The Atlas of Evindale

Countries, local histories, travel, notable figures, and lore.

Work in progress, updated 22 February 2019

Aigle

Kingdom of Aigle

Pronunciation: ay-JHEEL
Capital: Itul
Ruler: Queen Sietske of House Jageris
Languages Spoken:  Aigelan, Talan
Primary Races: Human, halfing, dwarf

Amsträd

City-State of Amsträd, aka The Dark Island, Magic’s Haven

Pronunciation: am-STRAHD
Capitals: Geletvok, Strachia, Tussen
Ruler: The Serilean Cabal, comprised of Lyria Valdesti, Neseris ri Svae, Kartrum Tal, Devon Siroth, Drisel of the Horizon, Therik, Samu Deui, Kri’zan Wildstalker, Sa’jai Iterus 
Languages Spoken: Amsträde dialect of Mütvian
Primary Races:  No primary race

Courfe

Kingdom of Courfe

Pronunciation:  KOOR-fah
Capital:  Doreu
Ruler: King Perise of House Theian
Languages Spoken:  Courfen dialect of Aigelan, Talan
Primary Races: Human, dwarf, elf

Cultrek

Eternal Imperial State of Cultrek

Pronunciation: KULL-trek
Capital: Cultrek City
Ruler:  Exalted Emperor Namlausmak
Languages Spoken:  Asklen dialect of Ivirian, Ivirian
Primary Races: Human, dwarf, tirfolk

Deleran

Wiseate of Deleran

Pronunciation: WHEE-zah-tay, DEL-uh-rahn
Capital:  Wyth Thri’il
Ruler: Wisate Council
Languages Spoken: Elven
Primary Races: Elf

Stats: Thrilia Dax, Capital City

NG Small City

Corruption 0; Crime 0; Economy +2; Law +2; Lore* +4; Society +5
Qualities  Animal Polyglot, Magically Attuned, Racially Intolerant (human), Strategic Location
Danger 5

*Add Lore modifier to Handle Animal checks

Demographics

Government Utopian Experiment
Population 6,200 (4,960 elves; 1000 half-elves; 240 other)
Notable NPCs

Wisate Council (NG elves wizards 5)

Marketplace

Base value 5,200 gp; Purchase Limit 31,250 gp; Spellcasting 9th level
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Dra’anan

Godstate of Dra’anan

Pronunciation: DRAH-AH-non
Capital:  Krillia Dax
Ruler: Thrii Dreel, The Great Lich
Languages Spoken:  Dravarese, a distant dialect of Draconic
Primary Races: Sadrath’il (elf), rech, human, orc

Lore: The Land of Scorched Earth

Dra’anan is a land of scorched earth, a nation known for its cruelty.  With neighboring nations like the elven lands of Deleran and the august kingdom of Ivari, Dra’anan has managed to stay within its boundaries though rumors of the Dranir (those from Dra’anan) preparing for war in secret locations where scrying cannot penetrate have begun to circulate to the surrounding areas.

Given Dra’anan has the negative reputation of being the killers of the last dragons, their might precedes them.  They have no qualms with eradicating anything.  Truly, Dra’anan is a land of an oppressed people with dead earth under their feet.  Others outside of Dra’anan cannot begin to fathom how they feed themselves so stories of cannibalism and other horrors surround the land.

No fence nor wall prevents anyone from walking in to the country, only border patrols that kill any they don’t recognize keep the security.  Its citizens are all conscripted to the country’s military, everyone serves for life and often ends their life in its service.

Dra’anan wasn’t always so, of course.  It was once one half of the Wiseate of Deleran, the isolated elven nation where magic floats in the air and the fantastic is everyday occurrence.

It is said Inaralaal the Wise, an ancient elven magus from Delaran, journeyed to its eastern borders into the lush landscape known then as Lyr’ani, or Lands of Green.  He had done this for countless centuries as a retreat and in this particular year — though no one knows for sure, loremasters believe it was when Sythlia, the Goddess of Evindale, walked the earth freely and publicly — entered the mountains in the land’s north central region.

