
| Locations of Interest |

I. Aereth
A.
The Lostlands Once one of the cradles of civilization, the scattered
realms that comprise the Lostlands are all but
shadows of the mighty empires that brought them to life. Although the Sphinx Emperors have been gone
for eons, their legacy lives on – virtually all of the tribes and nations in
this desolate region remain entwined with the past in some manner or
another. Travelers from the North have
always found that journeying to the Lostlands is akin
to stepping through a portal in time. – the majestic
buildings in these exotic locations are all centuries old, the poetry and
paintings are products of artists long deceased, and the laws and traditions ,
to be charitable, are barbaric and primitive.
The rest of the World has moved toward the Age of Man; the Lostlands, primal and savage, have not.
For
this reason, many sages believe that the Lostlands
are doomed to remain savage and bleak for still more centuries to come. Unlike their neighbors to the North, the
denizens of the Lostlands have been unable to let go
of their past, and so cannot forget their own identity. While several scholars believe that his is
merely the result of eons of slavery – the former servants of the Sphinx
Emperors still do not know how to act as masters – others believe the stagnancy
of the region to have amore sinister cause.
Several theories champion the notion that the races currently living n
the Lostlands are unwitting caretakers, controlled by
powerful eldritch forces and unable to become independent. These theories also claim that when certain
prophecies come to pass, the Sphinx Emperors will return to their homelands,
and reclaim their birthright and power.
The
legendary ferocity of the Lostlands is also what
makes the region a mystery to the rest of the world. Few who dare to make the arduous journey down
to these wild regions ever return to civilization…even fewer return unscarred
by the experience. Not without good
reason is it said that the Lostlands are a breeding
ground for madness. However, ancient
stories and riddles about he Khonsurian Empire and
its treasures lead certain adventurous souls – the brave and the foolish – to
this part of the world. It is commonly
said that every mortal desire can be lost or found, bought or sold in the Lostlands…it is all just a matter of paying the price.
Climate
and Seasons – For the most part, the Lostlands are
home to challenging and oftentimes hostile environments. The temperatures and season in this part of
the world are relatively constant, with uncomfortable warmth permeating this
strange region throughout the seasons.
The only primary difference between the various regions of the Lostlands is precipitation – some areas are quite arid,
while others are dank and humid, with their skies constantly darkened by
ominous storm clouds. Only in these
humid regions is the passing of seasons apparent, as the summer and autumn
seasons offer brief respite from the unending rains.
The
nations of the Lostlands are dominated by the vast
In
the northernmost regions of the Lostlands, the
environment is not quite as treacherous as in the rest of the forbidding
territory, yet it still has its perils.
The Vermilion Steppes, still gently touched on its southern border by
the desert, can reach blistering temperatures during the summer months. However, the area is also renowned for the
powerful winds that slash across the crimson grasslands, dropping temperatures
at night to near-freezing. The fact that
the elven tribes can even grow crops in this violent
region, let alone do so successfully, is a tribute to the skill and persistence
of these wild creatures. This is the
part of the Lostalnds that is perhaps best known to
the rest of the world, as most of its more civilized merchants can be found in
this particular region.
The
center of the Lostlands is completely dominated by
two massive areas; the
In
the southernmost regions of the Lostlands, the
Timekeeping
and Celestial Bodies – the manner by which time is measured in the Lostlands was established eons ago by the first rulers of
the Khonsurian Empire. This calendar, which is
commonly called the Sphinx Calendar throughout the rest of the world, is based
on the lunar cycle, and spans only 10 months, each of which is 35 days. A leap month, called the Imperial Reckoning,
is inserted into the calendar every third year (or, in times past, by imperial
decree) to restore balance between the calendar and the traditional
seasons. The Imperial Reckoning lasts 15
days, and is marked in most of the nations of the Lostlands
with three festival days – one to open the Reckoning (the Dawnday),
one at the month’s midpoint (the Midday), and one to close the Reckoning (the Duskday). A few
areas in the Lostlands have adopted the more modern Criestine calendar, but most of its inhabitants still cling
to the old customs and follow the traditional Sphinx Calendar.
Kingdoms,
Tribal Lands, and City-States – Populations in the Lostlands
are only rough estimates; little facts regarding the Lostlands
are known by scholars of the North, and many of the “truths” about this savage
region may in fact be decades, if not centuries, old. The number of sages in the world that possess
copious amounts of accurate knowledge regarding the Lostlands
can be counted on the fingers of one man’s hand.
