by Carteeg Struve

Large City: Unconventional; AL LN; 12,500 stl limit; Assets 246,500 stl; Population 15,024; Mixed (Human 65%, Gildanesti 14%, Coin Dwarves 12%, Corinesti 5%, Gnome 2%, Others 2%)
Authority Figures: Mayor Kistaynlas Wenzalis, N Female Gildanesti.
Important Characters: Jinayel Morz, Head of the Farmers Guild, NG Female Coin Dwarf; Broebin Warworks, Owner of Dravinite Mines, CN Male Human.
Government: Republic
Religion: Various
Trade: fish, grains, gems, goat products, ore.
Alignment: CG, N, CN, CE

Before the Drowning, Unadesum (Oo-nah-dehs’-uhm) was the capital of FyxZharar. It was a lakeside city positioned at the top of a wide hill near the mountains on the nation’s then-western border (which is now much closer to the southeastern border). When the wave came, the entire city was struck hard. The hill was flattened, and the city was crushed up against the mountainside. The mountain itself cracked and partially collapsed. What used to be a rushing river filling the lake became one of the larger waterfalls in Adlatum, the Golden Falls. The lake reformed beneath the newly flattened cliffs, and the capital had suffered almost total annihilation. The royal family that ruled the kingdom were all killed in moments. Along with the family a set of three small throwing daggers made of starmetal which were a symbol of the royal line were lost.

Many of the survivors of the nearby lands in FyxZharar sought to rebuild their country in the higher grounds of the mountains. A few took the stance that the disaster was a rare occurrence not likely to happen again. Those few took to reconstructing Unadesum around Lake Maestling at the base of the waterfall, primarily on the lake’s southern shore.

Life and Society

Unadesum is much smaller than it was before the Drowning, but it has been thriving well in more recent years. Many of the farmers from the nearby lands come here to do their trading. Also a number of those on their way into the mountains of FyxZharar use the city as a resting point before venturing into the tougher terrain the next day. A number of people station themselves here to make money as guides for those who wish to travel the mountains. The deep bowl of Lake Maestling also hosts a great wealth of fish, another of Unadesum’s major products. The Siolfor River runs out of the lake, running through the hills and farmlands before reaching the sea.

The city’s mayor runs the governing of the town. Each year the landowners of the city and the nearby farms chose whether to keep the current mayor or elect a new one. The same populous also elects a Senator to represent the area in FyxZharar.

Mayor Kistaynlas Wenzalis officially has pledged her loyalty to the Midlands, but she recognizes there are many in the land unhappy with the Lord’s rule. She is also aware her city would be an easy target for the White Elder Dragon should war begin, and so she has quietly been helpful to those in the Tashramadic church, hoping to convince them Unadesum is truly a neutral territory.

Major Features

A majority of the city exists on the southern side of the lake and river, however a number of businesses and most of the city’s elite live on the northern side. Near where the river lets out of the lake, a long arcing stone bridge joins the two parts of Unadesum together. The Golden Falls encourages many travelers to visit the city, and a number of inns line the lake for those who wish to relax and fish in the lake.

The deep bowl-shaped Lake Maestling provides Unadesum with much of its living. The amount of fish living within Maestling gives the city an abundunt supply for both themselves and for trade. Other boats also transverse down the Siolfor River from the Lake to other towns and villages and even out to the sea. The lake itself is over a mile wide and is estimated to be a half-mile deep. Away from the falls, near the shore, several buildings were constructed half-in and half-out of the lake to allow for easier trade between the land-dwellers and the Corinesti water-breathers. The Corinesti had been seeking permission to construct underwater homes within the lake in order to have a local presence. Negotiations were questionable to start off with, but since news of a coming war began to surface the Corinesti have strangely become more adamant in the plan.

Important Sites

Dravinite Mines (Drahv’-ihn-eyet) – Behind the Golden Falls itself a number of caverns are being dug out for the mining of ores, particularly iron but also some silver. Some believe in a rumor that states FyxZharar’s dragonmetal is truly mined from this region instead of the tunnels beneath Karsuhon, however none of the local populous claim to believe it.

The Golden Falls – Named for the golden shine it gives off when the morning light strikes it, the Golden Falls also acts as a tourist attraction for Unadesum. Many come to row out into the lake to enjoy the morning light, and others claim basking in the shine while in the lake cures many ills. For this reason, some boats guard the waters closer to the waterfall to prevent visitors from getting too close and capsizing.

The Navillus – Located on the lake’s northern shore near many of the more lavish manors, the Navillus estate is the home to whoever has been elected to the mayoral seat. In the manor are four floors of expensive carpets, furniture, and other items along with many rooms for many occasions. However the current mayor Kistaynlas Wenzalis is a Gildanesti whose bloodline has almost returned to its pure Corinesti roots. She cannot breath water, but she is not able to remain away from the water for more than a few days. Kistaynlas lives in her smaller home near the source of the Siolfor River. The home, like several other Corinesti trading buildings on the south side of the river, was constructed partially submerged into the water to allow for living in both environments. This leaves the Navillus attended primarily by a staff promoting the upkeep of the manor and the surrounding estate. The mayor does use the manor on occasion when meeting with land-dwellers of great importance, but otherwise prefers to use her own home for more regular matters.

Pathways – Near the cliff sides, Pathways has supplied many travelers with guides to show them the way up the cliffs and through the mountains. Pathways have shown people how to get to Gnomorrah, FyxZharar, and Breenaak. Its employees are one of the few businesses allowed to travel unhindered to all lands within the mountains regardless of domain. Those who hire out the company to get them to their destination however, that is another matter.


by Carteeg Struve

Small City: Nonstandard; AL N; 10,000 stl limit; Assets 226,050 stl; Population 8,783; Mixed (Human 75%, Coin Dwarves 15%, Gildanesti 5%, Gnome 4%, Others 1%)
Authority Figures: Gendar Leevay, Mayor of Trebiers, LN Male Hartdar.
Important Characters: Chatellin Mri, Owner of Cosickers Hold, N Male Human; Seratain Misa, Manager of the Auction House, CN Female Human.
Government: Republic
Religion: Diverse
Trade: General Trade, Lumber, Metal Smithing, Wool
Alignment: NG, LN, N, CN, NE

Located on the border between FyxZharar and Tashramada, Trebiers (Trehb-eers’) is located on the major roadway between the two nation’s capitals. The small city is located in a small valley that somehow avoided most of the impact of the Drowning. When the wave came, the rolling hills miraculously seemed to turn the and part the waters, leaving the valley relatively untouched. Only upon the water’s retreat did some of the wave pour through, causing relatively minor flooding damage. Tales from bards claim that some magical force or deed of great good protected the city, but no one has yet to come up with any reasonable explanation. Considering the damage done to the mountains elsewhere, no one can believe that a number of simple rolling hills had turned away such devastation.

Life and Society

Beyond Trebiers’ baffling tale of survival, the city is a common trading stop for many travelers. Most are loyal to the Midlands, but beyond that the populations main concern is continuing with their own lives. So long as nothing prevents the people from making due and living ordinary lives as they have always done, the citizens of Trebiers will be content and not worry too much about the troubles of distant lands. That is not to say that the citizens don’t wish to hear about stories of what is going on elsewhere. Their ears will be wide open to anyone who comes through, and is willing to do some trading during their stop over.

Regardless of the attitudes of the problems elsewhere, Trebiers does continue to send a Senator to represent them in the FyxZharar Senate. Most figure this is the best way to allow the nation to leave them in respectable peace.

The city’s residents elect their mayor during a special town meeting. The mayor’s appointment is life long, so long as he doesn’t do anything to result in the town throwing him out. When a new mayor is needed, the meeting is organized within a few weeks.

Major Features

On the main street through Trebiers, a single large wooden complex can be seen from almost a mile away. Cosickers Hold (Cah’-sih-kers Hold) is the main trading post of Trebiers and the city’s largest source of income. Surrounded by a large wooden wall in order to amplify the fort-like appearance, many travelers tend to enter through the open gates. Carts and carriages are parked to one side as the other half of the courtyard is filled with hawkers and merchants manning small carts and stands hoping to sell their wares.

