markshire players handbook

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This stunning full-color PDF contains information on the classes, races, and mythology of Markshire in order to round out your character. In its pages are also bits of history, lore and the geography of this 25-year-old custom Dungeons & Dragons campaign world.

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Page 1: Markshire Players Handbook

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Page 2: Markshire Players Handbook

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Chapter 1Server Rules ...................................................................................................................4Chapter 2Changes to the Game ....................................................................................................7Chapter 3The Culture of Markshire ..............................................................................................8Chapter 4The Races of Markshire ............................................................................................... 10Chapter 5Prestige Classes ............................................................................................................ 18Chapter 6Threats .........................................................................................................................28Chapter 7Gods of Markshire .......................................................................................................32Chapter 8Personalities .................................................................................................................45Chapter 9Markshire Atlas ............................................................................................................50Chapter 10The Riedlar ..................................................................................................................58Chapter 11Credits ..........................................................................................................................66

CONTENTSCONTENTS

Table of Contents

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SERVER RULESSERVER RULESMarkshire is a role-playing environ-ment. As such, we ask that you keep

the use of OOC information and interaction to a minimum. If it must be used outside of tells or the DM channel, please preface Out of Character information with “OOC”. The game provides entertainment and en-joyment for those that play. Help keep the illusion going for those around you. Let it also be noted that while you may be alone on the server and think no one is about, it is still expected that you act in character. Please don’t become a bloodthirsty Paladin slaughtering livestock just because you need 12 experience points to make your next lev-el. Someone may be watching.

There are some restrictions on classes and races. Please read these carefully

before making a character. We know how much thought, effort and work goes into a character’s creation, and we don’t want you to end up disappointed when either the server mechanics or a DM tells you that your character must be reworked.

Markshire is a world based in large part on Norse Mythology, with the

concept, backdrop, and general world vision being brought into being decades ago by Markshire’s creator. Please respect this, try to fit within it, and by all means make your-self knowledgeable of it by reading what the forums have to offer.

We recognize that individuals each bring their own creativity with

them. This is why we play the game. We simply ask that said creativity be used in an

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adult manner. Please do not create characters with names that are obviously outside the “norm”. This includes using numbers for let-ters, use of copyrighted names, names of real life individuals of note, or characters from well known fictional works. If you name your character Raistlin, you will quickly find that Odin does not like Raistlin, and that Raistlin will in all likelihood be missing the next time you log in. Or he will be named something that is a far cry from what most Arch Mages are typically named.

We do not set limits on the amount of experience points or

gold you can gain in a day, but please be aware that if you show sudden enormous gains over a day or two you may be pulled aside by a staff member and questioned about your in-tentions. People that gain levels by the bushel and in a short time frame, WILL draw atten-tion.

Remember in your interactions with other players or with the Dun-

geon Masters that there is another human be-ing with feelings and emotions on the other side of that character. Choose your words and actions accordingly. Profanity is prohib-ited beyond what you would find on normal television; damn, hell, ass, etc. Please do not make a habit of overusing these words.

Griefing is not allowed. If you disrupt role-playing to try to

make yourself the center of attention, lead spawn onto other players, spawn steal, or just generally act like a disruptive individual you’ll be asked to explain your actions to a DM. The easiest rule to remember here is to not do anything to another player that would make you angry if someone did it to you. If it follows along the lines with role-play then it is acceptable. If you kill someone just for the sake of killing them there is a problem.

An important factor in this is Character vs. Character combat. There is to be no player vs

player combat. You don’t like another player personally, fine. Mutter at your monitor to vent your ire. Solid In Character reason for CvC is asked of the players. Players may be asked to explain their actions. Do not take offense to this. It is done to ensure the enjoy-ment of all players. Please note that if mul-tiple complaints regarding one player or char-acter are put to the staff of Markshire, a very good reason is going to be needed to justify the characters, and players, extended stay on Markshire.

Rogues are a dangerous area for many players. Markshire

does not give a player permission to use their ability to steal or harass others unless if falls into the role-play of your character. If you are going to steal from other players, do not take more than one item from anyone in a day and do not repeatedly steal from the same person day after day. Be prepared to accept the consequences of your actions in terms of other players refusing to interact with you. Also be prepared to suffer the consequences if your get caught. Characters caught picking pockets of other players are considered per-sona non grata and fair game for CvC.

Also, if you manage to snag an item you know is important to a player, please return it. These items, unless required by DM event, are hard to come by and mean a lot to play-ers, just as yours do to you.

Don’t metagame. Metagaming is using information you might get

while playing one character for actions by another one, or using information you get outside of the game itself in game. If your character has no way of knowing something, then you don’t know it either and must play your character accordingly. Suddenly buffing with no reason because a player 10 areas away turns you to “hostile” is metagaming. Acting in a certain manner because you think that no DM is on is cheese. And the worst kind.

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Chapter 1

Server Rules

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Keep cheese out of here please. Oh, and no cheese. Also, if you feel like acting cheesey, don’t. Avoid cheese. Cheese = BAD.

It is inevitable that disagreements will arise between players and/or be-

tween players and staff. We ask that you try to keep your disagreements from becoming personal outside of the game. To help with this there is a player advocate whose job it is to mediate such disagreements. We want people to have fun, ALL the people.

Markshire has a zero tolerance policy in regard to underage sexual

activity. To put it as clearly as possible, Mark-shire will not tolerate any role-playing involv-ing sexual activity of any kind with charac-ters who are underage or involving players who you know to be underage whatever the age of their character. We also do not accept folks role-playing sexual behavior in general. This game is not for sexual gratification. If you find you enjoy that type of thing, find another server. Please note that romance and perversion are two different things.

Markshire does not prohibit the usage of voice communication

while you are playing for the purpose of out of character chat.

The final rule is simple. Think first and use common sense

and above all, respect other players. You know that exploiting bugs, game mechanics, or other such flaws in the game is wrong. Act accordingly and we’ll all be a lot hap-pier. If you find a bug report it. If you have a gripe, talk to someone about it. Markshire is here for everyone to have fun.

FARMINGFARMINGDo not repeatedly run through areas sim-

ply for the sake of killing things. We know that this is somewhat difficult at low levels, and you will get a pass there. To repeatedly run into an area every hour for kill XP is against the rules. Find a new place to go. We are not going to turn up the spawn times. It is unfair to others.

Limit yourself to a couple times a day un-less RP dictates it.

“Guys, I just got run outta the Ogre Fort, there are a buncha Hill Giants up there, something big is brewing!”

“Man, my partner just got killed in the Blood Spray caves. Can you help me get their body back?”

Or Dm events.

Farming for XP’s sake is not what we are about. Power levelling is not what we are about. Killing puppies or attacking skunks because they give XP is NOT what we are about. Don’t laugh, we’ve seen it.

You will get a warning. “The server logs indi-cate you have been running such and such area every hour for the last two days. Please stop.”

After that we use the three strike method.

Strike one. Two week ban of the offending character.

Strike two. 4 week ban of the offending character.

Strike three. Kiss your character goodbye.

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CHANGES TO CHANGES TO THE GAMETHE GAME

Many changes to the core systems of Neverwinter Nights 2 have been made for Markshire II, Rise of the Titan.

Everything from resting to monster spawns to loot systems to heal kits have or will be tweaked. We ask that if something feels amiss that you lets us know on the forums. In all likelihood it is something we have modified, but we like to cover our bases.

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title). He is advised by a council comprised of high priests, the Marshal of the Guard, the Grand Wizard of the Mage’s Guild and a few other positions of importance.

Individual towns and villages are run by a Mayor but most people go to the Temples or the Guard with problems. Cities are run by a Mayor as well but they also have a Marshal in charge of the city’s Guardsmen.

Trade is important in Markshire as a lot of less sturdy vegetables cannot be grown locally. The river Tamurin provides the largest trade route to the south. The Roads leading from Stonemark are well traveled and patrolled. The Road to Spinehold still suffers from ban-ditry as the pickings are just too tempting.

When a man or woman dies their soul trav-els to Hel’s Temple. There they are judged and treated accordingly. If they are worthy and marked by norns then they are subject to Odin’s Pact. Otherwise they continue their journey to Niflheim.

Death and cold are constant companions for the average Markshirian. The rituals in-volving dead loved ones are varied according to each family’s traditions. Most burn the bodies on a pyre following a ritual. Some burn the bodies and bury the ashes in earth-en pots to allow the remains to return to the earth. And still some (notably the rich) place their dead in mausoleum or morgues. These are usually underground and guarded against intruders. In the end, all Markshirians have tombstones erected in their honor, though time and weather may remove these marks from the earth.

The citizens of Markshire view the undead as the raising of no longer inhabited bodies and would utilize them if forced into a cor-ner. However, no one would attempt to raise bodies that belonged to exceptional people.

Though they are no longer alive they were truly imbued with life and some spark of them remains in the body. This concept has given rise to stories of Guardian Undead who await the final battle between the giants and Markshire to rise up and aid their country-men.

Most citizens realize that the cold is from Thrym himself and not natural to this part of the world. They pray to the gods that one day Thrym’s hold will be thrown off this land once more. The climate should be treated similar to Alaska with a short and mildly warmer summer and a deep long winter.

THE CULTURE THE CULTURE OF MARKSHIREOF MARKSHIRE

It has been said and is true that Markshire is based upon Norse Mythology. However, I must explain the concept a bit further.

Norse was an Earth culture. Markshire is its own culture that just happens to utilize some information from Norse culture as its foundation. So there are no Norsemen, just plain ole Markshirians.

What are Markshirians and how does this all fit together?

Markshire’s gods are the same as the Norse gods. But here they are Markshirian gods.

The barbaric culture of the Norsemen is

limited to the barbarian class. The rest of the Markshirians are really medieval in culture. Knights exist along with an honor code. The average citizen pays lip service to the gods and goes about their lives as peasants.

A system of law is in place (very unlike the Norse). To enforce that law exist Guardsmen and Enforcers. Guardsmen are essentially the National Guard and police of Mark-shire. Enforcers are essentially detectives or government agents.

Markshire is a monarchy ruled over by a Lord (same as a king but they don’t use that

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Chapter 3

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THE RACES THE RACES OF MARKSHIREOF MARKSHIRE

Markshire has many species that make their home as citizens. Among these races are those that have existed in Dungeons and Dragons since the beginning; Humans, Elves, Dwarves, Gnomes and Halflings. Since then they have added the half-orcs and even spe-cies that have been touched by other planar beings.

This world has many differences from For-gotten Realms or Greyhawk, in addition to the base races; we have added the old race known as Grippli and created a new race known as Pellytes. Among these various races are sub-races. Once again you will find that our sub-races differ greatly from those on FG or GH

worlds. Primarily you will NOT find Drow on Markshire. We don’t use them and they do not exist on Markshire. Expansions to the game will add other species and those will or will not be added as deemed necessary.

During the course of your adventures on Markshire you may come across a character that belongs to a race that is not listed. These characters have been rewarded to the Player who has shown that they will not abuse the powers or role that such a character would have in Markshire. Requests to be granted a custom race will be denied. We will only offer these races to those that show the staff something extra.

HUMANSHUMANS

By far the most adaptable race in Markshire is the hu-man race. The human race is the backbone of the world, fit-ting in every niche and making itself at home in almost any location. Many adventurous spirits are born among the humans and they constantly strive to explore the far reaches of their world. Humans run a gamut of skin colors from pale Caucasian (even albino) to truly dark Negro. Hair color is just as widely ranged and someone somewhere figured out how to dye their hair which is now a popular pastime of younger Markshirians.

The human need to achieve (or over achieve) has given them a large * advantage in their dealings with the many hazards and pitfalls of living in Markshire. Their versatil-ity and drive provides them with ample skill in their chosen field of interest. Humans can be found in ANY profession.

Many humans have achieved either notable or infamous recognition:

* Kurm Reyer

* Father Tangosz Fjellsen

* Matrimis Armanthir

* Sarkhan

* Viridian

ELVESELVES

The elven races of Mark-shire are not the near immor-tal races of certain legendary fairy tales. They are in fact quite mortal just long-lived. Each sub-race is culturally different and these differences are reflected in their physical makeup.

High Elves:The High Elven sub-race is the most com-

mon. These elves are spread across Markshire and can be found in virtually any circum-stance. They are not unlike the humans they mingle with. The high elves have skin tones from pale Caucasian to lightly tanned Cau-casian. Their hair colors tend toward straw blonde or flame red.

Skogarvord - The Ranger Outpost:Skogarvord, or more commonly referred to

as the Ranger Outpost, is a haven for the lon-ers of the wild forest. Located in the heart of the forest, Skogarvord hosts few permanent residents. There is a small tavern and a small elven clan. The rest of the inhabitants are coming and going as they need supplies. Mer-chant teams come from Stonemark and as far away as Starcroft to the south.

The Guinemere Elven Clan runs the out-post and maintains the immediate surround-ings of the outpost. They believe that this is a sacred trust given to them by Frey.

Wild Elves:Often referred to as Wood

Elves these elves eschew civi-lization. This abhorrence of enclosed spaces and “unnat-ural” living spaces is heav-

ily ingrained in their culture. Unlike their cousins the High Elves, Wild Elves don’t get along with other races and are isolationist in terms of their villages and enclaves. The wild elves tend towards the autumnal colors in their hair colors from dirty blonde, brunette to dark red. Their skin tones are all earthen colored and run from tanned Caucasian to nearly pale leaf green.

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Libouraen the First:Libouraen was a wild elven scout employed

by the Gastlinyk Gate guard during times of duress. He was a shadow around the city during his youth but a kindly guard captain took him under his wing and helped him understand the workings of the city.

He eventually learned to use his talents to earn a living in the Gate, and it was in this capacity that he became the first humanoid to be touched by the psychic blast of mad-ness and chaos that was released by the titan Gastlinyk.

When Libouraen awoke from his long coma he could feel the swirl of chaos loosed within him and in moments his body re-flected the turmoil he could feel as glowing yellow lines broke open upon his skin. The first Warlock was born.

Grey Elves:Grey Elves are the most

cerebral of the elven sub-races. They prefer to fur-ther the knowledge of their race and to learn nearly

anything they can find. A strong taboo is taught in their culture in regards to dark arts. It is so deep-rooted in their training and upbringing that few of the Grey Elves turn to evil. Those that have are shunned by the entire community. Grey Elves are liter-ally grey skinned and run from nearly albino to charcoal in color. Their hair colors are typically grey to black.

Ilkendar and the Mage School of Stone-mark:

The mages of Stonemark were always or-ganized and many were true patriots. Many felt the guilt of the destruction of Arik and much distrust was in place prior to their in-corporation into the defenses of the realm. It wasn’t until a low-born grey elf rose to fame, who unlike the rest of his race decided

to venture forth into the world, that anyone realized that the kingdom wasn’t training a new generation of mage to assist the realm.

Ilkendar returned from Tyranhold a changed elf. The battle and subsequent in-teraction with the gods themselves had made him solemn. To the masses of Markshire he was a hero but he felt he needed a new chal-lenge, perhaps one that didn’t require sui-cidal charges into demigod strongholds with beholders and cog-kin and disintegration.

He attended the sessions of the court mag-es of Markshire and slowly realized that his style of mage craft wasn’t needed there. He decided he wanted to train other mages to handle the wiles of Markshire’s wilderness and give them a fighting chance at survival out there. At first he started taking on indi-vidual students but soon he had too many. Within a year of starting he had to build a school. The master of magical fabrication managed this within no time and the Mage School of Stonemark was born.