The mountains were rumored to be one of the last bastions of the ancient dragonkind, massive beings who could grow so large, their wingspan stretched across the borders of multiple countries.  Indeed, the Empire of the Spine is said to have been fashioned from the bones of but one dragon while the Gelehinde Sea between Cultrek and Mutvia was where one dragon had fallen and created a great depression in the ground, allowing the ocean’s waters to pour in.

Inaralaal is said to have found one dragon, a regal creature known only to the elves as Al’raxis, and spent centuries teaching one another their kind’s magics.  Inaralaal would one day return and release the magic into the lands of the western countries, creating all at once fantastic beings of incredible power, a land living with magic and a nation more powerful than ever.

Elves are wise, however.  With long lifespans, they understand that overtime power may corrupt over time and under the guidance of Inaralaal, the Wiseate of Deleran was formed, a council of ministers from all walks of life that were considered the wisest of their region.  Inaralaal was appointed the Wisest of All and tasked with guiding this new council to ensure the land remained uncorrupted.

Deleran would indeed prosper and become a powerful nation of natural magics.  The land and its people prospered but Al’raxis grew lonely once more without its friend Inaralaal with whom he had grown accustomed to sharing.

Inaralaal was not the only one with knowledge to share with or gain from dragons, however.  From the lands to the southeast came Vaurain, a relatively young but very experienced adventurer, one of Evindale’s first ever.  Many stories were written and told about him for countless generations of creatures from all over.  So much time has passed since the time of Vaurain that each species claims him as their own.

Vaurain had found a wondrous artifact from lands beyond the reach of most mortals and having heard of the endless wisdom of Al’raxis, he journeyed into the eastern lands of Deleran to seek out the dragon’s wisdom of how this object can be used for the betterment of all. Though it took many years, Vaurain eventually did find Al’raxis.  At first, the dragon was leery of this newcomer just as he had been with Inaralaal several centuries earlier.  But eager for companionship, Al’raxis agreed to speak with Vaurain about the artifact.

Many years passed and knowledge was shared.  Word of the artifact’s presence in eastern Deleran piqued the curiosity of the Wiseate and before long, Inaralaal journeyed once more to his old friend’s home.

When he arrived he found both Vaurain and the artifact were gone, that Al’raxis had already given the younger one the information he needed about the artifact.  Inaralaal asked what the artifact could do but Al’raxis would not answer.  Inaralaal where Vaurain and the artifact had gone, but Al’raxis would not answer.  Inaralaal asked where Vaurain had come from but again, Al’raxis would not answer.  All the dragon replied with was “For the betterment of all.”

Self-tasked with this same mission to protect all, Inaralaal and the Wiseate sought out Vaurain and the artifact but they lost his trail in the mountains of what would be Dra’anan.

The searched for him and asked of their barbarians neighbors to the east.  They said “No, we’ve not seen such a powerful being pass through here.”  They continued further into the lands of wolves and they said, “No, but if we did, we’d keep him as ours.”  They continued to the sands of the east and inquired of the dunes traders and they said, “No, but we have not seen such on our journeys.”  And so to the north and south, further east and west did the Wiseate search.  They never found Vaurain.

Now, though, the people of the world were informed of Vaurain’s powerful item so they sought its knowledge as well.  From all over they traveled to the eastern lands of Deleran, stumbling into the mountains in search of a dragon with answers.  Inaralaal and the Wiseate turned many of these people away from the lush lands but the more they turned away, the more came.  Neverending waves of people came, many of whom did not understand the precarious nature of the land he had helped create.  They carved new paths in the mountains to evade Inaralaal’s magical borders.  They dug under the land to escape the eyes of the Skywarders.  Inaralaal knew nothing could hold them back so he commanded the land to turn against the invaders.  The mountains rose and crushed the people, the rivers swelled and grew light so everything was drowned.  The earth erupted and dragged surface creatures under.

