the lands of dower 2.75

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THE LANDS OF DOWER A mostly original (yet highly derivative) fantasy campaign setting by David Williams (1985)

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An original fantasy game setting by me. It is generic, but should be suitable for most fantasy games, particularly OSR (Old School Renaissance) games, based on earlier editions of Dungeons & Dragons. I rant the campaign primarily with GURPS (the Generic Universal Roleplaying System) and RuneQuest (Chaosium, Avalon Hill, Mongoose Publishing).

TRANSCRIPT

Page 1: The Lands of Dower 2.75

THE LANDS

OF DOWER

A mostly original (yet highly derivative) fantasy campaign

setting by David Williams (1985)

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AREAS IN BRIEF

Viceroyalty of Borelle A Frothing Bay – The jagged rocks of Frothing Bay pose a hazard to ships sailing the Western Sea.

B City of King’s Hope – Perched on the river Murmur, King’s Hope is the seat of the Duchy of Malfette.

C Town of Tostig – The seat of the Duchy of Boehr, Tostig trades with the nearby Dwarves.

D Dim Wood – Reputedly haunted, the Dim Wood is the hunting ground for the Duke of Malfette.

E Tanglemaze – This huge swamp is the refuge of lepers, brigands, and, reputedly, a great dragon.

F Town of Garveaux – Famed for its great library, Garveaux is the seat of the Principality of Norris.

G Town of Threebridges – The southernmost city of Borelle, Threebridges trades with the nearby Drumfolk.

H Town of Starsfell – The northernmost city of Borelle, Starsfell is the seat of the Duchy of Veargne.

Settlements of the Drumfolk I Town of Subai – Nestled in the Fangwood, Subai is the de facto capitol of the Drumfolk nation of Ubisi.

Freeholds of the Icefolk J Town of Needles – The craftsmen of Needles cut saplings from the Griffinwood to craft fine bows.

K Bonelands – The frigid Bonelands are dotted with ancient cairns where the Icefolk bury their chieftains.

L Town of Hrothmundr – The sailors of Hrothmundr raid southern ports in their dragon ships.

Centaur Settlements M Steppes of Briarheath – The nomadic Centaurs of Briarheath are famed for their leather goods and archery.

Elven Settlements N Sea Elven Enclave of Silis – Sea Elves share the Ring Isles with High Elven refugees from the west.

O Wood Elven Enclave of Lyril – The xenophobic Wood Elves of Lyril patrol the sylvan Whisperwood.

Dwarven Settlements P Ruins of Dardum – Razed by Beastfolk and haunted by Undead, Dardum was the greatest Dwarven city.

Q Black Mountains – The icy peaks of the Black Mountains serve as the home for many Dwarven clans.

R City of Hammer’s Din – Located in a fissure carved by the Great Falls, Hammer’s Din trades with Tostig.

Emirates of the Sandfolk S Desert of Ur-Quabad – The burning sands of Ur-Quabad are thinly populated by nomadic camel riders.

T City of Quabad – The Holy City of Quabad is the seat of the most exalted Emir of all Emirs.

U City of Bin-Kalad – The City of Bin-Kalad straddles the Holy River of Zis and borders the Swamp of Algu.

Demihuman Settlements V Ash Wood – The mysterious Ash Wood is the home of Orcs, Goblins and other unfriendly races.

W Jungles of the Kash’Ki – The Lesser Scalefolk dwell in their primeval jungle.

X Jungles of the Lash’Ki – The Greater Scalefolk share their primeval jungle with the reclusive Silent Ones.

Y Plateau of the Dash’Ki – The Eldritch Scalefolk are said to have once reigned from the plateau.

Z Fell Lands – The Beastfolk of the Fell Lands dwell between the two horns of the Black Mountains.

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TABLE OF CONTENTS

Map of the Continent of Dower --------------------------------------------------------------------------------------------2

Areas in Brief -----------------------------------------------------------------------------------------------------------------3

Table of Contents ------------------------------------------------------------------------------------------------------------4

The Campaign Map in Brief ------------------------------------------------------------------------------------------------5

Viceroyalty of Borelle --------------------------------------------------------------------------------------------5

Settlements of the Drumfolk ------------------------------------------------------------------------------------5

Map of Eastern Borelle -------------------------------------------------------------------------------------------6

Map of the Village of Helix -------------------------------------------------------------------------------------7

Freeholds of the Icefolk ------------------------------------------------------------------------------------------8

Centaur Settlements ----------------------------------------------------------------------------------------------8

Elven Settlements -------------------------------------------------------------------------------------------------8

Dwarven Settlements ---------------------------------------------------------------------------------------------9

Emirates of the Sandfolk -----------------------------------------------------------------------------------------9

Demihuman Settlements --------------------------------------------------------------------------------------- 10

Beyond the Campaign Map ---------------------------------------------------------------------------------------------- 11

The Eastern Reaches of Dower – The Green and the Silk Lands --------------------------------------- 11

The Western Continent of Nolia – The High Kingdom, the Freeholds, and Rillian ----------------- 11

The Netherworld ------------------------------------------------------------------------------------------------ 11

Religion in Brief ------------------------------------------------------------------------------------------------------------ 12

Religion Generally ---------------------------------------------------------------------------------------------- 12

The Divine Triangle – Universal Deities & Associated Cults ------------------------------------------- 12

The Church of Three Faces ------------------------------------------------------------------------------------ 12

The Lady of Changes ------------------------------------------------------------------------------------------- 12

The Lord of Radiance ------------------------------------------------------------------------------------------ 12

The Lord of Shadow -------------------------------------------------------------------------------------------- 12

Lesser Deities ---------------------------------------------------------------------------------------------------- 13

Nonhuman Deities ---------------------------------------------------------------------------------------------- 13

The Scaled One -------------------------------------------------------------------------------------------------- 13

Races in Brief --------------------------------------------------------------------------------------------------------------- 14

Beastfolk, Typical ----------------------------------------------------------------------------------------------- 14

