TEXT:    
   
  Ilshara: Lands of Exile
  Created by John William Wright 
  Copyright © 2006 
  
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  “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 
  Cover Art is the 
  Broken Crest of the Empire of Xanadar 
  
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  Ilshara: Lands of Exile 
  Created & Developed by John William Wright 
  Interior Artwork on pages 3, 22, 81, 82, 88, 105 & 112 by Eibon 
  A Fantasy World Campaign Setting 
  Copyright © 2006   This work is intended for free distribution and may not be sold or resold. 
  Gazetteer of 
  
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  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 Castles & Crusades © as published by Troll Lord Games, however 
  with a little work it could be utilized by almost any RPG game system. The information as given within this set-
  ting is left as generalized in terms of game design as possible, not only to allow for its easy adaptation amongst 
  varying systems but also to encourage the individual game masters to make the world their own in terms of the 
  fine print of adventuring. 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 impor-
  tant 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 CK 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’s and 
  Fantasy gaming’s original world settings as inspiration, while developing my own unique world with its own 
  history, its own triumphs and sorrows. I also believe the best settings concentrate on the adventurers them-
  selves, and far too many endeavors introduce 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 peo-
  ples of the world, but do not meddle or even appear to mortals. You will not find, even historically, deistic inter-
  ventions (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 
  Castles & Crusades, there are few high-level characters running around at all – as it is assumed it takes enor-
  mous 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 LG and LE not as far as one might think, merely being a function of 
  desire and intent? Before humans were forced to Ilshara, they brought great destruction and folly to their previ-
  ous 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 
  23 July, 2006 
  
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  Table of Contents 
   
  Part I – Notes on the World of Mystika (pg. 6) 
  Basic notes on the World of Mystika, Ilshara and the Lands of Exile. 
   
  Part II – Ilshara Calendar and Dating (pg. 7) 
  Reference on the use of calendars and dating in the game setting. 
   
  Part III – The History of Ilshara (pg. 8) 
  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. 16) 
  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. 22) 
  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. 49) 
  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. 59) 
  A guide to the major pantheon of gods and their worship in Ilshara. 
   
  Part VIII – Adventuring in Ilshara (pg. 63) 
  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. 81) 
  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.  
  
   6 
   
  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 
  CK 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. 
  
   7 
   
   
  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 CK 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 sea-
  son. 
  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. 
  
   8 
   
  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 CK with too much “canon” 
  in the Campaign Setting. The initial description of pre-mortal 
  events is given according to the dominant Zarthani 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 
  
   9 
   
  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 
  
   10 
   
  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 
  
   11 
   
  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 
  
   12 
   
  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.  
  
   13 
   
  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.  
   
  
   14 
   
  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 
  
   15 
   
  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.  
  
   16 
   
  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 Monsters & Treasure © 
  and that the information her 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 descrip-
  tions are also intended to add specific cultural flavor to the 
  inhabitants described.  It is also important to remember that 
  just because one specific region or nation might be men-
  tioned in connection to a certain race or group does not mean 
  that in only where they are found, and other appropriate 
  appearances can be determined by the CK as fits any specific 
  game. 
  Elves 
   
  The Grey Elves of Ilshara 
   
  Essentially as described in the Castles & Crusades 
  Players Handbook © and Monsters & Treasure ©. The Grey 
  Elves of Ilshara are found mainly in two different locations, 
  having developed as cultures tied together but separate in 
  their devotions. In the West the Grey Elves of the Moon set-
  tled 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 
   
  As described physically and culturally in Castles & 
  Crusades ©. Wood Elves, 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 incursions 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. 
   
   
  Wild Elves 
   
  Also as described physically and culturally in Cas-
  tles & Crusades. Wild Elves are found most commonly in the 
  northern 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 CK to de-
  velop if so desired. 
  
   17 
   
  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.  
  
   18 
   
  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. 
  
