ORD RAKKIR

🏛️ Ah, the Fabled Gazetteer of Ord Rakkir!

(By Arlo the Somewhat Sober — third-rate minstrel, first-class complainer)

A tome so vast that even the gods themselves need a scroll bar.
It begins with an index of lands both cursed and unpronounceable —
a geography of tragedy, hubris, and half-finished HTML.

Truly, nothing says “ancient grandeur” like a table of links that only sort of work, depending on how you click.
A craptastic start, crowned by the absence of one vital feature:
a “Back to the Top (Before Madness Claims You)” button.

Yet here it stands — a campaign world that wants you to spill coffee on the map,
to argue about regional trade routes at 2 a.m.,
and to scrawl “Here Be Bastards” proudly across its borders.

Welcome to Ord Rakkir. You’ve been warned.

Ord Rakkir Gazetteer Index

Nations, Realms, & City-States (A → Z)

  • Barzai Nomads – Horse-riding human and gnoll raiders, mercenary light cavalry.

  • Brymedia – Aasimar kingdom of paladin-lords and celestial priesthood.

  • Darphia – Half-elf monarchy known for healing music.

  • Disnath – Dark, soot-covered industrial city ruled by merchant guilds.

  • Goblin Tribes – Confederation of goblins, bugbears, gnolls, ogres, ogre mages.

  • Gorthal – Half-ogre/human magocracy of five wizard colleges, slave-based economy.

  • Horse Tribes – Nomadic half-elf matriarchies, hostile to outsiders.

  • Ilbar – Half-elf/gnome magocracy, council of sages and dreamers.

  • Isle of Dreams – Magocracy of 42 ageless wizards, jade towers and slave farms.

  • Kherim – Satellite human city under WesterMarch, infamous for assassins.

  • Khoroth – Island plutocracy run by merchant princes and thieves’ guilds.

  • Klesh – Vast jungle/marshland ruled by serpentfolk and black dragon kin.

  • Mithral City, TrogBane, and DarkWall – Half-elf/elf empire of slave legions.

  • Naveria – Republic ruled by council and gladiatorial kingship.

  • North Guard – Fireblood dwarf kingdom trading with Flame.

  • Pirate Isles – Confederacy of corsairs under 13 legendary captains.

  • South Fort – Source of lotus-grain alcohol.

  • Stone Holm – Mountain dwarf kingdom trading with Mithral City.

  • Theocracy of Flame – Human/fire-genasi theocracy ruled by an efreeti.

  • Rothga – Human theocracy of Set, yuan-ti and naga influence.

  • Toronia – Half-elf/human magocracy famed for its wizard college.

  • Ull – Reptilian-dominated city of lake merchants and cult of Dagon.

  • Vale of Shadows – Elven land guarded by giant eagle riders and arcane archers.

  • WesterMarch – Half-orc/human monarchy with strong gladiatorial culture.

  • West Port – Trade hub, black galley shipwrights.

  • Xoltic – Desert underfolk kingdom of tunnels, lizards, and sahuagin raids.

  • Plains of Bast – Nomadic peolple that worship dire lions.

Geographic Features (A → Z)

Deserts

  • Burning Sands – Home to sand dragons and marruspawn.

  • Xoltic – Ruins swallowed by sand, sahuagin raids from the sea.

Forests & Woods

  • Bleak Wood – Dark forest of bugbears and forest giants.

  • Great Wood – Ancient, whispering forest of oaks and fey.

Jungles

  • Klesh – Tropical jungle and marshes, serpentfolk, black dragons.

  • Nis – Tropical serpentfolk jungles, ancient ruins, degenerate tribes.

Lakes & Seas

  • Green Lake – Aboleth cleric of Dagon, kuo-toa, and corrupted coastal villages.

  • Kessan Sea – Central inland sea, piracy, sea monsters, sahuagin cities.

  • Lake of Tears – Floating halfling reed-rafts and dire otters.

Mountains

  • North Guard – Fireblood dwarf kingdom, emeralds and copper mines.

  • Ogre Lands – Highlands with ogres, giants, and gnome miners.

  • Stone Holm – Mountain dwarf kingdom, rubies and silver mines.

Regional Appendix

  • Gorthal, WesterMarch, Kherim, West Port, South Fort, Theocracy of Rothga, Theocracy of Flame, Pirate Isles, Brymedia, Darphia, Naveria.

  • Vale of Shadows, North Guard, Stone Holm, Ogre Lands, Goblin Tribes, Horse Tribes, Ilbar.

  • Xoltic, Ull, Klesh, Nis, Deep Rainforest, Burning Sands.

  • Disnath, Isle of Dreams, Toronia, Mithral City/TrogBane/DarkWall, Bleak Wood, Great Wood.

  • Plains of Bast, Barzai Nomads, Green Lake.

WesterMarch

Realm of warrior kings and gladiators, where the roar of the crowd is the heartbeat of the state.

Capital: WesterMarch
Population: ~52,000 (30,000 humans, 18,000 half-orcs, 4,000 slaves of other races)
Government: Monarchy (warrior-kings chosen through trial and combat)
Religions: Gorum, Kord, Cayden Cailean
Alignment: Chaotic Neutral, Neutral, Chaotic Good
Languages: Common, Orc, Giant
Common Classes: Fighter, Barbarian, Bard, Cleric

Regional Arms & Armor: Gladius, shield; breastplate

• Regional Traits & Gear (for common classes):
   ○ Arena Veteran (Fighter/Barbarian) — +1 trait bonus on attack rolls made with weapons that have the Performance weapon quality
   ○ Additional Gear (all common classes) — A gladiator’s token (worth 3 gp).

WesterMarch is a land where the arena is the crucible of honor, power, and politics. Its kings are warriors first and monarchs second, chosen through contests of strength and endurance that prove their right to rule. Half-orcs thrive here, their might and ferocity admired rather than feared, while humans stand beside them as equals in the bloodied sands.

The culture of WesterMarch is steeped in martial tradition. Children grow up mimicking gladiatorial duels, and festivals revolve around tournaments that last for days. Nobility is less about birth and more about triumph, with gladiators rising to high office, or even the throne itself, if their victories inspire enough loyalty.

Adventurers from WesterMarch carry the fire of spectacle with them. They are fearless, eager to test themselves, and hungry for glory. Wherever they travel, the memory of the arena echoes in their stride, and they seek to prove—again and again—that they were forged in blood and applause.

Isle of Dreams

An island of jade towers and eternal sorcery, ruled by ageless wizards who bend reality to their whims.

Capital: None
Population: ~2,042 (42 human wizards, 1,000 humans, 1,000 others)
Government: Magocracy (council of 42 immortal wizards)
Religions: Nethys, Boccob, Pharasma
Alignment: Neutral, Lawful Neutral, Neutral Evil
Languages: Common, Draconic, Elven, Infernal
Common Classes: Wizard

Regional Arms & Armor: Dagger, quarterstaff; none

• Regional Traits & Gear (for common classes):
   ○ Tower-Bred Wizard (Wizard) — You gain a +1 trait bonus on Spellcraft checks.
   ○ Additional Gear (all common classes) — A slave-brand charm (worth 2 gp) made from a fragment of jade etched with runes.

The Isle of Dreams is ruled by 42 ageless wizards, everyone else is a slave or family member or both. There were 100 but over the centuries some have fallen prey to backstabbing rivals, adventurers, slave revolts, raiding half ogre bands, poison, insanity, or lost on other planes. This land is dotted by jade towers guarded by two stone golems on the outside and who knows what on the inside. Vast slave farms surround the jade towers of a dozen wizards who still deal with the outside world, twenty keep only a handful of personal slaves, 10 live alone with undead or constructs to serve them.

Each wizard has an artifact amulet that stops all aging, grants immunity to psionics, and causes the wearer to sleep 5 hours for every hour awake.

Adventurers from the Isle of Dreams are escaped slaves or disillusioned apprentices. Its libraries hold grimoires older than empires, and its rulers deal in secrets traded for lives. Those who depart carry strange scars and stranger powers, forever touched by the island’s tyranny of dreams.

Ilbar

Realm of sages and dreamers, where half-elves and gnomes weave magic through art, philosophy, and prophecy.

Capital: Ilbar
Population: ~34,000 (16,000 half-elves, 12,000 gnomes, 6,000 humans and others)
Government: Magocracy (council of sages)
Religions: Nethys, Desna, Irori
Alignment: Neutral, Chaotic Good, Neutral Good
Languages: Common, Elven, Gnome, Sylvan
Common Classes: Wizard, Bard, Oracle, Cleric

Regional Arms & Armor: Quarterstaff, shortsword; robes or padded armor

• Regional Traits & Gear (for common classes):
   ○ Dreamer (Oracle) — Once per day, after waking from sleep, you may roll twice on a Knowledge (arcana) or Knowledge (religion) check and take the better result.
   ○ Arcane Artisan (Wizard/Bard) — +1 trait bonus on Craft (jewelry, painting, or sculpture) checks, and one of these Crafts is always a class skill.
   ○ Additional Gear (all common classes) — A small book of aphorisms or dream-records (worth 5 gp).

Ilbar is a land of tranquil gardens, painted halls, and quiet libraries where philosophy and magic are pursued with equal devotion. Half-elves and gnomes blend their traditions into a society that prizes learning, artistry, and prophecy. Dreams are considered as valuable as logic, and the ruling council of sages often consults both visions and scholarship before rendering judgment.

The people of Ilbar are gentle by reputation but not naïve. Their illusions and enchantments conceal as much as they reveal, and the council’s defenses lie in misdirection, diplomacy, and a network of prophetic oracles who foresee threats before they arrive. Visitors often remark on the surreal beauty of its jade mosaics and shifting dream-gardens, which can leave outsiders unsettled as often as inspired.