Compounding
the difficulties of providing accurate information for the various “nations” of
the Lostlands is the fact the few formal nations exist
in this part of the world. Most of the
borders between the various territories of the Lostlands
are under dispute; only those borders clearly defined by natural, impenetrable
boundaries server to provide any sort of clarity.
Lostlanders
generally live in the ruins of cities once built by the slaves of the Sphinx
Empire. Those who move too far past the
walls of these once-mighty cities risk the wrath of the evil bandits or
monstrous horrors wandering throughout the region. Even the farmlands and herding areas of the Lostlands tend to be found protected behind the walls of
the sprawling ancient cities. Any
creature daring to live far beyond the protection of a city wall, or of a tribe
or clan, is either powerful indeed or courting death.
The
majority of resources of these many tribes and kingdoms are all old – like
carrion, the people of the Lostlands are still
picking away at the remains of their Sphinx masters and the Old Khonsurian Empire.
The farmlands, while no longer required to ustain
the populations enjoyed by the Empire at the height of its power centuries ago,
provide smaller and smaller crops with each passing year. No new mines have been discovered since the
halcyon days of the Empire, and those that have not cine run dry or collapsed
have been all but picked clean. Although
few in the Lostlands are aware of this grave
situation, it is likely that only a few decades remain before the resources of
the Lostlands run dry. Then, without a shadow of a doubt, famine and
civil war shall run across this wild country like a plague. It is most likely that his inevitable plague
shall infect the Northalnds and Southlands as well…
1. The
regions of the Lostlands. Once but a fraction of its current size, the
desert has grown tremendously since the fall of the Sphinx Empire, creating a
fiery wasteland in what was once a tropical paradise. Some believe the growth of the desert is a
parting curse from their departed Sphinx Emperors, and that the desert shall
retreat and wither once the Sphinx return.
In addition to the abandoned cities of the Khonsurian Empire and the nalvor,
the
a.
Akkad City-State
in the principality or
B.
The Northlands The nations of the Northlands are steeped in eldritch
history and are often – quite literally – built upon the ruins of those that
came before them. The mightiest citadels
stand on the ruins of dwarfholds, holy sanctums are built atop fallen rings of druidic
stones, and loggers harvest timber from fae-haunted
glades. Every spring a farmer uncovers
new ruins beneath his fields, often warded in dead languages unknown to modern
sages. The past is the North’s constant
companion, dark-cowled and mysterious, revealing
tales of high sorcery, heroism, and slumbering horrors at her leisure.
A
careful study of these ruins, and of the scrolls and tomes brought back by
explorers, reveals that the kings of men are not the first to rule the
Northlands. Some legends speak of
ancient races and gods familiar to scholars, while other whisper of foul cults
and forbidden powers.
Sages
debate these epochs endlessly, but all can agree that the current age is
rightly called the Reign of Man. Whether
by mortal ambition or some mystic turning of the cosmos, the power of the Gods
has waned, permitting the rise of heroes, and granting men, elves, dwarves, and
the wee-folk the freedom to fashion their own destinies.
This
waning has also ushered in a new host of threats and dangers. The marauding armies of the Scourgelands threaten the heart of the civilized world,
barbarians raid with greater frequency each spring thaw, and shrieking comets
tumble from the night sky: witches, seers, and astrologers
alike presage a time of coming darkness.
It
remains to be seen whether this is a prelude to an age of prosperity and peace,
or an end to humanity’s reign.
Climate
and Seasons – The Northlands encompass ecologies ranging from the temperate
grasslands and vales of Crieste to the inhospitable
wastes of the north. Climates and
seasons are dependent largely on latitude and precipitation, with certain
marked exceptions due to geographic and magical anomalies.
The Criestine Empire and the other nations adjacent to the
Moving
north, the climate grows steadily cooler, reflected by a marked hardiness in
the people and beasts. The Warlands, renowned for their wealth of natural resources,
expect deep winters with heavy snowfall and months of isolation. The summer, unmitigated by the cooling
East,
across the vast ranges of the Ul Dominor
Mountains, are the Mirdar-Luminar Sreppes. The little moisture that reaches the steppes
is brought by raging storms that sweep down from
North
of both the Mirdar-Luminar Steppes and the Warlands are endless swaths of high tundra, gnarled oak and
icy wastes. Here the temperature
retreats below freezing every night of the year, and savage beasts swarm the
land. While hunters, outlaws, and
hermits choose to make their home in the forbidding wastes, they are the
exceptions, not the rule.