Al’raxis felt the earth soak up the blood of so many.  He looked down under his mighty paw and saw the ground turn rusty red.  He looked out and saw across all that the land and the people who had come to see him dying.
When the dragon took to flight, the sun was blocked out and darkness enshrouded the land.  He saw Inaralaal and his Wiseate sending legions of people to their death in the plains and fields, mountains and hills of the very land he swore to protect.  He asked the elf, “why have you done this?”  Inaralaal responded, “because they are destroying the land.”  The dragon looked around and saw the destruction the elf and his kind had caused.  “You must stop this at once,” he commanded.  But the elf continued to weave the magic of dragons to cause the land to heave up and swallow all unfit for Deleran.

Al’raxis knew what he must do.  He flew to the skies and summoned the power of the sun on the land itself.  As he dove back to the earth, the breathed out a gout of sunfire that no mortal — elf or not — could withstand.  The people no longer had a land to cross and were therefore safe but Inaralaal and the Wiseate were now nothing but ash and grease.  Deleran lost much of its power and the lands of the Dra’anan — “dead soil” in ancient Ivirial — remain scorched to this day.
Some say the power Al’raxis used came from the artifact the mighty Vaurain had brought him.  Others say Vaurain and the dragon became one, for no other story about him exists beyond this point in time.

The elves of Deleran recognized their leader’s folly and swore to never abuse magic again.  They would keep to their lands to the west, the lands of Deleran.  But out of fear of their own power, Deleran never ventured back into Dra’anan to restore the land to a healthy state and because it became a place of death, no one ever set foot on the lands of Al’raxis again.
More time had passed and as nature does, Dra’anan found life once more.  People who had been banished from their own homes for whatever reason found solace in the dead soil of Dra’anan and one by one, communities rose up.  Where they could, they fed off of unusual creatures and drank from unusual waters.  The land started to take on a life of its own.  Time had passed and massive cities sprang up in the mountains, finding underground rivers for their water supply.

The Present

From a terrible land rose a terrible power.  Called Thri’drill (“twice lived” in Ivirial), it tapped into the land’s memory of death and destruction.  Under its command, Dra’anan quickly rose in power until it became a nation unto itself.

Thri’drill sent emissaries to the leaders of surrounding nations, twisted beings whose forms were a mockery of their former race.  They delivered the message that Dra’anan would rise to power one day and claim all lands surrounding it.  They would say nothing more.

No one knows what this Thri’drill truly is or what it wants.  But the nation now prepares for a war unlike the world has ever seen.

The People

Dra’anan was said to be populated mostly by humans and elves in the early days and now we see humans with elven features and elves with human features but not quite the equal mix needed to create a half-elf.

Regardless of their lineage, though, most Dranir have darker flesh tones like that of the Talan but their elven lineage is pronounced with angular and chiseled features.

Another race is said to exist within Central Barrens of Dra’anan, the slave race of The Rech.  Misshapen in body and deformed in spirit, dull of wit but of hearty constitution, the Lords of the Dranir push them mercilessly onward as slaves in the construction of the Dranir cities, tunnels and more.

Others within Dra’anan come from all over, seeking refuge from their country’s laws.  Others still only have the hope of one day the land returning to its former glory.

Drak Kamor

Unknown Lands of Drak Kamor, The Land of Giants

Pronunciation: DRAHK KAH-moor
Capital: Unknown, if any
Ruler: Unknown
Languages Spoken:  Multiple variations of Old Draconic
Primary Races: Tirfolk, other humanoid races

Evin, Isle of

Eternal Lands of Spring, Home to the God Mother, Legendary Land of Afterdeath

Pronunciation: ay-VEEN, more commonly as EH-vin
Capital:  Unknown, if any
Ruler: Unknown, presumably Sythlia
Languages Spoken:  Unknown, none
Primary Races: No known living races

 

Location

West of Tunbria and south of Deleran lies the Isle of Evin, home to The First Mother Sythlia and according to legend, the souls of the dead.

History

Soon after The Great Consort was killed by the Iron Blade, Sythlia found herself no longer able to coexist in a land with Death.  Instead, she sequestered herself away (though some say banished) to this island of eternal life though no living mortal has ever set foot on the shores or flew above its lands.

Travel

Teleportation to or the scrying of the island has nearly always met with failure.  In most instances, the caster can expect disappointing results from absolutely nothing to exceedingly vague visions of grass or sand.