Centaur ------------------------------------------------------------------------------------------------------------ 14

Dwarf -------------------------------------------------------------------------------------------------------------- 14

Dwarf, Deep ----------------------------------------------------------------------------------------------------- 14

Elf, High Elf ----------------------------------------------------------------------------------------------------- 14

Elf, Sea Elf ------------------------------------------------------------------------------------------------------- 14

Elf, Wood Elf ---------------------------------------------------------------------------------------------------- 14

Gnome ------------------------------------------------------------------------------------------------------------ 14

Goblin ------------------------------------------------------------------------------------------------------------- 15

Halfling ----------------------------------------------------------------------------------------------------------- 15

Human, Bloodfolk ----------------------------------------------------------------------------------------------- 15

Human, Drumfolk ----------------------------------------------------------------------------------------------- 15

Human, Icefolk -------------------------------------------------------------------------------------------------- 15

Human, Sandfolk ------------------------------------------------------------------------------------------------ 15

Human, Silkfolk ------------------------------------------------------------------------------------------------- 16

Human, Westfolk ----------------------------------------------------------------------------------------------- 16

Orc ----------------------------------------------------------------------------------------------------------------- 16

Scalefolk, Eldritch ---------------------------------------------------------------------------------------------- 16

Scalefolk, Greater ----------------------------------------------------------------------------------------------- 16

Scalefolk, Lesser ------------------------------------------------------------------------------------------------ 16

Silent Ones ------------------------------------------------------------------------------------------------------- 16

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THE CAMPAIGN MAP IN BRIEF

Viceroyalty of Borelle The Viceroyalty of Borelle composes the central portion of the campaign map, stretching from the western

coastline as far east as the Black Mountains, as far north as the southern third of the Whisperwood, and as far south

as the city of Threebridges on the River of Orphans.

Borelle is a sparsely populated feudal domain consisting of three Duchies (Malfette, Boehr, and Veargne)

and one Principality (Norris). Traditionally, the male heir of the High Kingdom of the western continent of Nolia

leaves the High Kingdom for Norris on his 9th

birthday and rules as Viceroy there (with the help of a royally

appointed regent until his 15th

birthday) until succeeding his father as High King and returning to Nolia. During

periods when there is no eligible Prince to serve as Viceroy, the position is held by whichever of the three Dukes is

most currently in favor with the King. In recent years this has usually been the Duke of Malfette. Many unpopular or

suspiciously ambitious Princes have died under mysterious circumstances during the period of their Viceroyalty, so

many in fact that receiving a death sentence is sometimes referred to as being “Crowned in Norris.”

Culturally and technologically, Borelle is very much like medieval Western Europe of the 12th

century.

Norris closely resembled Britain; Malfette closely resembles France or Spain; Boehr closely resemble Germany, and

Veargne closely resembles Sweden. Common people are quite rustic, and literacy is only common among the

nobility. Most commoners live and die without ever leaving the village of their birth. Travel between the scattered

communities is unusual and dangerous, and strangers are viewed with suspicion. Commoners revere merchants and

artisans, but often dread the attention of aristocrats whose actions seem to be above any law. It is said that in

Borelle, “Blood trumps both wit and sword.”

Settlements of the Drumfolk The southwest portion of the campaign map features dense, primordial jungles, thinly populated by tribal

Drumfolk and huge reptiles long extinct in more northern areas. Drumfolk settlements are relatively small, rarely

counting more than 100 individuals. Borders of tribal-controlled areas are fluid and erratic, and border skirmishes

are common. As one goes farther east, one finds fewer human settlements and larger populations of Lesser

Scalefolk, or Kash’Ki as they call themselves. The Drumfolk and the Kash’Ki are mutually unfriendly, but avoid

each other whenever possible. A de facto border between Drumfolk and Kash’Ki lands is marked by a fence of the

staked skulls of both races. Few communities of either race can be found within 20 miles of this “Fence of Skulls.”

The largest Drumfolk settlement is the town of Subai in the great Fangwood. No more than 200 individuals

permanently live in Subai, but that number can swell to 1000 during the infrequent gatherings of the Ubisi nation.

The Ubisi is the largest Drumfolk tribe, and the one most friendly with their Borellean neighbors. The Ubisi of Subai

trade with the town of Threebridges, and sometimes hire themselves out as laborers or mercenaries. Ubisi criminals

are sometimes sold to the people of Threebridges as slaves, and some slavers are not above kidnapping innocent

Ubisi citizens for the slave block as well.

Culturally and technologically, the Drumfolk resemble pre-industrial African tribal cultures, particularly

the Zulu or the Masai. The western Ubisi are the most civilized of the Drumfolk. As one goes farther east, the

Drumfolk tribes become more savage, with head-hunting and cannibalism not unknown. Drumfolk tribes sometimes

domesticate hyenas, and use zorses, sturdy horse-zebra hybrids, for mounts.

Drumfolk legends and scattered ruins point to an ancient Drumfolk civilization, highly advanced in culture

and technology. These ruins resemble those of Ancient Egypt. It is unknown when this civilization flourished, or

what brought about its decline.

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Eastern Borelle & the Duchy of Boehr A River Murmur N City of Tostig, Seat of Boehr B City of King's Hope, Seat of Malfette O Fortress of Hugo’s Hold C Village of Parl P Village of Helix

D Village of Blix Q Barrowmere Bog

E Fell Wash R Blasted Tower

F Croaking Bog S Ruin of Dead Town

G Duke’s Lodge T Ash Wood

H Dim Wood U Elven Grove

I Shunned Peak V Murmuring Stones

J Titan’s Fist W The Cleft

K Elven Lands X Black Mountains

L Whisperwood Y Dwarven Citadel of Hammer’s Din

M Tinny River Z Old Mines

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Village of Helix A Prancing Ferret Inn

(Landlord: Tully;

Wench: “Earful” Ruby;

Whore: “Ample” Annie)

B Lockhouse

(Sherriff: Oskar)

C Elegant House

(Jeweler: Knurly)