Timekeeping
and Celestial Bodies – The Emperor of Crieste, in his
divine wisdom, determines all units of measurement, including the span of the
days, months, and years. Following the end of the Interregnum, the empire
adopted a sidereal calendar of 365 days, but many of the smaller nations hold
to the older lunar calendar.
Empires,
Kingdoms, Fiefs, and City-States – Noted populations are only rough estimates;
the actual figures fluctuate wildly with the seasonal deparadations
of war, plagues, and other acts of the Gods.
At
first glance, the Known Realms might appear to be a patchwork of nations
covering every league of Aereth, but veteran
explorers know better. Each nation’s
borders extend only as far as it’s lord’s ability to enforce his rule, leaving
vast swaths of borderlands , given over to roaming
bands of escaped slaves and serfs, violent outlaws, monstrous humanoids, and
far worse. Passage between nations
without armed escort is attempted only by the bold or desperate.
The
majority of Northlanders live in simple villages and hamlets, earning their
livelihood by farming, herding, and hunting.
The average farmer passes his entire life without traveling more than
twenty miles from his homestead. Cities
and towns are essential hubs of trade, defense and religion. Any time a city is sacked by marauding
hordes, the surrounding lands suffer.
Similarly,
the cities rely on outlying farms to provide the enormous amounts of grain,
vegetables, fruits and meats necessary to support their swollen populations. A prince that punishes his people with high
taxes and refuses to defend them in times of distress quickly discovers how
difficult it is to maintain a cavalry without grain, or arm his knights without
iron.
Exceptions
to this rule are plentiful, and benign despots are few and far between. In the hostile realms of the North,
civilization is best thought of as a curious anomaly in a long history of
savagery and barbarism.
1. The Empire
of Crieste ruled by His
Divine Eminence, the Rampaging Lion, Immortal Emperor of Crieste
from Archbridge during Summer court and
Kassantia during Winter
Court
Population: 3,209,000 (humans
59%, half-elves 11%, Halflings 7%, dwarves 7%, elves 5%, half-orcs 5%, gnomes 4%, other 2%)
Resources: Silver, foodstuffs, trade goods, livestock
Oldest of the
western nations, and arguably the most powerful, the Empire of Crieste once dominated the North. Its vast holdings, built atop the
moss-covered ruins
of the Nimorian
Empire, have themselves fallen into ruin; once again fierce monsters roam the
wild, travel between towns and cities is seldom taken without escort, and sellswords and warcasters are in
great demand.
The reach of Crieste once
extended from the
Hoping to stem the tide of seceding states, the
lord-barons elected a seven-year-old boy to sit upon the Dragonskull
Throne. Now ten years of age, the
child-emperor rules under his Vizier, Lady Mortianna. The child will assume full powers upon his
fifteenth birthday. The Child-Emperor is
also served by Captain Sentri, Master of the Sable
March and General of the Seven Armies.
Crieste is celebrated for
the honor and nobility of its knights, and no knighthood
captures the spirit of gallantry better than the Order of the Sable March. Stories of the knights defending mountain
passes against the presses of giants, single-handedly defeating hordes of
demons, and sacrificing their lives for the common man are almost too
improbable to be true, but this doesn’t stop the younger squires from striving
to emulate the tales. Many squires die
in the pursuit of impossible ideals, but those who survive go on to become
legendary warriors without peer.
The Knights of the Sable March can be recognized by
their coat of arms: a black background pierced by three silver stars. The background signifies the darkness that hreatens humanity and Crieste;
the stars signify the three tenets of the order; honor, duty, and courage. The Knights of the Sable March are quartered
in the fortress known as the Citadel, in the city of
Even more secretive than their armored brothers are the
wizards and sorcerers belonging to the shadowy cabal known as the Ordo Arcana. Rumor
holds that the spellcasters meet on every full moon,
wearing elaborate masks to conceal their identities. The aims of the Ordo
Arcana, and the reasons for their intense secrecy, remain unknown. The cabal makes its headquarters in the
magic-laden city of
Despite the chaos of the Interregnum and he greed of
its lord-barons, the Criestine Empire retains much of
its former greatness. Until the
secession of the Southern Province, all trade passing through the
At present, both the Empire of Crieste
and the Southern Province lay claim to the Dragonskull
Throne of Kassanti, and the scions of both nations
aver to be the true Son of Heaven.
a. Dhavosin Large town, pop. 4,014; 3,000 gp limit; 602,100 gp ready cash
Known to merchant lords as the Crossroads of the
Empire, Dhavosin hosts a steady stream of caravans
and traveling traders.
b. Sparport
Watch Small town, pop.
