoying the riches
  of mineral wealth provided in the hills of the realm. Ushar
  fields a very small army of only 100-200 “rangers of the de-
  sert,” not really needing more as none of its neighbors really
  wants such an inhospitable land.
  Conflicts and Intrigues: Every few months there are
  new discoveries of ancient tombs and ruins which do not
  correspond with any existing human tribe, not even the
  Baku. Who or what these mysterious ancients were is a mys-
  tery, but they were obviously advanced and so Ushar has
  become another recent foci of adventuring parties looking for
  both wealth and knowledge. Queen Deethra is not popular
  with her peers, for she seems to care only about the extrava-
  gance of her own court and is surrounded by astrologers and
  soothsayers on who she relies for advice. The religious tem-
  ples in particular despise her devotion to astrology over tra-
  ditional divine guidance. Ushar has always avoided building
  a coastal city on its south-eastern coast because of the Oli-
  garchs controlling the Wizard’s Pass, but recent rumors that
  the wizards of Samarkand have lost much power have em-
  boldened the Ush to consider building a new city and ex-
  panding maritime commerce to Hunovia and Suranista in
  the east.
  The Vol Regency
  Proper Title: The Menthaki Regency of Vol
  Ruler: The Regents of Vol (6 High Priests of Vol)
  Capital: D’Tran (38.404 – swelled recently by thousands of slaves)
  Population: 160,448 (Menthaki 65%, Char 25%, various human
  and demi-human slaves 10%)
  Major Cities and Towns: T’Por (20,554), V’enak (15,345)
  Dominant Religious Leanings: Vol, Char/Menthaki Pantheon
  Alignments: LE, CE, N, CN, NE
  Resources: The Vol Mountains (Vast Deposits of Gold, Silver,
  Iron). Timber and Jungle resources. Slave-based agriculture and
  labor.
  Despite its organization as a theocratic nation, the Vol Re-
  gency is cursed in that its religious leaders receive no powers
  (for whatever punishment its people have been given by the
  Gods). Because of this, this Menthaki kingdom, which grew
  up in the shadow of the earlier and far more advanced Men-
  thaki Kingdom, has very little ability with magic or arcane
  arts save one area- herbalism and potions, which the Regents
  and priestly hierarchy perfect for many needs from healing
  to poison to control of its slaves. The Vol are decadent, and
  exceedingly wealthy with Gold and Silver. The practice of
  enslavement of “lesser” beings began with the entrapment of
  Char descendents encroaching from the west many centuries
  ago, and contact with Ilshara began when the Sythgar Em-
  power Rothan began shipping Baku and Demi-humans in
  exchange for gold. After the fall of Empire, this stopped for
  several centuries, but the recent rise of the Sea Lords gave
  the Regents a new source of slaves illicitly abducted from the
  continent and shipped here to serve all manual labor for the
  Regency. The reasons the Vol need such a large work force
  are clear – the Regents wish to expand south into the jungles
  to regain cities and riches of the lost Ventaki lands, and sheer
  manpower under a whip is a swifter solution than arduous
  work of their own nobles. It is possible that this predisposi-
  tion to the exploitation and suppression of other beings is
  consistent with the “sin” of their ancestors, and is the cause
  of the Vol’s lake of divine blessing.
  Conflicts & Intrigues: The Regents have recently be-
  gun attempting to pay off the pirates and sea lords in lesser
  quality and “faux” gold mixed in with the real metal – so far
  this hasn’t been noticed. Thousands of slaves of all races are
  now held in large camps, forced daily further and further
  
  46
  into the southern jungles. The Vol keep them sedate and un-
  rebellious through mind-softening potions mixed with the
  gruel fed to the slaves daily. Polygamy is the norm for the
  Regents and other Menthaki lords, and women are viewed as
  little better than slaves. Some nobles have become jealous of
  the level of decadence enjoyed by the six regents, and seek to
  seize power themselves. While the methods of exploring and
  reclaiming are nefarious, the results have been impressive –
  no less than 3 ruined Ventaki cities have been discovered,
  with even vaster amounts of wealth and treasure. Unfortu-
  nately, the Vol have ever-increasing need for more slaves as
  hundreds are killed by the various monsters that permeate
  the jungles, not to mention slave-loss due to starvation, heat
  exhaustion and overwork.
  The Protectorate of Windmar
  Proper Title: The Syak Protectorate of Windmar
  Ruler: Gao Jian Yong II, Lord Protector of the Isle of Wind
  Capital: Windomeer (31,207)
  Population: 84.086 (Syak nearly 100%, a few Baku mixed families)
  Major Cities and Towns: Prok (10,334), Sala Don (7,890)
  Dominant Religious Leanings: Syonn and Syak Pantheon, Lu Hong
  (Taran)
  Alignments: LG, LN, LE, NE, N
  Resources: Principally sea economy – fishing and trade with Men-
  dar and Ravenclar. Agriculture and animal husbandry. Timber.
  Gems I & II. Art exportation.
  The Syak exiles who settled the Isle of Wind were less milita-
  ristic, simply more devoted to ordered lives. The inhabitants
  of the isle are overly legalistic, very fastidious on all aspects
  of life. Their rejection of other races is not hatred, merely a
  single-minded devotion against ANY change in their society.
  The peoples of this island land are not decadent, but keep a
  very formalized path in life that begins as soon as children
  can talk – with strict paths of education into apprenticeships
  that replace parents at 10-12 years of age. The ideal of a so-
  cialistic society permeates everything, with the rulers of the
  land (“Protectors”) selected for leadership paths at young
  ages. All wealth and resources are distributed (at least theo-
  retically – in truth the upper leadership castes certainly get
  more) evenly among the populace, which is divided into
  three subordinate castes – workers, warriors and religious.
  Arcane magic is restricted to the leadership caste. As such,
  the alignments are almost universally Lawful, with a fairly
  even balance between Evil and Good at all levels of society.
  Conflicts & Intrigues: The Elves have never liked the
  Syak, but trade with these less-aggressive islanders because
  of the exquisite arts they produce. It has become a recent
  practice of the warrior caste, which seeks to bring law and
  order to other lands, to send out young adepts to learn the
  world by joining adventuring parties abroad. It is said that
  perhaps the only detailed maps and resources on lands over-
  seas, including possibly a way to reach the legendary sunken
  Atalantar, are held in the deep vaults of the Protectors’ Cita-
  del in Windomeer.
  Kingdom of Xanadar
  Proper Title: The Noble Kingdom of Xanadar
  Ruler: His Imperial Majesty, Kalvan Kristanos IX, Overking of
  Xanadar
  Capital: Xanadar (108,212)
  Population: 1,018,204 (Zarthani 78%, Mixed Zarthani/Baku 8%,
  Elves 7%, Dwarves 5%, some Gnomes and Halflings)
  Major Cities and Towns: Ethos (11,313), West River (10,787),
  Tower Hill (20,244), Dengle (18,489), Bandihar (31,212), Torax
  (20,008), Trar (11,780), Nimran (17,989), Androsar (40,414), Timli
  (11,289), Port Kapi (18,790), Naran (6,882), Storm Keep (2,040),
  Port Dravar (21,888), Brockton (13,070), Ashton (19,253), Safeton
  (17,552), Pendar (24,560), Gold Keep (3,450)
  Dominant Religious Leanings: Zarthani pantheon, but strong secu-
  larism amongst Populace of Xanadar
  Alignments: NG dominant, complete range of alignments also
  found
  Resources: Vast agricultural resources. Trade and commerce. Cop-
  per, Silver, Brass, Iron (Steel), Zinc and other mineral resources.
  Fishing and sea economies along the coast. Gems I-V
  The history of Xanadar is already well-covered in the earlier
  part of the gazetteer and so will not be repeated here. De-
  spite its fall from Empire, Xanadar remains the most popu-
  lated and powerful Kingdom on the continent, and although
  its boundaries are a mere fraction of its former reach it still
  encompasses a large amount of fertile and productive land.
  The nation is divided into various duchies, baronies and
  principalities, with all owing fealty to the Overking in Xana-
  dar itself. The divisions, with their regional seats and pre-
  eminent houses are as follows:
  The Southland March – House Androsi, Androsar
  The Lake Barony – House Kristanos, Ethos
  The Imperial Marchland of Xanadar – House Kristanos,
  Xanadar
  The Duchy of the West River – House Zevar, West River
  The Zad Principality – House Morganos, Dengle
  The Duchy of Nimran – House Androsi, Nimran
  The Central Barony – House Zevar, Torax
  The Principality of Naran - House Naran, Naran
  The East March – House Seflani, Ashton
  The Star Duchy – House Uthanix, Pendar
  The Kingdom still fields an impressive standing army, led by
  Overking Kalvan’s trusted General Aurellius Zevar, who
  also heads the Order of the Knights of Xanadar, numbering
  
  47
  approximately 500-550 Knights at any given time. The
  Knights command an infantry of 4000, varyingly armed and
  armored, and another 1000 longbowmen. Zevar also em-
  ploys several hundred elite rangers, organized into border
  patrols.
  Conflicts & Intrigues: Tensions with the Theocracy of
  Chall led to the construction of the Watch Keeps along the
  Xanos river. Xanadar has never regained the trust of either
  the Elves or the Dwarves, both of whom have autonomous
  and independent lands within the borders of Xanadar. The
  secularism of this realm has caused friction with the Holy
  See in Phelios. There are some in the East March who openly
  advocate withdrawing from the Kingdom and aligning with
  Suranista, who would tax their produce less. While the court
  and army is most concerned with Mordan to the NE, Overk-
  ing Kalvan seems preoccupied with the Oligarchs and
  Samarkand off the southern shores. House Naran, while a
  shadow of its former self after the Sythgar purges, has been
  reasserting itself in recent years. As always, fear of unknown
  Sythgar in the shadows permeates the taverns and rumors of
  all.
  Zanatas-Ur
  Proper Title: The Kingdom of the North, The Dwarven Realm of
  Zanatas-Ur
  Ruler: Knorith Kang, King Under The Mountain, Dwarf Lord of
  the North, The Golden Hand of Faltor Pal, Lord of Zanatas-Ur
  Capital: Zanatas-Ur (29,457)
  Population: 40,202 (Dwarves 98%, Gnomes 2%)
  Major Cities and Towns: Some small delvings (including Gnomish
  settlement) in mountains surrounding Zanatas-Ur
  Dominant Religious Leanings: Faltor Pal, Stor, Branth, Gor,
  Derock, Kormann, Zanatas, Telgar
  Alignments: LG through CN
  Resources: Enormous mineral wealth – Gold, Silver, Copper, Iron,
  Diamonds. Foundries produce high-quality weapons and armor,
  contract to make arms for Knights of Ilshara. Gems I-VI.
  The Northern Kingdom of the Dwarves is by far the richer
  and older of the two Dwarven realms. Never conquered, and
  only truly threatened once by the Black Horde of Morden
  over 3000 years ago, the Dwarves proudly defend the tower-
  ing Ziggarut peaks that house their Kingdom. Burrowed on
  the sides and deep into the three tallest peaks, King Knorith
  Kang can climb the Stairs of Stone to view a vista that can, on
  a clear day, see the Frozen sea and as far as portions of Ty-
  grath and the Freeholds. The King can raise a force of 10,000
  bearing axe and hammer very quickly, and keeps a standing
  force of 400 to patrol the passes and approaches that wind
  through the base of the mountains before climbing to the
  fortress entrance into Zanatas-Ur itself. The Dwarves are
  master builders, and have constructed parapets, plateaus,
  bridges and stone gardens amidst their peaks, often lined
  with gems or gold or silver plating.
  Conflicts & Intrigues: Tensions have heightened be-
  tween the Elves of the Dantredun Forest and their Dwarven
  neighbors. Concern from recent reports of new dragon ap-
  pearances near the Dwaro-Delve have made their northern
  cousins worry that larger, more powerful beasts might re-
  turn to Ilshara and take aim at the riches of their Kingdom.
  There have been troubles with creatures making their way
  from Slar into the mountains. Although the Dwarves seldom
  speak of it, and never to outsiders, they still have the mem-
  ory of a large group of “Dark Dwarves” who followed Mor-
  dan, attempted to usurp the Kingdom as his horde ap-
  proached eons ago, and were exiled – departing into dark
  paths beneath the earth and swearing their revenge.
  The Zarthon Archipelago
  Proper Title: The Empire of Zarthos in Exile
  Ruler: His Imperial Majesty, Emperor Crazik Verhorthan III, Lord
  of all Zarthani in Exile
  Capital: Zarthos (27,328)
  Population: 89.323 (Zarthani 88%, Wild Elves 4%, Mixed Baku/
  Menthaki Slaves 8%)
  Major Cities and Towns: Zutaro (13.455)
  Dominant Religious Leanings: Zar, Solan, Marz, Chalosz, Brax,
  Andost, Chronar
  Alignments: LE, NE, CN, N, CG, CE
  Resources: Fruits and tropical agriculture. Fishing and sea econ-
  omy. Slave trade. Volcanic mineral resources. Glassmaking. Tim-
  ber and shipbuilding. Pearls. Gems I & II.
  Long ago this archipelago was a large island before the vol-
  cano at its heart erupted and blew most of the island away,
  leaving the archipelago as it is today. The very 1st Zarthani
  settlers discovered and settled here before the destruction of
  there homeland, and brought with them the pride and arro-
  gance of that realm in its declining days. When the Draconic
  Apocalypse occurred, the noble family of Thorlann declared
  itself the Empire of Zarthos in exile and renamed their major
  city Zarthos as well. Later “Emperors” tried to press claims
  over the Kingdom of Kalistax, only to be rebuffed, and the
  Zarthon Archipelago (as it is referred to by all others – no
  one sees it as an “empire”) has never had the military might
  or the metal resources to field any form of army to project to
  other lands. So the islanders sit in prideful arrogance, claim-
  ing their “true rule” over all Zarthani in exile. At its height
  Xanadar annexed the archipelago when it sent a flotilla to the
  islands and established a garrison, but this occupation was
  allowed to wane by 500 C.E., so that the Empire in Exile had
  reasserted its self-rule long before the great Rebellion on the
  continent. Recently Emperor Crazik has begun importing
  slaves through the Sea Lord traffic, using this slave labor to
  build impressive monuments to his dynasty and to train as
  war-thralls for a possible excursion into the Kaloris Isles. The
  Wild Elves of the western Island have always been treated
  
  48
  badly, and now they are being made full-fledged slaves as
  well.
  Conflicts & Intrigues: The Wild Elves are attempting
  to revolt, although their disdain and distrust of humans
  causes them problems in rallying with imported slaves. Frus-
  trated by centuries on centuries of isolation and irrelevance,
  the current Emperor has apparently made some sort of
  agreement with Mordan and Golgithar to help deliver slaves
  to the evil land in exchange for some favor. Emperor Crazik
  aims at taking the Kaloris Isles as a stepping stone to con-
  quering Kalistax. A Zarthon spy posing as a merchant was
  arrested in Malystare.
  Duchy of Zor
  Proper Title: The Duchy of Zor
  Ruler: His Ferocity, Orath Drogan, Duke of Zor
  Capital: Zorak (16.504)
  Population: 98,205 (Baku/Zarthani Mix 58%, Orcs 20%, Hobgob-
  lins 10%, Half-Orcs 7%, various other humanoids 4%)
  Major Cities and Towns Trast (5,343), Gripshine (10,205), Zakthar
  (13,444), Heartwood (2,455)
  Dominant Religious Leanings: Brax, Remenith, Andost, Chaolsz,
  Nurina
  Alignments: LE, NE, CE, CN
  Resources: Negligable agriculture. Some fishing. Some timber ex-
  tracted from the Great Forest around Heartwood. Copper and Zinc
  from mines in the north. Gems I, II
  The Duchy of Zor is the heart of Brax worship on the conti-
  nent. Founded in evil by one of Mordan’s generals following
  the second assault on the continent, Zor was for centuries
  “controlled” by Xanadar, although the governors sent here
  never attempted to really reign in the evil factions lest they
  ended up dead in their sleep. The evil nobles reasserted
  themselves during the Great Rebellion, but immediately re-
  installed their own evil dictatorship, slaughtering many of
  the rebels they fought along side against Xanadar after their
  purpose and freedom had been achieved. Zor is a squalid,
  depressing land, with very little fertile ground and minimal
  resources. The climate is rough, damp and cold even in the
  summer. The Duke maintains a force of about 200 Dark
  Knights (based at Castle Guard where they raid and harass
  the Wood Elves of the Great Forest), and 700-800 infantry
  armed with leather armor, clubs, maces, short swords and
  spears.
  Conflicts & Intrigues: Zor is unfriendly to all around,
  but the greatest tensions are with their neighbors in evil the
  Barony of Slar. Duke Drogan wishes to annex those lands
  and pilfer the treasures in the various ruins there. The Duchy
  is always skirmishing with Tygrath, and is openly and con-
  tinually at war with the Wood Elves in the western Great
  Forest. The Duke is attempting to negotiate some form of
  treaty with Krystar.
  The previous entries have been intended as an overview of
  nations and regions in Ilshara. They are by no means com-
  plete, and further details are left to the imagination of indi-
  vidual GM’s and the games played. Some specific locations
  may not have been discussed above, but may be found later
  in the section on Adventuring in Ilshara.
  Part VI – Topography
  This section is devoted to descriptions of some of the
  more prominent topographical features of Ilshara. It is di-
  vided into five sections: Mountains and Hills, Forests and
  Woodlands, Rivers and Marshes, Seas and Lakes, and Is-
  lands. At the end of the section will be a brief discussion of
  weather and climate effects associated with the lands of Il-
  shara.
  Mountains & Hills
  The Barrier Peaks
  This collection of mountains west of the Trader’s Bay gets its
  name from the protection it offers the coastal regions from
  the Arid Steppes.
  The Dark Peaks
  Rimming NE Golgithar, these mountains are steeped in evil
  and home to many of the foul creatures who serve Mordan.
  The Draconis Ridges
  Once upon a time these mountains were home to great
  Dwarven kingdoms, but the Dwarves were assaulted and
  exiled by powerful dragons. At least one Ancient Red, Rax,
  still resides here, but others may as well. The southern por-
  tion is also home to many Orcs, yet adventurers still come
  seeking the lost treasures of the former Dwarven realms.
  The Elmar Hills
  A rolling collection of hills on the north coast of Lake Elos,
  the eastern portion of which holds the city of Elmarix.
  The Frozen Peaks
  Vast and towering, these snow-covered and icy ridges block
  the coastal regions of Friggia from whatever unknown cold
  lands that lie north of the peaks. Certainly home to many
  creatures dangerous to explorers of Friggia.
  The Gol Furnaces
  The volcanic ranges of Golgithar are the heart of Mordan’s
  war machine, from which steel and weaponry are forged.
  Constantly churning with lava and fire, it is said Mordan
  also uses the Furnaces to craft evil artifacts for his own dia-
  bolical plans.
  
  49
  The Graffos Peaks
  Range of mountains in south-central Ilshara that border
  Graffspere on the west and divide the Arid Steppes from the
  Rift Wastes.
  The Kalibeth Range
  Mountain range that divides the Kalibeth Desert from the
  Great Desert.
  The Kalys Mountains
  Imposing peaks that separate the Kingdom of Kalistax from
  Praxis. Resource rich, but with growing evidence of human-
  oid emergence.
  The Krakens
  Volcanic range in northern Arboria, south of the Charlak
  tribes who worship Zurak.
  Krystar’s Peaks
  Jagged and icy peaks which house the lair of Krystar and her
  flight of white dragons in the Pack Isles of the Frozen Sea.
  Hill Lands of the Mal Peninsula
  Uneven and rocky hills that dominate the Mal Peninsula and
  offer both homes and resources to that domain.
  The Markers
  Central and massive ranges and peaks which cut off the shel-
  tered lands of the west from N and central Ilshara. The west-
  ern slopes are exploited by the Grand Duchy of Makistan,
  but the mountains also hold many monsters and entrances to
  the Underreaches of Ilshara, including abandoned Dwarvern
  mines, Drow civilizations, and other cavernous underground
  realms and regions.
  The Morgath
  A mass of peaks and ridges bundled together at the north
  end of the Zad mountain range, the steep vertical climbs here
  have made exploration of these mountains difficult and any
  secrets or denizens of the Morgath are as yet undiscovered.
  Mount Doom
  So named because this volcanic mountain in NE Arboria was
  the final doom of the Menthaki Kingdom that surrounded it.
  Still very active today.
  The North Peaks
  Small range of mountains the borders between the Ice Bar-
  rens and the Empty Steppes.
  The Northern Peaks of Praxis
  Smaller spur of mountains that also divides the Island of Ka-
  lis and protects Praxis from overt action by Kalistax.
  The Orn Ridges
  Range of mountains spurring off to the NE from the Mor-
  gath, bounding the southern edge of Orn Land. Rumored to
  be overrun with humanoids and strange creatures, both un-
  der and over the ridges.
  The Spine Ridges
  Massive boundary of mountains that isolates Cashani, cer-
  tainly thought to contain any numbers of dangers and con-
  nections to the Underreaches.
  The Spires of Samarkand
  Several massive peaks at the center of Samarkand, under
  which the Oligarchs constructed numerous caverns, dun-
  geons, and magical caves of varying purposes.
  The Stark Mounds
  Range of hills that bounds the northern extremes of the Great
  Desert and cuts this stark region off from the more hospita-
  ble sheltered lands to the north. The Knights of Ilshara patrol
  these hills from the three “Steel” Keeps.
  The Telgar
  Mountain range that borders northern Tygrath. Source of
  much mineral and metal wealth, but also source of rumors of
  Giants and strange dwellers of the Underreaches known as
  the Morloquai. Named by the Dwarves for one of their Gods.
  The Tolthores
  Unremarkable and surprisingly resource-lite mountains that
  separate the Kalibeth Desert from the Kingdom of the Sun.
  The only real resource is that this range is the source for the
  heart of the Kingdom, the Dralthi River.
  The Trader Hills
  Series of hills at the base of the Barrier Peaks on which sev-
  eral of the cities of the Trader’s Coast rest.
  The Vol Mountains
  Resource rich mountains of north-central Arboria around the
  western slopes of which the Vol Regency has established it-
  self.
  The Zad Mountains
  Mountain range that divides Xanadar into its eastern and
  western lands, the southern part of which is the domain of
  the Dwarven Kingdom of the Dwaro-Delve.
  The Ziggarut
  Massive and towering peaks at the north end of the El River,
  the tallest of which is the highest mountain on the continent,
  and most of which is the domain of the Dwarven Kingdom
  of Zanatas-Ur.
  
  50
  Forests & Woodlands
  The Jungles of Arboria
  Seemingly limitless jungles that cover Arboria, dominated by
  teak and palm woods that obscure vast ruins of the earlier
  Ventaki civilization. Deep tropical vegetation supports a vast
  and varied ecosystem.
  Cashani Woods
  Several northern pine forests in Cashani, source of strong
  hardwoods but also home to several groups of Wild Elves.
  The Dantredun Forest
  Old and extensive coniferous forest NW of Lake Elos, the
  homeland of many Wood Elves. Also home to many Fey and
  enchanted creatures of legend.
  The Friggia Woods
  Cold hardwood forests that straddle the coasts of Friggia,
  reported to be home to many bizarre creatures and possibly
  some ruins of an as yet unidentified lost civilization.
  The Golden Woods (also known as the Raven Woods)
  Beautiful mix of deciduous and coniferous trees that form
  the large forest in the far west of the continent – long home
  to the Raven Elves of Ravenclar.
  The Graf Wood
  Dense sub-tropical forest west of Graffspere, home to a num-
  ber of clans of Wood Elves and exploited somewhat on its
  eastern and western ends by Graffspere and the Nomads
  respectively.
  The Great Forest
  Located in east-central Ilshara, The Great Forest is the largest
  woodlands on the continent, moving from mixed decidu-
  ous/coniferous trees in the south to hardwoods and pines in
  the north. Differing portions of the Great Forest are claimed
  by varying entities, such as Zor’s claim on the NW side of the
  woods, Pellon and the Bandit Kingdoms’ assertions on the
  lower portion, and vast tribes of Wood Elves inside the For-
  est itself (thought to number between 40 and 50 thousand).
  There are also other isolated citadels and enclaves that hide
  deep within the forest (see Part VIII).
  Certainly Fey and
  other enchanted creatures also make their homes here.
  The Green Wood
  Large forest once at the heart of the Xanadar Empire, now
  autonomous. Home to numerous Wood and Wild Elves,
  with deep reaches barely explored by humans.
  Hill Wood
  Small and unremarkable forest in the southern Freehold
  lands, brought to prominence when a Cult of Death dedi-
  cated to Nurina arose here, forcing the formation of the Con-
  federacy and a sustained effort of battle and adventure to
  break the cult. Still, the after-effects of this continue to cast a
  shadow on the wood, which seems to be a magnet for fell
  and evil creatures and beings. Most avoid entry into the Hill
  Wood when possible, and the Wood Elves keep to southern-
  most regions.
  The Lek Wood
  Smaller coniferous forest in the NW of the Bandit Kingdoms,
  but wholly separate from that realm. Home to a mix of Grey
  and Wood Elves who for some reason seek isolation from the
  larger Elven civilizations. Reputed to be home to Elaina
  Brightstar, formerly of the Fellowship of Five.
  The Myr Wood
  Dark and tangled wood on the north coast of Raven Bay,
  said to be home to Wood Elves who have devoted them-
  selves to the Cult of Lanteri.
  The Nor Woods
  Small sub-tropical forest in Praxis, home to a number of Wild
  Elves.
  The Paras Forest
  The sister-wood to the Nor woods, also home to Wild Elves.
  The Slar Woods
  Cold, dark and dangerous hardwood forest in the Barony of
  Slar, reputed to be home to many foul things.
  The Spirit Woods
  Enchanted forest of Samarkand, home to a number of Wood
  Elves as well as Fey creatures.
  The Star Woods
  Beautiful forest of eastern Ilshara which is home to one of the
  two great Grey Elven Kingdoms.
  Rivers & Marshlands
  The Atemisar
  Shallow river running from the North Peaks to Lake Atamos,
  separating the Barony of Slar from lands to the south.
  The Cold Marshes
  Dark and dangerous swamps in the heart of the Barony of
  Slar, said to radiate with evil both old and new – certainly
  there are the remains of a Sythgar fortress here.
  The Drak
  Shallow and muddy river that separates the Arid Steppes
  
  51
  from the Great Desert, the waters of the Drak are dark and
  filthy and move slowly. Unlike the Dralthi this river does not
  overflow and allow for the development of arable land.
  The Dralthi
  River that flows from the Telithores in the south, annually
  overflowing and fertilizing the river basin of the Kingdom of
  the Sun.
  The Dush River
  Spur of the Telithor River that flows to the Dul-Marsh and
  empties into the Bay of Gulthani. Wider from its confluence
  to Dusher, it narrows and shallows in the marshes.
  The Dul-Marsh
  Boggy lands at the southern end of the Dush, home to many
  exotic animals and creatures.
  The El River
  Wide and deep river that runs from the Ziggarut, broadening
  into Lake Elos, then returning to flow south to a wide and
  navigable delta that opens into the Bay of Gulthani. Source of
  trade and civilization in central Ilshara.
  The Fens
  Marshland between Chall and Ushar, whose boggy shallow
  waters prevent river traffic from accessing the sea.
  The Fran River
  Cold-water river that spurs from the Star River to flow north
  into the Frozen Sea along the border of Orn Land.
  The Kor
  Deep water river running from Lake Xanadar to the Sea of
  Xanadar, principle water-trading route for Xanadar.
  The Kura River
  Shallow but wide river dividing eastern Kalistax from the
  SW Fire Lands.
  The Mendos River
  The longest river on the continent, the Mendos forms the
  center of the Sheltered Lands, running from the Markers
  through Makistan, Aloria and Mendar to the sea.
  The Menthak
  River that once ran through the heart of the Great Menthaki
  Kingdom just south of Arbor Keep in NE Arboria, now lined
  with ruins of that civilization.
  The Parath River
  Primary river of the Republic of Praxis, running from the
  North Peaks of that land to the South Seas.
  The Rab
  Runs from the North Peaks of the Empty Steppes and forms
  Lake Rabon.
  The Rathon
  Trubutary of the Mendos, flows into the heart of Ravenclar
  and into the Moon Lake of that land.
  The Sand Marshes
  Squalid wetlands as the Drak empties into the Bay of Wind,
  filled with dangerous creatures and quicksand.
  The Scharos
  River that once ran through the Char Empire in Arboria, also
  gateway to the ruins of this land.
  The Slar River
  Black and cold tributary of the Atemisar that forms the
  boundary of Slar and forms the Cold Marshes at its end.
  The Sop River
  River running from the Spires to the South Seas on Samar-
  kand, Solaris is built on its banks.
  The Star River
  Long river that begins in the Zad Mountains, winds thought
  the Star Woods then south, marking the border between
  Xanadar and Suranista before flowing into the Sea of Xana-
  dar. Highly navigatable, the Star forms the core of commerce
  in the far east of the continent.
  The Sun
  Tributary of the Star, flows into central Suranista before dis-
  sipating into relatively benign wetlands in the center of that
  realm.
  The Telithor River
  Relatively long and well-traveled river that flows from the
  Telgar south, bounding Zor and Tygrath, then into the Ban-
  dit Kingdoms where it empties into The Water. Site of much
  trade but also river piracy and illicit activities.
  The Tra River
  River of Charlak land in N Arboria, flows near the one-time
  Zarthani settlement of Brenmar which is now a ruin of un-
  dead. Supposedly a “cursed” river.
  The Xan Marsh
  Wetlands south of Lake Xanadar, fairly benign but home to
  some varied wildlife and creatures, some dangerous al-
  though not overtly evil.
  
  52
  The Xanos River
  Almost as long as the Mendos, the Xanos flows from the
  Morgath through central Xanadar, forming Lake Xanadar
  before continuing into the boggy lands of the Fens. Travel
  and commerce is mostly on the upper Xanos.
  Lakes & Seas
  Sea of Arboria
  Warm sea between Arboria and the desertlands of SW
  Ilshara, very rarely traveled and reported to be home to large
  and dangerous sea monsters.
  Lake Atamos
  Cold but productive lake in the center of the Atamos Com-
  pact.
  Bay of Beli
  The Bay is bounded by Golgithar on the North, the Dim
  Coast and Suranista and Malystare on the south. Most sea-
  going trade through the windswept bay is conducted along
  the southern coasts.
  Lake Elos
  Along with its attendant river the El, the heart of economy
  and commerce in central Ilshara, with Jendar, Nicopolix, El-
  mairx and Lake Hold all sitting on its shores.
  The Endless Sea
  Vast ocean to the west of Ilshara, across which lies Setaar,
  and in the midst of which is rumored to be the sunken lands
  of Atalantar.
  The Frozen Sea
  Icy (from which it gets its name) sea that separates Ilshara
  from Friggia, dotted with the Pack Isles. Portions of the sea
  freeze over during winter, especially in the east around the
  Pillars of Night and the Brotherhood of Ice.
  Bay of Gulthani
  Large Bay that is the most commonly traveled body of water,
  with trade crossing from Trajanar to Gulthanis to the
  Trader’s Coast to Hunovia, Chall and Mykos. Dominance is
  highly contested, and the southern areas of the Bay have be-
  come the site of increasing piracy.
  Bay of Kalis
  Small bay that faces the Fire Lands of Kalistax to the west
  and the more fertile southlands to the East. Well known for
  the swordfish caught here and marketed around Kalistax
  and indeed sometimes overseas.
  Bay of Mendar
  Windswept bay between the Sheltered Lands and the End-
  less Sea, Windmar is located here.
  Moon Lake
  Cool and serene lake at the heart of Ravenclar, it is said that
  perfect relections on Lanteri allow for mystical visions to be
  made by Elven wizards and clerics in the waters of this lake.
  The Mystic Sea
  Located south of Windmar and west of the Sea of Arboria,
  seldom traveled but rumored to contain strange magical
  creatures and perhaps undersea kingdoms of Mer-peoples.
  Raven Bay
  North of Ravenclar, and claimed by the Elven realm and pa-
  trolled by ships of that land to protect to ecology of its wa-
  ters, Raven Bay also is protected by stark cliffs along much of
  its shores, especially along the coast of Syak which prohibits
  the Imperium for access to the waters.
  Lake Rabon
  Surprisingly temperate Lake in the middle of the Empty
  Steppes, fed by the Rab.
  The Straights
  The crossing between east and west at the closest points of
  Arboria and Ilshara, could potentially provide Sea trade be-
  tween the nations of the east and west but is controlled by
  the Sea Lords.
  The South Seas
  Pirate infested waters between Arboria, Samarkand and
  Praxis, the Sea Lords prey on commercial traffic from Praxis
  to the mainland and Bay of Gulthani.
  The Water
  Well-stocked lake in the northern Bandit Kingdoms.
  The Wizard’s Pass
  Located between Samarkand and the mainland, once a pro-
  tected and safe pass for commerce from Xanadar and the east
  and the Bay of Gulthani, but with the waning of the Oligar-
  chy’s power it too is becoming a target for piracy and brigan-
  dry.
  Sea of Xanadar
  Primary sea south of the eastern mainland, containing
  Samarkand, Zarthon, and northern Kalis Island. This is the
  playground of pirates and the sea lords as they both attack
  trade between Praxis, Kalistax and Xanadar, as well as now
  being a conduit for the illicit slave trade to the Zarthon Ar-
  chipelago.
  
  53
  Lake Xanos
  Productive lake at the center of Xanadar city’s economy.
  Xanadar employs a small lake guard to patrol the waters. Zar
  Kataris’s tower is located on the western shores of the lake.
  The Zarthos Ocean
  Vast ocean to the east of Ilshara across which the Zarthani
  exiles came from Athgar.
  Islands
  The Dead Isles
  Two desolate isles in the Bay of Wind that hold ancient Char
  and Menthaki tombs, now the domain of numerous undead.
  The Island of “Faith”
  Small island in the NW Pack Isles, home to Baku Tribesman
  who are devoted in monastic lifestyle to their “god,” actually
  a Cloud Giant who visits them once a year.
  Isles of Hunovia
  Sub-Tropical islands in the south of the Bay of Gulthani
  which are home to the Duchy of Hunovia.
  Kalis Island
  Large island in the SE Sea of Xanadar, split into the Kingdom
  of Kalistax and Praxis.
  Isles of Malis
  Chain of isles extending from the Mal Peninsula and reach-
  ing into the Zarthos Ocean.
  The Kaloris Isles
  Small chain of isles extending NE from Kalistax and the Is-
  land of Kalis.
  The Karmak Islands
  Trio of islands off the far NW corner of Ilshara, unexplored
  to date but possibly containing clues to the mystery of the
  Baku’s past.
  Mykos Island
  Fertile Island in the eastern portion of the Bay of Gulthani.
  The Pack Isles
  Collection of islands of varying sizes and compositions in the
  Frozen Sea north of Ilshara. Home to the Baku Mori, Krystar,
  Kron, the Noman and the Brotherhood of Ice.
  The Pearls
  Once an island chain part of the Char Empire, now these
  tropical isles contain fell lizard-like creatures that swarm the
  ruins of Ossus, once a mighty center of magic for the lost em-
  pire.
  The Pillars of Night
  To stark and imposing isles of sheer black rock that guard
  the entrance from the Zarthos Ocean into the Frozen Sea.
  Treacherous waves and winds make it very difficult to navi-
  gate, and those who do usually end up smashed against the
  Pillars of Night.
  Isles of Rethon
  Small strong of islands that extend from the mainland and
  bound Raven Bay – these isles are part of the Kingdom of
  Ravenclar and are settled by Grey Elves.
  Samarkand
  Large island just south of the central mainland, the home of
  the Oligarchs.
  Isle of Selt
  Small tropical island that has become the center of piracy
  and slave-trading in the world today.
  Tinian
  Small island domain of Cashani, but a strange and gloomy
  place
  where
  the
  citizens
  talk
  to
  the
  spirits
  of
  their
  “ancestors,” or at least to the many shapes, ghosts and
  ghouls found in this rather dark place.
  Isle of Wind
  Fertile island west of Mendar and the Kalibeth desert, home
  to Syaks exiled to Ilshara.
  The Zarthon Archipelago
  Three islands formed long ago from a massive volcanic erup-
  tion, the main island still is dominated by an active volcano.
  Home to the decadent and evil Empire of Zarthos in Exile.
  Other Features Including Deserts
  The Arid Steppes
  Dry scrubby flatlands south of the Draconis ridges. Home to
  wandering nomads.
  The Cold Desert
  A high cold desolation on between Cashani, Syak and the
  Empty Steppes on which a defining battle between the two
  Syak branches was once fought – said to still exhibit the spec-
  tral echoes of that battle.
  