D Fountain

E Tidy House

(Owner: Festus)

F Smithy

(Smith: Festus)

G Cottage and Shed

(Furrier: Marda,

Trapper: Kaden)

H Cottage and Shed

(Vacant)

I Outer Bailey

(Guard: Thurik)

J Gate House

(Guard: “Stout” Wilhelm)

K Ballista Tower I

(Guard: Ametrine)

L West Tower

M Catapult Tower I

(Guard: Dom)

N Ballista Tower II

(Guard: Lynnis)

O East Tower

(Astrologer: Nym)

P Catapult Tower II

(Guard: Aethelvulf)

Q Stables

(Groom: Gnoggin)

R Kennels

(Keeper: Clovis the Plow)

S Well

T Rundown Shack

(Witch: Dezerah;

Witch: Yuba)

U Cemetery

(Gravedigger: Ugg;

Ratcatcher: Snuffles)

V Blackstone Fortress

(Lord: Boris;

(Lady: Yukio)

W Trebuchet

(Guard: Ismi)

X Shrine

(Priest: Gustav)

Y Market Stalls

Z Old Road

(Ten miles south to the

Barrowmaze;

30 miles east-northeast

to Tostig)

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Freeholds of the Icefolk The Freeholds of the Icefolk compose the northwest portion of the campaign map, stretching from the

western coastline as far east as the Black Mountains, and as far south as the northern third of the Whisperwood.

There is no established northern border, but settlements north of the Bonelands are rare due to the frigid weather.

The Freeholds are sparsely populated, with most settlements on the coastline or within the Griffinwood.

Not a nation proper, the Freeholds consist of hundreds of small Clans, each led by a Chieftain. Status as Chieftain is

not a hereditary position, and is usually decided by a bloodless duel or other physical competition. Clans

occasionally skirmish, but are generally relatively friendly, trading goods and exchanging children of marriageable

age. Ancient tradition dictates that any Chieftain can call the other Clans to his aid in times of war, but must give up

his position of authority after the temporary alliance is dissolved.

Culturally and technologically, the coastal Icefolk resemble Scandinavian Vikings of the 11th

century, while

those living inland more resemble Scots of the 13th

century. The inland Icefolk are notably more insular and

superstitious than their coastal brethren, and are more prone to inter-clan violence. Coastal Icefolk enjoy the

company of travelers, particularly those who share stories of their travels and homeland. Inland Icefolk are usually

unfriendly to outsiders, although not usually murderous. The Icefolk have a strong tradition of skalds to memorialize

their history as literacy is almost unknown. Icefolk rarely breed horses, but sometimes domesticate elk or caribou to

use as mounts and beasts of burden.

The Icefolk have no concept of social class distinctions, and individuals rise to positions within their

community solely based upon their merits. Individuals with valuable skills are revered, as are powerful warriors,

wise elders, and women of child-bearing age. There is a strong division between the roles of men and women,

although the roles have a relatively equal status. An individual who wishes to assume a role foreign to their gender,

may simply declare themselves to be of the other gender thereafter. Such a declaration is quite unusual, but in the

legendary past several women have become Clan Chieftains by declaring themselves men and proving themselves

more fit than their male rivals. Similarly, some men have declared themselves women to assume role of Clan Healer.

Centaur Settlements The area of the campaign map just west of the Black Mountains and just north of the Whisperwood is a

vast expanse of rolling hills and flatlands dominated by scrub. The weather is cold, and the winds from the mountain

side are particularly brutal. Wolves, wild horses, and birds of prey are common. Humans shun this region, but

nomadic clans of Centaurs eke out a rough existence there. Calling their rugged steppes the Briarheath, the Centaurs,

or “Blended Ones” as they call themselves, have little contact with other races, but are generally quite friendly.

Centaurs are a nomadic race and have no permanent settlements. They wander the Briarheath in small clans

rarely numbering more than 20, carrying all their possessions and their heavy tents with them. They are great

shepherds, but their flocks are small by human standards. Culturally, Centaurs resemble Scots of the 13th

century,

but they have little use for technology, largely shunning masonry, metalworking and carpentry. What possessions

they require, they prefer to acquire via trade. They tend to dress lightly, even in the coldest of weather. They carry

few weapons, but can use spears and bows to great effect when the need arises.

Due to their nomadic lifestyle, most centaurs have no use for books or literacy, but all have a great respect

for scholars and storytellers. Strangers who approach them with good intentions are afforded hospitality in exchange

for news of the outside world, stories, or songs. They are the only race to maintain friendly relations with the Wood

Elves of Lyril in the Whisperwood, with whom they sometimes trade for food in particularly harsh winters.

Elven Settlements In the area described by the campaign map, Elves are isolated to two communities. Sea Elves and High

Elves share the enclave of Silis in the Ring Isles west of Frothing Bay, while Wood Elves of the enclave of Lyril

jealously patrol the northeastern half of the Whisperwood.

The Sea Elves of Silis have resided on the coral isles of Lyril since before the first men migrated from the

western continent of Nolia. They are a peaceful folk, more at home in the ocean than on land. Historically, they have

taken little interest in the goings on of terrestrial folk, always fleeing into the waves in times of trouble. They are

very shy, and avoid contact with outsiders whenever possible. They do sometimes trade pearls with passing ships.

Recent arrivals to Lyril are High Elven refugees from Nolia. Fifteen years ago the High Elven Queen of

Rillian succumbed to madness after a reign of over 4000 years. Certain noble families of the High Elven court were

targeted for imprisonment or execution, seemingly at random. Civil war erupted, and refugees from disfavored

families have steadily fled east to Silis ever since.

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The High Elven refugees are a sad people, haunted by the knowledge of the civil war in their homeland,

and deprived of the great art and tradition of their ancient civilization. They are on fair terms with the humans of

Borelle, but their reserved nature and haughty personalities make their alliances temporary at best.

