by Kranar Drogin & Carteeg Struve

Capital: Verachtet
Population: 431,583* (Igurna only; brute ogre numbers unknown)
Government: Council of Elder Houses
Religions: major – Dakranas (Takhisis), Greasnas (Zeboim); minor – Spartlana (Kiri-Jolith), Tradastern (Paladine).
Languages: Igurni, Wedoegla, Common
Trade: Gems, minerals, ore, slaves.
Legions: General army
Alignment: LN, N, LE, NE, CE

Terragrym is the northernmost of all the nations of Adlatum, and is a nation that lays claim to the most lands even though vast reaches in the central and northern parts are unsettled. Most Igurna want nothing to do with the nations on the outside, and will not pass the Endless Reach or cross the ocean to have contact with the lesser races.

Life and Society

The society of the Igurna is a highly advanced society. They have been able to use their sorcerous abilities to their advantage, and were able to make wondrous advancements in technology. Most cities are very well lit at night, have indoor plumbing, great sewer systems, modes of transportation provided through sorcery that will teleport an Igurna from one spot to another in the city. They have a vast highway system in the nation that connects all the cities via a raised road system. The road heights vary from ground level to being one hundred feet above the ground.

Newborns are examined for deformities and developmental lapses. Those rare few who fail this testing are disposed of, often by being discarded over the giant wall known as the Endless Reach. It is said that in the past failures were much more common. All children are sent at a very young age to school, and there they determine how much magical ability an ogre has. After their first year, the ogres are split into differing schools depending on their magic ability. Those ogres who have no magical ability at all are cast down to almost the status of slaves but have more rights than a slave. Only the children of those who have been deemed magically inept are put into a full status of slavery. Igurna children of full slaves are spot checked for any talents in magic. Any enslaved and any freed are not allowed contact with their families. Slaves of other races are not allowed on Terragrym’s shores. Igurna slaves are never allowed to be brought out of Terragrym.

Many of the more prestigious families tend to follow ancient traditions. These traditions have varied and decayed over the centuries, but even so many of these families hold to the current incarnation of these practices with steadfast fervor. As such these families tend to be lawful evil.

Lately however a growing number of Igurna are throwing what is left of these traditions aside, seeing them more as a hindrance to whatever their aims are. This growing minority of families and individuals tend to be chaotic evil in nature.

The Igurna have a vast number of secrets about what they have available for both military and conventional use, but they are absolutely unified in making sure these secrets never fall into the hands out outsiders and foreign powers. Their dedication to protecting their way of life even extends to not speaking the Igurni language in the presence of outsiders, even the Teusten. It is for this reason that Wedoegla and Trader’s Common are often learned. This way, if there are foreigners about, they will not be blessed by hearing the Igurni tongue.


As with most ogres in the history of Krynn, the noble ogres have long been followers of Dakranas (Takhisis), which means “Black Ice” in the Igurni language. Huge basilicas to Dakranas have been built in each of the major cities, along with many shrines and smaller temples. Following the Drowning, Greasnas (Zeboim), which means “Blue Deep” in the Igurni language, has found a greater following in noble ogre society, rivaling even Dakranas in followers. The current ruler of the Igurna is an open follower of Greasnas, but he has refused letting the church influence affairs of the state.

There have always been a few other sects favoring other religions. Beginning a few months ago, a couple of influential families have come to taking to the teachings of Spartlana (Kiri-Jolith) and Tradastern (Paladine). The general populace has not yet been made aware that the clerics of Dakranas and Tradastern have no talent in divine magic.


Where the Igurna rule, the Elder Houses of Terragrym decide most matters. However the ruler of Terragrym, the Mahkalif, can dictate on what matters the Council of Elders may rule. If the Mahkalif does not believe the Council will judge in-line with his opinion, he may hold decisions in limbo indefinitely until the Council is convinced otherwise.

The Mahkalif meant to be the most physically imposing and demanding Igurna capable of controlling the Council. When a new Mahkalif is needed, a secret group of the strongest sorcerers in Terragrym, the Shadowed Light, use their divination talents to select their next leader from the populace, slaves excluded. This insures the Mahkalif has some magical abilities while having the physical strength and will to guide the Council. Once chosen, the Mahkalif holds his office until his death or 777th birthday. There is nothing forbidding the Mahkalif from being a woman, but it has not happened yet. It is rumored that the Shadowed Light is made up of only sorceresses, but none know their identity. How the sorcerers communicate their decisions to the Council is also not public knowledge.

The rule of the Mahkalif and the Council extend throughout the cities of the Igurna nation of Terragrym, but away their walls and into the frozen wild their say has little influence. However in these regions, there is rarely a settlement worth mentioning.

Regional Lords run the individual cities. Their selection is the only matter the Mahkalif cannot stop the Council from voting on, however the Mahkalif can force a vote on a Regional Lords removal or refuse to let a removal vote occur.

The current Mahkalif, Kutudel Un-Non of Clan Lysagra, was recently installed by the Elder Council. Kutudel was born as a seventh generation slave but was shown to have great magical abilities during the spot-checking. He is an open follower Greasnas and has been since his days serving as a kitchen-boy in a former Regional Lord’s home, and was chosen by the Shadowed Light to be the new Mahkalif a few days after the thirty-fourth wedding anniversary to his second wife.


The military for Terragrym is extremely powerful, but most of it is towards the defense of their nation. The entire nation is surrounded by a series of sensors called the Sentinels that when someone crosses an alarm sounds off at one of the series of forts around the border. At this fort, an Igurna sorcerer can see who has crossed the border through the Sentinel. If the sorcerer deems the person(s) to be an intruder (i.e., not an Igurna native or a Teusten trader) they will fire off one or multiple launchers on shore, called Cazariga’s Hand, at the ship. The projectile is a white and black sphere that is split in the middle and will trail smoke when launched. Once the shot reaches its crest in the air it ignites in flame, and homes in through magic on the target. Once the projectile hits its target, it explodes into liquid fire. The system through a combination of magic, alchemy, and sorcery hits its target almost every time. The only possible way not to get hit is to out run them once the projectile peaks and pray.

If the invaders reach the shoreline, the army will be summoned to deal with the invaders. Most of the army is made up of foot and cavalry that have the abilities to use sorcery. Archers use their magic to enhance their weapon distance and accuracy. Fighters will enhance their speed and strength when fighting in hand-to-hand combat. Then there are the sorcerers with smaller mobile versions Cazariga’s Hands and other tools along with a vast array of magic spells.

Magic and Mysticism

Clerical magic was widely accepted in older times, and although the clergy have reappeared with the undoing of the Starfall, the influence the churches have on everyday life has greatly diminished. Today, clerical magic is accepted but it is not often seen in Terragrym. Mysticism is a little more common, but it is far from usual in the open public.

The science and art of the arcane is far more widespread. Those without arcane talent are sent into a status little better than slavery, if not slavery itself. The use of magic was a regular practice, especially sorcery. During the period prior to the return of the Gods, the failure of magic was a topic feverishly researched in hopes of counter acting it. Upon its return, the practice of wizardry was rediscovered. Although it is nowhere near as widespread as sorcery, a small segment of the population uses it.

Major Geographical Features and Locations

Broken Bone Peaks: Although not as tall as the Frozen Mountains, the Broken Bone Peaks plague travelers with their own threats. Thin and unstable mountain passes on extraordinarily steep mountain faces insures that anyone not watching their every step will fall to their death. Some roadways have been constructed by the Igurna into the southern side of the range in order to assist with mining operations drilling under the rock for metals, ore, and gems. Although these roads are wide enough to give caravans and transport vehicles access, landslides from above are common, and many lives have been lost while traveling in what have been deemed safe-areas. Brute ogres keep to the northern side of the range, but they are in less numbers than in the Frozen Mountains. Strange wildlife lives throughout the Broken Bone Peaks. Most of them are likely descendants of animals, beasts, and possibly ogres who were cruelly altered by Chaos.

Endless Reach: On the border with Sakkaras, the Igurna have constructed a massive stone white wall hundreds of yards in height halfway through the rocky planes between the Broken Bone Peaks and Harkestol Mountains. The wall runs from shoreline to shoreline, continuing several miles into the water. It is a single solid stone a thousand yards thick made by both hand and magic. Guards patrol the Endless Reach to make sure no one from the Broken Lands attempts to scale, damage, or circumvent the wall. Those from the south have all heard the legends of the ogre disposing of their weaker newborns by throwing them off the wall into the Broken Lands where they can die or be cared for by others. The legend does not explain how a newborn can survive a thousand yard drop onto hard rock. The name Endless Reach has come to refer to both the wall and the plain it resides in.

Frozen Mountains: Some of the tallest mountains in all of Adlatum and possibly in all of Krynn are here. The further north one travels, even the bases of the mountains are higher than sea level, as the western shore of Terragrym contains taller and taller cliffs. A thick layer of ice covers all of the rocky terrain, however there are chasms scattered about so deep that heated vents soften the dangerously freezing air. In various sections between the monstrous peaks, there are valleys and plains of ice covered in mazes of depressions from thirty to a hundred feet deep. To transverse these mazes are treacherous, as many lead to dead ends, pitfalls, and caves home to creatures never recorded. Brute ogres live in the Frozen Mountains, and the Igurna very rarely risk entering the range.

Wounded Cove: Far from Igurna control, the Wounded Cove is home to many brute ogres who have been trying to have (or maybe just mimic) a form of society. The brutes are spread across the shore, and they have had little ability in constructing permanent structures. A few shanty boats have been built, but they are often ill kept and do not last. Still, they have proved useful in gathering fish. This sad but violent race is barely holding on to cognitive thought, and sometimes brute ogres will depart to live on their own. But sometimes brute ogres who have been born in the wild find the cove and come to live their lives here. These few often are less bestial in thought and have the ability to organize others. Unfortunately these few often come into violent conflict with each other as they struggle for domination.

Regional History

High ogres settled the Broken Bone Peaks around 9000 PD, and it became their first ancestral home. Over the course of five hundred years some of the tribes moved to the other mountains around Adlatum. The ogres progressed quickly and began to enslave the humans of Adlatum to assist in building their mighty cities the first being Verachtet. During this time, ogres began to first dabble in the art of magic.

By 6000 PD, ogres started seeing that their children were being born with deformities. This was a genetic change to reflect the cruelty that their nation was beginning to show. Severe guidelines on having children were enacted, and any deformed children were left to die on the plains south of the great ogre nation.

Then in 5500 PD a powerful ogre by the name of Roenan Gogsmoke came to power. He was a powerful tyrant and rallied the ogre nations of Adlatum in a crusade south to expand their nations. By the time they were done waging war after a thousand years, the Ogre Empire covered half of Adlatum.

At the end of the thousand-year war, Irda arrive on the continent of Adlatum and drastically change the direction of the Ogre Empire. Their arrival in the Ogre Empire brings about much internal strife, and splinters the Ogre Empire. Ogres begin to retreat to their holdings of Terragrym in the north and another nation to the south. In 4200 PD though, a prophet created the Volumes and delivered the Ogre Volume to their Emperor.

Elves and humans allied with each other in 3900 PD and began to push back the Ogre Empire. The Midlands were established as the first true human civilization and in time rivaled the Ogre Empire in size. The Nations of Light though didn’t count on the Ogre Empire using its Volume. Ogre magi discovered how to tap into the Volume, and they gain an edge against the Nations of Light and hold their ground. The ogres then stepped up their attacks on elves specifically, and victory seemed assured in a few short years.

But in 3400 PD, the Graygem arrived on the continent. The southern ogre realms of the Ogre Empire were transformed into minotaurs. In the course of ten years, the Ogre Empire was unable to handle the strain of losing thousands of ogres to the transformation of the Graygem. They completely retreated back to Terragrym, and they used their slaves to build the Endless Reach. Once this was completed, deformed ogre children were discarded on the opposite side of this wall where human plainsmen pick them up. In time the human plainsmen vanished, and the half-ogre Oguna became the lost ones’ new caretakers.

Most of the history surrounding the Ogre Empire after that point is in unknown by the rest of Adlatum. What is known is that the ogres eventually begin calling their nation Terragrym rather than the Empire, the Emperor was replaced with the Mahkalif, and they renamed themselves the Igurna (or noble ogre). They also moved from focused arcane magic to wild magic. During the Drowning, they lost vast amounts of their coastline to the ocean along with their southwestern peninsula. They didn’t suffer as much loss of life as other nations (other than those cities that dropped into the sea) due to their use of sorcery to meet their needs and stop the collapse of many of the structures. Terragrym today continues uses a lot of wild magic in their cities, politics, and military.

Due to the tightly and viciously protection of their borders most people of Adlatum are completely unaware of the advanced civilization living in the frozen north. It is common belief among Midlanders and Ironvald citizens that ogres are ugly bestial creatures. This is based on a comparison between humans and Oguna, and then extrapolating the differences further. The concept of ogres being hulking yet graceful humanoids of beauty never entered their minds. Their misconceptions have encouraged foreigner to stay away from Terragrym’s shores. The only foreigners allowed now to dock on Terragrym’s ports are the Teusten humans. This trade pact has given the noble ogres access to imports they would otherwise not be able to get. The Teusten humans have gathered incredible respect for the “Great Ones,” and even with their boisterous and confrontations behavior to everyone else, they are firmly closed lip and guard what little knowledge they have of the noble ogres in order to preserve their good relations.

Although the civilized regions of Terragrym are highly advanced, they have no wish to militarily impose their domination on the rest of Adlatum since that would lead to more contact with the inferior races and corruption of their way of life. They also firmly secured all regions of Terragrym, but whether this is through an inability to do so or a conscious effort to let those areas be is up for debate. The treacherous mountain ranges and icy fields covering the land are home to all manner of animals and beast. Scattered throughout the land are a much more degenerate version of ogre the Igurna have been unable to dispose of. These creatures are often roaming monsters with little sentient thought, however there are some who live in groups away from the Igurna. These brute ogres are just as deformed, but they also can make clothing out of hides and organize themselves into loosely structured communities.

Current Events

    • The Mahkalif is trying to force the Elder Council to reveal why a large military unit was sent on a seemingly wasteful mission to the northernmost reaches of Terragrym under the command of the late Costodon Drobainhash Tras-Sev of Clan Cubrenan. The Council is refusing him access to this information.
    • A number of the brute ogres have been displaying less and less animalistic-like behavior and are mounting strategic attacks against Igurna groups traveling between the cities. The Regional Lords are busy bolstering their defenses and patrols to push the brutes back north.
    • Unhappy with some of the new decisions of the Mahkalif, members of the Council have been quietly seeking help in uncovering the identity of those within the Shadowed Light. There are rumors that the Shadowed Light does not only influence events by choosing a new ruler.
  • A blood disease named prophotona has begun spreading through the young of the Igurna. Victims show fatigue and inability to concentrate for prolong amounts of time. Once the disease comes full-bloom the patient’s skin requires frequent daylight, otherwise rashes and burns mar their body. Some severe cases of prophotona have resulted in children dying. So far quarantine has helped limit exposure, and although it is not airborne the exact method of infection is unknown. Adults appear immune.

Major Settlements

Verachtet (Megalopolis 134,500): This city was named after the first ogre ruler, and is the oldest city on all of Adlatum. Buildings here are massively tall, and sorcery is evident everywhere. The ruling Council of Elder Houses lives here at the Council Hall. The city being a port, deals with the Teusten slave trade to the south. A huge temple dedicated to Greasnas is located in this city.

Hetmedek (Megalopolis 80,200): Located on the east coast, it views itself a rival to the capital of Verachtet. It is the second oldest city in Terragrym, and has a strong trade in both fishing and slaves. This is only one of three major ports of Terragrym. It is the only major city of Terragrym north of the Broken Bone Peaks, and most contact to Hetmedek is achieved by boat or road to Vilesot near the Endless Reach.

Nehrdukh (Large City 26,400): The city is located high in the Broken Bone Peaks, and most of the religious zealots of the nation reside here. A huge temple to Dakranas is located in this city. It was the first dedicated to the Dark God and the oldest temple on Adlatum. Contact between Nehrdukh and the rest of the Igurna is scant at best.

Itzciel (Large City 25,700): The farthest north of all major cities in Adlatum, they have a brisk trade in the polar animals of the region. There are also major mines along the Frozen Mountains, and their precious ores and gems are brought back into the city.

Sundarin, Kingdom of

by Gerrin

Capital: Sundarin
Population: 130,000 (Sundar 91%, Hartdar 5%, Gnome 2%, Other 2%)
Government: Monarchy
Religions: major – Reorx, minor – Zeboim, Kiri-Jolith, Mishakal, Shinare
Languages: Common, Dwarven
Trade: Gems, Metal Goods, Mercenaries, Ships, Steel
Legions: The Crimson Guard, the Guard of Sundarin, the Magenta Guard, and the Navy of Sundarin.
Alignment: LG, NG, LN, N

The Kingdom of Sundalin was a singular realm that was controlled from its capital city of Sundarin. It existed primarily on the Plains of Uloc and in the southern part of the Brassgrove Mountains. The kingdom bordered Bhadium on the east. The nation was settled primarily along the sea with small villages in the interior parts of the nation. Most of the area to the north of the country was considered wild country and was controlled by tribes of goblins and other creatures. The cities in the realm were connected by a highway but it was underused as most dwarves preferred traveling by ship.

Life and Society

The life in the kingdom centered on the sea and was one filled with danger. Most of the citizens that lived in the kingdom had comfortable lifestyles but were aware of the danger that lurked to the north and in the sea. Most dwarves had some interest in the shipping industry and worked in some area of that field. Many of the merchant fleets of Sundalin worked to trade goods with most of western Adlatum and a few merchants even ventured to the eastern parts seeking exploration and new ports.