   19 
   
  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 
   
  Physically and culturally as described in Castles & 
  Crusades ©. The Dwarves of Ilshara have two primary 
  homelands: 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 communi-
  ties 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 
   
  Physically and culturally, the Halflings of Ilshara 
  exist as described in the Player’s Handbook © and Monsters 
  & Treasure ©. 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. 
  
   20 
   
  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 as described in Castles & Crusades ©, 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-Kar along the Asemisar 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. As described in Castles & 
  Crusades, the Half-Elves of Ilshara must find existence some-
  where 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 interestingly enough Half-Elves are 
  the one breed allowed to immigrate 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 impossible 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 Oligarchs perhaps?), the various Giant races took time 
  over the next thousand years to multiply and take hold in 
  their various 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 CK 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 CK 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 as discussed in Monsters & Treasure ©. A very few 
  have been identified in this work as to their locations and 
  
   21 
   
  and interactions 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 CK as 
  to where a Brass, a Gold or a Silver dragon might be encoun-
  tered. Certainly 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 exactly as de-
  scribed in Castles & Crusades ©. 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 tormenting, committing acts of violence and depreda-
  tion. Orc clans and bands can be found in numerous loca-
  tions, but are especially concentrated in Golgithar, the North 
  Peaks, and the Orn Ridges of southern Orn Land. Also, there 
  is one particularly 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. As described in Monsters & 
  Treasure ©, there are large groupings of Hobgoblins in 
  south-east Golgithar, in certain regions of the Mal peninsula, 
  and scattered about the Stark Mounds south of Nevara  
  Setalix. Of course Hobgoblins may be found in any other 
  appropriate area or regions as the individual CK may so de-
  sire. 
  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 Monsters & Treasure 
  © may be found in appropriate regions and utilized in any 
  campaign. The CK 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 CK should avoid a random and seemingly illogical band 
  of lizard-folk suddenly springing up in the middle of the 
  Kalibeth desert). Check the later section, Part VIII – Adven-
  turing in Ilshar, for how Chance Encounters work within this 
  setting. As to the religious leanings of any creature or culture 
  of creatures (including those discussed above), it is assumed 
  that where appropriate alignment and disposition will guide 
  what deities or deity an individual creature or collective 
  might worship 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 Im-
  perium & 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.  
  
   22 
   
  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 CK 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 CK and game as 
  possible. Each entry offers 
  the broad strokes: Ruler 
  (where applicable), popu-
  lation, major cities and 
  towns, dominant religious 
  leanings, alignments most 
  present, and resources. 
  The last entry may refer 
  to gems by numbers I-V, 
  referring to their increas-
  ing 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 sub-
  divisions within the realm are also noted. Excluded here are 
  communities or villages of 900 or less, as well as individual 
  castles or holdings which can dot the lands, sometimes affili-
  ated 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 
  
   23 
   
  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, Ko-
  bolds, and other fell creatures raiding from Slar concerns 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 friction 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%, 
  
   24 
   
  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 
  
   25 
   
  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  
  looking 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 CK 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 CK 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) 
  
   26 
   
  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. 
  
   27 
   
  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 
  
   28 
   
  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 .  
  
   29 
   
  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 
  
   30 
   
  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 
  
   31 
   
  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. 
  
   32 
   
  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 Isla. 
  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 
  
   33 
   
  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 
  
   34 
   
  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 
  
   35 
   
  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 
  
   36 
   
  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 
  
   37 
   
  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 
  
   38 
   
  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 
  
   39 
   
  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. 
  
   40 
   
   
  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 Draconis – 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 
  
   41 
   
  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.  
  
   42 
   
  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. 
  
   43 
   
  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 
  
   44 
   
  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. 
  
   45 
   
  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 
  
   46 
   
  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 
  
   47 
   
  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 
  
   48 
   
  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 
  
   49 
   
  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 CK’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. 
  
   50 
   
  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. 
  
   51 
   
  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 
  
   52 
   
  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. 
  
   53 
   
  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 Il-
  shara, 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. 
  
   54 
   
  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. 
  
   55 
   
  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 CK’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 CK simply applying and using common 
  sense – and applying weather as it may befit the adventure 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 
  
   56 
   
  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. 
   