The Wood Elves of Lyril are a xenophobic race who jealously guard the sylvan glades of the

Whisperwood. They have resided there for thousands of years, but originated in Rillian. In ancient times some

mysterious feud with the High Elves of Rillian lead to their exodus. They now spurn contact with outsiders, except

for occasional trade with the Centaurs of the Briarheath.

Culturally and technologically, Elves are very Tolkienesque. Sea Elves rarely work metal, but make

effective tools and weapons out of coral and shell. High Elves are expert swordsmen, while Wood Elves are

renowned for their archery. Sea Elves prefer light nets, tridents and blowguns.

Dwarven Settlements In the area described by the campaign map, Dwarves can be found primarily in the rugged peaks of the

Black Mountains of the northeast. Dwarven history states that Dwarves have resided in those mountains for

thousands of years after originally migrating there by way of endless underground caverns from an unknown land to

the east. Legends state that the Dwarves originally entered those caverns to escape a terrible plague and didn’t

emerge into the light of day for more than three generations.

The Dwarves named the place where they first emerged from the endless dark as Dardum – “Darkness

Ends” – and built a great city where those caverns opened onto the surface. Their city built, the Dwarves of Dardum

explored the surface world for decades, eventually encountering vast hordes of Beastfolk in the Fell Lands. The

Dwarves skirmished with the Beastfolk of the Fell Lands for centuries. Eventually, however, a great army of

Beastfolk, larger than any horde ever before seen, overwhelmed Dardum. The city was abandoned, and its empty

halls now house only particularly bold Beastfolk and the dead.

The Dwarves were dispersed throughout the Black Mountains, forming many small Delves. The most

familiar of these Delves to humans is the City of Hammer’s Din. A great waterfall – the Great Falls – cuts a huge

cataract in the southern face of the Black Mountains. Behind that waterfall, Anvil’s Den is built into a huge shelf in

the cliff face. From there the Dwarves trade their wares with the Borelleans of nearby Tostig. It is said that more

expertly crafted arms are forged every day in Hammer’s Din than in the rest of the world combined.

Culturally and technologically, Dwarves are very Tolkienesque. They are great craftsmen, particularly

skilled in masonry and smithing. They constantly forge new weapons, adding to an ancient cache. Legends state that

one day a Dwarven hero will arise from the east, leading an army sufficiently large to wield all those cached

weapons and retake Dardum.

A very small number of Dwarves experiment with steam and clockwork-powered automatons, gadgets, and

weapons. These Steamtinkers are considered eccentric by other Dwarves, and as certifiable lunatics by nearly

everyone else. Nonetheless, their devices are as impressive as they are unreliable.

Emirates of the Sandfolk The area of the campaign map flanking the River of Orphans composes the Emirates of the Sandfolk, a

desert-dwelling race reminiscent of Arabic cultures of the 11th

century. The borders of the Emirates are defined by

the area of the Desert of Ur-Quabad. Ur-Quabad - “The Sacred Sands” - is a treacherous land where brutal heat and

unpredictable sandstorms keep the population sparse, mobile and tough. There are few permanent settlements, as

most Sandfolk are nomadic Bedouins. Those permanent settlements that do exist, however, are remarkable examples

of learning, architecture, and sophisticated civilization.

While the land is generally called the Emirates, that name is somewhat misleading. Most of the area of Ur-

Quabad is entirely unpopulated, and those Emirs that do exist claim only a fraction of the populated areas. Most

Sandfolk live nomadic lives, paying little heed to political organizations larger than their own tribe. All do, however,

pay at least lip service to the Great Emir of Quabad. It is this esteemed individual, the Emir of all Emirs who claims

the entirety of Ur-Quabad as his own. The Sandfolk are distrustful of outsiders, and many of the nomadic tribes can

be downright belligerent. They have a great tradition of hospitality, however, and will exchange food and shelter for

gracious words or petty gifts given with proper ceremony. The exchange of gifts is an important cultural

phenomenon, and most Sandfolk carry small tokens to exchange with persons who might cross their path. Sandfolk

consider Ur-Quabad the holiest of lands, and are loathe to leave their rugged desert due to ancient taboo. Individual

clans have additional taboos, while a taboo against touching unclean animals – including horses – is nearly

universal. Camels are used for transport, as are axe-beaks, large flightless birds that vaguely resemble emus.

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Ur-Quabad features two cities of note. The smaller of these, Quabad, is revered by the Sandfolk as holy. It

is here that their great prophets assembled in ancient days to write down the wisdom of the gods. Scholars from

across the world visit Quabad, to commune with the local philosophers, to browse the wisdom of the Great Library,

or to seek the ear of the Emir of all Emirs.

Quabad is famous for the River of Orphans which it flanks. Traditionally, orphaned children who have no

one to provide for them are cast into the river. This horrific tradition is less cruel than it might sound, as a quick

death by drowning is considered preferable to a lingering death of hunger and disease.

The larger city, Bin-Kalad, features beautiful hanging gardens and lush fountains. Relatively few persons

live there, however, as the city is essentially a tomb. All Sandfolk who die an honorable death are entombed there if

at all possible, and funerary caravans arrive weekly. Tombs are sealed for 50 years, after which they are opened and

any remains are cast into the Holy River of Zis by the itinerant priests. Bin-Kalad’s priesthood considers

hippopotami to be the vessels of the gods and severely punishes anyone who harms the great sacred beasts of the

nearby Swamp of Algu, even in self-defense.

Demihuman Settlements The northeast corner of the campaign map consists of barren tundra and trackless wastes of ice. The only

shelter of any kind is to be found in the Fell Lands flanking the two great horns of the Black Mountains. There,

hundreds of Beastfolk (diverse humanoids with the heads and general appearance of animals) tribes eke out a harsh

existence by hunting and raiding. These tribes frequently harass the Dwarven settlements of the Black Mountains,

and sometimes cross the mountains into human lands as well. These raids become more frequent during the winter,

when caribou become more difficult to find.