The military of Sundalin contained 3 fleets that provided the safety of both the merchant and private vessels. Each fleet was stationed around one of the major cities of Sundalin and concentrated on preventing pirates from raiding the realm. The army was a very small unit that was broken into 2 units. The Crimson Guard protected the city of Sundarin and consisted of 5,000 dwarven warriors. The Magenta Guard protected the northern border of the kingdom and consisted of 15,000 dwarven fighters. This group also inhabited many of the old goblin fortresses left from the Wyvern War.

The legal system of Sundalin was based on the ancient Code of Tandar. This legal system allowed for the Senate of Sundalin to create laws and run the courts. Judges ruled on the cases, while city watches patrolled for lawbreakers. This system was filled with controversy as many viewed the system of courts as corrupt.

The rank of the king was the highest rank and ruled the executive powers of the kingdom. The current king was King Belaek and he had ruled since his father’s death in 383 AD. The king had the right to nullify any law that he deemed unjust and was in charge of the military.


There was no formal religion recognized, but most dwarves recognized Reorx and honor his memory. There were four other churches Zebiom, Kiri-Jolith, Shinare, and Mishakal that had limited power in the kingdom. Since the battle against Chaos, most of these churches have been abandoned. A new religion has spread into the kingdom that is called Mulonic which means heart in dwarven.


The government of Sundalin was a constitutional monarchy. The king controlled a majority of the power but some of the power rested in the Senate. The rank of king was a hereditary position inherited by the oldest son of the previous king, if no son was alive or born it would be inherited to the oldest daughter.

The king had a council of advisors that oversaw much of the land. This council oversaw the shipping, taxation, and law system of the kingdom. They then made recommendations to the king based on their findings. The military answered directly to the king and was under the direction of the Admiral of the Sea and Land.


The Sundalin military was organized under two divisions, the Navy of Sundalin and the Guard of Sundalin. These two organizations acted independently of one another but were both under the control of the Admiral of the Sea and Land. The Navy consisted of three fleets; each fleet contained 30 ships and 7,500 sailors. The Guard consisted of two divisions and contains 20,000 members.

Each fleet of the navy was connected to one of the major three cities of Sundalin and bore that name in their title. The Fleet of Sundarin patrolled the waters south of the city; the Fleet of Portswind patrolled the western shoreline of the kingdom, while the Fleet of Dovestorm patrolled the northern coastal areas. These fleets were the first line of preventing an attack on the kingdom and have been heavily invested into.

The guard was two armies that patrolled the land of Sundalin. The Crimson Guard was stationed in the south and patrolled and protected the capital and its outlying cities. The Magenta Guard patrolled the northern parts of the kingdom and the border with Bhadium. Each unit was under the control of a general.

Magic and Mysticism

Magic in the kingdom was almost unheard of and was rarely seen in public. Prior to the attack by Chaos few dwarves could use the earth magic that the Adlar dwarves possessed. Many of the dwarves that could use magic keep their talent in hiding fearing that they would be treated differently by other dwarves. Following the Chaos War there was no accounts of dwarven sorcery.

The dwarves of Sundalin have embraced mysticism as their chief religion. They have founded Healing Centers in the major cities and mystics travel across the land. The military has recently added a new division to its units and is recruiting mystics to fill as both spiritual leaders and healers.

Major Geographical Features and Locations

Plains of Uloc: These plains cover much of Sundalin in the west. They were broken up by occasional hills and valleys. This area provided much of the farmland of the valley and during the winter months the plains filled deep with snow.

White Mountain: A large mountain that was northeast of Dovestorm. On this mountain dwarven warriors battled and killed a group of draconic eagles. The mountain was considered haunted by the spirits of the dead following this battle.

Silver Mines: These mines were discovered in the foothills surrounding the town of Dovestorm. The mines contain a major source of silver and provide the craftsmen of Portswind with the metal.

Valley of the Eagle: The valley was the site of one of the major battles during the War of the Reefs. This valley contains relics from the battle and has become the home of the University of Sundalin in the town of Rockeagle.

El-Del Narro Fortress: The fortress was originally one of many goblin strongholds found in the southern mountains of Brassgrove. This fortress has been converted into a dwarven stronghold and serves as a training center for new recruits to the Guard.

Regional History

The Kingdom of Sundalin was founded in 76 AD by Uloc Battleheart after the Council of Hollowvasser refused to end piracy. The nation became a secret refuge for the dwarves as they created their new home in the cliffs near the Brassgrove Mountains. The dwarves hoped that their city would remain a secret but a young ship captain betrayed them and informed the Lord Protector of Nordar, Yilan Copperforge. A series of battles resulted as the newly escaped dwarves battled against returning back to Hollowvasser and its horrors. The Hollowvasser dwarves battled the Sundalin dwarves in the Valley of the Eagle in the largest battle of the war. The dwarves from Hollowvasser had hoped to march their men across the plains and attack Sundarton from above. This battle ended in victory for the Sundalinians but it was costly as their beloved leader Tib Battleheart was killed. Also the dwarves of Hollowvasser lost their Lord Protector Yilan Copperforge.

Two years later the dwarves of Sundalin pushed the forces of Hollowvasser back to the Mount Anneghis where they won a decisive battle. Following the battle the dwarves of Hollowvasser had recognize Sundalin as a free an independent nation. The new nation elected to follow a king and chose Uloc Battleheart as there first king.

King Uloc Battleheart quickly expanded the kingdom to the north attempting to build new colonies and trying to capitalize on the abundance of natural resources located there. The nation responded to this as cities in the north grew quickly while the south remained primarily agriculture. Uloc also realized a strong navy was important and created the fleet system that Sundar would use in the future.

In 132 AD a mysterious plague developed in Sundalin which was called the Plague of the Black. Victims of the plague developed a black rash that would spread throughout their bodies and would die within four days. All known remedies failed as the healers struggled to discover a way to contain it.

Believing the plague was a curse sent by the dragon turtle that gave them the courage to take the seas, the dwarves traveled to find her. A group of dwarven adventurers located the dragon and learned that the cause of the disease was the dragon’s old nemesis a group of draconic eagles called the Telniva.

The dwarves then set out to search for the eagles and located them in the spires of the White Mountain. They also located the cause of the disease was a black soot that was produced by the eagles. The dwarven army attacked the eagles and nearly the entire Crimson Guard was killed during the battle or developed the plague after the battle. King Uloc was killed swinging the deathblow that killed the eagle leader, Tol un Holeap. Having contacted the plague two days before the battle, Uloc knew he was going to die and ordered that his son Pick become king.

For many years the Kingdom of Sundalin prospered and established permanent shipping lanes in the sea. The dwarves at also made contact with the Republic of Kedaltol and signed the Sundalin-Kedaltol Pact which gave mining rights to the Kedaltol and trading rights to the Sundalin. This pact was also a mutual defense pact.

In 211 AD the Sundalinian dwarves are attacked by goblin clans who gather under the banner of the Wyvern. These clans become famed for their mounts they fly into battle and become a menace to the safety of Sundalin. The Sundar dwarves counter quickly creating accurate ballista that shoots targets in the air. Neither side can gain an advantage as the goblin strongholds are located in the Brassgrove Mountains and the ballista is unable to be used. The goblins are also unable to re-enter the plains as the ballista has nullified their air attack.

In 247 AD Sundalin activates the recently signed Sundalin-Kedaltol Pact. With the aid of the legendary Kedaltolian Ice Legion, the dwarves of Sundalin are able to drive the goblins to the north of their kingdom. King Pick orders that the goblin fortresses are to be studied and rebuilt so that they can be used by dwarves.

In 350 AD King Helm Battleheart (Pick’s grandson) learns of the return of the true clerics and meets with an elder cleric or Reorx who was a young copper dragon in disguise. This cleric tells King Helm of the danger of the Elder Dragons and the threat they pose to the safety of his kingdom. Not knowing what to do, King Pick orders that clerics preach of the coming danger and to travel throughout Adlatum alerting people of it. Many people would later mistake the message the dwarves were preaching as a foreshadowing of the war against Chaos.

As the war with Chaos begins, the dwarves of Sundalin were unaware of it. They received news of the war from their allies the Kedaltol and immediately joined the forces of Adlatum to fight. The Crimson Guard traveled with King Helm Battleheart and fought against the forces. In this battle the king would be slain and only 500 dwarves returned home.

In Sundalin the Chaos War had much affect as crabmen crawled onto the shores slaughtering dwarves by the hundreds. Belaek Battleheart, King Helm’s son, organizes the evacuation of many towns and cities before the crabmen could strike. The dwarves then counter-attack and drive the crabmen back into the ocean. The cost of victory is high as many of the town and cities were damaged or destroyed.

Following the Chaos War in 385 AD, the Ironvald Empire and its allies attack the Sundalinian city of Portswind hoping to catch the nation off guard. The nation manages to turn back the Ironvald fleet by using fireships that cause havoc to the fleet.

Currently most of Sundalin has been repaired following the Chaos War. Most people have returned to the coasts but a few have elected to remain in the ancient goblin fortresses. Times are prosperous for the dwarves but they are keeping a wary eye to their neighbors and believe that war is coming again between the nations.

Current Events

  • Goblin tribes in the north have recently clashed with the Magenta Guard.
  • Raiders from the Ironvald Empire have recently pillaged the small town of Rockcliff.
  • The shipping industry has recently lost several merchant ships traveling to the north to trade goods with the Teusten.

Major Settlements

Local cities are given noble governors to lead them and they are appointed by the king. All local governors control the city watch and militia.

Sundarin (Large City 24,500): The capital of Sundalin was the oldest city and was founded by Uloc Battleheart. Originally named Sundarton the city was renamed following the Days of Darkness to Sundarin. This city was built into a cliff side and consisted of nine different levels. The top level of the city was a military fort of the Crimson Guard. Level 8 contained the king’s palace and government offices and levels two-7 contained various residential, commercial, and industrial buildings. The lowest level contained the docks of the city and was 200 feet below the second level. To travel to different levels dwarves must ride a lift system. The king of Sundalin was the ruler of the city and the current king is King Belaek Battleheart (LG male Sundar noble 7/fighter 6/mariner 2).

Portswind (Metropolis 52,700): The largest city of the kingdom was a major commercial ship building center. With a natural harbor and access to resources the town grew quickly from a small settlement in 112 PD. This settlement has been rebuilt several times over the century and is a city that now consists of one level that is protected by many interior walls. A noble appointed by the king runs the government of the city and the current official is Lord Doget Silverbreaker (NG male Sundar noble 5/mariner 2).

Dovestorm (Large Town 10,600): The northernmost city in Sundalin this city is an outpost city near the frontier lands. This city contains access to the kingdom’s mines and is considered vital for the economy of the nation. The city is a one level city that served as the mining headquarters for the kingdom but also housed a third of the Magenta Guard. The city is run by a noble appointed by the king and the current official is Lady Jewel Ogrehammer (LG female Sundar noble 4/fighter 7).


by Carteeg Struve

Capital: None
Population: Unknown
Government: Unknown
Religions: Unknown
Languages: Sylvan
Trade: None
Legions: Unknown
Alignment: Unknown

Land Overview

Extremely little is known about the peninsula off of the southern border of Sundalin. None have returned from entering the land, and ships that pass by it while entering or leaving the Guott Sea or when staying clear of the Ironvald Empire while traveling into the Shattered Sea have conflicting reports as to where coastal forests are located in Selestianas. Even maps detailing where cliffs and hills have been spotted do not seem to remain accurate for long.

Some sailors have claimed to see dancing lights near the shoreline during sporadic nights and have heard their own names being sung to them, enticing them to make landfall. Only those who have turned away have been able to report these events.

Sakkaras, Broken Lands of

by The Sultan & Carteeg Struve

Capital: (none)
Population: 395,000 (Sakkaran Minotaur 90%, Oguna 7%, Other 2%, Human 1%)
Government: Tribal
Religions: minor – Shurong
Languages: Minotaur, Ogre
Trade: Little
Legions: Various warring factions
Alignment: N, CN, NE, CE

From the Endless Reach through to the northwest border of the Midlands, the Sakkaran minotaurs have primary dominance of the wasteland of arid steppes and dry plateaus known as the Broken Lands, but its exact borders are ill defined at best. When the Great Wave struck, the Chôt-tang Empire was destroyed, but a sizable portion of the invading Chôt-tang military survived to become Sakkaras (Sak-kah’-ras). Tribes of the Sakkaran minotaurs roam the Broken Lands, following herds of the large, docile noceadon and making raids on bordering nations. Fresh water is a commodity over which tribal wars erupt on a regular basis. The descendants of the Chôt-tang army scarcely resemble the glory of old. The only time the tribes unite is when they stand a chance in taking land from the Oguna in the east or the Midlanders in the south.

Life and Society

Day to day life in the Broken Lands is a constant battle to survive. The once-fertile topsoil washed away by the worst of the Great Wave left only sand and rock. In the days after the Drowning, as the land struggled to heal itself, the surviving Chôt-tang minotaurs found themselves in a severe desert, barren plateaus where all life struggled to survive. Slowly the Chôt-tang evolved into who they are today, nomadic “savages” as severe the land that is both the source of their strength and their greatest curse. Young or old, male or female, all Sakkaran minotaurs have come to learn that the rule of strength – to take what you need – is the only way to stay to survive.

The vast majority of Sakkaran minotaurs live in nomadic tribes, following the herds of noceadon from oasis to oasis and raiding settlements along the borders of Bhadlum, Vjenor, Kedaltol, and Ogun all these have proven themselves more than capable of withstanding Sakkaran invasion. Sundry tribes have established settlements on the coast of Lake Borlesko to little avail. Borlesko is a salt-water lake that is both treacherous and guarded by Teusten and Bhadlum vessels.

Regardless of whether the Sakkarans live in coastal villages or fight the desert for their livelihood, all Sakkaran make annual visits to one of the Pools of Viriene. When the Great Wave washed away the thick layer of topsoil to create the Broken Lands, it exposed dozens of natural springs. At first, these fonts of fresh water were no more remarkable to the Chôt-tang minotaurs than the other fast-disappearing oases in the region. Eventually the Sakkarans discovered that the waters of some pools rejuvenated and invigorated anyone who bathed in them: healing wounds, restoring health, and dramatically increasing fertility. The pools are protected as sacred places, the secret of their power never spoken of to outsiders. Multiple tribes may compete for sovereignty of a pool, but no tribe will shed blood within sight of these sacred oases, for fear of poisoning the waters.

As living in the Broken Lands was hard, life expectancy was equally short. The first generation of Sakkaran minotaurs realized their doom would come inevitably unless measures were taken to proliferate their kind. Thus was established the Rite of Viriene, in which young males and females were made to bathe in the waters of these enchanted pools on nights when the white and red moons, Sura and Lusa, both ascended full. This ensured a generation of minotaur calves would be born as twins and triplets.

Sakkaran minotaur yokes (as twins, triples, etc. are collectively called) are raised as one person, having no name other than the order in which they were born. From the very first, a fierce competition amongst the yoke is fostered to establish a hierarchy. By name-day, usually in the yoke’s tenth year, a pecking order is established that lasts until death. The strongest of the yoke chooses a name for him or herself; the others take the strongest’s name as their own, with a suffix indicating their status within the yoke. From this day forward, the relationship between the self-named minotaur and his yoke-kin is that of master and slave. Few yokes survive the death of the master, as the successor can be any minotaur and is established by combat. Thus the orphaned members of a masterless yoke must constantly prove themselves.


The vast majority of minotaurs in Sakkaras will snort at the slightest mention of any god. Most believe in strength of arms, self-reliance, and survival of the fittest. Life has been too hard for too long for the Sakkaran to have any respect for the divine pantheon. This view is the most popular, but it is not unanimous.

The only god given any amount of honor to in the Sakkaran culture is Shurong (Sargonnas), the high god of wrath and inner fire. According to the teaching of the faith, Shurong battled and slew the other gods who used to reign above this world, and those priests who gain spells from other gods are only using the power of the dead gods’ fading essence. As sole divine power of Krynn, the world is his by right of conquest. Unfortunately, upon striking down Arreld (Paladine), the last god to oppose Shurong, the corpse of the goddess fell to the mortal world and impacted with the ocean far away. According to the teachings the Great Wave was a result of her striking the water. The victory in the heavens led to the delay in the victory on the world.

Many had worshiped Shurong in the Canon War, but after the Drowning, the tale given to explain how such devastation occurred resulted in many turning away from their faith. If Shurong had been so victorious in the heavens, then why were they still suffering so? Most shamans and holy men point to this lack of faith as to the exact reason as to why Shurong does not assist them, but the damage was done, and the influence Shurong had on the Sakkaran’s dwindled.

A druidic order of Sakkaran minotaur exists to protect the sanctity of the Pools of Viriene, but there is seldom more than one caretaker per pool, thus the entire order comprises but a handful of druids.

Select few tribes that have interactions with the Maliaru of the Harkestol Mountains have encompassed totemic or elemental worship into their cultures, but the power manifested by these soothsayers and shamans is derived from mysticism not divine grace.


There is no formal government in Sakkaras. Each individual tribe has developed its own method of determining a chieftain: lineage of blood, named successor, and ritual combat are all equally common. Indeed, the method of a tribe choosing a leader varies as often as a change in leadership occurs. Without fail, the chieftain (whether male or female) has an entourage called the cabal who acts as captains, bodyguards, and advisors. Significant gatherings of Sakkarans from multiple tribes are rare, and they often result in an invasion of Ogun or Bhadlum.


As there is no formal military in Sakkaras. Any military-grade force of minotaurs is often nothing more than a gathering of tribes bent on war and conquest, often in the hopes of gaining control of less desolate lands. The largest military force put together since the Drowning was in the 330 AD invasion of Ogun. Prior to that, the only force in the Broken Lands recognizable as military in scale was a remnant of the Chôt-tang Empire, who sacrificed themselves in a hopeless battle to invade Kedaltol in 14 AD.