  54
  The Empty Steppes
  Vast dry lands of the NW continent, sparsely covered with
  dried moss, some grasses and brush. These deserted lands
  are said to hold mysterious ruins and artifacts of the Baku.
  The Fire Lands
  Hot and desolate lands marked by several volcanoes in the
  southernmost portion of the Island of Kalis. Reportedly the
  home to numerous fell creatures and Fire Giants.
  The Great Desert
  Vast desert in the SW of the continent, also said to contain
  mysterious ruins.
  Golgithar
  The alternating cold and hot barren lands of Mordan’s realm,
  some portions are ash-soaked, others baked dry, all com-
  pletely inhospitable.
  The Ice Barrens
  Frozen tundra that seems barren north of the North Peaks
  and Slar, but possibly containing clues to not only the myste-
  rious history of the Baku but ruins of other unidentified civi-
  lizations as well.
  The Kalibeth Desert
  The hot and sandy desert of the far SW corner of the conti-
  nent, home to Char tribes and a great dragon.
  The Ush Desert
  As mentioned earlier in the book, no one can explain the arid
  and hot desert in this southern portion of eastern Ilshara. Its
  desolation is thought to be magical in nature.
  Notes on Weather & Climate in Ilshara
  As was noted in Part I of this gazetteer, the unique
  orbit and axis of the world of Mystika keeps its weather pat-
  terns fairly static and unchanging through the various sea-
  sons. Weather can play an important part in any campaign,
  and GM’s should work to make it appropriate to the lands
  that players are exploring as well as to the time of year that
  an adventure occurs in. The easiest way to deal with weather
  and climate is by the GM simply applying and using com-
  mon sense – and applying weather as it may befit the adven-
  ture at hand. If the players are in the mountains, especially
  during winter, it does not take the roll of a die to indicate
  that snow might be present. Indeed, the important part of
  weather is its effectiveness in adding flavor and detail to
  movement through various regions of the world.
  In this section the basic patterns of weather for the
  varying regions will be briefly discussed, followed by a short
  table for random weather effects (if desired – mainly for wil-
  derness travel without specific plot-needed weather), and
  finally a short discussion of the effects that climate might
  have on characters in Ilshara.
  Basic Patterns of Weather
  The following is a brief description of the most com-
  mon weather patterns and temperature variances that occur
  in the various regions of Ilshara. All temperature ranges are
  in degrees Fahrenheit.
  Arboria – The southern latitudes of Arboria are tropical, and
  the weather patterns range from the merely hot to extremely
  hot of summer. Temperatures range from 78 at the coolest to
  105-115, with strong humidity and heat indexes. Tropical
  thunderstorms and flash-floods are common in the jungles.
  Southwest Ilshara – The Deserts – The Kalibeth Desert re-
  mains fairly hot throughout the year, with temperatures
  ranging from the low 90’s to around 120. There is a cooling
  period nearer to the mountains in winter, but this amounts to
  a drop of 10 degrees at most. The Great Desert and Kingdom
  of the Sun maintain temperatures in the 90’s and 100’s dur-
  ing most of the year, spiking to 110-140 during the summer,
  although at night the desert can drop in temperature sub-
  stantially, even reaching as low as the upper 40’s during win-
  ter. Sand storms are common during late spring, summer
  and early fall.
  The Arid Steppes and the Rift Wastes are somewhat cooler
  than the western deserts – with average ranges from low 70’s
  to upper 90’s in the summer, and 50’s to the 70’s in the win-
  ter, with colder effects due to the sweeping winds that pelt
  these regions. Indeed, wind gusts can average 15-20 mph at
  normal times, rising to 50 and sometimes 60 mph at other
  times, especially during winter.
  The Sheltered Lands – Among the most moderate in terms
  of weather, Mendar, Ravenclar, Aloria and Makistan enjoy
  temperatures in the 50’s to low 80’s much of the year, with a
  slight dip into the upper 30’s to low 50’s during winter. Only
  the north-east portion of Makistan drops further and deals
  with snow, at least as far as Arkon Mor and Benjos. Growfar
  is the rainy season along the Mendos River Valley.
  NW Ilshara – Beginning with the Syak Imperium and run-
  ning around the NW coast, colder climates are more preva-
  lent. In Syak, only during the highest point of summer do the
  temperatures rise to the mid 80’s and sometimes 90’s. By
  
  55
  By Windmarch the range is already dropping fast to the 40’s
  and 50’s, and by the dead of winter average in the 20’s.
  Cashani is even colder, with the sw portion ranging from
  60’s at the height of summer and ranging from 0 to 35 the
  rest of the year. The northern portion of the realm never gets
  warmer than the upper 40’s or 50’s and spends much of the
  year in constant snow and temperatures between –10 and 25.
  The Empty Steppes are likewise cool most of the year, and
  downright freezing during winter. The Ice Reaches remain in
  frozen state most of the year, and temperatures never rise
  above 30 here. Snow is common to much of this region, rang-
  ing from an average of 3-4 months coverage in Syak to 10-11
  months in northern Cashani.
  Central Ilshara – Weather from the Freeholds and Tygrath
  north to the Barony of Slar ranges from moderately warm in
  the summer in the southern regions to icily cold during win-
  ter in the north. The El River valley is warmer to the west,
  with summer ranges from the upper 70’s to low 90’s and
  winter ranges from the low 30’s to the low 50’s. Tygrath typi-
  cally exhibits mild summers of 60’s to mid 80’s, and cold,
  snowy winters with ranges from the upper teens to mid 30’s.
  Jendar is similar to Tygrath, although occasionally it experi-
  ences hotter summers and milder winters due to its position
  between forest and lake. Castle Keep and Zanatas-Ur experi-
  ence very cool summers (40’s to low 60’s) and cold, snow-
  driven winters (0 to low 30’s). The Atamos Compact is fairly
  cool most of the summer (40’s to low 60’s), but has a longer
  winter (especially in the north) with 5-6 months of snow
  north of the river and lake and temperatures that range from
  the 25-40 range in the south to 0 to mid 20’s along the coast.
  The Barony of Slar is a weird mixture of temperatures,
  thought to be affected by both magic and warm gaseous
  springs in the swamps that cause the environment here to
  wildly vary at all times of the year from frigid to foggy and
  steamy (although true temperatures never rise above the mid
  to upper 50’s).
  Bay of Gulthani – The warm waters of the Bay of Gulthani
  often produce thunderstorms and windstorms along all of its
  coastal regions, with only the waters off Tygrath being some-
  what cooler. Graffspere and the Trader’s Coast enjoy the
  greatest variance in weather, with some very hot summers
  (80’s to 100) and sometimes cooler summers (70’s to low
  90’s), but almost always sees mild winters with ranges in the
  mid and upper 40’s and even low 50’s. Snow is relegated to
  the mountains here. Trajanar is similar to the Freeholds in
  weather, and the eastern shores and Mykos enjoy temperate
  summers of 70’s and 80’s and mild winters of 40’s and 50’s.
  Cold rain is more common in winter here.
  NE Central Ilshara – The Duchy of Zor experiences weather
  similar to the Atamos Compact, but here even the summers
  stay even colder (it is rare to see a day of 50 even at the
  height of summer). For some reason it snows less during
  winters, but the bleak winds coming off the Frozen Sea make
  conditions very inhospitable for 7-8 months of the year. The
  Great Forest ranges from temperate summers in its southern
  parts (60’s to 80’s) to cooler summers in the north (50’s to low
  70’s). Winters in the forest drop the temperatures into the 20-
  30 range in the south and 0 to upper 20’s range in the north.
  The Bandit Kingdoms tend toward humid, hot summers of
  mid-70’s to mid-90’s, and varying winters of mild (30’s to
  50’s) to colder (Teens to 30) from year to year. Some years it
  snows, some years it doesn’t.
  Xanadaran Regions – Xanadar and former provinces across
  the south east portion of the continent are fairly stable and
  mild (except for Ushar, see below). Mild and pleasant sum-
  mers range from the mid 60’s to upper 80’s varyingly, and
  winters show temperatures equally as mild (from around 40
  to upper 50’s). Rain is most common in the spring and early
  summer.
  NE Ilshara – The climate is rougher and colder in Orn Land
  and the Dim Coast, with cool summers (40’s and 50’s) and
  frigid winters (teens to low 30’s, with drops into sub-zero
  ranges). Snow and ice storms are common during Reckon-
  ing. The NE portions of Xanadar show colder winters, with
  some snow and ranges from the low 20’s to 30’s.
  Malystare – The Mal Peninsula and its isles show hotter
  summers, with temperatures ranging from low 80’s to upper
  90’s, with humidity adding to the heat. Winters are temper-
  ate, with ranges from the upper 40’s to mid 60’s.
  The Pack Isles – Temperatures across the Pack Isles in the
  Frozen Sea remain cold year round, never rising above the
  mid 40’s in summer and plummeting to the –15 to –5 range
  over winter. In the east the sea freezes, and ice and snow
  storms are common in every season except Altherthyme.
  Friggia – Winter reigns here year round. The highest tem-
  perature reached is around 40, with ranges from –25 to 10
  more common throughout the year. Snow and ice are con-
  stant.
  Windmar and Hunovia – Both islands enjoy similar sub-
  tropical climates, with hot summers (80’s and low 90’s) and
  mild winters (40’s and 50’s), but both are subject to powerful
  sub-tropical storms that develop in nearby warm waters over
  the summer months.
  
  56
  SE Sea of Xanadar – Both the Zarthon Archipelago and Is-
  land of Kalis are sub-tropical regions, with hot summers
  (upper 80’s to around 100) and very mild winters (upper 50’s
  and low 60’s). Sub-tropical rain is a year round possibility, as
  are stronger storms that develop in the warm waters around
  these islands.
  Magically Altered Weather Patterns:
  Samarkand – Despite its sub-tropical locale, Samarkand en-
  joys constant and steady mild weather throughout the year,
  controlled always between the mid 60’s and low 80’s by the
  power of the Oligarchs. Rain is always controlled and never
  destructive.
  Ushar – No one knows what magical affliction created the
  scorching Ush desert, but it is hotter here in summer than
  even in the western deserts, with temperatures ranging from
  the mid 90’s up to 130. Winters are barely better, with tem-
  peratures usually in the low 80’s Sand storms and thunder-
  storms that turn the ground to impassable mud are common
  during the early spring and fall.
  Golgithar – The patterns here are completely reflective of
  Mordan – ranging from biting sub-zero temperatures to fur-
  nace-like conditions within a few dozen miles, and changing
  rapidly. Even during his absence, Mordan’s evil control kept
  the climate here unbearable, a churning pot of ash, smoke,
  black ice and fire alternatingly intermingled.
  Random Weather Generator
  In this section a table is provided for use in generat-
  ing random weather events. This is not meant to be a “must-
  check” reference for any and all weather – indeed, as stated
  earlier, it is better if the GM makes the decisions on how
  weather is occurring at any given moment during a cam-
  paign. There are, however, stretches when weather is mean-
  ingless to a plot and its unpredict-ability might add flavor
  and variety to a party’s travels, and so therefore this genera-
  tor is provided. Remember to use common sense in applying
  results – a random snow-storm at the height of summer in
  the Freeholds wouldn’t be realistic and would lead players to
  assume supernatural forces are at play.
  ** Note: These tables provide both a base d20 and a % roll—
  further conversion would be needed if the GM is running a
  system based on d6, d10, etc.
  Random Weather Table Generator:
  D20
  %
  Random Weather
  1-2
  1-10
  Intense Storm (Tropical, Snow, Thunder,
  Wind, Sand as appropriate)
  3-6
  11-30
  Moderate Storm or Wind Effects (as appro-
  priate to region)
  7-9
  31-45
  Light storm conditions (Wind, Rain, Light
  snow)
  10-13
  45-65
  Clear conditions
  14-16
  66-80
  Mild Conditions – slight overcast or light
  wind
  17-19
  81-97
  Heavy overcast and cooling but no storm
  conditions
  20
  99-100 *Chance of Freak Occurrence of Nature (see
  below)
  Area of Weather Coverage – Once both the event and the
  duration are rolled, determine what direction and area cov-
  erage the weather system is affecting. The area of coverage
  should be larger or smaller based on the duration roll, but
  the direction and intensity of events should be GM’s option –
  if you don’t want to slow a party down too much then don’t
  have them heading into the heart of a large massive random
  storm. Random weather rolls should never be made more
  than once a day, unless circumstances (travel in Arboria dur-
  ing summer or northern climates during winter) might indi-
  cate otherwise.
  ** If a 20 (or 99-100%) is rolled, that means there is a chance
  of a freak occurrence of nature. To determine what, if any at
  all, this occurrence is, roll and use the following table, adjust-
  ing for type of region currently in.
  *** GM should adjust damage to match if dBase differs
  2d20
  %
  Type of Occurrence:
  2-4
  1-10
  No freak occurrence
  5-6
  11-15
  Sudden powerful wind gust (all terrains/
  regions)
  7-8
  16-20
  No freak occurrence
  9-10
  21-25
  Heat Lightning strike (temperate, tropical,
  sub-tropical zones – causes random
  4d6 damage to those in area of
  strike)
  Small Landslide/Rubble fall (Mountains –
  4d6 dmg)
  Severe Sun Flare (Desert/Hot Climates – 2d4
  dmg)
  Severe wave, water turbulence (Rivers,
  Lakes, Seas – chance of overturn-
  ing craft)
  
  57
  2d20
  %
  Type of Occurrence:
  9-10
  21-25 (cont)
  Severe Sun Flare (Desert/Hot Cli-
  mates – 2d4 dmg)
  Severe wave, water turbulence
  (Rivers, Lakes, Seas –chance
  of overturning craft)
  Falling Branch (Woods – 1d4 dam
  age if striking player)
  11
  26-27
  Severe Thunderstorm with Tornado
  (Temperate, Sub-tropical,
  tropical – deal with severe
  damage if players cannot
  avoid in game play)
  Severe Ice Storm with Razor-sharp
  ice crystals (Northern re-
  gions – 2d6-6d6 damage
  depending on cover or
  avoidance)
  Tsunami Wave (Seas – Capable of
  destroying craft and se-
  verely endangering players)
  Major Rockslide (Mountains – 6d10
  damage and chance of being
  buried)
  Sand Twister (Deserts – tornado ef-
  fects with blowing sands)
  Forest Fire/Flash Flood (Depending
  on conditions of forest or
  jungle players are in)
  12-14
  28-35
  No freak occurrence.
  15-16
  36-40
  Mild earth tremor, duration 5-10
  seconds
  17-18
  41-45
  No freak occurrence
  19-21
  46-52
  Extreme wind gust (70-80 mph)
  22-25
  53-62
  Sudden minor storm (Rain, Thun-
  der, Snow, Ice, Sand)
  26-29
  63-72
  No freak occurrence
  30-31
  73-78
  Medium earth tremor, duration 15
  seconds
  32
  79-80
  Same as 11 above
  33-35
  81-88
  No freak occurrence
  36-37
  89-92
  Sudden change in temperature –
  drop of 15-25 degrees in less
  than 15 minutes
  38-39
  93-98
  Sudden change in temperature – rise
  of 15-25 degrees in less than
  15 minutes
  40
  99-100
  Major earthquake (Damage to area
  and any villages or towns in
  affected region)
  A few damage guidelines are given in the above, but it is left
  to the GM to improvise specific damages based on severity
  of the event. Certainly not all characters in a party will be
  equally affected by a freak occurrence, so it is also up to the
  GM to figure out (randomly if possible) which characters
  might be caught under the path of falling objects, etc. It is
  also important to deal with some occurrences using ability
  checks to determine their character’s reactions – i.e. having to
  swim as result of an overturned boat, reflexes in dodging
  debris or avoiding being sucked into a nearby Sand Twister,
  etc. The above table is thus given as a reference and can be
  used, modified, or discarded based on the personal needs of
  the game at hand.
  Effects of Weather and Climate on
  Characters
  Weather can be an aid or a detriment to a party trav-
  eling in the open. Addition of weather effects is one of the
  simpler ways to add a sense of realism and tension beyond
  merely combating monsters or unlocking puzzles. The GM
  should, however, keep in mind that weather (and especially
  prolonged exposure to extremes in climate) can affect a char-
  acter in adverse ways, appropriate as always to the physical
  descriptions of the characters’ races. As always, circum-
  stances and individual character situations should be consid-
  ered and common sense of the GM applied – a Knight in full
  plate cannot roam happily through a scorching desert with-
  out some effect on his constitution and health.
  Given here are some basic guidelines for dealing
  with effects on characters, but without rigid damages or ab-
  solute effects. The GM should make the decision based on
  exactly what conditions are at any given time:
  Sun and Heat Effects – Characters unused to or not dressed
  properly for desert and heat conditions should show signs of
  weakening (temporary constitution or health damage) after a
  few days in such conditions. Extended exposure without re-
  lief should extract more permanent damage, as well as harm-
  ing charisma (skin attractiveness)
  Freezing Conditions (Ice and Snow) – Characters can be
  ascribed damage from frost-bite or freezing conditions fairly
  soon when in such environments, especially if they are wear-
  ing or wielding metallic objects (steel). A day or two of con-
  tinuous exposure to such conditions will want some tempo-
  rary constitution or health damage, and like Sun and Heat
  continual extended exposure will extract more permanent
  constitution or health damage, as well as harming charisma
  (skin and physical appearance).
  
  58
  Altitude Effects – When dealing with adventures at higher
  altitudes (mountains or possible visits through magical
  means to places in the sky) – it should be considered that
  oxygen levels will be lower and this will effect the skills and
  abilities of the players unless they are used to such condi-
  tions. Consider negatives against rolls involving exertion of
  any kind.
  The GM may encounter other situations in which
  effects of weather or climate may affect a player-character. In
  all cases, the best rule of thumb is to not attempt to “give”
  damage or limit a character’s actions or progression unless
  the players stubbornly refuse to role-play dealing with ele-
  ments as they come their way. In other words, the dangers
  given herein are easily avoided by characters taking precau-
  tions or quickly recognizing climate hazards. It does how-
  ever add flavor and believability for the world at large and
  nature to sometimes pose a threat to a well-armed, ready-to-
  fight party, especially groups that become too focused on
  killing monsters and forget the world around them.
  Part VII – Religion in Ilshara: The
  Gods of Mystika
  As was noted in the earlier sections of this Gazetteer,
  religion and the Gods of Mystika play an important role in
  the campaign setting that is Ilshara: The Lands of Exile.
  Unlike other settings, however, they do not appear or inter-
  fere on a regular basis with the comings and goings of the
  mortals of the world. The Gods show themselves only
  through the powers that worship bestows on individuals and
  religious groups (clerical magic), and as such the GM should
  be aware of the displeasure or pleasure of a deity over the
  actions of any player that calls upon these powers.
  The Gods of Mystika are the same for all races and
  peoples of the world, although each culture represents and
  names them differently they are the same core pantheon for
  all. Even the monotheistic Sun religion simply recognizes
  one of the many gods from the overall pantheon. All cultures
  recognize a “prime,” or first among Gods. This prime deity is
  most commonly referred to as Zar, from the Zarthani pan-
  theon, but is represented differently amongst others. No god
  is “actually” male or female, as gender only applies based on
  the image and association of individual cultures who accept
  one gendered vision of that particular deity. Thus, Zar is a
  male to the Zarthani, but is represented by the Mother image
  of Jorana to the Elves.
  After the “Prime” deity, there are the Greater Gods.
  Each alignment is represented by one deity, each of which
  governs an aspect of the universe. Under these Greater dei-
  ties are the Lesser Gods, each of whom act as servitors of
  their aligned Greater Gods (there are twelve Lesser Gods,
  serving the more all encompassing alignments of Chaos, Or-
  der and Balance). After the discussion on these principal
  members of the Mystika pantheon, this section will also de-
  tail demi-gods and a few false religions in Ilshara.
  The Pantheon of Mystika
  The Prime Deity: First Among Gods
  According to almost all legends of all peoples, there
  is one God who came first, bringing the other Gods into be-
  ing, and eventually creating the universe. The details of the
  mythology of how this occurred vary from culture to culture,
  but the essential elements remain constant. In current Ilshara
  the Gods are most commonly referred to by their Zarthani
  names, as the culture of Xanadar spread the Zarthani images
  of the pantheon to almost all quarters of the continent. This
  common acceptance is not applied in Syak and Cashini,
  which still use the Syak names of the Gods, the Elven and
  Dwarven realms, the nations of Makistan and Mendor
  (which use the Baku as do the Baku Mori), or various Char/
  Menthakin descendents of the deserts or Hunovia who use
  the Char/Menthaki pantheon (which is the same from its
  common Ventaki derivation).
  Halflings for the most part
  accept the Baku pantheon while Gnomes generally tend to-
  wards Zarthani.
  The principal deity is named as follows depending
  on the pantheon noted (the “gender” of any god is noted in
  parentheses after the name). The “Prime” God is of no spe-
  cific alignment, encompassing all ranges of desires and incli-
  nations within his/her deity:
  The Names of the First Among Gods:
  Zarthani
  Baku
  Syak
  C/M
  Dwarves
  Elves
  Zar (M)
  Thira (F) Syonn (M) Varkura (M)
  Stor (M) Jorana (F)
  After the principal deity come the Greater Gods, one
  each for the principal alignments of the universe. The do-
  mains of these Gods will be listed in the more detailed sec-
  tion to follow. Where a particular alignment is rejected or not
  worshipped by a particular race the name is noted as “none.”
  ** GMs should feel free to adjust or make changes as befits
  the necessities of their individual games.
  
  59
  The Pantheon of the Greater Gods:
  A
  Zarthani
  Baku
  Syak
  C/M
  Dwarves
  Elves
  LG Kalar (M)
  Boridan (M)
  Mrovar (F)
  Shollan (F)
  Branth (M)
  Gillari (M)
  NG Kimra (F)
  Tamara (F)
  Rev (F)
  Charune (M)*
  Gor (M)
  Selina Star Rider (F)
  CG Solan (M)
  Ytaris (M)
  Vrantar (M)
  Zyrtha (F)
  Derock (M)
  Raven (M)
  LN Gulthan (M)
  Elon (F)
  None *
  Mystrajzar (M)
  Kormaan (M)
  Delthi (F)
  N
  Marz (M)
  Mori (M)
  None
  Jaktu Liann (F)
  Zanatas (M)
  Kyriana (F)
  CN Chalosz (M)
  Orn (M)
  None
  Dakronoth (M)
  Telgar (M)
  Devoni Ras (M)
  LE
  Brax (M)
  Trethgos (M)
  Seyros (M)
  Volkor (M)
  None *
  Darkos Hevar (M)
  NE Andost (M)
  Craman (M)
  Wo Chu (F)
  Streth (F)
  None
  Arigan Firethorn (M)
  CE Nurina (F)
  Thurk (M)
  Jor (M)
  Vol (M)
  Gjarak (M)
  Synistar (F)
  * The “Sun God” of the Kingdom of the Sun is Charune.
  * The Syak worship no purely neutral Gods – the Syak believe one must accept a firm way in life, either evil or good.
  * The only evil God accepted by Dwarves is Gjarak – if a Dwarf is evil he views chaos and disorder in the earth as prime.
  The Lesser Gods of Ilshara
  The Lesser Gods serve the broader orders of Chaos,
  Order or Neutrality, and as such may be connected with both
  evil and good Greater Gods. There are four for each major
  aligned focus, and herein they are called only by their most
  commonly accepted names (with whichever culture those
  names come from in parentheses). Distinct cultural and racial
  names for each of the Lesser Gods may be created and as-
  signed as the individual GM sees fit, along with distinctions
  in images of gender that may vary from culture to culture.
  Chaos
  Order
  Neutrality
  Chronar (M-Zarthani)
  Vuchar (M-C/M)
  Aldoran (M-Zarhani)
  Deleen (F-Baku)
  Kristan (F-Zathani)
  Pelos (M-Elven)
  Faltor Pal (M-Dwarven) Taran (M-Zarthani)
  Mira Silverhand (F-
  Elven)
  Remenith (M-Syak)
  Miribar (F-Elven)
  Garn (M-Baku)
  It is also important to note that the descriptions of a deity as
  “Greater” or “Lesser” in the sections above refer to the order-
  ing amongst the Gods themselves. There is also the distinc-
  tion of Major and Minor as applied by a particular nation or
  group which differentiates those particular Gods as most
  important only in that land. For instance, Remenith is the
  Major God of the Prelacy of Cashani and many Syak, despite
  the fact that he is a “Lesser” God in the above pantheon. The
  Sun God (Charune) is obviously the Major (actually only)
  God of the Kingdom of the Sun, and in other realms all Gods
  who are not considered Major are considered Minor regard-
  less of their actual standing amongst other Gods. Only in a
  very few realms is the Prime God not considered a Major
  God.
  Descriptions of and Domains of the
  Gods
  Described hereafter are the Greater Gods and some
  of the Lesser Gods and the domains they are entrusted with.
  For the purposes of this section, the Zarthani common names
  
  60
  will be used except for the details of the Lesser Gods when
  known by the above indicated cultural/racial names. Of
  course, in many cases the “power” of a God may be ascribed
  to any number of events unconnected to true divine power
  (i.e. blaming Chalosz for every storm). More often than not
  the Gods simply shaped the world to reflect their ideals and
  allowed it to proceed in balance between Chaos and Order.
  Zar – Zar is the Father of All Gods, the First Among Them.
  Zar brought the universe into being and set about the tides of
  Chaos and Order and the Balance between them. Zar’s do-
  main is the heavens and the rule of other Gods, to whom he
  leaves the details of the creation of the world and its peoples.
  Kalar – Kalar is the God of Justice and Righteousness, the
  patron of all those who battle evil.
  Kimra – Kimra is the Goddess of Light and Fertility, patron
  of all things that grow and multiply. In whatever culture,
  Kimra is the embodiment of nature at its best, of beasts and
  of plants.
  Solan – This God is the patron of unpredictability and evolu-
  tion, of positive change and the beneficial effects of Chaos. It
  is often said that strange and weird looking animals (the Ol-
  iphant for instance) are “jokes” of Solan upon the world.
  Gulthan – Gulthan is the God of Wisdom – his powers and
  inclinations are patrons to those who are wary of distur-
  bances in Balance and seekers of knowledge to better under-
  stand the universe.
  Marz – The God of Magic. The imposer of Magic on the
  world as a true unifying force in the Balance of existence.
  Chalosz – The principal God of Chaos, architect of all that is
  unpredictable in the world.
  Brax – The God of Oppression and subjugation to Power.
  The patron of the Sythgar and evil overlords of the world.
  Devoutly opposed to the devoted of Kalar.
  Andost – The God of Subterfuge and Deceit. The cunning
  and sneaky shall inherit the world. The motto of those who
  worship Andost is “Do unto others before they’d do it to
  you.”
  Nurina – Goddess of Death, Disease and Suffering. Nurina’s
  worshippers believe that only through pain and despair is
  truth to be found.
  Chronar – The God of Time and all things Temporal.
  Deleen – The Goddess of Weather and of the Elements.
  Faltor Pal – God of Stone and Earth.
  Remenith – God of Judgement through Battle. Only through
  the Chaos of Conflict can the strong survive and prosper.
  Often referred to as the “Uncaring One.”
  Vuchar – God of Knowledge and Learning. The patron of the
  arts, and all non-magical sciences.
  Kristan – Goddess of Healing.
  Taran – God of Law and Order.
  Miribar – Goddess of Order and Purpose in Nature. Greatly
  revered by the Elves, but also by Druidic societies in Ilshara.
  Sometimes referred to as “Mother Earth.”
  Aldoran – God of the Stars and the Moon, who look down
  with neutrality on the denizens of Mystika.
  Pelos – The God of Animals and wildlife.
  Mira Silverhand – Principal servant of Marz in the realms of
  Magic, especially of Illusion.
  Garn – The God of Luck and of Mischief. Garn is tasked with
  supplying the forces of luck as subtle oppositions to both
  good and evil in maintaining the Balance of the Universe.
  Temples and religious orders devoted to the Gods above can
  be found all over Ilshara, but certainly some are banned or
  persecuted
  in
  some
  lands
  and others favored. Be sure
  to check the individual de-
  scriptions found in the previ-
  ous section on the Lands of
  Ilshara and the History to
  determine the commonality
  or appropriateness of wor-
  ship or temple locations. One
  is not likely to find a thriving
  and open Temple of Nurina
  amidst the Free City of Jen-
  dar, for example, or a Temple of Brax in Xanadar today after
  its banning. Underground temples however may exist any-
  where when appropriate to a specific campaign. The GM
  should also note that there are many temples which practice
  “ordinary” worship and devotion and place these accord-
  ingly in the scope of the setting.
  
  61
  On Demi-Gods and Other Entities
  There are also numerous beings that exist on the
  many planes of the universe who desire or demand worship,
  some of them banished Archons and Solitars, others in the
  forms of demons, etc. While not “Gods” in the true sense,
  some of these beings do find breaches with the material
  world, or in some cases contact is made by extraordinarily
  foolish mortals. Clerical powers may arise from these demi-
  gods or entities, and their direct involvement in a campaign
  may be greater than that of the true pantheon of Gods. It is
  however highly recommended that such entities be used
  sparingly, only much later in campaigns with higher level
  characters, and confrontation should never be the focus of
  any such endeavor (i.e. the adventure should revolve around
  plots initiated or aided by such demi-gods or entities, but not
  be a direct “let’s hunt and kill a demon lord of the infernal
  plane”).
  On False Religions or Religious Devo-
  tion Outside the Pantheon
  There are some cases in which religious devotion is
  not to any one of the true “Gods” of Mystika, but to an entity
  which cannot imbue powers or simply doesn’t exist at all
  other than in the minds of worshippers. Below are a few ex-
  amples which fit in this category, but of course other such
  occurrences may be developed and utilized by the individual
  GM in any adventure.
  The Cult of Mordan
  Mordan is not a God, but certainly demands worship as one.
  The denizens of Golgithar either choose or are forced to wor-
  ship him, and clerics of the realm do receive powers – al-
  though they are really powers of Brax, Andost or Nurina,
  funneled through the personage of Mordan. As such, all evil
  clerical powers of the Cult of Mordan operate at about 75%
  of the strength and power than if the clerics of Mordan wor-
  shipped these evil Gods directly.
  The Worship of Vol
  Clerics in the Vol Regency still worship Vol, but for whatever
  reason that God abandoned the Menthaki in this region
  (related to whatever “curse” or punishment the Gods placed
  on that race in Arboria). As such, the rituals and practices of
  these worshippers garner no actual powers, and so they rely
  on herbalist knowledge to promote their “religious” powers.
  Draconic Worship
  In several cases Dragons are worshipped as Gods, as the Orc
  civilization of Mothgar does. Needless to say, this worship is
  pretty much one-sided in terms of power, and Dragons do
  not provide divine clerical powers to the priests that adorn
  themselves with the Dragon’s symbols.
  The Island of “Faith”
  In the NW of the Pack Isles just north of the Duchy of Zor
  can be found a monastic community dedicated to their
  “Faith” in the God Argonis. They spend their entire lives and
  endeavors in seeking riches and sacrifices to present each
  year at Argonis’s appearance in the Great Temple. Argonis is
  not a God, rather he is a Cloud Giant who has found a ready
  source of tribute in these rather zealous but pliable Baku de-
  scendents.
  The Religion of Tinian
  The Syak inhabitants of this Island part of Cashani eschew
  divine devotion for ancestor worship. They believe the spir-
  its of their Syak ancestors guide them instead of any deity,
  and some adventurers have told tales to at least indicate that
  there are supernatural presences (ghosts, ghasts, ghouls)
  who are either what the Tinians claim them to be or ghoulish
  imposters taking advantage of the beliefs of the Island in-
  habitants.
  The Elvish Cult of Lanteri
  Some Elves, especially Wood Elves of the Great Forest and
  the Green Wood, have abandoned their Elven pantheon for
  direct worship of the world’s one moon, the silvery orb
  known as Lanteri. Clerical powers do not come from this
  Moon, but Cultists of Lanteri claim that all magic originates
  with their very visible “God.” As such the Cult is made up of
  magic users and illusionists.
  The above are just a few examples of religious worship that
  fall outside the mainstream of pantheistic worship in the
  World of Mystika. Secularism, or the rejection of the divine,
  is also a growing phenomenon, especially among humans in
  major cities and individuals who believe they “make their
  own existence” (a common philosophy or rogues or thieves).
  Notes on the place of Astronomy in
  Worship
  While only the above mentioned Cult of Lanteri wor-
  ships an astronomical fixture directly, the Sun and the Moon
  certainly play an important role in many religious rituals and
  are connected in many ways to the pantheon. Some (like the
  Char of the Kingdom of the Sun) personify one deity
  (Charune) directly as the Sun above, other mystics see the
  Sun as personifying the Father God or Kimra, the God of
  Light.
  
  62
  Mystika’s sole moon, Lanteri, is a silvery orb that
  legends say once was fertile as the lands of Ilshara before
  some cataclysm rendered it uninhabitable. These are just leg-
  ends of course, but many connect these fables with the ori-
  gins of the Dragons. Lanteri is varyingly associated with
  Nurina (for those who view night as associated with evil and
  death), Garn, Mira Silverhand, Deleen, and of course Al-
  doran. Lanteri cycles around the planet once every 45 days,
  producing either one full moon and two new moons or two
  new moons and one full moon over a 90-day period.
  The Elves especially also connect constellations and
  stars with their religious pantheon, naming many of them
  after the differing Gods of their culture (the individual GM
  can ascribe a certain Elf deity to the constellations listed be-
  low under their commons names).. The most commonly seen
  constellations for the sky above Ilshara are given here under
  their common Zarthani names. The names tend to be de-
  scriptive of what the constellations look like, and alternative
  names given these by other cultures can also be ascribed.
  Constellations of the Sky of Ilshara:
  The Broken Arrow, The Twins, The Antelope, The Penta-
  gon, The Great Sword, The Short Sword, The Dragon, the
  Anvil, The Wheelbarrow, The Night Diamond, and The
  Pyramid.
  In addition, two named stars figure prominently, associated
  with the Gods but more often used as part of navigation:
  Aldoran’s Fire, a shining red star in the distance that seems
  to move independently of the other stars in the night sky, but
  whose regular passage each year makes it a point of refer-
  ence.
  The Guiding Light, a star that remains relatively fixed al-
  ways in the northern sky, providing a fixed point for astro-
  nomical study and navigation. The Zarthani also refer to it as
  Kalar’s star.
  Application of Deities to Monsters &
  Other Creatures
  When determining influence of the Gods in the deal-
  ings of other races, from Orcs to Giants, and including any of
  the creatures as listed in various monster tomes, the majority
  of creatures fall into either of two patterns – not associated
  with worship (regardless of whether they possess magical
  abilities that are inherent to their existence as beings in the
  world), and those who do owe fealty of some level to a deity.
  In the latter case, a particular collective or individual crea-
  ture usually is associated with only one deity from the
  greater pantheon described earlier. This monotheistic appli-
  cation of deities is not exclusive across a race (i.e. not all
  Hobglobins worship Kronk), but can vary from tribe to tribe,
  region to region, etc.
  The names of deities associated with a selection of
  creatures is listed below. In these cases the names and associ-
  ated Gods are reflective only of the most common associa-
  tion, and are by no means representative of all individuals
  within the larger culture (the Orcs of Golgithar worship Mor-
  dan for instance).
  Hill Giants – Tjarlaff (M), better known as Remenith
  Fire and Frost Giants – Dorg (M), more commonly known as
  Deleen
  Orcs – Chislar the Angry (M), more commonly known as
  Brax
  Nymphs & Faerie Folk – Starina (F), more commonly known
  as Kimra
  Hobgoblins – Kronk (M), more commonly known as Brax
  Ogres – Groshakz (M), more commonly understood to be
  Nurina
  Centaurs – Equivar (M), more commonly known as Chalosz
  Kobolds – Kofanti (M), more commonly known as Andost
  Lizardfolk – Zshirrishvar (F), more commonly understood to
  be Pelos
  The GM is free to develop other appropriate corresponding
  names for differing bands of these and other races of crea-
  tures. Dragons most commonly like to see themselves as the
  most powerful entities around, so only a very few of these
  great creatures are likely to be tied directly to Brax or
  Nurina.
  Part VIII – Adventuring in Ilshara
  Adventuring in Ilshara should reflect each and every
  individual game as possible. It is intended that every GM
  and player make the world their own, using the basic infor-
  mation provided to this point only as a jump-start to any
  number of possible campaigns. This section is not meant to
  be an addendum or extension of rules, but merely a collec-
  tion of additional information that might prove handy in
  establishing an adventure within the Lands of Exile.
  