Since the fall of the Dwarven citadel of Dardum, Beastfolk have controlled the vast series of caverns

beneath the northern Black Mountains. They do not patrol those caverns regularly, but they often retreat to them

when harassed by a daunting foe or to avoid the worst of the seasonal snows. Some Beastfolk do dwell permanently

in the ruins of Dardum, but even they are afraid of the undead “things” that dwell in the unvisited lower halls. Most

dislike the caverns, complaining of “unwholesome scents,” and prefer to take shelter in the many glacial caves of the

higher elevations.

Beastfolk are primitive, savage, superstitious and clannish. They are fierce warriors, and surprisingly good

weaponsmiths. They despise labor, however, and prefer to capture needed items rather than manufacture them. They

keep slaves, but are very cruel masters, and often murder their slaves for food or sport. The biology of Beastfolk is a

mystery, as the children of parents resembling the same animal will sometimes resemble a different animal

altogether. Most clans are homogenous, however.

The southern reaches of the campaign map feature dense primordial jungle. While the western expanses of

the jungle are controlled by Drumfolk tribes, the eastern reaches are unknown to humans. There reptilian humanoids

dwell, and struggle for survival among great, prehistoric beasts. As one goes farther east, one passes first through the

territory of the Kash’Ki (Lesser Scalefolk), then the territory of the Lash’Ki (Greater Scalefolk), until finally

encountering a great plateau rising from the jungle. Legends state that from the plateau, a race of large, winged

reptilian humanoids, the Dash’Ki (Eldritch Scalefolk), ruled the land before the coming of mammals. Ancient ruins

dot the plateau, but they are virtually inaccessible to terrestrial races. The Lash’Ki claim they are the descendents of

the Dash’Ki, and further claim the Kash’Ki are their degenerate cousins. The Kash’Ki seem entirely ignorant of their

history, but hold the Lash’Ki in superstitious awe nonetheless.

Technologically, the Kash’Ki and Lash’Ki generally resemble the Drumfolk, but their draconic heritage

makes them culturally inscrutable to humans. They seem cold, dispassionate, and unpredictable. They do have a

distinct culture, resembling that of the Aztecs of the 15th

century, but that culture is closed off from human contact.

The Lash’Ki share their lands with a reclusive race called the Silent Ones. Very little is known about these

tall, four-armed humanoids. They seem to have a culture not unlike the Drumfolk, but they avoid strangers. They do

not seem particularly hostile, however. The Silent Ones are difficult to communicate with, as they are incapable of

vocal speech, instead using a complex sign language. Some sages speculate that the Silent Ones are the degenerate

descendants of the great civilization the ruins of which ruins dot the southern jungles.

Technically part of Borelle, but completely untamed, the Ash Wood is the home of Orcs, Goblins, and

other unfriendly races. Most keep to themselves. The dread Blue Orcs are an exception, as they are well-organized,

disciplined, and a constant threat to nearby villages. The Blue Orcs are notoriously fearless, as the blue dye they use

to decorate their skin both numbs pain and also produces a mild euphoria. It is rumored they are provided the dye by

a human witch who serves as their queen. Even without the hostile inhabitants, the Ash Wood is a dangerous place.

Heavy winds sometimes cause the trees to shed a narcotic powder, resembling ash.

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BEYOND THE CAMPAIGN MAP

The Eastern Reaches of Dower – The Green and the Silk Lands The campaign map composes the western third of the continent of Dower. East of the mapped portion is a

vast expanse of sparely-settled forest, dotted with the ruins of antiquity. This area, almost completely unexplored, is

known as “The Green” by the Bloodfolk – crimson-skinned humans of obscure origins – who reside there, slowly

rebuilding the crumbling ruins they claim to have constructed in ages past.

East of “The Green” the continent ends in an exotic coast of fjords and small islands. These nearly mythical

lands are generally known as the “Silk Lands.” Technologically and culturally, the population of the “Silk Lands” –

the Silk Folk - resemble the people of medieval Japan of the 12th

century. The distance from Borelle on the west

coast of Dower to Asujeh, capital of the “Silk Lands,” is estimated at 6000 miles. Due to the vast distances involved,

there is very little contact between westerners and the Silk Folk.

The Western Continent of Nolia – The High Kingdom, Daerica, the Freeholds, and Rillian Far to the west of the campaign map lies the continent of Nolia. Nolia is a more settled and civilized place

than Dower. Essentially, Nolia is to Dower as colonial Europe was to the Americas. Nolia features four notable

nations: The High Kingdom, The City States of Daerica, The Freeholds of the Ice Folk, and the High Elven

Kingdom of Rillian.

The High Kingdom is a human country, encompassing most of Nolia. The culture of the High Kingdom

resembles that of 12th

century Europe (particularly Britain, France, Spain, Germany, and Sweden). Some members

of the aristocracy still cling to older traditions, not unlike those still practiced in Daerica. The High King (currently

Martin VIII of the House of Trent) is the most powerful political leader in the world. He has three children: his heir,

Martin IX (a boy of 10), Martina (a maid of 14), and Edward the Fair (a bastard of 25 years). Martin IX is currently

the Prince of Borelle in Dower, ruling through his viceroy, Hugo, the Duke of Malfette.

To the Southeast of Nolia proper is an archipelago of small islands, collectively known as Daerica. Daerica

consists of more than a dozen small city states, tenuously allied with each other for mutual defense, but frequently

troubled by mercantile rivalry, political intrigue, or even small-scale military conflict. The triremes of Daerica

constitute a powerful navy, albeit one with limited range. The culture of Daerica resembles that of ancient Greece of

8000 BC, complete with philosophers, togas, and meddling demigods. Humans dominate Daerica, and nonhumans

may find the xenophobic and hidebound Daericans poor hosts.