  
   57 
   
  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 CK 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. 
  Random Weather Table Generator: 
   
  d20 roll    Random Weather 
   
  1-2 
     Intense Storm (Tropical, Snow, Thunder, Wind,   
   
   
  Sand as appropriate) 
  3-6 
     Moderate Storm or Wind Effects (as appropriate to 
   
   
  region) 
  7-9 
     Light storm conditions (Wind, Rain, Light snow) 
  10-13 
     Clear conditions 
  14-16 
     Mild Conditions – slight overcast or light wind 
  17-19 
     Heavy overcast and cooling but no storm condit
   
   
  ions 
  20 
      *Chance of Freak Occurrence of Nature (see be
   
   
  low) 
   
  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 CK’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 is rolled, that means there is a chance of a freak oc-
  currence of nature. To determine what, if any at all, this oc-
  currence is, roll 2d20 and use the following table, adjusting 
  for type of region currently in: 
  2d20 roll 
  Type of Occurrence: 
  2-4 
   
  No freak occurrence  
  5-6 
   
  Sudden powerful wind gust (all terrains/
   
   
   
  regions) 
  7-8 
   
  No freak occurrence 
  9-10 
   
  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) 
  
   58 
   
  2d20 roll 
   
  Type of Occurrence: 
  9-10 (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 
   
   
  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 
   
   
  No freak occurrence. 
  15-16    
   
  Mild earth tremor, duration 5-10 
   
   
   
   
  seconds 
  17-18    
   
  No freak occurrence 
  19-21    
   
  Extreme wind gust (70-80 mph) 
  22-25    
   
  Sudden minor storm (Rain, Thun-
   
   
   
   
  der, Snow, Ice, Sand) 
  26-29    
   
  No freak occurrence 
  30-31    
   
  Medium earth tremor, duration 15 
   
   
   
   
  seconds 
  32 
   
   
  Same as 11 above 
  33-35    
   
  No freak occurrence 
  36-37    
   
  Sudden change in temperature – 
   
   
   
   
  drop of 15-25 degrees in less 
   
   
   
   
  than 15 minutes 
  38-39    
   
  Sudden change in temperature – rise 
   
   
   
   
  of 15-25 degrees in less than 
   
   
   
   
  15 minutes 
  40 
   
   
  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 CK 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 
  CK 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 CK 
  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 CK 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 CK 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). 
  
   59 
   
  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 CK may encounter other situations in which ef-
  fects 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 CK 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.” 
  
   60 
   
   
  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 CK 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 en-
  trusted with. For the purposes of this section, the Zarthani 
  
   61 
   
  common names 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 be-
  tween 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 CK 
  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. 
  
   62 
   
  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 
  CK 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.  
  
   63 
   
   
  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 CK 
  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 Monsters & Treasure ©, 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 CK 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, in the spirit of Castles & 
  Crusades ©, should be as open to individual gamers as pos-
  sible. It is intended that every CK and player make the world 
  their own, using the basic information 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 collection of additional information that 
  might prove handy in establishing an adventure within the 
  Lands of Exile. 
  
   64 
   
   
  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 CK 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 maps, 
  distances are provided in the introduction to the Map Folio 
  of Ilshara for each section of the continent as provided there. 
  For base 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 CK 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 
  CK’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 CK 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 
  
   65 
   
  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 CK should also adjust base values as presented in the 
  C&C Players Handbook © when characters attempt to pur-
  chase an item in a land or region where such items are either 
  scarce or found in overabundance. This can be done by add-
  ing or subtracting 15% of values, or even 25-50% adjustments 
  in extreme cases (such as attempting to buy high-quality 
  platemail in Setlaran). The CK should also take care to make 
  sure that items and equipment 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 CK, 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 CK 
  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 
  