Magic and Mysticism

In the aftermath of the Drowning, spell components became as scarce as farmable land, and faith in the gods dwindled to the domain of superstition and ridicule. The only tribes in Sakkaras who still practice arcane or divine magic are the faithful of Shurong or those who live near the shamanistic human tribe Maliaru. It is important to note that these few tribes are of a great minority in the overall Sakkaran population.

Mysticism is marginally more accepted among Sakkaran minotaurs, as it draws power from within, and from ambient sources, which reinforces the Sakkaran principle of self-reliance. The Pools of Viriene are often sites were spell casters of any kind are at least tolerated, if not granted a certain respected status.

Despite the superstitions nature most Sakkaran harbor toward spellcasters, it is common for chieftains to seek out a shaman or sorcerer to be part of the chieftain’s cabal.

Major Geographical Features and Locations

Broken Bay: The secluded eastern bay of Lake Borlesko is ringed cliffs a hundred feet above the waterline, except the easternmost shore. Because of the unique geography, this is the only portion of Lake Borlesko over which the Sakkarans have complete control. This is also the site of the only permanent minotaur settlement, dedicated to building ships of war to dominate Borlesko. This settlement’s existence is secret and unknown by even most Sakkaran tribes.

Harkestol Mountains: Between Teusten and the Endless Reach, a range of sharp tall peaks covers the often frozen landscape. Travel through this region is exceptionally difficult, as finding safe paths to walk is almost an impossibility. Yet several Maliaru tribes make their homes in the secluded valleys not often accessible to outsiders. Some ogres who had been rejected and exiled from their people in the north past the Endless Reach try to survive on their own here. Exceptionally few make it.

Lake Borlesko: With both the seafaring Teusten and the Midland ships from Tavlanor, Bhadlum, often patrolling the lake’s eastern shore, few minotaurs risk forming large settlements on these shores unless they are close to the easternmost section of the lake to the north, Broken Bay. Despite the danger, the abundant fishing of the summer months outweighs the risk of attack.

Pool of Viriene: Not a single location, but one of perhaps a dozen of identical oases found sporadically in the Broken Lands, a Pool of Viriene is a sacred place to the Sakkaran. Throughout Sakkaras, minotaur tribes come to the Pools of Viriene to meet peacefully with rival tribes and perform the fertility Rite of Viriene. The locations of the pools are kept secret at all costs. Bathing a pool for one hour restores hit points and ability scores as though you had taken a full day of bedded rest and removes all non-magical disease. The magic of the pools has waned since the Drowning to the extent that they are only effective at certain points on the calendar, such as an equinox or new moon, but the fertility effects on the Sakkaran race have become permanent to the minotaurs of the region, with or without the Ritual of Viriene.

The Rotted Oasis: It is said there is a lush oasis in the heart of the Broken Lands, with colorful trees bearing fulfilling fruit. Some say this oasis is cursed by Shurong, to further punish the Sakkaran for turning their backs on the gods. Others say this was once a Pool of Viriene, and warring tribes spilled each other’s blood in the oasis waters. No matter the truth of this place’s origin, the Rotted Oasis is cursed. Although a peach may appear and smell perfectly ripe the interior is blackened and oily. Surrounded by long miles of arid sand with no plants or water to find, many have come to the oasis unaware of the plague here. Those that bite into the food often die horribly within minutes as their bodies decompose into an oily sludge. Within an hour, such remains seep into the ground to give nourishment to the plants of this otherwise waterless oasis.

Regional History

Prior to the Canon War, several smaller nations of various races, including parts of the Hammervald Empire, covered the lands that would become Sakkaras. Some portions regions were untamed, under the control of the ill-favored Oguna tribes. When the Canon War erupted, the Oguna initially sided with the invading Chôt-tang minotaurs, but when it became clear the Oguna were being used as fodder, their allegiances quickly changed. But as time went on, more and more ground was lost. The northwestern regions fell, and the minotaur fleet began to set sail beginning strikes on the western shores.

Six months prior to the Drowning, the Chôt-tang minotaur western assault forces suffered a major setback. Many of the Oguna who had been taken as slaves after their betrayal earlier in the war revolted and took control of many settlements east of the westernmost fronts. In response, the minotaurs split their regional forces in two: one force to press the main war front further into the Midlands, and the other to take back the Oguna lands and reconnect supply lines with the east.

The Drowning prevented any advance from going much further. The eastern Empire of the minotaurs was destroyed, and the survivors in the west were on their own. In the distant east, the once-great capital city of Rhas-lac, the Verdant Provinces, and the eastern Chôt-tang forces all disappeared under the Great Wave. The entire fleet was also destroyed or forever swept away. Many tried to settle in some of the remains of the dead empire of Hammervald (Bhadlum) and what had been the northern portion of Trejor (Vjenor). But soon they were pressured out of those lands and were forced to live in the decimated territories now called the Broken Lands. With the top levels of the military gone, the remains of the army collapsed as officers of various ranks tried to take control of the overall army. Instead of unifying their efforts and supplies, everything was expended as those who had dreams of leading the great army of the Canon War waged war on each other. The seafaring people of Teusten, a former enemy in the war, took pity on them and traded supplies, weapons, and slaves with them after a non-aggression treaty was signed. But eventually the Sakkarans had little to offer and trade dried up in a matter of years, and although there was a peace treaty, many Teusten raiders have patrolled and attacked Sakkaran settlements without the permission of the Teusten government. In the end, they became nothing more than warring tribes squabbling over water holes and animals to use as food.

Generations passed as the descendants of the Chôt-tang western invasion force adapted to life in the harsh landscape. Military discipline gave way to strength of arms, old loyalties spawned bitter hatred, and regimented battalions became rival nomadic tribes.

Little is known about the internal conflicts of the land that became Sakkaras between the warring tribes. However various confrontations with other lands have often been well documented or recited.

Hordes of allied Sakkaran tribes decimated Vjenor’s borders in 308 AD, hoping to penetrate into the Midlands and isolate Bhadlum from its neighbors. The people of Vjenor fought back with a tenacity the minotaurs were not expecting. The Sakkaran invasion was stopped, even as it started; the Sakkaran tribes gained control only a small swath of land that Vjenor to this day does not recognize as Sakkaran territory.

In the late 320s, two harsh winters ruined what little crops the minotaurs harvested. Desperate for more fertile land, tribes gathered together and invaded Ogun. Over the next several years, Ogun tribes fell back time and again to the Sakkaran minotaurs. Though they did not reach their ultimate goal, the lush Fertile Lands where the North Tabaran meets the Sargassi Sea, the lands gained by the Sakkarans were far more arable.

The advancement was halted in 333 AD when one Oguna Battlemaster Helris managed to rally enough of his own people together to strike back at the Sakkarans. During the counterattack, Helris successfully slew all three minotaur clan-leaders who led the assault, including Seronis who masterminded the campaign. By 334 AD, the invasion’s back was broken by Helris’ Army of the Unified-Blood, and the Oguna reclaimed the lands almost up to the western shore of Glisemegh Lake.

During the following years, the Sakkarans watched as Helris had a capital constructed with the hopes of unifying his own people and making Ogun a nation recognized and respected by the other political powers of Adlatum. Unwilling to be bounded by a stronger nation on their east, two Sakkaran warriors, Drogar and Kanar let two independently planned invasions into Ogun. Both groups of forces, neither aware of the other’s existence, circled Glisemegh Lake with hopes of sacking Helris’ capital of Zorhasic. The two forces then attacked the capital from both sides on a single night. The capital’s defenses failed, and the minotaurs swept in. Helris was slain in the throne room. The desecration done to his severed head was made public during the fighting, and the shock lasted long enough for the minotaurs to finish the city off.

The reprisal was harsh and merciless. The Oguna in the east who dreamed of turning Ogun into a civilized nation raged and tore the invading tribes apart. Many minotaur villages deep in Oguna lands that had nothing to do with Zorhasic’s fall were burned to ashes. Still, not all of the land gained by the two simultaneous incursions was taken back. Losses aside, more territory was gained for the Sakkarans.

In 389 AD, the High Sheriff of Bhadlum took matters for the Midlands onto the offensive. A small but strong fleet of ships was sent up the coastline of Lake Borlesko. Their mission was to destroy any boats the Sakkarans might be using or building. Since the Bhadlum capital was on the southern tip of the lake and Bhadlum had always been prone to small raids over the border from time to time, High Sheriff Mendel Haeg believed his invasion was justified. Starting thirty miles north of the Bhadlum capital, a number of minotaur villages were discovered with a variety of smaller boats, primarily used for fishing by the local Sakkarans. Haeg evaluated that they were not a danger at that time, but if all of the boats from all of those villages were used in one cohesive force, his capital might be under threat. He ordered the villages burned, and the Sakkarans were forced back inland.

The Bhadlum fleet continued up the coast destroying ships and villages where encountered. The fleet took many casualties as they traveled further and further north. But upon traveling a hundred miles, they spotted a port where the minotaurs were trying to rebuild a warship by using the remains of an ancient minotaur ship as a guide. Sakkaras’s sparse land and lack of wood suitable for building a seaworthy vessel had made things slow for them, but the project was well underway.

The Bhadlum fleet destroyed both ships and razed the village. The minotaurs used several smaller boats of their own to fight back, and they even temporarily seized one of the Bhadlum vessels. The Midlanders were quick to correct the situation, and a Midland ship rammed the stolen craft, sending both under the cold waves. By the time the fighting was done, the minotaur port was completely destroyed, but the fleet was forced to turn back.

As the Midlands likely begin to head towards civil war between the Sovereignties and the Tashrama, the Sakkaran tribes are gathering again. High Sheriff Jessup Haeg is aware that minotaur activity has increased and is worried about another major siege by a horde. Those living in northern Vjenor feel the same way. But if the minotaurs are smelling weakness in the Midlands and Montegron puts too much effort into solely dealing with the Tashrama, the Sakkaran minotaurs may finally be able to move their four-century old war front along and gain the resources needed to launch a stronger raid into the heart of the Midlands and against the Oguna who have pestered them for so long.

Current Events

    • Several of the Maliaru, especially from the Frinjan tribe, have come to see the Sakkaran minotaurs’ need to take the southern lands. Volunteers have joined the latest gathering of tribes bent on breaking off part of the Midlands and making it their own. With humans on their side, the Sakkarans have been sending the Maliaru into the Midlands to either spy or cause damage where they themselves would be more easily noticed.
  • Although Mendel Haeg’s attack led to the destruction of what would have been the first Sakkaran fighting ship since the Canon War, several of the minotaurs who worked on constructing that ship escaped and fled north. Unknown to most who live outside of Broken Bay, far from Bhadlum’s patrols, five ships are well underway.

Major Settlements

By all accounts there are no major settlements anywhere in Sakkaras. Tribes can vary in size from a few dozen to a few thousand, but rarely do the large gatherings stay together for long. The one exception is on the eastern shore of the Broken Bay. Here allied minotaur tribes have established Sigtxan, a community of over a thousand minotaurs dedicated to gaining control of Lake Borlesko by building a fleet of war ships. What sigtxan means none know, but sigx is the Sakkaran word for the furious dust storms that plague the inner Broken Lands.

Ogun, Broken Lands of

by Carteeg Struve

Capital: Zorhasic (fallen)
Population: 221,000 (Oguna 82%, Minotaur 4%, Kunda 3%, Other 1%)
Government: Anarchy (various warlord domains)
Religions: Manrian (Chislev), Pharlon (Sirrion), Korolothe (Kiri-Jolith)
Languages: Common, Ogre, Minotaur
Trade: Little
Legions: Army of the Unified-Blood, various warring factions.
Alignment: NG, CG, N, CN, NE, CE

The eastern portion of the Broken Lands is often named Ogun (Oh’-goon), the Oguna nation. However the border of Ogun with the Sakkaran minotaur lands to the west is vague at best and undefined at worse. The conflicts that rages through this would-be nation are not only for the existence of half-ogre nation, but it is also a fight for the Oguna to find their own identity.

Life and Society

Survival is a constant struggle in the Broken Lands. In the west Sakkaran minotaurs struggle to push their control eastward in order to gain control of the more fertile regions, and the Ogun are in constant battle to push the bull-men back. Away from the war with the minotaurs, tribes put together by strong warlords battle trying to gain dominance, aiming to build a strong Ogun under their own governance.

A majority of the land is covered with both nomadic tribes and barricaded villages. The only city of significant worth was Zorhasic, located on the southern shore of Glisemegh Lake. It had stood as the center pillar that many Ogun were hoping would bring about stability to their birthing nation. But in 352 AD two separate armies of minotaurs destroyed it. Since then, hope has been a hard thing to come by.

Not all of the Oguna are warmongers. In fact very few see themselves “born for battle” even though all Oguna, man or woman, must know how to fight at an early age in order to survive. In a land where those who have embraced their ogre instincts and use their human talents to better wage battle for domination of the lands, keeping out of the fighting is extremely difficult. Many learn to fight to better protect themselves of raiding armies or other invaders. Others join the conflict in the west to help keep the minotaurs away from their homes. But some have also been moving south into the Midlands to try to succeed in a more civilized world, either to use force to gain wealth or to escape the constant bloodshed.

The minotaur settlements that are deep within what is otherwise Oguna territory, the bull-men consider their own lands to be part of Sakkaras and defend it as fiercely as they would their lands to the west.


Most of those living in Ogun have no faith in a holy power. With life so difficult, many feel that they are nothing more than rejects from the rest of the world not worth more than what themselves can get for themselves.

Still, a few individual faiths have survived the years. Although the Tao-Shin faith is spat on by most due to its respect for gods as a whole, worship of a few individual gods has arisen. For many Oguna, any power that can given them the ability and strength to survive may be worth respect and praise. The major exception to this is Ordrion (Sargas) who is hated for his support of the minotaurs. Manrian and Pharlon used to be supported in the past, and lately there have been signs of a few Oguna who have returned to them. Another god who has been gathering support lately is Korolothe. Many of the Oguna wish to rebuild the promise of a better day, and Korolothe’s teachings of focusing their inner fire towards noble causes is drawing support.

Some from Ogun have migrated south into Solishairan to join the militant Red branch of the Tashrama, but only a few of them have joined due to religious reasons. The rest are simply bringing their desire for battle to a new land.


From 340 AD to 352 AD, Ogun was on the very of forming a functioning government in the city of Zorhasic. Both the city and the Army of Unified-Blood was put together by Helris, an Ogun Battlemaster who had come from a family who had led his tribe to a long history of battle for survival. Although Helris did what he could to stabilize his own nation while keeping the minotaur threat out, his law could not extend more than one hundred miles from his throne. Yet for many it was still a sign that a stable and secured nation would be in Ogun’s future.

The future ended in 352 AD when two armies from Sakkaras successfully attacked the city and razed it. Since then the most Ogun had to offer in the way of a government were the vast number of feuding warlords vying for control or trying to push the minotaurs westward. Until then, most can only have dreams of the “next Helris” coming to power.


With so many warlords and tribes combating each other, Ogun is filled with a vast number of small to mid-sized armies. The largest army ever gathered was the Army of Unified-Blood, under the direction of Battlemaster Helris. This army was made up of over fifty smaller armies from various clans, tribes, and villages who joined together to end the largest minotaur incursion into Ogun. The Army was destroyed less than twenty-years later when the newly built capital Zorhasic was destroyed and Helris was slain. Splitter groups from the Army of Unified-Blood continue to exist, but they are nothing more than the descendants of those who had once stood against the threat of the bull-men and tried to build a new homeland for themselves.

Many of the warriors among the Oguna are known as beastriders. Within the Broken Lands a number of large beasts roam the land, and the Oguna have long ago learned to train and keep these various creatures as fierce pets or mounts. One of the more popular creatures ridden in battle are the hucovi, a wide six-legged green and yellow striped creature with a head vaguely similar to a shark whose claws can grind easiest through both rock and bone. The second-most popular mounts are the fresajou, long fury ferret-like animals that have bat wing-like webbing between their long fore and rear legs that allow them to jump and glide long distances. The fresajou are favored among Oguna scouts.

Some historians believe the techniques of the beastriders may originally have belonged to the human ancestors of the Oguna.

Magic and Mysticism

Arcane powers and those who wield them are feared by most in Ogun and respected by many. There are no major centers for studies in the arcane, but often mages will travel with their student(s) and educate them on their lessons in magic (often for purposes of battle). War-trained mages are common among Ogunish wizards and sorcerers. Several battlemasters who have proven their talents not only as warriors and spellcasters but also as leaders. Nowhere in Ogun do spellcasters act as advisors to local leaders. If a mage is wise and strong enough to advise others, then he or she is strong enough to rule.

Divine magic is rare in Ogun. With few popular religions, there are not many divine spellcasters in the area. However, when holy men or women of some sort are encountered, they are often heeded with respect. Exceptions exist. For example, any follower of Ordrion would be beaten, tortured, and desecrated after death. Respect is never given to a minotaur, no matter their place.

In the easternmost reaches of Ogun, where the land is the most fertile and some forests even grow, shamans and druids are a little more plentiful. Here they are often viewed with the same awe, respect, and fear as arcane spellcasters.

Major Geographical Features and Locations

The Fertile Lands: Although not as harsh as the rocky dusty land of Sakkaras, much of Ogun’s hilly terrain is not very suitable for farming or other methods of cultivating. But the further east one travels, the land begins to improve. The Drowning brought additional water into the land by forming the watery gap between the Broken Lands and Galachot. The increased rainfall during the only mildly cool summer seasons let nature grow to a greater extent than before. Now in eastern Ogun, farms can thrive during the short summers, and forests have begun to grow on the eastern shore. This land is both a blessing and a curse to Ogun. It has made life much more survivable than before, but it is also the reason why the minotaurs in the west invade. In the Broken Lands, fertile soil is a prize most would proudly kill for.