Inside is not much different beyond being more impressive. The main chamber of the single prominent building within the walls opens up from floor to the ceiling four stories above. Stores, shops, and restaurants line the exterior of all floors with many more peddlers taking positions on the main floor. Within the building one can purchase food, weapons, traveling supplies, kitchen pots, and a large variety of other items.

The Hold’s proprietor Chatellin Mri is a descendant of Kellyn Cosickers, the original designer of the fort 500 years ago. By attracting people via entertainers performing shows on the main floor and gathering most stores in the city into a single location, Mri makes most of his money renting out spots to various other businesses. Although human, the odd-shape of his eyes and face makes many think his father may had been a Gildanesti, but none seem to know for certain.

Important Sites

The Auction House – One of the larger draws in the Hold is an auction house specializing in items traded in by those who could not pay in coinage. Usually twice a week, a listing of to-be purchased items are put up, and interested parties can walk through an almost museum-like set-up showing the items going to be bid on that night. Business for the Auction House has picked up lately with the opening of new neighboring store. Recently a store named ‘Flat-Broke’ was opened that specializes in bartering. No coinage used, only item changes. The store makes money selling its ‘more than fair’ exchanges to the neighboring auction house, otherwise an obtained item becomes the next product to sell.

Mendear’s Hall – Named for the brother of the town founder, the town hall is the oldest building in the city. Although it is questionable how much of the original wood is still present after years of occasional repair and replacement. Mayor Gendar Leevay has been conducting the bulk of his business in Mendear’s Hall for the past thirty years, ever since his father held the post. A third of the building is taken up by a meeting hall that is often rented out on occasion to groups and organizations needing a place to conduct their affairs. Public forums are also held here at least once a year in order for the mayor to keep abreast of public sentiment on current affairs both within and outside the city.


by Carteeg Struve

Megalopolis: Conventional; AL LN; 100,000 stl limit; Assets 4,246,500 stl; Population 106,574; Mixed (Human 70%, Coin Dwarves 18%, Gildanesti 8%, Gnome 2%, Others 2%)
Authority Figures: Presider Gardel Legna, LG male human; Great Sovereign Lord Montegron, LE male human.
Important Characters: Second Protector Noragaen Veliya, LN female human.
Government: Monarchy (Midlands), Republic (FyxZharar and Karsuhon)
Religion: Not Prevalent
Trade: metal, minting coins, weaponsmithing
Alignment: LG, NG, LN, N, LE, NE

The capital of Karsuhon (Kahr-soo’-hon) is the center of power for all of the Midlands. Dignitaries from all over Adlatum come here to be represented along with those of the Midland Nations. The city is also a major center of learning and research into the arts of both magic and sword. The Pinnacle City of the Midlandsdeserves its name for several reasons. Not only is it high up above the rest of the Midlands, it is the center of power and knowledge for much of Adlatum as well.

Life and Society

Many in the city have faith in the security bestowed upon them by the Sovereign Lord, and so far nothing has happened to give the general populous much doubt. Even with one of the Elder Dragon’s only fifty miles away, the city is content in their faith of their Lord. Most who live in the city are common urbanites that wake up, go to work for the day in the bustle of a large city, return home, sleep, and repeat. The fact they live in the center of the Midland power is a point of pride, but unless they work for the nation directly, most don’t concern themselves with it.

Others come to the capital to gain knowledge in several of the city’s schools. Others also come to lend their services to the Midland’s military forces. Some more also hope to sneak and explore into the vast caverns beneath the mountains hoping to find some ancient artifact of power. In a city of such vast population, just about any sort can be found. However that doesn’t mean that all sorts are popular. The faithful of the Elder Dragon’s and the Tashrama are generally disliked, but it is known some are operating quietly in the city. No doubt the Lord’s forces are attempting to rout them out.

Although the Midlands is run by the Great Lord Sovereign, Karsuhon elects its representative to the FyxZharar Senate and its City Manager through city-wide elections. All property owners who have not been blacklisted are allowed to vote. The national leader, the Presider, is elected by the Senate.

Major Features

Karsuhon is a city with many styles mixed together as one. Originally it was constructed as part of Gnomorrah when the Talker Gnomes controlled the region. After the other races moved in from the low lands, many places were rebuilt to accommodate the taller peoples. Eventually dwarven architects used their skills to strength the bridges and buildings from the cold winds that sometimes whip through the roads and across the arches over the chasms. Upon the growth of Montegron’s empire, sculptors were brought in to make the mountain city a place of great beauty.

Like several cities in FyxZharar, Karsuhon is broken up into many sections on various cliff sides making up the Ransharl Canyons. The white and blue stones making up the higher altitudes have been used to make the streets, bridges, buildings, stairs, and ramps of Karsuhon. Far beneath the steep cliffs of the city, the canyons are filled with mist that blocks the view of the darkness far below. The gnomes who originally built Karsuhon measured the depths of Ransharl to be around 2000 feet. After the mountains rumbled and the rocks shattered as the water slammed after the chain was struck with the force of the great wave of the Drowning, the Ransharl changed from a single canyon into a branching collection of chasms cutting through the mountains. The depths deepened, and the mist rolled in. How far the bottom truly lies is unknown.

Although many sections are stacked onto each other, the break up of the populous across canyons and through thin passes resulted in the city taking over a vast amount of area. If one could move the largest four of the other Midland capitals to FyxZharar, area-wise they would fit within the border defined by Karsuhon.

Karsuhon’s layers is inconsistent from road to road based on where was safest and most prudent to construct the roads on the mountainsides. Lately more roads were built out of tunnels drilled into the rock faces to expand the growing capital underneath the summits. Expansion of the city along the canyon has no longer become feasible. Roads were already curling around shearing rock that are unsuitable for being used for more buildings. Many blocks of the city are sectioned off from the rest by a single roadway that winds for a half-mile before joining up with the bulk of the city.

In other places there are buildings interconnect with other structures built directly above them. A number of buildings on lower levels also have major roadways laid out directly across their roofs. From a newcomer’s standpoint the city may be beautiful, but it is also a mish-mash or roads, bridges, ramps, and other structures. Yet with homes and businesses similarly spread out around the mountains, none of the residents need to go too far for many of their needs.

Important Sites

Adlemount – The highest point in Karsuhon, Adlemount is several hundred yards higher and was deemed too unstable for construction. Only a few roads approach the area beneath that top, yet many places within the city can see the peak rising up around the lesser mountains. Ancient mythologies say that the old gods use Adlemount as a stepping place when transversing from the Higher Planes down onto Krynn.

College of Arcanus – Of the three universities in Karsuhon, Arcanus is devoted entirely to the study of magic, especially the arcane. Although it is initially questioned if the magic of the Elder Dragons would be included as a topic of study, if not practice, the school came to the conclusion that gaining knowledge in the art one’s enemy uses is a benefit far more than a bane. Several of the school’s elite have gone on to work for the betterment of the Midland’s under the Great Sovereign Lord, and the school prides itself on sticking to high standards when it comes to student admittance.

The college itself is located in a bowled out mountaintop near the Ransharl canyons. Heat vents from underneath Mount Nadnok warms the ground and air. The campus grounds are covered in green grass and trees that would not survive easily elsewhere in Karsuhon. The university also contains a number of gardens tended to be arcane casting ground keepers.

The Palsidion (Pal-sihd’-ee-on) – When Montegron chose FyxZharar as the center of the Midland Sovereignties, he had no intension of having his seat of power to be easily exposed to strikes from the nearby White Elder. He had ordered the construction of his own palace, the Palsidion, to be built underground. Atop one of the roadways, a facade of a grand palace stretched across much of the side of one of Ransharl’s smaller branches. Once inside the doors however, the true of the matter is obvious. There is nothing but tunnels leading in from the main gates. The tunnels twist and turn, heading deep within the mountains of FyxZharar before reaching the true grand palace of the Midlands.

Within the Palsidion, Montegron rules the Midlands in the greatest of luxury. Styles of art from all across Adlatum are included in the main halls, including from the lands that are ‘not yet’ under the caring hand of the Great Sovereign Lord. Since the rule of Montegron began, the Palsidion has grown into a small city of its own. The Midland Guard also has its headquarters here, along with the many of the secretive mages loyal to Sovereign. It is said the tunnels from the Palsidion reach to many points within the city, known only by the Lord. Others think this is only rumor since no path could cut across the chasms. Exactly how many entrances and exits go in and out of the Grand Palace is only known by a selected few. The number of passages that connect into the tunnels that head deeper into the unknown bowels of FyxZharar is likely known by even less.