1,380; 800g p limit; 55,200 gp ready cash
A towering citadel straddling a rocky ridge, Sparport surveys the land and sea for miles in every
direction. The lord baron, Izod the Shark, has been tasked with taming the pirates of
the Wreckers. And yet – to the Emperor’s
disappointment and Izod’s bitter chagrin – for every piratecrew he hags, another two ships seem to spring from
the sea itself. Izod
has redoubled his efforts, swearing to hang the crew of any ship, pirate or
otherwise, that he finds sailing the Wreckers.
c. Thelport Small
town, pop. 2,000; 800 gp limit; 80,000 gp ready cash Highest-level
NPC’s: Adept 2, Arisotcrat
1, Barbarian 1, Bard 1, Cleric 1, Commoner 10, Druid 4, Expert 8, Fighter 7,
Monk 2, Paladin 9 (Sherrif Tayanna
Serrengriff), Ranger 1, Rogue 2, Sorcerer 2, Warrior
8, Wizard 1; 20 guards; militia of 100.
Like most of those coastal towns in Crieste,
Thelport depends largely on trade and shipping.
Because of its location, it is probably one of the best trading points with the
Criestine colonies in the Southlands.
2. The Southern Province ruled by Tray Sains, Overlord of the South, Master of Heaven and Earth,
Dragon of the Lirean Sea, Etc., Etc. from Punjar
Population: 2,462,900 (humans 73%, half-orcs 9%, half-elves 7%, dwarves 6%, other 5%)
Resources: Slaves, spices, black market trade,
copper, timber
One
hundred thirty years ago the Province was simply the largest of the Criestine Empire’s many fiefs. In a revolution led by a cunning and
aggressive lord-baron, the Province seceded from the Empire, setting the
example for all the kingdoms, provinces, and colonies that rushed to
independence n the years to come.
Today
the Southern Province stands as a mirror to the Criestine
Empire. While Crieste
is mired in the bureaucratic quagmire of a millennium-old aristocracy, the
Province is home to the young and ambitious guild houses; while Crieste seeks to govern every aspect of the economy, the
Province lets the houses do the work, and taxes their profits; while Criests is a pondering behemoth of military might, the
Province is a nimble player of economic and political intrigues.
Wealth
is everything in the Southern Province.
Those that have it – and more importantly, can keep it – are envied and respected by all.
The
present ruler is Trayr Sains,
a cunning man who had the good fortune of being a bastard son of imperial
blood. The child of a discarded harem
concubine, Sains fought his way out of the vicious
slums of Punjar, working his way from petty thief to
slayer to guild master. Boss Sains was coronated Overking after the notorious Night of the Long Knives, when
fully two-thirds of the Southern Province’s nobility were assassinated and
replaced with royal-blooded representatives of the guild houses. When the sun rose on the blood-soaked
capital, the surviving nobles who were willing to openly declare the virtues of
law and good were few and far between. Sains’ claim to the Dragonskull
Throne is laughable at best, but it provides the veil of legitimacy necessary
for the Province’s political skullduggery.
The
Southern Province challenges the Criestine Empire’s
dominance of the sea lanes by trading in slaves, dark idols, and every other
sort of contraband. Very little is
deemed illegal, and nearly every crime can be ameliorated with a bag of jangling
coins, With no navy to speak of, the
Province issues letters of marquee authorizing privateers to fly Province
colors and prey on Imperial ships. This
informal sea force is little better than a band of pirates, but there is little
the Imperial Navy can do to halt the practice, barring a full-scale invasion of
every Province port.
a. Azur Small city, pop. 6,100;
15,000 gp limit; 4,575,000 gp
ready cash
The Southern Province’s answer to dwoemer-rich
Kassantia, Azur is known as the City of the Archmage. Dismissed
with amusement by many, the city streets swarm with scheming mages eager to
assume the title of Magister of Azur. What the city’s rulers lack in arcane power,
they make up in ambition and ruthlessness.
Azur is divided into three
wards situated about the grim castle named the Host of Five Towers. The city openly welcomes temples and shrines
devoted to fell powers; priests make blood sacrifices over smoking pits during
the day, and demons stalk the streets at night.
With no law enforcement to speak of, each mage
employs a personal retinue of bodyguards and enforcers. Commoners are left to fend for themselves,
dependent up[n the whims of the mages for safety. For these reasons, mercenary humanoids are a
common sight in Azur, ranging from half-orc assassins t ogre-magi bodyguards and hill giant thugs.