Other elves:Many elves prefer to live closer to nature

then other races. Some hire out as guides and woodsmen. Others find that the land can be profitable if harvested properly.

Many notable and notorious elves have stood out through Markshire’s history. They include:

* Monty Three Card

* Omidon

* Reinhart the Red

DWARVESDWARVES

The next most common race within Markshire is the dwarf. They are your typi-cal, gruff, self-assured types. Metal armor is

the norm and they tend toward axes. There are two distinct sub-races of Dwarf. There is the Hill Dwarf which is your relatively stan-dard dwarf. Then there is the Deep Moun-tain Dwarf.

Hill Dwarves:This sub-race of dwarves is what most peo-

ple are used to. They comprise nearly 80% of the dwarven population of Markshire. Their skin tones range from darkly tanned to pale Caucasian with as many hair colors as hu-mans have. However, it’s usually hard to tell their colorations under the packs, furs, and other gear they prefer to have about them.

The Mining Clan of Cona:Hill Dwarves tend to live in the various

towns of Markshire and most notably in the town of Cona to the north where their pres-ence has grown recently with the expansion of their mines. The Cona clan of dwarves has called in every relative in Markshire to work and manage the mines. The Cona Mines are a combination of business and penal colony since the majority of criminals in Markshire serve terms as indentured miners.

Deep Mountain Dwarves:These dwarves are a dark

complexioned (nearly black) version with dark hair col-ors from red to black. The Deep Mountain Dwarves

call Deephold their home which is located south of Markshire. They live miles beneath the earth. They are larger than their surface dwelling brethren as well as typically a bit taller. They don’t understand the concept of personal ranged weapons as they have lived underground for most of their lives. They do understand siege equipment quite well though. Deephold has a treaty with Mark-shire and does considerable trade with them. The Deep Mountain Dwarves are common

sights now among the populace of Markshire though they do still tend to be isolationists.

The Mitheim of Deephold:The underground city of Deephold is sur-

rounded by a molten lake within a pocket cavern. Within the lake are pools of mol-ten mithril that collect near the surface of the molten stone. The Deephold dwarves will harvest this mithril and maintain it in this molten state in massive and deep cis-terns around the city. Since this is the largest source of mithril known to exist, Clanlord Drokan Forgethunderer created the Mitheim of Deephold. The Mitheim are an elite group of “shock” dwarves that can and do defend the mithril cisterns. The Mitheim are trained from an early age. Many become dwarven de-fenders in the process. They are given every consideration and treated as heroes.

Other dwarves:Many dwarves prefer to work with the stone

they grow up around and tend to hire out as builders and excavators. Others prefer to sell the goods created by their fellows and run shoppes and caravans around Markshire.

Many notable and notorious dwarves have stood out through Markshire’s history. They include:

* Stump Toothgrinder

* Hrogath

HALFLINGSHALFLINGS

A southern man once claimed, “Markshire was the land of children.” He was in Stonemark for a day and then headed south again. All those that heard him laughed at him and he returned home bewildered by this behavior. What this incredibly unobservant man had actually seen was the integration of Halflings

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into Markshire society. At present there are approximately 1 halfling for every 3 hu-mans.

Employed at any job where their nimble fingers and minds can be put to good use the Halfling society has flourished in Markshire where it hasn’t in other parts of the world. All walks of life can be found among the hal-flings, from noble on down to beggar.

The Guardheim:You look back over your shoulder and a

shadow recedes into the deeper darkness. You turn the corner into the alley and hope your speed distances you from your follower. You look forward once more and there in front of you is a halfling, waiting for you. “Hurry, in-side quick,” he says and motions you through a secret panel in the base of the building. The panel closes and the shadow detaches itself from the end of the building.

“Good work, Joha. They didn’t suspect the trap,” says the halfling to the Guardsman standing there. “I’ll report in after I get some useful information from this fellow.”

Their agility and cunning have gained sever-al halflings promotions into the ranks of the Guardheim. Few ever really see these secretive men and women of the Guardsmen. Many people tend to overlook these vertically chal-lenged individuals but that only works against them. Never underestimate a halfling.

Other halflings:Like the Humans and Half-elves of the

land, halflings can be found in any role within society. No few have joined the ranks of notorious or revered including:

* Nordbert Windhollow

* Opinvu

NOTE: No where above did it mention that Halflings are called Hobbits and Hin. They are called Halflings and that’s it. The other two names do not exist.

GNOMESGNOMES

The technological ad-vances in the world spring from the tightly wound clock that represents the order of Gnome Society. Gnomes are the most curious of the races and tend to be very mechanically inclined. You will find mechanical works of theirs throughout the kingdom, from the Sawmill in Yar Keep to the smaller Grain mills in the Farmer’s Hall or the Brewery. The wealthy are constantly commissioning these industrious little fel-lows to build bigger and better contrap-tions.

Gnomes are reclusive like the Grey Elves who live in the forest and Highhold with them. The gnomes are the backbone of the Highland Forest society. They are scholarly and tend to cause a great deal of trouble with their curiosity.

The Tinkers Guild:There might only be enough to count on

two hands but few Gnomes do not belong to the Tinkers Guild. The guild was created by GorlanClockWinder whose father’s father invented the WhirlingFramer which still re-sides in the great halls in Highhold. Over the years many Gnomes have gone forth on commission (pretty much the only reason a Gnome would leave Highland Forest) and built wondrous projects across the land.

One such enterprising Gnome was com-missioned to build a Brewery in Foothold. With the assistance of the locals he managed a fine Hall. Once the Hall was built he set to work fashioning the means to produce the spirits, ales and wines that Foothold needed to fortify its residents against the persistent cold. It was then that he learned he truly loved brewing. To this day he remains well known in the settlement of Foothold, Linos

Whirlblurr. Kurm Reyer, who inherited the Brewery, sees to it all know it’s origins.

Other gnomes:Of the few gnomes traveling the land some

have managed to make a name for them-selves. Most are known for their inventions but some few are known for their magic.

* Dolph

* Scimdad Jarlscent

GRIPPLISGRIPPLIS

Grippli average only two and a half feet tall, weigh-ing somewhere around 30 pounds. But for their dex-trous hands and prehensile feet, grippli look very much like large frogs, with grey-green skin mottled and striped with darker greens and browns.

Grippli society is primitive by human stan-dards, but peaceful. Gripplis love brightly colored items and eagerly acquire them at any opportunity. They wear clothing only for decoration.

Grippli eat fruit and insects. They trap small insects in large quantities and hunt the giant varieties like humans hunt stags. Gripp-li themselves are hunted as well. Giant snakes and spiders are fond of grippli as meals. Grip-pli are rare in the world, mostly because of their low birthrate. They live to be 700 years old, but give birth to only six or so young in that time. Because of this, the grippli defend their young ferociously.

Most of the gripplis of Markshire make their home in Ranasilva, a city among the trees deep in southern Narlynwik Forest.

HALF-ELVESHALF-ELVES

Half-elves are very common. A mutual fascination of the other race provides a constant source for dalliances between the two species. The human traits tend to cover the elven traits in many but some few look more elven then human. In all cases, regardless of the elven parent’s sub-race, half-elves tend to be uniform in their abilities and physical traits.

Half-elves exist in every society in Mark-shire. Some are even raised in the dwarven city of Deephold.

Similar to humans, the half-elves do not tend to specialize in any one given profession but do have the single-mindedness of their el-ven heritage. This means that in addition to being everywhere they do nearly everything.

Since most half-elf’s half-breed heritage is hidden there are few inter-racial issues to con-tent with. Many half-elves have garnered posi-tions of rank and nobility within the king-dom. Even the current Lord of Markshire has some elven blood.

Other notable half-elves in Markshire his-tory:

* Spana Grettisdottir

* Ashimar

HALF-ORCSHALF-ORCS

Being the smallest portion of Markshire’s diverse culture has had little impact on how these individuals flourish in today’s society. Half-orcs do not have a cul-ture of their own per se. They borrow from nearly all the other races but mostly resemble

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the human cultures. Over time some half-orcs have gathered with the Pellytes to form the Zairat society.

The Barbarian Tribes of the West:Half-orcs are represented most heavily in

the Barbarian Tribes of the Great Plains and are held in esteem as proud warriors. The Barbarian Tribes look upon the birth of a half-orc as a trial, a ritual of survival. The child is raised as parentless and is never told who its parent really was. Most women immediately divest themselves of these chil-dren and regard them with the same eyes as the tribe. The tribes all consider these children to be an adopted son or daughter. From the moment they can walk they begin a life of training and service to the tribe. Few are more fiercely loyal to the defense of their tribe.

Upon reaching the age of induction the half-orc travels with his other brethren to hunt the plains. Returning with a solo catch indicates their acceptance as an adult.

Other Half-orcs:The remaining half-orcs of the kingdom

are raised as normal children subject to the tolerance of the other races. Since most of Markshire is a trial of survival the sturdy half-orcs have a head start on other races.

Many Half-Orcs have risen among the population to become heroes of the realm. Among them include:

* Vruruk Krain

* Grunder

PELLYTESPELLYTES

Similar to half-orcs the pellyte is a created race based upon experiments by wizards who used them for slave labor and

guardians. The wizards wanted the adapt-able nature of humanity and the regenera-tive powers and sheer muscle of troll-kind. However, a Pellyte mage named Frildan managed to steal their birth process and started a revolution. Once the mages were defeated the majority of the population headed north to be free. They settled in Markshire; more like all over Markshire. Pellytes must petition the Pellyte council of mages to create a child. Then they must fund the creation as well. It typically costs the mages 10,000 gold to create one Pel-lyte child.

The pellyte is green skinned and black haired. They are physically similar to the half-orcs however they were built to be marginally more intelligent. The draw backs of the Pellyte race seem to be their lack of common sense and willpower as well as their lack of leadership qualities.

Pellytes did not gain regenerative pow-ers, but did gain an astounding stamina and strength. Warlike. Brak is the funda-mental Pellyte in this aspect if you know him. He was driven, even at his base intel-ligence, to be the strongest. To make war. Rain violence. Sunder, break, destroy. These are all inner urges that call to Pel-lytes. Some rise above them, some revel in them

Created for this purpose, their subse-quent freedom from wizardly bonds into a self sufficient race left them with little op-tion in the harsh environs of Markshire. Take what is needed. By force. This has led to them acting as mercenaries and ad-venturers more often than not. They have no agricultural background in their heri-tage. No herding past. Simply bloodshed. Picture the elite orcs from Lord of the Ring movies, this is a fairly close depiction physically of them. However, they have a more formal, non barbaric bend to them as they were created for guardianship.

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title). He is advised by a council comprised of high priests, the Marshal of the Guard, the Grand Wizard of the Mage’s Guild and a few other positions of importance.

Individual towns and villages are run by a Mayor but most people go to the Temples or the Guard with problems. Cities are run by a Mayor as well but they also have a Marshal in charge of the city’s Guardsmen.

Trade is important in Markshire as a lot of less sturdy vegetables cannot be grown locally. The river Tamurin provides the largest trade route to the south. The Roads leading from Stonemark are well traveled and patrolled. The Road to Spinehold still suffers from ban-ditry as the pickings are just too tempting.

When a man or woman dies their soul trav-els to Hel’s Temple. There they are judged and treated accordingly. If they are worthy and marked by norns then they are subject to Odin’s Pact. Otherwise they continue their journey to Niflheim.

Death and cold are constant companions for the average Markshirian. The rituals in-volving dead loved ones are varied according to each family’s traditions. Most burn the bodies on a pyre following a ritual. Some burn the bodies and bury the ashes in earth-en pots to allow the remains to return to the earth. And still some (notably the rich) place their dead in mausoleum or morgues. These are usually underground and guarded against intruders. In the end, all Markshirians have tombstones erected in their honor, though time and weather may remove these marks from the earth.

The citizens of Markshire view the undead as the raising of no longer inhabited bodies and would utilize them if forced into a cor-ner. However, no one would attempt to raise bodies that belonged to exceptional people.

Though they are no longer alive they were truly imbued with life and some spark of them remains in the body. This concept has given rise to stories of Guardian Undead who await the final battle between the giants and Markshire to rise up and aid their country-men.

Most citizens realize that the cold is from Thrym himself and not natural to this part of the world. They pray to the gods that one day Thrym’s hold will be thrown off this land once more. The climate should be treated similar to Alaska with a short and mildly warmer summer and a deep long winter.

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PRESTIGE CLASSESPRESTIGE CLASSESMarkshire is a roleplaying-oriented persis-

tent world, and as such, we hold a strong be-lief that prestige classes (PrCs) are not simply something to throw into a ‘build’ as an easy way to grab a desired feat or ability. Rather, prestige classes represent a way of life, some-thing that the character becomes devoted to pursuing, and then continues to focus on after gaining initial PrC levels. Thus, players who wish to select PrC levels must submit an application to the DMs (details below). Also, players must select three consecutive levels of the approved PrC, as an expression of the character’s devotion to their new existence. Please note that there are no requirements for multiclassing between core classes; play-ers are free to do that as they wish.

Furthermore, some of the background on the prestige classes have been altered to bet-ter fit into the history and culture of Mark-shire. Details on role of different PrCs in Markshire are included below.

APPLICATIONAPPLICATION PROCESSPROCESS

Applications for PrCs should be sent to Munin via a private message on the Mark-shire forum. Please include the following information in your application:

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1) Player Name

2) Character Name

3) PrC for which you are applying

4) Explain how your character embodies the PrC for which you are applying.

5) Describe an event that defines the way your character fits into the PrC’s parameters.

6) Name two people (staff or player) that would agree with your assessment and back your concept.

Players are encouraged to contact the DM team as early as possible if they are consider-ing applying for PrCs. The DM team will al-ways endeavor to work with the the player to-wards their goals for their character. If you do not receive a response to your PM to Munin within three days, please post a reminder in the “Characters” section of the forum.

PRESTIGE PRESTIGE ROLES IN ROLES IN MARKSHIREMARKSHIRE

Many of the prestige classes available in NWN2 are easily adapted into the lore and culture of Markshire, yet there are some that require explanation as to how they fit into our campaign world.

ARCANE ARCHER ARCANE ARCHER Master of the elven warbands,

the arcane archer is a warrior skilled in using magic to sup-plement their combat prow-ess. Beyond the woods, arcane archers gain renown through-out entire kingdoms for their

supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues and bards rare-ly become arcane archers.

RequirementsRace: Elf or half-elf.

Base Attack Bonus: +6.

Feats: Point Blank Shot, Weapon Focus (longbow or shortbow).

Spellcasting: Ability to cast 1st-level arcane spells or higher.

Markshire Specific: The character must spend time in game roleplaying honing the arts of archery and magic intermingled. They must show a deep tie to their elven heritage, whichever type of elf it may be.

ARCANE TRICKSTER ARCANE TRICKSTER Arcane tricksters com-

bine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adapt-able of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this class, but usually only if they already have wizard or sor-cerer levels.

RequirementsAlignment: Non-lawful

Skills: Lore 7 ranks, Disable Device 7 ranks, Tumble 7 ranks, Spellcraft 4 ranks

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Spellcasting: Ability to cast at least one ar-cane spell of 3rd level or higher

Special: Sneak attack +2d6

Markshire Specific: Characters must roleplay the shadowy side of magic. Characters that use magic in inventive ways, specifically in roleplay, will find an easier path to obtain-ing this prestige class. Rogues using magic to distract guards and monsters as opposed to using it to overpower the enemy are ex-amples.