The Pavillion – The capital of the FyxZharar Republic has its government centered in the Pavilion, a large palace located just below the second tallest summit in the immediate area, Draydleton Peak. The Pavilion’s exterior is a columned structure of beauty, however the inside was constructed more for functionality. There are several floors worth of offices, meeting halls, and archives taking up most of Draydleton Peak. The Presider, who is the leader chosen by the elected Senate of FyxZharar, also makes his home here during his or her seven-year term.


by Carteeg Struve

Large Town: Conventional; AL NG; 1250 stl limit; Assets 192,732 stl; Population 4,825; Mixed (Human 65%, Dwarves 18%, Gildanesti 7%, Mentoi 4%, Corinesti 3%, “Catfolk” 1%, Bakali 1%, Other 1%)
Authority Figures: Mayor Keskel Holmestorm (Kehs’-kehl Holm’-storm), LG male human.
Important Characters: Gosma Falecohvo (Goez-ma’ Fal’-eh-co’-vo), NG male human. Dramin Holmestorm (Dray’-min Holm’-storm), N male human, Golaviers Mavaire (Go-lah-veerce’ May-vair’), NG male human, Hannean Mavaire (Han-neen’ May-vair’), CG female human, Zerakagaln (Zer-ah’-kay’-gahln), N male Gildanesti.
Government: Appointed Mayor
Religion: Various
Trade: alcohol, boats, fish, horses.
Alignment: LG, NG, CG, N

The coastal town of Josal (Jo-sal’) is cut up into many minute pieces by the Maurtran River, which breaks up into several small tributaries before letting out into the Sea of Tears. This results in the town being interconnected by a network of bridges extending from island to island to mainland. Josal is also bisected by one of Mauritand’s major roads leading directly to the capital to the southwest.

Josal has a strong fishing industry and also produces medium to small size boats. However it is better known for the ale produced by the local brewery and the horses bred at the Falecohvo Ranch on the eastern side of town. Recently Josal was recently honored when native-born Noragaen (Falecohvo) Veliya was appointed the head of the Midland Guard by Lord Sovereign Montegron.

Life and Society

Although part of a border nation, Josal is far enough away from the Vacant Lands not to be under much direct threat. The greatest concern of Josal populous is living their life and contributing to their local businesses. However, like many of the citizens of Mauritand, Josal does turn out several who volunteer for patrol duties to better strengthen the southern line.

A mayor runs the town’s administrative affairs. The mayor is normally selected every ten years by the government in Losojadan, however their choice is always a Josal citizen. Often the town sends a short list of names selected by the prominent and trusted within the town. The names sent are almost always those who are either the most influential businessmen of the town, or closely connected to them.

Currently the mayor is Keskel Holmestorm, younger brother to Dramin Holmestorm, manager and owner of the Coastal Edge Brewery. Keskel is currently six years into his term, but is tiring of his position. Rumor has it that be will retire his job as mayor and send advisement to Losojadan that Golaviers Mavaire complete his term. Golaviers works closely with his wife, Hannean (Falecohvo) Veliya, who owns and runs the Falecohvo Ranch. As Hannean focuses on the treatment and breeding of the horses, Golaviers manages the businesses finances and sales. In the past decade, as his sister-in-law Noragaen climbed in influence within the Midland Guard, the ranch began to supply the Guard more and more of their stock. This increase in business has made him, his wife, and elderly father-in-law very well respected in Josal’s circles.

Major Features

The first thing noticed by any new visitor to Josal is the expanse of bridges crisscrossing the Maurtran tributaries. Even though the population of Josal is less than even the smallest full-fledged city, the waters break up the town enough so that the area of Josal rivals even that of the capital. With so many waterways cutting around and back together again, it is nearly impossible to go from one location in Josal to another without using one of the bridges in the almost maze-like configuration of roadways.

Many of the smaller bridges are simply made of wood, while larger bridges with more steady traffic are made from stone. The three main bridges that allow the main route through town is made of a white coral-like stone purchased from the Corinesti a century ago. Having been struck by a few hurricanes over the last hundred years, these highly ornate bridges show no markings of ware or damage. Even a few of the stone bridges have needed replacement after the worst storms, but the bridges of the main thoroughfare are still standing as clean and spotless as when they were first chiseled by Josal masons over a hundred years ago.

Important Sites

Coastal Edge Brewery – Although the name of the company is ‘Coastal Edge’, the brewery itself is located more to the western section of town. The brewery is located by itself on a single island amidst the branching waterways. This helps keep the odors produced by the process away from many nearby, although occasional off shore breezes still tend to carry the smell in several directions. Regardless of the annoyance, the brews made are well received by the locals since Coastal Edge has customers from half of Mauritand. The owner, Dramin Holmestorm, is currently trying to set up oversea trading in order to increase sales in foreign nations.

Falecohvo Ranch – The ranch has been passed down from father to son for six generations before being passed down father to daughter ten years ago. The Falecohvo family has specialized in breed stronger and faster horses over the years, and many come to learn to ride as well as purchase the animals. Located on the outskirts of Josal, the ranch has the advantage of not being broken up by the tributaries. Instead the ranch extends over eighty continuous acres near where the Maurtran begins to break apart. Although he officially retired, Gosma Falecohvo spends most of his time here with his wife Rudaen, helping his daughter Hannean in choosing which horses to pair together to produce the better stock. Hannean Mavaire takes of the various breeds as well as gives lessons to new and expert riders.

Josal Meeting House – This building is used by both the mayor for town administrative buildings, and by the local businessmen who converse with each other in order work together and make the economy prosper further. The island the Meeting House was on is in the middle of Josal, but a special tunnel from the water leads into one of the basement meetings rooms. Half of this room is below water, and the other half is dry above it. The purpose of this room is to allow negotiations and trade to be conducted between the air-breathers and the Corinesti.

Kavite Bridges (Kay’-vite) – Named for the dwarven stoneworker who constructed and decorated them, these bridges act to allow traffic through Josal heading to and from Losojadan. Each of the bridges appears to be made of a coral-like stone, however each of the three is a different color. Heading from southwest to northeast along the road, they are red, blue, and green. Considering the width and expanse of each of them (150 feet across for the shortest), the difference of colors gives a bold variation to the light brown wood and white stone used elsewhere in the stone. The main road cuts more to the southeast portion of Josal, and so the center bridge allows a look out over almost all of town.

Tearstruck Shipyard – Tearstruck opened its doors ten years ago, and due to limited finances and supplies, the shipyard is restricted to only producing medium sized vessels and smaller. Luckily, since Josal has a good number of fishermen, the need of boats that only go out into deeper waters and return is what is in demand. Also Tearstruck has been manufacturing smaller boats meant for navigating the town’s collection of streams and rivers. Last year when a massive storm knocked out many of the town’s bridges, the boats became extremely useful in both transportation and in debris clearing. The business is owned and operated by Zerakagaln, a Gildanesti who moved to Josal twelve years ago. He has aims to eventually expand the business to construct larger ships, but he is not sure if Josal would be a proper place for such a shipyard. Due to Zera being an outsider who may not keep his roots in town, the strength of his say among the local businessmen has been wavering.


by Carteeg Struve

Small Town: Nonstandard AL LN; 510 stl limit; Assets 45,340 stl; Population 1,976; Mixed (Humans 65%, Dwarves 30%, Oguna 3%, Other 2%)
Authority Figures: Fortmaster ‘Major’ Dregan Yoheshi (Dreeg’-an Yo-hesh’-ee), NG male hartdar.
Important Characters: Lieutenant Neumari Hiden (Noo’-mair-ee Hy’-den), LN female human, Townsman Merius ‘The Blessed Traitor’, CG male minotaur.
Government: Military Council
Religion: Not Prevalent
Trade: cattle and pigs, dairy, grains.
Alignment: LG, LN, LE

A minor settlement directly on the border of Sakkaras, Gef-throth (Gehf-thrawth’) has been the target of many raids by the Savage Minotaurs to the north. In the past Gef-throth was never gifted much in the way of defenses due to other larger settlements being of higher priority. That changed when one of the sons of Gef-throth became the founder of the Midland Guard. When Jermon Cavlin became leader of Lord Sovereign Montegron’s elite forces, the Bhadlum government slowly began to increase patrols in Gef-throth in order to help keep in the Sovereignty’s good graces.