Zorhasic: The ruins that used to be the capital of Ogun. Destroyed in 352 AD, its fall spoiled the immediate hopes of the Ogun people in that a true leadership would unify the eastern half of the Broken Lands into a secure state of its own. The ruins of the city are very extensive with many of the buildings still standing, albeit in relatively unsafe conditions. Even the sewer system underneath is fairly intact. Vegetation and wildlife have moved into the remains along with bandits and occasional nomads hoping to claim the some of the glory lost long ago.

Regional History

Sometime during a long forgotten part of history, the Igurna of Terragrym began the practice of discarding those children they deemed not up to their expectations. Thrown into the wild, most died unable to fend for themselves. But over time, those discarded over the Endless Reach survived. Some found a way to exist on their own, and more were found and cared for by early human settlers. As the years went on human and Igurna bloodlines mixed, and a race of half-ogres came into being.

Little is known about the original humans who had befriended and cared for the exiled Igurna. It is believed by many historians that they either died out or had completely merged into the growing Oguna population. But one thing was certain, the Oguna were not liked by those races from elsewhere in Adlatum. Even in modern times, most in Adlatum see them as nothing more than monsters that are only a little tamer than the more dangerous monsters in the unseen north.

With no choice but to survive on their own in later centuries, the Oguna population spread out over a healthy block of land in the north. Sparse ruins throughout the Broken Lands pointed to their being a lost civilization having existed in the region before their coming, but not enough had been found to learn much more of their earlier settlers.

The Oguna banded together into various groups of tribes or clans. Some attempted to build towns to give themselves a stable home. Others became nomads who lived off the land and traveled to wherever suited their needed. Their hot ogre blood made them more prone to violence and feuds broke out constantly between the various communities. The Oguna tendency for depression added to their frustrations, making an optimistic outlook for their future difficult. When some Oguna settled too close other “civilized” races in the south, the humans, dwarves, and elves would send armies in to sack their villages in order to keep the barbaric threat back. Sometimes war-taught Oguna would take control of a tribe and strike at the settlements of the other races, not bothering to wait for an inevitable attack. And so a never-ending cycle of bloodshed dominated most of the Oguna history.

The closest the Oguna came to an alliance with the other races occurred in the early years of the Canon War. At first the Oguna saw the minotaur-invasion as a method to remove their frustrating neighbors to the south. For the first few decades, the half-ogres predominately sided with the minotaurs, but they eventually realized that they were being used as fodder and distraction while the minotaurs sought to penetrate into Igurna lands and steal the ogres’ Volume of the Prophet. Some Oguna shifted their allegiance to the alliance standing against the minotaur invasion while others fought merely to protect their own lands. During the later years of the war, the minotaur armies swallowed the lands of Ogun completely, and the Oguna were forced to aid the minotaurs as slaves.

Six months before the Drowning, a young Oguna teenager was forced to watch his father beaten and tortured in public after the boy failed to properly place the meats on the plate he served to his minotaur master, a well respected major. The young teen, Hroce (named by his master from the minotaur word meaning “spit”), snapped and charged the major in the middle of his father’s execution. Hroce’s father died, but after killing a guard, the boy shot the major in the head at close range with a stolen bow and arrow. As the boy was apprehended and beaten, the rest of the slaves were likewise emboldened. A riot broke out resulting in the destruction of one of the larger minotaur cities to be build during the war. Over the next six months, the Oguna were slowly able to hurt the supply chain from the minotaur empire to their forces in the west. After the Drowning, the surviving Sakkaran minotaurs only held what they had left in the western Broken Lands. The lands claimed by “Hroce’s Cry” (as the rebellion was called) became what are roughly known in current years as Ogun. Even the human slaves who were freed by “Hroce’s Cry” remained to continue the fight against the Sakkarans.

The state of Ogun, although reduced in size, returned to the state it was in prior to the Canon War. Internal fighting and struggle for survival between rivaling clans and towns were a constant. The only real change was that they now also had to deal with the constant attacks from the surviving Sakkarans who wished nothing more than to claim the eastern-most Broken Lands were the earth was much more accommodating for farming and livestock.

One minor change to the location population did occur to Ogun in 71 AD. A group of thirty-nine Hoda kunda on Terratrek who had somehow managed to stay together ventured into the Broken Lands and took an interest in Oguna-life. Understanding what it was like to not always be well-received by others and living a life that appears to be cursed by the gods for no fault of their own, the kunda joined the Oguna in their fight against the vile bull-men. These kunda never returned home to the Kundamarsh. Instead they settled in the region, building their own community or joining up with others, and taking on many of the more local customs while still holding onto their own faith and traditions. Opinion on the local population of kunda in the Broken Lands varies from hatred to high respect depending on one’s experience with them. But in time, their skills in combat are not questioned by many.

The conflict with Sakkaras turned for the worse in the 330 AD. The Sakkarans had successfully gathered themselves together into a massive military force when two harsh winters and a poor harvest encouraged them to seize territory in Ogun, hoping eventually take control of the fertile soil in the far east of the Broken Lands. Over the next several years, Ogun tribes were defeated time and again. The minotaurs had successfully conquered almost all of the territories up past the eastern shore of Glisemegh Lake.

In 333 AD, one tribe’s battlemaster began to gather a number of tribes together under a single banner. Battlemaster Helris used strength, intelligence, and bravery as he led the assault against the Sakkarans. His skill, with the aid of hundreds of normally separate and feuding villages and tribes, enabled him to slay all three of the minotaur clan-leaders leading the assault. By 334 AD, the invasion’s back was broken by the Army of the Unified-Blood, and Helris reclaimed the lands almost up to the western shore of Glisemegh Lake.

Unwilling to let his people fall back into their centuries old tradition of anarchy and civil war, he gave his followers new missions. The primary one would be to hold the then-current line against another minotaur invasion and to allow rid Ogun of the pocket areas splinters of the Great Invasion left behind. The second mission was more monumental. He desired a large capital city to be constructed on the eastern shore of the lake where one of the hardest fought victories of the war took place. Oguna craftsmen from all over Ogun and also from the Midlands came to construct the city. Battlemaster Helris, now called by many Battleking Helris, named the city Zorhasic after the late love of his life, Zorhanya.

In six years, Zorhasic stood as a shining white city of marble constructed completely by those who called Ogun their home. All of it built by hand with only the occasional magical enhancement given by those few spellcasters in the Ogun populace. Much of the stone used in the city’s construction was pulled from quarries in the north near the minotaur-controlled lands. Sakkarans constantly tried to halt the city’s development, but their efforts for the time being failed. In 340 AD, Helris and Ogun had its capital.

Unfortunately only a minority of Ogun recognized Helris’ rule. Many of the warlords feuding in the central and eastern regions refused to recognize his claim. Being so far from the minotaur incursion, his victory meant nothing to them. Yet many of the Oguna in these places saw Zorhasic as a symbol of hope for their people, and they prayed for their strong and patriotic Battleking to come and unify their nation.

Fate deemed the course of history to be otherwise. Two separate armies of minotaurs, neither aware of the other’s existence, circled Glisemegh Lake with hopes of sacking Zorhasic. Both armies successfully dodged most of the Ogun patrols and quietly slew those they needed to. The two forces then attacked the capital from both sides on a single night. The capital’s defenses failed, and the minotaurs swept in. Helris was slain in the throne room, giving time for his only daughter to escape. The desecration done to his severed head was made public during the fighting, and the shock lasted long enough for the minotaurs to finish the city off. To this day, Zorhasic remains ruined.

In the months that followed Zorhasic’s fall, many of the Oguna in the east who had only hope that Helris would come and unify the land grew angry. Many abandoned their villages and clans, charging westward against the invading armies. It was said that the rage of the Ogun made even a minotaur seeing red to flee in fear. Many of the minotaur villages in Ogun lands who were not even part of the more recent invasion were massacred. The minotaurs were forced back once more, but not quite as far as Helris had done before.

Soon the rage of the Ogun people fell to depression. The Army of the Unified-Blood fell apart as many of the officers tried to take control and become Helris’ successor. One battlemaster attempted to force Helris’ daughter Gorro into marriage as to embolden his claim. His attempt failed when the young Gorro emasculated him before disappearing into the east. The anarchy and civil war Helris strove to destroy had returned. Status quo was resumed.

After the Starfall, the population of Ogun has begun to take notice of the political, military, and religious issues of the south. The nation of Solishairon has opened some minor trade with many of the tribes and villages living close to their border (mainly out of arrogance to prove to the rest of the Midlands how accepting they are of those who are different). This also allowed word of the Tashrama to seek into Ogun, and large numbers of Oguna traveled south to join the Army of Brimstone, the military of the church’s red branch. When the Army suffered a massive defeat in 406 AD the flow of travel with the south slowed, but in more recent years the numbers those emigrating to Brimstone have increased once again.

But for those who live away from the southern border, life has not changed much in the past sixty-years. Even when the creatures of Chaos assaulted the world in 383 AD, most saw the event as just another enemy trying to swipe them from the face of Krynn. Such a sense of pessimism and futility is commonplace in Ogun, that and a hope that a new Helris will arise to bring a sense of pride back to the people.

Current Events

    • The Sakkaran minotaurs have apparently gained the allegiance of tribes of humans that had been living in the northern parts of Sakkaras. These allies are making it easier for Sakkaran-loyalists to enter into Ogun controlled lands without being noticed.
    • Layaga, an old respected druid living in the forests of the Fertile Lands, was discovered to in truth be Gorro, daughter of Helris. One of the nearby Battlemasters had Layaga and her children murdered, but it was discovered that four of her grandchildren might have escaped. Many are hunting for them, either to help revive Helris’ dream or to help permanently end it.
  • The number of minotaur sightings in the ruins of Zorhasic has increased, but so far they have not attacked anyone and have tried to stay hidden. Oguna patrols from one of the nearer tribes hopes to put an end to this possible threat.

Major Settlements

Alyst (Small Town 940): Fifty miles from the ruins of Zorhasic, Alyst was one of first towns liberated by Helris after the Great Invasion. After the capital’s fall, it was re-enslaved by the minotaurs until the Ogun rage forced them out. Battlemaster Chorta Lovan (CN female Midlander human barbarian 9), one of the few humans to make the rank of battlemaster and the only human woman, now rules Alyst. There is no place near Alyst suitable for farming or raising livestock, so Alyst needs to get its supplies from either trade with those in the east or the fishermen on the lake or from raids against the minotaurs in the west. Due to the scarceness of food in this region and the destruction of a working economy when Zorhasic fell, minotaur meat has become an acceptable food product.

Ko (Large Town 3,503): The Sakkaran minotaurs living in Ko consider themselves to be living in the easternmost “reaches” of Sakkaras. This town was founded during the Great Invasion of 330 AD and was able to survive both the Invasion’s destruction and the onslaught of the Oguna after Helris’ death. Located where the soil is just fertile enough for mass planting, the minotaurs of Ko spend much of their time fighting to hold onto their town and fighting to keep their food shipments back to the west safe. No years have gone by without Ko’s stonewalls being tested by a siege coming from the savage Oguna of the east. Lately the town had been able to take in more soldiers from the west in preparation of a second Great Invasion.

Morest (Village 803): In the Fertile Lands, the town of Morest lies on the border of one of Ogun’s larger forests. Distant from the threats of the west, Morest is often more under the threat of the warlords and battlemasters who fight and constantly attempt to take over more and more villages. Morest itself has changed hands several times over the centuries, but it has consistently under the iron rule of Battlemaster Vroek (N male Oguna fighter 12/ranger 2) for the last ten years. After so many campaigns, the older Vroek has begun to tire of battle and is now primarily concerned with protecting the five towns he has along with the farms in between. His twin daughter and son Ukina (CN male Oguna noble 1/fighter 6) and Troest (NE female Oguna rogue 7/shadowdancer 2) believe their father to be weakening and desire to replace him and get the war machine moving again.

Varin (Small Town 1,865): Named for the kundaspeak word “Hope,” Varin is the largest kunda settlement in Ogun and one of the larger port towns in all of Ogun. Located on the Bay of Drialis, the kunda are used to attacks from minotaurs, pirates, and some of the Ogun tribes who have taking a disliking to them. The Hoda of Varin are friendly and liked by several of their immediate neighbors, who they trade and meet with often, and they are also known as fierce warriors who will defend themselves and their friends to their dying breath. Even the fire-born Hoda from the Kundamarsh are often stunned by the unified and targeted savagery their “Ogun-cousins” use in battle. Although battle-hardened from the many generations who have lived in the Broken Lands, the Hoda here keep to their traditions of enjoying what they can in life to the most they know how.

Ironvald Empire (Nordarin)

by Gerrin

Capital: Hollowvasser
Population: 170,000 (Nordar 93%, Hartdar 2%, Human 2%, Sundar 1%, Other 2%)
Government: Totalitarianism
Religions: major – Moli (Zeboim), minor – Reorx, Ki Ulit (Kiri-Jolith), Tonol (Mishakal), Slinoter (Shinare)
Languages: Dwarven, Hammer-talk, Common
Trade: Mercenaries, Gems, Steel, Metal Goods, Ships
Legions: Imperial Fleet, Imperial Marines
Alignment: NG, CG, LE, NE, CE

The Ironvald Empire is a collection of island nations which were located in the Shattered Sea and Sea of Tears. This empire exists primarily on the non-submerged lands of the former Hammervald Empire. The nation settled in many of the former settlements of the Hammervald Empire and has tried to retake former lands of the Hammervald back into their empire. Hollowvasser and Ironvasser are connected by two different ways, one is shipping lines and the other is a massive underground tunnel that reaches both cities.

Life and Society

The life in the empire was very disciplined and controlled by the emperor. Most of the citizens that lived in the empire found their lives filled with hundreds of laws and military discipline. There are two seasons in the empire; winter and raiding. During winter most dwarves live in their homes and prepare for the upcoming raiding season. At this time dwarves repair or build ships, forge new weapons, train new crews, and prepare for their future raids.

All raiders of the empire must pay a special tax to obtain a permit to be a legal raider. These raiders are called the Lord Protector’s Fleet and are free to carry out raids in any part of Adlatum. The raiders that do not obtain a license are considered outlaws and can be hunted down by the Imperial Fleet.

The military of the Ironvald Empire consisted of the Imperial Fleet and Imperial Marines. These two groups provided the safety of the realm and were spread throughout the empire. The fleet consisted of 100 ships and 15,000 sailors and the marines consisted of 20,000 dwarven fighters. These two groups specialized working together.

The legal system of the empire is dictated by the emperor and his laws are posted throughout all cities and towns in the empire. Lawbreakers were treated harshly and were often jailed without a trail. The Imperial Courts often gave judicial control to local watches.

The office of the Emperor of the Iron Islands was the highest office in the land followed by the position of Lord Protector. The emperor had control over all parts of the empire but often delegate’s tasks to the Lord Protector. Following the death of the Lord Protector Brigg Giantbattler, the title was considered unworthy of being used for a ruler and Argent Giantbattler declared that the title of Emperor of the Iron Islands would be used as the official title. The office of Lord Protector became an advisory position to the Emperor who could act with the authority of the Emperor.


There was no formal religion recognized, but most dwarves worship Moli (Zeboim) and offer her sacrifices even following the gods departure. Also the Nordar recognize four other gods as helpers to Moli and they were Reorx, Ki Ulit (Kiri-Jolith), Slinoter (Shinare), and Tonol (Mishakal). Since the departure of the gods, most of the minor god’s churches have been abandoned but the worship of Moli continues.


The government of the Ironvald Empire is totalitarianism and allows for little freedom. The Emperor controls all of the power and may divide it in whatever manner the emperor wanted to use. The office of emperor is a hereditary position inherited by the oldest son or male relation to the emperor.

The Emperor is advised by the Lord Protector whose position carries similar powers to the emperor. The Lord Protector oversees many of the day-to-day issues of the government and can delegate work to other individuals. The military is under the direct control of the Lord Protector and the emperor. They are led by a Fleet Admiral and Marine General.


The Hammervald Empire’s military is divided by two units, the Imperial Fleet and Imperial Marines. These two groups often work together and the marines often serve on board the fleet’s ship. The fleet contained 100 ships and 15,000 soldiers and the marines had 20,000 dwarven warriors.

The fleet is under the control of the Fleet Admiral and is based in Hollowvasser. Although it is one unit the fleet is placed throughout the empire at several key resource or strategic areas. The marines are controlled by the Marine General and provide security aboard ships, key resource, and strategic areas. The overall structure of the marines is stylized after the Hammervald legions.

The Lord Protector’s Fleet is a military raiding fleet of the empire. These raiders are legalized through the acquiring of a raiding license. The raiders operate the heaviest in the summer and fall months preying on ships all over Adlatum. In the late fall these ships return back to the empire. These ships may also be used in offensive and defensive campaigns by the empire.

Magic and Mysticism

Magic in the empire was almost unheard of and was rarely seen in public. Prior to the attack by Chaos few dwarves could use the earth magic that the Adlar dwarves possessed. Many of the dwarves that could use magic keep their talent in hiding fearing that they would be treated differently by other dwarves. Following the Chaos War there was no accounts of dwarven sorcery in the empire.

The dwarves of Ironvald Empire have discovered mysticism and use it as a tool. Not viewing it as a religion they have outlawed the teachings of mercy that many of the original healers preached. The healers of the Ironvald Empire are often outsiders who are employed by the empire in the military. The few mystics that are discovered in the Ironvald Empire are pressed into military or civil service.

Major Geographical Features and Locations

Iron Islands: These islands are the land that was left above sea level following the Drowning. The Ironvald Empire considers any island that was once part of the Hammervald Empire to be part of the Iron Islands. Notable islands in the Iron Islands are the Emperor’s Island and the Lord Protector’s Island.

Nolas Mountains: This is the chain of mountains that the Hammervald Empire once lived in. Even though most of the chain was destroyed during the Drowning there are still two parts left above the water. The Eastern Nolas Mountains are where the city of Hollowvasser is built into and contains the peak Mt. Anneghis. The Western Nolas Mountains are where the city of Ironvasser was built into and contained the peak Mt. Phenoli.