On rare occasions, however, casters have found themselves teleported to other planes, or worse, to the vacuum of space.  In many other attempts, scrying has been attempted.  In one notable instance, the gazer immediately died albeit with a look of wonder on their face.

Equally mysterious but much more common are the daring attempts by those brave enough to attempt broaching its shoreline.  Whether by sea, air, or foot, no living creature may pass beyond the laps of water on its shores.  A simple and rather unfortunate test of this is to watch any avian creature fly into its reaches only to fade into a cloud of dust.

Magical or psychic means of retrieving items (pebbles, etc.) on the island also similarly fail.

System:  % upon teleport or scrying or other effects:  1-98, no effect; 99-00 catastrophic failure

Oracles (optional)

Some oracles with the Curse of Clouded Vision claim they lost their sight after a bold attempt to touch the shores of the Isle.  Instead of death, they claim they were granted audience with none other than Sythlia herself and it is she who speaks to them.

Residents

There is no denying something or someone powerful resides on the island.  When viewed at night, faint lights can be seen moving deep in the interior of the jungles.  Whether these are wisps or motes of light from otherworldly beings, no one can say.

Aside from the infrequent appearance of oritel flowers near the shoreline–the rumored evidence of Sythlia’s recet passage—skeptics insist there is no evidence of the God Mother’s residence on the island.

The dead, however, claim something different.

The Afterdeath

The most persuading proponents of Sythlia’s existence are not the living, but those who have died and been resurrected.  Fully 50% of those who have come back tell a tale of being a single blade of grass in an infinite and lush field with rolling hills.  Immediately prior to their revival, the recall viewing the grass as the many of those who have passed before and each exist as something much larger than themselves.  Indeed, many have claimed a welcoming of unity with someone, something which replaced a need for individuality.

Others have envisioned themselves as drops of water or grains of sand who, in their memories as living individuals, learned to feel apart from that someone upon returning to life.

Note:  GMs and DMs are more than welcome to put their own spin on the afterlife, or if adventures continue on the Isle of Evin after mortal life has given the slip.

Lore

Whether in the Khaldra’khal Bazaar, the trade markets of Pundesh, or the Four Corners of Cultrek City, there have always been merchants who claim to be in possession of some artifact from the Isle of Evindale.

Only twice in known history has there been actual suspicion of the true nature of some items.

The Perpetual Oritel

Oritel flowers, when found, never last more than 36 hours before rotting hastily and turning to dust.  One oritel flower in the possession of the Serilean Cabal of Amsträd has lasted more than 120 years.  it was turned over to Drisel of the Horizon who heard of a ship’s cabin boy who touched upon shore and took it with no ill effects.

Blade of Evin

Not a weapon, but a single blade of grass claimed to be have been plucked from the shore of the Isle that carries with it miraculous powers of healing.  Any pure water poured over the Blade and drunk immediately thereafter may act as Restoration, Regeneration, Heal, or even True Resurrection/Raise Dead (5e) if poured on the lips of the dead.

The Blade is currently in the possession of the Office of the High Presbyter of Sythlia in Avar, Ivari.

Ivari

Grand Kingdom of Ivari, The First Nation

Pronunciation: ee-VAH-ree, colloquially as Iviria (EH-veer-ee-ah)
Capital: Avar 
Ruler:  The Eternal Kyrian Court, the Council of Revenants
Languages Spoken:  Ivirian
Primary Races: Human, elf, halfling, half-orc, gnome

Narrative: Avar, the Capital

A brilliant white sight that seemingly blended into the clouds above Whitehead Falls came into view as the trees of the Southern Road parted. Far above them, vast white round walls sat on either side of the falls, seemingly pressed into the rock of the mountain by some great force.

Their facades, polished stone bricks whose engineering was exact so as to present a single piece of architecture without seam, were only just shy of being flush with the vertical cliff upon which they were nestled. Huge open windows in which small trees were set allowed light and breeze to come into the North and South Under Quarters within the walls. Though not visible from the ground below, a full five stories of such windows existed, giving only a slight rumor of the true size of Avar.