Most of the town is clustered together behind a single fort wall stretching across its northern border. The wall is always manned by those on the lookout for minotaur raiders. However on occasion some of them will sneak around to the far west or east into the Gef-throth farming fields in order to avoid the wall and attacking from the sides, but ground patrols do what they can to keep the rest of the town safe. Still, every so often, sizable forces do attempt to charge the wall directly. Most times they are repelled. The rest of the times, the Bhadlum military will come in from other larger settlements and quickly expunge the threat, letting Gef-throth to be rebuilt by the survivors who are too stubborn to rebuild their lives in a safer place.

Life and Society

Although the town lives in constant preparation for its next attack (and sometimes eventual re-destruction), the people of Gef-throth have an attitude that seems to buck reality. If fate has it in for us, then we’ll do without it, is a common phrase said to those who think the site is a lost cause. Gef-throth harbors no ill will to their government for bestowing them less of a defensive force than other neighboring towns and cities. They know they are not a population center and thus are not worthy enough to secure to a greater extent. In fact, when Bhadlum began to increase the number of soldiers guarding the town when native Jermon Cavlin began to serve Lord Montegron as Second Protector, many of the town requested that the manpower be reassigned back to the more highly populated regions in order to better defend them. They know their country’s limitations, and on the whole they believe in the good of the country if not all of the Midlands.

Just about all able-bodied men, women, and older children know how to fight to some extent. A family that hasn’t lost any family members to minotaur attacks likely hadn’t been living in Gef-throth for too long. Yet fighting and defense do not appear to be as rooted into the everyday lives to an outsider who visits on a usual day. Normal business continues as it would in any village or town. Cows get milked. Grain stalks are farmed. Pigs get slaughtered. Only when one of the alarm bells on the top of the wall or around the town parameter are sounded do people drop what they are doing and grab the nearest weapon they can. Such is life on the border.

The town is run by the Fortmaster who is an officer assigned by the military. The Gef-throth Fortmaster was originally an assignment for disgraced officers, meant to keep them out of more important matters elsewhere. However in recent decades, the Fortmaster of Gef-throth has become both a position of honor and a welcome challenge. The town’s defense is the Fortmaster’s primary concern, however several of the day-to-day affairs do come before him (and once her) in order to be settled. Still, when the concerns of security take up most of the Fortmaster’s time, a popularly elected citizen is chosen to govern the town’s non-military needs. This Townsman only holds the position until the Fortmaster can fully return to his full duties, but there have been cases in which the Townsman has needed to hold the position for several years.

As an oddity and irony, Gef-throth’s current Townsman is a minotaur originally from Sakkaras. Three years ago, Merius approached the northern wall with only himself, his lover (now wife), and his young daughter. After convincing the patrol not to shoot them, he warned the town that others of his kind found an underground cavern are were going to sneak up on the town from the south, avoiding all other patrols until they were directly on the town weaker border. Fortmaster Dregan Yoheshi and his second-in-command Lieutenant Neumari Hiden quickly discovered the minotaur’s warning to be true after the scout sent to investigate didn’t return by the appointed time. The scout was discovered by a two-bull scouting party of the minotaurs, and the scout died after taking both of his enemies down. The town evacuated, and most of the populous marched south towards where Merius said the cave entrance was and attacked the raiders head on. After the threat was repelled Merius’s family was accepted as one of the town’s own, although many of the soldiers, including Yoheshi, are still skeptical of Merius’ motives. Merius has never given a reason as to why he betrayed his own kind, nor do the people press him on it. Later, when Yoheshi seem to be burdened with masses of reports regarding some type of military preparation going on throughout the Midlands, the people showed Merius their thanks by appointing him Townsman, much to the Fortmaster’s dismay.

Major Features

The most noticeable structure in the town is certainly the wooden wall that stretches with slight angles and bends across the northern side of the town. Only blocking the portion of Gef-throth where the buildings are clustered, it has proven to be a useful deterrent to the often-enough minotaur attacks from the north. Like most buildings in the town, the wall has been built and rebuilt many times. The wall stands against a vast majority of the attacks, but usually once or twice a decade it will fall. Usually when the wall fails, the town or at least most of it soon follows.

The wall is just short of 30 feet high with a walkway near the top, which allows the patrols to get a decent view of the lands to the north. Every ten feet along the wall is a bell that is usually covered by a glass casing. When a bell is rung, the town begins to ready itself for attack. The glass casing is simply to prevent the bell from being accidentally hit or rung from strong gusts of wind. On rare instances false alarms have been given, but so long as it doesn’t happen too often, Gef-throth takes such instances as ‘good practice’. Stairs lead up to the walkway at six spots along the structure, none of them near the ends.

Important Sites

Barracks – Almost all of the military that serves in the town’s defense are assigned from elsewhere in the country. Since the locals view the defense as a natural part of living in Gef-throth, very few enlist for the purposes of coming back home and do what they did every day before they left. As such, the barracks serves as home for most of the personnel who watch from the wall or patrol the outer farmlands. The barracks is located directly behind the wall, and for anyone other than officers, it acts as a communal home. For the officers, the barracks contains a few private bedrooms and offices. The two highest-ranking officers are assigned private homes purchased by the national army. A small guarded armory is located next to the barracks on its south side.

Protector Park – Although Jermon Cavlin’s home was burned down years before his name became well known, the site upon which is stood has not yet had another house stand upon it. Instead a small park was made (and remade) in which a clearing is surrounded by sixteen trees. Each tree represents one nation of the Midlands in order to honor their hometown hero. The park was altered slightly during the last year after Cavlin’s death. To the western side of the circle is a black stone, which glistens brightly in the light of the returned moons. Inscribed in the stone is the symbol of the Midland Guard, the sword and the stars, and below it is an inscription written in letters none have yet been able to read. No one in Gef-throth knows where the stone came from.


by Carteeg Struve

Large City: Conventional; AL CE; 5000 stl limit; Assets 761,395 stl; Population 24,090; Mixed (Human 80%, Gildanesti 6%, Dwarves 5%, Gnomes 5%, Corinesti 2%, Others 2%)
Authority Figures: Heriacious, CE great wyrm white dragon.
Important Characters: Damrye, NE male Oguna; Aynal Teralshall, CN female Gildanesti.
Government: Theocracy
Religion: Tashrama
Trade: Barter-based
Alignment: N, CN, LE, NE, CE

The mountain of Breenaak (Bree’-nahk) is the home of the White Elder Dragon Heriacious and many of her loyal followers. Not only are the mountainside and the interior tunnels home to Scalebound, many others who view Heriacious as one of the True Gods of Krynn take residence here.

The town is under the protection of the dragon’s personal army, lead by the Oguna Damrye. The white branch of the Divine Bureaucracy is lead here in Breenaak by Aynal Teralshall, a Gildanesti Scalebound who uses powerful illusions in public to cover her altered appearance.

Life and Society

Many of those in the city of Breenaak believe strict communal assistance among the general masses will build a stronger force ready to carry out their Goddess’s will. Many barter services and goods instead of using coin, and each home and place of work is a shrine.

Few in Breenaak do not try to praise or help Heriacious in at least some fashion every day. A majority of the populous see themselves as one of the most blessed for living in the city of one of the Elder Dragons. A large number of faithful do hold respect for the other Elder Dragons as well as Heriacious, although they hold most of their reverence for the White.

Not all of Breenaak is fanatically loyal to Heriacious. There are groups who reside here solely to share in (or steal) the Elder Dragon’s power and hopeful success. Being this close to her and the core of her followers, such people are not too open with their more secular view of the white. They know enough to keep their mouths shut enough at the right times and saying the correct words at the right moments in order to better their standing both with the local populous and the great dragon.