The Northern reaches of Nolia, beyond the walled borders of the High Kingdom, are the home of a hearty

race of men who call themselves the Icefolk. Not a true nation, the Freeholds are a collection of small Clans who

owe allegiance only to their fellows and their Jarl. Culturally and technologically, the coastal Icefolk resemble

Scandinavian Vikings of the 11th

century, while those living inland more resemble Scots of the 13th

century. The

inland Icefolk are notably more insular and superstitious than their coastal brethren, and are more prone to inter-clan

violence. Coastal Icefolk enjoy the company of travelers, particularly those who share stories of their travels and

homeland. Inland Icefolk are usually unfriendly to outsiders, although not usually murderous. The Icefolk have a

strong tradition of skalds to memorialize their history as literacy is almost unknown.

The central forests of Nolia are old beyond imagining. Within them is the ancient High Elven Kingdom of

Rillian. Rillian has been a haven for artists and scholars for thousands of years. The Elves, although fearsome in

war, have always embraced peace and beauty, largely ignoring their human neighbors. Fifteen years ago, however,

the High Elven Queen of Rillian, Andalia the Sorrowborn, succumbed to madness after a reign of over 4000 years.

Certain noble families of the High Elven court were targeted for imprisonment or execution, seemingly at random.

Civil war broke out, and refugees from disfavored families have steadily fled east to the continent of Dower ever

since. The Elven Court is now a dangerous place where madness and intrigue rule. Rumors persist that Andalia is

considering war against King Martin IX, a man she openly calls a “usurping whelp.”

The Netherworld

During their ancient underground pilgrimage the Dwarves explored endless caverns before emerging in the

Black Mountains, and in their wandering they discovered things they would like to forget. Dwarven sages speculate

that the entire world is honeycombed with such caverns, and that most are connected to form a nearly infinite

labyrinth. Beastfolk and Deep Dwarves are known to dwell in these caverns, but no one knows what odd creatures

or mysteries can be found in the deepest abysses.

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RELIGION IN BRIEF

Religion Generally Unlike some fantasy worlds where different races and cultures recognize and worship different pantheons

of divine beings, in this campaign all races recognize three primal gods – the Divine Triangle. The three deities– the

Lady of Changes, the Lord of Radiance, and the Lord of Shadow – are generally worshipped collectively by a

universal institution - the Church of Three Faces. Many individuals favor one deity over the others, but most will

also pray to whichever deity is most appropriate in a given circumstance. Worshippers pray to the Lady of Changes

and Lord of Radiance in the hope of receiving blessings, while prayers to the Lord of Shadow are usually made to

placate the cruel deity and avoid his wrath. Some notable cults do revere one deity as superior to the other two.

The Divine Triangle - Universal Deities & Associated Cults

The Church of Three Faces Portfolio: The totality of creation The Voices of the Three

(Alignment: LN)

Symbol: Triangle; Weapon: Sling

A monastic order which strives for balance, directing an intolerant Inquisition.

The Hands of the Three

(Alignment: N)

Symbol: Sword; Weapon: Greatsword

Self-styled knights who travel the land, investigating rumors of miracles.

The Lady of Changes Portfolio: The moon, the sea, the seasons, fertility, traits and weather The Wild Hunt

(Alignment: CE, CN)

Symbol: Moon; Weapon: Spear

Rustic hunters and witches who relish in bloody frenzy at the full moon.

The Sisterhood of the Hearth

(Alignment: CG)

Symbol: Cornucopia; Weapon: Flail

Humble healers who believe in family and community above all things.

The Order of Wind and Tide

(Alignment: N)

Symbol: Seashell; Weapon: Trident

Oracles who interpret the will of their Lady by observing the weather.

The Lord of Radiance Portfolio: The sun, healing, craftwork, charity, justice and art The Knights of St. Ygg

(Alignment: LG)

Symbol: Sun; Weapon: Heavy Mace

Chivalric knights who wander the land, fighting evil wherever they find it.

The Kindly Ones

(Alignment: CG)

Symbol: Caduceus; Weapon: Grapple

A monastic order which adopts orphans, and provides healing to those in need.

The Order of the Quill

(Alignment: NG)

Symbol: Quill; Weapon: Quarterstaff

Cloistered scholars and hermits who survive only by the charity of others.

The Lord of Shadow Portfolio: The stars, cruelty, tyranny, greed, jealousy and disease The Conspiracy of Tyrants

(Alignment: LE)

Symbol: Gauntleted Fist; Weapon: Gauntlet

A secret cult of nobles who conspire to consolidate power and eliminate rivals.

The League of Lepers

(Alignment: CE)

Symbol: Rat; Weapon: Dagger (Poisoned)

Mad beggars and lepers who randomly spread disease and wickedness.

The Red Hand

(Alignment: NE)

Symbol: Scythe; Weapon: Scythe

Bloodthirsty murderers who commit atrocities in the name of their dark god.

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Lesser Deities At one time or another, the Lady of Changes has taken both the Lord of Radiance and the Lord of Shadow

into her bed, producing an untold number of children of demigod status. These children often gather local cults to

them, but none are known widely or worshipped extensively. The one great exception was Nergal, Lord of the

Underworld, who rivaled his dread father in ages past. Nergal is now thought to be dead, deposed and murdered by

his own evil sons (borne by some forgotten succubus): Orcus and Set, rival usurpers of their father’s evil, shadowy

domain, and mastery over undeath.

The Lady sometimes dallies with Fey creatures as well, producing divine children that are effectively

demigods in their own right. These “Primal Gods” are rarely known outside of their sylvan homes, although one, the

Horned Lord, is spoken of in hushed tones by rustic folk virtually everywhere. His priests – the Horned Ones – are

particularly bloody.

A more benign example is Dromm, the Lord of Storms, the most prominent child of the Lady of Changes

and the Lord of Radiance. Worshipped by remote clans of Icefolk, Dwarves, and Giants, Dromm is an earthy deity.

When not focused on the weather, he visits his followers, sharing their mead, bedding their women, and challenging

their champions to bouts of wrestling and other feats of strength. He enjoys displays of strength and martial prowess,

and is particularly venerated by warriors and berserkers.

Acolytes of Orcus

(Alignment: CE)

Symbol: Goat Skull & Pentagram; Weapon: Goat Skull-Shaped Mace

Insane priests who seek to end all life in favor of the undead.