ASSASSINASSASSINDescription: The assassin is the master

of dealing quick, lethal blows. Assassins of-ten function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior-as-sassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and

slay with even greater impunity.

RequirementsAlignment: Any evil

Skills: Hide 8 ranks, Move Silently 8 ranks

Markshire Specific: The character must assassinate a PC under contract, or assas-sinate an NPC with DM assistance under contract. Failed and botched attempts may lead to the character not obtaining this class.

BLACKGUARDBLACKGUARDDescription: The black-

guard epitomizes evil. Con-sorting with demons and devils and serving dark dei-ties, the blackguard is hated and feared by all. The black-guard has many options available to them -- sending forth dark minions and ser-vants to do their bidding, attacking with stealth and honorless guile, or straight-

forward smiting of the forces of good that stand in their way. Therefore, almost any class is suited to take the blackguard prestige class.

RequirementsAlignment: Any evil

Base Attack Bonus: +6

Skills: Hide 5 ranks

Feats: Cleave, Power Attack

Markshire Specific: The Blackguard is the anti-paladin of Markshire. It is not some-thing that is obtained by street thugs or skulkers. The Blackguard revels in evil and the status and infamy attained by it. The character must show exceptional ability to play an evil champion. Twirling mustaches, while fun, is not going to entirely do the trick.

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DIVINE CHAMPIONDIVINE CHAMPION

Similar to both clerics and paladins, the Divine Champion is the devoted servant of a deity, and emodies the goals of their chosen god. Characters who wish to become Divine Champions must have the appropriate dei-ty’s name listed in their deity field (accessed during character creation). Furthermore, pro-spective Divine Champions must have align-ments that conform to the alignment require-ments for clerics, as detailed in the “Deities of Markshire” section. Martially inclined cler-ics and paladins are obvious candidates for Divine Champion, but characters of other classes, with well established faith, are also possible.

RequirementsBase Attack Bonus: +7

Feats: Weapon Focus (Deities Weapon)

Markshire Specific: Characters on Mark-shire seeking this Prestige Class seek to become the embodiment of their god or patron on the mortal plane. (See the story

of Sar Khan and his failure to reach Val-halla for an example of how this does not always play out in the best light) To impress the god or patron enough to be granted their blessing for such a title as Champi-on requires grand deeds and tremendous perserverance.

DUELISTDUELISTDescription: The duelist is a nimble, intelli-

gent fighter trained in making precise attacks with light weapons, such as the rapier. They always takes full advantage of their quick re-flexes and wits in a fight. Rather than wear-ing bulky armor, a duelist feels the best way to protect themselves is not to get hit at all. Duelists are most often fighters or rangers, but almost as often rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor.

RequirementsBase Attack Bonus: +6

Skills: Parry 5 ranks, Tumble 5 ranks

Feats: Dodge, Mobility, Weapon Finesse

Markshire Specific: A duelist on Markshire must exhibit an penchant for singling out foes for solo combat. A character must also win a duel before obtaining this Prestige Class. If the first duel is lost, the character must reach the point of winning more du-els than they have lost before qualifying.

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DWARVEN DEFENDERDWARVEN DEFENDERDescription: The dwarven defender is a

sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might im-ply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better de-fense than a 10-foot-thick wall of stones, and much more dangerous. Most dwarven de-fendesr are fighters, paladins, rangers, or clerics, although

ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.

RequirementsRace: Dwarf

Alignment: Any lawful

Base Attack Bonus: +7

Feats: Dodge, Toughness

Markshire Specific: The character must exhibit personality traits personifying the dwarven way of life. Notable examples of the character defending settlements or peo-ple will help achieve this Prestige Class.

ELDRITCH KNIGHTELDRITCH KNIGHTDescription: Studying the martial and ar-

cane arts to equal degree, the eldritch knight is a versatile combatant who can cast fireball on their foes or charge them with sword drawn. The eldritch knight takes pride in their ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and

arcane study to learn more powerful spells. They tend to be driven individuals, because si-multaneously perfecting their spellcasting and combat prowess requires immense time and effort.

RequirementsFeats: Weapon Proficiency (Martial)

Base Attack Bonus: +5

Spellcasting: Able to cast 3rd-level arcane spells

Markshire Specific: Eldritch Knights are self-made beings who have conquered a dragon and taken his essence into themselves. The process requires that the Knight defeat the dragon single-handedly using their skills in combat and their magical prowess, for in the blood of the dragons lies the power of cen-turies of might and magic. The wyrm must be of significant age and the same gender as the knight. The Mage Schools of Markshire consider the solitary Knights an abomina-tion and shun them. Eldritch Knights in turn shun ritual magics.

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FRENZIED BERSEKERFRENZIED BERSEKERDescription: The random madness of the

thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, they do not fight to achieve a heroic goal or de-feat a loathsome villain. Those are mere excuses -- it is the thrill of combat that draws them. For the fren-zied berserker, the insanity of battle is like an addictive drug -- they must constantly seek out more con-flict to feed their craving for battle. Because of their traditional love for battle, barbarians are the ones who most frequently adopt this prestige class. Spellcasting characters almost never become frenzied berserkers.

RequirementsBase Attack Bonus: +6

Alignment: Any non-lawful

Feats: Cleave, Great Cleave, Power Attack

Markshire Specific: To qualify the character must complete a trial of combat conducted by one of the roaming barbarian tribes. The subject is kept awake for 3 suns, fasting during this time. Prior to entering combat, the subject must quaff a concoction of the tribes as a symbol of acceptance to their ways. Finally, combat is joined in a circle formed from the combatants blood. There is just one chance to show a tribe the skill required to gain the secrets of the frenzy.

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THE GUARDHEIMThe guardian of the Bifrost bridge has eyes

that can see for miles and stands at the ready constantly to safe guard the only entrance into Asgard. A chosen few Guardsmen across the realm are selected to become members of the Guardheim. Once inducted, they search out and infiltrate the ranks of evil. Once a

weakness is found or a plot uncovered, all ef-fort is put into unraveling them. Barbarians, fighters, and paladins rarely become Guard-heim agents because they lack the subtlety for the work. The rare exception to this is a mem-ber of the Order of Enforcers that will occas-sionally ally themselves with the Guardheim.

A character can achieve a maximum of 5 levels in the Guardheim prestige class.

RequirementsAlignment: Any non-evil

Skills: Diplomacy 8 ranks, Lore 4 ranks, Survival 2 ranks

Feats: Alertness, Iron Will

Markshire Specific: Guardsmen back-ground to start or be given the feat within the scope of roleplay. Time spent with or as a guard for one of the settlements will help in the matters. C

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PALEMASTERPALEMASTERDescription: Necromancy is usually a poor

choice for arcane spellcasters -- those who re-ally want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their ar-cane craft completely. Enter the pale master, who draws on a font of special lore that pro-vides a macabre power all its own. Many pale masters still end up supplementing their ar-cane power with levels of divine magic. The mixture of “pale lore” and clerical abilities to sway, create, command, and destroy undead can be a potent one.

RequirementsAlignment: Any non-good

Spellcasting: Ability to cast 3rd-level arcane spells .

Markshire Specific: The character must show a devotion to necromantic studies and spells, spending time in game reserching and developing these powers and spells.

DRAGON DISCIPLEDescription: It is known that certain drag-

ons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical pow-er as a catalyst to ignite their dragon blood, realizing its fullest potential. Red dragons are rare, though not unknown in Markshire. Instead, white dragons are the most com-mon, with blue dragons present at a lesser frequency. Although in PnP dragon disciples could select any dragon type, the NWN2 en-gine will likely again limit this choice to red dragon disciple. Nonetheless, it might be pos-sible to recolor the wings, so that players can

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choose to roleplay a color of their choice.

RequirementsClass: Bard or Sorcerer

Skills: Lore 8 ranks

Markshire Specific: Draconic Heritage can manifest in several ways. More than simple dreams about being a Dragon are required to qualify for the class. Traits of the specific kind should be applied in roleplay, as well as the prospective emergence of the powers inherent in the blood. Dragon Disciples in Markshire will typically be from the blood-lines of White, Blue, Green, Silver, Bronze, and Brass dragons.

SHADOW SHADOW BROTHERHOODBROTHERHOOD

Description: The organization known as the Shadow Brotherhood exists in many forms throughout the realm. Each city or township has a dark side, a seedy underbelly that acts on the fringe of everyday life. That dark side is the Shadow Brotherhood. The Brother-hood is a collection of individuals dedicated to making a living through guile, subterfuge, and violence rather than hard work or an honest living. Each sect of the brotherhood is extremely territorial, offering violence and reprisals for the slightest intrusions. A charac-ter can achieve a maximum of 5 levels in the Shadow Brotherhood prestige class.

RequirementsSkills: Bluff 3 ranks, Hide 8 ranks, Intimi-date 3 ranks, Move Silently 3 ranks

Feats: Stealthy

Markshire Specific: To become a member of the brotherhood, you must be recruited by the leader of the region or make your way to him without assistance. Leaders of the Brotherhood are the only ones that actively recruit, thereby placing all the responsibil-ity for infiltration on themselves.

SHADOWDANCERSHADOWDANCERDescription: Operating in the border be-

tween light and darkness, shadowdancers are nimble artists of deception. They are myste-rious and unknown, never completely trust-ed but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abil-ities allow them to strike at their opponents

with surprise and skill. Wizard, sor-cerer, cleric, and druid shadowdanc-ers employ the defensive capabi l i t ies inherent in the prestige class to allow them to cast their spells from safety

and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil.

RequirementsSkills: Move silently 8 ranks, Hide 10 ranks, Tumble 5 ranks.

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Feats: Dodge, Mobility

Markshire Specific: The character must ex-hibit a connection with the shadows or a persona that conveys an air of mystery to the other players and staff. This class will not be attained easily. If obtained, abuse of the powers the class carries will result in the loss of all Shadowdancer levels imme-diately.

WARPRIEST WARPRIEST Description: Warpriests are fierce, earthy

clerics who pray for peace but prepare for war. Their strong wills, powerful personali-ties, and devotion to their deities make them fearsome combatants. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Cler-ics, druids, rang-ers and paladins can become warpriests to enhance their party’s fighting abilities.

Require-ments

Base Attack Bonus: +5

Skills: Diplo-macy 8 ranks, Spot 5 ranks

Feats: Combat Casting

Spellcasting: Able to cast 4th level divine spells.

Markshire Specific: A Warpriest must exhib-it an exemplary adherence to their god and their gods’ principles, while maintaining a strict martial discipline. To this end, the warpriest must defeat a priest of an oppos-ing god, thereby weakening their enemies forces while strengthening their own.

WEAPONMASTERWEAPONMASTERDescription: For a weapon master, perfec-

tion is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body to make them one and to use the weapon as naturally and without thought as any other limb. Weapon masters may not choose Unarmed Strike as their Weapon of Choice.

RequirementsBase Attack Bonus: +5

Skills: Intimidate 4 ranks

Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack .

Markshire Specific: The character must es-chew all other weapons for the sake of their weapon of choice. A high standard of role-play is looked for from applicants.

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Markshire’s civilized inhabitants exist in pockets of security in a largely hostile en-vironment. Places like Narlynwik Forest, Gastlinyk Gate, the Timeless Desert, Thrym Pass, the Norther Plains, and the Cona Mountains all hold dangers to commoner and adventurer alike. These are some, but not nearly all, of the Threats of Markshire. These are considered common knowledge in all of the settled regions.

SMÁTJÓNSMÁTJÓNsmaa-teh-juhn (Havoc-kin)

When the Mad Titan Gastlinyk was re-leased from his sanctuary, a concussive blast of chaos was released into the city of Gastlinyk Gate and beyond. The Hlid Lata Verda (Gate Sunderers), broke the sigils and

THREATSTHREATS

runes restraining the god-like monster, and in doing so changed the landscape of the realm forever. The power emanating from Gastlinyk continues to pollute Markshire.

Beings in the city changed. Some wilted,

some lost their minds, some grew in power.

Some that changed did so of their own will, in a form or shape that suited them. Many of the vermin of Markshire changed this way. They are commonly known as Cha-os Imps in the settlements. Rats, spiders, and mischievous elementals are frequently changed into Chaos Imps.

Some changed in a way that suited Gas-tlinyk. Those that did so became his Min-ions. They now patrol the city and battle in Thrym Pass with it’s hosts. Dogs, human-oids, and small dragons are commonly al-tered to minions.

Some changed in small ways. Glowing yel-low lines appeared on their skin, and they found that they had the power to do things never before dreamed of. Humanoids in the settlements that changed this way were com-monly viewed with suspicion and fear. They are often referred to as Warlocks.

THE KOBOLD CLANS THE KOBOLD CLANS OF MARKSHIREOF MARKSHIRE

While kobolds can be found in almost any region of Markshire, the two largest clans reside near one another and make war with each other nearly as often as they make chil-dren.

Between Foothold and the mining vil-lage of Cona is a vast plain of winter grass, ice and snow known to commoners simply as the Northern Plains. The plains are sur-rounded by natural barriers of the Thrym Mountains to the East, the Cona Mountains to the North, and the Tamurin river to the west. In this region lie the Cold Scale and the Bear Clans.

The Cold ScalesThe Cold Scales have inhabited a deserted

village just outside of Cona. They know they cannot gain any major entrance past Cona’s walls and therefore stay mainly on the plain, lurking in the regions outside the settle-ments, and raiding the Bear Clan’s holdings. The Cold Scales are the more militaristic of the two clans, typically having a leader that emerges from the greater warriors among the clan. As of late, these leaders have been of enormous size.

The Bear ClanInhabiting the caves littering the Thrym

mountains on the edge of the Northern Plains, the Bear Clan of kobolds is more trib-al than their Cold Scale brethren. They hold the bear in high regard, often keeping them in their caves for protection. They feed and protect bears in their region when possible, often going hungry so the bears may have food from their meager stores.

Leaders of the Bear Clan are often sha-mans, exhibiting a greater influence over bears than other tribe members. Druids are not unheard of.

THE ORC TRIBES OF THE ORC TRIBES OF MARKSHIREMARKSHIRE

10 ptLike kobolds, orcs can be found in al-most any region of Markshire, but there are two dominant tribes, the Demon Skull and the Blood Spray tribes.

The Demon Skull TribeThriving in the rich environment of Narlyn-wik Forest, the Demon Skull tribe has the resources of nearby Foothold and Yar to supplement the prey they find in their wood-land home. They set up hunting camps in the wood as well as establishing defensive war-rens in the caves of the Thrym Mountains that run the length of Narlynwik.

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The Blood Spray TribeThe Blood Spray tribe was a collection

of orcs that held necromancy sacred. They lived deep in the heart of Narlynwik in se-cluded holes in the forest, seldom striking out from the dark woodland shelter. They thrived by select raiding and stealing from the graveyards of Markshire, taking a wealth of gold... and bodies.

Until a nearby evil greater than them rose from the Forest.

The Spider Temple that arose sent for a means for controlling creatures, and as they controlled animals and humanoids, they took control of the Blood Sprays and con-quered them. Now the necromantic traits of the Blood Sprays are a simple means of pow-er, and have no leadership save a hive men-

tality from their controlling hosts. While this dulls their old traits or necromantic magics as time passes, it also lends them a cold, calculating, merciless edge the other orcs of Markshire lack.