Great Tunnel: The Great Tunnel was an immense underground tunnel that connected Hollowvasser to Ironvasser.

Citadel of Gold: This citadel was the entrance for the gold mines on the Western Nolas Mountains. The Lord Protector Brigg Giantbattler had the massive citadel constructed to secure the mines and prevent outsiders from raiding the precious material.

Brigg Shipyards: This shipyard is located near the city of Hollowvasser and is the chief shipyards of the empire. The shipyards are located in the only natural harbor found on the Emperor’s Island and was built as the first line of defense for the island.

Regional History

The Hartdar removed much of the military forces from the Hammervald Empire to use against the minotaurs during the closing years of the Canon War. They believed that one last battle would break the Minotaur Empire, and they exhausted their resources. In 4 PD, the Hartdar’s High Warden Tildon Copperforge left Hollowvasser to lead the troops on the front line while instructing his son Ren Copperforge to travel with the Ice Legion.

This act left no ruling force in the city, but Tildon decided to create the position of Lord Protector to rule in his stead until he could return. He chose General Alon Fateender to become the Lord Protector and left him one legion to command. Fateender ruled from the Warden’s Palace with the authority of the High Warden, waiting for his leader to return.

The wait for a final victory was long, and years later they learned was that both sides were still preparing for the coming battle. Times were good for the dwarves living in the Hammervald Empire as production demands were high. Lord Protector Fateender had an easy time ruling the empire as many dwarves were happy with his relaxed laws.

This period did not last long, for the dwarves of Hollowvasser barely survived the Drowning. They were shocked to see the destruction inflicted upon their network system, linking other cities to the capital. What was once joined mainland became a scattering of islands. The Lord Protector sent out search parties to learn what happened and make contact with the rest of the empire. When they returned they brought grim news of the entire Hammervald Empire destruction. All that was left of their civilization was the island they lived on. Fateender told the dwarves that there were still Hartdar alive in the world and that they would seek them out shortly. After the initial shock of the Drowning wore off, hope began again as many dwarves heeded Fateender’s words. They believed they would be rescued.

The months turn into years as no help came from the outside, and hope turned to anger.

The dwarves of Hollowvasser began to call themselves Nordar, reef dwarves, to represent their current status. They forsook their citizenship status as Hartdar and began to demand that Fateender do something to end their suffering. A struggle for power broke out, and Fateender was killed when the Warden’s Palace was burned to the ground in 9 AD.

The Nordar began to struggle to survive living in their city, underground on an isolated island. Many dwarves perished during this time since there was no Lord Protector to ration out the supplies. Factions developed in the clans, and they began to act in their own interests to ensure survival.

In 27 AD, Tib Battleheart organized the various leaders of the city into a council to vote on issues. Many of the dwarves heeded his call, and order resumed in the city. Most dwarves knew a way off the island would be needed to ensure the Nordar survival.

In 39 AD, a dragon turtle approached the Nordar Council and offered them a chance to escape the island. The turtle would remove their fear of the sea if the dwarves began to worship the creature’s mistress, the goddess Moli. The Nordar agreed, and they began to construct ships to travel to the mainland of Adlatum.

They found the continent much changed and that many of the human nations of the Midlands refused to trade with them based on credit. The dwarves turned to piracy to get the things they needed. The Nordar Council agreed with the idea and issued a proclamation promoting the idea of “take what you need” to ensure survival.

In 56 AD, the dwarves began to travel the various islands around them to look for other survivors or possible areas to colonize. They located several survivors and relocated them to Hollowvasser. The Nordar found the surviving city of Ironvasser on a nearby island, and the small population there welcomed the arrival of the Nordar.

Later that same year, the dwarves made contact with the human nation of Teusten. The two nations went to war, and the dwarves were forced to give up many of their islands for they did not have the army or navy large enough to secure those isles. The Nordar carried a grudge from the war and vowed vengeance someday against the Teusten.

In the late 60’s, many dwarves came to feel that piracy was wrong, and they voiced their complaints against the practice. Among these dwarves was Tib Battleheart, who took the issue to the council. The issue was debated and voted on, and the final vote outlawed piracy. But the Nordar people ignored the vote, calling those who voted for it soft and forgetful of the old ways. Among those who were the chief supporter of piracy was Yilan Copperforge, a distance relative to the former High Warden Tildon Copperforge.

In the mid-70s, pirate attacks against Corinesti vessels sparked a minor war with the trade guilds of the local sea elves. This propagated Tib Battleheart to take action.

From 75 to 76 AD, Battleheart secretly shipped dwarves out of Hollowvasser, moving them to settle on the mainland coast. He was betrayed by a young ship captain, who hoped to win the support of Copperforge. Battleheart and the remainder of his supporters fled to the mainland coast to construct the city of Sundarton in the cliffs for protection.

Now calling themselves cliff dwarves, the Sundar and the Nordar began to raid each other’s settlements, each believing the other was at fault for the schism. The Nordar also believed that because the Sundar’s departure they lost the war against the sea elves, and the Sundar believed that they were entitled to the resources on the Nordar controlled islands.

The War of the Reefs was primarily raids on the each others colonies along the Shattered Sea and the mainland coast. The Nordar in 78 AD landed an army near Sundarton and attempted to destroy the Sundar capital city. The Sundar met the Nordar in the Valley of the Eagle and fought one of the largest battles in the war. The Sundar leader Tib Battleheart was killed as was the Nordar General Yilan Copperforge. The Sundar routed the Nordar forces and burned their ships on the beach with a daring raid led by Tib’s son Uloc Battleheart.

In 80 AD, the Sundar commenced the last major battle of the war as they conducted a raid on Mt. Anneghis. This attack eliminated any chance of the two clans reuniting and forced the Nordar to sign a peace treaty, recognizing the Sundar lands of Sundarin as a free and independent nation.

With the death of many of the major leaders during the War of the Reefs, many minor nobles began to fight for the title of Lord Protector. These dwarves were unable to ever hold the title for long, and the city of Hollowvasser was divided into many territories. The council of Nordar continued to meet, attempting to stop the war. But it was to no avail. The warlords continued to fight, destroying large portions of the city. Even when a Hartdar delegation arrived in 146 AD, the Nordar took little notice of their cousins. They believed that the Hartdar had come back to claim dominance over them, and the council ordered the Hartdar to leave, claiming that Hollowvasser was an independent nation on the Iron Islands.

A small element of the Hartdar spoke of the riches of Hollowvasser and its sister cities. The cause slowly gained support over the years as the Hartdar mines began to decline, and many dwarves were forced out of work because of a lack of materials. This caused many dwarves to believe that the riches and wealth of the former Hammervald Empire still lay in the city and that they were controlled by unworthy dwarves.

The dwarves formed a small army that convinced Sundar merchant of their crusade to reclaim past riches. As they waited to board ships many Sundar joined them to travel to Hollowvasser to reclaim the lost wealth. They journeyed to the former dwarven capital and prepared to take what they wanted. The crusaders were led by Brigg Giantbattler, a cruel and jealous dwarf who desired a kingdom of his own.

As they arrived on the island that held the city they were met by a force of Nordar and defeated them in battle. Once in the city, they discovered the horrors of continual war had created on the Nordar. The city once the jewel of the Hammervald Empire had been for the most part laid to waste as various warlords tried to seize the title of Lord Protector.

Many of the dwarves grew angry when they learned there were no fabulous riches in the city or in any of the mines. They instead decided to create their own empire to make themselves rich. They enslaved many of the rival clans in the city and created a military government, declaring Giantbattler as Lord Protector of the Nordar.

Giantbattler created many changes in the Ironvald capital, Hollowvasser. He first ended the continuous fighting and initiated reconstruction on many parts of the city. The dwarves also began to delve an underwater route to Ironvasser. Also the Nordar began to battle the sea elves in order to control certain areas of the sea. The battles were light, and no actual war was ever declared. The dwarves ended the attacks after they were driven back several times in 289 AD. They declared an uneasy truce and secretly vowed that the sea elves would pay for their acts of violence.

For most of his reign, Giantbattler sought to enlarge the empire, but he was unable to do so and was defeated at every attempt. He did manage to create several new mines and opened trade with some of the Midland nations. Even so, most dwarves living in Nordarin survived on piracy, continuing harassment of merchant ships around Adlatum.

The Days of Darkness has some impact upon the dwarves living in the Ironvald Empire. The crabmen that harassed Sundarin also attacked Nordarin, but not in as great of numbers. The Nordar managed to kill them without suffering many casualties. Two years later, the Nordar learned of the Chaos’ destruction inflicted upon Sundarin, and they planned to overrun their cousins in revenge for the War of the Reefs. A large force sailed from Hollowvasser and met a much smaller Sundarin navy. The Nordar made a temporary alliance with Teusten in the hope that the two nations would destroy and sack the Sundar cities. Although the Teusten did not make any formal agreements with the Nordar, many Teusten ships agreed to come along in hopes of getting into a fight.

The Sundarin navy met the combined forces of the Teusten and the Nordar near the Sundar city of Portswind. The Sundar used fireships to turn back both fleets. Upon hearing the news of his navy’s defeat, Giantbattler suffered a stroke, dying a few months later. The Teusten survivors meanwhile returned home with their own exaggerated tales of excitement.

Brigg Giantbattler was succeeded as Lord Protector by his son, Argent Giantbattler. Argent has slowly rebuilt the Nordar force and is seeking to expand his empire to the northern islands by forcing the Teusten people off of them. He has created the idea that the humans have invaded the ancestral lands of the dwarves and that they must be driven off.

Current Events

    • Raiders are searching for the entrance into the legendary dwarven city of Forgevasser. According to legend there were two volumes in the city when it was destroyed. Also there is said to be fabulous treasure and great secrets left in the city.
    • The Empire has recently discovered one of their settlements in the northern Iron Islands was recently destroyed. There were no survivors but clues left behind make many dwarves believe the Teusten are behind the attack.
  • The Emperor has declared that raiders in the coming seasons must harass the Sundalin shipping lines to prevent that nation from obtaining more wealth. He also wants an accurate report of the status of their navy.

Major Settlements

Local cities and settlements are under the control of Imperial officers or governors who are appointed by the emperor.

Hollowvasser (Megalopolis 102,000): The capital of the Ironvald Empire is an ancient city built centuries before the Drowning and now located on the Emperor’s Island. The city originally had 22 levels and was large enough to hold over half a million dwarves. In the years following the Drowning most of the city was abandoned after frequent internal conflicts killed much of the city’s population. Currently only levels 7-12 are in use and have a mixture of residential, commercial, and industry zones spread throughout the levels. The Emperor rules the city and the current emperor is Argent Giantbattler (LE male Nordar noble 4/fighter 6/mariner 2).

Ironvasser (Small City 15,300): This was the second largest city in the empire. It was discovered by Nordar explorers in 56 AD and welcomed the Nordar explorers as most of the population had died during the Drowning and its aftermath. The city contains only two levels as the rest of the city was destroyed in the Drowning. The city is found on the Lord Protector’s Island and is a mixture of residential, commercial and industry. Governor Thom Stormsight (LE male Nordar noble 2/fighter 7/mariner 5), powerful and iron-fisted, rules the city with the intent of someday ruling the empire.

Heskeram Desert

by Gerrin

Capital: Azoine
Population: 340,000 (Adlar 88%, Human 6%, Gnome 4%, Other 2%)
Government: Hierarchy
Religions: Adlarism
Languages: Dwarven, Common
Trade: Mercenaries, Gems
Legions: Prophet Guard
Alignment: NG, LE, NE, CE

Heskeram (Hes-ker’-am) is a divided empire split over religious reasons. Prior to the Days of Darkness this empire was a strong nation but the results of the bloody fight with Chaos left some Adlar dwarves debating the nature of their duty.

Life and Society

Life in the Heskeram Empire has become difficult due to recent events. Since the fight against Chaos, the Adlar dwarves have become split and are fighting their own internal struggles. Many dwarves following this even became disillusioned with the beliefs of Adlarism and questioned its authority. These dwarves left Azoine and returned to the ancient ruins of Tandarton.

The society of the two cities is completely different as Azoine has a strict and rigid culture. Citizens living in Azoine center their lives on the Path. All duties and actions are done to promote the Path. The dwarves of Azoine immerse themselves into the religion and take part in religious festivals several times a month. Dwarves living in this city rarely travel outside of its borders and try to remove themselves from world affairs.

The dwarves of Tandarton have thrown off their Adlar religion and have embraced what they believe is traditional dwarven beliefs. Their culture has become more focused on survival and the spirit of the people. Forgotten religions have been rediscovered and while most of the dwarves in Tandarton are slow to convert to them, they are growing. These dwarves have also begun to explore the world and become involve in the events outside of their own city.


The religion of Heskeram has changed dramatically since the fight against Chaos. Prior to this the Adlar worshiped the God of the Path without question believing it to be Reorx. Since the fight though many Adlar have renounced this religion and returned to Tanderton where they have reopened the older temples, worshipping gods thought to be dead.


The government of the Heskeram Empire is a split government. The people of Azoine follow the traditional religious leader of the Stonebellow clan while the dwarves of Tandarton have elected a council of elders to lead them. The legal system of Azoine is one dictated by the High Prophet while in Tandarton the Council of Elders has created the Code of Honor.


All citizens living in Azoine are considered to be part of the military. They are told since birth that they will sacrifice their lives for the good of the Path. In times of conflict the individual clans bring warriors to protect the city. These forces are led by the High Prophet. A small permanent guard called the Prophet Guard guards the priests of Adlarism at all times.

In Tandarton the dwarves have created a volunteer army to defend the city. This army allows dwarves to volunteer for years of service. The military is compromised of heavy infantry with crossbowmen in support.

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 Path: A deep hole that travels into the depths of Krynn. The Path led to the forces of Chaos twice and while the Adlar dwarves no of this, they refuse to believe that it contains evil. Instead the dwarves living in Azoine have sworn their life to find the secret of the Path and guard it ferociously.

The Seven Mesas: The Seven Mesas are the area that the dwarven city of Azoine was built on. At its height the Seven Mesas were home to six small cities and the kingdom of the dead. Since the fight with Chaos four of the mesas have been abandoned and the gates to those cities sealed. The interior of those cities are the same as when the original inhabitants left.

Mines of Tandar: These mines were recently discovered again after the repopulating of Tandarton. The mines provide iron and stone that the dwarves craft into a finished product. The mines are west of Tandarton.

Ruins of Awarth (the unknown): The Ruins of Awarth are the remains of a forgotten city built east of Azoine. It is unknown who lived here and why they left. The ruins were discovered after the fight with Chaos.

Regional History

Following the death of Corrod Bladeender in 3312 PD, the clans chose Duncan Fateender to become the new Warden of the Tandar. During Duncan’s reign the dwarven prophet Adlar Stonebellow received a series of vision he believe came from the god Reorx. In truth, the visions were bestowed to him from the Graygem, and from these visions Adlar comes to believe that he must have the dwarves construct a deep hole. By constructing this hole, “The Path,” this would result in unleashing the knowledge of the Path.

Adlar pressured Duncan into allowing two of the twelve clans to travel to the place his visions showed to him. Accompanying Adlar was his own clan, the Stonebellow, and the Hilldigger clan. They traveled to where Adlar claimed to had seen the beginning of the Path.

In this place, the dwarves built the city of Azoine to encircle the dig site. Adlar was given the power of chaos magic from the Graygem, and using the power Adlar raised seven great mesas for the clans foretold to come to him. He gave one mesa to the Hilldigger clan and keeps one for this own clan to construct individual communities. In 3227 PD, he raised one mesa directly to the east of the Path to become the city for the dead.

Duncan Fateender died that same year. The clans chose his son Kerto Fateender to succeed him, but the reign was brief. Under Kerto’s reign the Tandar expanded new mines, but he ignored the growing influence of Adlar’s followers. In 3219 PD, the Firesmith clan sought permission from the Adlar to build a community in Azoine. Adlar Stonebellow granted the clan permission, and Kerto allowed them to move to Azoine unchallenged.

Kerto Fateender died during a mine-collapse during a visit to the area. His death was mourned throughout the empire, and the clans chose his brother Garik Fateender to become the new Warden. Garik, a weak ruler, gave into the demands of the Stonebellow clan when they asked if the Earthslasher clan could move into Azoine as well.

The Earthslasher clan was the fourth clan to move into the city. An aging Adlar Stonebellow continued to convert more dwarves who had skills in creating tunnels. He also continued to receive visions, and his magical powers showed signs of increasing as the Path got deeper. He taught his skills to the other priests of the Path, and although other clans began to call all dwarves in the region Adlar, he called them the Chosen.

With the death of Garik Fateender in 3178 PD, the clans chose Ade Fateender, Garik’s son, to lead them. Ade became a vocal opponent of the Adlar influence over the government as he viewed the Adlar responsible for his uncle’s death. Adlar Stonebellow argued with the ideas of Ade as Ade tried to establish trade with other nations. Ade believed the dwarves would grow stagnant if they didn’t involve themselves in the affairs of Adlatum.

In 3144 PD, Adlar Stonebellow died in a mysterious fire that the Adlar dwarves believed was caused by Ade Fateender. This caused a rift between the clans that nearly resulted in war until Biln Stonebellow declared Adlar’s death to be an accident. To show his support of the Warden, Biln invited Ade to Azoine for a formal visit in 3124 PD.

Ade Fateender approached the city of Azoine with the idea of ending the digging for the Path. Unknown to Ade, Biln plans Ade’s murder because he believes Ade was responsible for Adlar’s death. Biln sends out riders to greet Ade, but he secretly ordered them to slay him. They attacked his retinue, killing the Warden. With Ade’s death, his retinue fled back to Tandarton, spreading the tale of the Adlar’s treachery. A civil war erupted with two factions, the Adlar and the Tandar, fighting for control of Heskeram.