Adventurers from Ilbar are guided by curiosity, visions, or the pursuit of art. Whether they are scholars seeking hidden truths or prophets haunted by troubling dreams, they bring a mix of creativity and insight to any company they join.

Vale of Shadows

Elven refuge of mist and mountain, guarded by giant eagles and warriors whose arrows strike like moonlight.

Capital: Eryndor
Population: ~29,000 (20,000 elves, 6,000 half-elves, 3,000 others)
Government: Council of elders and war-chiefs
Religions: Corellon Larethian, Sehanine Moonbow, Ehlonna
Alignment: Chaotic Good, Neutral Good, Neutral
Languages: Elven, Sylvan, Common, Auran
Common Classes: Ranger, Wizard, Druid, Fighter

Regional Arms & Armor: Longbow, longsword; elven chain

• Regional Traits & Gear (for common classes):
   ○ Moonlit Archer (Fighter/Wizard) — You gain a +1 trait bonus on attack rolls with longbows made at night.
   ○ Additional Gear (all common classes) — An eagle-feather charm (worth 3 gp) on a finely crafted bowstring.

The Vale of Shadows lies cradled between sheer peaks, veiled by mist and shadowed by evergreen forests. Its elven guardians are famed for their eagle-mounted patrols, soaring high above the clouds to watch for intruders, while their arcane archers keep vigil at the valley’s borders. Outsiders who stumble into the vale often never leave, their passage judged by arrows before words.

The elves live in harmony with the land, building dwellings in the cliffs and trees, where light and shadow mingle in haunting beauty. The giant eagles are not beasts but allies, revered as kin and guardians, their wings carrying messages and warriors across the mountains. Magic is woven into the vale’s defense, ensuring that even the boldest invader finds only confusion and peril.

Adventurers from the Vale of Shadows embody this mix of grace and vigilance. Some are eagle-riders carrying their people’s honor abroad, others are archers whose arrows never miss, and still others are wanderers drawn by the moonlit mystery of their homeland. Wherever they go, they carry the high silence and keen sight of the vale.

Horse Tribes

Nomadic matriarchies of the plains, half-elven riders who live and die by the bow and the herd.

Capital: None (wandering clans)
Population: ~36,000 (20,000 half-elves, 10,000 humans, 6,000 others)
Government: Matriarchal clan councils
Religions: Desna, Erastil, Gorum
Alignment: Chaotic Neutral, Neutral Good, Neutral
Languages: Common, Elven, Sylvan
Common Classes: Ranger, Druid, Barbarian, Fighter

Regional Arms & Armor: Composite longbow, lance; leather armor

• Regional Traits & Gear (for common classes):
   ○ Steppe Rider (Fighter/Barbarian) — You gain a +2 trait bonus on Ride checks, and Ride is always a class skill.
   ○ Sky Dreamer (Druid/Ranger) — Once per day, you may reroll a Handle Animal or Survival check; you must take the second result.
   ○ Additional Gear (all common classes) — A light riding horse, bow scabbard, and traveler’s garb.

Overview: The Horse Tribes roam the windswept plains in endless migration, their lives tied to their steeds and herds. Each clan is led by a matriarch, whose authority rests on her wisdom, prowess, and the blessings of the spirits. Men fight as warriors or serve as herders, but women command in council and battle alike.

They are famed as horse-archers, their composite bows raining arrows from a distance before closing in with lances. Outsiders who trespass upon their lands find themselves swiftly surrounded, harassed, and driven off—or slain and stripped for spoils. Yet the tribes are not without honor: guest-right is sacred, and alliances may be forged with those who respect their ways.

Their shamans and druids commune with sky and steppe, guiding migrations and blessing foals. Desna’s stars, Erastil’s hearth, and Gorum’s bloodlust all find worship here, reflected in the balance of wanderlust, kinship, and war. Adventurers from the Horse Tribes often leave on quests of vision or vengeance, bringing with them the unmatched skill of the saddle and bow.

Kessan Sea

Storm-lashed inland sea of piracy and monsters, where black galleys prowl and sahuagin cities brood beneath the waves.

Capital: None (dotted with ports and pirate havens)
Population: ~61,000 (28,000 humans, 12,000 half-elves, 8,000 sahuagin, 6,000 dwarves, 7,000 others)
Government: None (fragmented between pirate captains, city-states, and sahuagin rulers)
Religions: Besmara, Dagon, Norgorber, sea-spirits
Alignment: Chaotic Neutral, Chaotic Evil, Neutral
Languages: Common, Aquan, Elven, Sahuagin
Common Classes: Rogue, Fighter, Bard, Sorcerer

Regional Arms & Armor: Cutlass, crossbow; studded leather

• Regional Traits & Gear (for common classes):
   ○ Sea Reaver (Rogue/Fighter) — You gain a +1 trait bonus on attack rolls when fighting aboard a ship.
   ○ Storm-Singer (Bard/Sorcerer) — Once per day, you may reroll a failed Profession (sailor) check.
   ○ Additional Gear (all common classes) — A pirate’s kit: coil of rope, grappling hook, flask of rum, and dice set (worth 5 gp).

The Kessan Sea dominates the central of Ord Rakkir, a vast expanse of restless waters linking ports and empires alike. Its storms are legendary, its tides treacherous, and its monsters all too real. Sahuagin empires thrive in drowned cities below, waging eternal war with surface sailors, while above the waves pirates and corsairs clash with merchant fleets.

The sea is a highway for trade and a graveyard for the unwary. Its waters are thick with black galleys from West Port, corsairs from the Pirate Isles, and warships from rival states. Rumors speak of krakens, ghost ships, and islands that rise and vanish with the tide. Every captain has a tale of the Kessan’s hungers.

Adventurers from the Kessan Sea are salt-soaked wanderers, mercenaries, and raiders who thrive on risk. Whether born to piracy, cursed by shipwreck, or sworn to protect merchant fleets, they embody the chaos of waters that will never truly be tamed.

Xoltic

Buried kingdom of tunnels and scales, where desert underfolk dwell in darkness and fight off endless raids from the sea.

Capital: Xoltic (subterranean)
Population: ~31,000 (20,000 underfolk, 6,000 lizardfolk, 3,000 mongrelfolk, 2,000 skulks)
Government: Clan councils beneath the earth
Religions: Rovagug, Dagon, elemental earth cults
Alignment: Neutral Evil, Chaotic Neutral, Neutral
Languages: Terran, Aquan, Common, Undercommon
Common Classes: Ranger, Sorcerer, Cleric, Fighter

Regional Arms & Armor: Spear, short sword; scale mail

• Regional Traits & Gear (for common classes):
   ○ Tunnel Hunter (Ranger/Fighter) — You gain a +1 trait bonus on Perception checks underground.
   ○ Desert Survivor (Sorcerer/Cleric) — Once per day, you may gain resist 5 fire or cold for 1 minute as a free action.
   ○ Additional Gear (all common classes) — A desert waterskin (worth 2 gp) and a carved obsidian knife.

Xoltic lies beneath the burning desert, this kingdom once had many prosperous cities but now all that remain are subterranean mazes of twisting passages beneath the sand, its people carving warrens and halls beneath dunes. Some of these tunnels are home to the descendants of the kingdoms slaves. They raise rats and fungi for food and light, they also tame giant lizards and snakes and brew magical potions for export. Deeper tunnels are rumored to connect to underground kingdoms and creatures not used to the light of day.

Attempts to resettle or build upon coastal or river side ruins are short lived with all traces of the settlers dragged into the sea on the first moonless night by fierce bands of sahuagin.

The city’s subterranean markets bustle with strange trade: carved obsidian, salt crystals, and lizards bred for meat and burden. Above ground lie ruined towers half buried in sand, whispered relics of a lost empire. The underfolk treat them as watchposts, useful until they vanish beneath the desert.

Adventurers from Xoltic emerge scarred by their realm’s brutal survival. Many are warriors who honed their skills in claustrophobic tunnels, clerics who whisper to the earth itself, or sorcerers with bloodlines infused by desert heat. In all, they carry the resilience of those who have endured the crushing weight of sand and shadow.

Goblin Tribes

Savage confederation of outcasts and monsters, where strength and cunning bind uneasy allies.

Capital: None (scattered tribes and strongholds)
Population: ~14,000 (10,000 goblins, 1,200 bugbears, 1,000 gnolls, 800 ogres, 500 hobgoblins, 400 others, 100 ogre magi)
Government: Tribal confederation of warlords
Religions: Lamashtu, Rovagug, Maglubiyet
Alignment: Chaotic Evil, Neutral Evil, Chaotic Neutral
Languages: Goblin, Gnoll, Giant, Common
Common Classes: Barbarian, Ranger, Rogue, Sorcerer

Regional Arms & Armor: Spear, shortbow; hide armor

• Regional Traits & Gear (for common classes):
   ○ Tribal Skirmisher (Rogue) — +1 trait bonus on Stealth checks in natural terrain.
   ○ Savage Hunter (Ranger) — +1 trait bonus on attack rolls against animals or humanoids.
   ○ Brutal Raider (Barbarian) — +1 trait bonus on Intimidate checks.
   ○ Additional Gear (all common classes) — A crude fetished totem or charm (worth 1 cp) and a bone-handled dagger.

The Goblin Tribes are a chaotic patchwork of goblins, bugbears, gnolls, ogres, and stranger kin, bound together by bloodlust, opportunism, and sheer survival. No single leader holds sway; alliances shift as often as raids are launched. Warlords rise through cruelty and conquest, only to be cast down by rivals in bloody endless succession.