GIANTSGIANTSOne of the most common dangers to com-

mon folk and adventurer alike are giants, and giant-kin.

OgresOgres are common in much of Markshire,

forming barbaric tribes or groups. They can be found in any region of the world, being as adaptable as most humanoid races. Some serve and have melded with society, a com-mon occurrence in the Cona region as they make fantastic mine workers. It is said an old mine in the depths of Narlynwik Forest is the home to an enormous clan of ogres.

TrollsUncommon in Markshire, Trolls and Ice

Trolls are a true dread in Markshire. Because maintaining a fire is oftentimes difficult in the wind, ice, and snow of Markshire, it is less of a threat to these giant-kin. Savage and uncontrollable, they are always hostile to the civilized races.

CyclopsOne-eyed giants that live in the Thrym

Mountains where they meet Narlynwik For-est. They are quite similar to Hill Giants in the way they live. The Pellytes have long en-dured assaults from the one-eyed foes in the Zairat region.

Hill GiantsCommonly found in Narlynwik Forest.

Their aggressive nature and territorial traits make them extremely rare in the settlements, and thus they are almost always a threat.

Stone GiantsStone Giants typically haunt the Cona and

Thrym Mountains. While some have trad-ers agreements with some of the settlements, most of them are aggressive and try to further their lives at the expense of others.

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The Children of ThrymThe Lord of Winter, Thrym commands

the Frost Giants of Markshire in Thrymhold to the north above the Timeless Desert in the Thrym Mountains. Along with the Frost Giants, he commands or has alliances with other threats to Markshire.

Frost Giants - All Frost Giants are beholden to Thrym. No one knows how many Frost Giants live in Thrymhold. No one has ever been there and returned alive.

Bears - Bears and Dire Bears are a staple amonst the Frost Giants, used for war and protection as humanoids use dogs. They are trained from the moment they are born. Those who can train them are honored in Frost Giant society.

Dragonnels - Akin to Wyverns, Dragonnels are the arial mounts for Thrym’s Frost Gi-ants. They are raised in a fashion similar to the Bears the Giants keep. They are just big enough to serve as a mount for one giant. They are semi-intelligent but can not speak.

Frost Elementals - Thrym can conjure a na-ture spirit or elemental made of wind, snow, and ice with but a thought. He uses these ele-mentals as couriers, spies, and scouts. While they pose little physical threat they provide the Lord of Frost Giants a great service.

White Dragons - Thrym maintains an alli-ance with the White Dragons of Markshire. While he does not command them as he does his Giants, they serve and assist him if possible, or if profitable. They typically are reserved for specific military actions or for quick strikes.

Ice Trolls - Largely uncontrollable, disagree-able, and rash, Ice Trolls are found among the ranks of Thrym’s forces, but it is a rarity.

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The Gods of MarkshireThe Markshirian people follow a fairly

tight belief that they can manage a lot on their own. However, they do hedge the odds by praying to an appropriate deity prior to moving forward.

For example, Ashimar is a Paladin of Tyr but understands that his god is most con-cerned with law so as Ash prepares to at-tempt to lift Barney’s wagon up so Barney can slide his wheel in place he may ask Thor or Magni for the strength to succeed.

This is not a slight against his god. It is simply a matter of appropriateness.

How does this impact your character? Well, each individual may decide to follow the teachings of a single deity from the list or not have a favorite at all. Clerics and Pala-

GODS OF MARKSHIREGODS OF MARKSHIREdins must choose a deity to specifically fol-low.

So we know who you follow or don’t fol-low. What about the guy in the bazaar? Who does he follow? Well, he probably is wear-ing a medallion indicating his primary god. The majority of the denizens of Markshire (including Elves, Halflings, Dwarves, etc.) worship Odin primarily.

That doesn’t mean that there aren’t excep-tions. It is a generalization.

The Ethos of MarkshireThis is a sticky area since it revolves around

a different axis of alignments. Most panthe-ons revolve around Good vs. Evil. Take half the deities and assign them to the goodie

side and the other half to evil. This allows for a much more cut and dry division of who is doing what.

The Markshirian Ethos revolves around the opposite axis, Chaos vs. Law, which is a much more complicated concept to grasp. Ragnarok, or the final battle of the gods, is centered on maintaining the balance of these two Ethoses. If chaos begins to reign then the world slips closer to the end. If law holds su-preme the same thing happens. Thus balance must be maintained.

The keeper of balance is Odin. Currently chaos has a heavy hold on Markshire. In or-der to maintain the balance Odin allowed Tyr to assist Markshire with guidance and the Enforcers among other things.

The balance is constantly in motion. The destruction of Arik shifted the balance far towards chaos and Thrym seized this oppor-tunity.

The Major Players.

Principle Gods of Markshire

ODINODINSpheres of Influence: Knowledge, Magic, Wisdom, War, Death, Poetry

Cleric Domains: Air, Knowledge, Magic, Travel, Trickery, War

Symbol: One Eye Emblazoned

Alignment: Neutral Good

Cleric Alignments: Neutral Good, True Neutral

When Odin and his brothers slew Ymir the Giant it was decided among them who would be first among the gods. And so it is Odin who is the chief divinity of the Mark-shirian pantheon, the foremost of the Aesir. Odin is a son of Bor and Bestla. He is called Allfather for he is indeed father of the gods. With Frigga he is the father of Balder, Hod, and Hermod. He fathered Thor on the god-dess Jord; and the giantess Grid became the mother of Vidar.

Odin is a god of war and death, but also the god of poetry and wisdom. He hung for nine days, pierced by his own spear, on the world tree. Here he learned nine powerful songs, and eighteen runes. Odin can make the dead speak to question the wisest amongst them. His hall in Asgard is Valaskjalf (“shelf of the slain”) where his throne Hlidskjalf is located. From this throne he observes all that happens in the nine worlds. The tidings are brought to him by his two ravens, Hugin and Munin. He also resides in Valhalla, where the slain warriors are taken.

Odin’s attributes are the spear Gung-nir, which never misses its target, the ring Draupnir, from which every ninth night eight new rings appear, and his eight-footed steed Sleipnir. He is accompanied by the wolves Freki and Geri, to whom he gives his food for he himself consumes nothing but wine. Odin has only one eye, which blazes like the sun. His other eye he traded for a drink from the Well of Wisdom, and gained immense knowledge.

It was the great cataclysm and Thrym’s grab for power that forced Odin to broker The Pact with Hel. To maintain the balance of all powers and stave off Ragnarok Odin decided that the Valkyries would no longer claim the chosen few for Valhalla. Instead ALL those who died would travel to Niflheim and Hel’s temple, Elvidnir. Once there each would be asked to pay a price. If they were worthy

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enough they would pay this price and be re-born to the world. Most, however, cannot af-ford the price Garm sets and remain in Nifl-heim for all time.

For now this helps maintain the balance of power between order and chaos. Eventually that balance will slip and the final day shall approach, Ragnarok. On the day of the final battle, it is said that Odin will be killed by the wolf Fenris.

TYRTYRSpheres of Influence: Courage, Trust, Strat-egy, Tactics, Writing

Cleric Domains: Law, Protection, War

Symbol: Longsword (point down)

Alignment: Lawful Neutral

Cleric Alignments: Lawful Good, Lawful Neutral

Tyr was the original god of war as well as his current role as the patron god of justice. He was the precursor of Odin. Tyr made way for Odin, who became the god of war him-self. Tyr was by then regarded as Odin’s son (or possibly of the giant Hymir). He is the boldest of the gods, who inspires courage and heroism in battle. Tyr is represented as a man with one hand, because his right hand was bitten off by the gigantic wolf Fenrir. His at-tribute is a longsword; the symbol of justice, as well as a weapon.

It is said that at the day of Ragnarok, Tyr will kill the hound Garm, the guardian of Hel, but will die from the wounds inflicted by the animal.

LOKILOKISpheres of Influence: Thieves, Trickery, Murder

Clerical Domains: Chaos, Destruction, Trickery, Fire

Symbol: Flaming Serpent

Alignment: Chaotic Neutral

Cleric Alignment: Any Chaotic

Loki is one of the major deities in the Mark-shirian pantheon. He is a son of the giant Far-bauti (“cruel striker”) and the giantess Laufey. He is regarded as one of Aesir, but is on oc-casion their enemy. He is connected with fire and magic, and can assume many different shapes (horse, falcon, fly, even mortals). He is crafty and malicious, but is also heroic. The ambivalent god grows progressively more un-pleasent, and is directly responsible for the death of Balder, the god of light.

Loki’s mistress is the giantess Angrboda, and with her he is the father of three mon-sters. His wife is Sigyn, who stayed loyal to him, even when the gods punished him for the death of Balder. He was chained to three large boulders; one under his shoulders, one under his loins and one under his knees. A poisonous snake was placed above his head. The dripping venom that lands on him is caught by Sigyn in a bowl. But every now and then, when the bowl is filled to the brim, she has to leave him to empty it. Then the poison that falls on Loki’s face makes him twist in pain, causing earthquakes.

It is said that on the day of Ragnarok, Lo-ki’s chains will break and he will lead the gi-ants into battle against the gods. Loki is often called the Sly One, the Trickster, the Shape Changer, and the Sky Traveler.

HELSpheres of Influence: Death, Disease, Underworld

Cleric Domains: Death, Destruction, Evil

Symbol: Two-Faced Mask

Alignment: Neutral Evil

Cleric Alignment: Any Evil, Lawful Neutral, Chaotic Neutral, True Neutral

Hel is the ruler of Helheim, the realm of the dead. She is the youngest child of the god Loki and the giantess Angrboda. She is usu-ally described as a horrible hag, half alive and half dead, with a gloomy and grim expres-sion. Her face and body are those of a living woman, but her thighs and legs are those of a corpse, mottled and moldering.

The gods had abducted Hel and her broth-ers from Angrboda’s hall. They cast her in the underworld, into which she distributes those who are sent to her; the wicked and those who died of sickness or old age. Her hall in Helheim is called Elvidnir, home of the dead. Her manservant is Ganglati and her maidservant is Ganglot.

Odin came to Hel and told her of his plans for Markshire and they came to an under-standing. The ones marked by the Valkyries

will be allowed to stand before Garm and pay a price to return to the realm of the living. Very few outside the Temples of Odin know of Odin’s Pact as it is refered to but there are some that have since felt its sway upon the fabric of their lives.

It is unknown what Hel gets from this deal but it will surely be something profound.

The mistress of the afterlife has few fol-lowers on the mortal plane. Those that do follow her tend to view death through their own perspectives. Those who walk the easy path of evil consider her to be something of a bloodlusting goddess bent on bringing death to all. Those who follow more neutral paths feel that death is a just a state of being and Hel is the shepard of these beings. Yet others feel she is uncaring of the mortal field.

One belief is common to all of her followers though ... those that cheat her must be sorely punished. So little tolerance, in fact no toler-ance at all, is held by her followers for those who purposefully make themselves undead. Those creatures such as Liches, Vampires and Mummies are hunted exterminated.

It is said that Hel’s fury is granted to a se-lect few to carry out the destruction of these abominations. These few silently seek out their prey and use any means necessary to bring the soul of the creature to rest in the hands of their mistress. Some speculate that those who hold Hel’s fury are in fact dead themselves.

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The Other Deities of Markshire.

AEGIRAEGIRSpheres of Influence: Rivers, Lakes, Storms

Cleric Domains: Death, Destruction, Evil, Strength, Water

Symbol: Longship

Alignment: Neutral Evil

Cleric Alignment: Any Evil, Chaotic Neu-tral, True Neutral

Aegir is the god of rivers and lakes in Mark-shirian mythology. He is both worshipped and feared by sailors and fishermen, for they believed that Aegir would occasionally appear on the surface to take boats, men and cargo alike, with him to his hall at the bottom of the Asgardian River Hlerarra. Sacrifices were made to appease him before setting sail.

His wife is the water goddess Ran with whom he has nine daughters (the billow maidens), who wear white robes and veils. His two faithful servants are Eldir and Fi-mafeng. The latter was killed by the treach-erous god Loki during a banquet the gods held at Aegir’s underwater hall near the is-land of Hler. Aegir was known for the lavish entertainment he gave to the other gods.

BALDERBALDERSpheres of Influence: Beauty, Light, Music, Poetry, Rebirth

Cleric Domains: Good, Healing, Knowledge

Symbol: A Bright Flame

Alignment: Neutral Good

Cleric Alignment: Any Good

Balder is the god of light, joy, purity, beau-ty, innocence, and reconciliation. Son of Odin and Frigga, he was loved by both gods and men and was con-sidered to be the best of the gods. He had a good character, was friendly, wise and elo-quent, although he had little power. His wife was Nanna, daughter of Nep, and their son was Forseti, the god of justice. Balder’s hall was Breidablik (“broad splendor”).

Most of the stories about Balder concern his death. He had been dreaming about his death, so Frigga extracted an oath from every creature, object and force in nature (snakes, metals, diseases, poisons, fire, etc.) that they would never harm Balder. All agreed that none of their kind would ever hurt or assist in hurting Balder. Thinking him invincible, the gods enjoyed themselves thereafter by us-ing Balder as a target for knife-throwing and archery.

The malicious trickster, Loki, was jealous of Balder. He changed his appearance and asked Frigga if there was absolutely nothing that could harm the god of light. Frigga, sus-pecting nothing, answered that there was just one thing: a small tree in the west that was called mistletoe. She had thought it was too small to ask for an oath. Loki immediately left for the west and returned with the mistle-toe. He tricked Balder’s blind twin brother Hod into throwing a mistletoe fig (dart) at Balder. Not knowing what he did, Hod threw the fig, guided by Loki’s aim. Pierced through the heart, Balder fell dead.

While the gods were lamenting Balder’s death, Odin sent his other son Hermod to Hel, the goddess of death, to plead for Bald-er’s return. Hel agreed to send Balder back to the land of the living on one condition: everything in the world, dead or alive, must weep for him. And everything wept, except for Loki, who had disguised himself as the witch Thokk. And so Balder had to remain in the underworld.

The others took the dead god, dressed him in crimson cloth, and placed him on a funeral pyre aboard his ship Ringhorn, which passed for the largest in the world. Beside him they lay the body of his wife Nanna, who had died of a broken heart. Balder’s horse and his trea-sures were also placed on the ship. The pyre was set on fire and the ship was sent to sea by the giantess Hyrrokin.

Loki did not escape punishment for his crime and Hod was put to death by Vali, son of Odin and Rind. Vali had been born for just that purpose. It is said that after the final conflict, Ragnarok, when a new world arises from its ashes, both Balder and Hod will be reborn.

Balder resides still in Elvidnir as honored guest along with his wife. Once a year, Odin pays Balder a visit in Hel. It is on that day only that the countryside melts completely and summer truly visits Markshire.

People still worship the dead god and pre-pare for the day of his return. The clerics of Balder are often refered to as Mourners.