  63
  Part VIII is thus divided into several sections: Move-
  ment and Distances in travel in Ilshara; Use of Coinage and
  Money in various lands; Sites of Interest in Adventuring;
  Random Encounters in Ilshara; Adventuring Below, Above,
  and Beyond Ilshara; Organizations in the Lands of Exile; a
  small collection of Notable NPCs in various locations; Notes
  on the Sythgar and then Psionics; and, two sections designed
  to give potential starting points for campaigns - Rumors &
  Legends, and Adventure Hooks in Ilshara. The GM will
  hopefully find some of this material useful, but certainly can
  utilize the contents herein with as much flexibility and per-
  sonal choice as they so desire.
  Notes on Distances and Travel in
  Ilshara
  From east to west the Continent of Ilshara is approximately
  2,400 miles across. When measuring on the provided map,
  each Hex is roughly 24-25 miles, although the GM is free to
  change or adjust this for a smaller or larger world if they so
  choose. For reference, the following distances are provided:
  Distance from Xanadar to Marz – Approximately 310 Miles
  Distance from Jendar to Elisar – Approximately 300
  Kilometers.
  When using overland travel, it is most important to maintain
  scale and pace in accordance with the adventure – never let
  slavish devotion to amounts of time taken to travel between
  two points slow the overall campaign to a crawl – in other
  words, don’t feel you have to play every day of travel while
  fastidiously rolling random encounters or weather checks.
  The GM should use common sense in applying these, both
  from the previous section on weather and in dealing with
  random encounters detailed later in this section. Make move-
  ment through the lands fun and interesting – remember,
  players are taking a fantasy vacation in the world before
  them, and interesting sites and encounters are what they are
  looking for. Events that interrupt travel should occur for a
  purposeful reason, and impediments to successful move-
  ment around a region or even the entire continent should
  mean something in terms of story or narrative rather than
  “simply happening.” It is also important to avoid the trap of
  spending too much time on maintenance of equipment or
  trivial matters involved in travel. Often it is best to assume
  the basics unless obvious thoughtlessness is at play.
  Use of Coinage and Money in Ilshara
  Throughout most of the regions and nations of Ilshara use of
  coinage for monetary transactions is fairly standardized, al-
  though different realms may name or identify their minted
  coins differently. The four most common (although not ex-
  clusive) mint variations are Xanadaran, Makistani, Kalistax,
  and
  Hunovian
  (adapted
  from
  Menthaki
  and
  Reborian
  names). Xanadaran coinage is by far the most commonly ac-
  cepted and copied. The table below gives the base differences
  and names from the four most common mints:
  P.P.= Platinum Piece G.P.= Gold Piece S.P. = Silver Piece
  C.P. = Copper Piece
  Coin Value v. 1 GP Xanadar
  Makistan
  Kalistax Hunovia
  P.P.
  10
  Staaran
  Royal
  Imperial
  Puchar
  G.P.
  1
  Zaaran
  Ducal Piece
  Ducat
  Auran
  S.P.
  1/10
  Kilnar
  A Barron Silvercoin
  Soran
  C.P.
  1/100
  Coffer
  A Redal
  Mark
  Cuchara
  GM’s may also feel free to assign and create names for other
  realms, although the Dwarves, Elves, Halflings and Gnomes
  are likely to simply refer to the coinage by the type.
  It is important to remember that while the addition of
  “named” coinage can add spice and flavor, it is recom-
  mended that players and GM alike not get bogged down in
  trying to always “get it right” in handling money – the val-
  ues are important to know by heart, the regional names less
  so.
  There are several notable exceptions to the above standardi-
  zation:
  The Syak Imperium – Within the Imperium, the Syak have
  turned to paper money backed by holdings in the Imperial
  vault. Their paper currency is the Sythe (equals 1 G.P.), the
  Suthar (1 P.P.), the Zinthe (1 S.P.), with copper pieces (called
  Thines) being the only coin in use. Any visitors to the Im-
  perium will have to exchange money with the Syak currency
  to purchase anything here.
  The Kingdom of the Sun – Lack of metals means the King-
  dom of the Sun relies on two coins – Platinum and Copper,
  with Platinum undervalued at ½ its value elsewhere and
  Copper overevaluated at roughly the equivalent of ½ of a
  G.P.
  Arboria – Gold is overabundant in Arboria, so its value is
  actually less to the Charlak and Vol. While the char barter
  with quantities (not minted), the Vol Menthaki do deal in
  
  64
  coin, and their values shift S.P. up to the equal of G.P. else-
  where, C.P. to the equal of silver elsewhere, and G.P. drop to
  the value of C.P. This is one reason why the Sea Lords are so
  interested in pursuing the slave trade, as the value they get
  in gold multiplies 100 times when returned to Ilshara mar-
  kets.
  The GM should also adjust base values as presented when
  characters attempt to purchase an item in a land or region
  where such items are either scarce or found in overabun-
  dance. This can be done by adding or subtracting 15% of val-
  ues, or even 25-50% adjustments in extreme cases (such as
  attempting to buy high-quality platemail in Setlaran). The
  GM should also take care to make sure that items and equip-
  ment are only available in some areas.
  A final note on haggling – some NPCs (shop owners and
  merchants) are honest, some are not. Depending on the ap-
  propriate local, make sure not all sellers of merchandise sim-
  ply quote the book price – have fun with attempts to inflate
  profits (especially in big cities and busy markets) in order to
  increase roll-playing.
  Sites of Interest in Adventuring in
  Ilshara
  As with any setting, the real basis of a campaign is to
  provide interesting places to explore and encounters to chal-
  lenge the skills and resolve of the players and their charac-
  ters. At a Macro level, this gazetteer attempts to provide the
  broad strokes for those possibilities, and while the Micro
  level of detail should be and is up to the individual GM, it is
  always good to have a few starting points for ideas. With
  that in mind we turn to a brief listing of some of the more
  intriguing Sites of Interest located around Ilshara. The GM
  may take the basics given herein to form the core of an ad-
  venture, change them as so desired, or link them into con-
  nected sites that form part of a larger continental campaign.
  Some suggested possible adventure hooks that might con-
  nect to these sites will also be discussed later in this section.
  The Dark City of Char – Once a powerful city of the Char
  Empire, this locale is now home to various undead, Naga,
  and other creatures, though filled with treasure and, perhaps
  more importantly, maps and texts that deal with the ancient
  Ventaki civilization.
  The Ossus Ruins – Located on the Pearl Islands, these Char
  ruins were among the most influential of Char magic centers.
  Who knows what mysteries and artifacts lie in the crumbling
  pyramids and dungeons of Ossus?
  The Valley of the Kings – Not far from Acropolix in the
  Kingdom of the Sun is the Valley of the Kings, tombs from
  centuries past that the current citizens of the Kingdom both
  revere and avoid – very likely because of the high rate of un-
  dead associated with the Valley.
  Oasis – About as isolated as you can get, this small keep in
  the southern-most part of the Great Desert is home to a
  strange group of people who call themselves “The Family.”
  Headed by “The Mother,” a Baku woman, her family in-
  cludes representatives of all races, who appear to simply live
  in peace. Where they get food for their tables or supplies for
  existence is a mystery, as is the nature of the sheer metallic
  surfaces of the walls of the keep. It is also interesting to note
  that the Family lives so close to one of the two Dead Isles.
  The Dead Isles – Both islands contain ancient tombs of the
  Char and Menthaki, and many undead as well.
  The Lost City of the Great Desert – In the middle of the vast
  sands of the Great Desert the top of pyramid just barely juts
  above the dunes. In actuality it is only the highest point (and
  only way in) to what was once a vast city built by some an-
  cient culture as yet unidentified (in this case certainly NOT
  Baku). What wonders and horrors lie beneath the sands here
  can only be guessed at.
  Mothgar and the Lair of Rax the Red – The largest concen-
  trated Orc “kingdom” is also connected to the lair of the an-
  cient Red Dragon Rax, whose horde probably contains riches
  and artifacts dating back to the earliest days of Ilshara.
  The Dwarven Ruins of the Draconis Range – At least two
  great Dwarven kingdoms lie abandoned under these moun-
  tains.
  Citadel of the Sun Wizard – Not long ago a strange stone
  tower appeared at the western end of the Rift Wastes. A
  strange wizard with seemingly no connection to other events
  on Ilshara now resides here, and who or what he is remains a
  mystery.
  The Karmak Isles – Unknown and unexplored, these islands
  may offer clues as to the long-forgotten nature of the Baku,
  as well as hold other untouched or unexploited sites.
  Tinian – The ghosts, ghouls and ghasts of this Isle that are
  “conversed” with as “ancestors” offer one of the most bone-
  chilling sites for exploration.
  The Underreach Passes of the Markers – Dotted along the
  southern slopes of the markers are many caves and entrances
  
  65
  to passes that lead deep into the Underreaches of Ilshara –
  known to lead at the very least to the demesne of the Drow.
  The Hill Wood and the Temple of Despair – Despite
  “victory” by forces of the Freeholders, this wood still attracts
  many evil creatures and some say that despite the Cult’s dis-
  persal and destruction of the upper levels of the Temple that
  the evil core of this place remains, open to some infernal
  plane that oozes into Ilshara.
  The Barony of Slar – A cesspool of evil awaits any adventur-
  ers coming here – from the ruins of the Sythgar fortress to
  city of Slar itself to the ancient evils lurking in the Slar woods
  or Cold Marshes.
  The Ruins of Dar Andronax – Only recently rediscovered,
  the remains of this citadel of ancient Baku magic are just now
  starting to be explored by adventurers, many of whom do
  not return. The foundations of the tower are said to lead be-
  neath to many levels of dungeons, whose purposes can only
  be guessed at.
  The Ruins of Brenmar – The folly of the Zarthani attempt to
  build in Arboria is seen as burned foundations and rubble.
  Some ten thousand Zarthani died at the hands of the Charlak
  tribes here, and their anger, pain and hatred are said to in-
  fuse this place.
  The Sorcerer’s Keep – An abandoned complex of six towers,
  built by unknown hands, located on the small island NE of
  Graffspere. The Graff avoid this place altogether, as evil
  power emanates from the black-stone edifices, now over-
  grown with vines and vegetation.
  Boridan’s Deep – On the exterior this is a garrisoned fortress
  of the Northern Thane of the Tygrath, but beneath it are tun-
  nels that connect to passages that lead deep into the Telgar.
  Strange human subterranean dwellers have been witnessed
  by Dwarven explorers of the deep.
  The Lek Wood – This small wood is refuge to Grey Elves
  who are estranged for a variety of reasons from their home-
  lands. The Elves make small citadels in the trees, and there
  are a number here who have some reason to hide from the
  outside world. The most well-known of these is Elaina
  Brightstar, who fled into seclusion here following the Folly of
  the Fellowship.
  Dorgath’s Keep – Dorgath was originally a Sythgar wizard
  serving the Emperor, who fled during the purges to the Pack
  Isles. Whether the dark edifice of this isolated Keep is still
  home to Dorgath (perhaps kept alive through Sythgar arts)
  or is the desmesne of his descendents is yet unknown.
  The Tower of Illusion – A brightly colored (at times seem-
  ingly shifting in color) tower in the southern Great Forest is
  unexplained, and those who approach are assaulted with
  powerful illusions to keep outsiders from entering. Who or
  what controls the tower is a mystery.
  The Black Citadel – A fortress in the northern Great Forest
  originally established by Zor and Mordan during the 2nd
  great assault on Ilshara. Those who have approached agree
  that the citadel looks like a complex of three keeps, intercon-
  nect around a central tower that is now broken midway up
  where it used to rise. What evil lurks here is unknown, but
  Trolls certainly have been seen in the vicinity.
  Faradan’s Freehold – This castle was originally the citadel of
  a Knight of Xanadar named Faradan, who recoiled at the evil
  of the Empire and formed one of the most successful rebel
  cells. Following the Fall of Empire, his family declared their
  castle a Freehold and withdrew from their connection to the
  Knights. Today, Faradan’s descendents maintain the Free-
  hold as a safe-haven for adventurers and the down-on-their
  luck, and the Freehold is an important waypoint for travel
  into the Great Forest, Orn Land, and to the Pack Isles and the
  North.
  The Brotherhood of Ice – Discussed previously, the un-
  known Brotherhood could offer a number of alternative pos-
  sibilities for adventure.
  Friggia – The frozen and treacherous northern sub-continent
  offers any number of possible sites for cold-weather adven-
  turing.
  Lost Haven – The Dim Coast city that was Last Haven is
  now an Orcish city, but somewhat disconnected from Mor-
  dan. Before the lands were sacked by the Elves during the
  great rebellion, these lands held numerous manors, estates
  and other settlements, the wealth of which was left when the
  humans were mostly driven from the land.
  Golgithar – Mordan’s horrid lands are a terrible place to
  visit, but certainly there is much wealth and many artifacts
  located at Targ Keep and elsewhere around the realm – as
  long as players don’t garner the notice of Mordan directly
  some regions are explorable, especially as some of the fell
  denizens are not as cooperative with the dark master as they
  should be.
  The Morgath – The twisted and difficult to ascend or enter
  clump of peaks at the northern end of the Zad Mountains
  offers any number of subterranean and high-altitude adven-
  tures. Griffons and other flying creatures make their home
  
  66
  here, as do radical separatist Dwarven clans that view all
  other races as dangerous. Dragons may certainly be found
  here as well, and the caves and caverns could very well
  stretch deep into the Underreaches.
  The Mal Peninsula and Isles of Malis – The jumbled hills of
  the Mal Peninsula and the Isles of Malis are among the long-
  est settled by the Zarthani fleeing Athgar, so it is very likely
  that tombs, buried redoubts and other sites contain long-lost
  treasures and artifacts brought hastily to Ilshara by the Exiles
  in their hurried flight from the Draconic Apocalypse.
  Samarkand and The Spires – The waning of power in the
  Oligarchy opens Samarkand, and the numerous vaults and
  dungeons of the Spires, to adventurers today. The Oligarchs
  are still protective, and can be lethally dangerous if a party
  raised their ire, but the island is no longer the magically forti-
  fied stronghold it once was. In addition, the Wood Elves and
  some of the humans (especially at North Port) are no longer
  as unswervingly devoted to their magical masters as they
  once were.
  The Fire Lands of Kalistax – The hot and fiery realms of
  southern Kalistax hold any number of enticing sites – espe-
  cially the desmesne of the Fire Giants in the Fire Mountains.
  Setlaran and Arbor Keep – The pirate city of Setlaran is
  about as wide open with corruption, intrigue and deceit as
  any city in the world today. It and Arbor Keep are the heart
  of slave-trading in Ilshara, and players may be connected in
  any number of ways to this horrendous practice through
  their campaigns.
  The Step-Pyramids of the Archipelago – Long before the
  Zarthani established their Empire in Exile, an ancient Elven
  civilization flourished briefly on the island before its volcanic
  destruction. Strange, short step-pyramids can still be found
  on the islands, especially on the western isle near Zutaro.
  The Zarthons avoid these out of superstition, despite possi-
  ble treasures found within.
  Random Encounters in Ilshara
  When traveling about the Lands of Exile, parties are
  certainly going to bump into individual creatures or small
  groups. Sometimes these encounters are part of a campaign,
  yet the reality of such a diverse world is that random en-
  counters do happen. This not only provides additional chal-
  lenge to the players but adds the sense of mundane threat
  beyond the central story-line being pursued. The GM must
  determine 1st if a party is in a land or region in which ran-
  dom encounters occur – it is unlikely players will just
  “happen” to encounter 2-3 Orcs wandering about the farm-
  lands just several miles from Xanadar. There are other re-
  gions, such as the Bandit Kingdoms, where random encoun-
  ters are far more likely (especially if they are random for the
  players but purposeful for bandits or brigands), or in
  swamps, mountains or woodlands.
  The first table below is for generating random en-
  counters in high-probability zones – i.e. the afore-mentioned
  Bandit Kingdoms, Arboria, etc. The specifics of which type of
  individuals or bands are encountered are again left to the
  GM, as are the specifics of stats according to the system used.
  “RP” is used here to simply give a broad indicator of relative
  power, to be matched to individual games as the GM desires.
  High Probability Random Encounter Table
  D20
  %
  Type
  RP
  #
  1
  1-5
  Individual Monster
  Med.
  1
  2
  6-10
  Small Band of Monsters, Low
  3-4
  Bandits, etc.
  3-5
  11-29
  Random animal
  Low
  1
  6-7
  21-35
  Pair of Creatures,
  Med
  2
  Teamed thieves or thugs
  8
  36-40
  Indiv. Strong Monster
  High
  1
  9-10
  41-50
  Band of creatures,
  Med
  5-7
  bandits, evil party
  11
  51-55
  Dangerous Animal
  High
  1
  12-14
  56-70
  Individual Soldier or
  Med
  1
  Knight of random align.
  15
  71-75
  Official Patrol of region
  Med
  4-10
  16-17
  76-85
  Group of Animals
  Med
  5-10
  18-19
  86-98
  Fey Creatures (single Low-High 1-?
  or in collective group)
  20
  99-100 Large party of enemies
  High
  12+
  * Strength and # for Fey as indicated by individual selection.
  For High Probability Zones the roll should be made at least
  once a day, twice a day if the players are in a particularly
  heavy density region of encounters.
  When not in such zones, the GM is advised to make a daily
  check with a d20 or percentile roll to see if a random encoun-
  ter occurs. A roll of 1-3 (1-15%) or 18-20 (90-100%) indicates a
  random encounter, with ranges between indicating no en-
  counter. A roll is then made on the following table to deter-
  mine the number and HD of creatures encountered. The GM
  should determine the appropriate creatures that fit the en-
  counter based on location, conditions, etc.
  
  67
  Generic Random Encounter Table
  d20 Roll
  %
  Relative Power
  Number of Creatures
  1
  1-5
  Med
  1d4+1
  2-3
  6-15
  Low
  1d4
  4
  16-20
  Low-Med
  2d4-1
  5-6
  21-30
  Low
  Single
  7-8
  31-40
  Low
  Single
  9
  41-48
  Med
  Single
  10-11
  49-55
  Low
  2d4
  12-13
  56-65
  Low-Med
  1d4-1
  14
  66-70
  Low
  Single, Unique
  15
  71-75
  Med
  Single or pair
  16-18
  76-90
  Low
  3d4-2
  19
  91-98
  Low-Med
  3d4
  20
  99-100
  High/Very Strong
  Single
  It is intended that random encounters occasionally bring ad-
  venturers into the path of some creature or group that they
  really should avoid. Likewise, more powerful groups will
  still run into creatures they can easily dispense with (not
  every encounter has to be more challenging – the simpler
  and lesser creatures don’t stop existing because a party has
  grown in power). Use the base XP charts for creatures en-
  countered, but certainly adjust if players handle an encoun-
  ter beyond their current strength or simply deal with very
  insignificant encounters beneath their experience.
  The GM should always mentally note why an encounter hap-
  pens – sometimes (with animals) it is just needed to know
  that snakes, for instance, occur in wooded areas. For crea-
  tures like Orcs, or Trolls, or others, there should be some
  sense as to why that creature or group of creatures happened
  to be wandering by this area. It should not be because there
  is some random monster generator creating creatures from
  under a nearby hill.
  Adventuring Below, Above and
  Beyond Ilshara
  The majority of this setting has been focused on the
  continental lands of Ilshara and its immediate surface set-
  tings. That does not mean, of course, that there are not other
  regions to potentially explore at the discretion of the GM.
  Note was given at the outset to lands outside the scope of the
  setting, but in addition there are opportunities to adventure
  (although recommended for when parties have grown in
  strength) below, above and beyond the Lands of Exile. The
  most basic information on these is given herein:
  The Underreaches – The depths of the earth under Ilshara
  contain many fantastic places both wondrous and deadly.
  The World of Mystika actually contains an entire sub-world,
  as the outer crust that Ilshara sits on “floats” above an inner
  world, roughly the size of the earth, that rotates faster within
  than the outer world’s rotation. This sub-world is a place of
  dark oceans, fiery landmasses, strange jungles and creatures
  of incredible evolutionary processes. It is possible that hu-
  manoid civilizations have risen and fallen in this dark under-
  world, or that advances were made by stranger races. Access
  to this world is only possible through dangerous caverns that
  trace their way through the rocky mantle that lies between
  this sub-surface and the outer world above. Within the many
  miles of stone and rock between the two “surfaces” lie the
  Underreaches, caverns and passages that are home to sub-
  terranean groups such as the Drow, the Dark Dwarves
  (dwer), and the Morloquai humans. The composition and
  utilization of these realms is left to the imagination of the
  GM.
  The “Heavens” or “The Sky Realms” – Some beings live in
  the clouds or float in realms high above the skies of Ilshara.
  Certainly Cloud Giants and Storm Giants make citadels in
  these “heavens above,” and superstition of many places the
  homes of the gods here (which isn’t true). There are reports
  of several “floating islands” that move about over the great
  seas of the world, and what civilizations, human or other-
  wise, inhabit these almost certainly magical realms are un-
  known.
  The Planes – Beyond the material world lie many planes of
  existence, elemental and otherwise. Any advanced campaign
  may choose to link adventurers to travel to an encounter
  with creatures of these planes. GM’s may choose to design
  what existence on a particular plane is like, or utilize existing
  source material previously published for more details or in-
  formation. The crossover points should always be located in
  a logical way – for instance, the Temple of Despair might
  contain a nexus or node that opens the material world to the
  Abyss. It is highly recommended that the planes as adven-
  turing locales be used sparingly, purposefully and only with
  parties of enough power and strength to deal with them.
  Organizations in the Lands of Exile
  As with any world, there are organizations
  and cadres of individuals who are unified by their aims and
  desires in the environment they exist in. Some, like the thief
  guilds of any major city, are pretty self-explanatory and can
  be individualized as needed. Others are more specific to Il-
  shara and want for further explanation. Below are a few of
  
  68
  the existing groups found in this setting, and a few specific
  to Jendar will be further detailed in Part IX. The GM is en-
  couraged to develop others out of the socio-political founda-
  tions covered earlier to further enhance their individual cam-
  paigns as needed. Remember that all organizations should
  have an “aim,” a goal that can be generous or nefarious.
  The Knights of Ilshara – Founded by Knights of Xanadar
  rebelling against their evil Emperor, The Knights of Ilshara
  are dedicated to protecting the peace across many borders,
  and to maintain an independence from any central political
  authority. Their headquarters is at Castle Keep in central Il-
  shara, but the Knights can be found contracted to service in
  many lands, cities and regions. Joining the Knights is a long
  process of application, sponsorship, apprenticeship, and
  questing. The Knights of Ilshara open their ranks to humans
  of all branches, as well as demi-humans. (*Note on PC’s de-
  siring to join any group of Knights – it is suggested this
  might make a good long-term goal for the player to achieve
  towards the end of a campaign, but joining early on is prob-
  lematic in that the character necessarily must give up adven-
  turing for their assignments/postings – unless the GM
  wishes to base an entire campaign around the assignment of
  the Knight and other players become co-questers with that
  Knight).
  The Knights of Valor – The Knights of the Grand Duchy of
  Makistan and Mendar, their purpose is more specifically the
  defense of these nations and the protection of their borders.
  Politically the Knights are loyal really only to the Grand
  Duchy, and tend to be exclusive towards human member-
  ship. One must be a citizen of the Grand Duchy or of Mendar
  to join, followed by training in the army, then sponsorship,
  apprenticeship and quest.
  The Knights of Xanadar – These Knights form the heart of
  the Army of Xanadar, and their aims are specifically the de-
  fenses of the land as well as a desire to reclaim surrounding
  regions (especially the Border lands, Chall and the Bandit
  Kingdoms). There is no questing involved in the process to
  join, nor is birth citizenship an issue. It is, however, a re-
  quirement that seekers of this Order join the Xanadaran
  army and enter apprenticeship under existing Knights,
  swearing fealty to the Overking and the Kingdom. The
  Knights of Xanadar resent and dislike the Knights of Ilshara
  for “usurping” their place as defenders of the peace in Il-
  shara, despite the fact that most who remained Knights of
  Xanadar during the Rebellion were loyal to their evil Em-
  peror. To this day, less-than-good elements and individuals
  exist within the hierarchy of the Knights and the Army.
  The Sons of Orn – This mostly Baky group desires to return
  the Baku to dominance over the lands they were thrust from
  with the arrival of the Zarthani. Originally formed as a rebel
  cell that helped reclaim Orn Land, the organization today
  sees their job as only half finished. They do not care if the
  Zarthani in Xanadar or Suranista are not evil, they are still
  interlopers on lands that the Sons of Orn feel are the birth-
  right of the Baku. Loosely structured and based out of Orn,
  the organization has made its reach into some Xanadaran
  cities such as Pendar and Bandihar, and often uses Faradan’s
  Freehold as a meeting place and recruiting site.
  The El River Merchants’ Compact – This commercial or-
  ganization is shared between Jendar and Trajanar, and seeks
  to control all commerce in central Ilshara. It is the Compact
  that tries to keep Tygrath ports less influential than those of
  the two Free cities, and the Compact is made up of mer-
  chants, guildmasters, craftsmen and nobles from the regions
  around both cities. To ensure good commerce, the Compact
  many decades ago decided it could not wipe out thievery
  and banditry, so it began making deals with the thieves
  guilds in both cities. Indeed, it was the support of the Mer-
  chants that allowed for Sef Sermac’s political career to ignite
  in Jendar. The Compact likes double-protection for its trade,
  so it contracts with the Knights of Ilshara but also hires inde-
  pendent personnel for many of its endeavors, paying hand-
  somely for competent service.
  Midnight Darkness – This group is a shadowy cross-border
  assassins guild that specializes in removing individuals who
  become problematic to any group or nation. No one knows if
  they have a headquarters or where it is based, but members
  of the Darkness can be found throughout most of central and
  eastern Ilshara. The group has no restraint on whether they
  kill “good” or “evil,” but do follow a code which prohibits
  the killing of human and demi-human women or children
  (although dispensation is given to women who command or
  rule). No one can ask to join the Darkness, they seek out and
  invite talented candidates on their own.
  The Orders of the Moon and the Star – Each of the Grey
  Elven realms can reward an Elf who has shown exemplary
  service to the greater good of Elvendom or has contributed
  to the welfare of the lands with membership in the Order of
  the Moon (Ravenclar) or the Order of the Star (Star Woods).
  Unlike Knighthood, the Elves selected can continue with
  their lives and endeavors, but must be ready to return to the
  call of their homeland at any time. Elves must be Grey Elves
  and originally from these two kingdoms.
  The Slavers – The organization of slave-trading that has
  emerged in the last century is not a codified structure, but is
  controlled varyingly by different groups at different points
  in the trade: Lord Delvori in Hakos on the Trader’s Coast,
  Gorth in Setlaran, the Vol Regents, the government of the
  
  69
  Zarthon Archipelago, and employs many lesser groups in
  central Ilshara, especially in the Freeholds, Trajanar, the Ban-
  dit Kingdoms, and the other cities of the Trader’s coast to
  kidnap and ship individuals into slavery in Vol, Zarthon and
  now Golgithar. This trade in human flesh has yet to come to
  true public light in Ilshara. The aim of this group is to profit
  off the need for labor in foreign lands.
  The Oligarchy – With only one true Oligarch left (and an
  aging and diminished one at that), the original aim of the
  Oligarchs to maintain balance in Ilshara has long since been
  abandoned. The aims of the group now are in flux, with ar-
  guments between the newer members as to whether they
  should merely protect themselves and the magic they pos-
  sess or if they should reenter the turmoils of the land. Even
  whether the group is dedicated to the defeat of Mordan is
  under debate. The only way to become an Oligarch is to be
  selected by the very small group and devote ones entire life
  to it.
  The Convocation of Wizardry – Founded by Zar Kataris,
  this is an open conclave of magical arts held each year in
  Xanadar. Kataris has been disappointed so far as most of the
  attendees are very inexperienced and bumbling young wiz-
  ards just wanting to meet the man who led the Fellowship of
  Five. Still, he keeps holding the event each year hoping to
  meet some truly gifted magic users who might make a differ-
  ence in the world at large. The benefit of his organization is
  that any wizard of any level can attend and make connec-
  tions to other arcane practitioners around the lands.
  The Society of Magi – A more exclusive group of wizards
  from around Ilshara that convocate in Jendar at the Academy
  of Magic. More details will be found in Part IX. The group is
  dedicated toward the discovery and advancement of magic
  above all else in Ilshara.
  The Archologists – An organization founded by a former
  Knight of Ilshara approximately two centuries ago, dedicated
  to the seeking out of ruins and artifacts not for gain of wealth
  but for historical and archeological purposes. There Archolo-
  gist Houses in Jendar, Trajanar, West Hold, Phelios, Ma-
  lystare and Nevara Setalix.
  The Free Smiths of Ilshara – A secret society born of stone-
  crafters and ironsmiths who are dedicated to the idea of
  Knowledge as power. Initially a constructive organization,
  over the centuries it has devolved into a group more devoted
  to internal ritual and secrecy, with its interests now in using
  knowledge and secrets to manipulate others and increase
  profit and wealth for its members. There are Free Smith
  Lodges and “Temples” in most of the major cities of east and
  central Ilshara, although they have no presence in the Shel-
  tered Lands or on the Island of Kalis.
  The Dragon Hunters – Group of adventurers based in
  Nevara Setalix and Jendar whose sole aim is the search for
  Dragons and the looting of their lairs. There membership
  remains very low despite a wealth of new recruits each year.
  Rax the Red finds this organization mildly humorous.
  The Masters of Illusion – A performance group of artists
  and illusionists that travel across the land, quite skilled at
  performing spectacles for audiences that incorporate magical
  illusions with theatre and dance. The group was originally
  formed in Suranista but is now well-known throughout the
  continent, having added members from every race and re-
  gion. The group is always in need of good protection on its
  journeys, as most hired protectors don’t have the inclination
  to commit to the long term travel the Masters engage in.
  The Grey Council and the Disciples of Greydom – Druids
  have often felt that organized nations and governments don’t
  respect the nature that holds them, so one particular group of
  druids based in the southern reaches of the Great Forest
  formed the Disciples of Greydom – symbolizing the shades
  of nature between good and evil that exist in all living things.
  The groups aim is to act as deterrent, and sometimes outright
  opponent to those who violate or exploit the earth, whether
  it be in the name of “good” or “evil.” The Grey Council is the
  governing group of 10 Druids, who use an arboreal redoubt
  in the Great Forest now as the center of their activities.
  The Keepers – Another secret organization that no one but
  members knows of. Started by barkeeps and tavern keepers
  who consistently overhear information or are confided in,
  The Keepers really is just a network of barmen and tavern
  owners throughout central Ilshara (primarily the Freeholds,
  Jendar, Castle Keep, Tygrath, the Trader’s Coast, Gulthanis,
  and several of the Bandit Kingdoms) who keep each other
  informed through a network of select runners and the occa-
  sional services of a hired wizard. The organization finds
  good information very valuable, and that knowing who
  might be visiting a certain city and when can come in quite
  handily.
  The Sythgar -See later part of this section for more informa-
  tion on the Sythgar and their activities in Ilshara today.
  The Cult of Nurina – A group dedicated to domination of
  the world in the name of the Dark Goddess Nurina, cultists
  believe that all mortal life is essentially only a path to death
  and that the world should move faster on this path. The most
  well-known example of this cult was the Temple of Despair
  
  70
  in the Hill Woods, but despite the breaking of that temple the
  Cult remains active in many cities and regions. No one
  knows how many belong.
  The Lords of Chaos – Principally devoted Chalosz, this
  group (based in the Bandit Kingdoms) is dedicated to the
  idea that only out of the maelstrom of chaos (war, famine,
  apocalypse) can true human evolution and eventual suprem-
  acy be achieved. The Lords of Chaos differ from Chalosz
  zealots in Chall, who seek not to instigate chaos but believe
  they are destined to survive it.
  The Mentalists – This is a small group of individuals who
  have dedicated themselves to the exploration of the “Power
  of the Mind” for what they believe to be the cause of good
  rather than Sythgar evil. The organization is only a little over
  a century old, and is based in Jendar in a rather unremark-
  able house. There are currently somewhere between 20 and
  25 members, from all classes and representative of the three
  races capable of psionic abilities. The Mentalists recruit by
  using their abilities to sense intelligence and constitutional
  affinities in both young and older adventurers alike, though
  due to the time needed to develop they do not accept anyone
  older than 30. The Mentalists are despised by the Society of
  Magi and practitioners of divine magic.
  Notable NPC’s and Their Locations
  While it is best that NPC’s and the denizens of Il-
  shara are mainly left to the creation and needs of individual
  GMs and games, there are a few notable NPC’s which are
  worth noting here for their possible inclusion as sources of
  information, connections to lands and events going on in the
  world, and just plain being interesting personas. No detailed
  stats are provided, it is assumed that the GM can fill in the
  necessary and appropriate information here. Other than Sef
  Sermac, any NPC’s found in Jendar will be listed in Part IX
  of this gazetteer. Information given includes locations most
  likely to find the PC. “Classes” and “Levels” are given here
  as rough guidelines for the NPCs, but should be adjusted to
  the game at hand by the GM.
  Zar Kataris - Zarthani/M, Wizard 10 Kataris Tower. Zar
  Kataris is a former member of the Fellowship of Five. Of the
  three
  remaining members of the Fellowship, only Zar is
  interested in carrying on the adventuring objectives of his
  former companions. He actively seeks young adventurers,
  especially wizards, to sponsor. Zar is NG.
  Elaina Brightstar - Elf/F, Fighter 12 The Lek Wood. Another
  member of the Fellowship, who has gone into seclusion in
  the Lek Wood following the Folly of her group. It is said,
  however, that she was the custodian of most of the obscure
  texts and artifacts recovered over the years by the Fellow-
  ship. Elaina is CG.
  Sef Sermac - Halfling/M, Rogue 15 Jendar. More about Ser-
  mac in Part IX. He gave up adventuring for politics in the
  city of Jendar, rising fast to head its Guild of Thieves then
  parlaying his connections into office as Lord High Mayor. He
  certainly has a soft spot for young adventurers and if a group
  gains notice he is likely to commission some service from
  them. In his early days Sef was pretty chaotic, but now he is
  more NG.
  Benjar Homani - Baku/M, Ranger 4 Atun-Var. Banjar is a
  ranger and “guide for hire” who has made several brief e x -
  cursions into the Barony of Slar. He will market himself as an
  “expert” on that land, but in truth he’s only explored the
  relatively tame lands just across the river and sw of Slar, as
  well as having visited that city once. Benjar is CN.
  Sir Dareth Uforr - Mixed Human/M, Knight 11 Mor Castle.
  Sir Dareth is the leader of the Knights of Ilshara guarding the
  routes into far east Ilshara, particularly the Dim Coast and
  Golgithar. He is good contact for information and for com-
  missions in this particular region. Sir Dareth is LG.
  Lady Sal Thantos - Baku/F, Non-classed
  Nevos. Lady
  Imelda Sal Thantos, or the “Lady of the Night” as she is re-
  ferred to in Nevos where she governs, knows a little bit
  about everything, having an excellent memory and noting
  the bedroom confessions and discussions of thirty years
  worth of customers. She is also tied into most of the Guilds
  and companies that make the Trader’s coast their home. Re-
  cently she has become aware of the slave trade and is ap-
  palled –she makes sure her “taverns” are volunteer-only and
  recoils at forced slavery of any sort. She is on the lookout for
  good hires to gain information and subvert Hakos in this
  matter. If a party serves her well,
  her extensive wealth
  of Knowledge and connections could be very useful. The
  “Night Lady” is true N.
  Pan Kalane - Zarthani/M, Illusionist 7 Sura Nova. Pan is
  the founder and central artist of the Masters of Illusion. His
  group’s travels and experiences (not to mention protective
  needs) gives Pan a wide range of knowledge he can share
  about many parts of the continent, as well as paid travel to
  distant lands (pending the Group’s performance schedule, of
  course). Pan is CG.
  