The tribes are pragmatic in their brutality. Ogres lend muscle, gnolls hunt and scavenge, bugbears stalk and ambush, and goblins swarm with reckless fury. Ogre magi and shamans whisper dark counsel, shaping tribal destiny in the names of Lamashtu and Rovagug.

To civilized neighbors, the Goblin Tribes are a constant menace, raiding villages, burning caravans, and enslaving the weak. Yet adventurers sometimes emerge from their ranks: rogues who flee cruel chiefs, hunters seeking greater prey, or warlords ambitious enough to carve a name beyond the wastes.

Khoroth

Isle of intrigue and shadow, where merchant princes and thieves’ guilds weave fortunes from gold and betrayal alike.

Capital: Khoroth City
Population: ~35,000 (20,000 humans, 7,000 half-elves, 5,000 halflings, 3,000 others)
Government: Plutocracy of merchant princes
Religions: Abadar, Norgorber, Calistria
Alignment: Neutral, Neutral Evil, Chaotic Neutral
Languages: Common, Elven, Halfling, Infernal
Common Classes: Rogue, Bard, Cleric, Fighter

Regional Arms & Armor: Rapier, dagger; leather armor

• Regional Traits & Gear (for common classes):
   ○ Guild Enforcer (Fighter/Rogue) — You gain a +1 trait bonus on Intimidate checks.
   ○ Golden Tongue (Bard/Cleric) — Once per day, you may reroll a failed Diplomacy check.
   ○ Additional Gear (all common classes) — A signet of a thieves’ guild or merchant house (worth 5 gp).

Khoroth is an island of masks, markets, and midnight bargains. Its harbors glitter with merchant galleys, but behind every gilded coin lies a dagger waiting in the dark. The merchant princes rule not through crowns but through wealth, their influence bought and sold like any other commodity. Beneath them, thieves’ guilds hold the true pulse of the city, ensuring no fortune is gained without shadowed cost.

The streets of Khoroth are a labyrinth of stalls, taverns, and secret doors. Smugglers thrive on its docks, courtesans and spies trade whispers and pussy for gold, and mercenaries find endless work guarding one coin lord’s hoard against another’s schemes. Here, every promise has a price, and every alliance is temporary.

Adventurers from Khoroth are steeped in this culture of intrigue. Rogues and bards walk comfortably in the shadows, clerics of trickster gods find ready converts, and fighters sharpen their blades for the next contract. Wherever they go, the lessons of Khoroth follow: trust no one, and let wealth and wit be your weapons.

Troglodyte Kingdoms

(“Here Be Dragons”)

Labyrinthine caverns where troglodyte tribes bow to dragon overlords, their stench and savagery matched only by the terror of their masters.

Capital: None (scattered caverns beneath the mountains)
Population: ~40,000 (30,000 troglodytes, 5,000 lizardfolk, 4,000 kobolds, 1,000 others)
Government: Tribal chieftains under dragon tyrants
Religions: Tiamat, Lamashtu, elemental dragon cults
Alignment: Chaotic Evil, Neutral Evil
Languages: Draconic, Undercommon, Common
Common Classes: Barbarian, Sorcerer, Fighter, Cleric

Regional Arms & Armor: Stone axe, spear; hide or bone armor

• Regional Traits & Gear (for common classes):
   ○ Dragon’s Servant (Cleric/Sorcerer) — +1 on saving throws against fear.
   ○ Cave Stalker (Fighter/Barbarian) — +1 trait bonus on Stealth checks made underground.
   ○ Additional Gear (all common classes) — A carved dragon fang talisman (worth 4 gp) and a pouch of cave moss rations.

Beneath the mountains stretch the endless caverns of the Troglodyte Kingdoms, realms of darkness, filth, and scales. Here, savage tribes of troglodytes swarm in the service of dragons, their rulers and gods. These dragons—red, black, or green—demand tribute in flesh and gold, and their minions obey with slavish zeal.

The air is rank with the reek of troglodyte warrens, while subterranean rivers glisten with strange fungi and lurking horrors. Lizardfolk and kobolds cling to the fringes, surviving by alliance or subjugation. To outsiders, this underworld is a nightmare maze, where every tunnel may lead to a dragon’s lair or an ambush by cannibal tribes.

Adventurers from the Troglodyte Kingdoms are rare, often outcasts, slaves who escaped their dragon overlords, or half-mad cultists seeking to spread draconic dominion above ground. Whatever their path, they carry with them the brutal lessons of life under the shadow of dragons.

Ull

Lake-born city of reptilian merchants and drowned cults, where Dagon’s name is whispered in every ripple.

Capital: Ull
Population: ~27,000 (14,000 lizardfolk, 7,000 humans, 3,000 serpentfolk, 3,000 others)
Government: Merchant councils under priesthood influence
Religions: Dagon, Set, local water-spirits
Alignment: Neutral Evil, Chaotic Evil, Neutral
Languages: Draconic, Aquan, Common, Akko
Common Classes: Cleric, Sorcerer, Rogue, Ranger

Regional Arms & Armor: Trident, net; scale mail

• Regional Traits & Gear (for common classes):
   ○ Dagon’s Blessing (Cleric/Sorcerer) — Once per day, you may breathe water for 1 minute as if under a spell effect.
   ○ Lake Raider (Rogue/Ranger) — You gain a +2 trait bonus on Swim checks, and Swim is always a class skill for you.
   ○ Additional Gear (all common classes) — A net weighted with lead beads (worth 5 gp) and a carved idol of a tentacled god.

Ull is a city raised half from the waters of its great lake and half from the swamp-choked shores that surround it. Lizardfolk dominate its councils of trade, bargaining with caravans and rivercraft alike, but the true power lies with the cults of Dagon. Beneath its piers and reed-shrouded shrines, sacrifices vanish into the depths, where whispers promise gifts in exchange for blood.

Merchants thrive here, dealing in fish, pearls, and strange swamp-brews, yet all commerce is shadowed by the cult. Outsiders are tolerated, even welcomed, so long as they enrich Ull—but many vanish after too long in the city, dragged down by scaled hands to feed the lake. Yuan-ti priests slither in back chambers, weaving serpentine agendas into Dagon’s watery dominion.

Adventurers from Ull often carry the mark of the deep: cold eyes, damp skin, or a whispering voice that comes in dreams. Whether willing cultists or uneasy outcasts, they bear with them the shadows of the lake and the ever-hungry gaze of Father Dagon.

Pirate Isles

Scattered haven of corsairs and cutthroats, ruled by no king but the sea and the strongest captain afloat.

Capital: None (thirteen pirate strongholds)
Population: ~41,000 (25,000 humans, 6,000 half-orcs, 5,000 half-elves, 5,000 others)
Government: Confederacy of thirteen pirate captains
Religions: Besmara, Norgorber, Gorum
Alignment: Chaotic Neutral, Chaotic Evil, Neutral
Languages: Common, Orc, Elven, Aquan
Common Classes: Rogue, Fighter, Bard, Ranger

Regional Arms & Armor: Cutlass, crossbow; studded leather

• Regional Traits & Gear (for common classes):
   ○ Sea Raider (Rogue/Fighter) — +1 trait bonus on Profession (sailor) checks.
   ○ Deck Duelist (Bard) — +1 trait bonus on Acrobatics checks when aboard a ship.
   ○ Additional Gear (all common classes) — A dagger with a sharkskin grip and a purse of 1d6 gp in ill-gotten coin.

The Pirate Isles are surrounding jagged rocks and reefs, hidden harbors shelter a confederacy of corsairs. Thirteen legendary captains rule from their strongholds, bound by tenuous oaths of alliance and rivalry in equal measure. When they muster together, fleets of black sails blot the horizon; when they quarrel, the seas run red with brother’s blood.

The isles thrive on plunder, smuggling, and raiding coastal towns. Law exists only in the articles of each crew, enforced by the captain’s cutlass. To outsiders, the Pirate Isles are a menace; to those desperate or bold enough to join, they offer freedom unmatched by any kingdom.

Adventurers from the Pirate Isles are born of salt and steel, skilled sailors and fearless raiders. Some are loyal to a captain’s banner, others strike out alone, but all carry the swagger of those who live by the sea and die by it.

Stone Holm

Mountain mines of ruby and silver, where dwarves trade their treasures near and far.

Capital: Stone Holm
Population: ~42,000 (38,000 mountain dwarves, 2,000 gnomes, 2,000 others)
Government: Monarchy (King under the Mines)
Religions: Torag, Moradin, Abadar
Alignment: Lawful Good, Lawful Neutral, Neutral
Languages: Dwarven, Gnome, Common
Common Classes: Fighter, Cleric, Paladin, Ranger

Regional Arms & Armor: Waraxe, crossbow; chainmail

• Regional Traits & Gear (for common classes):
   ○ Ruby-forged (Fighter/Cleric) — +1 trait bonus on saving throws against fear.
   ○ Silver-Eyed (Paladin/Ranger) — You gain a +2 trait bonus on Appraise checks involving gems or precious metals.
   ○ Additional Gear (all common classes) — A silver ingot (worth 5 gp).

Stone Holm rises high in the mountain ranges, its halls echoing with the ring of hammers and the chants of miners. Vast ruby veins and silver seams fuel its prosperity, traded in gleaming caravans to neighboring realms. Dwarves of Stone Holm take great pride in their craft, their word, and their endurance in the face of hardship.

The kingdom maintains close bonds with Mithral City, exchanging arms and ore for protection and alliance, though never surrendering its independence. Its legions are clad in chainmail and wield axes and crossbows, marching with unshakable discipline to defend their mines and mountain passes.