FREYFREYSpheres of Influence: Agriculture, Fertility, Elves, Harvest, Sun

Cleric Domains: Air, Good, Plant, Sun

Symbol: Chariot

Alignment: Neutral Good

Cleric Alignment: Any Good, True Neutral, Lawful Neutral, Cha-otic Neutral

Frey is the god of sun and rain, and the pa-tron of bountiful harvests. He is both a god of peace and a brave warrior. He is also the pa-tron of the elves. Frey is the most prominent and most beautiful of the male members of the Vanir, and is called ‘God of the World’. After the merging of the Aesir and the Vanir, Frey is now called ‘Lord of the Aesir’. Frey is also called upon to grant a fertile marriage.

He is married to the beautiful giantess Gerd, and is the son of Njord. His sister is Freya. He rides a chariot pulled by the golden boar Gullinbursti which was made for him by the dwarves Brokk and Eitri. He owns the ship Skidbladnir (“wooden-bladed”), which always sails directly towards its target, and which can become so small that it can fit in Frey’s pocket. He also possesses a sword that would by itself emerge from its sheath and spread a field with carnage whenever the owner desired it.

Frey’s shield bearer and servant is Skirnir, to whom he gave his sword, which Skirnir demanded as a reward for making Gerd his wife. It is said that on the day of Ragnarok he will battle without weapons (for he gave his sword away to Skirnir), and will be the first to be killed by the fire giant Surtur.

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FREYAFREYASpheres of Influence: Fertility, Love, Magic, Vanity

Cleric Domains: Air, Charm, Good, Music

Symbol: Falcon Ram-pant

Alignment: Neutral Good

Cleric Alignment: Any Good, True Neutral, Lawful Neutral

According to Markshirian mythology, Freya is a goddess of love and fertility, and the most beautiful and propitious of the goddesses. She is the patron goddess of crops and birth, the symbol of sensuality and is called upon in matters of love. She loves music, spring and flowers, and is particularly fond of the elves and sylvan creatures. Freya is one of the fore-most goddesses of the Vanir.

She is the daughter of the god Njord, and the sister of Frey. Later she married the mys-terious god Od, who disappeared. When she mourned for her lost husband, her tears changed into gold.

Her attributes are the precious necklace of the Brisings, which she obtained by sleeping with four dwarfs, a cloak (or skin) of bird feathers, which allows its wearer to change into a falcon, and a chariot pulled by two cats. She owns Hildesvini (“battle boar”) which is actually her human lover Ottar in disguise. Her chambermaid is Fulla. Freya lives in the beautiful palace Folkvang (“field of folk”), a place where love songs are always played, and her hall is Sessrumnir. She divides the slain warriors with Odin: one half goes to her palace, while the other half goes to Valhalla. Women also go to her hall.

FRIGGAFRIGGASpheres of Influence: Birth, Fertility, Love

Cleric Domains: Air, Animal, Community, Knowledge

Symbol: Hearth

Alignment: True Neutral

Cleric Alignment: Any Neutral

As the wife of Odin, Frigga is one of the foremost goddesses of Markshirian mytholo-gy. She is the patron of marriage and mother-hood, and the goddess of love and fertility. In that aspect she shows many similarities with Freya.

She has a reputation of knowing every person’s destiny, but never unveils it. As the mother of Balder, she tried to prevent his death by extracting oaths from every object in nature, but forgot the mistletoe. And by a fig made from mistletoe Balder died. Her hall in Asgard is Fensalir (“water halls”). Frigga’s messenger is Gna, who rides through the sky on the horse Hofvarpnir. In some myths she is rumored to have had love affairs with Odin’s brothers Ve and Vili.the heart, Balder fell dead.

Copyright Stephanie Pui-Mun Law

FORSETTIFORSETTISpheres of Influence: Justice, Law

Cleric Domains: Knowledge, Protection, Strength

Symbol: Silver Rod

Alignment: True Neutral

Cleric Alignment: True Neutral

In Markshirian mythol-ogy, Forseti is the god of justice. He is the son of the god Balder and his mother is Nanna. Forseti rules in the beautiful pal-ace Glitnir, which serves as a court of justice and where all legal disputes are settled. Glitnir has a roof of silver that is sup-ported by pillars of red gold.

While the gods were la-menting Balder’s death, Odin sent his other son Hermod to Hel, the goddess of death, to plead for Balder’s return. Hel agreed to send Balder back to the land of the living on one condition: everything in the world, dead or alive, must weep for him. And everything wept, except for Loki, who had disguised himself as the witch Thokk. And so Balder had to remain in the underworld.

The others took the dead god, dressed him in crimson cloth, and placed him on a funeral pyre aboard his ship Ringhorn, which passed for the largest in the world. Beside him they lay the body of his wife Nanna, who had died of a broken heart. Balder’s horse and his trea-sures were also placed on the ship. The pyre was set on fire and the ship was sent to sea by the giantess Hyrrokin.

Loki did not escape punishment for his crime and Hod was put to death by Vali, son of Odin and Rind. Vali had been born for just that purpose. It is said that after the final conflict, Ragnarok, when a new world arises from its ashes, both Balder and Hod will be reborn.

Balder resides still in Elvidnir as honored guest along with his wife. Once a year, Odin pays Balder a visit in Hel. It is on that day only that the countryside melts completely and summer truly visits Markshire.

People still worship the dead god and pre-pare for the day of his return. The clerics of Balder are often refered to as Mourners.

HEIMDALLHEIMDALLSpheres of Influence: Watchfulness, Sight, Hearing, Loyalty

Cleric Domains: Good, Law, War

Symbol: Gjallar (horn)

Alignment: Lawful Good

Cleric Alignment: Lawful Good, Lawful Neutral

Heimdall is the god of light, the son of nine mothers (variously given as the daughters of Geirrendour the Giant or of Aegir). He was born at the end of the world and raised by the force of the earth, seawater and the blood of a boar. Because of his shining, golden teeth he is also called Gullintani (“gold tooth”). His hall is Himinbjorg, The Cliffs of Heaven, and his horse is Gulltop. Heimdall carries the horn Gjallar.

He is the watchman of the gods and guards Bifrost, the only entrance to Asgard, the realm

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of the gods. It is Heimdall’s duty to prevent the giants from forcing their way into Asgard. He requires less sleep than a bird and can see a hundred miles around him, by night as well as by day. His hearing is so accurate that no sound escapes him: he can even hear the grass grow or the wool on a sheep’s back. It is said that at the final conflict of Ragnarok he will kill his age-old enemy, the god Loki, but will die himself from his wounds.

Heimdall created mankind. It is interesting to note that Heimdall fathered them, and not Odin as might be expected.

In Markshire, the Guardsmen hold Heim-dall as their patron deity. It is typically from the ranks of the Guardsmen that paladins of Heimdall arise, called to his service for their unbreakable devotion to the protection of Markshire.in Frey’s pocket. He also possesses a sword that would by itself emerge from its sheath and spread a field with carnage when-ever the owner desired it.

Frey’s shield bearer and servant is Skirnir, to whom he gave his sword, which Skirnir demanded as a reward for making Gerd his wife. It is said that on the day of Ragnarok he will battle without weapons (for he gave his sword away to Skirnir), and will be the first to be killed by the fire giant Surtur.

HERMODHERMODSpheres of Influence: Luck, Communication, Freedom

Cleric Domains: Chaos, Luck, Travel

Symbol: Bone Dice

Alignment: Chaotic Neutral

Cleric Alignment: Chaotic Neutral

Hermod is the son of Odin and Frigga and the messenger of the gods. After the death of Balder, Frigga sought for one brave enough

to face Hel, the ruler of the underworld and plead for his Balder’s return. The great hero Hermod the Nimble volunteered to make this dangerous journey. He mounted Odin’s steed Sleipnir and traveled to the underworld.

When Hermod came upon the gates of Hel, he jumped right over them and entered the great hall of the dead. There he saw Balder and he begged Hel to re-lease him because Balder was loved by all so no-one could miss him. Hel was skeptical and agreed to release Balder on

the condition that everything, dead or alive, should weep for Balder. If only one thing should not cry, then she would keep Balder in the realm of the dead. Hermod returned to the land of the living and told the gods what Hel’s terms were. But not everyone wept and therefore Balder had to remain in the under-world until the end of the world.

Hermod carries a magical staff called Gam-bantein.

MAGNI & MODIMAGNI & MODISphere of Influence: Strength, Rage

Cleric Domains: Chaos, Strength, War

Symbol: Twin Boars (left one prominent for Magni and right one prominent for Modi)

Alignment: Chaotic Good

Cleric Alignment: Chaotic Good, Neutral Good, Chaotic Neutral

Magni and Modi, the twin sons of Thor, do not have many worshippers, as is common for sons and daughters of the major gods and

goddesses. They do have a few, though, for the following reasons: Magni is considered the god of might, or strength, and is believed to be the only being in the universe stronger than his father. His worshippers praise great strength and feats. Magni is supposedly the only one besides Thor able to lift Mjolnir. Modi is the god of battle wrath. His worship-pers are the archetypal berserks, some relying on drugs of various kinds to enhance their wrath and stifle fear. It is believed that some of his followers also worshipped Sif for her skill in battle.

NJORDNJORDSpheres of Influence: Commerce, Rivers, Wind

Cleric Domains: Air, Good, Water

Symbol: Shortbow and Arrow drawn

Alignment: Neutral Good

Cleric Alignment: Any Good, Lawful Neu-tral, True Neutral

Njord is the Markshirian god of winds, riv-ers and fire. He brings good fortune on the water and in the hunt. He is married to the giantess Skadi. His children are Freya and Frey, whom he fathered on his own sister.

Originally, Njord was one of the Vanir but when they made peace with the Aesir, he and his children were given to them as hostages. The Aesir appointed both Njord and Frey as high priests to preside over sacrifices. Freya was consecrated as sacrificial priestess. She taught the Aesir witchcraft, an art that was common knowledge among the Vanir.

SIFSIFSpheres of Influence: War, Dueling

Cleric Domains: Chaos, Good, War

Symbol: Golden Longsword (point up)

Alignment: Chaotic Good

Cleric Alignment: Any Good, Chaotic Neutral

Sif is the golden-haired wife of the god Thor. Sif is a skilled swordswoman and prac-tices constantly with her longsword. In duels, Markshirian nobles call upon her to guide their blades.

The best known story of Sif is the tale of how Loki the Trickster sneaked into Sif’s bedroom and lopped off her hair. Furious, Thor threatened to smash him unless Loki managed to replace the hair. He went to a great cave, the home of the sons of Moradin, and told them the reason of his journey. He then asked the dwarfs to spin gold as fine as Sif’s hair and imbue it with magic that it will grow on her head. The dwarfs agreed and made a long wave of fine golden strands, which Loki gave to Sif.

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SKADISKADISpheres of Influence: Earth, Mountains

Cleric Domains: Destruction, Earth, Strength

Symbol: Snow Covered Mountain Peak

Alignment: True Neutral

Cleric Alignment: Any Neutral

Skadi is a giantess, known as the ‘snow-shoe goddess’, and the embodiment of winter. She is the wife of the god Njord. When her father

Thiazi was slain by the gods, Ska-di wanted to take revenge. The gods thought it wiser to reconcile and offered her a marriage with one of them. She was free to marry any god, but while she made her choice she was only allowed

to see the feet of the potential candidates. She noticed a very elegant pair and, convinced that their owner was the fair god Balder, she choose them. Unfortunately for her, those feet be-longed to the older god Njord.

The marriage between Njord and Skadi was not a happy one. She wanted to live where her father had lived, in Thrymhold in the moun-tains, and Njord wanted to live in Noatun, his palace by the river. So they agreed to spend the first nine days in the mountains and the follow-ing nine days by the river. This arrangement did not work out very well, and they separated. Eventually, Skadi left Njord for the god Uller.

Skadi has taken an interest in the lives of those who are impacted by Odin’s Pact with Hel. Spe-cifically of interest to her are those souls who

could not return to Markshire via Garm’s mag-ic because they could not enter Odin’s Temples without repercussions. She has since created a Temple to herself outside the Zairat walls. The Temple has an affinity with those who are per-secuted in Markshire.

SURTURSURTURSpheres of Influence: Fire, War, Giants

Cleric Domains: Evil, Fire, Law, Strength, War

Symbol: Flaming Greatsword

Alignment: Lawful Evil

Cleric Alignment: Lawful Evil, Lawful Neutral

Surtur is Lord of the Fire Giants who lives with the People of Muspel in Muspelheim, the realm of fire to the south of Asgard. There he stands ever alert, brandishing his great, fi-ery sword which shines brighter than the sun. It is said that in Ragnarok, he is the one who sets the world on fire and burns it down.

Surtur stands upon the plateau overlooking the Fire Giant home Surthold deep within the earth. It was he who learned a dark ritual and created the Red Titan, Gastlinyk, from five of his lieutenants. Surtur’s power in Markshire is severely diminished as his brother’s power now holds sway in Markshire. He is content to plot and wait for Thrym to be defeated by the Markshirians or to let his guard slip.

THORTHORSpheres of Influence: Storms, Thunder, War

Cleric Domains: Chaos, Good, Protection, Strength, War, Weather

Symbol: Mjolnir, (warhammer handle up)

Alignment: Chaotic Good

Cleric Alignment: Chaotic Neutral, Chaotic Good, Neutral Good

Thor is the Markshi-rian god of thunder. He is a son of Odin and Jord, and one of the most powerful gods. He is married to Sif, a fertility goddess. His mistress is the gi-antess Jarnsaxa (“iron cutlass”), and their sons are Magni and Modi and his daughter is Thrud. Thor is helped by Thialfi, his servant and the messenger of the gods.

Thor is usually portrayed as a large, power-ful man with a red beard and eyes of light-ning. Despite his ferocious appearance, he is very popular as the protector of both gods and mortals against the forces of evil.

Many believe that during a thunderstorm, Thor rides through the heavens on his chariot pulled by the goats Tanngrisni (“gap-tooth”) and Tanngnost (“tooth grinder”). Lightning flashed whenever he throws his hammer Mjolnir. Thor wears the belt Meg-ingjard which doubles his already consider-able strength. His hall is Bilskirnir, which is located in the region Thrudheim (“place of might”). His greatest enemy is Jormungand, the Midgard Serpent. It is said that at the day

of Ragnarok, Thor will kill this serpent but will die from its poison. His sons will inherit his hammer after his death.

THRYMTHRYMSpheres of Influence: War, Cold, Giants

Clerical Domains: Chaos, Earth, Evil, Strength, War

Symbol: Frostmourne (Greataxe)

Alignment: Chaotic Evil

Cleric Alignment: Chaotic Evil

The god, Thrym, traces his lineage back to Ymir, the first giant and the creature from whose body Odin, Ve and Vili made the world. The death of Ymir is a grudge the frost giants in particular hold against the Aesir. Thrym once tried to win Freya as his bride by hold-ing Thor’s ham-mer hostage. Unfortunately for him, the gods disguised Thor as the bride and Loki as the brides-maid. When Thrym ordered the hammer brought in to hallow the wed-ding, Thor snatched it up and laid waste to every gi-ant present, including Thrym. (The Lay of Thrym)

Thrym on this plane is the embodiment of winter. He commands the frost giants in Thrymhold to the north above the Timeless Desert in the Thrym Mountains.

Thrym’s power has waxed and waned many

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times over the years but he has never fallen as low as his cousin, Surtur. His power now is very high as he now controls the eastern half of Markshire. That which the folk call the Timeless Desert is playground for the giants. Few who walk in to the desert ever return.