Major Features

The small city that has shares the name of the mountain was constructed outside of the lair’s main gates. The city rests between two other peaks, Conralis (southeast) and Savenfall (northwest), each to either side of the city. Although it is not a structural marvel compared to Karsuhon, the perpetually snow and ice covered city was put together using magic that shaped the buildings and columns from the rock and ice itself. Much of the city is stylized in a manner fitting to worship all of the Elder Dragon Gods, although the Goddess Heriacious is praised most of all here.

Brief History

Although for centuries many in Breenaak were unaware of the Elder Dragon who was living within the massive cavern complex beneath their feet, those faithful to the Tashrama worshipped exactly as how the clergy directed them. The city grew and prospered as more and more people came to live in a communal setting of a simple life and faith.

During the Days of Darkness, the city was attacked by creatures of flame and smoke. A beautiful creature had earlier emerged from the cavern and took to the air, and when the monsters began to swarm into the region through rents in the sky, the sleek beast assisted the city in its defense. After the assault, the creature disappeared back into the cavern. Many debated the beast’s identity, and several whispered it to had been one of gods taken flesh to save them in their hour of need.

Decades later, when Montegron’s announcement that dragons controlled the Tashrama church reached the population’s ears, many did not believe it. But when Heriacious stepped out into the Courtyard of Celestial Ice to reveal herself to the world and declare her divinity, a large number of people remembered her fighting for them almost 40 years before. Those people bowed in worship. The others who felt deceived tried to leave the city, claiming that Montegron had revealed the truth. The gods they had worshipped were only monsters. Heriacious’ army slew them as they tried to depart. Only the faithful remained, and now the White Elder Dragon enjoys being worshipped directly and openly.

Important Sites

The Courtyard of Celestial Ice – Before the sizable opening into the mountain cavern, two walls of rock coated in ice reach around a courtyard where the faithful gather for special occasions, especially when Heriacious wishes to say something to her subjects. This area is usually used by the faithful who kneel and pray towards the dragon cavern.

Hall of the Divine White – Near the Courtyard of Celestial Ice, the grand hall acts as the official front of the Tashramadic Council’s activities in the region. For those who have issues or other needs to interact with the church, they come here to conduct their business. High priestess Aynal Teralshall makes an appearance here every so often to insure things are run properly, but the greatest decisions of the Heriacious’ part of the church are made within the lair where Teralshall spends most of her time. On other occasions she travels in order to confer with members of the other branches within the Tashramadic Council.

Heriacious’ Lair – The inside of the lair is also a work of magic. Ice sculptures and marble statues line the cavern walls that have been shaped into scenes depicting the glory of the Elder Dragons. Inside there are many side rooms and chambers dedicated to research of how to manipulate the magic gifted upon her faithful. Shrines have also been set up for the faithful to meditate and rest. Many of the Scalebound who have sworn their lives and souls completely into Heriacious’ service also reside here. Only after a long travel down the massive center cavern will the passage open up into the chambers of Heriacious herself.

Behind the main chamber of Heriacious, she has additional chambers she uses to her liking, whatever her needs and plans are at the time. Additional tunnels that are heavily secured also lead down the mountain into the vastly unexplored ruins that were discovered only just after the Drowning. Heriacious has a number of followers, but not more than she can afford, hunting through the dark passages, trying to find out what lost relics remain down below. The general public of Breenaak has no knowledge of what has so far been discovered, if anything. But since their Goddess does not wish to share her progress, the masses dare not ask.

Needle Spires – Needle spires allow the faithful and members of Heriacious’ army to keep watch over the single northeast pass out of Breenaak in case the heathens of the Midland Guard chose to attack. Spires also line the main roads leading to the gates of the Elder’s cavern to allow watch to be kept over the city as well.

The sides of the spires are covered in the mystical runes which helped form each of the structures from the rock and ice of the land. The base levels of each of the spires act as stations for the army. The armed forces of Breenaak are fairly de-centralized with the exception of Damrye’s offices being located in the complex of Heriacious’ Lair.

Magic is being prepared to build new spires on the mountainsides of Conralis and Savenfall. It is hoped these new towers will allow Breenaak to have a better watch over the nearby lands closer to Karsuhon.


by Carteeg Struve

Small City: Conventional; AL N; 6500 stl limit; Assets 643,439 stl; Population 8,495; Mixed (Human 75%, Gildanesti 15%, Dwarves 5%, Others 5%)
Authority Figures: Lord Boeki NurVar, LG male human, Lord of the City and Leader of the Resistance
Important Characters: Magi Yugorv, LE male Gildanesti
Government: Lordship (broken off from the occupied kingdom)
Religion: Various
Trade: Basic Supplies, Information, Training Services
Alignment: All

Hints at Ancient Times

In a lush valley in the middle of the Etlarn Mountains, Anglem (Ang’-lem) started out as a town of refugees hiding during the middle of the Second Age. Which race or races the populous initially was comprised of and for what they were fleeing has been lost to history. In its place only theories and conjecture remain, but it is understood that when Etlarn the Ancient came to the region later on, Anglem willingly gave its support to the causes of the great king.

During the Third Age, Anglem was a city that matched and often surpassed Etlarn City as the hub of activity in the Magocracy. The use of magic during those days was never referred to as a ‘practice’. Practice was something those in the midst of their education did. Those who used magic during their daily lives didn’t practice magic. They applied it. The bard tales of that era contain many details that are hard to believe, and it is possible the bards are stretching and straining truth in many cases. But even the lies may not be too far off from fact.

That Age is gone now, both for Etlarn and Anglem. Since then Anglem has been struck by disaster after disaster. Some storytellers often claim the pride of the city in their own accomplishments resulted in even the ancient gods of magic to become jealous and curse them. Others say the gods of magic had become too close to the world and were influencing the people too closely, causing the other gods to strike down their work. Either way, Anglem has deteriorated and found itself in a strange circumstance.

The Roving City

Although Etlarn as a whole was spared the grunt of the Drowning, Anglem’s suffering only begun. With so many earthquakes and avalanches all of Anglem’s roadways through the mountains were blocked off or collapsed. During the Fourth Age Anglem developed into a large city and required a steady supply of food from surrounding towns and cities. The Anglem Valley was fully developed and without a place to grow food.

The elders of the city were relatively swift to use their magic to rebuild roads and even teleport groups out of the mountains, but it was not before the food shortages were felt. The population came to realize how isolated Anglem truly was without high traffic, and slowly through the years the people began to move out of the mountains to the nearby hills and plains. As Etlarn City rebuilt itself, Anglem declined.

In the following decades Anglem was able to stabilize itself, but it was under threat again as friction between the followers of High Sorcery and Wild Sorcery rose to a boiling point. Only moments before the Aglem’s High Elder Roholda NurVar was to be assassinated by the son of an arrested Wild Sorcerer Andoja Mana, the patron of White Sorcery Solinari appeared over the land. As the God departed, the High Elder ordered the release of the man as a gesture of good faith to those he came to view as his opponents. The son himself also backed down and returned home to see his father again. It would be another year before the boy confessed and the High Elder learned how close he came to death.

As time moved on, the city came to realize that it was not going to survive being so far away from all of the growing cities spread throughout the kingdom. Even other mountain cities were usually placed in locations better suited to keep in contact with neighbors and those outside of the range. Seeking wisdom in Solinari’s words, they sought to cure their ills by unifying all types of magic together into a single purpose.

Although research was unable to completely merge the magics together, it was discovered that the effects on one type of magic may still be affected by another. By using each type of magic as a ‘component’ to a greater whole, a massive conglomeration of magic spells were cast. Anglem the valley, and not just the city, was moved.

Smooth and seamless, Anglem’s valley was transported near the edge of the range near Etlarn City. Nothing in the rockface told that anything unnatural had occurred. It simply seemed as if Anglem’s valley had always been there. Trade and people visited the moved settlement. Life started to improve. After a few weeks and fair warning, the city was moved to the other side of the chain near other cities and towns to continue establishing trade. Under the elders’ control, Anglem became known as The Roving City.

Over the years, Anglem grew again. It became both an academic center, historical center, and when the chromatic dragons returned, the training center of the Etlarn Defenders. The Defenders were headquartered in the capital, but all young ones who wished to join received their education here. It was a hard fight, but many of the dragons were turned away. Others made lairs within the mountain. The city recognized they were not winning the war decisively, but believing that they were succeeding in heeding Solinari’s warning, the city finally had pride in itself again.