Adventurers from Stone Holm carry the strength and stubbornness of the peaks. Whether warriors sworn to protect their kin, clerics hammering out justice, or wanderers seeking fortune, they embody the unyielding will of the mountain.

North Guard

Dwarven kingdom where fire runs in the veins of smiths and warriors alike.

Capital: Emberfast
Population: ~38,000 (34,000 fireblood dwarves, 2,000 humans, 2,000 others)
Government: Monarchy (High King under the Mountain)
Religions: Torag, Moradin, Surtur
Alignment: Lawful Neutral, Lawful Good, Neutral
Languages: Dwarven, Ignan, Common
Common Classes: Fighter, Cleric, Wizard, Paladin

Regional Arms & Armor: Warhammer, battleaxe; scale mail

• Regional Traits & Gear (for common classes):
   ○ Forge-Blooded (Cleric/Fighter) — You gain Fire Resistance 1.
   ○ Molten Scholar (Wizard) — Once per day, you may treat a fire spell as though it had +1 caster level.
   ○ Additional Gear (all common classes) — A small ingot of copper or emerald ore (worth 5 gp).

North Guard is a realm of fireblood dwarves, a people said to carry ember in their hearts and sparks in their breath. Their halls are carved deep into volcanic mountains, where forges thunder day and night, turning veins of copper and emerald into works of enduring craft. Traders from distant realms come seeking their wares—armors hardened in flame, gems infused with elemental glow, and weapons meant to last lifetimes.

The kingdom is disciplined and resilient, its warriors clad in scale mail and its clerics bearing the hammers of Torag. Fire magic suffuses their rituals, both sacred and practical, and their smiths weave runes of heat and stone into every strike of their hammers. They maintain steady trade with the Theocracy of Flame, exchanging ore and arms for knowledge of fire.

Adventurers from North Guard often carry this fiery legacy, their tempers as fierce as their loyalty. Whether smith, soldier, or mage, they walk with the certainty that their craft and courage are the truest gifts of the flame.

Toronia

Magocracy where wizard-kings and sages carve their destinies in glyphs and runes.

Capital: Toronia
Population: ~47,000 (25,000 humans, 12,000 half-elves, 7,000 elves, 3,000 others)
Government: Magocracy (Council of Archmagi)
Religions: Boccob, Nethys, Wee Jas
Alignment: Neutral, Lawful Neutral, Chaotic Neutral
Languages: Common, Elven, Draconic, Infernal
Common Classes: Wizard, Sorcerer, Bard, Cleric

Regional Arms & Armor: Quarterstaff, dagger; no armor

• Regional Traits & Gear (for common classes):
   ○ Arcane Collegiate (Wizard) — You gain a +1 trait bonus on Spellcraft checks.
   ○ Scroll-Singer (Bard/Cleric) — Once per day, you may roll twice on a Knowledge (arcana or religion) check and take the better result.
   ○ Additional Gear (all common classes) — A college signet ring (worth 5 gp) and a spell scroll of 0-level cantrips.

Overview: Toronia is famed across the world as a bastion of magical learning, its great colleges and ivory towers glittering above the city. Here, the practice of wizardry is not a privilege but a civic duty, with even the humblest citizen expected to master rudimentary spells. The archmagi rule as both governors and mentors, weaving law and magic into a single tapestry.

The city thrives on magical innovation and trade in arcane goods. Apprentices crowd libraries filled with ancient grimoires, while battle-mages duel in courtyards to prove their mettle. Outsiders flock to Toronia seeking tutors, scrolls, or simply the prestige of its academies, though few rise far without paying steep costs in gold or service.

Adventurers from Toronia are almost always steeped in magic, whether as wizards groomed by the colleges, clerics shaped by divine study, or bards who blend spell and song. Wherever they roam, they carry with them the unmistakable pride of a city that believes itself the font of all true arcane wisdom.

Barzai Nomads

Capital: None
Population: ~24,000 (10,000 humans, 10,000 gnolls, 2,000 half-elves, 2,000 scorpionfolk)
Government: Tribal Chiefs (Loose confederation of warbands when needed)
Religions: Gorum, Lamashtu, the Green Faith
Alignment: Chaotic Neutral, Chaotic Evil, Neutral
Languages: Barzai (spoken only), Common, Gnoll, Terran
Common Classes: Barbarian, Druid, Fighter

Regional Arms & Armor: Short composite bow; light armor

  • Regional Traits & Gear (for common classes):

    • Horse Raider (all common classes) — You gain a +2 trait bonus on Ride checks, and Ride is always a class skill.

    • Additional Gear (all common classes) — A light warhorse with riding saddle, saddlebags, and bedroll.

The Barzai Nomads are infamous for their mounted archery, ruthless raiding, and mercenary traditions. Human and gnoll tribes compete with one another as fiercely as with outsiders, making war a constant fact of life. Each tribe is led by a chieftain, but shifting alliances mean no single leader commands all Barzai. Their homeland is dotted with ruined fortresses and collapsed mines from forgotten kingdoms; the nomads see them as convenient camps, but care little for their past.

Barzai cavalrymen sell their services as mercenary light horse, and their steeds fetch high prices from city-states. Gnoll packs fight with savage fury, while human and half-elf horse-archers harass enemies with deadly precision. The scorpionfolk of the southern tribes dwell outside the nomad culture—revered as chosen of Lamashtu by the gnolls.

Adventurers from the Barzai are often exiles, mercenaries who abandoned their tribe, or ambitious warriors seeking greater fortune. To outsiders, they are both admired for their unmatched horsemanship and reviled for their predatory raids.

Darphia

Kingdom of healing song and elven grace, where music mends both body and spirit.

Capital: Darphia
Population: ~41,000 (28,000 half-elves, 10,000 humans, 3,000 elves)
Government: Monarchy
Religions: Corellon Larethian, Sarenrae, Shelyn
Alignment: Neutral Good, Chaotic Good, Neutral
Languages: Common, Elven, Sylvan
Common Classes: Bard, Cleric, Paladin, Sorcerer

Regional Arms & Armor: Longsword, shortbow; chain shirt

• Regional Traits & Gear (for common classes):
Healer’s Melody (Bard) Once per day, when you use inspire courage, one ally within 30 ft. also heals 1d4 hit points.
Song of Mercy (Cleric) You gain a +1 trait bonus on Heal checks, and Heal is always a class skill.
Additional Gear (all common classes) A finely crafted harp or flute (worth 25 gp).

Darphia is a tranquil realm where song and sanctity intertwine. Its royal court is renowned for bardic healers, whose music eases pain as surely as a priest’s prayer. Half-elves make up the majority of the population, bridging elven artistry and human adaptability into a culture that prizes both beauty and compassion.

Temples of Shelyn and Sarenrae rise alongside concert halls and open-air theaters, while wandering choirs serve as healers, diplomats, and chroniclers of history. The monarchy rules lightly, leaving local councils and guilds to govern daily affairs, but Darphian kings are seen as patrons of the arts as much as sovereigns.

Adventurers from Darphia often leave with harp or blade in hand, seeking to carry their kingdom’s harmony into lands troubled by war and despair. To allies, they are merciful and kindhearted; to enemies, they are resolute, wielding both music and steel in equal measure.

Brymedia

Radiant stronghold of celestial bloodlines, where law and light guide every step.

Capital: Brymedia
Population: ~80,000 (50,000 aasimars, 23,000 humans, 5,700 half-celestial humans, 1,300 halflings)
Government: Monarchy
Religions: Heironeous, Yondalla, Pelor
Alignment: Lawful Good, Lawful Neutral, Neutral Good
Languages: Common, Celestial, Draconic
Common Classes: Paladin, Fighter, Cleric, Bard, Wizard, Sorcerer

Regional Arms & Armor: Broadsword, throwing axe; half-plate

  • Regional Traits & Gear (for common classes):

    • Paladin’s Oath (Paladin) — You begin play with a suit of half-plate armor. At 4th level, you may return to Brymedia to receive a light warhorse through a formal rite.

    • Heart of Light (Cleric) — You roll twice on saving throws against fear.

    • Additional Gear (Paladin only) — Half-plate at 1st level; ceremonial light warhorse at 4th level (as above).

Overview:
Brymedia is a shining bastion of law and mercy, its marble temples and orderly boulevards testaments to a lineage touched by the heavens. The royal line claims ancient pacts with celestial patrons; aasimars are common, and half-celestial scions often rise as paladin-lords or high clergy. Festivals of light punctuate the calendar, and knightly orders patrol roads and borders with ritual precision.

Though hospitable to the faithful and the law-abiding, Brymedia can feel rigid to free spirits. Courts are scrupulous, oaths are binding, and honor is currency. Its armies are disciplined and brilliantly equipped, with chaplains and crusaders serving beside mortal levies. Halfling guilds—favored by Yondalla—keep trade honest and granaries full, while human craftsmen and scholars thrive under predictable laws.

Adventurers from Brymedia carry the weight of expectation: to uphold justice, to protect the innocent, and to be the first into danger when darkness gathers. Even those who chafe at ceremony often find themselves measured by its high ideals when the swords come out.

Disnath

Soot-stained city of smoke and coin, where industry chokes the sky and guilds rule the streets.

Capital: Disnath
Population: ~40,000 (16,000 dran, 8,000 duergar, 4,000 necropolitans, 3,000 mongrelfolk, 3,000 half-orcs, 2,000 humans, 1,000 skulks, 1,000 half-ogres, 1,000 tieflings, 1,000 underfolk)
Government: Merchant Guilds
Religions: Abadar, Asmodeus, Torag
Alignment: Neutral, Lawful Neutral, Lawful Evil
Languages: Common, Dwarven, Orc, Gnome
Common Classes: Rogue, Fighter, Alchemist, Wizard

Regional Arms & Armor: Shortsword, warhammer; studded leather

• Regional Traits & Gear (for common classes):
Guild Enforcer (Fighter) — You gain a +1 trait bonus on Intimidate checks.
Additional Gear (all common classes) — A set of artisan’s tools (worth 5 gp) and a soot-stained cloak.