The day of the destruction of Arik saw Thrym at his highest point. He seized the power from the destruction and used it to spread the destruction right to the foot of the mountains. Now the Master of Winter holds sway and a never-ending winter slowly brings the artic wastes lower and lower.

ULLERULLERSpheres of Influence: Archers, Hunting, Winter

Cleric Domains: Chaos, Protection, Travel

Symbol: Horn Bow and Deer Antlers

Alignment: Chaotic Neutral

Cleric Alignment: Chaotic Neutral

According to Markshirian myth, Uller (“glory”) is the god of justice and dueling, as well as the patron god of agriculture. He excels in archery and in skiing and lives in his hall Ydalir (“yew dales”). He is regarded as the son of Sif and the stepson of Thor. When the giantess Skadi divorced Njord she mar-ried Uller.

Uller is a solitary individual and prefers to hunt the forests of Asgard on his own. Per-haps it is his insular nature that has allowed an affinity to develop between him and Odin. When Odin feels the need to leave Asgard he frequently puts Uller in charge.

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VALGRIMMVALGRIMMKROWNINGKROWNING

After nearly twenty years of honorable ser-vice as a soldier in Gastlinyk Gate, Valgrimm Krowning had become a bitter and jaded man. He believed his abilities far exceeded his station as he spent a majority of his time on a guard post above the Wall’s massive gate, finally he resigned. Since his departure from the Gate and arrival in Foothold he has come to earn a fortune in arms, artifacts and gold, working out of the Foothold Hir-ing Hall and Quarters as a soldier for hire, mercenary, scout, body guard, treasure hunt-er, and weapon master. Valgrimm is as well

known in Foothold and all of Northern Markshire for his skill with an axe and confidence, as he is for his greed and biting sarcasm.

Valgrimm stands about six foot tall with graying black hair. His face is tan-nish and weather beaten, with a permanent scowl. An eye patch covers his left eye socket, pink scar tissue peaks from under the edges of the patch. He wears only the heaviest full plate armor, but often neglects to clean it, result-ing in patches of rust, dirt and blood. Sev-eral sharpened metal spikes protrude from his left shoulder and thigh, are bent and scratched from constant bashing into foes.

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Wielding an enchanted flaming battle axe he constantly tests himself in combat in order to remain in peak condition and maintain his exceptional skill.

His prowess in armed combat is only ri-valed by his one time teacher, the weapon master Viridian. Valgrimm’s most heralded feats are felling four white dragons at once during an expedition to the Lost City of Arik and defeating Kalem Salt, Mason of the Spi-der Temple and member of the 13, in an epic battle in the Northern Plains, both of which he still boasts of to this day. Since the destruc-tion of the Gate, Valgrimm has enlisted in the Army of Stonemark and has earned the rank of Captain.

VIRIDIANViridian is a woman that is taller than most

women, able to look a lot of men in the eye without looking up. Her jet black hair is al-ways tied up tightly, otherwise it wouldn’t fit into her helmet properly.

Her chain mail is custom built to be as

smooth and flowing as possible, no spikes are built into it where many suits of armour have them. Viridians gaze is one mixed of intensity, intimidation, and strength. Many men think her inferior because of what she does NOT carry in her pants, but all soon re-alize their mistake when they pick themselves up off the ground in a bloody broken heap. Often seen in Foothold Viridian carries twin bastard swords, a shield, and a few bags. Her demeanor is enough to freeze a fire mephit solid. Cold and calculating her only goal is to become one with her swords. Lately she has come to see Foothold and Stonemark as a home, often fighting the good fight to keep said towns safe.

Very little is known about Viridian’s past. Many speculate that something profound hap-pened to her as a young woman, as her visage is often stonelike and shows no emotion. As the propriator of the Crossed Swords Acad-emy in Stonemark, Viridian is often seen tu-toring individuals in the proper ways to wield a blade. Aside from the academy she often treks to the Cona tundra and the Timeless Desert in pursuit of dragons to slay.

NORDBERTNORDBERT WINDHOLLOWWINDHOLLOW

Nordbert was one of the more mysterious heroes of Markshire. A halfling who was di-minutive even by halfling standards he was of-ten mistaken for a human child when he first appeared in the foothold area. This stopped happening as much after his likeness was captured in a statue that can still be found in Yar.

What drove Nordbert to adventure was more likely his hatred for giants. Though his hatred for his parent’s killers was unabiding he didn’t let him affect him negatively in other

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ways. Often gregarious and affable it was easy to forget that he was also a master of shadows and hung out in some rather nefarious places. In his later years Nordbert dwelt more and more in the shadows. Some suspected him of being a spy, but none knew who for. This suspicion led more and more of the younger adventurers to shy away from him. And so it went until today where he is seen around foot-hold but only once in a blue moon.

SPANASPANA GRETISDOTTIRGRETISDOTTIR

Spana Grettisdottir grew up in Foothold in a modest home near the borders of the N a r l y n w i k . She is more often than not seen travel-ing the forest with her wolf companion, Thaly, fight-ing against the dangers so often found within the depths of the woods. She is quick to de-fend those she feels are being treated unfairly. Her defense of her beloved home, her desire to see things handled peacefully and her unwillingness to condemn without justification often brought her into conflict with others. Though she was chosen to wield a spear of great power, Spana never considered herself a hero.

A half-elven female, Spana stands about 5’4” tall and 110lbs. Her slender, well toned build attest to the power she puts behind the pull of her bow and the long treks she makes

through the Narlynwik. With deep red hair and sparkling green eyes, Spana has a friendly smile for all she meets.

KURM REYERKURM REYERSince the day he walked through the gates

of Foothold as an orphaned youth with nary a coin to his name, Kurm Reyer’s reputation and

fortune have fluctuated con-siderably. After initially find-ing comradery with the local thieves’ guild, it was upon discovering the art of beer mak-ing that Kurm truly thrived. Kurm eventu-ally moved in to one of the kitchens of the Foothold Brew-ery, to collabo-rate with his

teacher, mentor, and foster father, the brewer Linos Whirlblurr.

Undisciplined, uncouth, and above all un-predictable, he’s endured everything from being chased by minions of The Thirteen, to being cursed with undeath, to weathering a period of spiritual unrest where he renounced the gods. After a sabbatical in the wilderness, where he did little more than drink heavily from his private cache of beer and go fishing, he has returned to his adopted home of Foot-hold.

Kurm appears as a lean, long-limbed human with wavy black hair and deep-set brown eyes, underneath which sits an expression rang-ing from whimsical good humour to cynical

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frustration. He is always seen wearing close-fitting garments, dark in colour and made of leather or coarse-woven fabrics. A haggard-looking rucksack is perpetually slung over his shoulder, even while at work in the brewery. Though he appears clean, a light-but-notice-able tangy scent of “sour” alcohol follows him wherever he travels.

VASTIONVASTION EVERGREEN

Vastion Evergreen has been known by many names; The Evergreen man, Vermin lord, and Master Evergreen. He was once known as a druid and protecter of the Narl-inwyk Forest, but no longer.

Evergreen has fallen far from grace, and be-trayed his calling as a druid of Frey, instead serving the Mistress of Disease, Hel. He was infected by a maddening disease, causing him to kill his wife and flee his home.

As Vastion traveled further down the path-way to darkness, his control over all vermin and insects grew, as did his insanity. Believ-ing his cause just, Vastion led several raids on

Foothold, killing indescriminantly. He then attempted to gain control of the Ivory Spire and all who dwell there. Vastion was impris-oned within the Spire for his transgresions, and subsequently escaped, after being seri-ously wounded.

His current where abouts are unknown. It is rumored he has been seen in the Narlin-wyk, but none who see him live to tell about it.

THORVALD THORVALD RAGNARSONRAGNARSON

Thorvald Son of Ragnar is quick to laugh and joke, with a mischievous glint in his eye... an eye that is quick to follow a beauti-ful girl or take in a stunning view (he would argue that they are one in the same!). He is loyal to the death to his friends, and is very slow to forgive his enemies. While the Forest is his home and his first love, he has grown to care about Foothold and a select number of it’s residents with a nearly obsessive fervor... a fervor nearly matched by his obsession with making the perfect shot with his bow.

Thorvald is of medium height but slight build. His high cheekbones and slightly pointed ears showing the presence of Elven blood in his veins. His black hair is long and unkempt with a tendency to fall over eyes which are a deep green in color. He habitu-ally wears warn, even battered looking black leathers with a belt of pouches around his waist. A skinning knife is strapped to his leg while a beautiful, exotic looking bow is slung across his back, nestled among several Elven looking quivers.He moves with an almost preternatural grace and can fade into the for-est at will, nearly without trace... his foes be-ing unaware of his presence until they begin to sprout arrows.

BELFERON BELFERON CORGANOCORGANO

Belferon is the right hand man to Val-grimm Krowning, in the service of Lord Mark’s army and in his explorations of un-der Arik. Bel is husband to the beautiful and righteous paladin of Heimdall Aelswith, and friend to many people in the land of Mark-shire.

Bel is six feet tall with flaming red hair and typically clad in full silver, black, and red metal plate armor. The armor has many spikes protruding from the sides and shoul-ders. He stands tall and walks with an easy gait that is misleading to the true weight of his armor.

Surrounded by this tough outer armor, is a much lighter and different personality. Often found telling jokes and stories to the local guards and patrons at the pubs, while ordering pies and inviting any who will listen to join him in a story. Two of his most well known stories revolve around a giant sea cave

squid, and a dreaded vampire moose. If these creatures are indeed fiction or fact, none can say for sure.

MONTY MONTY THREECARDTHREECARD

Monty Three Card is well known about Markshire, but his background is a mystery to even those close to him. He willingly helps those that strive to preserve civilization and order in Mark-shire, but also has been seen consorting with many strange and at times unsavory characters.

After the fall of Gastlinyk Gate, and the release of the Titan, his manner changed abruptly, and much of his tolerance and easy-going manner has disappeared.

One of the very few that know the monk Vruruk Krain well, Monty has been seen with him on numerous occasions, standing on the bluffs of Foothold, engaged in conver-sations that no one else can hear.

His hatred of the so-called Neughak the troll is based partly upon his role in the Ti-tan’s release, and upon his attacking civiliza-tion at any opportunity.

Well known and yet not well understood, Monty is a powerful but enigmatic personal-ity in Markshire.

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FOOTHOLDFOOTHOLDPopulation: Foothold proper, 500+; immediate surroundings, 1000+

Location: Foothold Plateau, Thrym Pass, Thrym Mountains

Races: All

Primary Merchants: Mining, Smith, Bowyer, General, Healing, Scrolls, Potions

History: Foothold is a town situated on a plateau at the foot of the Thrym Pass which is the only pass through the Thrym Moun-tains. It has existed for longer than both Stonemark and Gastlinyk Gate. It was the first outpost of Markshire when it began to

MARKSHIRE ATLASMARKSHIRE ATLASexplore the then unsettled wilder lands of the western side of the mountains.

The town stands again on the edge of a frontier only in reverse. The lands to the west are settled now. The Thrym Pass has be-come more deadly then before and the last bastion of civilization, Gastlinyk Gate is all that stands before the might of the Frost Gi-ant armies.

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After the destruction of Gastlinyk Gate by the Mad Red Titan, the frost giants invaded the ruined city and then the Pass. Markshire made its stand and the former frontier town became a fortress against the frost giant host.

At the end of the War of the Pass, Foothold remained standing though a bit battered. The forces of Markshire reclaimed the Pass and some of the city. A new bastion wall was erected against the Frost Giants. Unlike the original, this wall is a tenuous construction and the giants are poised to resume the war.

Foothold is now home to refugees of the near dead city. What once was a stop-over for the entire country is now a growing city of it’s own. Outside the western walls is a tent city flowing from the gates and into the forest to the south.

NARLYNWIKNARLYNWIKFOREST

Covering most of the span between the Thrym Mountains and the Taumarin River, the Narlynwik Forest acts as the source of food and other supplies for much of Mark-shire.

The forest acts as a natural windbreak from Thrym’s breath, thus keeping it much warmer than other parts of the continent. This shel-

tering aspect, along with the corresponding temperature difference, creates a haven for creatures and plants that would not survive out in the elements.

The forest supplies nearby Foothold and Yar with lumber. It also provides a fertile hunting area and plenty of plant life for gatherers.

YAR

Population: 75 + 300 in Yar Keep

Location: Between Foothold and Stonemark, be-tween the Northern Plains and Narlynwik Forest.

Races: All

Primary Merchants: General, Healing, Wood-working.

History: Yar Keep was once the furthest set-tled outpost from Arik, well defended and maintained. During the dark days following the destruction of Arik it was home to thou-sands of refugees. These refugees eventually moved on to establish the new capital city of Stonemark. As Stonemark flourished along the shores of the Tamurin, Yar Keep became forgotten.

Years later the Keep was attacked. A powerful ogre mage had gathered the ogres of the for-est and marched them on the keep. He snuck in and let his host in the gate and the keep’s

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inhabitants were slaughtered. The knight and his family who had lived in the castle were sacrificed. The ogres didn’t hold the keep long though. Within a day, word had reached Stonemark. A single warrior rode out before the guard, slaughtered the ogre mage and skinned it, leaving it’s bleeding corpse hang-ing from a tower before the rest of the guards from Stonemark arrived. The guard, seeing the slaughter inside, returned to Stonemark, leaving the remaining villagers to clean up the mess.

From that point on, a series of fell events overcame Yar Keep. Each time one was ex-punged, a new one arrived. Soon the villag-ers of Yar let the keep stand as it was, afraid to enter. Until a group of four adventurers cleansed the keep. Vruruk Krain, Nordbert Windhollow, Dolph, and Lalaith cleansed the evil of the ogre mage haunting the keep, and expelled the Orc Shaman, Guntal, that had summoned it back from the dead. The people of Yar and the nearby region then pro-ceeded with the repair and cleaning of the keep.

In the days following the fall of Gastlinyk Gate, Yar and it’s keep became a haven for those that fled the titan and the hosts of Thrym. The work of the heroes in days past had not only served to provide peace for those in Yar, but those that would come later.

NORTHERN NORTHERN PLAINSPLAINSThe bone chilling cold of the Northern Plains makes them quite dangerous to the new arrivals to the Foothold and Cona area. Be it the large packs of wolves, a troop of kobolds, or hypothermia many adventurers never make the return trip once they set foot into the Plains. To a prepared soul the

Plains are both beautiful and rewarding. If you know where to look, you can find ani-mal hides, mineral deposits, or craftable ore. A fortune can be made.

Overrun by two clans of kobolds, the Cold Scale and Bear Clan, the Northern Plains are not a place to be taken lightly.

THRYM THRYM MOUNTAINSMOUNTAINS

A cruel stretch of mountains reaching from south of Deephold to the Cona Mountains to the north, the Thrym Mountains act as a natural barrier between the deadly denizens of the frozen sands of the Timeless Desert and the rest of Markshire.

The immense, jagged and broken peaks can be seen from Stonemark and are the focus of many scary tales by parents. Few realize that the reality of the mountains is far more ter-rifying then the parents’ imaginations. The mountains are home to a host of creatures and many of them are allied with Thrym and his children.

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Several civilized settlements inhabit the mountains including; Deephold, the un-derground city-state of the deep mountain dwarves; Gastlinyk Gate, the ruined city of chaos; Zairat, the Pellyte village; as well as Foothold, the Nexus of Markshire.