The Southern Road wound its way up the mountainside and with each step the towering majesty of the city was revealed. Three full layers of these massive rounded walls sat atop the other, each one set back to mirror the leaning of the mountain and to reveal the expansive “decks” upon which only a minority of the walled city’s shops sat and yet full 20 score buildings sat on the main level.

Through it all, living water bisected the great city with ornate white stone bridges that crossed the wide chasm below, each of them certainly wide enough to allow traffic of four carriages wide.

The Southern Gate was no less decorative than its northern sister and were vast in size, a reminder of the contents and purpose of the city itself: an honoring to the first beings in Evindale: the goddess Sythlia and her daughter after which the country had been named: Iviria.

A great stone archway revealed Avar’s interior, an archway that once saw the magnificent statue of Evin pass beneath, a monument no less than 50′ tall and a base 30′ wide.

The Upper South Quarter sprawled out before them.

“To think,” Myril said, “this is one half of the main level and it’s a small bustling city in its own right.”

Her eyes, open and wide as they could be, scanned the buildings before her, tremendous constructions of wonderful simplicity that, while large for they housed a maximum of three floors of shops and boutiques, were dwarfed by the seemingly never-ending continuation of the city up. The middle layer rested lazily against the mountain and even then, only the tops of its huge walls — though smaller than that she first saw below — were level with the top. Only the upper layer, the Royal House, sat perched above the city proper and from its vantage point, Myril could only imagine the view of her Elven homeland far to the south. Seres grabbed her by the hand and walked toward the edge of the wall to peer down. The falls, mainly due to the construction of the stone around it, made only a hush of sound as it slipped over the edge. They couldn’t see the falls from where they were but instead only the massive cloud of mist at the bottom. The site was dizzying, perhaps more so than the city, a reminder that Nature trumps all. He shook his head to ground himself and darted between caravans and camels, horses and an endless stream of people to arrive in the main square of the Upper South Quarter. There it sat, a low, squat round building with one side raising a fin to cut the air, its center mirroring the bisection of the city by the river: the Distinel itself. Its size seemed small compared to what loomed above it to the east and what lay before it: the Great Plaza of Evindale, an expanse for public use where many a festival and faire had been held. The Plaza, like the Distinel and the City, was bisected by the river. So were all of the City’s creations. Again, a reminder that Nature overcomes all in time as well as the obvious: no one quarter could possibly claim the city’s greatest treasures.

Lakt Thel

Lands of Lakt Thel

Pronunciation: LAHKT THELL
Capital: Srakt Ungon
Ruler:  
Languages Spoken:  Laktihh
Primary Races: Tengu
 

Malech

Imperial Kingdom of Malech

Pronunciation: mah-LEKKH, colloquially as Mala (MAH-lah)
Capital: Mala’mahachmadad
Ruler:  Emperor Shar Relan
Languages Spoken:  Malan
Primary Races: Human, myrad’il (elf), dwarf, half-orc

Stats: Khadra'khal Bazaar

CN Small City
Corruption +3; Crime +4; Economy +5; Law -2; Lore +3; Society +4
Qualities Legendary Marketplace, Notorius, Prosperous, Strategic Location
Danger +15

Demographics

Government Autocracy
Population 5200 (3,100 humans; 1,300 Myrad’il; 800 other)
Notable NPCs

Magistrate Talbot (NG male human ex-paladin 5, cleric 9)

Marketplace

Base value 6800 gp (Black Market Connection: 13600 gp); Purchase Limit 20,000 gp; Spellcasting 7th level
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Locations: Kh'dian Alleys within the Bazaar

The Kh’dian Alleys

(KEH-dee’-an)

Formed by the convergence of the three main streets of Khadra’khal, this large triangular area with three entry points at the “corners” began as an open market before the Malan rogue adventurer Kh’dian Marach started the Bazaar’s first and only rogue’s guild with a tented tavern as the front to their meeting place.  Since then, the tents have been replaced by hard buildings with comparatively narrow alleys (10′-15′ wide) winding their way to any of the other businesses within the Alleys.
Kh’dian himself died about 175 years ago but the Alleys still bears his name.  His rogue’s guild, meanwhile, became a booming tavern (Nine Fools) and to this day remains a not-so secret meeting place for the thieves of Khadra’khal.
The Alleys caters to adventurers who pass through and know a little more about value than the commoner.  What is being sold is almost always used and rarely made by the person selling it; most of these goods are items brought back by other adventurers.  However only a few merchants will sell mundane items and most everything goes for actual value or less.  It’s not meant for those without gold, the Alleys is an adventurer’s haven and where many adventurers find their work.