Disnath is a dark, under populated soot-covered industrial city, the population of the ruined temple district were turned into shadows and necropolitans long ago and cannibalistic skulks and packs of ghouls prowl the streets at night. A Vermin Keeper (prestige class) and his awakened giant spiders spin webs in dark alleys and abandoned buildings selling silk and the urchins they catch and don't eat to slavers. In the undercity rat swarms carry the Zombie Plague and duergar forges belch black smoke into the city above as tireless golems hammer away in unison beneath the streets, giving the city a pulse.

Powerful merchant guilds run the city and vie for control of the weapon, spider silk, graft and slave trade, prophets of a mad dreaming god and cults of Pazuzu and Dagon are rampant among the poor. The city's nobles are decadent vampire spawn who idle away the night hours in an unending sanguinary grand ball. Ronin half-flesh golems, renegade eldritch knights and outlaw shadowdancers make a living snatching the best craftsmen for rival guild lords, rounding up jungle aberrations and ghouls for the fleshwarper shops and smuggling golden lotus wine into the city or smuggling spidersilk out.

Disnath is a city-state of many races but the city officials and city guard are made up entirely of dran who are not members of the ruling merchant houses. Those who are not dran can be artisans, craftsmen or shop owners, but 90% of the other races are slaves to one of the ruling merchant houses. Slaves work the cities farms, mines (iron, gold, and copper), rowing galleys, or as slave soldiers and gladiators.

Adventurers from Disnath are not looked highly upon by the outside world. DC 11 Knowledge (local) to know the backstabbing bastard reputation of Disnath (gives PC a -2 on all social checks from then on).

"Necropolitan" is an acquired template that can be added to any humanoid or monstrous humanoid. The creature's type changes to undead.

“Underfolk” are humans adapted to living underground. Light Sensitivity and Darkvision 60’.

Gorthal

Magocracy of brutal colleges, where spell and steel are tested in the gladiatorial pits. Half-ogre slave soldiers.

Capital: Gorthal
Population: ~55,000 (25,000 humans, 15,000 half-ogres, 8,000 ogres, 7,000 others)
Government: Magocracy (five wizard colleges)
Religions: Boccob, Nethys, Set
Alignment: Neutral, Lawful Evil, Neutral Evil
Languages: Common, Giant, Draconic
Common Classes: Wizard, Fighter, Sorcerer

Regional Arms & Armor: Gladius; chain shirt

• Regional Traits & Gear (for common classes):
   ○ Arcane Gladiator Training (Wizard) — You gain proficiency with the gladius.
   ○ Pit-Forged Gladiator (Fighter) — +1 trait bonus on damage rolls with the gladius.
   ○ Additional Gear (Fighters and Wizards) — One free weapon of choice and a college brooch (worth 1 gp).

Gorthal is ruled by five wizard colleges, each a fortress-academy where power is earned in lecture halls, dueling rings, and gladiatorial pits. Half-ogres, prized for their strength and resilience, dominate the warrior caste, while human mages climb through ruthless scholastic rivalries. To survive in Gorthal is to endure both study and spectacle: even apprentices are hurled into arena bouts to prove their worth.

Slavery underpins the economy. Captives, criminals, and the unlucky fill the mines, fields, and forges, fueling the ambitions of the colleges. The slave markets are as much a stage for politics as the pit fights, where rival archmages wager lives on the outcomes.

To outsiders, Gorthal appears a city of contradictions: a place of high wizardry and low brutality, where arcane libraries sit beside blood-soaked arenas. Adventurers from Gorthal often carry scars of both—scholars hardened by the pit, gladiators touched by magic, and wanderers shaped by a culture that demands victory at any cost.

Kherim

City of shadows and daggers, where whispers of assassination are as common as the tolling of bells.

Capital: Kherim
Population: ~19,000 (15,000 humans, 2,000 half-orcs, 2,000 others)
Government: Vassal city-state (under WesterMarch)
Religions: Norgorber, Vecna, Set
Alignment: Neutral Evil, Lawful Evil, Neutral
Languages: Common, Orc, Undercommon
Common Classes: Rogue, Bard, Fighter

Regional Arms & Armor: Dagger, short sword; leather armor

• Regional Traits & Gear (for common classes):
   ○ Knife in the Dark (Fighter) — +1 trait bonus on Stealth checks in urban environments. Stealth is a class skill.
   ○ Additional Gear (all common classes) — A black hooded cloak and a dagger.

Kherim is infamous as a city steeped in treachery, where politics, commerce, and murder are hopelessly entangled. Though technically a satellite of WesterMarch, it functions with near autonomy, its rulers maintaining their grip through guilds of assassins and networks of spies.

By day, Kherim’s markets bustle with exotic wares, its caravans carrying silks and spices to distant realms. By night, alleys echo with the whisper of blades, and contracts are signed not with ink but with blood. It is said no ruler in the region dares speak against Kherim, for fear their life will be forfeit before dawn.

Adventurers from Kherim often bear the city’s reputation with them—stealthy rogues, silent killers, or mercenaries whose loyalty is for sale. To some, they are necessary evils; to others, they are the embodiment of betrayal. Few can claim to hail from Kherim without others watching their back.

Ogre Lands

Highlands of giants and ogres, where strength is law and gnome miners cling to life among monsters.

Capital: None (scattered strongholds and caves)
Population: ~33,000 (12,000 ogres, 8,000 hill giants, 6,000 gnomes, 4,000 half-ogres, 3,000 others)
Government: Tribal dominance (chieftains and warlords)
Religions: Lamashtu, Rovagug, Gorum
Alignment: Chaotic Evil, Neutral Evil, Chaotic Neutral
Languages: Giant, Common, Gnome, Orc
Common Classes: Barbarian, Fighter, Ranger, Sorcerer

Regional Arms & Armor: Greatclub, javelin; hide armor

• Regional Traits & Gear (for common classes):
   ○ Bone-Crusher (Barbarian/Fighter) — You gain a +1 trait bonus on damage rolls with greatclubs.
   ○ Tunnel Survivor (Gnome) — You gain a +2 trait bonus on Knowledge (dungeoneering) checks.
   ○ Additional Gear (all common classes) — A crude talisman of bone or stone (worth 2 gp) and a sack of dried meat.

The Ogre Lands sprawl across rugged highlands where sheer cliffs and broken valleys shelter tribes of ogres, hill giants, and their kin. Strength rules here—chieftains rise through brutality, and entire tribes are enslaved or devoured when power shifts. The gnomes of the region endure in hidden mines and fortified burrows, extracting gems and metals while fending off monstrous raids.

The land is bleak and violent, with smoke rising from feasting fires and the echoes of boulders hurled in endless skirmishes. Outsiders seldom pass through without paying tribute in steel or blood. Yet mercenary bands sometimes hire ogre shock troops, and gnomish traders smuggle out precious stones at great risk.

Adventurers from the Ogre Lands are either hardened survivors or ambitious marauders. Whether born giant, gnome, or somewhere in between, they are marked by the harsh lessons of their homeland: only those who fight endure, and no one will be remembered.

Klesh

Endless jungles and fetid marshes, where serpentfolk and black dragon kin rule in shadow and scale.

Capital: None
Population: ~29,000 (12,000 serpentfolk, 6,000 humans, 5,000 lizardfolk, 3,000 dragonkin, 3,000 others)
Government: Tribal serpentfolk theocracy
Religions: Set, Dagon, Lamashtu
Alignment: Chaotic Evil, Neutral Evil, Neutral
Languages: Draconic, Common, Abyssal, Aquan
Common Classes: Sorcerer, Druid, Ranger, Barbarian

Regional Arms & Armor: Spear, blowgun; hide armor

• Regional Traits & Gear (for common classes):
   ○ Fang-Touched (Sorcerer) — +1 trait bonus on Intimidate checks; Draconic is a bonus language for you.
   ○ Jungle Stalker (Ranger/Druid) — +1 trait bonus on Stealth checks in forest or swamp terrain.
   ○ Additional Gear (all common classes) — A serpent idol talisman (worth 3 gp) and a set of bone-carved dice.

Klesh sprawls as a tangle of swamp and rainforest, its canopy broken only by the toppled ruins of serpent temples. Serpentfolk priest-kings and black dragon spawn dominate the land, ruling through fear, poison, and ancient magic. Their enslaved subjects—lizardfolk, humans, and beastkin—struggle under the weight of their cruel masters.

The land itself is perilous: rivers writhe with crocodiles, insects spread disease, and carnivorous plants devour the unwary. Yet within the danger lie riches—rare herbs, alchemical resins, and the secrets of serpent sorcery. Outsiders who venture in rarely return unchanged, if at all.

Adventurers from Klesh are often hardened survivors or ambitious cultists, bearing the venom and shadow of their homeland. They wield knowledge of poison, stealth, and jungle craft, forever marked by the dark, primeval power of their birthplace.

Theocracy of Flame

Realm of ifrits and men, ruled by a half-efreeti who wields absolute authority.