THRYM PASSTHRYM PASSA vast gorge running between Foothold

and what remains of Gastlinyk Gate that was once a prosperous, if dangerous, trade route. Now it serves as a buffer between the hordes of Thrym and the town of Foothold. White dragons and dragonelles (dragon like mounts used by frost giants) make their homes in the secluded crags and peaks along the moun-tains. Giants of various kind litter them as well, carving out a meager existence in the few paths that lead through the mountains, and from them to the Pass below.

CONACONAPopulation: 200

Location: Southern base of the Cona Mountains, south of the Northern Tundra, Northern tip of the

Tamurin River.

Races: All, including monstrous humanoids work-ing in the mines.

Primary Merchants: General, Healing, Mining.

History: The small mining town of Cona serves as the launch point for the long twist-ing Cona Pass. Home to a couple of simple taverns, Cona mainly caters to the towns large mine, which is situated at the top of a large hill and at the base of the Cona Pass. From this town many adventurers launch themselves into the unknown of the great Tundra never to return.

Occasionally Cona catches the brunt of Thrym’s minions but has always been rebuilt as the mine is crucial to the economy of their neighbor, Foothold.

CONA PASSCONA PASSCona Pass, a dangerous and narrow gorge,

connecting the small town of Cona to the desolate and immense Tundra. At the base of the pass is the small town’s only asset, the Cona Mines. Biting winds howl constantly through the tall peaks of the pass, but in the lower areas the mountain air swirls intermi-tantly, allowing deep drifts of snow to form.

Little lives in this pass, and aside from a few deep caves, little happens.

ZAIRATZAIRATPopulation: 120 +

Location: Zairat Pass, Thrym Mountains

Races: Pellytes are the primary race here but many other races come and go from this mercantile com-munity, including some intelligent monster races.

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Primary Merchants: Armor, Weapons

History: The Pellytes as a race were created by powerful mages as slaves and after much ef-fort the race freed itself. In time a large group of them immigrated to Markshire and carved their own niche out of the heavily populated Thrym Mountains.

Now the Pellytes hold their area as a fief of the country of Markshire and maintain a strict neutrality towards races. They enforce this neutrality and ban any who violate that law.

ZAIRAT PASSZAIRAT PASSThis pass leads from Narlynwik Forest up

into the Thrym Mountains. Much narrower than Thrym Pass, Zairat Pass is home to many of the creatures normally found in the forest below, as well as pellytes and cyclops. The lat-ter are fond of the cave systems that are found in the pass, and often burrow deep into the mountains, creating shelter for them and the livestock they often steal to supplement their hunting in the forest below.

SPINEHOLDSPINEHOLDPopulation: Approximately 1000, with a few hundred stragglers and refugees from Gastlinyk Gate.

Location: Tamurin River, between Stonemark and Starcraft.

Races: All races are represented at a similar fre-quency to other major towns in Markshire.

History: Spinehold is a bustling port city, situated on a widening of the Tamurin river, making it an ideal spot for trading ships to de-part. The bounty of the southern Narlynwik and craft goods from the grippli city of Ra-nasilva (see below) make their way by overland caravan to Spinehold, where they are loaded onto ships and barges to continue their jour-ney north to the capital Stonemark.

This merchant activity centered at Spine-hold, coupled with its relative distance to other large settlements, make the surround-ing roads a haven for bandits and brigands, who prey on the slow moving caravans. Ex-tortionist tolls and outright robbery are sadly commonplace.

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RANASILVARANASILVA

Population: 2000

Location: southern Narlynwik Forest

Races: Largely grippli (75%), with a large population of humans (15%) and elves (10%). Dwarves, gnomes and halflings are a relatively rare sight in the Tree City.

History: The great Tree City of the frog-like grippli, Ranasilva is the hub of activity within the southern region of the Narlynwik Forest. It is truly a sight to behold, with grippli homes dotting the trunks and branches of the huge, old trees. A sizeable population of non-grip-pli reside in the city however, with mainly hu-man and elven merchants and crafters who help supply the city’s needs.

While the environs immediately adjacant to Ranasilva are relatively safe, travelers to the area are warned to keep their wits about them, as the dreaded Tree Pumas of the south-ern forest like nothing better than to make a snack of a lone traveler, grippli or no. These large, dark furred cats represent the upper end of the food chain in southern Narlynwik Forest. Larger than most predatory cats in Markshire, The Dreaded Tree Pumas of the Southern Forest are immensely strong and agile, often using the trees of the forest as a

means of transportation and ambush, seek-ing their favorite prey, the Grippli. Most grip-pli villages have defenses against the large cats but it is never a sure thing.

Needless to say, the unlucky lone traveler who discovers a Tree Puma in a tree branch directly above them, has little recourse other than a futile scream.

STONEMARKSTONEMARKSituated on an isle in the river Tamurin,

Stonemark is the capitol city of Markshire’s civilized realm.

The city sits on a slight slope from North to South, with the castle of Hanse Mark sit-ting at the crest of the Northern shore, situ-ated on steppes that graduate south. There are three regions of these steppes somewhat seperating the city into different levels.

There are several ways in to the city. There is a port for ships large and small at the Nor-thermouth of the City, providing a view of Castle Mark coming in. This port is sealed hermetically against underwater intrusions.

The city is broken into districts by a series of walls, dividing the city into elevated layers, growing lower as it extends South.

Beroe

The pinnacle of the city is Castle Mark, a large structure that is the crest of the city, over-looking the river Tamurin as it pours around the isle’s Northern region. Castle Mark is the focal point of this section of the city. It can easily be found by following the black and white marble tiles that lead from the East and West sectors of the Beroe district. Below the castle lies the government offices and courts of the city.

Also found in the Beroe district is Stone-mark’s Park. Verden Park is a large, expansive

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area offering open air, shade via various trees, and several waterfalls. The park truly comes alive after sunset however, being one of the favorite gathering points for the Lauskveld revelers. Fireworks are a nightly event in Ver-dan Park.

Gehmeen

Gehmeen district by far sees the most traf-fic, whether it be for entertainment, trade, or travel. The largest collection of markets in the capitol city are found here. A large, elevated aqueduct runs through most of this section of this city, and is a famous spot for evening walks among the populace.

Laatneer

Laatneer is the poor sector of Stonemark. Crowded, dirty, and lethal, Laatneer is by far the most dangerous area of the city. Pit fights, gambling, and other crimes are prevalent.

Lauskveld. The Free Nights.

Every evening, select parts of Stonemark undergo a transformation. Parks, city entrances, and estab-lishments city wide take on a roguish, festive feel.

Devils, demons, and creatures of wonder walk the streets and alleys. Fireworks streak skyward as the city celebrates it’s freedom, wealth, and diver-sity, often to excess. Most of the time, these fiends are illusions of elaborate skill. There have been cases otherwise.

This exotic and merry atmosphere is often the source of intrigue and romance. Politicians in par-ticular like to mingle hidden behind the masks of the revelry.

GASTLINYK GASTLINYK GATEGATE

Over 100 years ago a Titan of nearly invin-cible power walked the land and laid ruin to everything in the open plains of Markshire. The progenitor of this monstrosity was Sur-tur, lord of the Fire Giants.

Nearly one month after the colossal and in-sane fire giant set foot in Markshire the Wiz-ards of Arik formed a plan with the Priests of Odin and staged a site for incarcerating Gas-tlinyk. For three days the combined might of Arik placed spell upon spell on a section of the cliff wall in the Thrym Mountains.

In the meantime, the dwarves hurriedly as-sembled a massive mithril door. As bait, Luke Thymes II harried and taunted Gastlinyk to get him to chase him towards the mountains. On the fourth day the preparation was com-plete and the door magically arrived. They only awaited the titan and his prey.

Within sight of the mountain range, Thymes stopped and taunted the monstros-ity once more. Ever mindful of the distance to the cliffs, Thymes steadily retreated.

Not once, did he miss a step or fail to turn the blade. As he crossed the last few hundred yards to within easy sight of the mages and

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clerics awaiting him a mighty thunderclap rolled across the plain. The ground quivered and rolled with its passing. All were sent fly-ing to knee and ass as they lost their footing, even the titan himself.

The mages and clerics began the spell. The powers that be leapt to their collective feet across the heavens and rained power down upon their chosen. The cliff wall glowed a brilliant white light and blotted out every-thing, including the sun. The light streaked toward Gastlinyk.

Realizing too late that he had been tricked, Gastlinyk managed his feet as the beam of power struck him in the chest. The massive sword he wielded in two-hands sailed into the sky. The titan glowed for a moment as the light bathed him. Then all at once the light retreated. As it left, so did bits of Gastlinyk. Slowly it dwindled; few even now still could see what was transpiring. The light finally faded and so with it did Gastlinyk.

A resounding boom dropped across the plains a second time and once the majority of the people could see again they could see that the Gate was raised and sealed over the portal in the cliff wall.

Over one hundred years later, five beings conducted a rite to free Gastlinyk, and suc-ceeded. In a fit of rage he laid waste to the city, destroying it, and collapsing the path-ways under the myriad buildings and pas-sages. The desert and the larger groups of the children of Thrym would be held back by this for a number of years. Eventually they would push through the ruins and into Thrym Pass, making it a kill zone between the Timeless and Humanity.

In the subsequent release the chaotic men-tal anguish that the titan emanated changed all manner of creature, including sentient races. Many exist to this day.

TIMELESS TIMELESS DESERTDESERT

Upon reading the history you might have caught that the area is now under the full control of Thrym’s magic. Through the use of his magic he caused the desert to freeze nearly overnight.

The sudden change in temperature caused the earth to crack and the vegetation to die. Soon winds picked up from the drastic drop in the air’s temperature. Within weeks the earth turned to dust and eventually became sand. The wind blew the sand everywhere and buried the remains or Arik.

Thrym was pleased and setup patrols in the desert to keep the people of Gastlinyk Gate locked within the walls of their city. Snow gets intermixed with the blowing sand as it blows in from the mountains and from the south.

The Thrym Mountains to the south are in-nundated with snow as the warmer air to the south loses it’s moisture. The Thrym Mountains to the east including the city of Gastlinyk Gate are not nearly as covered.

The winds of the desert have been known to drive horrific sandstorms before them. Specula-tion among sages and wizards indicate that many of these may be the work of the God of Winter. All are in agreement that if caught in such a storm it will rip the flesh from your bones.

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The Reidlar are a local legend in Markshire. Born from ages of broil-ing, powerful emotions these entities represent the embodiment of them.

Refered to as the Reids they are a folklore addition to the Norse Mythology.

The entities aren’t beholden to any god. They work in conjuntion with like-minded gods at times but are in-dependent.

THE REIDLARTHE REIDLARKALDTKALDT

This female entity is the embodiment of the strong human, demi-human, and animal spirits that perservere in the cold climates of Markshire. Kind and benevolent, she offers aid to weary travelers where she can, most often in the form of wisdom, warning, or healing. She also seeks to preserve wildlife from wanton destruction.

Kaldt is in tune with the natural lands of Markshire, embracing the frigid clime. She understands that it is a harsh, brutal region in which to live. She does not interfere with nature taking it’s course, whether it is an orc tribe hunting elk or a fox hunting a hare. She does however strive to prevent suffering.

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Alignment: Good

Common followers: Druids and nature cler-ics. Some barbarians.

Appearance: Kaldt is a beautiful female, hu-man in appearance. Her skin and complex-ion reflect the clime, she is the color of ice and snow, with a tinge of blue. She typically carries a staff.

A mother sits at dusk near a pond, watching her children frolic about the snow, playing with the family pet, a husky. She thinks about dinner for the evening, and how she will have little to provide them with. It has been hard since their father left them. She is amazed that her son has grown to the size he has, he is nearly a man at age 15. Her daughter rides on the back of the dog, giggling and laughing. She is just about to suggest heading home for the evening when the dog stops, dropping the 7 year old girl in a puff of snow.

A low growl emanates from the husky as a pair of dark shapes appear from a nearby treeline. Low slung, yet larger than the family dog, wolves. The husky immediately places itself between the three and the threat. But soon it is forced to make a choice, as the wolves split and encirlce the group. It chooses the larger of the two, and streaks forward.

Branwen knows that she must get her family out. The bitch shoots in at her son, and she is forced to choose. Stay by her daughter’s side or help her son. In the time it takes for her to decide, her son lays in a circle of crimson snow. The female wolf slowly pushes her and Lexi back. She keeps her daughter behind her as she retreats, always facing the wolf. Just as Lexi is about to say something, the wolf lunges into them, blindingly fast, and knocks both

of them into the pond, the ice breaking and cutting her as the three are engulfed. The wolf bites into her arm, she feels Lexi clawing up her back, her lungs burn.

Then a moment of clarity settles over her. She ceases to struggle, instead using the wolf’s embrace as a point of reference. She grabs Lexi by the coat roughly, and shoves her towards the shore. In her struggle her head breaks the surface. She sees Lexi clinging to an ice floe, and beyond that the male wolf limping back into the wood. The husky lies steaming

40 yards away. The weight of the female pulls her below the surface, and in the middle of all this horror, Branwen finds solace. Then she finds dark-ness.

Nearby a woman watches motionless, tears in her eyes. She watches as the young girl claws her way to the shore, and collapses weeping, look-ing at the surface of the pond. She loses consciousness soon after. The woman watches on as darkness conquers the region. Kaldt and Lexi are the only ones to bear witness to the bravery of a mother and the bravery of family. She will make sure this child is not lost. While it is often impos-sible to interfere directly, she will not see this girl lost.

When Lexi awakens in the morning, she is covered in warm blankets. She manages to walk home, alone. Her story is oft told on cold winter nights, and be-comes reknowned through the region. In time she has her own family. And not once does she fail to uphold her mother’s memory, not once does her own well be-ing come before the well being of those she loves. Over the years, Kaldt looks in on her, and each time she smiles. She knows that while much was lost, not all was. The strength of family and the selflessness that is often found in it lives on with Lexi and others. And at this Kaldt smiles.

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RETRIBUTIONRETRIBUTIONThe entity is the essence of revenge walking

on two legs. Retribution watches the goings on in the lands of Markshire with a careful

eye. He seeks to right wrongs, though sel-dom can anyone see clearly what is wrong in his estimation. He seems to find irony compelling, and of-ten attempts to steer situations in direc-tions that will bring this point home to those involved. He is patient, often waiting

years for the opportunity to show beings the error of their ways.

Followers: Any being that lets anger and re-sentment for a wrong-doing simmer is apt to attract Retribution’s attention. Not many have the mental fortitude to devote an en-tire existence to such an emotion, thus it is rare for him to have any real long-term fol-lowers.

Appearance: No one knows what the true appearance of this creature holds. Many think the wolf-like visage Retribution usu-ally appears with to be a head-dress of some sort. If it is, it is a fine enchantment, as many have seen the mannerisms and expressions change on that lupine face.

A man sits alone at a table in a dark tavern. He cradles a dirty mug of warm ale in his weathered hands. His brows cover his eyes while he slouches protectively over his drink. His thoughts darken his mood, and the mood of those around him. He focuses on one face. The face of the man that so long ago doomed his life. Jacob. Jacob managed to steal his loves heart. He managed to turn her

against him. Tainted her mind, and now he sits, alone. He sits and plots, he sits and hates.

Nearby, Retribution looks on, and fans the fires or revenge. He pushes the mortal to the brink, for it is all he knows. All he understands. Revenge.