  71
  Cathryn Sorthane—Mixed Human/F, Non-classed Trajanar.
  Cathryn is the proprietor of “Sorthane Shipping and Excur-
  sions,” a boating company based in Trajanar and handed
  down in her family. She inherited the management at a
  young age (24) and now four years later has finally put the
  financial struggles to stay afloat (literally) behind her and
  can provide sea and river transportation. LN.
  Taran Lightfingers - Halfling/M, Rogue 5
  Gulthanis.
  Taran is a nimble thief but with a bad problem – he has a
  conscious and feels bad everytime he steals from someone he
  doesn’t really think deserves it. He is extremely talented, but
  refuses to belong to the local Thieves’ Guild and hasn’t be-
  come as powerful because he’s always talking himself out of
  thefts and jobs. He is, however, an excellent source of infor-
  mation and knows the city extremely well. Taran is CN, but
  with a strong NG leaning.
  The “Sorcerer” - Half-Elf/M, Illusionist 2
  Faradan’s Free-
  hold. The “Sorcerer” (he never lets anyone know his real
  name), is a sad and rather pitiful Half-Elf who lurks in the
  taverns of the Freehold, telling everyone he meets that he
  used to be “a great Sorcerer!” who battled evil and even
  faced Mordan. Needless to say he is nothing of the sort, but
  rather an erstwhile adventurer who kept getting dumped
  from parties because of his propensity towards inebriation
  and rather unpredictable illusionist capabilities. He will al-
  ways be anxious to join any party, and those who do not
  check references on him will soon have to learn the truth on
  their own. CG.
  Packo Bullmar - Dwarf/M, Fighter 2 Castle Keep. Packo is a
  Dwarven fighter who gave up adventuring early to open
  “Packo’s” in Castle Keep, the very tavern where once upon a
  time the fellowship of five met and formed. Packo is very
  friendly with the Knights and so is well-connected to infor-
  mation they have from all over the continent. Packo is
  known as one of the best cooks in Ilshara, and his culinary
  menu attracts clientele both common and noble. Best known
  for his “Beef Bullmari,” an exquisite stroganoff-style dish.
  Packo is NG.
  S’Ran Felmora – Menthaki/F, Monk 6 Graffspere (but trav-
  els). S’Ran is a Monk who has devoted her life to uncovering
  the “secret curse” of the Menthaki heritage. While her home
  is in Graff, she travels around the Bay of Gulthani and is
  seeking those who might accompany her to Arboria to begin
  tracking threads of a legend she has uncovered. S’Ran is LG.
  Sir Antar Brathe - Zarthani/M, Knight 7 Castle Keep. Antar
  is a Knight of Ilshara who is also secretly a member of the
  Mentalists society in Jendar. He envisions a new order of
  Knight Protectors who utilize the “Power of the Mind” to
  combat evil and eventually wipe the scourges of evil
  (Sythgar, Mordan, etc.) from the face of Ilshara. LG.
  “Flippy” Hammerhand - Dwarf/F, Fighter 3
  Castle Keep.
  “Flippy” is the rare female Dwarf who left Zanatas-Ur to try
  her hand at adventuring, but has always had a bit of a prob-
  lem – incontinence. Excitement and stress both make Flippy
  need to relieve herself, which becomes an enormous incon-
  venience on adventures. She has, sadly, been let go by sev-
  eral parties, and it is a shame because she is an exceptional
  fighter. CG.
  Aliah Brianne - Mixed Human/F, Assassin 8
  Tendos Bay/
  Trajanar. Aliah is a member of Midnight Darkness, and oper-
  ates out of the Trajanar/Northern Trader’s Coast area. She is
  quite good at her job, but has made many enemies within her
  own organization. She may look to find a way (including
  attaching herself to a group heading far away) to exit her
  current life. Aliah is NE.
  Solin Setaris- Zarthani/M, Wizard 9
  Malystare. Solin is a
  Sythgar Dark Lord, raised by parents whose family passed
  their lineage down since fleeing to Malystare following the
  purges. Solin hides his true nature, as the family long ago
  became principal stock holders in the Bank of Zar. He is
  known as a capable and well-liked banker, and is increas-
  ingly entrusted with overseeing the security of some of the
  wealthier clients’ holdings in the Mal hills and the Isles of
  Malis. Solin is LE.
  The above are just a few possible NPC’s. The GM is free to
  use these, ignore them, or certainly create all new NPC’s as
  needed or desired. The important thing to remember is that
  NPC’s should do something, be a constructive part of a cam-
  paign whether it be in adding flavor to a locale or providing
  significant information, help or hindrance in a campaign.
  The Sythgar and Their Place In
  Ilshara
  Despite the purges that sought to destroy the legions
  of Sythgar lords and disciples following the Great Rebellion,
  some certainly survived and began new lineages of Sythgar
  power. One mentioned above resides in Malysatere. The
  number of and circumstances of where the rest of the Syth-
  gar may be found is left to the GM.
  The philosophy of the Sythgar is simple. Unlike the
  masses of humans, Sythgar recognize and embrace the idea
  that humans have the means and the will to dominate, or
  
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  not, other races, lands and even the environment. Sythgar
  choose to employ their will towards the aim of domination,
  and as such reject much of religious devotion in favor of
  secular beliefs in the ultimate ascension of mankind to self-
  deified status. The Sythgar are tied to Brax and the church of
  domination, which they view as a means to achieve their
  ends. Why clerics of Brax are useful pawns, the ultimate goal
  is to sweep aside all authority other than that of the Sythgar.
  There are some Sythgar that do not view themselves
  as completely aligned with evil, rather pursuing a more com-
  plex approach to the assertion of their power – this splinter
  philosophy believes that as long as governance and authority
  works for the moment, it should be left alone. If and when
  temporal authority begins to fail, it is the Sythgar’s will that
  can intervene and reestablish order. This splinter Sythgar
  sect is sees the imposition of will as the primary balance be-
  tween chaos and order.
  Eons ago during their first rise to power, it was the
  Sythgar that first discovered mental (psionic) abilities. For
  some reason (as will be discussed in the next part of this sec-
  tion), Zarthani humans show more natural aptitude towards
  developing the “Power of the Mind.” It was the development
  of powerful Psionics that allowed the Sythgar to rule and
  dominate, and also gave them ability to help shape material,
  minerals and metals to create Sythgar artifacts of enormous
  power.
  A few “Sythgar” artifacts are actually Ilsharan,
  seized and manipulated or stolen for their powers (such as
  the Dragon Orbs before the Draconic Apocalypse), while oth-
  ers were developed during the height of the Sythgar reign in
  Athgar, and a few were made during the 100 years of the
  Emperor’s reign in Xanadar.
  Sythgar Artifacts & Their Powers:
  Listed herein are examples of a few Sythgar artifacts. The
  GM is encouraged to develop others as befits the campaign
  at hand.
  The Sythgar Healing Hand – A metallic glove & bracelet
  combination, which allows for the full and complete healing
  of an individual, including returning life as long as death
  occurred less than 20 minutes prior to use. While this does
  not sound evil, there is a catch: the Sythgar wears the metal-
  lic glove and moves his/her hand over the person to be
  healed, but the bracelet allows the Sythgar to touch another
  being – and it is the life energy that is drained from one be-
  ing to the other that revives and returns health and even life.
  The person being healed is always fully healed, with HP’s
  being exchanged equally. If the person being drained has less
  HP’s, they die in the process.
  Sythgar Anti-Magic Amulet – This amulet, forged with
  mental power and a crystal to focus the energy of the mind
  of the wearer, gives anyone possessing it an immunity to all
  magic up to fifth level spells (both arcane and divine).
  Sythgar Flame Sword – The Sythgar use focusing powers on
  elemental forces to “freeze” a living flame to a crystal-
  imbedded sword-hilt. The flame is called upon by the maker,
  and only the maker, of the Flame Sword, and thus bursts
  forth (being contained eternally within the focus crystal until
  called) as a 4-ft blade of fire. The sword deals 2d10+level of
  Sythgar damage, plus gives 1d6 per round fire damage for
  three rounds after any hit. The damage accumulates if there
  are successive hits.
  Sythgar Memory Crystals – These crystals, often place on
  amulets or bracelets, allow the Psion power Mind Drain to be
  used to empty the contents of the mind of the victim and
  store those memories in a crystal. Only the mind of one indi-
  vidual can be stored in a single crystal, and if another mind
  is placed there it overwrites the earlier one. The victim is left
  without memories or cognitive mind, as if a newborn.
  Sythgar Belt of Energy Focus – Because psionic energies are
  tied to the electro-magnetic fields of life energy, this belt fo-
  cuses resistance of that energy to elemental damages from
  electricity, fire and cold. Any damage from those effects is
  reduced by 50% for fire and cold, and by 90% for electricity.
  Sythgar Pain Amplifier – A small crystal tied with black
  leather bands to the palm, the amplifier is held over a victim
  and the Sythgar initiates increasing levels of pain from his
  mind – 2d4 damage for 1st round, 4d4 for second, 6d4 for
  third, 8d4 for fourth, and so on. The damage is mental, so it
  is subdual, but a character reaching 0 will pass out and –10
  HPs will die from psychic shock.
  How many of the above artifacts exist is currently unknown.
  The “Power of the Mind” - Psionics in
  Ilshara
  The one major addition to rules in this setting is the
  use of Psionic (mental energy) powers. This is not the crea-
  tion of a new class, for the discovery that mental focus can
  allow for external manipulation of energy and power is not
  tied to a specific class. In Ilshara, as has been discovered in
  the last several centuries, certain people and races have an
  innate potential for the development of “The Power of the
  Mind,” as Psionics are referred to. The system presented here
  is to be used for player characters and NPC’s who may
  
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  develop psionics as part of their life focus. “The Power of the
  Mind” has always been a part of Sythgar training, but only
  recently has it begun to be applied by non-evil entities.
  Only three races can use Psionics – Humans, Elves
  and Half-Elves. The mental makeup of Dwarves, Gnomes,
  Halflings and Humanoid races is not attuned properly to be
  able to utilize these powers. It is probable that Dragons
  could, but what Dragon has the need or desire to focus their
  minds when their mere physical attributes are so dominat-
  ing?
  As stated above, Psionics are not class-based. What-
  ever class a character is, they remain, but will have to devote
  time, meditation and energy into developing their psionic
  abilities. It should be noted here that the mere knowledge
  that this power potential exists is not common – players will
  have to learn of it somehow, experience a use of psionics, or
  be made aware of their potential before they can begin ex-
  ploring and utilizing the power.
  ** The Following tables are indicative of standard
  attribute modeled systems. GMs using variant attribute sys-
  tems (% based, etc.) should translate these base numbers.
  Intelligence Base (natural, not modified) = 16 or better
  (The mind must be of significant intellectual base)
  Constitution Base (again natural) = 13 or better
  (The character’s constitution must be able to with
  stand the rigors and stresses placed on the body
  when using psionic power)
  Experience Base – The character must have reached a point
  where their experience has given them enough focus
  and discipline to engage their mental abilities. For
  classed characters this is equal to having reached the
  following:
  Class/General Category
  Level of Experience
  Fighting Classes/Paladins
  4
  Rangers/Archers/Trackers
  3
  Rogues/Thieves
  5
  Assassins
  3
  Monks/Physical Prowess Based
  2
  Wizards/Sorcerers/Illusionists
  2
  Clerics/Theurgic Characters
  5
  Druids/Nature-Tied Characters
  3
  Bards/Other Specialty Support Based
  3
  *Note – Barbarians/Savage Characters are the only class/category
  prohibited from Psionic abilities
  ** Non-Classed NPC’s may sometimes have the ability to wield
  “The Power of the Mind.” In these cases it is up to the GM to deter-
  mine experience and ability.
  If the characters have met the requirements, and have
  learned of psionics, they must then find someone who al-
  ready uses “The Power” to instruct them in the basics of
  mind focusing and mental attunement. This process takes 4
  months base, +1 additional month for every level over the
  experience base listed above (because it’s harder to teach
  older dogs new tricks, in the simplest analogy). Once a char-
  acter has completed this initial focusing period, They can
  begin exploring and discovery of individual powers, and
  activating them once learned.
  Learning powers takes time. To discover and use any of even
  the most basic powers takes weeks and months at a time per
  individual energy force explored, and stronger ones can take
  up to a year of time, with the GM determining that the ap-
  propriate length in game time has passed. Because of this,
  characters who suddenly dream of being a kickass fighter
  who can also call upon limitless mental forces should be
  aware that this is unlikely. Characters cannot adventure
  while in their mental discovery phase, nor interrupt their
  meditation with any distractions – ergo no leveling, no other
  advancement. Only mundane actions and activities, and
  mindless jobs or duties, allow the pursuer of mental power
  the time needed to master individual powers.
  In the following section, Psionic Energy Powers are listed.
  There are 5 Psion Power Levels, each with increasing
  strength of power, but also increasing needs in Energy Acti-
  vation Points (EAP’s as below) and time to discover and
  master. ** NOTE: The effects and mechanics of powers are
  given, again, in standard-attribute based measurements—the
  GM will have to translate these into their appropriate mean-
  ings for some systems.
  Energy Activation Points
  All beings capable of psionics have Energy Activation Points,
  but only those who meet the above requirements can use
  them. The number of EAP’s for a character is 4 x the charac-
  ter’s level + intelligence and constitution modifiers. Each
  power listed has an EAP expenditure value. When activated
  the character loses those EAPs until able to rest to regain
  them. Players regain EAPs at the rate of 4 per every hour of
  uninterrupted rest, plus EAP’s equal to their current level if
  the character has a full 8 hours uninterrupted sleep. If the
  character does not have enough EAPs to activate a mind en-
  ergy, then it cannot be activated.
  Characters can only “discover” and thus learn to use ONE
  power at a time, and between these periods of discovery
  there must be a period of at least two months before another
  “discovery” can begin. Each level of power must be achieved
  before the next. The time to “discover” a power increases
  with the psion level, thus making more powerful mind
  
  74
  effects more difficult to achieve. In addition, when attempt-
  ing psion level powers above 3, the player will encounter the
  possibility (increasing with the number of higher powers
  attempted) that they suffer a mental energy overload. Rather,
  they burn their brain out, thus losing ALL psionic abilities
  and suffering permanent intelligence damage as well.
  The progression of this overload potential is as follows: for
  each psion level 4 or 5 power attempted, the 1st carries a 5%
  chance, the 2nd a 10% chance, the third a 15% chance, 25% for
  the fourth, 50% for the 5th, 75% for the 6th and 7th, and 95%
  for the 8th attempted discovery and above.
  The intelligence loss in case of such an overload is equal to
  the psion level attempted (-4 or –5 permanently lost in intelli-
  gence or the equivalent % of mental ability). Restoration
  spells can return 1 point per spell up to 3 total, but psionic
  abilities are lost forever.
  Level One Psion Powers:
  Move Small Object – Allows the mind to move, manipulate
  or throw an object of 10lbs or less. If used as a weapon when
  hurled, damage should be accorded as if struck by a blunt
  object (target gets a dexterity ability check to avoid).
  EAP Value: 6
  Discovery Duration: 3 Weeks
  Force of Suggestion – The user can mentally make a simple
  suggestion that weaker minds must follow. The suggestion
  must be fairly simplistic – “leave the room,” “forget you saw
  me.” Characters will automatically not perform suggestions
  that are inherently against their nature beyond simple tasks
  (no “kill him” at this level).
  EAP Value: 6
  Discovery Duration: 3 Weeks
  Minor Mental Stun – The user can stun a single opponent
  for 1d4+1 rounds by activating this energy.
  EAP Value: 8
  Discovery Duration: 1 Month
  Bend Small Metallic Object – The user can focus their mind
  to bend small metallic objects, such as spoons, keys, etc.
  EAP Value: 4
  Discovery Duration: 3 Weeks
  Sense Presence – The mind can focus and determine the
  presence of energies of any creature or character within a 100
  ft radius. If the presence is known to the user, they can sense
  who it is. The power is specific to numbers of presences
  sensed.
  EAP Value: 8
  Discovery Duration: 1 Month
  Basic Empathy – The user can sense the current emotional
  state of a single target within a 20 ft radius.
  EAP Value: 4
  Discovery Duration: 3 Weeks
  Sense Dangers – The user can sense all dangers within a 25
  ft radius, including hidden monsters, creatures, traps, etc.
  EAP Value: 6
  Discovery Duration: 2 Months
  Comprehend Meaning – The user can instantly comprehend
  the meaning of unknown text, symbols, etc., of a single im-
  age (i.e. can look at one page of text but not read more).
  EAP Value: 6
  Discovery Duration: 2 Months
  Force Push – The character can give a slight mental push that
  will shove a character backwards 1d4 feet.
  EAP Value: 4
  Discovery Duration: 3 Weeks
  Level Two Psion Powers:
  Move Larger Object – As in Move Small Object, but up to 50
  lbs.
  EAP Value: 10
  Discovery Duration: 4 Months
  Open Non-Magical Lock – Opens any non-magical lock in-
  stantly.
  EAP Value: 12
  Discovery Duration: 5 Months
  Sense Intention – The user knows what an opponent is go-
  ing to do in the next round or if not in combat within the
  next minute – GM’s must allow the action to take place and
  then retroactively allow the user to make their actions.
  EAP Value: 10
  Discovery Duration: 4 Months
  Disarm – The user can activate the power to wrest and dis-
  arm a hand-held weapon of an opponent. The energy is fo-
  cused on the item, not the person, so no ability check is in-
  volved but if the opponent is of at least half the level or HD
  to the user they can make a grapple check against the intel-
  lect modifier + level of the user. If opponent is below half
  level or HD of user the disarm is automatic. The weapon is
  flung 2d4 feet from the opponent’s hand.
  EAP Value: 12
  Discovery Duration: 5 Months
  Empathic Import – The user can infuse an intense emotion
  into a single target. The emotion will last 2d6 rounds or 1d4
  minutes (if not in combat) and any intense emotion will give
  a –3 on all rolls made by that target during the duration of
  the emotion.
  EAP Value: 10
  Discovery Duration: 4 Months
  Lift or Lower Self – The user can, by will of mind, lift or
  lower themselves up to 30’. There is no “hang time” and the
  character must either step on to or grab on to something –
  otherwise they return without harm to their initial starting
  point.
  EAP Value: 12
  Discovery Duration: 5 Months
  
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  Minor Heal Self – The mind is powerful enough with this
  energy to heal minor wounds. Heals 1d4 HPs plus 1 for each
  level of user per use.
  EAP Value: 12
  Discovery Duration: 5 Months
  Minor Manipulate Elements – The user can manipulate (not
  create) small fires, water, earth or wind. The duration of con-
  trol is about 30 seconds, and the amount of the element ma-
  nipulate must be relatively small.
  EAP Value: 10
  Discovery Duration: 4 Months
  Disarm Normal Trap – Automatically disarms non-magical
  traps.
  EAP Value: 10
  Discovery Duration: 4 Months
  Level 3 Psion Powers:
  Major Mental Stun – As with the level one power, but the
  target is stunned for 1d4 minutes instead of rounds.
  EAP Value: 14
  Discovery Duration: 6 Months
  Break Major Object – With the power of the mind the char-
  acter can shatter or break major objects, including wooden
  doors, portions of wooden stairs, tables, statuary, etc.
  EAP Value: 14
  Discovery Duration: 6 Months
  Major Suggestion – The character can force an opponent to
  do something they don’t want to do, including drastic ac-
  tions so long as they don’t directly conflict with the immedi-
  ate self-interest of the target (a character could be forced to
  attack someone, but not to impale themselves or to jump off
  a cliff).
  EAP Value: 16
  Discovery Duration: 7 Months
  Open Magical Locks – Automatically opens magical locks.
  EAP Value: 16
  Discovery Duration: 7 Months
  Disarm Magical Traps – Automatically disarms all magical
  traps.
  EAP Value: 16
  Discovery Duration: 7 Months
  Minor Psionic Blast – The user selects one target and
  unleashes a blast of psionic energy, causing 1d4 HP’s of
  damage per level of user, plus 1d4 temporary intelligence
  loss.
  EAP Value: 16
  Discovery Duration: 7 Months
  Read Thoughts – The user can tell instantly what a single
  target is thinking within a 25’ radius.
  EAP Value: 14
  Discovery Duration: 6 Months
  Major Lift or Lower Self – As with Level 2 power, only
  range increases to 100’.
  EAP Value: 14
  Discovery Duration: 6 Months
  Forget Event – The user can wipe a single event, name, or
  memory from the mind of a target.
  EAP Value: 16
  Discovery Duration: 7 Months
  Force Wall – The character can put up a force wall that lasts
  for one round per level of user and deflects all incoming at-
  tacks.
  EAP Value: 16
  Discovery Duration: 7 Months
  Major Heal Self – The character can completely heal their
  bodies, as long as they are not unconscious.
  EAP Value: 16
  Discovery Duration: 7 Months
  Level 4 Psion Powers:
  Elemental Control – Using the power of the mind, the char-
  acter can create and manipulate fire, cold (ice), stone or air.
  EAP Value: 18
  Discovery Duration: 8 Months
  Major Psionic Blast – As with Level 3 power, but damage is
  2d6 per level and 1d4 permanent intelligence damage.
  EAP Value: 20
  Discovery Duration: 10 Months
  Move Heavy and Major Objects – The character can lift,
  move, hurl objects up to 1 ton.
  EAP Value: 20
  Discovery Duration: 10 Months
  Psionic Force Lightning – The character can channel their
  energy into streams of pure psionic lightning, thrown from
  the hands and dealing 2d6 x user level damage to opponents
  per round.
  EAP Value: 20 per round continued
  Discovery Duration:
  10 Months
  Minor Control Weather – The mind can control weather
  within a 1 mile radius for a duration of 30 minutes.
  EAP Value: 18
  Discovery Duration: 8 Months
  Erase Major Memories – The user can wipe a whole series of
  events or connected memories of a specific time from the
  target’s mind.
  EAP Value: 20
  Discovery Duration: 10 Months
  Anti-Magic Shield – The character can put up a mental
  shield that blocks any and all magic for a number of rounds
  equal to the user’s level.
  EAP Value: 18
  Discovery Duration: 8 Months
  
  76
  Read Mind – The character is able to select a target and in-
  stantly know their thoughts, memories and entire mind.
  EAP Value: 20
  Discovery Duration: 10 Months
  Change Alignment Temporarily – The character can reach
  into another mind and temporarily realign a target’s disposi-
  tion. The duration lasts for 1 week per the user of the
  power’s level.
  EAP Value: 18
  Discovery Duration: 8 Months
  Level 5 Psion Powers:
  Psionic Storm – Similar to psionic blast, but radiates out ef-
  fecting all creatures in a 50’ radius, dealing 2d6 HPs of dam-
  age per user’s level + 1d4-1 of permanent intelligence dam-
  age.
  EAP Value: 25
  Discovery Duration: 1 Year
  Mind Drain – Completely empties the mind of a target of all
  knowledge, memories, etc. Also causes 1d4 permanent intel-
  ligence loss (as with all intelligence damages restoration can
  bring back 1 pt at a time up to 3 total).
  EAP Value: 25
  Discovery Duration: 1 Year
  Arrest Aging – The mind has the ability to halt the effects of
  aging, keeping the character at the same age for one year.
  *Special – can only be used once per year, and each time
  used the character runs a 10% chance of loosing 25% of HPs).
  EAP Value: 25
  Discovery Duration: 1 Year
  Major Control Weather – Character can control weather up
  to 25 miles in radius.
  EAP Value: 25
  Discovery Duration: 1 Year
  Shatter/Destroy Structures – The mind is powerful enough
  to destroy or shatter massive structures such as stone walls,
  towers, major construction. Metals can be crushed and torn.
  EAP Value: 25
  Discovery Duration: 1 Year
  Change Alignment Permanently – As with the Level 3
  power, but effects are permanent.
  EAP Value: 35
  Discovery Duration: 1 ½ Years
  Kill With a Thought – The character can look at a single tar-
  get of approx. half the character’s level and kill it with a
  thought.
  EAP Value: 45
  Discovery Duration: 2 Years
  For all the above powers, individuals targeted have no stan-
  dard saves or resistance. Only characters with high intelli-
  gences (or equivalent mental abilities) themselves stand a
  chance as follows at the top of the next column:
  Characters with a 16 intelligence have 0% chance through
  level 5, 10% chance. From levels 6-10, 25% chance 11-
  15, and a 50% chance level 16+.
  Characters with a 17 intelligence have a 5% chance per level
  to not be affected.
  Characters with an 18 intelligence (or better) have a 10%
  chance per level of resisting psionic attacks.
  ** Option for greater psionic abilities:
  It is possible to obtain/learn new powers without the full
  duration listed. If the character makes contact with an or-
  ganization or individual who possesses psionic abilities, i.e.
  the Mentalists in Jendar, it is possible to pay for intensive
  training that cuts the discovery duration time from months
  to weeks (i.e. 4 Months become 4 weeks), excluding Level 5
  Psion powers. The cost for this intensive psionic training is
  10,000 g.p. for Level 1 Powers, 25,000 g.p. for Level 2 powers,
  50,000 g.p. for Level 3 powers, and 100,000 g.p. per Level 4
  power (although the chance of overload remains as de-
  scribed above). It is possible the psionic trainer may desire
  the value of this exchange in the form of some artifact or
  magical item.
  The GM should decide if it is a legitimate possibility to pro-
  cure this intensive psionic training. The rest duration be-
  tween remains the same at 2 months. Aside from The Men-
  talists, one could always find a Sythgar, however the charac-
  ter would have to turn to LE and declare for the Sythgar for
  that to work. In a very rare circumstance the character may
  encounter one of the splinter Sythgars, in which case it is
  possible under the right circumstances for training to occur.
  Several of the Oligarchs most certainly have psionic powers
  (Seskis does, Tolmas does, possibly 1 or 2 others). Mordan
  certainly has them, but no characters should be stupid
  enough to seek training from the Dark One. It is likely that
  certain Druids and Druidic organizations have become
  versed in the use of “The Power of the Mind.” Characters
  should NOT seek this training from the Society of Magi or
  major Temples – Mainstream wizards and clerics hate and
  persecute psionists, hateful and fearful of power that is not
  arcane or divine. Rumor has it, however, that Zar Kataris has
  become an adept of The Power.
  Notes on Alignment and Psionics:
  None of the powers listed above are inherently “good” or
  “evil” in and of themselves. The application or use of power
  necessitates that a character’s alignment is important in how
  a power is applied. “Kill with a Thought,” “Change Align-
  ment Permanently” for instance are most often applied
  
  77
  in a destructive way (by Sythgar for example), and so cir-
  cumstances where LG characters might use these powers
  become limited because of the direct destructive force (i.e.
  Using Kill With a Thought once during a horrible battle to
  destroy a particularly malevolent opponent is probably not
  the road to evil, so it would be ok, but even killing lesser evil
  minds,
  like
  one
  Orc
  after
  another,
  would
  still
  be
  “malicious”). In the end, it is up to the GM to determine if a
  character’s use of psionic powers conflicts with that PC’s
  alignment. Misuse of psionic powers inevitably leads a char-
  acter in shifts toward LE or CE.
  Rumors & Legends
  Below are a few of the major rumors & legends that
  permeate different regions and cultures of Ilshara, and can
  be used or not used as needed in any campaign.
  Mordan the “Many-Colored”
  While no one is sure of who or what Mordan is, one legend
  says that he was once “Mordan the Many-Colored,” chosen
  member of the Quintari and favored of the Gods. The legend
  says that is was Mordan who helped finally end the war of
  the heavens between the forces of chaos and order, and that
  his favor because of this granted him much power in the
  shaping of the children of the Gods, especially humans. But
  Mordan fell from grace, and deep within his thoughts saw
  himself replacing the Gods. He was stripped of his immortal-
  ity and banished, but instead of fleeing to the planes he came
  to Mystika to make himself the dominant lord of all. It is said
  that the Quintari who were sent to reign him in (The Oli-
  garchs) were once his closest friends and allies.
  The Legend of Atalantar
  This legend was actually brought by the Syak to Ilshara, but
  recently some have tried to connect it to the origins of the
  Baku. The legend says that there once was a great and tech-
  nologically advanced kingdom on the Island of Atalantar in
  the Endless Sea, with wonders far surpassing modern
  achievements of man. Some cataclysm struck, and the entire
  civilization disappeared, sunken into the seas. Rumors say
  that portions of this kingdom, its cities, vaults and treasures
  may still exist, just submerged in waters beyond the means
  of normal beings to explore.
  The Myth of Ventaki Sin and the Curse of
  Arboria
  Legend states that the Ventaki committed some horrible sin
  that
  doomed
  their
  civilizations
  and
  descendents
  to
  a
  “cursed” existence. Certainly the Gods have completely
  abandoned the Vol Menthaki, and there is an inexplicable
  history of disaster and sorrow that has followed many Char
  and Menthaki to this day.
  The Dragons of Athgar
  The lands of Athgar far to the east are still rumored to con-
  tain vast treasures and lost riches of the former Zarthani and
  Sythgar empires there, but it is also a land rumored to be
  ruled by vast numbers of chromatic dragons, summoned en
  masse at the time of the Draconic Apocalypse.
  Rumors of Slar
  Rumors say that Slar, which has always been steeped in evil,
  was the original home of Mordan when he first entered the
  world as a mortal, and that somewhere in the this evil land
  there remains the ruins of his first citadel, with treasures and
  artifacts left from when he was imprisoned. There are also
  rumors that the former Sythgar citadel holds secrets to great
  exploitation of the “Power of the Mind.” A strange magical
  creature know as The Night Hermit is said to have great
  powers that belie his physical appearance as an old man
  wandering the swamps.
  The Bane of the Dwarves
  Legends say it was not just the Dragons that drove the
  Dwarves from their kingdoms in the Draconis Range, but
  that they delved too deep and awoke a nameless horror that
  still resides below these mountains.
  The Origins of the Dragons
  Some legends say that the moon Lanteri was once a fertile
  world, and that the Dragons originated here.
  The Displeasure of the Gods
  Some say the Gods, displeased with the course of the world,
  have slowly been withdrawing, and that one day magic
  (both arcane and divine) may wane and eventually disap-
  pear forever.
  The Origins of the Halflings & The Gnomes
  Some legends say that the Gods, displeased with what hu-
  mans had wrought on the world of Mystika, brought the
  smaller races into being as further balance against the inten-
  tions and expansions of mankind.
  Ancient Civilizations
  There are rumors, bolstered by some recent archeological
  finds, of other older human realms of great power and ad-
  vancement, civilizations that completely disappeared for
  some reason, and of which no known descendents are
  known.
  
  78
  Rumors of Sub-Mystika
  Some time a thousand years ago, a Xanadaran group of ad-
  venturers claimed to have discovered a vast underground
  world,
  and
  entire
  sub-terranean
  surface
  teaming
  with
  strange creatures, exotic civilizations, and bizarre topog-
  raphical regions. While the existence of Sub-Mystika has
  never been proven, this legend grew and circulates freely in
  the continent today. Of all the races, only the Dwarves and
  Underreach kingdoms have some knowledge of the truth of
  this legend.
  The “Chosen One”
  Zarthani and Baku legends both speak of a “chosen” human
  who will one day bring order and balance to the lands of Il-
  shara. The legends say that this being will not be “of the
  Gods,” but rather the culmination of man’s own mastery
  over their nature.
  The Lake Elos Monster
  Rumors say an enormous sea serpent of some form prowls
  the depths of Lake Elos, although if it does no one has seen
  more than a glimpse of what that thought was the monster.
  Nicknamed “Ellie” by people who live around the lake, the
  occasional shipwreck that occurs is always attributed to
  “Ellie.”
  Rumors of the Giants
  As stated earlier in this work, the emergence of Giants into
  Ilshara is a relatively recent event, and as such rumors of
  their existences in varying parts of the world are just now
  beginning to circulate.
  Legends of Emperor Salizar
  Rumors abound that the evil Sythgar Emperor created a spe-
  cial citadel somewhere in Xanadar, where he collected Syth-
  gar memory crystals, artifacts, and great treasures. The
  “Emperor’s Lair” is varyingly rumored to be in the Zad
  Mountains, somewhere in the Greenwood, buried deep be-
  neath the city of Xanadar, or in the Morgath. Rumors also
  abound that Salizar never really died, and that he used pow-
  erful magic and psionics to transfer his body into another
  being who still lives today and schemes to return to power.
  Sythgar Rumors
  Fear of the ancient Dark Lord is especially prevalent in east-
  ern Ilshara, where rumors always surface that some nefari-
  ous Sythgar is the cause of some evil.
  Adventure Hooks for Parties in Ilshara
  This final section deals with some suggestions for
  adventuring hooks that might be used to get a party started
  into a campaign on Ilshara. What the basis of that campaign
  or adventure might be is left open, with the “hook” intended
  to serve as a starting point for developing such a narrative.
  1. Lady Sal Thantos is looking for adventurers to help un-
  cover evidence of the slave trade in Hakos.
  2. Pan Kalane is looking to hire a group of adventurers to
  escort the Masters of Illusion on a “tour” they have booked
  through the cities of the Bandit Kingdoms, a worrisome en-
  deavor.
  3. A rich merchant in Xanadar is looking for adventurers to
  explore his family’s former manor, long abandoned in the
  Border Lands near the Great Forest.
  4. A Senator in Mendaris wants to hire a group to investigate
  the mysterious illness and unexpected death of his co-
  Senator, both having been promoters of a writ asking for
  more Senatorial oversight of the First Citizen’s office.
  5. Signs have recently been posted – “Explorers needed –
  Contact the Offices of the Society of Archologists” in Jendar,
  Trajanar, West Hold, Phelios, Malystare and Nevara Setalix.
  6. In Tegaros or other cities of Tygrath, word has come of a
  raid several weeks ago by three enormous humanoid men,
  who strolled from the mountains into a village called Tellos
  near the base of the Telgar in the northern lands of the king-
  dom.
  7. Kam Soluice, one of the “Paladin Three” of the Paladin’s
  Freehold, seeks a group to find the whereabouts of his 18-
  year-old daughter, whom he suspects has run away with a
  young Knight who was visiting the Freehold recently.
  8. The Knight’s of Ilshara are looking to commission adven-
  turers to journey to Slar to gather more information on the
  nature of the Sythgar from the broken citadel there.
  9. Representatives of the Syak Imperium have appeared in
  Highland Freehold recently offering treaties of trade and
  exchange. Lady Rushtoll is wary, and seeks to commission
  adventurers to find out more about the reclusive Imperium.
  10. The Duchy of Makistan is looking to open more trade
  across the desert with the Kingdom of the Sun, and seeks
  hired parties to protect the caravans making the journey.
  