The rival clans battle each other for dominance for three years with no clear victors. Finally, in 3121 PD, the clans meet again and elect Tarc Marblemolder to lead them, ending the war.

Tarc rules with an iron fist as soon as his reign begins. Under his reign, Tarc attempted to force all Tandar to follow the teaching of Adlar Stonebellow. The Marblemolder clan moved to Azoine that year to show their support of Tarc’s Laws. The Tandar refused to follow the Laws of Tarc and threaten to resume the war if the laws are not rescinded. Tarc refused, and he orders all temples in the city of Tandarton closed.

The Tandar revolved under the leadership of Barth Bladeender. Tarc then responded to the revolt by creating even more harsh laws including the closing of all temples and banishing of all clerics. Barth attacked Tandarton, defeating Tarc’s small army. Tarc himself is slain by Barth on the steps of the Council Hall in 3119 PD.

Barth was elected Warden following the assault, and the temples in Tandarton were reopened. The Adlar living in Azoine hand over the prophet Biln Stonebellow to avoid the wrath of the Tandar, and Biln is executed for treason against the Warden. His body was buried in an unmarked grave.

The reign of Barth was a time of relative peace and prosperity for the dwarves. With the death of Tarc Marblemolder and Biln Stonebellow, the to-be-named Adlar dwarves were in a period of reorganization as they searched for a new High Prophet. The Tandar ruled Heskeram unopposed and made great strides in securing the personal liberties of the dwarves.

Barth did have one major flaw. He was unable to recognize his son Ber Bladeender’s faults. Ber was infatuated with the religion of the Adlar and converted many of the young dwarves of the Bladeender clan to his cause. Barth appointed his son to rule after his death, and the council approved it. In 3004 PD, Golden Age of the Tandar ended.

The twelve clans of the Tandar broke apart as many dwarves came to follow the teachings of Adlar Stonebellow. In 2968 PD, followers officially adopted the name Adlar to separate themselves from the Tandar clans. Six clans (the Bladeender, Marblemolder, Earthslasher, Stonebellow, Firesmith, and Hilldigger) followed the teachings of Adlar and began to put pressure on the unbelievers. These other clans doubted that Reorx would demand them to dig a hole in the ground, and they spoke out openly against the Path.

Jarib Bladeender came to power after his father Ber Bladeender, a priest of Adlar, abdicated the throne to pursue living at the Path. Jarib was a devoted follower of the religion and revived the harsh laws of Tarc Marblemolder, which tried to force all Tandar to practice Adlarism. Dwarves from the clans of Fateender, Giantbattler, Ogrecutter, Battleheart, and Redquarrier, and Copperforge spoke out against the Laws of Jarib and demanded that the laws be renounced.

Jarib became heavily influenced by the opinions of Ror Stonebellow, a childhood friend and descendant of Adlar Stonebellow. Jarib came to dream of a mighty Adlar empire, as opposed to the fractured nation of the Tandar. Ror told Jarib he would make a better Warden and Jarib would be happier living a simple life. Jarib abdicated the throne, claiming that Ror Stonebellow had a vision for the people to follow and the influence to carry it out.

Ror Stonebellow announced that all clans must convert to Adlarism and that all the temples to the other gods in Tanderton be closed. The six unbeliever clans again spoke out against this, and Ror gave them an ultimatum: convert or leave. Being disgusted with those who also shared the name, these clans renounced the name Tandar. They left heading north in 2903 PD, and as they departed, they witnessed the Adlar burning Tandarton to the ground.

The mesas outside of the path became small cities to house the six clans of the Adlar. This was a time of building and peace for the Adlar. They were forced to change much of the terrain as the magic of the Graygem granted the ability to wear out the land in turn for yielding incredible harvests. Slowly the land changed from a lush forest to a desert barely able to support life.

In 1311 PD, the Graygem sent a new vision to Adlar High Prophet Ro Stonebellow showing him an impassable door. Ro awoke from the vision and told the Adlar that they would need to find something that could open the door. The Adlar knew of no known weapon that would do what they needed, so they began to search throughout Adlatum for it.

The Path continued to become deeper, and the Adlar became isolated from outside affairs, concentrating solely on the Path. The deeper the hole, the more power was shared among the prophets. The prophets for the next five hundred years expanded the Heskeram Empire to the west to mine the mountains for materials.

In 814 PD, a tragic event occurred at the Path as five hundred members of the Earthslasher clan dug into a new layer. Unknown to them, they stumbled into a Chamber of Chaos containing sleeping forms. Before they entered, they summoned a Stonebellow prophet and a group of twenty acolytes to document the event. The miners and priests entered the mine and expected to find the secret of the Path.

After they entered the cavern, an earthquake struck and collapsed several miles of tunnels. Inside the miners and priests faced unspeakable horrors as the forces of Chaos wake and battle the dwarves. Although the forces are small, massive casualties are taken.

The shadow wights of Chaos attacked the priests first and wipe their existence from people’s memory. The miners retreated into a small opening and attempted to hold off the creatures. After a month of fighting, the last of Chaos’ forces are defeated, but the cost is high to the dwarves. Nearly four-hundred members of the Earthslasher clan had disappeared from the touch of the wights. Only thirty-four miners were rescued, however they found the gear for hundreds more along with mysterious prophet and acolyte robes.

The miners who were rescued were physically changed by the ordeal. Their skin was turned pale, and they were now deathly afraid of going underground. The miner’s leader Ton Blacklight met with the Adlar High Prophet Hind Stonebellow to tell him what he learned of the creatures they faced. Hind recorded the conversations but kept them a secret from the other prophets, knowing that such stories were dangerous. He then decided it would be best to eliminate the Earthslasher clan, as many of them were displaying the effects of memory problems.

Ton Blacklight met with the Earthslasher’s patriarch and convinced him of the story, explaining why so many of the dwarves living on the Earthslasher mesa were suffering memory problems. A young acolyte, Micah Stoneplow, arrived during the meeting and warns them what Hind had ordered to happen that night.

Before morning, the entire Earthslasher clan traveled in secret from their mesa, leaving nearly all of their possessions behind. They were able to elude the Adlar warriors, as they were busy preparing for the attack on the mesa. When the Adlar reported to Hind of the Earthslasher’s disappearance, he placed a bounty on every Earthslasher’s head to help keep the secret. Hind ordered the city sealed and that no dwarf should ever enter it. He renamed the Earthslasher mesa to the City of the Unbelievers. He then ordered the Adlar military to pursue and killed those fleeing, now named the Neskuda.

In 813 PD, the Adlar begin their chase of the Neskuda all over southern Adlatum, in hopes of catching them. They’re cornered in 796 PD, and the Battle of Still Waters was fought as these two forces finally met. The Neskuda managed to rout the Adlar troops, and they followed the retreating Adlar armies back to Azoine.

In 795 PD, the Neskuda raided Azoine to steal items that they believed would prevent the unleashing of the monsters they fought. The Adlar were caught completely off-guard, as the army had just returned and reported the Neskuda were routed and not a threat. The Neskuda steal many items including the journal of Adlar Stonebellow, the Crown of Ral, and the Axe of Barth.

The centuries passed, and even as the world around them died and turned to desert, the Adlar focused more and more on the Path. They were religiously consumed by it, completely forgetting about all other things. The dwarves dug through to the chamber that the Neskuda found, and there they found a strange mark that guided them further along the Path.

Little changed in the Adlar world when the Drowning occurred. Only small cave-ins are recorded in the upper levels, and within a few weeks life returned to the normal feverish pace. Although the other races lost their clerical power, the Adlar continued to have the ability to cast. As in the past, the ability grew stronger the closer to the Path they were and the deeper the Path got.

Guided by the strange markings, the Adlar continued to dig towards a destination unknown to them, seemingly with no end. In 121 AD, the dwarves uncovered a strange door connected to a solid stone wall. The dwarves were unable to open the door no matter what they attempted.

During next year, human merchants traveled to Azoine to trade “dwarven relics” to the Adlar dwarves. At first the dwarves were disinterested until a human merchant, Tom Uliman, presented a relic he found in the mountains. The relic was an ancient iron box, small in size and locked. The Adlar High Prophet, Aoc Stonebellow was told about the ancient box and that Adlar Stonebellow had a vision that the contents of the box would provide the key to open the door.

Aoc Stonebellow ordered the merchant and box brought to him so he could study it. The vision Adlar wrote down told of a fair-skinned human bearing an ancient iron box that no human could unlock. When Aoc saw the merchant and the box he believed this to be the fulfillment of the vision. Aoc used his earth magic to open the box, and he was disappointed to find only a riddle inside.

He sent out a message to all dwarves that the dwarf who figured out the riddle would become the Lord of the Path and have the honor of unlocking the door. Dwarves began to search out clues to the riddle as Aoc had it spread throughout the city Azoine. In 146 AD, an ancient scholar solved the riddle, figuring it was referring to the Pick of Aenor. The pick, however, still remained hidden somewhere.

In 147 AD, the Adlar dwarves in Azoine all shared the same dream, a message that Reorx was not helping them and that he didn’t want the door unlocked. Reorx attempted to break the hold of the Graygem over the dwarves. He failed. The dwarves woke, and High Prophet Aoc Stonebellow decreed that the false Reorx had attempted to interfere with their dreams and that they would continue with the Path.

For over 140 years, the Adlar continue to search for the pick. The High Prophets expanded the Path and began to dig side tunnels, searching for other entrances that could lead around the door. All of their efforts were done in vain as there was no other way found that would lead them to where the door went.

In 291 AD, dwarven scholars deciphered further clues in the riddle and pinpointed the Pick of Aenor as being located in the ruins of Tandarton. It was located under the Council Hall in the catacomb of the dwarven general Telindus. High Prophet Galot Stonebellow ordered a hundred dwarves under the leadership of General Turq Marblemolder to search the ruins and retrieve the pick. He also rescinded the former order from Adlar Stonebellow incurring death to any Adlar who entered the city.

Turq Marblemolder led his troops into the city and fought few buildings that had survived the fire. One of the buildings that survived perfectly intact was the old Council Hall. Traveling into the catacombs beneath the tomb, Marblemolder discovered a daemon that had escaped from the Path and made the catacombs his lair. The daemon killed nearly the entire force that ventured into the catacomb, but it was slain by Marblemolder himself. The pick was discovered and returned to the Path.

High Prophet Galot Stonebellow held onto the pick for nearly a year before deciding that it was the real pick. He ordered a celebration of thirty days before the door would be opened. This was a major celebration for the Adlar for all of their hard work throughout the centuries. On the eve of the ceremony, Talin, a human rogue Reorx convinced to stop the opening of the door, stole the pick.

Talin traveled with the pick across the sea to a distance island inhabited by strange creatures called kobolds. The kobolds agreed to hide the pick underneath a large natural waterfall they worshipped as a god. Talin returned to the Midlands and lived out the rest of his life in hiding.

The Adlar attempted to discover the thief or the pick’s whereabouts. They searched throughout Adlatum in hope of discovering some clue. Much of the work at the Path was halted as dwarves were sent throughout the continent.

In 374 AD the Adlar learned about a human bard who told of a story about the theft of a pick that was the key to unlocked a door. They traveled to the bard and told him they needed the pick to free enslaved dwarves that were kept by the minotaurs. The pick was the only thing that could guarantee their freedom as they were locked in the Dungeons of Nelos. The bard Telnor, a grandson of Talin, agreed to accompany the dwarves on the adventure to retrieve the pick, but only if they allowed him to travel to the island alone, in respect to his grandfather. A group of young friends wished to travel with Telnor as well because they didn’t trust the dwarves, and they convinced him to sail separately. The dwarves agreed to the demand and hoped to outrace Telnor’s boat and retrieve the pick before his boat could arrive.

Telnor was the first one to reach the island when the dwarves in the other boat mistook another island as the one Telnor described. As he made his way to the kobold camp, he received a vision from Reorx telling him the truth about the Adlar. Telnor retrieved the pick and fled from the island, only to be spotted by the dwarves who pursued him.

Telnor managed to elude the dwarves for many years, traveling throughout Adlatum. In 382 AD, they finally catch up to Telnor in the Midlands. He had hidden in the city of Iqurliny, in the nation of Isryan, for nearly three years before he was founded murdered by the dwarves on the roof to his home.

The Pick of Aenor is returned to the Adlar dwarves in early winter in the closing days of 382 AD. The High Prophet Wolon Stonebellow decided there would be no ceremony and that the pick would be used in secret at night. Stonebellow traveled the Path and swung the pick to crack the door. The door split in two, and as the door fell away, the army of Chaos was unleashed.

The Adlar by the door were slain except for the High Prophet, who barely escaped with his life. He traveled back to his mesa and rose the alarm. The army of Chaos quickly caused much damage, leaving alive only the dwarves who hid. Stonebellow survived and tried to rally his people to reenter the Path. The grieving families not only ignored his words, he was also murdered by several who had flung him into the Path.

Several days later near the beginning of the new year, the forces of Chaos subsided and the sky changed in the Starfall. The Adlar prophets lost much of their power following the unlocking of the door, and they struggled to maintain control over the clans. They tried to convince them that Reorx had sent them a test to see if they were worthy enough to hold onto his secret. Most clans voted to leave Azoine and travel back to the ruins of Tandarton to rebuild the fabled city. Only the clans of Marblemolder and Stonebellow remained behind to continue work on the Path.

Today, the area around Azoine is a wasteland with little vegetation as the dwarves had sucked the nutrients from the land. Inside the city, the dwarves use sorcery and mysticism to provide water and plants. The area known as the Heskeram Desert is a hot and unforgiving climate. The outer areas of the desert contain small shrubs while the interior is known for its steep sand dunes.

Current Events

    • The dwarven clans living at the Path have resumed the digging of the path. They have encountered strange things as they have uncovered the caved in sections of the path.


    • The dwarves living in Azoine have declared that the city of Tandarton belongs to them. All dwarves living in Tandarton must return to Azoine.


  • The dwarves living in Tandarton have uncovered the lost catacombs of the city and are rediscovering their heritage. Also they have increased their patrols in fear of an attack by Azoine.

Major Settlements

The cities and outposts of the Heskeram Empire are supposed to be under the control of the High Prophet. In the days following the fight with Chaos, many dwarves living in Azoine forsake the Path and moved to Tandarton. Tension between the two cities is running high.

Azoine (Metropolis 93,000): This town is the current home of the High Prophet Aros Stonebellow (CN male Adlar noble 3/fighter 1/mystic 7). The city is located on the seven mesas that surround the path. Originally all seven mesas served as homes to the various realms of the dwarven clans, but after the fight with Chaos four have been abandoned. These mesas are sealed and if any dwarf is found in them they will be put to death.

Tanderton (Metropolis 82,000): This was the second largest town in the Heskeram Empire. It was repopulated following the disillusion of several dwarves following the fight with Chaos. The town now serves as a place for dwarves who no longer believe in Adlarism. Currently Tor Hilldigger (NE male Adlar noble 2/fighter 6/rogue 2) is the leader of the town.

Reorx’s Hearth (Large Town 2,550): This is town built at the entrance of the Path. This town guards the Path from any intruders and serves as a supply depot. Built in the town is a large temple dedicated to the Path. The current leader of the town is Path Protector Raxoni Stonebellow (LE female Adlar noble 1/fighter 3/sorcerer 5).

Dragon’s Noose

by Kranar Drogin

Capital: None
Population: Unknown
Government: Unknown
Religions: Unknown
Languages: Goblin, Hudieran
Trade: None
Legions: Unknown
Alignment: Unknown

Land Overview

Most of the information surrounding the mysterious islands of the Dragon’s Noose has come from stranded sailors who have been able to escape being marooned on the islands. Sixteen major islands make up the Dragon’s Noose, with many, many tiny islands that hold no life at all. The islands are covered in jungle, with no discernable civilization can be see from the ocean. Most that land here though never return, making it a haunted land to most sailors who steer clear of them. Most of the islands have two or more races living on each one of them.

Those that have returned, talk about a brutal society of goblins living on one of the islands. They are the Zukatm, who live on the island of Garamesh. Nothing is known about these goblins, other than that they are very territorial, and kill anyone who encroaches upon their lands.

Humans also live on the islands, those of southern Adlatum who were trapped there when the Drowning occurred. The island of Keroshic holds the most humans on it, but the exact numbers or where on it they live is unknown. Most of them speak the languages of old, and live in the ancient cities and villages. Similar to the humans that were in those lands prior to the Drowning, they are isolationists.

Vjenor, Sovereignty of

by Carteeg Struve

Capital: Tormso
Population: 170,557 (Human 77%, Hartdar 9%, Sakkaran 4%, Oguna 4%, Half-Dwarf 3%, Gnome 2%, Other 1%)
Government: Monarchy
Religions: major – Tashrama (Black branch), minor – Tao-Shin
Languages: Common, Dwarven, Trejori
Trade: Bass, Corn, Fur, Hides, Jewelry, Lumber, Slaves, Trout
Legions: North Watch, The Waveriders.
Alignment: NG, CG, N, CN, NE, CE

Vjenor (yeh-nor’) is one of the border states of the Midlands that have been struggling against the recent incursions of the Sakkaran minotaurs from the north. Both Vjenor and Bhadlum are under almost constant attacks making life in the region brutal and dangerous. But the Vjeno people have grown harsh over the centuries and are willing to strike back at their enemies with a similar brutality, while at the same time building their strength off of both new and old alliances.

Life and Society

Short cool summers and harsh winters are commonplace in the northwest of the Midlands. That in combination with the continuous assaults by the minotaurs from Sakkaras makes life fairly difficult in the long run for those in the north. Most Vjeno citizens learn informally how to fight at an early age, regardless of gender, race, or class. The further north and closer to the border a Vjeno lives, the more brutal they’ve learned to defend themselves. “Do what you can to survive” is a lesson learned early on.