Capital: Melgor
Population: ~36,000 (20,000 humans, 10,000 ifrits, 4,000 half-orcs, 2,000 others)
Government: Theocracy under the Fire God
Religions: Surtur, Kossuth, elemental fire cults
Alignment: Lawful Evil, Neutral Evil, Lawful Neutral
Languages: Ignan, Common, Dwarven, Infernal
Common Classes: Cleric, Sorcerer, Fighter, Wizard

Regional Arms & Armor: Scimitar, spear; scale mail

• Regional Traits & Gear (for common classes):
   ○ Firebrand (Cleric/Sorcerer) — Once per day, you may add +1 damage per die on a fire spell or fire-based channel energy.
   ○ Ash-Forged (Fighter/Wizard) — You gain a +1 trait bonus on saving throws against fire effects.
   ○ Additional Gear (all common classes) — A vial of volcanic ash (worth 1 cp) and a flame-etched holy symbol (worth 5 sp).

The Theocracy of Flame, blazes in both spirit and stone. Its blackened temples and glowing braziers dominate the skyline, each devoted to fire’s destructive and purifying aspects. At its heart reigns the Fire God, a half-efreeti whose word is law and whose wrath is legend.

The people live under strict codes of service, sacrifice, and flame-worship. Fire is sacred: it cooks their food, fuels their forges, and consumes their enemies and their dead. Dissidents are branded as heretics and cast into pyres, while the faithful are rewarded with protection and power. Though oppressive, the theocracy thrives through trade in weapons, enchanted ash, and fire-forged goods.

Adventurers from here are marked by fire in body or spirit. Some are zealots carrying their god’s flames abroad, others are exiles who fled the half-efreeti’s rule, but all carry within them the unquenchable hunger of the fire that forged them.

South Fort

Frontier stronghold of red stone, famed for its harsh alehouses that serve the infamous lotus-grain liquor that causes nightmares and dreams.

Capital: Rothga
Population: ~14,000 (12,000 humans, 1,000 nagji, 1,000 slaves of other races)
Government: Theocracy
Religions: Set
Alignment: Lawful Evil, Neutral Evil, Chaotic Neutral
Languages: Common, Draconic, Akko
Common Classes: Fighter, Ranger, Cleric, Rogue

Regional Arms & Armor: Longspear, shortsword; chain shirt

• Regional Traits & Gear (for common classes):
   ○ Lotus-Drinker (Cleric/Rogue) — You gain a +1 trait bonus on saving throws against poison.
   ○ Fort Skirmisher (Fighter/Ranger) — +1 trait bonus on attack rolls made while wielding a longspear.
   ○ Additional Gear (all common classes) — A flask of lotus-grain liquor (worth 20 gp).

South Fort is a dusty frontier settlement of red sandstone walls, ruled by the Theocracy of Rothga, but grown into a rough-and-ready city of its own. Its fertile riverbanks yield a peculiar grain to which the locals add a certain lotus to distill their infamous lotus liquor—harsh, addictive, and highly prized in taverns across the region.

The fort is quietly ruled by a few merchant guilds that do not interfere with the dozen clerics of Set who serve here. The penalty of any crime is slavery, these slaves are sent to Rothga within a week.

Adventurers from South Fort are escaped slaves.

West Port

Trade hub of black galleys and darker deals, where every dock hides a dagger and every captain a secret.

Capital: Rothga
Population: ~44,000 (28,000 humans, 7,000 nagaji, 4,000 slaves of other races, 1,000 reptoids)
Government: Theocracy
Religions: Set
Alignment: Neutral Evil, Chaotic Neutral, Lawful Evil
Languages: Common, Draconic, Akko
Common Classes: Rogue, Fighter, Bard, Cleric

Regional Arms & Armor: Cutlass, dagger; studded leather

• Regional Traits & Gear (for common classes):
   ○ Dockside Tough (Fighter/Rogue) — +1 trait bonus on Intimidate checks.
   ○ Black Galley Crafter (Cleric/Bard) — You gain a +1 trait bonus on Craft (ships).
   ○ Additional Gear (all common classes) — A black galley shipwright’s token (worth 1 gp) and a flask of rum.

West Port thrives on trade, piracy, and shipbuilding. Its large black galleys with 6 banks of oars, fly a green snake biting its tail on a white field on its top mast when trading on the the Kessan Sea, renowned for their speed and strength. West Port is ruled by the Theocracy of Rothga, locally a few merchant princes and the shipwright guild pull the city’s strings. Dockside gangs enforce their will with quiet blades, avoiding the notice of the priests of Set. All crimes are punished by slavery, half are sent to Rothga within the week.

The city’s lifeblood is its shipyards, where hammers ring day and night and contracts are inked in both coin and blood. Merchant caravans and pirate flotillas alike find service here, with few questions asked so long as the gold flows. The council’s authority is fragile, with rival factions of traders, smugglers, and corsairs vying for supremacy.

Adventurers from West Port are escaped slaves, and clerics of any faith other than Set. All learn early to keep their mouths shut and eyes down, for in West Port, trust is a currency no one spends lightly.

Nis

Steaming jungle of serpent ruins and degenerate cults, where every shadow coils with venom and madness.

Capital: None (ruins claimed by serpentfolk)
Population: ~21,000 (9,000 serpentfolk, 6,000 humans, 4,000 degenerate hybrids, 2,000 nagas)
Government: Fragmented cult-tribes
Religions: Lamashtu, Set, Dagon
Alignment: Chaotic Evil, Neutral Evil
Languages: Draconic, Abyssal, Common
Common Classes: Sorcerer, Druid, Barbarian, Cleric

Regional Arms & Armor: Spear, shortbow; hide armor

• Regional Traits & Gear (for common classes):
   ○ Snake-Kin (Sorcerer) — You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
   ○ Jungle Hunter (Druid/Barbarian) — You gain a +1 trait bonus on Survival checks to track in jungle terrain.
   ○ Additional Gear (all common classes) — A serpent idol fetish (worth 3 gp) and a necklace of fangs.

Nis is a suffocating land of tropical jungles riddled with the ruins of a fallen serpent empire. Ancient ziggurats crumble beneath strangling vines, yet cults and serpentfolk shamans still conduct profane rites within their vine-choked halls. The human tribes who dwell here are half-mad with fever and superstition, often in thrall to serpents or warped into degenerate hybrids.

Disease, venom, and lurking beasts make Nis a place few outsiders dare to tread. Crocodiles, hydras, and swarms of venomous insects infest the rivers, while serpentfolk rulers enslave mortals to dig in the ruins for lost relics of their empire. The deeper one goes, the more reality seems to twist, dreams merging with waking visions.

Adventurers from Nis are often survivors of cultic oppression or chosen of serpentine bloodlines. They bring with them the poison, secrecy, and strangeness of their homeland, leaving others uneasy.

Nis

Steaming jungle of serpent ruins and degenerate cults, where every shadow coils with venom and madness.

Capital: None (ruins claimed by serpentfolk)
Population: ~21,000 (9,000 serpentfolk, 6,000 humans, 4,000 degenerate hybrids, 2,000 nagas)
Government: Fragmented cult-tribes
Religions: Lamashtu, Set, Dagon
Alignment: Chaotic Evil, Neutral Evil
Languages: Draconic, Nurian, Abyssal
Common Classes: Sorcerer, Druid, Barbarian, Cleric

Regional Arms & Armor: Spear, shortbow; hide armor

• Regional Traits & Gear (for common classes):
   ○ Snake-Kin (Sorcerer) — You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
   ○ Jungle Hunter (Druid/Barbarian) — You gain a +1 trait bonus on Survival checks to track in jungle terrain.
   ○ Additional Gear (all common classes) — A serpent idol fetish (worth 3 gp) and a necklace of fangs.

Nis is a suffocating land of lush tropical jungle filled with exotic magical and dangerous plants, giant snakes, brightly colored birds, and a seemingly infinite number of insects. Below crumbling ruins dwell degenerate serpentfolk. Written on some of the ancient monoliths in the Nurian tongue are spells of conjuration, invocation and divination schools of magery.

Fierce human tribesmen still speak the ancient tongue of their ancestor’s serpent masters, Nurian. Nis was the center of a serpentfolk empire, long, long ago.

Adventurers from Nis are often survivors of cultic oppression or chosen of serpentine bloodlines. They bring with them the poison, secrecy, and strangeness of their homeland, leaving others uneasy.

Mithral City, TrogBane, and DarkWall

An elven empire of half-elven slave legions.

The Triad of the Mithral Chain: Mithral City, TrogBane, and DarkWall

"We are the last pure blood. The rest are tools — forged in battle, sharpened by suffering, and wielded without mercy."
— Emperor Vaelithra, Sovereign of Mithral City

Capital: Mithral City
Population: ~95,000 (50,000 half-elves, 30,000 elves, 10,000 humans, 5,000 others)
Government: Empire
Religions: Corellon Larethian, Hextor, Vecna
Alignment: Lawful Evil, Lawful Neutral, Chaotic Neutral
Languages: Elven, Common, Draconic
Common Classes: Wizard, Fighter, Cleric, Ranger

Regional Arms & Armor: Longsword, glaive; scale mail

• Regional Traits & Gear (for common classes):
   ○ Legionnaire (Fighter) — +1 trait bonus on attack rolls when fighting in formation (adjacent to an ally with the same trait).
   ○ Legionnaire’s Whip (Cleric/Wizard) — Once per level, as a free action you may treat a whip as a magic weapon for 1 round.
   ○ Additional Gear (all common classes) — A legion token (worth 1 sp).

Mithral City, TrogBane and DarkWall are three gleaming, iron-walled city-states ruled by a cabal of ancient, aristocratic elves who view themselves as the sole heirs to divine superiority. Though nominally independent, they function as a single, chillingly efficient empire: a lawful evil dominion built on the bones of the enslaved, where beauty is a weapon, discipline is worshiped, and bloodline purity is the only law.

  • Rulers: Pure-blooded Elves. They hold all positions of true power, nobility, and administration. Their longevity allows for deeply entrenched political structures and long-term strategic planning focused on expansion and control.