Necromancers of Set

(Alignment: CE)

Symbol: Jackal-Headed Humanoid or Human Skull; Weapon: Quarterstaff

Degenerate wizards who use the undead as weapons of conquest and terror.

Heralds of the Horned One

(Alignment: CN)

Symbol: Horned Stag; Weapon: Spear

A cult of murderous Beastmen with a taste for slaughter.

Children of the Storm Lord

(Alignment: CG)

Symbol: Hammer or Lightning Bolt; Weapon: Warhammer

An earthy cult which delights in revelry, sport, and displays of strength.

Nonhuman Deities The Divine Triangle is recognized by all known races, with each race casting the gods in their own images.

While some individuals choose not to worship the universal gods, they are a tiny minority. Most wicked races

worship the Lord of Shadow, considering the other gods weak and foolish. Small cults may also worship Orcus, Set,

or various infernal creatures such as demon princes, but these perverse groups are small and isolated. Demon

worshippers are despised by virtually everyone. Even the Lord of Shadows reviles these cults, as he is a jealous god.

The Scaled One Religious scholars have found some evidence that in the distant past a fourth god was worshipped

alongside the Divine Triangle. This enigmatic entity has been lost to history, with only its name “The Scaled One”

and its symbol – a three clawed hand – mentioned in the most obscure of texts. If the Scaled One is worshipped in

the modern world at all, its cult must be very secret, very small, or very isolated.

Servants of the Scaled Lord

(Alignment: Unknown)

Symbol: Three Clawed Hand; Weapon: Unknown

Scalefolk who adhere to their ancient religion.

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RACES IN BRIEF

Beastfolk, Typical Beastfolk are a vicious race of humanoids with animal features. Although they vary considerably, most

Beastfolk resemble hairy humans with the heads of animals. Beastfolk are primitive, savage, superstitious and

clannish. They are fierce warriors, and surprisingly good weaponsmiths. They despise labor, however, and prefer to

capture needed items rather than manufacture them. They keep slaves, but are very cruel masters, and often murder

their slaves for food or sport. The biology of Beastfolk is a mystery, as the children of parents resembling the same

animal will sometimes resemble a different animal altogether. Most clans are homogenous, however. Most hail from

the Fell Lands beyond the Black Mountains.

Centaur Centaurs, or “Blended Ones”, are a race with horse bodies and humanoid torsos. Most hail from the icy

Steppes of Briarheath. They are a nomadic race and have no permanent settlements. They travel in small clans rarely

numbering more than 20, carrying all their possessions and their heavy tents with them. They are great shepherds,

but their flocks are small by human standards. Culturally, Centaurs resemble Scots of the 13th

century, but they have

little use for technology, largely shunning masonry, metalworking and carpentry. What possessions they require,

they prefer to acquire via trade. They tend to dress lightly, even in the coldest of weather. They carry few weapons,

but can use spears and bows to great effect when the need arises.

Dwarf Dwarves are a long-lived race of stocky, taciturn humanoids that generally live underground and are known

for their skills in stonemasonry and metalworking. Most hail from the Black Mountains. Dwarves who prefer to live

in cities carved into the sides of mountains are known as Mountain Dwarves, while those who live elsewhere are

known as Hill Dwarves. There is essentially no difference between the two groups, although Mountain Dwarves

tend to be more isolated from other races.

Dwarf, Deep Deep Dwarves are a cultural offshoot of the Dwarven race. They resemble other Dwarves, but their skin is

often very pale, and their hair tends to gray or white. Deep Dwarves are the descendants of Dwarves who never

emerged from their ancient subterranean wandering. Some were exiles from their fellows, some came to prefer the

darkness of the netherworld, and some simply lost their way. Deep Dwarves hate light, and all those that dwell on

the surface. They prefer to be left alone, but they violently deal with those who linger in their caverns too long.

Elf, High Elf High Elves are an immortal race of slender humanoids with delicate features and pointed ears. They tend to

be quite attractive by human standards. Most hail from the forest Kingdom of Rillian, although many have become

exiles due to the madness of their queen. High Elves are known for their haughty demeanor, their love of beauty,

their emotional isolation, and their skill with magic.

Elf, Sea Elf Sea Elves are an immortal race of slender humanoids with delicate features, pointed ears, and small gills.

Their skin or hair sometimes has a blue or green tint. They live on islands, reefs, and in coral cities beneath the sea.

Most hail from the Enclave of Silis. They are known for their love of beauty and freedom. They are less magical

than High Elves, and far more delicate.

Elf, Wood Elf Wood Elves are an immortal race of slender humanoids with delicate features and pointed ears. Most hail

from the forest Enclave of Lyril, and few ever leave the boundaries of the Whisperwood. Wood Elves are generally

unfriendly to outsiders, although they prefer warnings over violence. They are less magical than High Elves, but

more robust and emotional. They are renowned for their woodcraft.

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Gnome Gnomes are race of Fey-touched humanoids of small stature, more magical than Dwarves, and more

adventurous than Halflings. Gnomes are rare in Rillian, and almost unknown in Dower. Physically, they resemble

Dwarves, but are somewhat less muscular. They tend to have unusually large noses. Very rarely, a Gnome child is

born with a slighter frame, and more magical disposition. These “Faen Gnomes” grow butterfly wings as they

mature.

Goblin Goblins, or Lesser Orcs, are small humanoids with a savage disposition, animalistic features, and reddish

eyes. They have a hatred for all other creatures, seeing them as nothing more than prey. They are cowards, however,

and prefer overwhelming odds or sneak attacks. Most hail from the Ash Wood.

Halfling Halflings are a diminutive race of cheerful, rustic humanoids who prefer a life of comfort over the perils of

adventure. Fond of food and drink, they tend to be somewhat plump, although their girth doesn’t seem to diminish

their renowned agility and stealth. Halflings are rare in Rillian, and are almost unknown in Dower.