Nine Fools

Once solely a front for the Khadra’khal Thieves Guild, the Nine Fools Pub is the hot spot of information about the outside world.  There’s no bar at Nine Fools, they consider that a waste of valuable space.  Instead you enter, pay your 2gp (they admit the price is high but so is the cost of “protection and service”), and sit at a table or against the wall on a pillowed floor.  A slave will immediately deliver a pitcher of wine, a bowl of bread and some cheese, enough for everyone in the party.  You can bring in outside food but no alcohol, that’s their business.  You must supply your own goblet.
A heavy canvas wall separates the main room from an area designated as the stage.  If you’re lucky, the wall will drop and entertainment will start which is guaranteed to be bizarre in the very least if Harik the Mage is hosting the show.  In which case, some rare and usually dignified creature will be forced to entertain.  Very rarely does anyone get hurt.  The next day, the creature is tossed in to one of the pits outside of the Alleys and if they can fight their way out, they are free to leave the Bazaar uncontested.

The Deh’nari

If Harij is not performing at the Nine Fools, the Deh’nari — unusually skilled dancers — may be provided as the entertainment.  If nothing else, they’re actually quite good and well taken care of though they do not receive any personal profit.  All of the Deh’nari are housed in a separate area of the Bazaar — the Ja’rim — but are able to come and go freely.  They are well-protected as a major source of revenue but may never leave the Bazaar itself owing to the glyph permanently branded on the inside of their left ankle.  Some wear it proudly and surround it with tattoos while others are ashamed of their enslaved state.  Nonetheless, the Deh’nari are considered a treasure of the Khadra’khal Bazaar and any abuse toward them is met with swift and often draconic punishment.

Mütvia

Principalities of Mütvia, “The Land of 1,000 Princes”

Pronunciation: MOOT-vee-ah
Capital: None, each principality is autonomous
Ruler: Dependent on local principality.  Larger principalities often dictate regional policies.
Languages Spoken:  Mütvian
Primary Races: Human, Slindar’il (elf), half-orc, halfling

History: The War That Created 1,000 Princes

Little can be said about the northern country of Mütvia without thoughts of creatures that go bump in the night. This is the stuff of legends where dark forests provide haven to all manners of creatures. The truth is that while the forest kingdoms do hide more secrets than are truly known, the real horror comes not from the woodland denizens but the masters that call Mutvia their home. Mutvia was not always filled with these creatures and their harsh princes.

The War that Created 1,000 Princes

In 3223, Stroikas Aken Arduuskjil held lands that comprised Mutvia’s eastern border with the Slindari Kingdom and extended west to the Gergi River, evenly dividing what the nation is today. Due to encroaching invasions from the Staabrian Hordes to the west, Stroika Drerai Endasoi’s duchy which lied west of the Gergi was weakened as the Hordes cut off trade supplies. Unable to fend off their attackers, Endasoi was forced to claim land directly south of Arduskjil’s reach toward the Cultrekian border, an area known as the Liratei Valley which had established trade routes from Cultrek to the east, in hopes to keep her people fed and supplied until they were able to amass an army to combat the invasion from the west. Historians and tacticians are mystified why Endasoi did not send a missive requesting assistance or even notification to her easterly neighbour, an action that resulted in the annihilation of both noble houses and the loss of 800 years of culture.