   66 
   
  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 
  
   67 
   
  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 CK 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 
  CK, who will certainly want to reference Monsters & Treas-
  ure © when using these tables. 
  High Probability Random Encounter Table 
   
  d20 Roll   Type Encountered 
   
  HD 
  Number 
   
  1 
       Individual Monster   
  1-2 
  1 
  2  
       Small Band of Monsters, 
  1-2  
  3-4 
   
      
  Bandits, etc. 
  3-5 
       Random animal 
   
  1-2       1 
  6-7 
       Pair of Creatures, 
   
  2-3       2 
   
       Teamed thieves or thugs 
  8 
       Individual Strong Monster  
  4-8 
  1 
  9-10 
       Band of creatures,  
   
  1-6      5-7 
   
   
  bandits, evil party 
  11 
       Dangerous Animal 
   
  4-7     
  1 
  12-14 
       Individual Soldier or  
  5-8 
  1 
   
     
  Knight of random align. 
  15 
       Official Patrol of region 
  3-7 
  4-10 
  16-17 
       Group of Animals 
              1-7     
  5-10 
  18-19 
       Fey Creatures (single   
    *   
  1,2-? 
   
   
    or in collective group  
   
   
  as described in M&T © 
  20 
      Large party of enemies 
  1-7     
  12+ 
   
  * HD for Fey as indicated by individual selection here. 
  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 CK is advised to make a daily 
  check with a d20 roll to see if a random encounter occurs. A 
  roll of 1-3 or 18-20 indicates a random encounter, with ranges 
  inbetween indicating no encounter. A d20 roll is then made 
  on the following table to determine the number and HD of 
  creatures encountered. The CK should determine the appro-
  priate creatures that fit the encounter based on location, con-
  ditions, etc. 
  
   68 
   
  Generic Random Encounter Table 
   
   
  d20 Roll        HD of Creatures Encountered Number of Creatures 
   
         
         1 
   
   
  4-6 
   
   
  1d4+1 
         2-3  
   
  2-4 
   
   
  1d4 
         4 
   
   
  1-5 varied 
   
  2d4-1 
         5-6  
   
  1-2 
   
   
  Single 
         7-8  
   
  2-4 
   
   
  Single 
         9 
   
   
  5-6 
   
   
  Single 
         10-11 
   
  1-2 
   
   
  2d4 
         12-13 
   
  3-4 
   
   
  1d4-1 
         14 
   
   
  2-4 
     
           Single, Unique 
         15 
   
   
  5-6 
    
           Single or pair 
         16-18 
   
  1-2 
   
   
  3d4-2 
         19 
   
   
  1-5 
   
   
  3d4 
         20 
   
       7+ (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 CK 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 gurgitating 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 CK. 
  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 CK. 
   
  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. CK’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 
  
   69 
   
  the existing groups found in this setting, and a few specific 
  to Jendar will be further detailed in Part IX. The CK 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 CK 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 
  
   70 
   
  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 
  
   71 
   
  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 
  CKs 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 CK 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: 
  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  ex-
  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. 
   
   
  
   72 
   
  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 CK 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 CK. 
   
  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 
  
   73 
   
  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 CK 
  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  
  
   74 
   
  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. 
  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 
   
  Level of Experience   
   
  Fighter  
   
  4 
   
  Ranger  
   
  3 
   
  Rogue  
   
  6 
   
  Assassins 
   
  3 
   
  Monks  
   
  2 
   
  Wizards 
   
  2 
   
  Illusionists 
   
  4 
   
  Clerics  
   
  7 
   
  Druids  
   
  3 
   
  Knights  
   
  5 
   
  Paladins 
   
  7 
   
  Bards 
   
   
  3 
   
  *Note – Barbarians are the only class prohibited from Psionic abili-
  ties 
  ** Non-Classed NPC’s may sometimes have the ability to wield 
  “The Power of the Mind.” In these cases it is up to the CK 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 character has completed this initial focusing period, 
  They can begin exploring and discovery of individual pow-
  ers, and activating them once learned.  
   
  Learning powers takes time. To discover and use any of even 
  the most basic powers takes months at a time per individual 
  energy force explored, and stronger ones can take up to a 
  year of time devoted to nothing else but daily mental medita-
  tion, exploration and practice. 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 dis-
  tractions – 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. 
   