  • Ideology: Lawful Evil. Order, hierarchy, and unwavering obedience are paramount. Their cruelty is systematic, built on efficient, unbreakable laws designed to maintain the racial hierarchy.

  • Aesthetics: "Gleaming Walls and Iron Discipline." The architecture is beautiful and oppressive—featuring polished intricate, cold marble, and perfectly aligned military formations. The beauty is a facade for the tyranny beneath.

All the elves are part of the nobility and maintain a harem of human slaves, their half breed male children are raised as slave soldiers in Mithral City. Female offspring are sold to slavers at an early age or given to loyal slave soldiers as reward for faithful service, their children suffer the same fate as their parents. Male human slaves are used for labor in the mithral, silver and diamond mines and estate farms of the elven nobility.

Elves from outside are scorned but not enslaved, they are allowed to be merchants and craftsmen and are considered above the half-elf and human slaves, they form a very small but rich middle class.

Typical elf nobles and their families keep 100 human slaves in addition to the harem to work on their plantations.

Mithral City shines as the capital, its white towers built on the backs of slaves; TrogBane stands as the bulwark against troglodyte hordes; DarkWall looms as a fortress on the marches, its garrisons ever-ready for war.

The empire sustains itself through conquest and slavery, fielding legions of disciplined warriors supported by arcane might. Slave labor fills the mines and fields, while the armies march under the banners of glory. To dissenters, the state is merciless, yet to its citizens it promises security, order, and prosperity.

Adventurers are from an empire ripe for rebellion, tragedy, and the slow, bloody unraveling of a civilization that built its eternity on the screams of the powerless.

  1. The Dissident Slave Soldier: A decorated half-elven soldier from Mithral City who questions the legitimacy of the Elven rule, perhaps through exposure to forbidden literature or a specific act of cruelty.

  2. The Sold Daughter: A high-value female offspring, sold off to a distant slaver or a minor noble in a rival nation, seeks revenge on her lineage.

  3. Escaped Slave: Yeah, you know, you ran away.

  4. The Dissident: A minor member of the Elven nobility was part of a group that secretly favors the half-elven soldiers, challenging the millennia-old tradition of cruelty and fled during a political purge by their peers.

Burning Sands

Endless desert where dragons rule and giant scorpions stalk the moonlit dunes.

Capital: None (nomadic clans, dragon lairs)
Population: ~15,000 (11,000 humans, 2,000 dragonkin, 2,000 wyvaran)
Government: Tribal elders and dragon overlords
Religions: Rovagug, Surtur, elemental fire cults
Alignment: Chaotic Evil, Neutral Evil, Chaotic Neutral
Languages: Common, Draconic, Ignan, Terran
Common Classes: Fighter, Sorcerer, Barbarian, Cleric

Regional Arms & Armor: Scimitar, lance; lamellar or hide armor

• Regional Traits & Gear (for common classes):
   ○ Dune Rider (Fighter/Barbarian) — You gain a +2 trait bonus on Ride checks when mounted in desert terrain.
   ○ Sandblooded (Sorcerer/Cleric) — Treat hot climates as one category less severe.
   ○ Additional Gear (all common classes) — A 1 gallon waterskin.

The Burning Sands do not merely test survival—they demand it be earned. To an outsider, the dunes look uniform, endless; but to the nomads born beneath their glare, every ridge, every shift in the wind carries a message: where a hidden oasis seeps beneath cracked stone, where a Sand King’s burrow lies just under the surface, where a dragon’s shadow will stretch at midday.

The tribal elders hold power not through authority, but through memory: they know which red dragon demands a tithe of three young warriors each solstice to test its claws, which rare brass dragon (a temperamental exception to the desert’s cruel overlords) will spare a clan if they bring it tales of distant lands instead of gold, and which dunes shift so fast that even the best riders cannot outrun them. A clan that ignores an elder’s warning about a dragon’s tribute does not last a week—their tents incinerated, their waterskins melted, their survivors scattered to be picked off by scorpions.

The dragonkin and wyvaran of the sands occupy a fragile middle ground between human clans and dragon overlords. Wyvaran clans are smaller, more nomadic than human ones, their wings adapted to glide on the desert’s thermal winds to spot oases or raiders from miles away. Many human clans pay them in dried dates or cured hide to act as intermediaries with the dragons—wyvaran speak Draconic with a fluency no human can match, and a well-chosen phrase can turn a dragon’s wrath into mere impatience. Dragonkin, by contrast, are often exiles: half-blood offspring of dragons and humans, cast out from lairs for being too weak or from clans for being too much like their draconic sires. They are feared and respected in equal measure—their scales resist the sun’s heat, their claws can dig through sand faster than a shovel, and some carry the same fiery breath as their parents. A clan that takes in a dragonkin gains a formidable protector… but risks drawing the ire of the dragon that sired them.

The faiths of the sands are as unforgiving as the dunes. Cults of Rovagug gather in the shadow of ruined ziggurats, where they poison oases or bury captives alive during sandstorms—they believe the desert’s slow erasure of all things is the Destroyer’s true work, and that to speed it along is to honor him. Clerics of Surtur perform rituals in fissures where molten rock seeps up from the earth, branding their skin with fire to prove their devotion; they hunt giant Sand Kings not for food, but to mix their venom with ash and create unquenchable flames. The elemental fire cults are the most widespread: they worship the sun itself as a living entity, and their sorcerers draw power from the heat that seeps into every bone of a desert dweller. A Sandblooded sorcerer does not merely tolerate the heat—they drink it in, their spells burning brighter when the sun is at its zenith.

The dune riders of the sands are not just skilled horsemen (or riders of sand-striders, the fleet, wide footed lizards that do not sink in loose dunes)—they are students of the desert. A fighter or barbarian with the Dune Rider trait can read the way sand ripples to anticipate a sandslide, or guide their mount through a windstorm that would blind an outsider. Their lances are weighted with brass to balance in the dry air, their scimitars curved to slice through sand as easily as flesh. When they raid, they strike at dawn or dusk—when the sun is low enough to hide their approach, but high enough to leave their enemies groggy from the night’s cold.

Even the most mundane gear carries weight here. The 1-gallon waterskin every adventurer from the sands carries is not a trivial item: it is stitched with camel hide and sealed with beeswax from the desert bees that nest in the skeletons of giant cacti. Clans have rituals for passing waterskins down—a mother will carve her child’s name into the hide when they come of age, and a warrior who loses their waterskin is either shamed into exile or expected to die trying to recover it. Wasting water is the only unforgivable sin in the sands: it is a betrayal of every clan member who ever shared a sip during a drought.

The ruins uncovered by the wind hold both peril and promise. They are the remains of an old Empire that fell to dragon raids a millennium ago. Some clans believe the ruins hold artifacts—ward stones that can repel dragons, or urns that never run out of water—but most who venture into them do not return. The giant scorpions that stalk the moonlit dunes make their lairs in the ruins’ shadowed halls; the oldest Sand Kings have shells that match the color of the sandstone, so they are invisible until their pincers close around a traveler’s ankle. Even the ruins themselves are dangerous: their walls are lined with runes that ignite when exposed to sunlight, or traps that flood chambers with sand to bury intruders alive.

Adventurers from the Burning Sands

The sands demand strength and ruthlessness. Hailing from the nomadic tribes that scrape survival from the dunes, adventurers from this region are defined by their tenacity and their ability to endure threats both natural and draconic.

Here are four distinct backgrounds that align with the common classes and regional traits of the Burning Sands:

1. The Tribute Runner (Fighter)

You grew up mounted, trained to view the desert less as an obstacle and more as a testing ground for your skill with the scimitar and lance. Your life was defined by the demands of the dragon overlords. You served as a scout, raider, or, most dangerously, a courier responsible for delivering the tribe's demanded tribute—be it coin, slaves, or rare desert resources—to a distant dragon's lair. This duty required absolute mastery of your steed and a willingness to fight or flee based on ruthless calculation. You wear practical lamellar or hide armor, relying on speed and maneuverability.

2. The Purifier of the Sun (Cleric)

The desert sun is not just light; it is the physical manifestation of Surtur's destructive fire or the cleansing aspect of the elemental fire cults you serve. You believe that suffering and heat are necessary to refine the soul. As a cleric, you wander the dunes, spreading the faith through brutal justice, demanding sacrifices, and using your divine power to call down the purifying heat on enemies and dissenters alike. Your endurance is legendary, viewed by your peers as a blessing from the fiery gods.

3. The Wreckage Diviner (Sorcerer)

Your blood boils with ancient power—a draconic or elemental fire lineage that makes the harsh desert sun feel like a natural extension of your own magic. Unlike the tribal elders who fear the secrets of the sun-swallowed ruins, you are drawn to them. You believe the collapsed temples and half-buried cities hold the key to unlocking the true potential of your bloodline. You often wander away from the safety of the clan, driven by visions and the need to retrieve ancient artifacts touched by primordial fire.

4. The War-Scourge Barbarian (Barbarian)

Survival in the Burning Sands requires brutal strength, not civilized restraint. You are the vanguard of your tribe, riding into battle mounted with a lance to break rival lines, or standing firm against the monstrous threat of the giant scorpions that stalk the night. Your rage is a terrifying phenomenon—a primal scream fueled by the need to protect your kin and secure precious resources, such as a temporary oasis or a new water source. You are accustomed to bloody, exhausting conflict under the killer sun.

Plains of Bast

Savanna of sun and claw, where wemic tribes and lion-worshiping humans revere the dire lions as living avatars of the goddess.