  79
  11. Several Dark-skinned Elves raided Cold Springs in Maki-
  stan, and although the town suffered no real losses or dam-
  age fears of these beings has risen. The armor and weaponry
  of one of the killed Elves disintegrated in the light of day,
  and the town has put out a call to adventurers because the
  Knights of Valor didn’t respond (it’s rumored they were told
  – “pffff…. A couple of Elves. Call us when you have a real
  problem.”)
  12. Hill Keep and the Wood Elves nearby have noticed an
  sharp increase in the number of creatures in the Hill Wood,
  and, fearing a resurgence of the Temple, are calling upon
  adventurers to explore the forest.
  13. The Ducal Conservatory in Hunovar is putting together
  an expedition to learn more of the Menthaki’s ancient lands –
  adventures are being sought to accompany the academics of
  this university to Arboria.
  14. A trade war has begun in Elmarix between two rival Min-
  ing Companies. Both are looking for hired parties to “help”
  them in this merchant conflict.
  15. The mayor of Prinden Bay in the Dim Coast is desperate
  to find out the cause of mysterious killings in his city, which
  many suspect are connected to a strange ship that came into
  harbor empty of crew and cargo, but under full sail. The ship
  bore strange markings, not of any nation known in Ilshara.
  16. A wealthy Baku merchant has become interested in his
  family’s genealogy and lineage – and has discovered that an
  entire branch of his family supposedly took ancient family
  heirlooms with them when the fled the continent to the north
  many centuries ago. He is looking for a group to hire to
  search out the descendents of this branch of his family.
  17. In Faradan’s Freehold, adventurers learn of a newly dis-
  covered cave and deep path that leads into the Morgath.
  18. Hearing that the Orcs in Lost Haven have turned against
  Mordan, Sir Uforr is looking for “neutral parties” (i.e. NOT
  Knights of Ilshara) to approach the Orcs there about opening
  talks towards co-operative agreements, possibly re-opening
  some of the Dim Coast to resettlement.
  19. In Gold Keep in Xanadar, a rich new vein has been dis-
  covered in the new 7th level tunnels, but miners have begun
  disappearing with troubling frequency. House Uthanix,
  which owns the mines, is looking to hire a group to investi-
  gate.
  20. The Church of Zar in Phelios suspects an underground
  cult and temple to Brax operating in the city. Factions suspi-
  cious of the influence of the Knights of Ilshara are quietly
  looking to hire an unattached group to do their investigating
  of this suspected evil cult.
  21. After years of relative quiet, some of Krystar’s flight of
  whites have become more aggressive in the Pack Isles. Mag-
  istrate Murath of Kron is looking to send adventurers to
  Krystar’s isle to investigate this upsurge.
  22. A grizzled old ranger tells of a land of wonders and treas-
  ures in Friggia that he visited as part of an adventuring party
  when he was younger.
  23. The Thieve’s Guild in Gulthanis recently solid several
  major historical works of art from a wealthy patron in the
  city. He is looking for someone to recover these items.
  24. House Androsi in southern Xanadar, ever wary of House
  Naran to the east, is looking (very, very quietly) to infiltrate
  that family in their lands around Naran and are looking to
  hire individuals or groups to help them with this matter.
  25. A nobleman in Suranist recently lost his 8-year-old son,
  an intelligent and highly creative lad, when his estranged
  wife made an agreement with a strange man in White to let
  him be “taught” at what she claims is some prestigious over-
  seas school. Not getting any relief from the authorities (the
  man had given his ex the right to raise their son, much to his
  chagrin) he is turning now to hired adventurers to track
  down what happened to the boy.
  26. A strange plague has hit the docks and surrounding dis-
  tricts of Malystare. City officials suspect foul play rather than
  natural occurrences and seek to find the cause.
  27. The various authorities of Kalistax have tired of interrup-
  tions in mining in the southern Kalys Mountains and seek
  explorers to help stop the raids coming out of the Fire Lands.
  28. Over a warm plate of Bullmari in Packo’s in Castle Keep,
  a group of adventurers come together to dedicate themselves
  to adventure! (The classic tavern-meet start to an adventur-
  ing party).
  
  80
  Notes on Game System
  Conversion
  Through most of the earlier portions of the Gazet-
  teer, information was given that was mostly generic and
  could be used unaltered with any gaming system. The reader
  will note, however, that this section has indeed presented
  material that assumes the use of traditional six attributes as a
  basis for scores. If the GM wishes to use this setting with an-
  other system, converting the information here should not be
  difficult (it is after all an aim to make this setting as easily
  adaptable to any game system as possible).
  The recommendation of “Relative Power,” for in-
  stance, in the tables on Random Encounters should be used
  to approximate the HD
  or other basis for a
  creature’s strength or
  challenge to the party.
  For
  non-class
  based
  systems,
  one
  should
  simply
  apply
  the intent of “high in-
  tellect” or “high consti-
  tution”
  to
  whatever
  health, intellect ratings
  are used. The Psionics
  will
  require
  slightly
  more
  evaluation
  of
  when “experience” is
  gained to qualify char-
  acters
  to
  use
  the
  “Power of the Mind,” and this should be done by the GM
  based on the individual play of non-classed characters.
  Where classes are listed (under NPC’s for example), appro-
  priate character “descriptions” can be substituted.
  HD can
  be converted to rankings by Health (as in LA) or other ap-
  propriate measures of a creature’s difficulty.
  Whatever system is used, the GM is advised to allow
  for a steady progression of character strength, but not to al-
  low fast rises in power. Regardless of the system, it is ulti-
  mately up to the GM to award experience (in points, merits,
  etc.) and adventuring in Ilshara will ultimately be far more
  enjoyable if players are given a long-term evolution of their
  characters rather than quick advancement of their power.
  Part IX – Jendar: City of
  Adventure
  Included herein is a more detailed look at one par-
  ticular city in the Lands of Exile. The Free City of Jendar sits
  on the northern shores of Lake Elos, south-east of the Dantre-
  dun Forest, and south of both Castle Keep and the Dwarven
  kingdom of Zanatas-Ur. Once a minor trading post of the
  Republic and later Empire of Xanadar, Jendar rose to promi-
  nence during the Great Rebellion. Jendar is perhaps the heart
  of cross-continental travel and commerce, enjoying relative
  security from direct threat while attracting organizations and
  groups of all purposes and desires to its environs. The Free
  City of Jendar is thus offered here as an ideal starting loca-
  tion to any campaign set in Ilshara, with easy adventuring
  access N, S, E & W of the city to other parts of the continent.
  Within this section a brief history of the city will be given,
  followed by notes on the political/social structure of Jendar,
  a district-by-district mini-gazetteer of notable locations, a
  brief catalog of notable persons, groups & organizations in
  the city, a series of suggested adventure hooks, and finally a
  fully detailed look at the Northsider Tavern & Traveler’s
  Respite, a unique inn setting in Travel Town and possible
  “home” for any party starting or arriving in the city.
  Brief History of the Free City
  and its Lands
  Below is a brief overview of the historical develop-
  ment of Jendar. It is intended to give the GM an essential
  overview of the history of the city, while remaining flexible
  enough to allow individual campaigns to make the city their
  own in terms of other portions of the city’s past.
  Around 2,400 B.C.E. – A Baku noble named Jakarty claims
  the region that is Jendar now and builds a wooden keep on
  what is the site of the Citadel today. His lands are worked by
  Baku serfs, who establish a small fishing village up the coast
  from the present city, nearer to the El River.
  2,268 B.C.E. – The Baku town of Dotran evolves around the
  Baku fiefdom of the Jakarty family, located on the shores of
  the Lake just south of the Keep.
  2,135 B.C.E. – The current heir to the Jakarty lands, Baron
  Zaref Jakarty-Magrane, swears fealty to the northern Baku
  nation of Elisarak, centered around Lake Elos with its capitol
  at what is today Nicopolix of Tygrath. The Baron is awarded
  
  81
  a land grant expanding his holdings up the west bank of the
  El river.
  2,100-2,000 B.C.E. - Knights and rangers of the Barony of Ja-
  karty and Dotran skirmish with Wood Elves of the Dantre-
  dun as the Baku seek to clear-cut and log the SE portion of
  the forest.
  1,950 B.C.E. – In this year Mordan appears to the various
  Baku Kings of central Ilshara, fanning jealousy of the Elves
  and Dwarves and promising great power and knowledge.
  Three of the most powerful Kingdoms, including Elisarak,
  devote themselves to Mordan and begin mustering armies,
  whose numbers are swelled by humanoid and other fell ser-
  vants moving west from Gol.
  The Lady Andrella Magrane refuses to swear loyalty to Mor-
  dan, and the Barony and Dotran secede from Elisarak.
  1,947 B.C.E. – Mordan’s Horde arrives and despite fierce and
  heroic resistance overcomes the Barony in short order. The
  Jakarty-Magrane family is destroyed to its last heir, the Keep
  burned to ashes, and the town sacked and turned into an
  armed camp and its citizens put to slavery. A few Knights
  and Rangers of the Barony establish a cell of resistance in
  caves in the hills along the El River south of Zanatas-Ur.
  1,946 B.C.E. – In the terrible months leading up to the final
  battle, Mordan’s forces begin wholesale purging of Humans
  and Elves in the region. What remains of the Barony is basi-
  cally turned into an execution camp.
  The arrival of the Oligarchs turns the tide, and among those
  they appear to and aid are the Jakarty resistance forces in the
  hills. Led by an able Fighter named Codis Anovari Jendar,
  the resistance connects with a large force of Dwarves from
  Zanatas-Ur and Elven fighters and mages from the northern
  Dantredun to make a stand. On the 18th Day of Springfest (by
  modern calendar reckoning) the Horde of Mordan, led by
  the evil one and his General Slar, is defeated at the Battle of
  El River. The force is decimated, and Mordan is captured by
  the Oligarchs. Slar and other remnants of the horde flee to
  the Welterlands. The saddest note was the heroic death of
  Jendar, who after leading his men against waves of evil Hu-
  man and Orc fighters, found himself face to face with one of
  the Gorgons fighting under Slar’s banner. He managed to kill
  the Gorgon, but was mortally wounded in the exchange and
  died several hours after the battle – at least knowing of the
  great victory that had been achieved.
  Jendar’s 2nd, a Knight named Atamos Kann, founded Castle
  Keep on the site of the battle shortly thereafter. Initial focus
  ignored the lake-front area that had been home to the Jakarty
  Barony and Dotran, although the Elves and Knights of Castle
  Keep subsequently routed or
  put to death the remaining
  vestiges of Mordan’s occupa-
  tion, freeing the few slaves
  that still were found in the
  squalid ruins of the former
  Baku town. The debris was
  cleared and the land cleansed
  of corpses and war-rot, but
  the Keep was left a ruin and
  the burned and desolate town
  simply left to nature of the
  passing centuries to demolish what little remained.
  1,900 – roughly 1,000 B.C.E. – During this period, various
  small fishing and farming villages crop up along the lake-
  front, including on the site of Dotran. Gnomes still wander-
  ing find the banks of the Lake and the El River again a place
  to begin settling. Most commerce in the area is focused to the
  north on Castle Keep, which has grown to include a small
  town, protected by the independent Knights of that Keep.
  Very few people attempt to even explore the ruins of the old
  Jakarty keep, now just a jumble of rotted wood pilings and a
  few crumbling stone structures. There are rumors that there
  were dungeons beneath, and that in these some remnant of
  the evil of Mordan still resides.
  978 B.C.E. – Seeking to expand commerce and gain fishing
  interests on the lake, the Lords of Castle Keep clear the cen-
  tral hill and build a new, well-crafted stone Citadel (with
  architecture by the Dwarves with whom Castle Keep has an
  alliance) there. The small fishing village nearby (known as
  “Khul” by its inhabitants) is annexed and made part of this
  land grant, which is named after the heroic legacy of Jendar.
  The citadel and town of Jendar remain fairly focused on local
  agricultural and fishing economics for some centuries there-
  after, serving as the “bread basket” for Castle Keep.
  750-600 B.C.E. – The region and town around Jendar experi-
  ence an increase in Baku settlers, driven west by the expan-
  sions of the Zarthani in eastern Ilshara. While officially still
  under the domain of Castle Keep, the town increasingly is
  left to its own governance, and a series of “Dukes” and
  “Barons” of various families varyingly rule from the Citadel.
  408 B.C.E. – The town of Jendar grows and becomes a city,
  with a codified ruling Council and a Mayor (who still osten-
  sibly answers to the Lord of Castle Keep, but is mostly left on
  their own as long as equitable tithes in produce are given to
  the sustain the Knights there). The Four “Quarters” become
  more organized – the Dock Quarter and Lake Quarter (fairly
  similar to what they are today), the City Quarter (where the
  
  82
  Commerce District is today), and the High Quarter (where it
  is currently but quite different – this was initially the “poor”
  district, crowded with small hovels and tightly packed).
  400-388 B.C.E. – The “walls” of Jendar are constructed – not
  of stone but of hard timber taken from the Dantredun. This
  causes tension with the Elves, but after a year the ruling
  Council works out a treaty with the eastern clans of the
  Wood Elves that allows a limited amount of logging and cut-
  ting as long as a writ of permission is sent to the Elves in ad-
  vance and the specific reasons for the need for trees are lim-
  ited to building needs. This agreement has remained in force
  for all the centuries since this day.
  178 B.C.E. – After several years of debate amongst the nobles
  and the ruling Council, Jendar agrees to join the expanding
  Great Republic of Xanadar, becoming over the next century a
  center of western commerce for the Republic. Shortly after
  this, the first contingent of the Knights of Xanadar take the
  Citadel as their base of operations. When Castle Keep is an-
  nexed two decades later, its independent Knights are al-
  lowed to maintain their separate order under the Republic,
  so the major base of operations for the Knights of Xanadar in
  the region becomes Jendar.
  93 B.C.E. – “The Great Fire.” On the 7th Day of Windmarch, a
  fire erupts and engulfs the High Quarter, burning for two
  days and destroying most of the quarter. Legends now say
  that the Great Fire was started by little Saddie Hollbromeir
  when her cow kicked over a lantern in the petite woman’s
  shabby barn. The truth of this can never be known (others
  suspect
  arson
  by
  a
  noble
  bent
  on
  making
  this
  area
  “available” for more upscale development), but this quarter’s
  inhabitants were forced to rebuild, most finding other parts
  of the city west of the City Quarter and around the Dock
  Quarter to relocate to.
  78-70 B.C.E. – What was formerly the poor area of the High
  Quarter is rebuilt, this time as landscaped estates for the
  newer nobility that have grown rich in commerce and trade
  in the city.
  1 C.E. – With the proclamation of Empire, Jendar and its do-
  mains are declared a Viceroyalty and the Lord Mayor is
  given the title of Viceroy as well.
  102 C.E. – When Trajanar, Marz and Shevaros are designated
  the three “regional capitals” of the Empire, Jendar’s Viceroy-
  alty comes under the decree of Trajanar.
  150 C.E.-500 C.E. – During the height of the Empire, Jendar
  continues to prosper, expanding west to build what is now
  the mid-city district and the western part of the Lake
  Quarter. The Amphitheatre of Illusion is constructed in 298
  C.E., the Lake Gardens and the Hippodrome of Jendar are
  constructed between 340 and 348 C.E., the Tower of Jendar (a
  100-ft. structure on the same hill the Spire will grace) is built
  in 388 C.E., and the Harbor shoals, Lighthouse and Dock-
  master’s tower are constructed between 414 and 416 B.C.E.
  The Blue College is founded in 440 C.E.
  501 B.C.E. – Just one year before turmoil will engulf the Em-
  pire, the Jendar Viceroyalty rebuilds its wooden walls, essen-
  tially creating the pattern of strong-timber walls as they are
  today except for not having the extension of the Temple Dis-
  trict later in the NW of the city and at this point the Dock
  Quarter is still outside the eastern walls.
  502-504 C.E. – The rise of House Naran and the ascension of
  Emperor Salizar brings many changes to all parts of the Em-
  pire, and Jendar is no exception. The local Viceroy is re-
  placed in 503 by a series of wicked Zarthani Viceroys ap-
  pointed directly by the Emperor (the later ones certainly be-
  ing Sythgar Dark Lords), and in 504 the “Decree of Brax” is
  issued outlawing all temples and religious devotion other
  than the Church of Brax. The Knights of Xanadar are ordered
  to help the Viceroy eviscerate the temples of the city, and the
  Tower of Jendar is leveled to make room on top of the small
  hill in the Lake Quarter for the Golden-roofed temple to the
  evil God. Some Knights refuse, relinquish their standing and
  flee to Castle Keep to join the still independent Knights there.
  510-600 C.E. – During the domination of the Sythgar in the
  Empire, life in Jendar remains fairly stable (being on the
  fringes of the Empire) excepting for the persecution of relig-
  ion and heavy taxation. Most of the Viceroys appointed are
  arrogant and selfish, and spend much of their time wallow-
  ing in debauchery in their halls in the Citadel. In 559 the
  Viceroy Boktaan (one of the more debauched Sythgars) insti-
  tutes the right of “First Night,” claiming sexual rights to
  brides in the city and lands of his choosing on the night of
  their wedding. The rate of “official” marriage in the city
  drops drastically over the next several decades, leading to a
  great confusion in heritage and inheritances in the next cen-
  tury after the end of the Great Rebellion.
  602-615 C.E. – While never in open revolt during this period,
  underground Clerics of Zar and Kalar organize disruptive
  cells to stymie trade and taxes leaving the city for Xanadar.
  617 C.E. – With the revolts of the Tygrath and Dush Valley in
  the east separating Jendar and Castle Keep from Xanadar,
  the Knights of Castle Keep join with the underground
  Churches of Zar and Kalar to rise up in Jendar. The Temple
  of Brax is assaulted first during the early summer months of
  Growfar. The priesthood there is put to death, and the
  
  83
  building razed and grounds burned. Sythar Lord Daemator is nearly
  killed by several of his own Knights of Xanadar, but manages to
  escape when Knights loyal to the Sythgar intercede and spirit him
  away. It is later rumored Daemator was killed, a penniless and di-
  sheveled wreck, when he is found in the squalid city of Marshburg
  during the Purges.
  618-620 C.E. – Free of the Sythgar domination, Jendar and
  Castle Keep become staging areas for the Great Rebellion in
  the west. The Knights of Ilshara are formed in Castle Keep,
  and Jendar becomes a strategic supply center, moving arms
  and foodstuffs to rebels in Tygrath and the Dush valley.
  621 C.E. – After the fall of the Empire, the citizenry of Jendar
  declare themselves a “Free City.” The High Council of Jendar
  is reformed, but this time is comprised of representatives
  from the various guilds, temples and other organizations of
  the city. The position of Lord High Mayor is created, elected
  in parliamentary proceedings by the Council. Elections are
  called when a two-thirds majority issues a vote-of-no-
  confidence in any Lord High Mayor, creating a wild and
  charged political climate with a variety of candidates. The
  Lord High Mayor serves a continual term unless beaten in an
  election of no confidence. It is conceivable that a Mayor
  could serve for life, but in the nearly 800 years following this
  political establishment no one has.
  622 C.E.-625 C.E. – The NW corner of the city near Citadel
  Hill is expanded and developed as the Temple District,
  building new temples to the Gods and supporting Churches
  that can once again operate freely. The century of persecu-
  tion, however, leaves many of the citizens more secularized,
  and the placement of the new temples in one or two areas of
  the city keeps something of a separation between religion
  and day-to-day life.
  648 C.E. – After years of debate on what to do with the Black
  Hill (as the site of the former Temple of Brax in the Lake
  Quarter is nicknamed), Lord High Mayor Nikolar Artemas
  commissioned the construction of a grand “Spire” of Jendar,
  planned to rise 1000 feet above the city. The initial commis-
  sion will be awarded, re-awarded, tugged at and pulled at
  for nearly a century, with impossible design problems, until
  the formation of the Society of Magi occurs in 772.
  691 C.E. – The walls are again rebuilt, this time encompass-
  ing the currently encircled areas of the Temple District and
  the Dock Quarter. From this point on, it is the practice of the
  city to replace each section of outer timber-wall once every
  15 years. The High Council submits a writ to the Wood
  Elves, who grudgingly approve after they are promised tax-
  free status for trade in the markets of Jendar.
  720 C.E.-740 C.E. – “Barge Town” develops outside the Dock
  gate on the shores of the Lake stretching east from the city.
  Halflings and Gnomes return to the city for the first time
  since the dark days of the Empire, and are granted rights to
  build settlements along the shores (Gnomes) SW and NE of
  the city and on Thunder Hill (Halflings) just N of the City
  proper. The College of Letters of Jendar is founded in the
  Temple District in 735 C.E.
  772 C.E. – In this year a group of mages led by the redoubt-
  able Olam Katharos petitions the High Council to form a So-
  ciety of Magi in Jendar, and to create a College of the Arcane
  to train magic users from across the lands. Initially dubious,
  the High Council and Lord High Mayor relent and grant the
  petition, but only on the condition that the Society builds
  their Academy outside the walls of the city proper. Karharos
  and his Society purchase an area
  just east of the High Quarter and
  begin building. The other condi-
  tion extracted by the Lord High
  Mayor is that the society will help
  build the long-delayed Spire of
  Jendar. Scaled down from Nikolar
  Artemas’s
  original
  dream,
  the
  Spire is built over the next 2 years
  with enormous magical aid. The
  Magi install a permanent Floating
  Disk spell that whisks visitors 500
  ft to the chambers at the top,
  which also includes a new private
  meeting room for the High Council. The Magi also offer to,
  for certain fees, provide magic to enhance other city opera-
  tions, such as street lighting, sanitation, etc. The High Coun-
  cil rejects this, however, as they feel too much omni-present
  magic, even in mundane things such as street lamps, would
  unnerve their citizenry, and the fees proposed by the Magi
  are simply too high compared to those of the traditional
  Lamplighters Guild or Guild of Sewermen.
  774 C.E. – The Spire of Jendar is completed and is acclaimed
  a wonder of Ilshara.
  775 C.E. – The College of the Arcane opens.
  800 C.E.–900 C.E. – Slowly over this century, the Mentalists
  form as certain sages, mages, bards, monks, and even fight-
  ers and rangers begin to develop Psionics. In Jendar, the
  Mentalists begin as a loose group of users of the “Power of
  the Mind,” meeting in private homes. In 891, a small and
  unremarkable house in the Lake Quarter is purchased and
  becomes the home of the organization.
  
  84
  920 C.E.-940 C.E. – The First “Thieves’ War” occurs in Jen-
  dar. As Jendar has grown more metropolitan and burgeoned
  as a city, more and more cross-continental trade and organ-
  izational concentration has come to the city. Jendar is now
  the home to the Head Temples of Solan, Marz, Vuchar and
  Kristan. The Archologists choose to make one of their head-
  quarters in the city. The El River Merchant’s Compact is
  formed with Trajanar. Needless to say, this level of trade and
  commerce also makes the city a burgeoning locale for
  Rogues. Two distinct factions form – a hierarchical “Guild”
  which seeks fraternity among Thieves and asks for tithing,
  and also seeks to infiltrate and control certain factions of the
  government, and a looser, more chaotic group known as the
  “Freelancers,” who simply want to take all the bounty they
  can from whomever and wherever they can. Beginning with
  the murder of one of the Thieves’ Guild members in 920,
  sneak attacks, subterfuge, and murder cross back and forth
  between these two groups. This escalates in 933 to outright
  war, with the Guild attempting to kill every Freelancer in the
  city. Between 937 and 940 they accomplish this by enlisting
  the aid of the City itself, its Knights of Ilshara, and its consta-
  bles – agreeing to sign the “Rogues’ Agreement” between the
  City and the Guild in which certain areas are kept off-limits,
  and the Guild must tithe back to the city as well. By 940 the
  last of the Freelancers are either killed, imprisoned, or exiled.
  942 C.E. – As part of the aftermath of the 1st Thieves’ War,
  the High Council restructures the justice system of Jendar,
  putting into place the current system (as detailed later in this
  section).
  1002 C.E.-1048 C.E. – During the Slar Crisis in the NE, Jendar
  refuses to aid the cities of the Atamos Compact, engendering
  much resentment and distrust from those city-states.
  1078 C.E. – The area known as Travel Town develops on the
  north side of the city.
  1102 C.E.-1112 C.E. – During these years the Fellowship of
  Five becomes well known in the city, often stopping through
  on their travels and adventures. At some point Sef Sermac
  joins the Jendar Thieves’ Guild during this time.
  1116 C.E. – Following the dissolution of the Fellowship, Sef
  Sermac moves to Jendar permanently. His fame and skills
  quickly allow him to move up in the Guild’s hierarchy.
  1125 C.E. – Promising to negotiate better terms for the City
  tithing arrangement, Sermac is named head of the Thieves’
  Guild, replacing Dof Lekara, an embittered rival who chafes
  at Sermac’s rise.
  1126 C.E.-1132 C.E. – Sermac forges an arrangement with the
  Society of Magi to prohibit thievery against wizards visiting
  the City. In exchange he secures devices to be used against
  magical locks, as long as their usage is confined to Rogues’
  endeavors beyond the city. In 1129 Sermac finally renegoti-
  ates the arrangement of the City, lowering the Guild’s tithes.
  During this entire period, Sermac opens legitimate busi-
  nesses (The Iron Halfling mercantile shop, the Gilded Truffle
  Confectionary store) and solidifies contacts and friendships
  within the High Council and amongst other Guild masters
  and organizations in the City.
  1133 C.E. – Associates close to Sermac force a vote-of-no-
  confidence in Lord High Mayor Piter Thormann. Sermac re-
  ceives backing from numerous allies, including the Society of
  Magi, and is elected Lord High Mayor.
  1134 C.E. – Within one year Dof Lekara seizes control back of
  the Thieves’ Guild, successfully arguing that Sermac cannot
  run the underground of a city he is the legitimate head of.
  Lekara then incites the Rogues of the Guild to ignore all
  agreements and once again open the entire city to theft op-
  portunities.
  1135 C.E.-1136 C.E. – The Second Thieves’ War. Sermac, now
  concerned with the overall well-being of the city, struggles
  with his convictions and in the end undergoes a conversion.
  He uses Rogues still loyal to him to start a conflict amongst
  the thieves. Two years of attacks and counter-attacks kill or
  drive away many Rogues, and as both sides are weakened
  Sermac conscripts an elite group of the city’s constables and
  militia to disband the Guild. Dof Lekara is brought before
  the High Council and sentenced to death, which is carried
  out by axe in the Plaza to the cheers of merchants and citi-
  zens. The Guild is left broken, and hereafter Rogues in the
  city belong to 7 or 8 smaller collective thieving organizations,
  allowed to continue as long as they respect the “off-limit”
  zones of previous arrangements. Each group must also tithe
  again, and Sermac raises the tithing to nearly 40%. When one
  group refuses, the Society of Magi eliminates this group on
  Sermac’s behalf. No other Rouges have since refused the ar-
  rangement.
  1137 C.E. – At the start of the present year, Sef Sermac finally
  has negotiated a separation from the Knights of Ilshara who
  have long garrisoned the Citadel, holding it separate from
  the City’s laws and administration. The Knights have left,
  and the Citadel is now the stronghold of the High Constable
  and the Free City Militia. This move has made Sef Sermac
  enormously popular, and quite secure in his office.
  Present day in Jendar.
  
  85
  Governance and Society in Jendar
  The government of Jendar remains as it has since the
  end of the Great Rebellion – a High Council representing the
  Guilds, the Temples, the Nobles (but to a lesser extent than
  in early city history) and other organizations. As noted in the
  history above, the High Council elects the Lord High Mayor,
  who is given authority to manage the day-to-day needs of
  the city, as well as represent Jendar in relations with other
  cites, states & nations. The Lord High Mayor can only be re-
  moved from office if a vote-of-no-confidence is taken by the
  High Council, requiring a two-thirds majority of the council
  to pass. At that point the Lord High Mayor may choose to re-
  run or step aside. Regardless, any citizen of the city may an-
  nounce their candidacy with enough signatures on a petition.
  The Lord High Mayor need not be a sitting member of the
  Council (indeed, Sef Sermac was not when elected) but be-
  comes one when appointed. The campaigns for these elec-
  tions are carried out in the City as a whole, but in the end it
  is the Council which votes to elect (ideally reflecting the de-
  sires of the constituencies that they themselves represent).
  The number of High Councilors is not static – it has ranged
  historically from as few as 8 to as many as 19, Currently
  there are 14 members of the High Council as follows:
  Sef Sermac, Lord High Mayor of Jendar - (Male Halfling
  Rogue 15, NG) Sef first decided to get into politics in Jendar
  with the intention of creating as many opportunities as he
  could to amass wealth. However, by the time he was elected
  Lord High Mayor two things had changed with him: he al-
  ready was obscenely wealthy, not only from years of adven-
  turing but also through several years as both the head of the
  Thieves’ Guild and as proprietor of several legitimate and
  highly successful businesses in the City; and, perhaps more
  importantly, he had grown to truly love the City and its peo-
  ples. He has ruled now for four years, in which he has
  brought two major changes forth. First, he broke the power
  and strength of his former fellow Rogues, splintering the
  Guild into several less organized entities. Second, he has
  made Jendar absolute master of its own destiny by negotiat-
  ing the departure of the last vestiges of external political con-
  trol with the agreement with the Knights of Ilshara to leave
  the Citadel for good. A rather stout Halfling, with excep-
  tional wisdom and cunning, Sef’s personality makes up for
  his rather quirky looks (including a propensity to let his hair
  grow in wild angles and juts). Sef is anything but distant
  from his people, choosing to mingle freely both in settings of
  high society (the theatres or private balls) as well as with the
  commoners (he often wanders the markets and streets at
  least twice a week, as well as attending gladiatorial bouts at
  the Pit & Bull). One of the most personable and popular lead-
  ers the City has seen.
  Lady Tamara Riflaar, Speaker for the High Quarter –
  (Female Human Non-Classed, CN) Lady Tamara represents
  the nobility, especially the extremely wealthy denizens of the
  High Quarter, on the Council. The Riflaar family counts its
  heritage as “noble” to the era before even the Republic con-
  trolled Jendar, and Lady Tamara’s attitude and demeanor
  reflect this. She is an arrogant, materialistic woman in her
  mid-40’s, unmarried and seemingly unconcerned with such
  status (she does keep a string of consorts that she seems to
  rotate through on a weekly basis). She is most concerned
  with “troubles” disrupting the social scene of Jendar, usually
  ascribing these to loathsome and unruly behaviors by the
  “low” people, as she refers to commoners. An outspoken
  elitist and defender of class, she most certainly opposed Sef
  Sermac’s election 4 years ago, and chafes that this former
  “hoodlum” is running “her” City. His popularity, however,
  means that in most circumstances she bites her lip and fol-
  lows – for now.
  Tarm Mak, High Constable of Jendar – (Male Human
  Fighter 9, LG) Tarm has earned an elevated position within
  the Council with the departure of the Knights of Ilshara. Pre-
  viously, the militia was only in charge of day-to-day con-
  stabulary duties within the city, while the Knights handled
  the defenses and protection of merchant interests. Now, the
  Militia of the Free City (detailed later in this section) handles
  all aspects of both law enforcement and defense, and have
  taken the Citadel as their base. Tarm is a tall man, with sharp
  features and dirty blonde hair that indicates a predominance
  of Zarthani parentage. He is very matter-of-fact, and people
  often mistake his bluntness for rudeness – in truth he is just a
  man of few words. Tarm has only left Jendar briefly as a
  young man, when he hired out as a bodyguard to a Gnomish
  merchant whose dealings took him to the Bandit Kingdoms
  and Graffspere. Tarm certainly learned some of his fighting
  skills during visits to Marz and other bandit fiefdoms. He
  had long established a friendship with Sef Sermac, who
  struck him as rather honorable rogue, and saw his election as
  a way to achieve just what occurred – the decimation of the
  Guild. He was the leader of the group selected by Sermac to
  infiltrate and ultimately break the Guild and arrest Lekara.
  Tarm is well-known in the City, but few regard him as a true
  friend. Still, the citizens respect him and those who break the
  law fear him.
  