Human, Bloodfolk The Bloodfolk are an obscure race of humans with dark hair and crimson skin. Their origins are quite obscure,

as they collectively suffer from cultural amnesia. Some few recall that they are refugees from the past, having

chosen to travel forward in time to avoid some unnamed catastrophe. The same spell that enabled their trip through

time, however, also robbed them of most of their memories and culture. They now attempt to rebuild the ruins that

dot “The Green” – ruins they vaguely recall peopling in a mostly forgotten past. The Bloodfolk speak Bloodspeach,

a language unknown to other races, and seemingly unrelated to any modern tongue. It seems to have once had a

written component, but not even the most erudite scholar among the Bloodfolk can decipher the inscriptions found

among their ancestral ruins.

Human, Drumfolk The Drumfolk resemble pre-industrial African tribal cultures, particularly the Zulu or the Masai. The western

Ubisi are the most civilized of the Drumfolk. As one goes farther east, the Drumfolk tribes become more savage,

with head-hunting and cannibalism not unknown. Drumfolk tribes sometimes domesticate hyenas, and use zorses,

sturdy horse-zebra hybrids, for mounts. The Drumfolk speak Drumspeach, a language conveyable by drum.

Human, Icefolk The Icefolk resemble Scandinavian Vikings of the 11

th century or Scots of the 13

th century. Most hail from

the frigid northern lands west of the Black Mountains, with most settlements clustering near the coast. The inland

Icefolk are notably more insular and superstitious than their coastal brethren, and are more prone to inter-clan

violence. Coastal Icefolk enjoy the company of travelers, particularly those who share stories of their travels and

homeland. Inland Icefolk are usually unfriendly to outsiders, although not usually murderous. The Icefolk have a

strong tradition of skalds to memorialize their history as literacy is almost unknown. Icefolk rarely breed horses, but

sometimes domesticate elk or caribou to use as mounts and beasts of burden. The Icefolk speak Icespeach.

Human, Sandfolk The Sandfolk resemble medieval Arabs or Bedouins. Most Sandfolk live nomadic lives, paying little heed

to political organizations larger than their own tribe. All do, however, pay at least lip service to the Great Emir of

Quabad. The Sandfolk are distrustful of outsiders, and many of the nomadic tribes can be downright belligerent.

They have a great tradition of hospitality, however, and will exchange food and shelter for gracious words or petty

gifts given with proper ceremony. The exchange of gifts is an important cultural phenomenon, and most Sandfolk

carry small tokens to exchange with persons who might cross their path. Most hail from Ur-Quabad, and consider it

the holiest of lands. Few leave their rugged desert due to ancient taboo. Individual clans have additional taboos,

while a taboo against touching unclean animals – including horses – is nearly universal. Camels are used for

transport, as are axe-beaks, large flightless birds that vaguely resemble emus. The Sandfolk speak Sandspeach.

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Human, Silkfolk The Silkfolk resemble the people of medieval Japan of the 12

th century. They hail from the “Silk Lands”,

an exotic coast of fjords and small islands that compose the eastern terminus of Dower. The Silkfolk speak

Silkspeach.

Human, Westfolk Humans who hail from the continent of Nolia, or whose ancestors did, are known as Westfolk. The citizens

of Borelle largely fall into this category. Culturally and technologically, those Westfolk who can trace their origin to

the High Kingdom resemble medieval Western Europeans of the 12th

century, particularly the inhabitants of Britain,

France, Spain, Germany, or Sweden. Those from Daerica resemble the people of ancient Greece (8000 BC) instead.

Common people are quite rustic, and literacy is only common among the nobility. Most commoners live and die

without ever leaving the village of their birth. Daericans are particularly xenophobic and hidebound. Because of

their isolation, the Westfolk are extremely capable and self-sufficient individuals. The Westfolk speak Westspeach,

although the Daerican dialect – Classical Westspeach – is quite distinct, with many antique words and phrases.

Orc Orcs are muscular humanoids with a savage disposition, animalistic features, and reddish eyes. They have a

hatred for all other creatures, seeing them as nothing more than prey. They love combat, and fight with berserker

fury. Most hail from the Ash Wood.

Scalefolk, Eldritch In pre-history the Eldritch Scalefolk, or the Dash’Ki as they called themselves, ruled the world from their

great plateau in the southern jungles. They were a race of large, winged reptilian humanoids. They were powerful

alchemists and sorcerers with a talent for mentally controlling the huge reptiles that roamed the jungles. Their race

mysteriously and abruptly declined long before other races arrived in Dower. It is possible some Dash’Ki survive to

this day on their inaccessible plateau. The Gash’Ki and Lash’Ki are likely surviving descendants of a servitor race

that worshipped the Dash’Ki as gods.

Scalefolk, Greater Greater Scalefolk, or the Gash’Ki as they call themselves, are reptilian humanoids. Most are lizard-like,

although some are more serpentine. They are unfriendly or hostile to outsiders, and their dispassionate demeanor is

inscrutable to most other races. Their culture is reminiscent of the Aztecs of the 15th

century.

Scalefolk, Lesser Lesser Scalefolk, or the Lash’Ki as they call themselves, are reptilian humanoids. They are smaller and

more savage than the Gash’Ki, and seem to be a degenerate form of that race. Most are lizard-like, although some

are more serpentine. They are unfriendly or hostile to outsiders, and their dispassionate demeanor is inscrutable to

most other races. They have no culture to speak of, but do ally themselves into tribes led by the strongest individual.

Silent Ones The Silent Ones are a mysterious race of 4-armed humanoids who revere peace and contemplation. They

are extremely spiritual and spend much of their time in meditation. Their culture is a mystery to humans, although

their mode of dress is not unlike that of the Drumfolk. They have no oral orifice at all, and therefore cannot vocalize

or incant. They receive their nutrition by absorbing liquid foods through large pores in the palms of their extra

hands. The Silent Ones communicate with a form of sign language called Silentspeach. They can learn to understand

vocal languages but find them crude and uncouth. They cannot vocalize.