Disaster and Blessing

When the forces of Chaos plunged onto the world, the Elders of Anglem did what they could to keep moving the city away from the destructive forces tearing Krynn apart. However they quickly learned the danger was everywhere. The city could only stay move so far as the borders of the mountains and the nation of Etlarn. No matter where they went, the horrors were waiting.

The city Elders began to believe that these Days of Darkness was the true threat Solinari had warned them of. Not the chromatic dragons. To show their devotion to each other, the branches of magic were planning to be unified once again. The idea would be that ambient casters were to channel their own chaotic energies into the chaos beings. However the focused spellcasters would force the chaotic energies to do what they most yearned to do, become pure potential and thus nothing. The paladins were called in to pull what blessings from those upon high in order to insure success. At first, it began to work. Chaos Dragons and Shadow-Wights became over-filled with their own being and vanished into their own Nothing. But then the skies changed, and the Moons and Gods vanished.

The targets being aimed at disappeared just as fast as 2/3rd of the magic guiding the spell. The chaos magic grew unstable, burning most of the ambient casters in the same way it burned away the Chaos Spawn. The situation deteriorated even more when the joint magic controlling the city’s location similarly was disrupted. The chaotic flows combined and the city shook. Not only did the city move from location to location to location within the mountains, parts of the city were moving in different directions. Buildings were torn apart. Streets were scattered across the range. People were similarly rip to pieces if they were unlucky enough to be caught at a fissure of separation. As time went on, the city was shifted and scattered more and more.

Finally a large group of sorcerers not allowed in the casting against the chaos armies gathered together and seeped the energies away safely. The core of the city was in shambles, but still together. Most of the population, however, was dead. In the span of a day, 75% of the population was killed. Much more met their demise due to the events after the invading army disappeared than before. Anglem was down to about 8,000 people.

Most deaths came when suicides became rampant. With the moons and gods gone, many spellcasters refused to accept Wild Sorcery as a viable option. Not after the disaster, and not after they began to learn that the city’s troubles were not over.

Control over the city’s movement was lost, and it was not stopped. The city now has a tendency to randomly shift with no warning from one location within the range to another. Sometimes it stays about a week or a month. On rare occasions it moves only moments later. This would have resulted in more people leaving the seemingly doomed city, except that the benefit of the situation became quickly obvious.

With so many of the magic users powerless, the dragons took the opportunity. They surged across the borders and out of their lairs. Most of Etlarn was seized and lost to their control. The dragons attempted to take Anglem, but the valley moved away from them as soon as they approached. When the city was found again, another assault was made. A second time the city shifted before they could move in. Eventually they tried taking the city using only humanoid land forces. Again, Anglem disappeared. Even the sorcerers within Anglem could not understand how the seemingly chaotic shift in the valley’s movements could so consistently save them from harm. In the end, the dragons claimed to “show their benevolence” and “allow” Anglem and a few other well-defended locations to retain its independence. Not wanting to give up what freedom they had, the citizens of Anglem accepted the bizarre blessing and began rebuilding.

A City of Hope

Even before focused magic returned just recently, the training center for the Etlarn Defenders was rebuilt and put back into full operation. It has nowhere near the number of people it had before, but it is fully dedicated to training those who would stand again the dragons. The educational facilities have also been rebuilt, and any time the city appears to be still for a short while, trade is swiftly and quietly done with nearby towns with those trying to end the occupation.

Everything is not unified in purpose in Anglem however. Magi Yugorv has come to the training center proposing that the darker magics of Black Sorcery be taught as a viable option for Defenders to use against the dragons. The facilities board appears to be split on the issue.

Tuval, Kingdom of

by Gerrin

Capital: Paranor
Population: 210,000 (Human 61%, Minotaur 22%, Gnome 7%, Dwarf 4%, Hobgoblin 4%, Other 2%)
Government: Monarchy
Religions: major – Nairsaif (Kiri-Jolith), minor – Anphlasaad (Habbakuk), Peliona (Zeboim)
Languages: Common, Minotaur, Gnome
Trade: Fish, Salt, Copper
Legions: Grand Fleet, King’s Army
Alignment: LG, NG, CG, LN, CN, LE, NE

The Tuval Isles is a collection of isles that have banded together since the Drowning. The isles are ruled by the highest ranking member of the ruling family. The government is controlled by a king or a queen who wields ultimate authority. The islands are spread throughout the northern Sargassi Sea. The islands are located on the tops of an underwater mountain chain and are very hilly.

Life and Society

The life on the isles is one that is fostered by community and spirit. Since the days of the Drowning the survivors on these isles have found that they had to put aside racial prejudices and work together for the survival of all. Minotaurs can be found here working side by side with men and dwarves.

Racial equality exists on the isles like no where else in Adlatum. In 237 AD the Tuvalian High King Josin Brinesea issued his Edict of All, stating that the laws of the realm encompassed all races. In the decades following this edict all laws in the realm were changed to reflect this ideology.

The military of the isles consisted of a navy and a small land army. The army answered directly to the highest ranking ruling family member while the navy serves the Grand Admiral. The navy consists of three fleets that each contained 100 warships. All citizens are required to serve in either the navy or army.

The legal system of the isles is based on the edicts of the High King or Queen. The laws are enforced by judges and through the use of local watches. Prisoners can be tried by public officials if there is risk of further violence erupting before a judge can arrive. All political positions in the isles are appointed by the High King or Queen.

The office of the High King or Queen rules the isles, and the person is the oldest hereditary member of the ruling family. The person rules the nation with executive, judicial, and legislative powers. The authoritarian rulership of the isle is considered necessary to keep the islands survival still its primary goal.


There was no formal religion recognized in the isles, but most mariners pay their respects to Peliona (Zeboim) and Anphlasaad (Habbakuk). Prior to voyages sailors will often sacrifice something of self importance to the gods in hopes of a good voyage. Small shrines to Peliona and Anphlasaad exist in all of the port cities.

The minotaurs who have remained on the isles since the Drowning still revere Nairsaif (Kiri-Jolith) as their main benefactor. In a vision prior to the Drowning a small detachment of minotaurs were told to remain in Isenaloch to be safe. The minotaurs believe that this vision came from Nairsaif as it was a white warrior who instructed them to unite to save all.


The government of the isles is a monarchy based on hereditary rule. The High King or Queen oversees all legal and economic aspects of the isles. Each isle is ruled by a lord appointed by the High King or Queen. The ruler of the isles holds a traveling court during the summer to visit all the lords. During this time, the High King or Queen may pardon, judge, or oversee various projects that are happening on the isles.


The military of the isles consists of the Grand Fleet and the King’s Army. The Grand Fleet is considered the pride and joy of the isles as it consists of 300 warships of various sizes and styles. The fleet’s primary duty is to ward off pirates and pursue them.

The King’s Army is a 10,000 member group that serves the king and helps keep control of the ports. All citizens within the nation are considered to be part of the King’s Army during times of crisis and can be conscripted into it at anytime. The army also contains a small cavalry division that stems from the isles past.

Magic and Mysticism

Magic in the isles is practiced under the jurisdiction of the Council of Mages. This elite group governs all magic users and is a secretive organization. The average citizen of the isles has seen magic used before but it is an uncommon sight. Mages are treated with respect and often considered to be sages.

Mysticism on the island is wide spread and accepted everywhere. Mystics travel the isles offering their services to unlucky travelers caught in unfortunate events. The mystics have a center of healing which they have named the Great Center located in Paranor.

Major Geographical Features and Locations

The High King’s Fortress: This is the residential home of the current ruler of Tuval. Its massive structure is said to be able to withstand the strongest winds of the sea and mightiest of war machines. The castle is a multi walled fortress that contains several small keeps connected by gates.

Sontaro’s Rock: This rock is the location of the signing of the peace treaty between all races living on the islands. It is located on the island of Donner and is a symbol of equality throughout the islands.

Copper Mines of Tilven: These mines are the source of copper for the island. They are situated on the island of Tilven and contain an inexhaustible supply of copper.

The Great Center of Paranor: This is the home of the islands mystics and contains much of the islands information in the form of scrolls and books. Pilgrims often journey to the Great Center in search to answers to life questions.