  86
  Devon Domani, “Stormbringer,” Representative of the
  Society of Magi – (Male Human Wizard 11, N) Devon is a
  wizard who represents the Society on the Council. Devon
  supported Sermac principally because the Society thought
  that a rogue’s desire would increase their opportunity to sell
  magical services to the City, a longtime aim of the group.
  This has not been the case, and Devon is often at odds with
  the Lord High Mayor over more stringent enforcement of
  laws concerning the use of magic in the city. Domani is
  known as “Stormbringer” because he possesses a druidic
  stone which allows him to cast Storm of Vengeance, and has
  done so for mischievous reasons on more than one occasion.
  A thin, dark-haired man who appears to be in his late 30’s
  (but is likely older), Devon has a dry sense of humor that
  almost no one who isn’t a magic user gets. The other major
  focus of Devon’s is the routing out and expelling of The
  Mentalists from Jendar.
  Gorok Pallmar, DockMaster of Jendar – (Male Human Non-
  Classed, LN) Gorok is charged with overseeing all commerce
  that moves into and out of Jendar via the harbor and the
  docks. A short, rotund bearded man who obviously loves the
  variety of foodstuffs that come through his docks, Gorok has
  authority over the Dock Worker’s Guild, the Seafarer’s Guild
  and the Ship Builder’s association. He controls all this from
  the Dock Master’s tower at the southern edge of the harbor,
  and his residence is located nearby. Gorok is cheerful and
  quite outgoing. Initially he resisted Ser Sermac’s ascension,
  despite their personal friendship, but has become one of the
  Lord High Mayor’s biggest supporters since the end of the
  Thieves’ War and the lessoning of theft from the warehouses
  of his district.
  Elanor Fairchild, Representative of the Artisan’s Guilds –
  (Female Human Bard 5, NG) – Elanor, a singer and actress
  and now artistic director of the Summer Garden Theatre in
  the Commerce District, represents the various artisan’s
  guilds on the council, including the Performer’s Guild, the
  Association of Sculptors and Painters, the Weaver’s Guild,
  the Jendar Chef’s Association, the Guild of Scribes, and oth-
  ers. She is a beautiful Baku woman of medium height, with
  fiery red hair and a sharp wit. Her husband is an Illusionist
  named Parker Fairchild who is in charge of “effects” for her
  theatrical productions. One of the most famous citizens of
  the City, Elanor is often distracted from her political duties
  when she is in production on a show.
  Sentifar Zon, High Director of the El River Merchant’s As-
  sociation – (Male Human Non-Classed, LE) Zon is manipu-
  lative and greedy. He rose to his position in the Merchant’s
  Association through bribery and subterfuge, and his sole
  goal is to make as much money for himself, his family and
  his cohorts, and revels at the expense of others in the pursuit
  of this aim. While a thoroughly wicked man, he
  projects an exterior of polish and pleasantry, and has ingrati-
  ated himself with the nobility, especially Lady Tamara,
  whom it is rumored he has had a dalliance with. He sup-
  ported Sef Sermac, seeing the election of a Rogue as a way to
  increase merchants profits by selling of items, controlling
  their theft and return, then re-sale. He has been disappointed
  with Sermac’s actions, however, and only the Halfling Lord
  High Mayor’s popularity keeps Zon in check from openly
  opposing him.
  Lucius Thon Halverston, High Cleric of the Church of Zar –
  (Male Human Cleric of Zar 13, LN) – As Dean of the various
  High Clerics of various Temples in the City, Halverston is
  vociferous in arguing the need for a return to religious devo-
  tion. An aging Zarthani man in his 80’s, with flowing white
  hair and who uses a can to walk, Halverston is often ignored
  by the other members of the Council. Most are waiting for
  his death, and believe that after that there will be no need for
  religious representation at all in the government of the City.
  Lucius often warns of “evil cults” making inroads into the
  underground and more nefarious elements of the City’s
  population. He supported Sermac for election due to his pol-
  icy as head of the Thieves’ Guild of prohibiting theft from
  Temples of the city, but has soured on the Halfling for the
  expelling of the Knights from Jendar. Lucius is not a man of
  the people, and very few commoners know him or interact
  with him.
  Crath
  “The
  Hammer”
  Dorgan,
  Representative
  of
  the
  crafter’s Guilds – (Male Dwarven Fighter 3, CG) Crath is a
  Dwarf who came to Jendar many decades ago under contract
  from the city to instruct the Smith’s Guild in better forging
  techniques. He ended up staying, and eventually became
  head of that guild. Loud and boisterous, Crath represents not
  just the Smiths but also the Woodworker’s Guild, the Archi-
  tect’s Association, etc. on the Council. He is bitter enemies
  with Sentifar Zon, whose charm doesn’t fool Crath’s Dwar-
  ven sensibilities. He helps maintain good relations with his
  brethren at Zanatas-Ur, ensuring Jendar fairly secure sup-
  plies of iron, copper, and other important minerals. Crath
  also likes gamesmanship and gambling, and is often found in
  the Barter Town Casino that is the Temple of Garn.
  Alexander Mekarith, The Laborer’s Advocate – (Male Hu-
  man Non- Classed, LN) Alexander represents the city ser-
  vants, crossing over many Guilds from the Dock Workers to
  the Lamplighter’s to the Sewermen’s Association. A bitter
  man who still sees injustice and inequality in every situation,
  he has been proposing a restructuring of government to in-
  clude a “redistribution” of wealth through increased taxes
  and City supplemental pay to all working-class commoners
  of the City. Alexander is in his 60’s, and his body still reflects
  the brute strength of his younger days as a dock
  
  87
  worker. He supports Sef Sermac because he believes Sermac,
  as a former Rogue, must understand the plight of the less
  fortunate. He is dedicated to the eradication of class and
  mercantilism. Needless to say, he is most always at odds
  with Lady Tamara and Sentifar Zon.
  Bo Gustinfar, Speaker for the Gnomes – (Male Gnomish
  Ranger 7, CG) Bo is a native of the Gnomish settlements
  south-west of the City proper who made his name as an ad-
  venturer
  several
  decades
  ago.
  One of Sef Sermac’s first moves as
  Lord High Mayor was to offer a
  seat
  on
  the
  Council
  to
  the
  Gnomes, who represent the larg-
  est non-human population in the
  lands of the City. The move was
  soundly opposed by a number of
  council members, but Sermac got
  his way with the help of Tarm,
  Crath, Gorok, Elanor and Alexan-
  der. Devon and Lucius ultimately supported the addition
  because, frankly, they didn’t care. The Gnomes immediately
  chose their adventuring hero Gustinfar, who often brings
  meetings to a halt with a story of his adventures (much to the
  amusement and delight of Sermac and the consternation of
  others).
  Karina Mentaro, Chancellor of the Jendar College of Let-
  ters – (Female Human Bard 14, NG) Karina, who is certainly
  closely aligned with Elanor Fairchild on the Council, runs the
  highly regarded College located in the Temple District.
  Karina was also briefly an adventurer, but realized early she
  loved to simply learn about other cultures. After literally just
  deciding to stay hunkered in various libraries in towns she
  would visit with adventuring groups, her fellow adventurers
  would just leave her. She never seemed to notice, and spent
  years roaming the continent. She is perhaps the most well-
  informed person in the City on matters of Ilshara. Now a
  stately woman in her late 50’s with silver hair, she holds her
  College to high standards and constantly pushes the concept
  of a broader system of education for all citizens, an idea
  found ridiculous or slightly amusing by friend and foe alike
  (Lady Tamara believes “education” is the domain of the rich,
  while those representing Guilds see their own institutions as
  the only education needed).. Lucius keeps pushing Karina to
  more closely link her College to the path of the Gods, a no-
  tion she in turn rejects.
  Fokker Prockton, Representative of the Lands – (Male Hu-
  man Non- Classed, NG) Fokker represents the peasants,
  farmers, herders, etc. who live and operate in the lands sur-
  rounding the City and who fall in Jendar’s domain. Fokker is
  in his mid 40’s, and has the definite look of someone who has
  worked a hard life making his farm. He cares nothing for any
  intrigues in the city, only that the needs of his and his
  neighbor’s endeavors are represented. He often is bored and
  unconcerned with matters under discussion at the council
  table.
  Brin Thany, The Silent One – (Male Elf, Class Unknown,
  Level Unknown, CN) Brin has been on the Council since its
  inception after the Great Rebellion. No one knows where he
  lives, what he does, or much of anything about him except
  he has always appeared at every meeting for centuries, sat
  silently, and abstained from nearly every vote. The only ex-
  ceptions are when matters directly related to the Wood Elves
  of the Dantredun Forest come up. It is understood that it was
  Brin who re-negotiated the treaty with these Elves that con-
  tinued the supply of wood needed for the city walls and
  other construction, but since he never speaks no current
  Council member knows much about this either. Brin recently
  shocked the Council when, as Sermac brought the vote on
  asking the Knights of Ilshara to leave the city, Brin opened
  his mouth and voted “aye.” The moment was so momentous
  that everyone forgot the debate for a few moments and sat in
  silence themselves, stunned that Brin didn’t abstain. Recently
  Sentifar Zon hired some nefarious mercenaries to track Brin
  Thany in order to learn more about him, but Brin always
  managed to lose his pursuers as he reached The Plaza, seem-
  ing to simply disappear amidst the throngs of merchants and
  people there.
  The High Council meets twice a season on the 10th and 40th
  days, although any member may call a session at any time.
  The Council meets in the topmost chamber of the Spire of
  Jendar, a symbolic place as it is to represent the high respon-
  sibilities of the group as well as afford the Council a pano-
  ramic view of the City, intended to always remind them of
  their duty to represent all the citizens of the City (something
  that rarely occurs with the diverse individuals of the Coun-
  cil). The Council members also have offices in the Clerk’s
  Hall in the Mid-City, although most callers will find their
  subordinates or functionaries but seldom the actual High
  Councilor. The Lord High Mayor’s office is also in the
  Clerk’s Hall, and it is from here that the day-to-day manage-
  ment of the city is carried out.
  The overall society of Jendar is stratified into five major
  groupings: the Nobility, mostly older families who have
  been amassing wealth in the city since the Great Rebellion;
  the Artisans, including performers, cooks, educators, scribes,
  etc.; the Merchants, including business and shop owners; the
  Working Class, including skilled craftsmen and laborers; and
  the poor, including the unskilled workers, wanderers, squat-
  ters, and petty thieves and beggars. One of the wrinkles to
  
  88
  this is that some of the Artisans and Merchants are actually
  wealthier than some of the Nobility, who have never had to
  work and in some cases have squandered their fortunes. The
  Nobility still acts as though they are the caste above all oth-
  ers, and society for the Nobles is fairly exclusionary of out-
  siders, centered in the High Quarter and the northern por-
  tion of the Commerce Quarter around the theatres and up-
  scale inns and taverns of that area. Artisans tend to be scat-
  tered farther and wider, and the Magi usually associate
  themselves within this strata, as do the more gregarious and
  outgoing clerics of some of the Temples. The Merchants
  strive for inclusion in the circles of the Nobility, but more
  often than not are so preoccupied with commerce that the
  wasteful indulgences of that class are viewed as simply ex-
  pendable. The Working Class tend to socialize amongst
  themselves, even those who have reached what might de-
  scribed as “middle class” and who live in nicer areas of the
  Lake Quarter or Mid-City. None of the above choose to con-
  sort with the Poor of the city, who are tolerated or pitied but
  remain to most just an inconvenient fact of city life.
  The Militia of Jendar
  A little detail must be given here on the structure of the
  City’s militia, which has only within the past year taken over
  all duties from their traditional role as law enforcement to
  the defense of the City to providing protection for mer-
  chants, etc. As such the force is in a transitional stage, and
  certainly is struggling to grow to meet the challenges pre-
  sented by the departure of the Knights of Ilshara. In any tav-
  ern, on any streetcorner, and basically posted throughout the
  City one may find recruiting flyers asking for potential can-
  didates to “apply at the Citadel.” Those who do apply must
  first undertake a screening of their activities plus a physical
  trial to qualify, then undergo 1 month of training before be-
  ing commissioned into the Jendar Militia.
  Tarm Mak commands the Militia from the Citadel, and he
  has reconfigured it into three primary branches plus one
  semi-independent branch: the Defenders (who are trained to
  guard the gates, walls, and areas outside the City proper),
  the Enforcers (who patrol the City and, as their name sug-
  gests, enforce the law) and the Protectors (who are assigned
  by contract to individual and group assignments protecting
  commerce); finally, there is the Lake Guard.
  The Defenders
  The Defenders are responsible for the guarding and protec-
  tion of the City from external threats. Led by Ifline
  Greenfellow (Male Half-Elf Ranger 12, CG), the Defenders
  are assigned to guard the Gates of the City, patrol the Walls
  (both
  externally
  and
  internally)
  and
  put
  forth
  patrols
  throughout the lands and domains around the City which
  are considered part of Jendar. Gate patrols vary from gate to
  gate, and will be detailed later in this section.
  Wall patrols usually include: 1 Captain of the Guard (usually
  a Fighter of 5th-6th Level) plus 4-5 Defenders (Fighters of 1st-
  3rd Level). Defenders who are Fighters on this assignment are
  usually issued Chain Shirt or Leather Armor, a small
  wooden shield, and short sword. Every patrol has one mem-
  ber assigned a crossbow. At any given time, there are be-
  tween 8 and 10 patrols on duty, and the Defenders can dou-
  ble the number of patrols at any time.
  Roving patrols in the exterior domains usually include: 1
  Defender of Jendar (Knight or Ranger, 5th-7th Level), 1
  Tracker (usually a Ranger of 3rd-4th Level) and 5-6 Defenders
  (Knights of 1st-2nd Level and Rangers of 1st-3rd Levels).
  Knights are usually issued or purchase their own heavy ar-
  mor (chain or plate) plus shields of varying kinds, and are
  usually armed with long swords. Rangers typically wear
  leather armor and are armed with short swords and bow. At
  any given time, approximately 10-12 of these patrols are in
  the field. At least one roving patrol is located in the near
  lands, usually around the Halfling Community of Thunder
  Hill or the roads between there, the cemetery, Travel Town,
  the College of the Arcane and Barter Town/Barge Town.
  Altogether there are approximately 220 members of the De-
  fenders at the present time. High Constable Mak and Consta-
  ble Greenfellow are intending to add 40-50 new members to
  this branch.
  The Enforcers
  The Enforcers are responsible for the maintaining of law and
  order within the City proper. The Enforcers are led by High
  Enforcer Block Mort (Male Dwarven Fighter 8, NG) and are
  divided into patrols according to the area of the city operated
  in:
  The High Quarter: 2-3 Individual Human Enforcers (Fighters
  of 3rd-5th Level), lightly armored (high quality leather plus
  vestments) and carrying a short sword that must remain
  sheathed at all times unless in pursuit or confrontation with
  a criminal (the Nobility like to feel as if the City Keeps them
  safe, but don’t like to see obvious displays of arms – this is
  also the only area where wall patrols happen exclusively on
  the exterior of the Quarter’s walls). This is considered the
  most boring assignment possible, excepting the rare Enforcer
  who sees this as a means to “meet” Ladies of means who
  might look on a handsome soldier as an “excursion” for the
  day.
  
  89
  The Temple Quarter: One roving patrol of a Lead Enforcer
  (Fighter of 4th or 5th Level) plus 4-6 Enforcers (Fighters of 1st-
  3rd Levels). This patrol roams the streets, while Temples usu-
  ally employ their own hired guards and the occasional Pala-
  din for internal security. The patrol is outfitted with leather
  armor, short sword and at least one crossbow.
  The Mid-City Quarter: 8-10 roving patrols composed of a
  Lead Enforcer (Fighter of 5th-6th Level) plus 4-5 Enforcers
  (Fighters of 1st-3rd Levels). Armed with leather armor, short
  sword and at least one crossbow.
  The Lake Quarter: 7-8 roving patrols composed and armed
  the same as the Mid-City patrols.
  The Commerce Quarter: 12-14 roving patrols composed of a
  Lead Enforcer (usually a Knight of 4th-5th Level or a Fighter
  of 5th-6th Level) and 4-5 Enforcers (Fighters of 1st-3rd Levels),
  armed with Chain shirts, long swords, and at least one cross-
  bow.
  The Dock Quarter: 5-6 roving patrols composed of a Lead
  Enforcer (Fighter of 3rd-4th Level) and 4-5 Enforcers (Fighters
  of 1st-2nd Levels), with leather armor, small wooden shield,
  and short sword. This assignment is considered one of the
  roughest and is where most recruits begin their rotation of
  assignments, along with Barter Town/Barge Town. There is
  always friction between these officers of the City and the
  hired thugs and mercenaries employed by many of the ship-
  ping companies and the Dock Worker’s Guild, not to men-
  tion the numerous hired “protectors” that come in from
  abroad with the ships themselves that are around.
  Barter Town/Barge Town – The two-part district beyond the
  Dock Quarter’s gates is the most rough-and-tumble area of
  the City, and is only nominally “governed” by the City’s
  laws. The High Council finds it productive to let this one
  area enjoy something of a lawless attitude towards mundane
  infractions, and the patrols here are mainly involved only in
  major altercations. In addition, the Temple of Garn and its
  casino maintain their own separate force for protection (see
  later). The 2-3 wandering patrols are composed of 1 Lead
  Enforcer (Fighter of 2nd-3rd Level) plus 2-3 Enforces (Fighters
  of 1st Level), usually only armored with leather, and carrying
  a mix of clubs and possibly one short sword. The WORST
  assignment for any member of the militia, usually given to
  the greenest of recruits as a test of their worthiness to stay in
  the militia – if they live they pass.
  Travel Town – One Constable Enforcer (Fighter of 4th-5th Lev-
  els) and one Deputy (Fighter of 2nd-3rd Level) are assigned to
  a one-year position as “Sheriffs” of Travel Town. This is con-
  sidered a prestige position, a reward for service, as they ad-
  minister judgments in disputes amongst adventuring parties
  and have the services of the Defenders from the nearby gate
  and walls at their disposal if any real trouble crops up. The
  current Sheriff of Travel Town is a well-liked Half-Elf named
  Printhoni Ron (Fighter Level 5). These assignments are al-
  lowed to armor and arm themselves from the City armory as
  they see fit.
  Altogether there are approximately 300 members of the En-
  forcers currently. Mak and Block Mort are striving to add at
  least one patrol to Lake Town and Mid-City, convince the
  High Quarter residents to allow them to add 2-3 Individual
  Enforcers at all times, increase the Dock Quarter patrols by
  25%, and quietly and steadily increase the Barge Town/
  Barter Town Enforcers to 6-8 patrols, including some better
  trained. They figure they need to add at least 50-60 new
  members to achieve this.
  The Protectors
  The Protectors are a smaller group of the militia, generally
  chosen from those without families or attachments in the
  City so they are free to travel when organizations contract
  with the City to provide protection to commerce as it goes
  abroad to and from other places. The Protectors and their
  assignments are controlled by the High Protector, a Consta-
  ble of the City named Ariana Ploemann (Female Human
  Fighter 9).
  The current roster of Protectors includes about 15 Knights
  (Ranging 3rd to 5th Level), 40 Fighters (4th-6th Levels) and
  about a dozen Rangers (3rd-5th Levels). The Protectors arm
  and armor themselves from the City Armory as needed for
  the specific assignment. Assignments are sometimes for indi-
  viduals, sometimes for small groups, and on rare occasions
  involve a contingent of 10-15 Protectors.
  Ariana and Mak would like to add perhaps a dozen more
  Protectors, especially Rangers who can accompany over-land
  commerce.
  Naturally the Militia (especially the Enforcers) will respond
  to any altercation that is reported, but there is also the chance
  that a roving patrol may be nearby during an incident in-
  volving the party (meaning they will be on the scene quickly)
  or may be randomly met at certain times. The chart on the
  following page shows the chance of a random encounter de-
  pending on the location of characters:
  
  90
  Location
  % Chance of Nearby Patrol
  The Domains and Lands
  3%
  The High Quarter
  8%
  Travel Town
  10%
  The Temple District
  18%
  The Mid-City District
  25%
  The Commerce District
  45%
  The Lake Quarter
  12%
  The Dock Quarter
  17%
  Barge Town/Barter Town
  5%
  When something occurs that might warrant the attention of
  the Militia, the GM should role percentile dice check to see if
  a patrol is nearby. If so, they arrive in 1d4-1 minutes. Other-
  wise, it takes a patrol 2d4+4 minutes to respond if the GM
  determines someone will alert them. As characters move
  about the City, the GM should also occasionally (for every 2
  hours or so) also roll a random meeting with these officers of
  the City. For travel in the lands of Jendar outside the city
  twice a day is appropriate.
  The Lake Guard
  One semi-independent branch is the Jendar Lake Guard,
  which existed prior to the reorganization. Over the centuries,
  Jendar built a small fleet of lake vessels (including one large
  lake frigate, 4 medium frigates, and 8 light frigates) which
  patrol the Lake. Indeed, the Jendar Lake Guard has been so
  successful in its duties that other cities and nations bordering
  on the Lake pay a small tax to Jendar for its operations on the
  Lake rather than putting forth their own ships. The Lake
  Guard is headed by Sir Victor Amaran (Male Human
  Fighter 10, NG), and is composed of approximately 280 Lake
  Guardsmen (Fighters with sailing skills, ranging from Levels
  1-5, Captains usually are 6-8), all based out of the Lake
  Guard’s headquarters in a small pyramid near the docks in
  the Lake Quarter. At any given time, 60-70% of the Guard is
  on the water and on patrol, and during certain periods 90%
  will be deployed.
  At anytime that Magical needs crop up in terms of the City’s
  law enforcement or defense needs, the Society of Magi pro-
  vides 2-3 Wizards to work with the differing groups as
  needed, part of their original arrangement with the City that
  allowed the formation of the Society and the building of the
  College of the Arcane.
  Notes on Times of Trouble:
  During any times of trouble or threat to the City, High Con-
  stable Mak can order the General Conscription, which would
  immediately call up between 2000 and 3000 able-bodied men
  and women (principally from the Working Class). The City
  armory maintains an emergency stock of varied clubs,
  maces, short swords and axes plus a variety of wooden
  shields that can quickly be distributed to this conscripted
  force. Unfortunately, no armor besides the shields is avail-
  able.
  Justice and Punishment in Jendar
  There are two levels of crime in the Jendar judicial
  system: Major (involving any action that causes severe harm
  to individuals, property or organizations within the City),
  and Minor (from petty thievery to perjury to minor com-
  merce fraud).
  The application of justice is carried out, when ac-
  cused criminals are apprehended by the Enforcers, by Magis-
  trates for each Quarter or District appointed by the High
  Council. These Magistrates have absolute judicial power.
  There is no counsel for defense, and the Enforcers present the
  prosecution, calling witnesses, etc.
  The Magistrate then determines guilt or innocence and de-
  crees the sentence. Sentences are as follows:
  Major Crimes – For major crimes there are four possible sen-
  tences, which may be concurrently applied:
  1. Death – In extreme conditions the perpetrator may
  be executed.
  2. Exile from Jendar, banished for either a number of
  years or for life
  3. Imprisonment in the dungeons of the Citadel for
  whatever period of time the Magistrate determines fits the
  crime
  4. Forfeiture of all possessions and financial goods
  (often sentenced concurrently with banishment or imprison-
  ment)
  Minor Crimes – Crimes of lesser nature are usually sen-
  tenced by one of two methods or both at the same time:
  1. Fines as determined by the Magistrate
  2. A number of months of indentured public service
  to the City
  
  91
  Guilds and Organizations in
  Jendar
  Like all large and complex cities, life in Jendar is of-
  ten centralized around work. The organization of work is
  handled through Guilds representing different jobs and
  tasks, and all follow an apprenticeship-journeyman-master
  structure. Applicants to any Guild must pay an admittance
  fee, ranging from a mere 5 s.p. for the Sewermen’s Guild to
  25 g.p. for the Performer’s Guild. Each Guild then also has
  yearly dues and membership service fees which must be
  paid to maintain good standing. The Guilds have enormous
  power in the City, and even when represented with other
  similar Guilds on the Council by one person, the Guild Mas-
  ters still have ultimate authority over their own organiza-
  tions.
  The principle Guilds of Jendar are as follows:
  The Lamplighter’s Guild – Responsible for the maintaining
  of streetlights in the City. Good Dexterity (The Lamplighters
  have to navigate the busy streets on short stilts) is a must.
  The Sewermen’s Guild – Has the rather unpleasant (and
  sometimes dangerous) job of maintaining the sewers of the
  City.
  The Dock Worker’s Guild – Collectively handles the needs
  and rights of the numerous employees of the various docks,
  shipping companies, warehouses, etc. of the Dock Quarter.
  Known as a fairly rough crowd to deal with.
  The Seafarer’s Guild – Guild for Jendar-based sailors on
  commercial ships – distinctly separated from the Fisherman’s
  Association, although the Guild has made moves to take con-
  trol of that group in the past.
  The Ship Builder’s Association – Comprised of workers in
  the shipbuilding trade in the Dock Quarter.
  The Fisherman’s Association – Loose association of the vari-
  ous Jendar-based Fisherman. Helps regulate the market
  prices of catches.
  The Guild of Death – Ominous sounding Guild is actually
  very small, composed of perhaps a dozen gravediggers. This
  is one “Guild” that has no apprentice fee, no dues, and no
  strata between those who are “members.”
  The Performer’s Guild – Exclusive Guild that Bards, Sing-
  ers, Actors, Mimes, Storytellers, Dancers, etc. belong to. The
  Performer’s Guild is also divided into sub-Guild divisions of
  individual Companies, which charge additional apprentice-
  ship fees and dues on top of the overall Guild’s charges.
  The Association of Sculptors and Painters – While it cer-
  tainly covers members who are “artists” in these mediums,
  the bulk of the membership are more practical appliers of
  these skills – specifically in the areas of design and construc-
  tion around town.
  The Guild of Clerks – Any citizen working as a clerk of any
  kind is welcomed to join the Guild, which attempts (often
  unsuccessfully) to collectively bargain for better wages and
  working conditions across the myriad of employment for its
  members in the City.
  The Scribe’s Guild – Membership covers traditional scribes,
  cartographers, copiers, illustrators, etc.
  The Weaver’s Guild – Its membership is responsible for all
  textiles and clothing production in the City.
  The Jendar Chef’s Association – Limited and exclusive
  Guild of culinary masters and tavern chefs in the City.
  The Butchers and Bakers Guild – More open Guild for pro-
  prietors and food-service workers.
  The Smith’s Guild – Open to anyone working as a metals-
  mith of any sort.
  The Woodworker’s Guild – Membership open to any who
  apply their labor to the working, construction of or artistry in
  woodworking.
  The Architect’s Association – Responsible for the design of
  any construction and building inside the City walls.
  The Gemcutter’s Guild – Open to any merchants or workers
  dealing with the evaluation, cutting and processing of gems
  of any kind. Regulates the jewelry commerce in the City.
  The Lawyer’s Symposium – Guild which governs those who
  choose to work in the legal profession in the City, principally
  as arbitrators of contracts, wills, etc. Note: Criminal proceed-
  ings have nothing to do with this organization – all trials are
  held under the summary City Judiciary as described above.
  
  92
  Almost all Guilds are open to whomever wishes to join. The
  exceptions are the Performer’s Guild (talent and a place in a
  company are required), the Lawyer’s Symposium (must be
  degreed and certified by the High Council to practice law),
  the Jendar Chef’s Association (membership only by invite)
  and the Architect’s Association (obviously must be an archi-
  tect). Membership in Guilds is also not mandatory, although
  the Dock Worker’s Guild “persuades” all who work the
  Docks to join. Membership often gives certain benefits, in-
  cluding small pensions and resources (tools and discounted
  equipment, etc.) not available to non-members.
  Details on the individuals who are currently Guild Masters,
  their subordinates, etc. are intentionally left open to the dis-
  cretion and creation of the GM to fit the needs of individual
  adventures and campaigns that utilize the Jendar setting.
  Festivals in Jendar
  As with all regions, cities, etc., Jendar life at several points
  during the year stops and centers around certain festivals
  that become the focus of all activity in the City. As secular-
  ism and the devaluation of religion is common today, earlier
  traditional festivals to the Gods have long gone by the way-
  side, and are celebrated only in the most limited ways by the
  individual Temples and their devotees. The GM can create
  such a limited religious festival as needed.
  Otherwise, the Four major festivals are as follows:
  Jendar-Days – Held on the 32nd and 33rd Days of Growfar,
  the Festival of Jendar-Days celebrates the history of the City.
  The Festival is centered around a Cycle of Plays, performed
  on pageant wagons that traverse the city in a parade rout.
  The Performer’s Guild is the overall organizer, but each
  Guild is allowed to be involved and produce one part of the
  play cycle, building their own pageant-wagon stage and cast-
  ing from within the Guild (this is the only time “amateurs”
  perform theatre in the City). Each part of the cycle is de-
  signed to represent a part of the cities history from inception
  to the present, and plays performed recreate some specific
  event, such as the battle of El River, the Great Fire, etc. The
  cycle of plays starts early on the 1st day and continues to
  mid-day of the 2nd. Ale and spirits are sold in the streets, and
  after-performance parties are widely held in taverns and
  Guild halls.
  Battle-Day – A festival to honor the heroism of the famous
  namesake of the City at the Battle of El River. Held on the
  18th Day of Springfest, all work is suspended for the day, and
  the event is traditionally celebrated by a day of fasting, with
  only a simple meal of cornbread and water (what Jendar and
  his rebels had to eat during their resistance), followed by an
  enormous feast and celebration beginning at one minute till
  midnight, symbolizing the victory of Jendar and his heroic
  sacrifice. This feast is preceded by Fireworks over the Cita-
  del, courtesy of the Society of Magi aided by a Illusionists
  who are part of the Performer’s Guild. The after-day celebra-
  tions usually run well into the night, and although the next
  day is not traditionally an off-work day, most have become
  accustomed to the day after being a very, very late start at
  the least.
  Salath Day - Celebrated on the 30th Day of Reckoning, tradi-
  tionally a holiday centered around the giving of gifts in the
  spirit of an old story about Salath the Jolly, a fat Dwarf who
  supposedly owned many a mine but was as miserly with his
  riches as he could be. The tale goes that one evening, the un-
  dead spirit of his gnome partner came to him in a dream and
  showed him his past, present and future, warning of the de-
  spair his evil greed would bring to both himself and to oth-
  ers. It is said the next day, Salath was heard moving house to
  house in Jendar, handing out presents to children and fami-
  lies alike, irrespective of race or creed. Sadly, the tale is
  guarded with a warning — Salath grew so Jolly that as the
  years went by, he put on so much weight that when he went
  to take presents around town, he literally laughed himself
  into a fatal coronary. Parents teach their children to laugh 3
  times, then to stop, on this day each year. The tradition of
  gifts continues as well.
  New Year – The 1st day of each New Year is an enormous
  celebration, centered around balls and organized parties to
  celebrate the day. The City’s “official” celebration, held in
  and around the Clerk’s Hall, also involves the traditional
  “inversion” of power, in which someone from the Working
  Class is named “Lord High Mayor” for the day. This is cere-
  monial, of course, and the person “elevated” cannot make
  binding proclamations or edicts save for mundane orders
  given at the ball itself.
  Dark Night – The night of the new moon on the 30th day of
  Windmarch is considered a legendary night of dark deeds,
  fell creatures, etc. Jendar over the years, however, has made
  this more of a pageant of “dark,” in which children dress up
  as monsters, villains, pirates, famous Rogues, etc. and go
  door to door just after sunset, where they are traditionally
  given sweets and candies (to “buy” off the houses’ safety
  from said little monsters). Even the Thieves’ Guild always
  suspended any activities traditionally during this night, and
  the smaller groups now continue that practice. Older citizens
  celebrate Dark Night with masquerades and balls that also
  involve costume-representation of fell beings.
  
  93
  There are other smaller festivals throughout the year, includ-
  ing the Day of 1st Planting, Mid-Summer’s Day, etc. The GM
  is free to use these or add other small festivals as needed.
  The City: Locations and
  Descriptions
  Herein are the bits of crunch and details on certain areas and
  locations of the City, designed to give enough basic flavor
  and starting points for encounters, purchases or services for
  characters experiencing Jendar. The GM is certainly advised
  to manipulate, add, or otherwise change any information as
  is needed for their individual games. In some areas, specific
  locations are marked and noted, while others will only be
  given a general placement – allowing the GM to pick a spe-
  cific building on the map that fits where they need the loca-
  tion to ideally be for the individual game.
  Outside the City: Gnomes in the
  SW, Halflings on Thunder Hill.
  The road leading from the West Gate SW along the Lake
  Coast leads to several small Gnomish communities, the
  closes two being just beyond the walls of the City proper.
  Meanwhile, to the NE of the City lies Thunder Hill, where
  the majority of Halflings have settled. Locations for these
  two areas are included here.
  G1. The Gnome Gorge – This small depression (Gnome-
  made) in the coastal land is home to several families of
  Gnomes, including several relatives of Bo Gustinfar. Homes
  are dug into the ground around the Gorge, and several free-
  standing houses reside in the center of the depression.
  G2. Gnome Hill – Small hill opposite the Gorge, features
  both underground and above-ground dwellings. Bo Gustin-
  far maintains his home in a well-appointed delving at the top
  of the hill.
  G3. Inn of the Long Beard – This bar and tavern is Gnomish-
  owned and operated, but offers rooms to all and cuisine that
  caters heavily to the meat & potatoes crowd. A boisterous,
  jovial main room is often joined by patrons from the City
  proper, and the Inn is known for its excellent Ale.
  G4. The Golden Pint – Inn and Tavern just south of Thunder
  Hill which caters exclusively to Halflings, so named because
  of its high-quality homebrewed Ale.
  G5. Thunder Row – Short row of several Halfling Holes
  which contain the families of some of the older Halfling set-
  tlers. One of the dwellings is the residence of Timble Sure-
  foot, a former Captain of the Guard in the militia for many
  years (the rare Halfling Knight 6, NG) who is known as the
  unofficial “Mayor” of Thunder Hill. Surefoot is very vocal on
  his belief that the militia, especially under the new reorgani-
  zation, is too “human” in its composition.
  G6. Sef Sermac’s Childhood Home – This small Halfling
  Hole at the top of Thunder Hill was home to Sef Sermac until
  he began adventuring. Today, a female Halfling spinster
  named Dalia owns the residence, and she gets quite put out
  at the number of visitors who knock on her door, seeking to
  “examine” the cellars and pantries because they “just know”
  there is some buried treasure of Sermac’s somewhere on the
  property (there isn’t – he never returned here after he started
  to adventure and his parents left for Aloria soon after).
  The North Farms
  Two farms of interest lay just north of the Citadel outside the
  City proper:
  F1. Tom Tuckleman’s Farm and Horse Ranch – Tuckleman
  owns this small farm and ranch along the Dantredun road
  leading NW from the City. It is notable because Tuckleman is
  an excellent breeder and seller of horses, of such quality that
  even the Knights of Ilshara still travel to Jendar to purchase
  them. On one other note, Tuckleman was recently digging a
  basement for his newer horse barn to hold feed, etc., when he
  discovered a hole and a shaft leading down into the dark-
  ness. He has covered it with an iron plate and heavy sacks,
  and mostly he doesn’t think about it, but every now and then
  the thought crosses his mind to ask someone to explore and
  determine what lies beneath his farm.
  F2. The Grange – Very successful crop farm run by the Dal-
  loway family. Recently, however, the Dalloways have had a
  problem with large rats emerging into their basement storage
  areas and granaries. Rithard Dalloway also has a problem
  with his daughter, Nina, who is 18 and unmarried and keeps
  sneaking off to Travel Town to meet adventurers.
  
  94
  The Citadel of Jendar
  Originally built by the Knights from Castle Keep, and later
  home to the Knights of Xanadar then the Knights of Ilshara,
  the Citadel is now solely under the control of the City and is
  headquarters to the City Militia. The original Citadel was a
  well-constructed square stone keep, to which a larger encir-
  cling wall was later added during the days of the old Repub-
  lic.
  The details of the Citadel are left to the imagination and
  needs of the GM for individual games. Certainly within they
  original keep there is the main edifice, housing the offices of
  Tarm Mak and the Militia, dorms for soldiers (especially for
  the Defenders and Protectors, while Enforcers are housed in
  the districts they serve), armories, kitchens and larger halls.
  There is also a large stable and a forge. Expansions to the
  Citadel included additional barracks, training halls and indi-
  vidual homes for some of the previous Knights (now used
  for other purposes). Beneath the Citadel are several levels of
  dungeons, including the prison of Jendar. Only recently, as
  the militia took charge, a stone wall was discovered in the
  lowest dungeon that hid a narrow passage-way, heading
  down and to the north. Whether this leads to areas built dur-
  ing the Sythgar domination, or to much earlier caves and
  dungeons, perhaps left from the ancient Baku Jakarty era, no
  one knows as of yet. Two militiamen who entered to check it
  out failed to return one month ago, and so Tarm Mak is look-
  ing for someone to reconnoiter this discovery. Access to the
  Citadel must be granted by the City Militia. All those having
  business must stop at the Citadel Gate and state said affairs.
  This is also where applicants for the militia sign up.
  The Temple District
  Located in the NW corner of the city, this district was built
  with the primary intention of being home to most of the
  Temples as they were restored following the Fall of Empire.
  The majority of structures here are specifically devoted to
  religious worship, with the exception of the College of Let-
  ters. Any Temple to a God not listed below may be located in
  one of the unmarked locations, save for Temples to Brax and
  Nurina, who are banned in Jendar.
  T1. The College of Letters – This enormous campus takes up
  an entire city block, with seven major buildings and three
  smaller ones, in addition to a field for athletic endeavors.
  Often simply referred to as “The University,” the College of
  Letters accepts students into four major fields – The Sciences
  (including Alchemy, Geology, Biology and Physiology), The
  Arts (Literature, Performance, etc.), Sagecraft (History and
  all areas of social sciences), and Professional Skills (Lawyers,
  Architects, Master-Crafters, Culinary arts, etc.). Degrees
  awarded are divided into three categories: Certificates, Let-
  ters and Masters. The first is a 2-year program, and is a de-
  gree useful for qualification for jobs in the City. Letters (3-4
  year programs) are for more scholarly completion of study,
  and Masters (5-6 year programs, usually containing and con-
  tinued from one of the lesser degrees) which indicate high
  scholarship in any area. Tuition is 15 g.p. a year for the two
  year programs, 25 g.p. a year for four year degrees, and 100
  g.p. a year for Masters. The College also offers individual
  courses open to anyone in the city on a variety of topics,
  ranging from 1 g.p. to 5 g.p. per course. The College also has
  a limited amount of dormitory space (for up to about 75 stu-
  dents) and kitchens for these, for which resident students can
  pay an additional 25 g.p. per year. Many students elect to
  stay at the Quadrangle Apartments SE in the Mid-City, or
  rent rooms in that District. The Chancellor of the College, as
  previously discussed, is Karina Mentaro.
  T2. The Temple of Kalar – Devoted to worship of Kalar, the
  Prelate is a Paladin named Sir Anthony Ferris (Male Human
  LG, Level 9), who employs several Clerics and two addi-
  tional Paladins.
  T3. The Temple of Solan – The High Cleric of Solan is an
  elderly woman named Beatrine Almore (Level 8, CG).
  T4. The Church of Kimra – The High Cleric of Kimra is
  Panan Redrave (Female Human Level 11, NG) and the Tem-
  ple here is the primary religious source for healing, although
  it fights to compete with the secularism of the City that
  means most citizens seek out non-religious “infirmaries” and
  “healer’s houses” which practice such medical arts primarily
  in the herbalist mode, with greater injuries and diseases be-
  ing dealt with through bloodletting and minor (clumsy) sur-
  geries like amputations. The Church of Kimra has thus low-
  ered its charges for potions and healing spells to compete
  with this indifference, and has had some success in increas-
  ing visits, especially among the Artisans’ class.
  T5. The Temple of Gulthan – Located directly across from
  the College of Letters, the High Cleric here is a young Half-
  Elf named Xeroni Thar (Male Level 6, LN).
  T6. The Temple of Chronar – Recognizable from the enor-
  mous clock that adorns its front above the entry doors. The
  Prelate of the Church of Chronar in Jendar is Adami Vorantz
  (Male Human Level 9, CG).
  T7. Temple of Deleen – Dedicated to the Goddess of
  Weather, the High Cleric is Amalyne Nefkan (Female Hu-
  man Level 7, CN).
  