  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  
  
   75 
   
  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). 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: 2 Months 
   
  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: 2 Months 
   
  Minor Mental Stun – The user can stun a single opponent 
  for 1d4+1 rounds by activating this energy. 
  EAP Value: 8 
   
  Discovery Duration: 3 Months 
   
  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: 1 Month 
   
  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: 3 Months 
   
  Basic Empathy – The user can sense the current emotional 
  state of a single target within a 20 ft radius.  
  EAP Value: 4 
   
  Discovery Duration: 1 Month 
  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: 1 Month 
   
   
  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 – CK’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 
  
   76 
   
  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 
  
   77 
   
  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 every time 
  used character loses 5 HPs permanently. 
  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 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 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 CK 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  
  
   78 
   
  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 CK 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. 
  
   79 
   
  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. 
  
   80 
   
  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). 
  
   81 
   
  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 used some 
  system-specific rules – specifically intended to be used with 
  Castles & Crusades © as published by Troll Lord Games. If 
  the CK wishes to use this setting with another system, con-
  verting 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). 
   
   
  If the CK is using other popular current game sys-
  tems that do not use 
  HD as base for encoun-
  ters, tables or rolls that 
  indicate HD can easily 
  be exchanged for chal-
  lenge ratings for mon-
  sters. For those and 
  other d20 systems 
  (class-based systems), 
  classes, levels and at-
  tributes should remain 
  fairly consistent. 
   
   
  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 characters to use the 
  “Power of the Mind,” and this should be done by the CK 
  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 CK 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 CK 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 CK 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  
  
   82 
   
  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  
  
   83 
   
  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  
  
   84 
   
  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. 
  
   85 
   
  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. 
  
   86 
   
  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. 
  
   87 
   
  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  
  Association – (Male Human Non-Classed, LE) Zon is ma-
  nipulative and greedy. He rose to his position in the Mer-
  chant’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  
  
   88 
   
  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  
  
   89 
   
  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. 
  
   90 
   
  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: 
  
   91 
   
   
   
  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 CK 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 CK 
  determines someone will alert them. As characters move 
  about the City, the CK 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: 
  Death – In extreme conditions the perpetrator may be exe-
  cuted. 
   
  1. Exile from Jendar, banished for either a number of 
  years or for life  
   
  2. Imprisonment in the dungeons of the Citadel for 
  whatever period of time the Magistrate determines fits the 
  crime 
   
  3. 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 
  
   92 
   
  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, Singers, 
  Actors, Mimes, Storytellers, Dancers, etc. belong to. The Per-
  former’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. 
  
   93 
   
  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 CK 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 CK 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. 
   
  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. 
   
  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. 
  
   94 
   
  There are other smaller festivals throughout the year, includ-
  ing the Day of 1st Planting, Mid-Summer’s Day, etc. The CK 
  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 CK 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 CK 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.  
  
   95 
   
  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 CK 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). 
  
   96 
   
  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 CK 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  
  
   97 
   
  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  
  
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  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 CK’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 CK 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  
  
   101 
   
  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. 
  
   103 
   
  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  
  
   104 
   
  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  
  
   105 
   
  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 
  increasing 
  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. 
  and 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. 
  
   106 
   
  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 CK 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 CK 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 CK 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). 
   
  
   107 
   
  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 
  CK, but general guidelines are given for their creation as fol-
  lows: 
   
  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 CK 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. 
  
   108 
   
  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,  
  
   109 
   
  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.  
   
  
   110 
   
  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. 
   
   
  
   111 
   
  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. 
  
   112 
   
  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 
  work is such that maximum amount of page space has 
  been utilized. To bind this document, it is suggested 
  that the Gazetteer be taken to a local print/copying 
  shop and bound by Coil, Comb, Tape or Booklet 
  binding. If you feel like spending a little extra, you may 
  also have the document Book bound. 
  
   113 
   
  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, resold, or distributed for 
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  Interior Art on pgs. 3, 22, 81, 81, 105 & 112 is Copyright © 2006 by Eibon. 
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