HARROWHARROWHarrow was conceived of the ill-thoughts

and fright echoed in the mind of every Norseman who faces the cold winter nights. As the very embodiment of the collective and individual fear, he finds solace and de-light in terror and attempts to magnify that overwhelming emotion. Feeding off the tini-

est of fears hidden within the recesses of a persons mind, his power is thusly, dependent upon others.

The environ-ment and struggle of Markshire seems only to enhance this concept, in-creasing any prex-isting fear in the self. Be it a distaste for spiders or the

horror of losing a loved one, Harrow is there to make that distaste for spiders the purest loathing and that horror from losing some-one beloved a wholly unbearable emotion. Harrow also finds interest in the domains of madness and hysteria; lunatics and the in-sane often capture his curiosity.

He is the shadow under your bed; he is the boogeyman.

Appearance: A tall and sickly slender crea-ture with sunken cheeks who carries no hair upon his head. It is rumored that the rat-tling of skeletal bones may be heard when

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he is near, though it also may only be the chattering of one’s own teeth. A black mask covers his face and the superstitious claim that if one was to look into his blackened, hollow mouth, it would be the same as re-experiencing every terror they have had in their lifetime.

*****

Cold winds breaks the silence of the chill night, aided by the screams of a child and the distant thundering of frost giants outside the city walls. A mother hurries to the shutters, ceasing their pat-pat noise as they beat against the sides of the ruined window pane. She breathes a small sigh, her breath turning into an icy mist as it is released in the air. At the other side of the small hut a baby continues its wails. The mother strides to the baby with a warm smile, cradling the small creature in her pro-tective arms and easing its terror-filled cries.

As she rocks to and forth, pacing along the creak-ing floorboards her mind is at ease. In that brief moment the roars of the giants outside the walls increase and the infant resumes its zealous calls for help. The shutters slam open once again, echoing in the small room; the gust of wind regaining its former howl and blowing wind into the hut. The mother glances out the window into the blackened night, and for but a second, but a mere second, she sees a masked figure staring at her from outside. Within a blink the figure is gone but the chill the imagined figure left lingers.

Hesitantly, she sets the flailing child down into its crib and walks with caution to the window. Shaking her head she slams them shut once more, not taking the time to peer out of the hut. The hair upon her neck finally lays flat and the wails of the baby are no longer audible as it encroaches its slumber. Setting her hands upon her own bare arms, the mother begins rubbing warmth into her body struggling to push the image of the figure from her mind, the bawls of her child, the howl of the wind and the bellows of the frost giants . . .

Outside the hut, standing near the closed win-dow, tracing footsteps in the snow, Harrow waits for the opportune moment to send another chill

into the hut and down each vertebrae of the wom-an‘s spine.

*****

“Go to sleep, Anna,” said the elderly woman heading toward the door to the cubicle that served as Anna’s room. “You’ll need your rest for tomorrow. We’re off to Stonemark to sell some livestock.”

“But, Nana, I’m not tired,” whined Anna. Of course, her grandmother instantly forgave her for her whining. All 6-year-old girls whine.

“You’ll do as you’re told or in Harrow’s clutches you’ll be.” This amused her grandmother in some strange way but Anna couldn’t fathom why.

“Nana, what’s a hare-row?” excitement entered her voice not fear. This caused some concern to ap-pear on the old woman’s face.

“Anna, dear, you must be careful how you say his name. Saying it like that may bring him all the quicker.” Her grandmother stepped back into the cubicle and settled herself on the floor next to her palette.

This excited Anna as this was grandmother’s sto-rytelling posture.

“Oh dear, I cannot believe my daughter would be so neglectful.” A bit of outrage crept into her voice. “Anna, we live in a strange and of times very scary land. But nothing in Markshire is nearly so strange nor terrifying then …” her voice drops to whisper

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level “…Harrow.”

Grandmother knew her storytelling skills quite well. She dropped her voice a bit to allow it a dark-er quality. The darkness of the room deepened as she started her tale.

“A long time ago lived a man alone in a cas-tle. His castle was empty of all save him. No one knows exactly what he did to frighten them all off but no one ever returned. He sits upon a throne of sticks covered with small animal skulls and bird feathers. From there he can hear ev-ery whisper of his name.”

“One day, a whisper reached him and then an-other and he learned that people doubted him. Peo-ple were no longer afraid of him. This upset him greatly.” The woman’s voice rose in power as she said this. There was no doubt she was in full story mode.

“So he began to search out these whispers, these doubts. With no easy access to the world around him, Harrow used magic to create a portal. It was a portal that opened in the shadows of any door. Then he waited. Waiting until the next doubt came.” The old woman dropped her voice down an octave and the room deepened still further into darkness.

“He heard the whisper finally and he used his portal to visit this person. It was a girl. No older then you, Anna. She was telling her mother that she didn’t believe in him anymore that her mother was telling her this to scare her into sleeping. The mother, of course, told her that he was real and that she had best behave. Content that she had set her daughter straight the mother left the room and went back to her embroidery.” Her grandmother made sewing motions with her hands that amused Anna.

“Meanwhile, in the near darkness of her room the little sat and waited. Still she doubted her moth-er. A nearly silent sound caught her attention. She looked up then and an obvious chill ran down her

back.” She shivered as she said this to emphasize the little girl’s terror.

“The little girl watched in horror as two gaunt, nearly skeletal hands reached towards her. Behind the hands was a pair of baleful eyes. The eyes were opened to their fullest extent and glowing from the darkness. Just as the hands touched the little girl a flash of darkness enveloped her and when the little girl could see again her bed was gone. Her room was missing. She was sitting in a pumpkin patch in the middle of a castle courtyard.” A small bright orange gourd appeared in the old woman’s hand.

“Pumpkins were spread as far as she could see. Among them were trees. The pumpkins rested in the trees, nestled against the main trunk or speared through from the top. Some were even carved open and light shone through from the faces of the pump-kins.” Then grandmother’s voice dropped to a whis-per.

“The little girl stood up and walked to the clos-est patch. As she neared it the topmost pumpkin moved. Then it rose. Attached to the pumpkin was a neck of wood. Dangling below the pumpkin’s head hung some old, slightly small clothing. Feath-ers stuck out from the collar of the shirt. It stood up completely and towered over the little girl.” A bit of panic crept into the old woman’s voice. Anna’s eyes were wide with fear now.

“It stood there a moment and then out of the corner of her eye, the girl noticed other scarecrows moving towards her at a slow pace.” Grandmother grew silent for a few moments.

Then, “No one ever saw the little girl again.”

The grandmother straightened her posture and put on a smile for Anna. “The tale continues that those that Harrow visits are safe if they are sleep-ing. He cannot harm you at all if you are truly sleeping.”

“So go to sleep, little one.”

The elderly woman paused in the darkened hall-way just outside the little girl’s room. She put her back to the door and fell right through it. The dark-ness enveloped her. When the darkness receded she

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could barely make out sounds or see. Slowly, as if from a distance, came a sound like clapping. From the shadows nearby came the whispered harsh words, “Excellent. Couldn’t have told the story bet-ter myself.”

THRYMTHRYMThe god, Thrym,

traces his lineage back to Ymir, the first giant and the creature from whose body Odin, Ve and Vili made the world. The death of Ymir is a grudge the frost giants in particu-lar hold against the Ae-sir. Thrym once tried to win Freya as his bride by holding Thor’s hammer hostage. Unfor-tunately for him, the gods disguised Thor as the bride and Loki as the bridesmaid. When Thrym ordered the hammer brought in to hallow the wedding, Thor snatched it up and laid waste to every giant present, includ-ing Thrym. (The Lay of Thrym)

Thrym on this plane is the embodiment of winter. He commands the frost giants in Thrymhold to the north above the Timeless Desert in the Thrym Mountains.

Thrym’s power has waxed and wained many times over the years but he has never fallen as low as his cousin, Surtur. His power now is very high as he now controls the east-ern half of Markshire. That which the folk call the Timeless Desert is playground for the giants. Few who walk in to the desert ever return.

The day of the destruction of Arik saw Thrym at his highest point. He seized the power from the destruction and used it to spread the destruction right to the foot of the mountains. Now the Master of Winter

holds sway and a never-ending winter slowly brings the artic wastes lower and lower.

MOGELWEGMOGELWEGThere is a tale, carried

over from the old days of Markshire, when the walls of Arik still stood unmo-lested. It tells of a happy-go-lucky (some would say daft) farmer/musician, and an episode that succinctly describes how he carried on with his life:

This is a story of a farmer whose horse ran away. That evening the neighbors gath-ered to commiserate with

him since this was such bad luck. He said, “May be.” The next day the horse returned, but brought with it six wild horses, and the neighbors came exclaiming at his good for-tune. He said, “May be.” And then, the fol-lowing day, his son tried to saddle and ride one of the wild horses, was thrown, and broke his leg. Again the neighbors came to offer their sympathy for the misfortune. He said, “May be.” The day after that, conscrip-tion officers came to the village to seize young men for the army, but because of the broken leg the farmer’s son was rejected. When the neighbors came in to say how fortunately ev-erything turned out, he said, “May be.”

Mogelweg is the embodiment of this unique combination of opportunity, effort, and fate. Is it luck? Is it mere chance? Is it chaos? Who knows..? The usual resolution to tales seems to be that ‘everything turns out all right in the end,’ but even if the journey doesn’t take them very far, those involved are frequently much the wiser for it.

Alignment: Neutral, and often Chaotic.

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Common Followers: Those who wish for a change in their lives. Those who embark on journeys of self-discovery and enlightenment. Those who hope for the future to be in their favour. Musicians, rogues, and wanderers.

Though followers are not said to be true devotees, if he has touched their lives they’ll not forget him for a long, long time.

Appearance: Though reports vary some-what, his appearance is consistently that of a small demihuman or human dressed in thick, warm clothing. The clasp that holds his cloak about his shoulders is a brilliant emerald in color. His head is always bald-headed, and im-pressive, chestnut-brown moustaches festoon his ruddy face.

Mogelweg seems to favour folk music, and often appears to revel and rejoice in the sound of the lute or tambourine as an audi-ence member or sometimes musician.

DREAMDREAMA small boy is asleep. He

lies in his bed dreaming of playing in a field with his dog. The boy tumbles with the dog in the grass. In his dream it is an idyllic day. Nearby a slender man sits on a fallen tree. He is smiling as he observes the young child playing. For his part the boy does not seem to notice the man.

A man is passed out in a chair. His head rests on the table in front of him. He is missing his right leg below the knee. He is dreaming of a foot race against his brother. It is raining out but the young men do not seem to care. As he rounds a bend there is a large puddle in the path they are on. As he runs through it he swears he

sees a pale face reflected in it. Soon he forgets his concern as the dream continues to show him the days he most longs for.

Tossing and turning a young woman is unc-oncious but not peaceful. She is dreaming of being chased by large, unkempt, faceless men. They are pursuing her through a dark woods with trees that all seem to be grabbing at her. A man in dark robes sits in one of those trees. He seems to be observing her but does not re-act to her pleas for help. Even when she trips no hint of emotion can be seen on his face. Quickly she races on, forever being pursued by the wildmen that want to harm her.

Dream is made of and resides in the world of slumber. He is forever an observer of the best and worst in human beings. He is a be-ing only known in dreams and is forgotten quickly upon waking. His entire existance is dedicated to helping those of markshire to dream. Some may see him as a monster who brings forth nightmares, or some may see him

as a saint who creates end-less green pastures, and copious amounts of joy. He is both these qualities at the same time. He is the Sandman.

Appearance: Dream is a tall, slender man. He is very pale with messy, jet black hair. He wears robes as black as his hair and in them can be seen the swirl-ing of the cosmos. His eyes are what truly marks him as inhuman. They are all black, there is no whites to his eyes. It is said that if one were to stare into those eyes long enough

you would see your wildest dreams and de-sires reflected back at you. If you are lucky enough to talk with him he is always soft spo-ken and eloquent.

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CREDITSCREDITSWe would be remiss if we did not take a mo-ment to thank those that have been with us along the way. We apologize if we have missed anyone. You’ve all helped us in some way. You’ve helped make this fantasy a bit more tangible. Thank you...

___________________________________

AelswithFor challenging Sar for time spent in game.

BoostNJuiceFor confiding in a group of strangers. We hope we helped in some way.

BrakFor being part of the tabletop Markshire. For fueling the fires to start Markshire in NWN with the Gruesome Twosome so long ago. Brak Strongest!

BubbletoughFor bringing one of the seven dwarves to the gnome side.

CorganoFor being the rabid pitbull of Markshire 2 Building.

DomfFor Brady Quinn and Steeley McButtface.

G KincaidFor Ederyn’s Jedi Mind Tricks. Blotting out the sun with his epic chest. For having the bat-signal on your cellphone.

HephaestusYou took us under your wing, and showed us how it is done. We’ll always be thankful to you. Long live the Free Fires.

IathouzFor being part of the tabletop Markshire. For Adventure Pack C.

KampionFor being part of the tabletop Markshire. For stealing bows in the bazaar. And the bleeding.

Lt TylerThanks for adding to the depth of our world, in game and out. You never asked for anything, you just helped. We dig that about you.

MontyFor collateral damage. Nobody does it better. Oh, and for actually understanding Thrym Codespeak.

MuddyFor joining the startup franchise. For fanfrick-ingtastic camping stories.

MuleFor exploiting everything. No, really, you’d be surprised how much it helps sometimes.

OpinvuFor knocking us out of ruts, and making us create the world in a different manner.

RemusFor the badger that cried HOAH! And, well, for just being Remus. It’s tough to describe.

RobotmanFor being part of the tabletop Markshire. For amazons in frozen wastelands.

SarKhan and BigRedYou made Markshire laws what they are. We never would have put the thought and effort we have into it without you two. We thank you for that, and embodying chaos.

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ShanaraThank you for putting up with all the smelly brothers and for bringing doilies.

S-M-RFor rocking out Markshire. Long Live Horse-power.

VlanFor being part of the tabletop Markshire. For picking up his phone years after losing touch. It’s like we never left Auburn. Or stopped drinking.

___________________________________

Folks that have graciously granted permission to us to use their artwork:

Larry Elmorewww.larryelmore.comBroken AngelSpirit-of-art.com

[email protected]

Les Evanswww.lesevans.com

Sergey Martyn www.sergeymartyn.com

Matt Hechtwww.matthecht.org

Kenketwww.kenket.com

Judy Schmidtwww.geckzilla.com

Curt Sibling

Stephanie Lawwww.shadowscapes.com

Todd Lockwoodwww.toddlockwood.com

Sara Forlenzawww.saraforlenza.com

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Friends from deviantART

AlexiusSanaBishonenHouseEilrache-engelRainfeatherPearlkid-aRadojavorbattlefield1010 (Ernst Smit)TheFirstAngeldunnaginsteelravenyrindale (Chris Malidore)SirGrunt (Ty Hobson)PandariceTarjciaFrench-Toast17 (France Trudel)Grimdarsoapdish (Lianne Cruz)RodantheRodianDestiny FallcrimsonfuryArtByScott (Scott Coxhead)

Help these artists out. Visit their sites, view their works, buy a print, heck, just send them an e-mail. They are all very gracious folks.

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Fingerlakes1.com, helping us bring the funk and the noise at stupidly high rates of speed.

___________________________________

All the contributors at the Neverwinter Vault.A great community for a great game.

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