The Liratein War

Arduuskjil saw this as a precursor to war. Without warning on the eve of Sorya 28, 12m, 3223 IC, just one week after the first Endasoi settlers came to the valley, three regiments of Arduskjil’s forces surrounded and massacred those within. When news reached Endasoi’s ears, a missive was dispatched to Arduuskjil immediately whose response was to bolster border forces along with Gergi, A second missive was sent, the messenger’s ear returned and the war was started with all the nobles of southern Endasoi issuing a retaliatory strike against the Arduuskjil forces in the Liratein Valley. Knowing Arduuskjil would send forces across the river into northern Endasoi, the Stroika forced an eviction to the south. Notes from the era indicated Endasoi moved south to reinforce the Valley and then north straight to the Arduuskjil Ruling House which now lacked sufficient defenses against such a daring move. Stroikas Arduuskjil’s ears were removed and sent to his forces now well entrenched in the Endasoi lands, his hands sent to the south as a deterrant against further action and his head permanently displayed in the Valley. Endasoi’s victory was short-lived. The Staabrian forces moved east into the now mostly deserted lands of western Endasoi. The Stroika, already keen to Staabrian tactics, pierced the Horde defenses with a frontal assault and divided the the lesser trained barbaric warriors whose tactics were meant more for open land combat, not within the deep forests of Mutvia. While this created a flanking of her own troops, the moves were swift attacks with a burning of their own land as they moved north. Additional troops flanked the Horde in the north from the river while woodland fighters picked off stranglers. Rejoined in the Endasoi capital, the Stroika sent her troops south to remove the remaining Horde threat by using terrain to their advantage.

The Birth of Nightmares

Losses on all sides were significant. The Arduuskjil lands were broken, their troops decimated but their nobles, albeit landless, still existed. Endasoi, through her wildly aggressive tactics, lost 75% of her nobles: 56 of name, 124 minor nobles and 180 in total. The Staabrian forces were decimated and the attacks ceased. Though Endasoi had won the war, she lost her people’s lands. Without sufficient quantities of capable leaders, she went against the advice of her remaining advisors and invited the Arduuskjil nobles to rule their old lands under her reign. They readily agreed but one, Detrius Akenskjil, the son of the fallen king, had remained in disguise as a lesser noble in the meeting that would settle the terms. Endasoi invited them to Androisti, her Ruling House. Unwittingly outnumbered and surrounded, Detrius assassinated Endasoi and officially ended the war. The people of both countries, however, had already in many cases taken up arms and took over many of the old noble houses while they were either at war or elsewhere. Many nobles who returned were simply killed by their peasantry. The holds were kept by the most violent and draconian methods and for 125 years, blood were the rivers that flowed as these “new” nobles held on to their lands by any means. Detrius himself was crucified upside down by the peasants of Endasoi and left to die by the elements of Mutvia.

Today

Today, Mutvia has no central government but instead many principalities of varying sizes. It is said the land itself now protects the people for so much of their blood was spilled it caused the dead to rise once more. To attack someone else would leave your defenses vulnerable to the Voisti, or “land spirits”. This does not prevent all hostilities but it did create a sense of paranoia based in necessity of winning a battle: kill the leader of that land as quickly as possible and the battle is over. This leaves as many people still alive to defend against the nightmare creatures their wars created. No one truly knows the real reason why the undead, lycanthropes and more roam the lands so freely. No one has ever found proof the soil may cause the dead to rise. But it is said Detrius’ body disappeared and he now exists as master vampire somewhere deep in the forests of his old homeland.

The People

Between the lands of Mutvia and Staabri roam the nomadic descendants of both nations, the Drosti. Meanwhile, the majority of Mutvians claim no common heritage as the people have long since forgotten their ancestral lines. An ancient form of blood magic, however, has shown the lines of Endasoi and Arduuskjil still very much alive but in most cases mixed. Armed with this knowledge, some have taken claim of ancient lands in their forebearer’s name and the petty land wars arise once more under newly sewn banners. Of note, however, is that a new magic (aside from the rare blood magic) has cropped up in the most unlikely places. Devoid of somatic, verbal or even material components, it is said some of the inhabitants of Mutvia have the ability to warp reality with their minds alone.