Regional History

The Tuval Isles were created by the Drowning in which the land sank below the water leaving only portions of it above the land. Prior to the Drowning this area was known as grassland with rolling hills, dominated by nomadic plainsmen and minotaurs. The minotaurs believing that the plainsmen were no real threat established the outpost of Isenaloch to oversee the area.

During the War of the Prophet Isenaloch became a prison for captured humans, dwarves, and other war criminals. This prison would be kept a secret from outsiders and even few plainsmen would know of its existence until after the Drowning. At its height 10000 prisoners were living below Isenaloch.

Following the Drowning the people of the isles found themselves thrust into a new world. Realizing early that without work from all races everyone would perish without immediate compromise the plainsmen sought out the minotaurs. After lengthy discussions in which the Prison of Isenaloch was discovered it was decreed that all races would work together for the survival.

At Sontaro’s Rock the various races came together an elected a human fighter named Tildon Ronor as their first leader. Ronor immediately began constructing a fleet of ships with the aid of the minotaurs. With limited resources the first ships were barely larger then life rafts. The courageous crews of these small vessels scoured the distance discovering several smaller islands and one larger one.

On the large island called Silan, the survivors discovered the remains of a lush forest and began to resettle the lands. Gathering together as many of the survivors as possible the people of the isles worked to reclaim the lands changed by the Drowning. In 292 PD all islands in the region were resettled by loyal Tuvalians.

The Tuval Isles in 409 AD discovered that their lands were rich in spices that were highly sought after. Daring merchants began to travel to the isles in hopes of bringing a shipload of them back to their homes. With this recent interest the economy of Tuval has boomed.

Since the Drowning the Tuvalians have had a precarious relationship with the minotaur races as they view those living on the isles as abominations. Even though no formal war has ever been declared a long fought naval war has existed between the nations since the Drowning.


Current Events

    • Minotaur raiders have been recently harassing shipping lanes near Donner’s Point.
    • Rumors of a forgotten city being found underground near Isenaloch.
  • The dead have risen near Seabreeze and are harassing local residents.

Major Settlements

The cities are controlled by appointed lords of the High King or Queen. These lords oversee the carrying out of their laws and enforcing the peace.

Paranor (Small City 41,000): The largest city and the home of the High King’s Fortress. Due to its proximity to favorable trade winds, this city has become very wealthy. It is home to the major trading house of Tochin. Sitting in the harbor is a lighthouse guiding ships into its wide harbor and docks. The Current High King is Gideon Tannora (LG male Etlarnic human noble 7/fighter 12).

Isenaloch (Large Town 19,400): This town was built on the remnants of the minotaur fortress that existed in the area prior to the Drowning. This city’s population mainly consists of minotaurs who carry out the traditions of their ancestors but honor their pact with the rest of the islands. This town is built on the island of Donnor on the ridges of Tuval. The current leader is Raul Devinoli (LN male Mahjoran minotaur mystic of Water 3/fighter 4).

Donner’s Point (Large Town 15,200): The town of Donner’s Point is a bustling port town. With its location on the shipping lanes it sees dozens of ships making port every day. The city is a bustling and growing town with many new buildings. The current leader of Donner’s Point is Ilan Silversword (LN male Etlarnic human noble 2/fighter 8).

Seabreeze (Small Town 5,200): This town is located on the island of Seabreeze and is a sleepy town. Located outside of the main shipping routes this town instead provides the islands with numerous crops. This community resembles more of a farming community then a bustling port town, unless it is harvest season. The current leader of Seabreeze is Arn Douglas (LG male Onarian human noble 3/mariner 8).

Tilven (Small Town 5,100): The town is located near the Tilven Mines and provides the mines with access to the sea. The small port town is a strongly fortified town with a standing garrison. The town is often compared to a military camp by its citizens, but this maybe do to its lord. The current leader of Wander is Mercinder Ironfoot (N male Mahjoran minotaur noble 3/fighter 7).

Thule, Kingdom of

by Nael

Capital: None
Population: Unknown (estimated 15,000 – 50,000 Hobgoblin)
Government: Independent theocratic city-states
Religions: Thule (Chemosh)
Languages: Goblin
Trade: Gemstones, glass, incense
Legions: No standing military (Volunteer militia upon need)
Alignment: LE, NE, CE

Once a great flood plane filled with rich and fertile black earth, the lands of Thule are now rather poor as the ever increasing seasonal rains and hurricanes have washed most of the topsoil into the sea or into the neighboring and lower laying Disputed Territories to the west. Thule is a land of contradictions where the sole purpose of the living is to honor and defend the dead. Land is held in trust for dead ancestors who rule by edict through the priests of Thule.

Life and Society

In the lands of Thule, “Life” is considered a curse handed down from the great god Thule. This curse has its purposes for it is intended to prepare the soul for the afterlife and service to the god in his unearthly realm.

The Priests of Thule rule in the name of the god and the spirits of the ancestors from the great ziggurat temples, which dominate the city-states of Brad-Thule, Churick-Thule and Kraal-Thule. Each autonomous city-state claims a significant portion of land around each city that is used to grow a few simple cereal crops or to support large herds of domesticated bighorn sheep. Each member of society spends two months out of every year in temple service, working farms or herds for the benefit of the temples while at harvest and culling a tithe is sent to the temples of 1/5th of all farm production for the benefit of the ancestors.

From birth through death the hobgoblins of Thule are indoctrinated into the zealot-like religion of the god Thule. Each goblinoid is taught that life and its hardships are present only to prepare a soul for its journey into the afterlife and that death in the service of the god guarantees elevation to a higher status in the realm of Thule. Many goblinoid families regularly hand off excess children to the temples to be acolytes or sacrifices to the god in hopes of increasing their social status in the next life. Personality wise many consider the goblinoids of Thule an overly serious lot with a very intense and overwhelming desire to covert or kill for their religion who are also very uncompromising in recognizing the validity of others beliefs.


The fanatical religion of the region is dedicated solely to the god-king Thule, an aspect of Chemosh. However since the theft of the world and the “great silence” the iron grip is slowly being eroded by the emergence of “Sprit-Talkers” who claim that Thule is not a deity who rewards his followers with everlasting life but instead a great slaver who binds the honored ancestors in shambling corpses which slave away at the direction of the priests. Proscribed by the priests of Thule, these mystically gifted individuals are labeled as heretics and blasphemers who seek to undermine the authority of the god Thule and who endanger the status of all the honored dead in Thule’s kingdom. While the temples still hold power, the underground movement of the Spirit-Talkers is slowly growing.


The priests of Thule who issue edicts in the name of the honored dead of the nation control the government of each city-state. All the dead of the nation who have been determined to be “Thoth,” or blessed in the eyes of Thule, are mummified and taken to the regions temple ziggurats where they are then blessed and then returned to the families. At the equinoxes the honored dead are brought back to the temples where the priests consult with the dead to determine the will of Thule.


There is no standing military, but all the goblinoids of Thule appear to be willing to go to holy war in defense of their religion and honored dead.

Magic and Mysticism

Arcane magic is proscribed, especially any magic’s that be used to communicate with the dead or in the creation of undead. This is a function deemed solely the purview of the temples and their priests. Mystics particularly involved with the Spirit-Talker movement are actively hunted by the powerful temples who view them as a threat to their temporal power.

Major Geographical Features and Locations

Little exists in the land of Thule to distinguish one area from another. It is a harsh and unforgiving land with little potable water and large stretches of dusty inhospitable near desert.

Regional History

The temples of Thule are engraved with bas-relief that shows the history of the region. From its founding in ancient times as a haven to escape the persecution of the elves to the coming of Thule and the elevation of the honored dead to the present day. The bas-relief tell the various creation myths of the goblinoids as well as a great exodus story detailing their enslavement and attempted genocide by the elves of Valenesti as well as the story of their escape from the elves and their years of wandering and the eventual death of their leader who by the grace of Thule arose again from death to lead them to their promised land.

The goblinoids of Thule have done their best to keep to their traditional borders but since the flooding the lands have slowly become depleted. Even though the goblins look to the next life for all things good, conditions in this life are slowly causing the goblinoids to look out side their traditional boarders in order to seize land, all in the name of the honored dead and the god Thule.