Only those who live on the southern shore or in the capital have an easier time. No minotaur incursion has ever gotten as far south as the capital Tormso, and that knowledge has put the citizens there at ease. Fishing and general trade take up most southerners’ time. In the north, the focus and effort is in protecting trading caravans, not necessarily purchasing from them unless they are supplies needed for survival.

Although there is no directly shared border between Vjenor and Kedaltol, a small series of passes exist in the treacherous hills and mountains barely outside of their jurisdiction inside the Broken Lands. Luckily the rocky hills and passage make it difficult for the minotaurs of the north to securely claim that land, and so a few human and dwarven villages line the trade route between the nations. It is believed that Vjenor plans to send additional forces into the passes and claim much of the roads as their own. According to many, these towns already are within Vjenor’s expanded borders.

The people of Vjenor tend to be focused on their own needs, and their loyalty to the Midlands as a whole is questionable. The strife between the Sovereignties and the Tashrama is not something they are overly concerned with. Southerners are concerned with their own comfort and needs, and northerners are focused on the Sakkaran threat. Everything else is of a lesser priority.


Through most of Vjenor’s history after the earliest days, religion has not played a significant role. Yet since the Starfall, the Tashrama has become more and more popular. At first Vjeno often believed that anything worth doing was best done with their own two hands, but the divine and arcane magic supplied by the black branch of the church has been accepted in the past decades as exceedingly useful. Men and women in the capital find spell casters entertaining and amusing, but those in the north have some to learn that the destructive forces of magic can quick decimate a tightly group charge of rampaging Sakkarans. Also to be quickly healed in the middle of combat and thus able to return to a heated fight is also an aid the northerners do not shy from. Because of this, the Tashrama has gain measurable influence along the border.

After Lord Montegron exposed the power behind the Tashrama to be the Elder Dragons, popularity of the Tashramadic church disturbingly failed to fall in Vjenor. The softer men and women of the capital were not followers of the church, but their amusement of both divine and arcane magic did not change. Those in the north did not care where the magic comes from, be it from a god, a dragon, or a floating rock in the sky. So long as they have the strength and ability to defeat the invaders, then anyone bestowing that strength is welcome. And with the old gods having just returned, one traveling to Vjenor’s north should not be surprised to see followers of the Tao-Shin and the Tashrama standing side-by-side defending their homes.


The current monarchy of Vjenor is King Carlonae, a both lively and portly personality well into his middle years. Although his consistent practice of carousing young ladies and enjoying spirits has mellowed a little in recent years, Carlonae has always made sure he knew what was going on in his government at all times. Many duties and lower offices have been delegated down to various nobles and citizens of his liking, but he keeps a strong hand in the affairs of each department.

Individual towns and cities in the south are run by various members of the noble court, each family being assigned a town, city, or village upon the king’s strategic whim. Only settlements in the north often are left to either fend for themselves, or let themselves be run by local officers in the military. On occasion, a count or duke who has fallen exceedingly out of favor with the king is assigned to a northern town, purely out of punishment. Frequently, due to the noble’s inexperience in combating minotaurs, the noble does not survive overly long.


Although a standing army exists throughout Vjenor, it is the North Watch’s duty to insure that civilization is protected from the minotaurs living across the border in the Broken Lands. The North Watch is spread out across the border, and they also have a presence in any town or city in the northern half of the country. Most of the members of the North Watch are people who living close to the border and wish to gain access to whatever weapons and training the Vjenori government reluctantly gives.

Ironically the elite naval forces of Vjenor, the Waveriders, receive as much funding from the government as the North Watch. Up until recently Vjenor always had a small seafaring presence, but under King Carlonae’s rule, the navy has been expanded to record heights, and their presence in the Sea of Tears is becoming more common (but not always welcome).

Magic and Mysticism

Regardless of where in Vjenor one is, most people have little understanding as to the difference between divine and arcane magic. With the Tashramadic church’s Holy Land for the Black branch so close in Trejor, the concept gets even more muddled since that branch has a special interest in the arcane.

There are two general lines of Vjenori thought in regards to magic. Southerners see it as something amusing or entertaining. For example, many of their stage shows will include a mage or two to assist in special effects during performances. Northerners have the more desperate view of seeing it as a needed weapon against the constant assault of Sakkaran minotaurs who raid border towns and sneak deep into Vjenor to pillage and burn towns.

On the whole, both types of people in Vjenor see magic in all of its forms as nothing more than a tool, whether it is for entertainment or defense. It is only in the north however that those who cast either healing or destructive energy are respected and shown gratitude. In the south, many mages are seen only as amusing as their talents are showcased.

Major Geographical Features and Locations

The North: The northeastern half of Vjenor is a place of harsh living and constant threat. An attack from the minotaurs in the Broken Lands is a frequent occurrence, and anyone who wants to call this region home must learn to fight. Some animal ranches operate near the northern cities, and furs and hides are a major trading commodity, along with weapons and armor. The northernmost section of Vjenor has been under control of minotaurs since the early 300s.

The Eastern Pass: Technically this pass exists in Sakkaras of the Broken Lands, but the steep rocks in the hills and mountains effectively cut off the route from the north. A few small passes to the north exist, but the mass of passages in that direction has made the risk of encountering a bunch of minotaurs somewhat low. The main pass winds its way through the hills connecting eastern Vjenor to the western tip of Kedaltol, the Hartdar nation. Popular thought is that Vjenor will officially annex the pass soon in the coming years.

The South: The southwestern half of Vjenor has been protected from the threat of minotaurs. The North Watch has guarded these cities so well that no Sakkaran force has yet penetrated into the southern half of the nation. This has gone on for so long that the people have grown complacent and see the minotaurs as a “northern problem.” Their main interests are trade, the arts, and popular gossip. The major trade route between Trejor and Bhadlum runs through the capital on the southern border.

Regional History

The land currently occupied by Vjenor was once part of Trejor up until 51 AD, however the land was wrought with turmoil since the Canon War when minotaurs flooded into the region. Only the Drowning prevented the minotaurs from pushing further into the Midlands. In the decades following the continental disaster, the region was a mess of survivors trying to both rebuild and prevent the remnants of their enemy’s forces from re-gathering.

The surviving members of the Trejoran hierarchy were struggling to keep all of their lands together, but Urzai Lanla, a cousin to Bhadlum’s High Sheriff Morgan Degentry, sought to gain power by getting the northernmost districts of Trejor to claim independence. Without enough military influence in the region, and backed by the belief that Bhadlum would aid Vjenor’s claim of succession, Trejor reluctantly allowed the territories to form their own state, choosing to focus on rebuilding what they could instead of heading into a conflict neither side could afford to waste their efforts on.

Urzai’s victory was short lived, however. Soon after Vjenor’s independence the Sakkaran minotaurs sought to take down any signs of civilization being constructed nearby outside of their own control. After Bhadlum was able to pressure the minotaurs out of their land, the additional assistance allowed Vjenor to push the bullmen north into the Broken Lands. Since then, the minotaurs of Sakkaras have consistently attempting to break the border to the south. But the great threat of the Canon War had been decimated. The attacks were relatively disorganized, usually only consisting of several dozen or at worst a few hundred minotaurs. Although losses were incurred, Vjenor was able to hold its own.

Urzai’s daughter Romau organized the North Watch secretly without her father’s knowledge. But when reports of a unified force consistently defeating the minotaur raids came back to him, Urzai gave the credit to his son and heir Gaulav before formally rolling the North Watch into the military hierarchy. Gaulav had to wait forty years before he could take the throne and put the public record straight, but by that time Romau had fled Vjenor. Popular myth says she boarded a ship of her own and sailed westward across the ocean to the distant lands rumored only accessible to the Corinesti. Historians believe she simply changed her name and disappeared into the masses wandering the Midlands.

Over the centuries, the North Watch and the people living in the part of the nation most Vjeno call the north (although it is really more the northeastern half) became used to defending both their homes, their lives, their loved ones, and as a result the Midlands from the minotaur hoard in the Broken Lands. Unlike their neighbors in Bhadlum, they were so successful that only in the most rare of circumstances had any incursions reached the southern half of the state. In time this became their bane.

The southern settlements, including the capital of Tormso, became comfortable and decedent. Having not been hit by any serious threat, the Vjeno of the south slowly became assured that no matter what happened, they were safe. As such, they took the struggle the north was in for granted. Even the respect given to those who fought to hold onto their land dwindled. In 300 AD, the economy of Vjenor crashed. The Corinesti Trade War stopped most overseas shipping, and Vjenor was only able to get most of its goods out to their immediate neighbors. The Black branch of the Tashramadic Church in Trejor gave some assistance, but there was only so much that could be done.

The depression was short but hard felt, and it would take years for much of the economy to recover. During this period, King Bisarm elected to cut the budge of the military forces in the north, especially the North Watch. The number of minotaur attacks had been down in recent years, and he took it as a sign that the risk of reducing arms production and personnel was minimal. For several years, his judgment appeared correct. But in 308 AD, the hordes of Sakkaras made an attempt to push down into Vjenor, hoping to press into the Midlands and to also cut Bhadlum off from the Midland interior.

A sergeant in the North Watch, Kurrik Gorald, took command of his unit after the initial surge resulted in the death of six of his superior officers. Gorald was a large ugly man believed to have ogre blood in his veins, but Gorald was also a very brutal and brilliant tactician. Unable to get support from the south quick enough, he organized the remainder of the North Watch and the northern towns that had yet been razed. His makeshift defense halted the minotaurs’ advance in most locations, and it let him send men and women into Sakkaras quietly to conduct high-risk missions.

Gorald was able to launch a series of merciless attacks on the home villages of several minotaur tribes deep within Sakkaras. By making it appear that other tribes, sometimes Oguna and sometimes other minotaurs, were responsible, news spread to the minotaur lines. Those who believed that enemy tribes were responsible began to attack other sections of the horde rather than the Midlanders. Those that believed the Oguna were responsible left the borderlands to wage war on Ogun. This confusion did not instantly end the siege, but it allowed Vjenor a fighting chance. After another seven months, the border was secured with only some loss of territory. Even to modern day minotaur settlements and forts inhabit small sections of Vjenor, but in the grand scheme of things, the north saw what happened as a great victory. They held a line against considerable odds. The south was saved.

As the economy of the region healed, King Bisarm came to the opinion that the current level of funding to the North Watch was already at acceptable levels. Since a massive siege was repulsed and it would be unlikely the minotaurs would be able to re-gather themselves into such a force again for decades if ever, he believed there would be no reason to spend the extra money to bring the North Watch’s budget back up to where it was prior to the trade war. The north was dumbfounded.

When Sergeant Gorald challenged Bisarm’s decision, the king was insulted and had Gorald exiled into the Broken Lands where the minotaurs who knew he was responsible for their defeat would surround him. Several northern towns rioted in protest, but soon the Sakkarans saw this as a sign of weakness and attacked many of the towns again. The north was forced to defend itself again, and the protests stopped. The minotaurs were pushed back yet again, but not before destroying many villages. In return for ending the riots, Bisarm sent some funding for the homes to be rebuilt, but not much more. The north had no choice but to remain quiet or else become homeless.

The north finally received a boon in the mid-350s. After the fall of Ogun’s capital, Zorhasic, a few thousand Oguna had invaded deep into Sakkaras during a harsh reprisal for the loss of their leader and center of power. However these Oguna had pushed much further west than the rest of their nation, and they soon found themselves surrounded in enemy territory. After a long struggle, they reached border of Vjenor and pleaded with the northern settlements to let them build homes in the Midlands. In return for their hospitality, they said they would stay, help kill any of the bullmen who came too close, and give whatever assistance they could to defend their new home. The north was more than gracious and accepted these strong warriors without hesitation.

The town of Helris Heart was built with whatever materials and money the northern people could donate, and soon after their new allies were put to the test. The Sakkaran minotaurs in Vjenor were enraged that those from Ogun could cross their nation and come out the other side alive. In 359 AD they attacked Helris Heart. The Oguna stayed off the attack with a decisive win. The minotaurs in the battle were too used to fighting Midlanders, and the change of fighting styles and tactics confounded them. When the minotaurs retreated back, the Oguna followed. The Oguna and North Watch liberated several towns that had been under minotaur control for a half-century before they finally had to stop their advance. Not only were the Oguna celebrated, but also many town elders claimed their styles harkened back to the days of Kurrik Gorald.

Although markets waxed and waned under normal economic currents for the next few decades, overall the south of Vjenor was most successful than most over regions in the Midlands. Lucrative trading contracts with the Corinesti Trading Guilds more than made up for any shortfalls caused by the crash at the start of the century, and the wealth gained allowed Tormso to be developed into the cultural central center of the northwest. Tourism to the city bloomed as people traveled through the main roads along the shoreline or directly into the city ports on the water.

The Days of Darkness were highly destructive for the short term in Vjenor. Ghostly invisible strands flowed during the night in the north, each eventually seeping into the mind of a single unwitting victim. Once someone was infected with these creatures, later named notions, a single overpowering urge would drive them to do a single act or to believe one overwhelming idea. These acts would vary from person to person, but often it lead to insane and chaotic results. As the hordes of beasts later came out of the darkness to slaughter the people, many Vjeno did not even raise a hand to defend themselves or their families. One man continued to obsessively align the grains of dirt in his garden as a fire demon murdered his wife nearby, a woman refused to flee her town when she felt the need to clean the bloody bodies lying in the street, and an officer in the North Watch attacked his own citizens believing them to be minotaurs wearing human skins. Even after the Starfall, many were not freed from their notion’s domination.

Those in the south were attacked in a different manner. At first things seemed more annoying than dangerous. Buildings seemingly shifted from one part of town to another. Streets joined and met up with wrong roads, never allowing anyone find their way out of the cities. People inside became lost as rooms and hallways lead to rooms they had never seen in their homes before. Windows suddenly shown out upon horrific landscapes, and people who were separated by a single door would open it to find their loved one’s missing. None were able to find their way out to the streets. Then things turned fatal as their possessions were animated and began to attack them, causing many victims to flee into halls and rooms filled with creatures of nightmares and animated instruments of torture. After the Starfall, almost all homes returned to normal but a large segment of the population was never found again.

Although the north was hurt from the Days of Darkness, the Sakkaran minotaurs were likewise decimated. Neither side of the conflict had enough resource to attack the other. Ironically the creatures of Chaos caused the longest period of complete peace between the north and the minotaurs, almost ten years.

The south recovered quickly. The stockpiles of wealth amassed in the prior years helped repair much of the damage caused by the horrors. Playwrights and authors found great success during these years writing stories of suspense and dread reminiscing and even aggrandizing the Days of Darkness. As tales of horror grew in popularity, the people spoke of Chaos’ siege in order to brag about their own exploits and so-called moments of heroics.

When a charismatic Bhadlum warrior named Montegron began collecting nations together in the Midland Sovereignties, Vjenor was one of the earliest to join. Several members of North Watch recognized that the minotaur threat would be at a lull for years and took the opportunity to assist this man in rebuilding the Midlands. King Phaegan was publicly against the idea of unifying the lands, but after his death two weeks later, Phaegan’s son Carlonae quickly signed on. Since then Carlonae and Montegron have been said to be in good relations. One story says that Montegron introduced Carlonae to his beautiful wife Delissa. Another rumor, one not often stated in public, says that Delissa is a distant relation of Montegron who the Sovereign Lord did not care for and forced into marriage with the king. Not much if anything is known about the queen’s life prior to her wedding in 384 AD, and the king has been very protective about his wife’s privacy.

In late 392 AD, the minotaurs of Sakkaras once again attempted to break into the Midlands, but this time they were dealt a blow stronger than before. In the interim between the Starfall and the attack, Vjenor found a route in the rocky hills on the southern end of Sakkaras. The hills separated a thin strip of land in Sakkaras from the rest of the minotaur-controlled regions. These passes allowed the Vjeno to travel to the border of Kedaltol with relatively little risk of attack. Since then trade between Vjenor and the dwarves of Kedaltol expanded exponentially, and those in northern Vjenor were very appreciative of the new sturdier weapons and equipment. As such, the minotaurs were not ready for such as well-fortified front when the raids restarted.

The south was again reluctant to change, but they found the products made by the coin dwarves durable and long lasting. Eventually having artifacts of dwarven make was considered in, and business once again boomed.

Times and situations changed however. After several decades, Vjenor has developed a trade deficit with Kedaltol. King Carlonae confused many economic scholars, including his son Ilumar, by simultaneously declaring that his army would annex the pass between Vjenor and Kedaltol and that imports from Kedaltol would be subject to tariff. Carlonae also started spending additional funds to expand the national navy, the Waveriders.

As the war between the Tashrama and Sovereignties approaches, Vjenor seems apathetic to the conflict. Those in the south have no interest in a spat against “some religion about lizards,” and those in the north are more concerned with the stronger and stronger attacks the minotaurs have been throwing against the border.

Current Events

    • Ships flying the Waveriders colors have been spotted attacking Nordar and Sundar ships in the Sea of Tears. On occasion other trading vessels have been seized as well. Carlonae denies his fleet has taken such actions, but he also stated that if the Waveriders did engage in combat with other ships that the destroyed vessels must had been pirates.
    • Many in North Watch are becoming increasingly frustrated with the lack of assistance from Tormso in defending the border. Several towns directly on the border have declared independence and refuse to send King Carlonae any more tax money. Several units from the general army have been dispatched to quiet the few rabble-rousers.
    • Some of the border towns in the northwest are unhappy over the fact that a Sakkaran minotaur was appointed Townsman in the village of Gef-throth, directly across the border in Bhadlum. Although an official protest has already been sent, some angry citizens are planning to go to Gef-throth and settle things in their own way.
  • Although not as severe as during the Days of Darkness, one priest of the Tashrama claims that weaker notions are still searching for victims in northern Vjenor and southern Sakkaras. She has observed subtle but strange behavior from many individuals and is trying to prove her claim.