Nudvríu

Kingdom of the Tribal States of Nudvríu

Pronunciation: noo-DVREE-oo
Capital: Nuvrrus
Ruler:  Council of Elders
Languages Spoken:  Nudvrium
Primary Races: Human, dwarf, tirfolk

The Spine (Krak Therik)

Empire of The Spine of the World

Pronunciation: SPĪN
Capital: Serish Tosh, Capital of the Underdeep Mountains
Ruler: King Thorigin of Grand House Kûros
Languages: Multiple dialects of Dwarven
Primary Races: Hillslider (dwarf), Spinewardens (dwarf)

Sta’abri

“Home of the People”; referred to as Hordes of Sta’abri by outsiders

Pronunciation: STAH-AH-bree
Capital:  Each tribal land has its own capital
Ruler: Cooperative Councils of the Sa’jai and Warlords
Languages: Multiple tribal dialects of Q’ladis (Sta’abrian)
Primary Races: Orc, half-orc, Sadrath’il (elf), human

Most of the denizens of Erinnal bend the land to their whim though agriculture, livestock and building.  Yet the tribal inhabitants of Sta’abri see the land as their mother and treat it thus with few exceptions.

Divided into totemic tribes and clans, they are collectively known as the Hordes of Sta’abri.  The Major tribes are easily comprised of a few thousand warriors, shamans and farming people many of whom migrate across their territory depending on the season.  Of these, the Black Feather and Winterwolf migrate the most while the Cinder Foots and Fire Birds migrate the least.

List of Tribes

Major Tribes

Black Feather

Cinder Foot

Dead Claw

Eagle Horse

Fire Bird (NG)

Iron Boar

River Elk

White Bison

Winterwolf

Minor Tribes

Black Fang

Blood Eye

Blood Hawk

Bronze Talon (NG)

Centaur

Ice Bear

Jade Fox

Red Hand

Scarred Hand

Sky Horse

Snow Leopard

Stag

White Feather

Wolverine

Wyvern Claw

Slindari

Empire of the Slindari

Pronunciation: SLEEN-dah-ree
Capital: Serix
Ruler: The Ashen Empress
Languages Spoken:  Slin dialect of Ancient Elven
Primary Races: Slindar’il (elf), Theran’il (elf), orc, half-orc, human, various humanoids

Sra Wathra

Island Kingdoms of Sra Wathra

Pronunciation: SRRAH wah-THRRAH
Capital: Roo-Thom (“The Reach”)
Ruler: Queen Kunith IV
Languages Spoken:  K’kli
Primary Races: Thiraf (Catfolk)

Southern Cultrek

Kingdom of Southern Cultrek

Pronunciation: KULL-trek
Capital: Takalla
Ruler: Kalif Tunris Alak II
Languages Spoken: Asklen dialect of Ivirian, Ivirian, Malan
Primary Races: Human, Myrad’il (elf), Hillslider (dwarf), Theran’il (elf)

Tala

Principality of Tala, Kingdom of Malech

Pronunciation: TAH-lah
Capital: Pundesh
Ruler: Prince Kadrash
Languages Spoken: Malan
Primary Races: Human, Myrad’il (elf), Hillslider (dwarf), Stonewarden (dwarf)

Stats: Pundesh, Capital City

LN Large City
Corruption +2; Crime +2; Economy +4; Law +2; Lore +3; Society 0
Qualities  Academic, Holy Site, Majestic, Strategic Location, Tourist Attraction
Danger +10

Demographics

Government Overlord
Population 23,000 (12,880 humans; 5,750 Myrad’il; 100 dwarves; 4270 other)
Notable NPCs

Magistrate Talbot (N male human ex-paladin 3, cleric 7)

Marketplace

Base value 10,400 gp; Purchase Limit 50,000 gp; Spellcasting 9th level
Minor Items 4d4; Medium Items 3d4; Major Items 2d4+1d8

Tunbria

Grand Archduchies of the High Empire of Tunbria

Pronunciation: TOON-bree-ah
Capital: Gerdulburg
Ruler: Empress Tastasia
Languages Spoken: Tunbrian, Mütvian (north)
Primary Races: Human