Current Events

    • A Spirit-Talker cell discovered in the city of Churick-Thule itself was found guilty in the temple court and sentenced to mujar-haat, a ceremony where the offenders are literally embalmed alive and then their mummies are ritually burned and destroyed to prevent them from entering the afterlife. However the Spirit-Talkers managed to escape.
    • The high priest of the city of Churick-Thule has been preparing for the ceremony of Mar-Duuk. In which he will be transformed into a divine being (lich). The other cities high priests fear his transformation seeing it as a preamble to the eventual invasion of their cities by the powerful priests of Churick-Thule.
  • The inhabitants of the sunken city of Aggara seem to have declared a jihad on the temples of Thule. It is rumored that large armies of the drowned have been raised by the priestesses of the sea goddess for some slight made by the god Thule.

Major Settlements

There are three cities and a number of “Kralls” which are little villages and farms.

Brad-thule (Small City 6000): The city furthest north, Brad-thule is most concerned with expansion into the Disputed Territories without risking its own existance. Local priests claim that the god-king Thule once ruled from their city, but none outside of Brad-thule believe this claim.

Churick-thule (Small City 8000): Not only believing in the gift of death, the high priests of Churick-thule believe that the gift of undeath is a much greater cause. The other competing cities are concerned by the sept ruling in Churick-thule, primarily because if undead become the majority of the populace, the city’s strength and numbers will not likely diminish over time unless something else is done.

Kraal-thule (Small City 7000): The port city grants the goblin nation direct access to the western seas. Originally inland, the Drowning was seen as a blessing by the surviving citizens. Now the clergy of Kraal-thule hope to expand their reach up and down the shores faster than the other cities can expand on the inland. The quality of goblin-crafted ships has been steadily improving over the years, but the threat of Aggara is being taken very seriously.


by Gerrin

Capital: Wa-nax
Population: 40,000 (Neskudar 98%, Other 2%)
Government: Hierarchy
Religions: minor – Reorx (Reorx), Ki Ulit (Kiri-Jolith), Tonol (Mishakal), Slinoter (Shinare).
Languages: Common, Dwarven.
Trade: Mercenaries, Gems.
Legions: None
Alignment: NG, NE, CE, LE

The Sodbottom is a loose collection of city-states and tribes controlled by a Neskudar barbarian named Ros Earthstriker.

Life and Society

Life in Sodbottom Swamp is a difficult one as the dwarves try to avoid contact with outsiders. Most of the people of Sodbottom live in nomadic groups that travel around the swamp trying to survive. Three towns have been created for dwarves who do not desire a nomadic lifestyle and as a place to trade. These towns are filled full of dwarves who are often distrustful of people outside of their tribes.

The society in Sodbottom is different from elsewhere in Adlatum. The Neskudar favor activities at night and sleep during the day. They do this because they have a deep fear of what the darkness may hold and need to be awake for it. The sunlight also affects their skin, a curse they inherited from they battle against Chaos.

The military of Sodbottom is a loose collection of tribes serving one lord. These tribes will supply troops in times of need. There is no standing military, towns have patrols and militia.

The legal system in the empire is a brutal one where charges are settled by fights. The loser of the fight is found guilty or admits his claim was false. Often times the fights end in the death of one or both of the combatants.


There was no formal religion recognized, and most dwarves do not worship any god. The few dwarves that do worship gods worship Reorx, or Ki Ulit (Kiri-Jolith). The departure of the gods have went unnoticed by many of the Neskudar, instead the dwarves worship a false idol of a giant lizard that they believe will bring them luck.


The government of Sodbottom is a hierarchy in which one dwarf controls the power. Individual tribes have chieftains but they all swear loyalty to the Grand Chieftain. The current leader is Ros Earthshaker an ambitious general who seized control after finding the Crown of Blacklight.


There is no formal military in Sodbottom, instead each tribe provides its own safety. In times of conflict the Grand Chieftain can call the tribes together and create an army. The Grand Chieftain is protected by his tribe during peace times.

Magic and Mysticism

Magic in Sodbottom is rare, but for those who possess it they are given places of honor in their tribes. Many of these dwarves are given position of advisement to chieftains and are often revered by their clans. The magic is not moon magic but rather chaos magic.

Mysticism is uncommon among the dwarves but since they do not publicly acknowledge the gods the dwarves have turned to it. Nearly every tribe in Sodbottom has a mystic who leads religious practices of a false religion.

Major Geographical Features and Locations

The Pit: In the middle of the Sodbottom Swamp lies a giant hole that the dwarves have named the Pit. No one knows for sure what lies at the bottom of the pit or even how deep it is. In the early years of Sodbottom, dwarves would sacrifice prisoners to the pit to appease their god, Salimadar. Rumors persist that the forces of Chaos still lurk in the shadows of the pit, waiting for unsuspecting visitors.

The Mound of the Dead: This mound contains the remains of those who fought Chaos. The mound was built during the struggle against Chaos as a place for all those forgotten or killed to be buried. Many of the warriors left no trace of their memory but their equipment was found. The dwarves believed that the equipment contains the spirit of the owner and needs to be buried. The mound was raised near the city of Wa-nax.

The Cave of Truth: All new sorcerers and wizards must journey to this mysterious cave and travel through it. What is located in the cave no one can say as each journey is different. It is rumored that the cave contains the secrets of true magical power.

Ruins of Arendon: The Ruins of Arendon are the remains of the first settlement built in Sodbottom Swamp. These ruins are difficult to reach as they have been lost for several years. Arendon was a fortress built in the northern part of Sodbottom and was supposed to protect the swamp from possible invaders.

Regional History

Sodbottom swamp is the location of the Neskudar dwarves who have resided there since their escape from minotaurs to the north. Life in the swamp is one of danger and the constant fight for survival. Much of the swamp is difficult to navigate and the water in many parts releases a steam that forms a mist over the swamp. The dwarves living here chose the location for its difficult terrain and from its cover to the sun.

The original settlers were fearful of a possible attack by the minotaurs and build Arendon, a mighty fortress to provide protection. In the years that followed the dwarves found that their people grew restless from living in one place. Fearing some great unknown, the Neskudar broke into tribes which moved around the swamps. During these travels three towns were constructed to help the tribes keep in contact and trade for goods.

Prior to the war with Chaos, much of this area remained the same except for a few internal struggles for power and some small skirmishes with goblins. The tribes worked independently from each other and believed that they were finally safe. During the Days of Darkness, the tribes responded to Reorx’s dream and traveled back to the Path. It was there they encountered the forces of Chaos.

The dwarves retreated back to their swamp but found that the terrain that helped keep outsiders away was actually an advantage for the forces of Chaos. In a struggle for survival the dwarves managed to defeat the forces of Chaos at great cost. Several of the tribes of Sodbottom were nearly destroyed and survivors were filled with questions. The land itself was changed by Chaos and the swamp is a deadly place to live in.

Current Events

    • The tribes of Sodbottom have been called to assemble together to discuss an attack on the Adlar dwarves.
    • There are rumors of forces gathering in the North and possibly planning on invading Sodbottom.
  • The Grand Chieftain has declared that finding of the Ruins of Arendon are important for the survival of his people. These ruins need to be rebuilt to defend the tribes from a possible outside attack.

Major Settlements

Local cities and settlements were created by tribes as places of trade. They are governed by the tribal leader and all follow the laws of the Grand Chieftain.

Wa-nax (Small Town 3,000): This town is the current home of the Grand Chieftain Ros Earthstriker (NE male Neskudar noble 2/fighter 5/expert 3). The town located in the southern part of the swamp was spared much of the destruction that the forces of Chaos have created in the swamp. It is a trading post for the tribes living in the southern part of the swamp and is surrounded by a stone wall.

Sodbottom (Small Town 2,530): This was the second largest town in Sodbottom. It was named after the swamp and is located in the northern part of it. The town serves as a trading and religious center for the tribes around the area. Currently Klick Earthslasher (NE male Neskudar noble 1/fighter 4/mystic of Passion 1) is the leader of the town.

Awathah (Village 750): This is the smallest settlement in Sodbottom. This village was attacked several times by the forces of Chaos and many of its residents have fled. A wooden wall surrounds the currently occupied part. Jenna Earthforge (LN female Neskudar noble 1/fighter 2/sorcerer 4) is currently in charge of the remaining residents of her village.