Major Settlements

Helris Heart (Large Town 3,275): Named after the fallen leader of Ogun, this town is made up primarily of the descendants of the Oguna who had traveled across the minotaur controlled territories to find a home in the Midland borderlands. The customs and appearance of Helris Heart is a mixture of Midland and Ogun styles, and the town’s population is generally well-received by most in Vjenor’s north. Those from the south however find Helris Heart more of a disgrace than the minotaur settlements captured from Vjenor over a century ago. Although trade with the southern towns is minimal, Helris Heart does constant business with dwarven traders from Kedaltol. The people here are all trained warriors, and many join the North Watch. But there is a good amount of culture here not fixated on warfare, and there is a sense of stability that is not often found in the Ogun towns in the Broken Lands.

Kandamus (Small City, 6,855): This northern city has been almost burned three times in the last century. Once trade with Kedaltol expanded a stone wall was constructed around the settlement, and additional homes were constructed for dwarven immigrants. Colonel Vilhiam, head of the North Watch, is stationed here along with his offices. When northern towns wish to have their needs heard, they often find more luck coming to Kandamus than Tormso.

Tormso (Metropolis, 31,438): The capital of Vjenor is a port city on the southern border of the country. Much of the city sits cupped in a valley beneath a rounded cliff up against the Guott Sea (a body of water off of the Sea of Tears). Originally the section of the city sitting all around the top of the cliff was reserved for nobles and well-to-do merchants, but after the economic boon late in the forth century enough of the city beneath the cliff was renovated to the point where the wealthy could live almost anywhere in style. With much of the city under-populated from the souls lost during the Days of Darkness, the cost to gain sizable property and build is up was at a minimum. The playhouses, museums, parks, ballrooms, and amphitheaters in the city have made it a cultural center. Many foreigners refer to Tormso as “the Solishairon of the west.”

Trejor, Sovereignty of

by Carteeg Struve

Capital: Dekartor
Population: 179,030 (Human 98%, Hartdar 2%)
Government: Monarchy
Religions: Tashrama (black branch)
Languages: Common, Dwarven, Trejori
Trade: Trout, Bass, Grains, Corn, Glass, Pottery
Legions: Band of Lukset’s Wall, Army of the King
Alignment: LG, LN, LE

Trejor (Trey’-jor) is a nation long dedicated to the unified Midlands, until the most recent months. Trejor has long been under the control of the royal Durandae family, but recently a quiet coup has shifted the balance with few realizing it.

Life and Society

Above all else, the trade from the fishing industry along the coast is the major source of income for those living in Trejor. However for the people living further inland corn and grain are also major commodities. Glass production also assists as a notable export, and many of the middle to upper class homes in the nation sport glass windows throughout the buildings.

Along with Drejor, the population of Trejor is the most human dominated in the entire Midlands. The attitudes of many of the people reflect this, and several towns and cities do not care to do business with non-human visitors. Because of these attitudes, even the Corinesti tend to avoid Trejor’s ports. It does no good to waste the energies to meet with people inclined to not do business when there are much more hospitable ventures elsewhere. Still, the nation does have a long standing trading partnership with the dwarves to the northeast, and some dwarves do take up residency within Trejor itself. Occasional harassment is something many of them tend to accept as a price for living in the sovereignty.

The people of Trejor have been loyal to the royal family for centuries, even though a group of disenfranchised citizens plotted to execute the Durandaes soon after the Days of Darkness. Their own loyalty to the Midlands under Montegron is much more debatable. However, for over three decades the royal family and specifically King Tojra Durandaes had supported the re-affirming of civilization under the unified bond of the Sovereignties. For these reason only have the majority of people accepted the word reigning from the distance FyxZharar.

A smaller group within the population however has quietly come to support the Tashmaradic church instead, believing that a distant power is not in Trejor’s best interest. For that reason, a large segment openly backs the resident Black Elder Dragon, Xyvren. King Tojra was always nervous of the Tashmaradic faith and had done everything possible to keep the influential powrs within the church appeased. He was also aware he own seat as king may be in jeopardy if either Montegron or the church grew too annoyed with him. Although openly loyal to the Great Lord Sovereign, Tojra did what he could to allow the Tashrama great freedom to operate.


The Holy Land of the black branch of the Tashrama, Barja Pendan, is located within Trejor’s borders, and so a large number of the faithful live in and near the isle. With over a century history of the black branch being rather assisting to the needs of Trejorans, albeit inconsistently, the church has a decent level of tolerance from many. The primary loyalty of all Trejorans is with the monarchy, but since King Tojri is slowly becoming openly supportive of the church, the people have become more open as well.


King Tojra Durandae rules the nation from his throne in Dekartor, and is openly active in arbitrating agreements between traders and federal offices, between disputes between Trejoran towns, between Trejor and other lands, and others. For years Durandae had slowed down in his work, leaving many duties to his Cabinet or Nobles and also his son Yuneil. But lately Tojra has been showing a second-wind, initiating new projects and talks between rivals. He is even attempting to start peace talks between the Sovereignties and the Tashrama.

The Cabinet of Nobles is a body that deals with many of the day-to-day aspects of running the city and the country. There are five seats, and the patriarch of the noble family that owns each seat chooses its representative. Often that representative is the patriarch himself, but to have another appointed by the patriarch is not uncommon. Women have in the past become a ruling matriarch of a house, and no law forbids it, but such occurrences are rare and sometimes are seen to be against custom and decency.

Towns and cities run their business primarily on their own with usually little interference from the national levels. Any grievance or issues they need to bring up much be passed through the Cabinet before being brought to the king.


Two major military units guard the land. The general army is referred to as “The Army of the King.” Long after the Drowning a subset of the army became the nation’s navy, however by sake of hierarchy it is still considered part of the army since the head of the naval forces still reports to the Chief General under the king. The second major military unit is known as “The Band of Lukset’s Wall.” This band comprises of those whose duty is to protect the king, the royal family, and the palace. Where the name came from or what or where Lukset’s Wall even is has been lost to time. Yet because of tradition and the belief there is a forgotten source of pride in the name, the band has refused to change their name to something more relevant.

Magic and Mysticism

With the black branch of the Tashrama so influential in the region, in combination with the king’s good relations with them, many Trejorans are becoming accepting of church. Thus the mystical abilities of the clergy are not as shunned as it is in other lands. The black branch itself is highly supportive in the investigation and research into magic in general. Sorcerers and now wizards are encouraged to come to Trejor by the church, and some have even received invitation to be allowed into the Holy Land. With such a tolerate view of all types of magic, many Trejorans have begun to see magic as a useful and intriguing tool rather than a secretive art shrouded in darkness.

Major Geographical Features and Locations

The ruins of Morogan Pendan are seen as a cursed and haunted place. For millennia, the Black Elder Dragon Xyvren was trapped in his lair beneath the tall rolling hills away from most settlements in Trejor. However the Days of Darkness changed that when the influence of chaotic magic ran out of control. The primal magic exploded in power and came alive, destroying and mutilating everything in sight. The Elder Dragon fled before the entire underground tunnels exploded and collapsed most of the entrances. Every so often stories are heard of a wanderer who finds an opening hidden in the complex maze of hillsides. What the tales claim the person finds varies in both content and believability depending on the bard reciting the story. Considering half of the stories end in no one surviving the venture, most listeners discount all stories as fiction outright.

Regional History

A sister nation to Drejor before the Drowning, it has retained its alliance throughout the years with them, longer than any of the other Midland nations. Even though prejudices against non-humans are strong, for a long forgotten reason Trejor has had extensive trading going on between themselves and the Coin Dwarves in the mountains over the border in Kedaltol. Whether through a long standing tradition, or maybe just out of habit, this one contradiction with their own beliefs of purity seems to have endured without question.

In the ancient days before the Drowning, Trejor was originally covered by a number of warlord led tribes. This warfare lasted for centuries as the ground continued to soak in the blood. According to legend, the son and daughter of the Roanj Tribe chief came upon a sinkhole in the middle of the night. Both were swallowed up. When they came to, they found themselves in an old temple long buried beneath the earth. Before them stood three figures: a older man in armor of unknown design, a scribe with a tome who’s pages remained in shadow, and a beautiful woman with eyes of a serpent. They brought before them a bow and arrow made of a strange metal. Even the string of the bow itself seemed to be made of this brilliant substance, yet it was shown to bend but never break.

“These are yours to forge a nation and unify these lands,” said the scribe. “But you each have a choice.”

“We three represent three paths you may walk, and may guide your people by,” said the armored man.

“Not one of us will lead you to a life of ease. No such path exists,” said the woman. “But great things may be had still.”

The scribe stepped forward and gave the boy the bow and the girl the arrow. “If you both choose a single path, then in time peace will reign for Ages in the manner for which you set. One for the good of all, one for the strength of your own aims, and one to allow each of your nation to choose and live as they see fit. But if you choose differently, then division will be had and nothing can be promised.”

The girl made to confer with her brother, but the boy had made his mind. “I choose the good of all,” he said and the armored man gave a warm smile to him. “Nothing can be more important than that, even if the individuals, even myself, must share hardship.” The eyes of the gods turned to the girl.

After a moment of thought, she said, “I choose the fourth path. It is not right for gods to force mortals to chose only between them, whether for all, for self, or for freedom. To do so is a detriment to all three. I will accept your gift to help my people, but my path is chosen.” And she turned and walked away.

The brother was dismayed, but in his heart he believed he had chosen what was best. He learned the path of the armored man, and met up with his sister at a tunnel’s opening. Hurt was felt between them, but they put it aside for the betterment of their people. However the divide did not ever heal completely.

In time the two came to lead their tribe as one, but often disagreements arose. Also never was the star metal arrow fired from the star metal bow. He used his own arrows, and she used her own bow. Never did the bow break, and always the arrow was retrieved. In time, through both war and wisdom, the warring people were unified. But only for a short while.

There were times where she believed that under specific circumstances immoral acts which only resulted in a better end were justified. He disagreed and believed it soiled the ideals they were aiming for. As disagreements continued, the people began to divide with them. The new nation swiftly split into two, Trejor and Drejor, as the sister took half of the country east.

How much of the legend is true is now unknown. But relations between the two countries remained close now they had the ability to run things in their own manner. Ages passed, and Trejor’s royal families continued to hold onto the bow, the Originator, as a symbol of their rule. Trejor used their skills in using the earth to make pottery and glass. Trade with the dwarven-kind is thought to had begun with these products.

Shortly before the Drowning, the Originator was stolen from its place directly over the Throne of the Shining Heaven. The eight sons of the King Uelhas ventured out to track down the bandits responsible. Before it could be retrieved, their world was covered in water. The southern portion of the nation was flooded and sunk beneath the waves.

Trejor was further divided several decades later in 51 AD. With surviving members of the hierarchy struggling to hold the remaining lands together, Urzai Lanla, the cousin of Bhadlum’s leader, sought to gain his own territories by successfully getting the northernmost districts of Trejor to claim independence. Without enough security in the region, and believing that Bhadlum would come to the aid of the Vjenor’s claim of secession, Trejor grudgingly allowed the lands to depart. Relations between Trejor and the north would take centuries to heal.

In 53 AD, a blood connection between the old royal family and a Drejoran count was established. Count Kalis Durde, although reluctant to leave his homeland, eventually changed his family’s name to Durandae to further bridge the connection between his new rule of the Trejoran nation and those of the past. Due to the Drejoran roots of the current Trejoran royal house, relations continued to remain strong between Trejor and Drejor. In fact mutual assistance helped them reorganize themselves in the post-Drowning era.

Centuries after the Drowning, a portion of the hilly countryside came secretly and quietly under control of the Black Elder Dragon Xyvren. Although a number of his own followers proved to be a great nuisance, Xyvren himself took many actions to try to be amiable with the human rulers in the land. In 300 AD, Xyvren used his own people to assist in the transportation of Trejor’s trading items when the Corinesti Trade Wars sparked many problems in moving items by sea. Xyvren was also using the nation’s added protection to make sure his own rare spell components and items were shipped unmolested, but the agreements assisted both parties through the troubled time well. In 347 AD, the reigning monarchy Lewrin Durandae was an open member of the Tashrama and assisted Xyvren, who he was aware of, in his plans to experiment with magic. Five years later King Lewrin was slain by four unknown adventurers set against Xyvren’s aims. The assassins were themselves killed when trying to escape. Lewrin’s son Jogahl, a man with no trust of the Tashramadic church or the newly returned True Gods, succeeded his father on the throne. Since then Xyvren had been rarely seen by even the highest members of the clergy, and it is suspected that the black dragon may be seeking new ways in magic to release himself from his bound nature to his lair.

During the Days of Darkness, Xyvren’s lair was changed to a small island off the southern coast of Trejor. Since then the ruling king, Jogahl’s son Tojra, has been trying to balance keeping the black and his followers of the Tashrama happy while staying loyal to the united sovereignties of Lord Montegron. This entailed allowing the Tashramadic church much more freedom than Tojra himself would like.

Starting in 419 AD, the older Tojra seems to have changed his opinions on matters. In fact he had begun making public some of his support for Xyvren’s policies against Montegron’s hold across the Midlands. With most Trejorans loyal to their king first and foremost, Montegron may be on the verge of losing an ally in Trejor.

The truth of the matters is much more dire and much less known. King Tojra has in fact been dead since 417 AD. The being impersonating him is none other than Xyvren himself. Slowly he is moving the nation’s policies away from the good of the Midland Sovereignties. The ultimate aims of his plans, like both his identity and how he has in some manner freed himself from his lair, has not even been revealed to his closest confidants.

Current Events

    • King Tojra is allowing representatives from Barja Pendan to reside within the palace. Publicly he stated this was to help foster better relations between the Sovereignties and the church. Tojra has even sent an invitation to the Great Sovereign Lord to come to Trejor to begin talks with the Tashrama “and help ease unnecessary tensions.” He has even sent an invitation to the recently exposed Black Elder to join in dialogue with the Sovereignties at the edge of his Holy Land.


    • Tojra’s son, Yuneil Durandae, has recently discovered that his father has several books on the subject of Black Wizardry. Worried that if this news was to become known, in combination with his more friendly relations with Barja Pendan, Yuneil is putting together a secret circle of allies who will come to his father’s aid if the Sovereignties decide to attempt Tojra’s removal from power (by subtle and fatal means). This circle will also do what it can to keep any more of Tojra’s embarrassments from getting out. Unfortunately, Tojra has begun drawing up plans for the construction of a school dedicated to the re-emerging wizard arts.


  • To even the king’s surprise, there are more and more reports of twisted and nightmarish things being seen in the hills and trees near Morogan Pendan on nights where the unseen moon is at its weakest (new moon). Representatives of the government are looking for the brave and foolhardy willing to venture into the cursed lands.

Major Settlements

Barja Pendan (Large City 20,322): The lair of the Black Elder Dragon Xyvren is a small island less than a quarter of a mile away from the mainland shore that was formed when the land around it was swiftly eroded away by the Drowning. Like much of the shoreline of Trejor, the island has high cliffs on all sides with only a few locations allowing easy access to the water. The island is covered in a variety of strange tall trees that grow nowhere else in the Midlands, and a tall sharp spire of rock marks the center of the island. In the base of this formation is a cavern that leads down into Xyvren’s lair. Xyvren was forced to claim this isle as his lair after the Days of Darkness resulted in his bound realm being moved. Although the island homes a number of Xyvren’s loyal followers, the dragon itself is rarely seen. Most of Xyvren’s followers have built their homes on the nearby shoreline of the mainland.

Bolmryan Fields (5 Small Towns, 10,185): Although Trejor is a highly human populated nation with ingrained intolerance towards other races, by what can be called through either tradition or habit Trejor continues to do consistent business on decent terms with the dwarves living to the northeast in the mountains. Bolmryan Fields is a large collection of over half a dozen smaller towns nestled in a large flat of plain sitting between the high twisting hills of Trejor and the tall mountains across the border in Kedaltol. The towns are not completely independent from each other in that each mayor elects one of their own to insure trading laws remain consistent and fair throughout their collective. Farmers use the lands on the edge of Bolmryan Fields for much of the nation’s grain supply, and surplus is bartered with the dwarves for a fair price. It is in the Fields that Trejor has the highest concentration of dwarven citizens (8%), but outside of fair-trading they are still prone to being accosted by the occasional racial slur. Most dwarves living here are willing to put up with the slights since the business tends to be much better than average.

Dekartor (Metropolis 29,993): The capital of Trejor used to be an expansive city during the pre-Drowning eras. However half of the city was destroyed when the waters came in and collapsed much of the land. Sitting high on a cliff-side, half of the palace fell into the sea as the land gave way under it. Now the building appears to naturally end at the land’s edge, giving the palace a wide view of both the sea and the city around it. The city itself surrounds the palace below the hill. When the elevation is low enough, docks had been constructed, allowing trading by both land and sea. Up until recently, the city had no protecting wall, but following the chaos of the Days of Darkness and the following unrest, Dekartor began to take a more sobering view of the world and encased itself in a wide semicircle curving from the shore and heading inland. Like most places in Trejor, loyalty to the king is foremost. Even local supporters of both the Tashmara and the Midland Sovereignties seem to join together in national pride, seeing their other loyalties as secondary.

Port Rokarta (Large City 14,549): Relatively near the border with Drejor, Port Rokarta was formed a century after the Drowning when additional water erosion caused a portion of cliff to collapse into the sea. A valley leading down to a sizable bay was the result, and a number of traders who used the nearby trade route between the countries elected to build a new seaport. After several more centuries, the port grew into the largest trading city in the nation. Considering most in Port Rokarta avoid doing trade with the Corinesti Trading Guilds, the success is all the more impressive until one realizes that most of the success stems from it avoid most of the troubles from the Corinesti Trade Wars of 300 AD. During this period the Black Elder Dragon assisted Trejor government by helping to support caravan trade over land through the city to Drejor and also through shipping by use of funds donated supposedly from his own horde. The result was an economic boom that lasted until the Days of Darkness and arguably even through it unimpeded until present day.