  95
  T8. Temple of Vuchar – The Prelate and Sage of Vuchar is an
  elderly Gnome named Lars Mathenstein (Male Level 8, LN).
  T9. The Church of Kristan – Another, along with the Temple
  of Kimra, of the primary clerical healing houses. The High
  Cleric of Kristan is Partholomus Bennuvian (Male Human
  Level 12, LG). Like the Temple of Kimra, this Church offers
  fairly cheap prices on its potions and spells to compete with
  the City market for healing.
  Other Temples devoted to Taran, Aldoran, Pelos, and An-
  dost are also located in some of the smaller buildings in the
  quarter. Remenith has no temple here, but instead is repre-
  sented by small shrines located in the Citadel and at the Pit
  & Bull gladiatory ring in the Lake Quarter. Temples to Marz
  and Mira Silverhand are located on the grounds of the Col-
  lege of the Arcane. Other small groups may worship Gods
  not mentioned here, or even the same as known in other cul-
  tures, generally creating small shrines in individual homes.
  Two Temples lie outside to the east of the city proper, but are
  included here:
  T10. The Temple of Zar – High Cleric Lucius Thon Halver-
  ston runs the largest and most ornate Temple in the city, ex-
  cept that it lies outside the City proper and very few people
  attend save on certain high holy days of Zar. Halverston
  nonetheless overseas a number of religious artifacts and di-
  vine magical items, which he makes sure are secure by em-
  ploying 3-4 Paladins of Zar (Levels 2-4) to help protect.
  T11. The Temple of Miribar – Temple which is entrusted
  with overseeing the Jendar Cemetery. The Prelate is a Druid
  named Altherius Y’Ton (Level 7, CN).
  Additionally, there is also the Temple of Garn, which is
  unique and will be detailed in the section on Barter Town/
  Barge Town.
  It is also probable that there may be an underground or hid-
  den group dedicated to either Nurina or Brax somewhere in
  the City. It is left up to the GM to decided if this is so, and
  how to use or construct the “hidden” evil temples to these
  two Gods as they might be played out in any campaign.
  The Mid-City District
  The Mid-City district is located, as the name would suggest,
  between the Temple District to the NW, the Citadel to the N,
  the Commerce District to the E, and the Lake Quarter to the
  S. The Mid-City is home to much of the administrative cen-
  ters for the city, a number of the Guilds (the Architect’s
  Association, the Scribe’s Guild, the Guild of Clerks, the Law-
  yer’s Symposium), as well as being heavily populated in
  terms of living.
  One of the unique qualities of Jendar is that from its incep-
  tion, there has been a long-standing law that requires all
  structures to be free-standing from one another, not smashed
  against the walls of the adjoining buildings. This creates a
  need for most buildings that offer habitat to citizens in this
  district to follow an “apartment” style, with several floors
  containing rooms and apartments, with a central shared-
  kitchen for individual buildings. Usually the owners in this
  district live in their own structures. Apartment rents range
  from 10 g.p. per season to 60 g.p. per season, while individ-
  ual rooms can rent for as low as 10 g.p. per season up to
  about 28 g.p. per season.
  M1. The Jendar Arena – Large open-air oval arena just NE of
  the Spire of Jendar. The arena is used for many types of
  games and contests, from well-organized and sponsored
  events (such as Bi-Seasonal horse races, the Jurmash games
  (more below) to less-organized events ranging from competi-
  tions of strength (spear throwing to boulder throwing) to
  foot races of varying type and distance.
  The summer (from around the start of Growfar to the end of
  Altherthyme) is the season for Jurmash games. Jurmash is
  similar to soccer, with two teams trying to kick a ball into a
  goal. The players of Jurmash, however, are allowed to carry
  small clubs, called Jurms, with which they can attempt to use
  on the possessor of the ball at any time, as long as that player
  is within certain zones of the opposing team’s goal area. Jur-
  mas is a fast, violent and often bloody sport, but is enor-
  mously popular, especially among the working and lower
  classes. Teams in Jendar are sponsored by Guilds and organi-
  zations and compete in a league, with the ultimate winner
  each Jurmash season acquiring the coveted “Jendar Cup.” In
  addition, the best players from all the City teams are spon-
  sored as a Jendar team which travels to other cities where the
  game is also popular – most notably Trajanar, Elmarix, and
  several cities of Tygrath including Nicopolix and Elisar. The
  City team has used the services of the Protectors when they
  travel, but the team’s manager, a rather large and red-
  bearded Barbarian named Glos Fulkar (Level 4, CN), doesn’t
  like the costs the Militia charge him and so is looking now
  for protectors of private hire to accompany his team around
  the region during Altherthyme and early Windmarch each
  year. Costs for events range from a few copper pieces to 2
  s.p.’s for Jurmash games.
  The Arena also hosts, once every four years, the Jendar
  Games, organized and City-sponsored games of physical
  
  96
  prowess. The events that are held during these elaborate
  games are as follows:
  The Spear Throw, The Pole-Vault, The Discus Throw, The
  Hammer
  Throw,
  The
  Boulder
  Throw,
  The
  300
  stad
  (roughly equal to meter) Run, The 500 stad Run, The 1000
  stad Run, The Marathon (which moves beyond the arena to
  a predetermined course through the city), The Hurdle Run,
  and Long Jump.
  The next Jendar Games are set for Windmarch of 1138 C.E.
  M2. The City Archives and Treasury – A pyramidal struc-
  ture, topped by a short pinnacle obelisk, which houses the
  archives and mint for the city. The City’s archivist is a mid-
  dle-aged woman with strong Menthaki features named
  J’Tora Sholl (Bard 5, LG), who maintains strict rules of ac-
  cess to her archives – individuals wishing to peruse these
  files must first obtain a writ from the Clerk’s Hall granting
  authorization, and then material must be read within the
  reading rooms of the archives. Inks and writing implements
  are prohibited here, so copying is not allowed. The mint pro-
  duces the coin of the City, using standard Zarthani names
  but placing images of Jendar and previous well-known Lord
  High Mayors of distinction onto the coins. While the Treas-
  ury here does have vaults, they are mainly for the coinage
  before distribution. The true “treasuries” of City-owned arti-
  facts, valuables, etc. are located in the upper dungeon levels
  of the Citadel.
  M3. The Clerk’s Hall – Essentially the City Hall, holds of-
  fices for each High Councilor and for the Lord High Mayor.
  As previously noted, most Council members are rarely pre-
  sent, and leave the functions of their offices to their under-
  lings. Sef Sermac’s office, to the contrary, is quite busy, and
  Sermac is present pretty much every day from 10th hour to
  16th hour. The Clerk’s hall also contains meeting halls for
  Guilds to negotiate, apartments and living for many of the
  City’s civil servants, an office of the Militia (the Protector’s
  Office), a small jail for temporary housing of accused crimi-
  nals, a small library containing city legal documents, admin-
  istrative documents, etc., and one wing which is dubbed
  “The Adventurer’s Guild,” which while not an “official”
  guild serves as a clearing- house for requests for adventurers
  that are submitted from Guilds, organizations, Temples or
  individuals. The Chief Clerk, who works in the Lord High
  Mayor’s Office, is a Gnome named Toz Brokk (Non-Classed,
  NG). The Clerk’s Hall also has an enormous ball-room for
  large events of state.
  M4. The Lord High Mayor’s Manor – Commonly referred to
  as “The Red House” because of its deep brick-red exterior,
  this manor was built as the official residence for the Lord
  High Mayor during the days of Nikolar Artemas’s reign.
  Unlike previous occupants, Sef Sermac truly sees himself as a
  “man” (or Halfling anyway) of the people, and holds dinners
  not just for the Nobility but also for groups from the Guilds,
  the Artisans and even once a year opens the grounds for an
  “open cookout” to which only the poor classes are invited.
  M5. The Library of Jendar – Small white pyramid in the
  northern part of the Mid-City, the library is a fairly good col-
  lection of information, although any magical works were
  removed by the Society of Magi after their formation and
  moved to the College. The library is divided into 7 floors:
  1st Floor – Parchments, collections of loose-leaf literature and
  news pamphlets; general selection of printed magazines; The
  Jendar Press is also located on this floor, which produces
  books and publishes the Jendar Gazette (newspaper) once a
  week.
  2nd Floor – Scrolls and Journals (Covers individual accounts,
  histories, maps, etc.)
  3rd Floor – Primary Library Floor – Collections of books or-
  ganized into major sections: History, Geography. Sciences,
  Nature, Crafts & Engineering, Fiction, Poetry, Music, Biogra-
  phy, General Reference
  4th Floor – Secondary Lending Floor – Continues books or-
  ganized into more specialty areas: Cooking, Painting, Sculpt-
  ing, Theatre, Astronomy, etc.)
  5th Floor – Offices and work areas (including restoration and
  reclamation rooms) for the Librarians. The Head Librarian is
  a Baku Man named Tolithok Pram (Non-Classed, CN), a
  classic absent-minded professor-type who has an encyclope-
  dic mind but is very unorganized – he relies on the excellent
  skills of his department librarians to keep the place running
  smoothly. If asked about a topic, he most likely will remem-
  ber reading it or not, but someone else would have to help
  find the item. Pram’s quarters are also located here.
  6th Floor – Religious documents, including early scrolls, sa-
  cred texts, and divine parchments. These items are not for
  lending except to Temples.
  7th Floor – The small pinnacle room at the top contains rare
  and one-of-a-kind items, including collected letters of Niko-
  lar Artemas, journals of various famous mages or figures in
  history, and the prize possession – the original Journal of
  Jendar, written during the period before the El River Battle.
  Those wishing to have lending or access privileges to the
  Library must pay a fee, 1 g.p. per week or 8 g.p. per season.
  The Library issues an writ of lending (a small parchment
  card), which allows the individual to borrow up to 5 items at
  a time. These are lent for the period of one week, after which
  there is a fee of 1 s.p. per week for late items. If the items are
  not returned within 5 weeks, the borrower is charged an
  evaluated price for the work in question and is stripped of
  
  97
  any further lending rights. Characters searching for an par-
  ticular work on a subject have a 10% chance of finding it per
  hour, although it is up to the GM’s discretion if the item
  sought is either unavailable in this collection or in a different
  language than that of the character seeking it.
  ** Note: The Printing Press was only recently (about 100
  years ago) developed in Xanadar, and has only been used in
  Jendar for a few decades. Most works in the library will be
  hand-written or copied. One of the library’s main projects is
  the printing of copies to replace older hand-written texts.
  M6. The Quadrangle Apartments – This massive four-
  building structure was constructed in the late 900’s as the
  city burgeoned in population. Each building has hundreds of
  rooms and small apartments, rising 8 floors each. There are
  also many common kitchens and sitting rooms. The NW and
  SW buildings are heavily populated by students attending
  the College of Letters. The east buildings cater more towards
  lower-income Working Class who make their livings in the
  Mid-City and Commerce districts. The rooms and apart-
  ments are nice, and there is an effective sanitation system of
  tubes and basins that keep the buildings clean. The owner of
  the Quadrangle, a former head of the El River Merchant’s
  Compact named Agustiv Glassen (Non-Classed, N) keeps
  the buildings in good shape and contracts with the Society of
  Magi to keep certain things (the sanitation system, tubes for
  running water) going. Single rooms run 12 g.p. per season (6
  for students at the College), small apartments run 18 g.p.,
  and larger apartments (especially exterior with views) run
  20-25 g.p. per season.
  M7. The White Pyramid – Another apartment complex cen-
  trally located, but more upscale and expensive – single
  rooms run 20 g.p. per season and apartments run 40-50 g.p.
  per season. Caters especially to upper guild levels, Artisans
  and merchants. The Pyramid doesn’t use magic, but instead
  was built with an ingenious system of cisterns and suction
  tubes which move water and waste in appropriate manners
  within. The ground floor is also home to the White Pyramid
  Tavern & Dinner Club, operated by a Menthaki master Chef
  named Varen I’thor (Non-classed, NG) who is known for his
  Pheasant Ventaki with Cream Sauce.
  M8. The West Burg – The most populated region of the City,
  a collection of many, many small buildings divided into
  rooms, apartments, with the occasional very small (one or
  two room) single dwellings. Rents run a wide range here,
  depending on the owner and quality of the building.
  M9. The Lazy Dragon Inn – Located on the Artemas Way
  just south of the Citadel and Jendar Way, this inn and its tav-
  ern are owned by a Zarthani man named Cacabus Night
  (Fighter 2, LN), whose family long ago came to Jendar dur-
  ing the oppression of the Sythgar in Xanadar. Night and his
  wife run the inn, and she is the cook. The food is solid, if un-
  spectacular, and the overall service is competent if a little
  unpretentious and no-frills (guests must take care of their
  own room-cleaning, etc.). Rates are fairly inexpensive for
  rooms, 5 s.p. a night or 2 g.p. per week. Night’s son, a young
  man of 14 named Garthus dreams of becoming an adven-
  turer and will try to attach himself to any party that stays
  here. The Lazy Dragon is also a favorite target for the
  Rogue’s group known as “Trevor’s Ten.”
  M10. The “Mall” – This heavily populated portion of the
  Mid-City is also center to a large number of shops for equip-
  ment, merchandise etc. While individual locations and build-
  ings aren’t identified, the following shops exist here and may
  be located within the jumble of buildings here as needed:
  The Flying Chimera Outfitters & Supply – A large generic
  merchandiser for any and all equipment not related to arms,
  armor or magic. Standard prices.
  Belegan’s Emporium of Magic – Decent shop run by an
  Elven mage named Belegan (Level 8, CG). Offers rings, amu-
  lets, potions, spells wands, and ammo for ranged weapons in
  the low to mid level range. Prices are fairly standard, but if
  Belegan takes a dislike to the customer they go up – way up!
  The Threaded Needle – Shop for all manner of clothing and
  textiles, including capes, robes, cloaks, shirts, pants, boots,
  bags, etc. Some magical items may be found on occasion.
  Standard prices.
  Dorgan’s Sword & Shield – Owned by High Councilor Dor-
  gan, the finest armory and weapons shop in not just the City
  but the region. Carries all manner of arms and armor, includ-
  ing magical up to +2. The rates on non-magical works are
  standard. Magical items carry a 10% markup because of the
  fees charged by the Society of Magi to enhance Dorgan’s
  stocks.
  The Iron Halfling – Store originally owned by Sef Sermac,
  purchased by a unpleasant Baku man in his 50’s named
  Akam Erth (Assassin 7, NE) who previously ran with the
  Midnight Darkness. What was once a good quality store for
  ranged weapons and knifes now is more of a pawn shop,
  carrying all manner of items from the mundane to the dan-
  gerous. Erth runs his store as a fence for items brought to
  him by the various Thieves groups in the City.
  The Gilded Truffle Confectionary Store – Unlike the Iron
  Hafling, Sef Sermac still owns this confectionary store out of
  pure sentimentalism, although it nevertheless does make
  
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  him money still. The merchandise, pure and simple, is every
  form of sweets known to Man, Elf, Halfling or Gnome
  (Dwarven candy doesn’t exist – the race has never developed
  a sweet tooth). Extremely busy in the weeks leading up to
  Dark Night, and also does brisk business for weddings and
  other festivals. Generally speaking most of the candies here
  can be purchased for between 2-3 c.p.’s and a s.p.
  The Cutter’s Paradise – Gem store, buys, sells, cuts and
  mounts in jewelry. Standard prices.
  Sharan’s Fine-Carved Furniture and Woodworks – This
  small store exhibits and sells exquisitely produced objects of
  wood, from small wooden statuary to furniture. The owner
  is a tall, thin man of indeterminate age named Sharan Weeal.
  He is quiet and cold, and lets his two rather rude subordi-
  nates Chuk and Bual, pudgy and rather grotesque Baku,
  handle the customers while he sits in the back carving wood.
  Sharan is actually a devotee of Nurina (Assassin Level 6, CE),
  and has a master plan (as yet unrealized) to spread a conta-
  gion through the City via the objects he makes and sells.
  There are of course other shops around, and the GM can cre-
  ate these as needed.
  The “Red Tiger” group of Thieves likes to operate in this par-
  ticular area, although they are careful to leave Belegan’s,
  Dorgan’s and Sermac’s establishments alone.
  Other areas of the Mid-City also hold a number of shops,
  taverns and inns, as well as the most likely locations of the
  Jendar homes of The Archologists and The Dragon Hunters.
  The Lake Quarter
  One of the areas that still takes its name from the original
  four quarters of the older version of Jendar. The Lake Quar-
  ter is so named because it is the area that bounds Lake Elos,
  stretching west from the Harbor. This Quarter is probably
  the home to what most would call the “middle” class, al-
  though its inhabitants really straddle several of the social
  classifications within the city. Individual homes are more
  common in this quarter, especially along the Lake front.
  Rents and costs of apartments and homes here are substan-
  tially higher.
  L1. The Spire of Jendar – This Wonder of Ilshara rises nearly
  500 ft above the N side of the Lake Quarter. Its history and
  construction have already been discussed, as has the place-
  ment of the High Council’s chamber at the top. Below the
  Council chamber are two more floors – an observation gal-
  lery and a small single floor of relics of Jendar on display
  (guarded at all times by 4 Knights of the Militia Enforcers,
  Levels 5-6, who also act as guards during the Council meet-
  ings). The ground floor features a small gift shop which sells
  amulets and replicas of the Spire for several s.p.’s.
  L2. The Pit & Bull – Although residents of the Quarter often
  complain about the clientele that the Pit & Bull attracts from
  the rest of the city, they don’t complain about the business it
  brings to nearby inns, taverns and shops. Located just off
  what is known as Terene Circle (marked by a statue to the
  First Lord High Mayor following the Great Rebellion), the Pit
  & Bull is a circular arena which hosts Gladiator matches,
  Beastiaries and Wrestling matches (although these should
  more accurately be called Grappling matches). Gladiators are
  not slaves (Jendar has never had slavery in the open), but
  instead are Fighter and Barbarian challengers who volunteer
  to enter these to-the-death battles. The current Gladiator
  Champion (unbeaten in 7 years and 61 matches) is a 6’11”
  mountain of a Barbarian named Thrace the Mighty (Level
  10, CN). He rarely fights now except when once a year he
  defends his Champion status against the most successful of
  that year’s group (at least those who choose to battle him).
  The Pit & Bull also holds spectacular Bestiaries, where (with
  the help of the Magi) trapped monsters and animals of all
  sorts are brought for contestants to battle. Once the Pit & Bull
  tried to bring a young Red Dragon, but the accidental deaths
  of several of the spectators convinced the ownership to stick
  to more “grounded” creatures. Challengers who win either
  Gladiator or Bestiary matches win large sums of gold and
  fame around the City. Losers die. The Pit & Bull is owned
  and operated by Jamson Morran (Male Zarthani Fighter 10,
  NE), a man who loves his blood and death, and is happy he
  has found a safe way to witness his tastes for violence and
  make money without endangering his own life and limb.
  There is also a small Temple to Remenith in the Pit & Bull,
  which offers healing services to those who win matches but
  who are injured severely in doing so. The Cleric of Remenith,
  who is paid by Morran, is Darliayne Jon (Female Human
  Level 7, CN).
  L3. The Gardens of Jendar – Just south of the Spire can be
  found the Gardens of Jendar, carefully maintained and culti-
  vated for the enjoyment of the City’s populace. This is an
  area off-limits to thievery, and the Rogues’ groups respect
  that.
  L4. The West Market – The primary open market for the
  west side of the city, especially frequented by Gnomes of
  settlements and boroughs SW of the city and citizens of the
  Mid-City and Lake Quarter. The types of wares, clothing &
  merchandise available here vary from day to day, but
  
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  typically represent more hand-made items and crafts. Prices
  standard, very seldom a magical item may show up here.
  L5. The Grand Lodge of the Free Smiths of Jendar – This
  impressive stone-fluted building is off-limits to all but mem-
  bers of the Free Smiths, a patriarchal lodge society that holds
  its beginnings in stonecutters, masons and ironworkers. Sup-
  posedly meetings are steeped in tradition and ceremony, and
  it is said that the Free Smiths revere the concept of “The
  Great Forger,” an image of Zar and religion less as an
  “individualized” concept and more as a mystical force guid-
  ing mankind. Some visitors have often remarked that if one
  looks at the layout of Jendar, it resembles slightly a map of
  the overall continent of Ilshara. While dismissed as coinci-
  dence by most, some have taken it to mean that the city’s
  growth and building have been guided by “The Great
  Forger” (or perhaps some other unseen force) to be, in es-
  sence, a living treasure map. The Citadel, with its buried
  vaults and dungeons for instance, would roughly equate to
  the largely unexplored Spine Ridges of the NW. This has led
  to some Rogues and adventurers attempting to breach the
  Grand Lodge to find evidence of this “Jendar Map” theory.
  L6. The Private Docks – Section of mooring docks used by
  inhabitants along the Lake front to keep smaller private craft,
  mostly for pleasure sailing.
  L7. House of The Mentalists – This well-appointed house on
  the Lake front is known to most as the residence of a History
  professor at the College of Letters, an unassuming man
  named Jonathon Cromore. Cromore is actually the current
  head of the Mentalists in Jendar and is secretly a Psionist
  (Human Illusionist 13, LN). The Mentalists here currently
  number around 23 or 24, including the Knight of Ilshara Sir
  Antar Brathe who visits here from Castle Keep. The Mental-
  ists do not work in the open (they are certainly sought by the
  Society of Magi and the major Temples), nor do they practice
  their mental arts in overt ways – they are dedicated rather to
  the development of the Power of the Mind to combat what
  they see as a specific threat – the return of the Sythgar. Ru-
  mors exist that the Mentalists somehow “influenced” the
  election of Sef Sermac, but to date these are just rumors and
  if true the reasons for such a move remain obscure. Sermac is
  certainly of sufficient intelligence and experience that it is
  unlikely he could be directly affected by psionic influence.
  L8. Headquarters of the Lake Guard – This small pyramid is
  home to the Lake Guard of Jendar, as described above. The
  Lake Guard also owns the 4 buildings NE of the pyramid,
  which serve as barracks for the Marines of the Guard.
  L9. The Golden Mermaid – Upscale tavern and inn run by
  Adrieane Tomlann (Non-classed, NG), a Baku woman in her
  mid to late 30’s, who is raising a single daughter named
  Krista (9). The food is excellent, and the rooms much nicer
  than many other establishments in the city. Prices here are
  higher to, on the order of 20-25% higher for both food and
  rooms. Adrieane also runs “other services” very discreetly
  here as well in a back wing of the inn, and while it is not
  known by most Lady Riflaar owns a piece of this establish-
  ment. Prices for THESE services are even higher – 150%
  above rates for lower-class brothels in other parts of the City
  – Adrieane only employs the very best in both female and
  male courtesans.
  L10. The Jendar Academy – This school provides education
  for those who want it from age 10 to 17 (or racial equivalents
  of these human years). Run by School Master Fredrick Long-
  thorne (Non-Classed, N), about 500 students attend yearly.
  Tuition is 5 g.p. per season for the 4 seasons of sessions, with
  studies ranging from General Knowledge to History to the
  Sciences to the Arts.
  L11. The Lighthouse of Jendar – Built on an extension of
  land created with rock and silt, the Lighthouse guides ships
  into the Harbor of Jendar.
  The High Quarter
  As previously described, this Quarter was once the low-
  income area of the City, but after the Great Fire was land-
  scaped and made the demesne of the Nobility. Covered with
  lush grass and trees, gardens and pools, the 12 most “elite”
  families live here in expensive manors of many rooms. To
  enter into the High Quarter one must have a writ of invite.
  One would also think that the Noble families here dislike the
  presence of Travel Town just outside their northern gates,
  but in truth the Nobles like having easy access when they
  require the services of adventurers or hirelings for some ser-
  vice.
  H1. The High Circle – Central circle where the residents al-
  low certain upscale vendors of high-end clothing, gems and
  jewelry to market their wares on Rest Day.
  H2. The Manor of House Riflaar – Council woman Lady
  Riflaar’s estate.
  H3. The Home of the Gendrak Family – The Gendraks trace
  their lineage back to a soldier who fought alongside Jendar.
  The current heir is a younger Baku man named Joffrey Gen-
  drak (Non-classed, CN), who disappointed his parents early
  
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  on by choosing to play Jurmash. Since his parents’ deaths
  and his having to take over the family, he chafes at his
  “responsibilities” and often considers just giving up his
  wealth to continue with Jurmash and other frivolities.
  H4. Home of Caladan Critwell – Caladan’s family boasted
  having 3 of the first five Lord High Mayors, but has long
  been out of politics. Caladan, a Baku man in his 40’s, has led
  a secret life for some years – as a Master Thief (Rogue 15,
  CN). He is quite good, operates alone, and targets valuable
  art and artifacts of intrigue. Visitors wonder at his collec-
  tions, but assume he has purchased them over the years. He
  certainly could afford to, but Caladan enjoys the thrill of ac-
  quiring them on his own.
  H5. The Tordan Family Estate – The Tordans were once the
  richest family in Jendar, owning much of the earlier docks
  and shipping companies. They sold those centuries ago,
  however, and have now squandered their fortune so that,
  unbeknownst to others, they are actually quite poor. Any
  visitor to the Manor (which they discourage for this very rea-
  son) would notice few servants and shabbier interiors than
  expected. The matriarch of the family is a bitter and manipu-
  lative woman named Isabela (Non-Classed, NE) who, even
  while in her late 50’s, uses her seductive powers to “earn”
  favors and money from some of the merchants and business-
  men in the town. Her two daughters Kella and Morina are
  both unmarried and Isabela hopes to wed one or both to
  wealthy nobles from abroad to restore her family’s coffers
  (the dowry being the estate itself). So far there are no takers,
  but a steady stream of applicants.
  H6. Estate of Sir William Brevae – Sir William (Male Human
  of Zarthani/Baku mix Knight 8, CG) is only collaterally re-
  lated to the original family that owned this estate, marrying
  the youngest daughter of one distant branch in Castle Keep.
  When the old heir died, Sir William inherited the estate and
  retired from the Knights of Ilshara to settle here. Despite his
  relative status as a newcomer, he is indeed considered part of
  the peerage. Sir William’s young bride is less enthused by all
  this – she thought she was marrying a “soldier,” a man of
  action, and instead he has embraced the society life she hated
  to begin with. Her name is Brena (Non-classed, CN).
  There are a few smaller buildings in the quarter that house
  the 2-3 Enforcers stationed here, as well as a small upscale
  winery.
  The Commerce District
  The “Heart” of the City is the Commerce District, both eco-
  nomically and artistically. The larger buildings of the district
  rise 5, 6, sometimes 7 or 8 floors, and contain the hub of dif-
  fering merchant’s guilds, businesses and organizations. The
  northern part of the district is the center of the arts in the
  City, and all of it flows around The Plaza, the great central
  market of Jendar.
  C1. The Plaza – The massive cobble-stone central plaza bus-
  tles with activity day and night, never closing. This is where
  traders and merchants from abroad bring their wares, and
  stalls and booths with merchandise from as far as the King-
  dom of the Sun and Kalistax can be found (although the far-
  ther the origin, the greater mark-up of prices). Items found
  can range from the mundane to the magical. Prices overall
  range greatly. Given the nature of the market, a PC has a 10%
  chance of immediately finding a sought-after item at any
  time, and 2-3 days attentive searching will yield a 50%
  chance of finding just about anything desired (except for rare
  artifacts or valuables). A Sythgar Memory Crystal was re-
  cently discovered, unknowingly interwoven into a beaded
  crystal necklace. The device was confiscated by the City Mili-
  tia and delivered to the Society of Magi for study. The Plaza
  is openly scouted and operated in by all the groups of
  Thieves in the City.
  C2. The Jendar Vaults and Jendar MoneyLenders Associa-
  tion – This 9-floor pyramidal structure south of The Plaza
  houses the primary banking association for the City, which
  deals in loans for prospective commercial ventures (ranging
  from adventuring to construction to forming a business),
  with interest rates that run from 11% to 48% (this last for ad-
  venturers, to cover anticipated losses on groups or individu-
  als who may not return). The building also houses many
  floors of vaults and secured depositories, with deposit rates
  for any items averaging 15% for total value of deposit. The
  person who supervises all of this is Hieram Davinos (Non-
  Classed, NE), a man for whom there is nothing in life but
  money and its acquisition. The vaults here are not as safe as
  the Association would like people to believe, for Davinos
  doesn’t mind a few talented robberies as long as he gets a cut
  back personally. The City of course has its own secure vaults
  in the Citadel, but they charge high fees to individuals not
  affiliated with the City (28-35%).
  C3. The Jendar Mercantile Exchange – This massive struc-
  ture on the north side of The Plaza features a large indoor
  court around which are 3 levels of stalls and shops, rented on
  a longer term basis than the open market. The stores here are
  as varied as the people who shop here – especially in larger
  items like furniture, mechanical devices (clocks and stoves),
  
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  mining equipment, farming equipment, glassworks, caul-
  drons and heavy kitchenware, etc., rugs & tapestries. There
  are art stores as well. Prices vary wildly. People looking for
  magical items are likely to be disappointed – the focus here is
  on practical commerce. The head of the Mercantile Exchange
  is an outgoing Zarthani woman named Omara Shak-Thulos
  (Bard 7, NG), who also runs her own store for musical instru-
  ments and Bard’s supplies within (the one store that some-
  times does carry the rare enchanted instrument or Bardic
  device).
  C4. The Jendar Amphitheatre – Built into the side of a small
  hill just NW of the Plaza, the Amphitheatre can hold as many
  as 700 spectators for outdoor dramas, musical performances,
  dances, etc. Often used during festivals, as well as for certain
  official events of the City.
  C5. Shanty Town – This ramshackle collection of small
  thatch hut houses developed over the past century as the
  truly poor (beggars, petty thieves) who work The Plaza
  adapted this space between numerous shops, inns, busi-
  nesses and apartments. About 200 people live in this area, all
  of varying levels of poverty. The “Mayor” of Shanty Town is
  an elderly woman named Eleen, who in her younger days
  was the dean of petty thieves in The Plaza (Rogue 10, but
  many years removed, CN). None of the petty thieves who
  call this place home are affiliated with any group and never
  were paid much attention to by the Thieves’ Guild when it
  was extant.
  C6. The Guild Burg – This collection of buildings is home to
  many of the Guilds listed earlier in this section, along with
  apartments for members and stores associated with each in-
  dividual Guild.
  C7. The Summer Garden Theatre & Opera House – The
  Summer Garden was opened in 789 C.E. to great acclaim by
  the Legendary actor Tyberius Redamar. For centuries now it
  has been home to highly inventive spectacles ranging from
  Opera to Musical Review to poetic and lengthy dramas of
  both fantasy and historical recreation. As noted, Elanor Fair-
  child and her Illusionist husband Parker currently run the
  Theatre. They have had troubles with the workers they have
  hired as stagehands recently, and suspect a Rogues’ group of
  targeting their customers specifically. There also is always
  talk that the “spirit” of the famed Opera Singer Emira Tolli-
  var, who was murdered in 950 C.E. by a jealous lover, still
  wanders the dark corners of the Theatre at night.
  C8. The Fisherman’s Wharfs – While these docks are offi-
  cially owned by the City and the Lake Guard, berthing rights
  are rented at 5 s.p.’s a day to various members of the Fisher-
  man’s Guild for their small lake vessels.
  The Commerce District is one of the areas in which Thieves
  are not expressly prohibited (Thievery of course is illegal, but
  no band of Mages will hunt down a group like they would if
  violations occurred in the prohibited parts of the city). Of all
  the areas, it is the most cosmopolitan and seems to live both
  night and day – taverns located here (like the Rusty Pirate
  Merchant’s Club located just W of the Plaza) tend to remain
  open 25 hours a day. PC’s should be wary of business trans-
  actions made with some of the organizations, for failure to
  pay back loans or other investment mishandlings can lead to
  rather negative consequences (these groups have their own
  hirelings who deal with people that anger the bankers and
  merchants).
  The Dock Quarter
  Certainly the most overtly “working” class district of the
  City, the Dock Quarter is principally dedicated to exactly
  what its name implies – the loading and unloading of com-
  mercial traffic from Lake Elos and the El River. It also is
  home to the Shipbuilder’s Guild and several companies that
  build vessels. At night the Quarter is home to boisterous rev-
  elry by dockworkers and visiting crews blowing off steam, as
  well as many bar fights and many, many shadier dealings.
  Lower-class courtesans roam the streets outside of taverns,
  and fences accost any passing character with offers of
  “exotic” merchandise – often worthless trinkets that these
  vendors claim to be “priceless.”
  D1. The Main Docks – This conglomeration of wooden piers
  and docks juts far into the center of the Harbor, allowing lar-
  ger frigates and vessels coming from overseas to anchor. The
  Docks principally are active from around 4th hour to 19th
  hour each day. There are smaller warehouses for temporary
  storage all along the great pier, and on the larger wooden
  central platform there is a quick-service eating establishment
  called Kaarl’s (run by an enormous Baku man of that name,
  Non-Classed, N) which offers various salted meats, breads
  and cheeses for cheap (a few coppers) prices. The food is
  pretty bad, but it’s quick for those who can’t afford to leave
  the docks on their brief work breaks.
  D2. The Dock Market – This is principally a wholesalers
  market, dealing in large quantities of foodstuffs (grains,
  corns, potatoes, meats) and other supplies that vendors from
  the City purchase for resale elsewhere.
  D3. The Dock Master’s Tower – 80 ft. structure from which
  Gorok Pallmar overseas all Harbor traffic and activities, lo-
  cated on the tip of the Jendar peninsula, directly across from
  the Lighthouse.
  
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  D4. The East Docks – This secondary set of docks to the east
  handles smaller ships from the Lake and River. It is through
  here that some of the more illicit products and people enter
  Jendar, as there is less oversight by the Dock Master on these
  piers. Several piers also handle more Jendar fishing vessels,
  both privately and commercially owned.
  D5. Jendar Headquarters of the El River Merchant’s Com-
  pact – Castle-Like stone edifice of a building just off of the
  Dock Market, it is from here that Sentifar Zon hatches his
  financial schemes. Said to contain several “Dark Rooms”
  where Sentifar’s thugs “convince” competitors to leave town
  or to “negotiate” terms with parties who are uncooperative.
  Zon employs a private security force known as “The Bruis-
  ers,” headed by a Half-Orc named Crom the Ugly (Barbarian
  5, NE). Zon battles with the Dock Worker’s Guild, equally as
  rough in its tactics, for supremacy of control in the Quarter.
  D6. The Red Herring Inn & Tavern – Circular inn and tav-
  ern, run by Gavin Chandros (Male Baku Fighter 4, CG), an
  erstwhile seafarer who offers decent if unexceptional fare
  and basic rooms for cheap prices. There is always a rumor of
  some great “conspiracy” floating about the common room,
  but these rumors somehow never turn out to be true.
  D7. Gilda’s Hotel and Respite – Massive inn and tavern
  with over 80 small rooms, some no bigger than a closet, that
  caters to quick cheap needs of sailors. Despite what some
  think, Gilda (Non-Classed, LN) does not offer “special” ser-
  vices in her hotel. She is a no-nonsense business woman who
  makes good profit over high-turnover, low-need guests. Her
  biggest expense is cleaning up after drunken sailors, and em-
  ploys about a dozen boys from the Brambles (the jumble of
  homes and apartments in the north-central part of the dis-
  trict) to do so.
  D8. The Dry Docks – All three shipbuilding companies use
  these two sets of Dry Docks, which can be flooded from the
  lack then drained into deep cisterns and drains that lead to
  reservoirs under the Mid-City (and are used for water sup-
  plies there). At any given time at least 2-3 ships are under
  construction here.
  D9. The Dock Baths – Large building housing numerous
  baths and pools that cater to the workers of the Quarter. Ad-
  mission to the baths is cheap (1-5 s.p.’s depending on what
  level of privacy is desired). The owner and operator of The
  Baths is Chandra Kepp, an attractive Zarthani woman who
  is actually a Master Assassin (Level 12, NE) who runs the
  Jendar chapter of Midnight Darkness out of the Bath house –
  although she prohibits any assassinations from taking place
  within the establishment, making it one of the safer places in
  the Quarter.
  D10. Dockside Apartments – This large L-shaped building
  holds many rooms and apartments for relatively cheap rents
  (by the week – 2 g.p. for single rooms, 4 g.p. for apartments)
  that cater to travelers, especially sailors and the like who are
  just visiting off ships temporarily. There are however a num-
  ber of semi-permanent guests, including a grizzled old
  woman named Hagga whom people refer to as “The Cat
  Lady” because of the dozens she keeps, an apocalyptic evan-
  gelizer named Cyrus “Doomsayer” (in actuality a Cleric of
  Chalosz Level 5, CN), and a young man who asked that all
  the furniture be removed, and lives a Spartan life, telling oth-
  ers he has come to the City to find “focus among the
  masses.” This last is a Monk undergoing a spiritual quest
  that somehow he relates to the “energies” of massed citizens
  in places such as Jendar – he is moving about the continent
  spending a few years in each major metropolis, and his name
  is T’Danys Zhrousky (Male Menthaki from Hunovia, Monk
  10, N).
  Needless to say there is always intrigue to be found in the
  Dock Quarter, from schemes involving the Dock Worker’s
  Guild to nefarious trafficking via the ships that come into
  port. Only recently a group of Slavers from Hakos has taken
  up residency in one small building they’ve rented, and have
  quietly begun kidnapping those transients through the city
  and spiriting them into the slave trade. To this point these
  disappearances are barely noticed because of the people cho-
  sen, but Sentifar Zon’s “Bruisers” have noticed this activity –
  Zon is just not sure yet how to deal with it in a manner that
  will profit him the most without endangering his interests.
  Barge Town/Barter Town
  Originally known simply as Barge Town because the squalid
  eastern portion evolved around the barge docks that bring
  raw ores, fertilizers (manure) and other such to Jendar, the
  area has also come to be referred to as Barter Town because
  of the type of commerce centered around the Barter and
  Farmer’s Market. Which title people refer to it as depends on
  what their view of the area is, and what their business and
  experiences are with the district. There is almost always a
  distinct and unpleasant smell hanging in the air here.
  B1. The Barge Docks – Smelly, nasty and just downright
  “filthy” is how most people describe the docks – off of which
  are loaded all the raw materials used in the city – including
  saltpeter, coal, gravel (all from mines upriver) and other as-
  sorted mass quantities which are often piled next to the
  shabby warehouses that line the dock. The Barge Master is a
  Baku named Agrius Dextor (Non-Classed, LE), a toady who
  ostensibly works for the Dock Master but actually is in the
  
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  pay of Sentifar Zon, who skims profits and materials as he
  likes.
  B2. The Olafactory Inn – So named because of the wafts of
  smells that drift in from the Barge Docks. Very cheap, but the
  rooms still aren’t worth it and the fare offered in the main
  common room to guests and visitors is pretty low-quality as
  well. Run by a Half-Elf exile from Ravenclar named Teliana
  Minzar (Female Grey Elf Ranger 3, CN), who’s only goal is
  to find some area of society that will openly accept her. She
  desperately wants to get just enough to sell the inn and open
  a better one elsewhere in the City. This has been complicated
  because recently her inn was robbed, and not only did she
  end up repaying several belligerent customers who threat-
  ened her but she lost her own stash of rings, jewelry and
  gems – most of her only savings.
  B3. The East Gate Villas – Sounds better than it is. Really.
  This overcrowded residency area is a jumble of houses and
  buildings holding far too many people for the spaces in
  them. This is the poorest part of the entire City, even worse
  in conditions than Shanty Town in the Commerce District
  (which at least has a sense of “community” about it – indi-
  viduals here don’t trust or speak often even with people they
  share the same structure with). There is no rent, but anyone
  can build a shabby house here who likes without having to
  buy the property on which it sits.
  B4. The Temple of Garn & Holy Casino of Jendar – One of
  the strangest sights to any visitor is the lush and palatial
  Temple of Garn in the midst of all the shabbiness of this dis-
  trict. The Temple to the God of Luck and Chance is a Casino,
  replete with its own inn (very nice rooms at expensive
  prices) and multiple floors of gambling that run night and
  day. The actual Temple is a small shrine at the back of the
  casino, which is adjacent to the counting rooms. The
  “Proprietor” and High Cleric of Garn is one Mekka (“the
  Sloth”) Rorkan (Level 7, CN), known as the Sloth because he
  rarely moves his fat frame from his courtesan-laden mansion
  NW of the Temple/Casino. The “Temple” attracts gamblers
  and scoundrels from all parts of Central Ilshara. There are
  many regular games available, including:
  Tendos Hold ‘Em – High stakes poker games named for the
  Trader’s Coast City in which the game originated.
  48-Draw – Card game in which rounds of card drawing cul-
  minate in the closest to total near 48 without going over
  wins.
  Spinning Chance – A classic roulette wheel game.
  Grups – A dice-throwing & wager game, using several
  multi-sided dice, with number ranges from 4 to 44, with
  every number potentially losing (except for rolling a Grup 22
  or 44) and every odd number requiring a second role of three
  of the dice to determine the outcome (11, 22, 33, & 44 are
  “Grups,” which are the winning hands – 44 is the only win-
  ning hand on a first roll).
  2-Card Hand-Off – A strikingly similar card game to “war,”
  with two cards dealt and bets on the outcome before each
  card’s dealing.
  “Dacko!” – Characters who encounter this unique game,
  played at one table only, often gasp in amazement at the
  amounts of platinum, gold and gems thrown into pots here.
  The winners get rich quick, yet there always seems to be
  empty seats at the table. This is perhaps because of the na-
  ture of the game, and the price of winning. It seems Mekka,
  who created this game, once had a Deck of Many Things,
  and in it he discovered a malfunctioning or cursed card. In
  this game, enormous bets are made before the start of each
  hand. Cards are then shuffled and dealt to all players until
  all cards are out. Without looking, each player goes around
  in turn and turns over the top card of their dealt pile. A
  player can chose to forfeit or leave at any time. Amidst 51
  normal cards is the faulty card from the Deck of Many
  Things. Whoever turns it over is the winner. They also im-
  mediately have a random effect happen to them, based on
  the roll of a 10-sided die as follows:
  Roll
  Effect
  1
  Sever facial mutilation
  2
  Blindness
  3
  Nothing
  4
  Deafness
  5
  Loss of Hand
  6
  Loss of Foot
  7
  Loss of Arm
  8
  Loss of Leg
  9
  Nothing
  10
  Death
  It is to be noted that these effects are nearly PERMANENT,
  and PCs who try restoration will be shocked to find it will
  take dozens of such spells to incrementally reverse the affects
  of this game. Of course they might be rich enough….
  Mekka does not operate in conjunction with the City, and the
  Militia allow him to handle his own security, for which he
  employs 30-40 ruffians (Fighters, Barbarians, Assassins, Low-
  Level Wizards) as his private force, prowling the gambling
  floors and securing the casino. People caught cheating are
  taken into a back room, usually to emerge with mangled
  
  104
  bones in hands & feet or missing eyes and ears, thereafter to
  be thrown back into the squalor of Barge Town regardless of
  who they were when they entered the Casino/Temple.
  B5. The Barter and Farmer’s Market – Just west of the Tem-
  ple/Casino lies this market, wholly different in its clientele
  and atmosphere. Lower class farmers and merchants estab-
  lished this bazaar as a place to trade and barter produce and
  merchandise, and the denizens of the western half of Barter
  Town often make their livings seeking things to exchange
  here that can be resold in the Plaza later.
  Recently it has also become a place for other more prosper-
  ous farmers to bring their excess produce, trading quantities
  of food for needed items and hand-made clothing.
  B6. The Barter Town Holstery and Stables – Enormous
  barn-like structure that deals in the selling, purchasing and
  trading of livestock of all kinds.
  The College of the Arcane
  The history of the inception and establishment of this College
  and the Society of Magi have already been covered. The Soci-
  ety
  acts
  as
  faculty,
  and
  recruits
  po-
  tential
  Wiz-
  ards
  from
  across
  Il-
  shara.
  The
  school offers
  courses
  and
  training
  in
  every form of
  wizardry,
  as
  well as hav-
  ing
  a
  sub-
  academy
  for
  Illusion. Tui-
  tion begins at
  100
  g.p.
  a
  term (2 terms
  a
  year)
  for
  the
  1st
  two
  years,
  and
  i n c r e a s i n g
  amounts
  of
  200, 300, 400,
  etc. for each additional year of training requested. Wizards
  learning here advance 2 levels for the 1st year, 1 level each
  year for years 2-4, and half a level for potential 5th and 6th
  years. Students may not attend the College if they are al-
  ready Level 3 or higher. The maximum level taught to is 8.
  The Dean of the College is Bethany Alcanis (Female Human
  Wizard 15, N), who appears as a striking blonde woman in
  her twenties although it is known she is really closer to 60.
  He dominating presence scared the High Council so much
  that they refused her a seat, and so Bethany’s trusted fellow
  Magi Devon “Stormbringer” represents the Society and Col-
  lege on the Council. At any given time there are around 80-
  90 students here, although many leave after the 1st year
  (either to adventure or simply because they can’t cut the
  rigor of the College and Alcanis’s biting critiques).
  A1. The Pyramid of Magic – Primary building for arcane
  studies, a three-story step pyramid housing meditation
  rooms, class rooms, offices for the Society/ Faculty, alche-
  mists labs, etc.
  A2. The Observatory of Jendar – The College runs this ob-
  servatory, combined here with a Temple to Aldoran. The
  Chief Astronomer/Cleric of Aldoran is an Elf named Sceli-
  bar Thron (Wizard 10, NG).
  A3. The College Green – Pleasant open field in the middle of
  campus, upon which students relax or practice magic for
  their courses.
  A4. The Wizard’s Library – Extensive magical library. Used
  by students, but also open to visiting Wizards for a cost of 10
  g.p. per visit plus increasing rates of 50 g.p. per level of spell
  to be copied up till 4th level spells, then 250, 500 for 5th and 6th
  level spells, then 1000 per 7th through 9th level. The library
  has 3 floors, and anyone seeking a specific text or scroll with
  information on some area of arcane knowledge has a 10%
  chance of finding it the 1st hour of searching, with 10% incre-
  mental chances for every hour of searching thereafter. The
  High Librarian is an angular and quiet man named Pieter
  Zeitgen (Human Wizard 8, LN).
  A5. The Tower of the Society of Magi – Residence of who-
  ever is the current head of the society (currently Bethany),
  and meeting place of the Society. There are currently 23
  members all told, 19 Wizards and 4 Illusionists, ranging in
  Levels from 6 to 15.
  Travel Town
  Travel Town is the newest area of Jendar, with most of its
  construction happening in the last hundred years are so. Cer-
  tainly the fame of the Fellowship of Five drew many adven-
  turers to Jendar, and the focus of this area north of the city
  proper became as a waypoint, even a “home” to adventurers.
  
  105
  TT1. The Northsider Tavern & Traveler’s Respite – A very
  unique adventurers’ inn and tavern, which will be detailed
  separately later in this section.
  TT2. The Travel Town Stables – Excellent place to purchase
  horses, pack mules, and all accessories. Standard prices. The
  owner is an ex-adventurer name Terrin Hizer (Male Human
  Fighter 5, LN).
  TT3. The Adventurer’s Market – Well stocked and enor-
  mous general outfitters store. Prices standard. Low-level
  magical items also available, but at a slight (5%) mark-up
  from standard prices.
  TT4. The Anvil & Hammer – Forge and weapons/armor
  shop. Produces fine weaponry and armor of all kinds, almost
  all non-magical though every now and then the owner, a
  man named Goltus Donnaf (Human Non-Classed, N) will
  take orders for a specific enchanted armor or weapon if the
  purchaser has enough gold – the mark-up is 20% for magical
  orders. Otherwise, standard prices on the rest of stock or or-
  ders.
  TT5. Marla’s Magic Shoppe – Marla Trelaine (Wizard 2, CG)
  is a woman who always wanted to be a great Mage but never
  had much luck at her own skill (she’s much too clumsy, and
  in her younger days attempting to adventure she dropped a
  wand of Fireballs, engulfing a comrade). Instead, she sells
  scrolls with spells, potions, wands, rings, cloaks, etc. Bethany
  Alcanis has a soft-spot for the jovial and energetic Marla, and
  so worked out a deal for her to market goods produced at
  the College to adventurers here.
  TT6. The Compound of Awareness – Formerly the manor of
  a noble family that lost its riches, the Manor was bought
  about 20 years ago by a Syak exile fleeing the cruelty and
  martial nature of his country. Ming Bu Cho (Monk 16, N)
  began to teach others his ways – seeking total awareness of
  body and mind, and the application of one’s presence in soci-
  ety to correcting the “mistakes” of others, to a number of
  young men and women in Jendar. Soon he had a following,
  and the manor and its grounds became a monastic com-
  pound. Currently there are about 30 monks living here, rang-
  ing from Levels 1 through 10 under Cho’s instruction and
  leadership. They are pleasant and civil when encountered,
  but can be coldly judgmental if witnessing an act of over
  force by the strong (whether good or evil) over the weak
  (similarly ranged). Any Monk wishing to train must join
  Cho’s order, and spend at least 1 season in residency before
  returning to the world, after which they must spend at least 1
  season a year back here.
  Travel Town as a site is often busy with various parties
  coming to and fro, and is certainly a place to encounter re-
  quests for various commissions or hires.
  All of the above locations are intended as a staring point for
  any campaign set in Jendar. The information given is not sa-
  cred by any means and the individual GM can rearrange,
  add, delete or rework the information given here as needed
  to fit any specific adventuring party. Enough is given here to
  jump into Jendar without much work.
  **NOTE:
  In the spirit of the overall setting, it should be
  noted that Jendar, while intended as a part of the Ilshara set-
  ting, could be lifted and used in other settings. The individ-
  ual GM should make appropriate changes, as long as the city
  rests on a lake near a major river and close to an Elven
  wooded area. The history can be adapted, the Knights of Il-
  shara changed to any nearby force (either Knights or the
  forces of a nearby state or nation), the Gods and their influ-
  ence changed to fit the other world, etc.
  Gates & Roads, and Other
  Locations in the Area of Jendar
  Some note should be given here to the names and specifics of
  Gates, Roads and other Locations. Most of this is left vague
  and undefined, so that the GM can ascribe names and info as
  necessary and unique to the flavor and needs of an individ-
  ual game. What is given here is the basics for these.
  Gates
  The West Gate – Leads out of the City in the SW from the
  Mid-City and Lake Quarter. Opens to the Gnome road lead-
  ing SW. Typically garrisoned with 6-8 Defenders (Knights/
  Fighters Levels 2-5). The Guard Towers also usually have 1-2
  Defenders with Bow and/or Crossbow along the walls.
  The Hill Gate – Located in the NW next to the Citadel Hill,
  traffic passes through this gate on the Jendar Way. Garri-
  soned similarly to the West Gate.
  The Citadel Gate – Usually garrisoned by 2-3 Defenders
  (Levels 2-4), who only let characters with official business
  into the Citadel and take applicants for the Militia.
  The High Quarter Gate – While these gates stay open gener-
  ally, only people with business with the Nobles of the Quar-
  ter are allowed. Garrisoned by 2-3 Defenders (Levels 1-3).
  
  106
  The North Gate – Leads from the High Quarter to Travel
  Town. Reserved for Nobles of the Quarter and those who
  have business there. Others must pass down the road to the
  Commerce Gate from Travel Town. Usually garrisoned with
  5-6 Defenders (Knights/Fighters Levels 1-5) and an addi-
  tional 1-2 Defenders with Bow or Crossbow in the Gate
  Guard Towers.
  The Commerce Gate – Principle entrance to the Commerce
  Quarter on the East side of the City. Garrisoned similarly to
  The West Gate above.
  The Way Gate – Gate between the Commerce District and
  Dock Quarter, typically open and unguarded during the day,
  garrisoned at night by 2-3 Enforcers (Fighters Levels 2-4).
  The Dock Gate – Leads out of the Dock Quarter into Barge
  Town/Barter Town. Garrisoned similarly to the North Gate
  above.
  Roads
  The Gnome Road – Leads SW out of the City toward the
  various Gnomish settlements.
  The Jendar Way – Road that leads into the City from the
  NW, traverses the city from the Hill Gate to The Plaza, then
  continues on through the Way Gate, ultimately ending at the
  Dock Market. Longest road in Jendar.
  The Artemas Way – N/S road named for the one-time Lord
  High Mayor; leads from the lake front to the Spire, circles
  there then continues N to the Citadel.
  The North Road – Leads from the North Gate through
  Travel Town and off to the north, eventually coming to Cas-
  tle Keep.
  Thunder Road – Leads from Travel Town across the base of
  Thunder Hill, leading east to more Gnomish settlements by
  the river and smaller villages.
  The Cemetery Road – N/S road connects Thunder Hill with
  Barge Town/Barter Town. So named because the cemetery
  lies on this road.
  Other roads and avenues may be named as needed.
  Other Locations
  As previously stated, just over 11,000 other residents live in
  areas outside the City but within the domains of Jendar.
  Many of these are located in settlements, farms, home-
  steader’s compounds, and smaller villages and hamlets. The
  names and locations of these are left to the discretion of the
  GM, but general guidelines are given for their creation as
  follows:
  Gnomish Settlements – Typically boroughs or hillside, set-
  tlements range from 35/50 to 70/75 Gnomes.
  Hamlet – Typically 75-90 residents, mainly human.
  Small Village – Typically 100-140 residents, mainly human
  with a few demi-humans.
  Large Village – Typically 150-250 residents; some demi-
  humans.
  Once established in a campaign, the GM should make careful
  note of the location and details of these locations so that they
  remain a constant, living part of Jendar.
  Some Notable NPC’s in Jendar
  Listed here are some brief descriptions of possible NPC’s not
  specifically covered elsewhere in this section.
  Ulek Sartathon – Male Human Ranger 5, CN. Ulek knows
  the wilderness around Jendar exceptionally well, and often
  hires out as a guide and scout with travelers moving through
  the lands.
  Mari “Goldenhair” – Female Human Rogue 2, CN. Mari, 13,
  appears to people in The Plaza as a bright and pleasant girl
  with golden, flowing hair (hence her nickname). She lives in
  Shanty Town, where she ended up after being orphaned (her
  parents were killed while boating on Lake Elos). She uses her
  attractive nature to entice people into hugs and close contact
  (after all she is “just adorable”) while she picks their pockets.
  Trevor Muth – Male Human (Zarthani) Knight 5, NE. Trevor
  is an erstwhile Knight of Xanadar who fled his country be-
  fore he could be arrested for several atrocities committed
  while in that nation’s service. He is a “fallen,” or black
  Knight now, and spends much time in the Commerce Dis-
  trict looking for commissions for the needs of some of the
  more unscrupulous merchants and businessmen there.
  
  107
  Dariana Revon – Female Elf Bard 3, CG. Dariana is a per-
  former and member of the Performer’s Guild, but she was
  never accepted or successful at the Summer Garden – her
  performance skills were considered weak by Elanor. So she
  has started her own “company,” renting the basement of a
  building in the west Mid-City, where she and her fellows are
  attempting a style of theatre and performance they call
  “realism.” The subject matter is gritty, heavy on philosophy
  and not at all what most patrons of the arts demand. Still, she
  has developed something of a cult following with a play she
  wrote and performed in called “Greed” a scathing indict-
  ment of mercantilism in the City.
  Kas Korel – Male Gnomish Fighter 3, NG. Kas is a brawler
  who likes to demonstrate the strength and prowess with
  arms that his size belies. He has taken to the Gladiator
  matches in the Pit & Bull, and when he is not winning there
  (which is making him quite well known) he drinks and ca-
  rouses at the Golden Mermaid.
  Jaxom Althar – Male Half-Elf Illusionist 5, N. While only 28,
  Jaxom was once a promising member of the Mentalists, with
  whom he devoted 5 years of study after already being a suc-
  cessful adventurer in his late teens. Sadly, he tried too much
  and “burned” his brain. He is still a talented illusionist, but
  following the loss of his “power” he has lost all confidence in
  himself and can be found at several locations, including the
  Lazy Dragon, drowning in his own self-loathing.
  Chang Jok – Male Syak Barbarian 5, CN. Chang is an ex-
  patriot of Cashani who came to Jendar to seek fortune and
  fame. He has found some measure of the 1st, hiring his im-
  pressive physical skills as a bodyguard to members of the
  Nobility when they travel.
  Argus Redbeard – Male Dwarf Knight 3, LG. A vigilant and
  imposing representative of Zanatas-Ur, he came to help his
  distant cousin Dorgan run his shop and decided there was
  much chaos in the City. So he told his relative, who isn’t all
  that thrilled with Argus’s zeal, that he was staying to “put
  some order back in this town!” He is always stepping in to
  break up fights and put to right disputes with which he has
  no association, sometimes gaining thanks, more often offend-
  ing those he tries to “save.”
  Paulina Mottaski – Female Human Fighter 2, LN. Paulina at
  one point dreamed of becoming a master Chef in the City –
  till she learned she couldn’t cook anything without nearly
  poisoning (figuratively) the customer. So she took to adven-
  turing instead, and is always looking for a group to join. She
  is a good fighter, but the downside is she will always try to
  cook and handle food for the party.
  Melek Blarne – Male Human Illusionist 4, NE. Melek enjoys
  fear. He thrives on others’ emotional responses to danger,
  and so he presents himself as a willing adventurer (he hangs
  out in Travel Town for this purpose) and quality magic user,
  but enjoys using his Illusions to trick unsuspecting PC’s into
  dangerous and fear-inducing situations.
  Troy Thanderfal – Male Baku Rogue 2, NE. Troy is another
  user of beings – seeking to latch on to the needs of individu-
  als he encounters, to then ingratiate himself to them, and
  when their not looking rob them blind. Troy especially hangs
  out at the Docks, seeking unsuspecting parties who are new
  to Jendar.
  Velena Curosaw – Female Zarthani Assassin 4, CE. Velena is
  known as “The Black Widow,” because she enjoys seducing
  men in order to carry out her missions for Midnight Dark-
  ness, a group she belongs to but that she ignores if better
  money comes along – she is more interested in freelancing.
  Krim the Mad Katter – Male Human Non-Classed, CN. To
  “Katter” is a Jendar slang reference to one who talks too
  much – and Krim, an aging man who claims to be a “Great
  Wizard” (but is nothing of the sort) walks the streets engag-
  ing people with his tales of woe and glory. Sometimes he
  picks a spot and just yells.
  A Few Notable Groups &
  Organizations
  “Trevor’s Ten” – A group of Thieves known by the name of
  their leader, Trevor Ukklo (Level 12, CN). The group was
  founded by Trevor and nine other Rogues, but has grown to
  include about 25 additional Thieves. Trevor’s Ten operate in
  the Mid-City district and the Commerce District. Their head-
  quarters is probably located in the tangle of underground
  piping and cisterns located under this part of the city.
  “The Red Tigers” – Founded by a Syak Rogue named Jin
  Jamo (Level 9, NE), the Tigers like to target shops, home col-
  lections and the like, and like to leave a calling card – a red
  swipe of paint across the brow of sleeping victims from who
  they’ve just robbed. Currently about 40 members call them-
  selves “Red Tigers.”
  The Jendar Robbers & Thieving Association – The closest
  organization to the old Thieves’ Guild is this group of about
  68 Rogues, led by the Halfling Master Thief Roppo Lorose
  (Level 14, CN). They target the streets as well as homes,
  
  108
  shops and businesses, and have an “understanding” with
  Heiram Davinos to pay a 30% kickback on items and money
  stolen from the Jendar Vaults. The group operates mainly in
  the Commerce District, the Dock Quarter, and the Eastern
  portions of the Mid-City and Lake Quarter.
  There are at least 14-15 other Rogue groups operating in the
  city as well, some small, some evil who steal for the purpose
  of financing other illicit operations.
  Other Organizations:
  The Jendar Chess Association – The Archmage Olam Katha-
  ros, while traveling to other planes in the late 700’s, discov-
  ered this game and returned it to Jendar, establishing a
  “club” that played weekly in an upstairs parlor room of an
  inn in the Lake Quarter. Olam was the unchallenged champ
  for years, until a Baku boy named Gary walked in one day
  and beat him… then beat him again and again. Olam
  stormed from the club, never to return, crying “I wish I’d
  never discovered the damn game!” The club however contin-
  ued without him, and its location has changed over the
  years, located now in a parlor of The Lazy Dragon.
  The Dragon Hunters – Leadership of this group rotates as
  quickly as the overall membership. The group is devoted to
  seeking Dragons and attempting to kill them, no matter how
  old or powerful. The group is constantly seeking new mem-
  bers.
  Adventure Hooks in Jendar
  1. High Constable Mak has put out feelers looking for a
  group to explore the newly discovered tunnels under the
  lowest dungeon of the Citadel.
  2. Adrieane Tomlan needs to discover who murdered one of
  her female courtesans.
  3. Witnesses report seeing a strange ship off the Lake Quarter
  at night.
  4. Sir William Brevae wishes to recover an artifact he had
  stolen from his manor, of which the Militia has been little
  help in recovering.
  5. Reports of some creature prowling the hills at night NW of
  the City, which the locals fear as two or three young boys
  have gone missing.
  6. The rotted ruins of an old keep were recently discovered in
  the very edge of the nearby Dantredun Forest.
  7. Recently there has been an upsurge of undead in the NE
  part of the cemetery, which traditionally in Jendar has re-
  mained inactive in this regard. The Temple of Miribar is
  seeking help to find out the source of this.
  8. Shipments of a strange ore have been seen moving
  through the Barge Docks – with members of the “Bruisers”
  overseeing its loading and shipping in carts off towards the
  west.
  9. Mekka the Sloth is offering a bounty on the collection of a
  large debt owed to him by a prominent member of the mer-
  chant’s community.
  10. Creatures are rumored to multiply in the sewers below,
  and the Sewermen’s Guild is offering rewards to help clear
  their domains.
  11. There has been a recent surge of students from the Col-
  lege of Letters jumping to their deaths from the Spire. The
  City has considered closing the tower to visitors, and seeks
  to find out why this trend is occurring.
  12. Rumors have it that a Cult of Nurina is operating in the
  City and plans some form of destructive plague or disease.
  The above are merely a few suggestions for adventure hooks
  in Jendar. They are to be used only as they might fit into a
  particular campaign, and are given here more as examples of
  how starting points are to be created.
  The Northsider Tavern &
  Traveler’s Respite
  The Northsider has become one of the most popular spots for
  adventurers passing through or staying in the City of Jendar.
  Arranged in three wings in a U-shape,
  the Northsider is unlike most other Inns
  & Taverns in several respects. First,
  most adventurers do not sleep in sepa-
  rate rooms, but encamp indoors on one
  of the two main floors of the North
  wing. Secondly, the law of Jendar is sus-
  pended within the walls of these open-
  camping floors and in the Main Room
  which runs for over one hundred feet along the Front wing –
  The Northsider has its own rules and laws, which are en-
  forced not by militia but by the adventurers and denizens of
  the Inn itself.
  
  109
  The layout of the Northsider is as follows:
  The Front Wing – Two large stories, with the lower floor
  having high ceilings. Running the length of the wing on the
  first floor in the front is the Main Room, which is crowded
  from and when filled with smoke and noise seems so expan-
  sive that one end is usually lost in a haze from the other end.
  Three bars serve distinct beverages – one for Wines and dis-
  tilled liquors, one for Ale and fermented beverages, and one
  for specialty drinks of different races. Behind the main room
  are the kitchens, pantries and the office of Tondos. Above the
  main room on this wing are Tondos’s family quarters, plus a
  small library that Tondos will allow visitors to peruse
  (including some very rare histories and adventurers’ jour-
  nals), plus storerooms and Tondos’s personal vault. Alterca-
  tions and violations of the House rules (see below) are han-
  dled by the assembled adventurers, who mostly uphold and
  accept the traditions of the place (aided by the “Oldtimers,”
  groups and people who for all intentional purposes “live”
  here).
  The North Wing – Two enormous floors of wide open space.
  This is the main “inn,” where adventurers share the hun-
  dreds of feet of floor, making their own encampments in a
  collective manner. There are small closets and cubicles pro-
  vided at the very back for spell preparation, meditation and
  devotion that offer some privacy. As with the Main Room,
  “violators” of the House rules are dealt with in a communal
  way.
  The South Wing – Two floors, the 1st of which contains baths
  and rented storage cubicles (although it is best to not use
  these for anything valuable). The second floor contains the
  private rooms that can be rented separately from the main
  Inn floors. The difference is certainly price – 10 g.p. per night
  per person for a private room versus 5 c.p. per night per per-
  son for the main floors. Rooms are excellent and well kept,
  and Demara is in charge of this wing. One room rents even
  higher – 100 g.p. a night per person. It is the room that the
  Fellowship of Five always stayed in, and Northsider lore
  says anyone staying here will have good luck on their next
  adventures (the veracity of which is hard to prove – those
  who come back certainly have some measure of luck, others
  don’t return to report otherwise). These private rooms are
  the only area (along with his own floor & quarters) that Ton-
  dos offers guarantees of security for items – offering value
  replacement of anything stolen up to 50% of the value of
  anything lost here.
  The Rules of the Northsider:
  1. Visitors in the Main Room may conduct whatever business
  they choose here, for whatever reason. The Northsider takes
  no responsibility for conversations overheard. Altercations
  are dealt with in the following manner – any individual pick-
  ing a fight with another individual MUST resolve that com-
  bat in the courtyard of the Inn. Oldtimers and the dozens of
  others, under the eye of Tondos or one of his sons, declares a
  “Challenge” and the mass of denizens escort the participants
  to the yard where they fight. Fights can end in death or by
  forfeiture, but the latter is at the discretion of the opposing
  combatant to accept. Bar brawls are prohibited. Thievery is
  prohibited (if caught). Use of magic is allowed for anything
  that will not disrupt other customers. Any violations of these
  will result in the assembled group collectively throwing of-
  fenders out on the street to be banished from the Northsider
  for good. Since there are always at least 2d4+1 Fighters of
  medium level, 2d4+1 Wizards of varying levels, plus several
  older and higher level Oldtimers, this has never been a prob-
  lem. It is also the rule that to stay, any customer MUST join
  the collective application of House Justice to offenders.
  2. Individuals and Groups encamping on the Main Floors of
  the North wing must use these floors only for encampment.
  NO fights, thefts or violations are allowed. The collective
  group on each floor is responsible for punishing the offend-
  ers, and the punishment is usually a pretty gruesome death.
  All individuals MUST join in the collective application of this
  House Justice or be considered “violators” themselves. The
  collective group is also responsible for cleaning up after any
  “application” of House Justice.
  3. The Kitchens and personal floor of Tondos’s family are off-
  limits to any customers – violators will be dealt with by
  House Justice the same as on the Main Floors of the Inn.
  4. Prostitution is illegal.
  5. Individuals or groups found violating the privacy of those
  renting private rooms in the South wing will be dealt with
  under House Justice as on the Main Floors.
  6. No race shall be denied entry or stay at the Northsider.
  7. Anyone displeased with the food offered in the Main
  Room has a money-back guarantee.
  8. Use of the baths is for cleaning only. Those violating this
  rule will be expelled and banished from the Northsider for
  good.
  
  110
  9. Gambling is allowed in the Main Room, but altercations
  arising are handled as above.
  Costs for food and beverages at the Northsider are standard
  for common food and spirits, with a 15% markup for spe-
  cialty items.
  The “Oldtimers” – Some well-known characters at the
  Northsider:
  Staying here on a semi-permanent basis are several dozen
  adventurers and other people. A few are listed here:The
  Strong Hand Adventuring Party – A party that has made
  the upper Main Floor their base for adventuring in this area.
  The party includes Galen Gramore (Male Human Fighter 6,
  CG), Rethy Allwise (Human Hafling Rogue 7, CN), Pieter
  Fellen (Male Zarthani Cleric of Kimra 5, LN) and Amarie the
  Bright (Female Half-Elf Wizard 5, NG). The party has been
  making expeditions from here to the Dantredun, the Empty
  Steppes and to the Atamos Compact. There is a 20% chance
  at any time that the party will be here.
  Revlen’s Rakers – A party that’s only interested in the
  money they can accumulate by adventuring in north central
  Ilshara. Led by Revlen Redhammer (Dark Dwarf Fighter 8,
  CE), the group also includes Than Chally (Male Zarthani
  Wizard 6, NE), Creth Molone (Male Human Assassin 5, NE),
  Uhla Samo (Female Menthaki Rogue 9, CN) and Elisha Zo-
  proth (Female Cleric of Chalosz 5, CE). This group never
  makes trouble in the inn, mainly because they find “living”
  here is the best source of information they have found. They
  are dangerous outside the inn, however, and often look to
  exact revenge against those that may have slighted them
  while in the Northsider. There is a 30% chance of the group
  being here at any given time.
  B’Thelon Crandell – Male Menthaki/Baku Ranger 13, NG.
  B’Thelon has “lived” in the Main Room of the lower North
  wing for years, calling it his “home away from home” (which
  he really considers to be the wilds). B’Thelon especially helps
  lead the Inn in House Justice. Tondos’s best friend.
  Kella Hollum – Female Baku Wizard 12, N. Kella rents a pri-
  vate room at discounted rates due to her long association
  with Tondos. She is “retired” from adventuring, and now
  enjoys meeting and listening to others’ tales. She is almost
  always in the Main Room when she’s not sleeping. Kella also
  provides magical support for the application of House Jus-
  tice, which is why she gets rent discounts.
  Doth Gungren – Male Baku Barbarian 8, CN. The lumbering
  Doth comes from Senshar, and likes to run arm-wrestling
  competitions in the Northsider. Gregarious and outgoing,
  Doth is almost always around the Main Room.
  Gorm – Male Gnome Non-Classed, LN. Gorm, a rotund
  Gnome who actually has a home elsewhere but is always
  here, sits at the Ale bar drinking. He seems to have no life
  other than to be at the Northsider, and his bar-tab could
  probably single-handedly keep Tondos’s establishment run-
  ning.
  Sir Mikel Colarth – Male Human Knight 11, NG. Sir Mikel
  retired from the Knights of Ilshara several years ago, and has
  rented a private room here as his “home.” He enjoys the food
  here so much that he has contributed a substantial part of his
  accumulated wealth (he sold his lands and holdings) to Ton-
  dos specifically to pay for the acquisition of the best produce
  and meats from around the lands. Usually is around the inn
  during the day, visits the City in the early evening, and re-
  turns for the late night revelry here.
  Carlina Osgood – Female Elf Bard 9, CG. Carlina is the most
  popular attraction here, singing tales accumulated from 800
  years of life and travels.
  Thethilor Hardathen – Male Human Assassin 8, NE. A
  member of Midnight Darkness who lives in the Northsider,
  and assiduously follows all rules while here. He uses the ar-
  rangement of the Main Floors and the open atmosphere of
  the Main Room for two things – information, of course, but
  also to keep his stability and focus. Thethilor finds the
  “bustle,” the noise and the smells, calms him both before and
  after his “missions.”
  Chung Silar – Male Syak Cleric of Remenith 7, CN. Silar acts
  as “referee” to the “Challenges” that occur in the Main
  Room. He also likes to deal in trinkets, and has a taste for
  magical rings – for which he often pays better rates than
  shops if adventurers bring them to him. He also gives
  “sermons” on the topic of how the world is meant for those
  who prove themselves through action.
  The Old Man – Male Human Class, level & alignment un-
  known. Only referred to as “The Old Man,” this human who
  looks to be about 70 sleeps in the lower Main Room and
  spends his days reading in the Main Room (he has access to
  Tondos’s library and also makes excursions to the Jendar
  Library) and smoking his pipe non-stop. He seems to have
  been a regular for more years than anyone else, and incredi-
  bly displays amazing strength when joining in the enforce-
  ment of House Justice.
  
  111
  In addition to the above, Nina Dalloway from F2. is often
  found here, and Sheriff Printhoni Ron likes to drink here
  when he isn’t on duty.
  Notes on Binding this Document: The format of this
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  also have the document Book bound.
  This Gazetteer of Ilshara: Lands of Exile and all written materials herein are copyrighted © by John William
  Wright, 2006. These materials are the sole and exclusive property of the author, and may not be sold,
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  112
  
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