Capital: None (tribal encampments)
Population: ~22,000 (11,000 wemics, 9,000 humans, 2,000 others)
Government: Tribal councils of shamans and chieftains
Religions: Bast, Erastil, Gorum
Alignment: Neutral, Chaotic Good, Chaotic Neutral
Languages: Common, Wemic, Celestial
Common Classes: Barbarian, Druid, Ranger, Cleric

Regional Arms & Armor: Spear, scimitar; hide or leather armor

• Regional Traits & Gear (for common classes):
   ○ Lion’s Fury (Barbarian/Fighter) — +1 trait bonus on attack rolls made during a charge.
   ○ Pride’s Healer (Cleric/Druid) — Once per day, when casting a healing spell, you may reroll one die of healing and take the better result.
   ○ Additional Gear (all common classes)Dire Lion Pelt Cloak
This magnificent cloak is made from the pelt of a dire lion, the mane still intact. While wearing it, you look really small, it’s gi-normous! (woth 200 gp)

The Plains of Bast stretch wide beneath a relentless sun, where wemics roam alongside human tribes bound in devotion to the goddess Bast. Dire lions, considered divine avatars, move freely through camps and herds, guarded and honored as kin. Tribes follow their migrations, treating the predators as sacred guides.

Life on the plains is harsh but proud. Wemics dominate the hunt, their speed and claws matched only by their ferocity. Human allies farm, herd, and war at their side, seeing themselves as chosen companions to their leonine patrons. Ritual hunts, sun-dances, and blood-oaths cement the bonds between tribes and lions alike.

Adventurers from the Plains of Bast were cast out for killing a dire lion and making an awesome cloak.

(Yeah, yeah, I know, shut up, I’m going to change wemics to Monte Cook’s Litorians from Arcana Evolved, Litorians are powerful, bipedal, lion-like humanoids +2 Strength, +2 Dexterity, –2 Intelligence. You gotta admit though, Bast looks cool in the background).

Bleak Wood

Shadowed forest of giants and bugbears, where hunters vanish without a trace amidst the whispering trees.

Capital: None (scattered lairs)
Population: ~19,000 (9,000 bugbears, 7,000 forest giants, 3,000 others)
Government: Tribal warbands and giant clans
Religions: Most inhabitants revere Lamashtu (the bugbears) or Obad‑Hai (the giants). The other races worship the spirits of the forest, following the druids of the Whispering Circle who perform rituals at the full moon.
Alignment: Chaotic Evil, Neutral Evil, Neutral
Languages: Goblin, Giant, Common
Common Classes: Barbarian, Ranger, Druid, Rogue

Regional Arms & Armor: Greatclub, longbow; hide armor

• Regional Traits & Gear (for common classes):
   ○ Forest Stalker (Ranger/Rogue) — +1 trait bonus on Stealth checks in forests.
   ○ Additional Gear (all common classes) — A wolf-hide cloak (worth 3 gp) and a pouch of dried venison.

The Bleak Wood is a vast and haunted expanse, the canopy of colossal ancient trees allows only dim, sickly sunlight to reach the forest floor. The air is perpetually damp and cold, and a thick mist often rolls in, especially at night. Bugbear warbands stalk the undergrowth, ambushing travelers and preying on the weak, while forest giants hold sway in the deeper groves, jealously guarding their domains.

The forest can be divided into four distinct zones

  1. The Edgewood – The border region. Here the forest is less hostile, but patrols of bugbears and giant scouts constantly patrol. Travellers who stop for the night often hear the trees “whisper”.

  2. The Shadowed Hollow – The heart of bugbear territory. Dense undergrowth, tangled vines and sinkholes make travel difficult.

  3. The Ancient Grove – The domain of the forest giants. Massive oaks and stone‑covered clearings dominate this area.

  4. The Fogfen Marsh – A treacherous bog in the north‑west. The ground shifts and swims, and the dead are said to walk here.

History

Centuries ago the Bleak Wood was part of an Elven Kingdom. When the giants of the region rebelled against their elven overlords, they were aided by a pact with the demon goddess Lamashtu. The elves were driven out or devoured, and the forest fell under the rule of the giants and their bugbear allies.

The ruins of Sylvarith—moss‑covered temples, shattered towers and crumbling tombs—are scattered throughout the wood. The giants and bugbears avoid them; they believe the spirits of the elves still linger and will punish thieves and trespassers.

Major Factions

1. The Stonefist Clans (Forest Giants)

Led by the Stonefist and Oakensoul clans, the giants worship Obad‑Hai, the god of nature and conquest. They consider the entire Bleak Wood their domain and will attack any outsider on sight.
Leader: Grimnar Stonefist, a 7‑foot giant warlord who carries a stone‑fisted gauntlet that can shatter spells.

2. The Ironclaw Warbands (Bugbears)

A collection of warbands that raid caravans, hunt intruders and fight the giants for territory. They worship Lamashtu and believe that by devouring the strong they become stronger.
Leader: Zarra “Shadow” Vex, a cunning bugbear rogue and warlord who only eats feet.

3. The Whispering Circle (Druids of the Forest)

A secretive cult that worships the primal spirits of the wood. They do not attack travellers, but they will stop anyone they deem a threat to the forest.
Leader: Eldara Whispereye, an ancient Circle of the Land druid who can speak with the trees.

4. The Venzo Syndicate

A network of rogues, mercenaries and exiles from other regions. They trade in stolen goods, information, and dried venison. They operate from hidden camps and will hire adventurers to hunt bugbears.
Leader: Korin Venzo, a human rogue who wears a wolf‑hide cloak and speaks Sylvan Common fluently.

Adventurers tied to the Bleak Wood are as grim as their homeland. Barbarians and rangers learn to hunt and strike with feral cunning, while druids and rogues thrive in the constant peril. To outsiders, they carry the shadow of the wood with them, hard to trust yet deadly to cross.

Great Wood

Ancient forest of whispering oaks and primal guardians, where werebears and awakened trees defend the balance of the wild.

Capital: None (sacred groves and oak councils)
Population: ~26,000 (15,000 elves, 5,000 awakened trees and animals, 4,000 fey, 2,000 others)
Government: Druidic Councils led by the Awakened Oaks. Decisions are reached by consensus and are guided by the will of the forest. Senior druids, rangers, representatives of the werebear clans and the fey all sit on the councils.
Religions: Obad-Hai, Ehlonna, Corellon Larethian
Alignment: Neutral, Chaotic Good, Neutral Good
Languages: Sylvan, Elven, Druidic, Common
Common Classes: Druid, Ranger, Barbarian, Bard

Regional Arms & Armor: Longbow, spear; leather or hide armor

• Regional Traits & Gear (for common classes):
   ○ Oak’s Blessing (Druid/Ranger) — You gain a +1 trait bonus on Fortitude saves against poison.
   ○ Guardian’s Roar (Barbarian/Bard) — Once per day, you may grant a +1 morale bonus on attack rolls to allies within 30 ft. for 1 round.
   ○ Additional Gear (all common classes) — A carved wooden amulet shaped like a leaf (worth 1 sp) and a pouch of acorns.

The Great Wood is one of the oldest living realms in the world. An ancient forest of whispering oaks and primal guardians, it is a sanctuary for elves, fey, awakened trees, and werebears who together defend the balance of nature. The forest itself is sentient; trees shift to confuse intruders, trails twist into endless circles, and the wind whispers to those who listen.

The forest itself resists exploitation—trees regrow overnight, trails twist into endless circles, and whispers on the wind lead the unworthy astray. It is a land where the natural and the mystical are one, where druids draw power directly from the will of the trees themselves.

Sacred Groves

Power in the Great Wood flows not from cities or castles, but from the sacred groves where the eldest oaks gather. These awakened ancients, some dating back thousands of years, hold council in clearings where moonlight filters through canopies older than elven memory. Their voices rumble like wind through canyons, debating matters of seasons, balance, and the defense of the wild.

The Werebear Compact

Centuries ago, a tribe of werebears swore an oath to the awakened oaks, binding their clans to the forest's defense. Their descendants still honor this pact, serving as guardians of the Wood's borders. These noble lycanthropes are revered as champions of the natural order, their strength legendary among those who call the forest home.

Living Labyrinth

The Great Wood does not welcome those who would exploit it. Paths shift beneath the feet of loggers and hunters, leading them in circles until they flee in terror or madness. Trees grow back overnight where axes fall, and the forest itself seems to remember those who wrong it. Yet to those who approach with respect, the Wood reveals hidden glades, pure springs, and paths to wonders few mortals ever witness.

Adventurers from the Great Wood

Characters from the Great Wood often serve as emissaries or guardians, carrying the forest's ancient charge into the wider world. They walk with reverence for nature and the certainty that, though empires may rise and fall, the Wood endures.

Typical Backgrounds:

  • Raised in an elven tree-villages

  • Trained by the druidic councils

  • Raised by an awakened oak

  • Parents are werebears

  • Born of fey and mortal parentage

Green Lake

Dark waters ruled by an aboleth cleric of Dagon, where kuo-toa chant beneath the waves and villages rot with corruption.

Capital: None (scattered lakeshore settlements, aboleth temple beneath)
Population: ~17,000 (8,000 humans, 5,000 kuo-toa, 2,000 aboleth thralls, 2,000 others)
Government: Hidden theocracy under aboleth domination
Religions: Dagon, Tharizdun, elemental water cults
Alignment: Chaotic Evil, Neutral Evil
Languages: Aquan, Common, Abyssal, Undercommon
Common Classes: Brawler, Cleric, Sorcerer, Rogue

Regional Arms & Armor: Trident, shortspear; scale or hide armor

• Regional Traits & Gear (for common classes):
   ○ Drowned Vision (Cleric/Sorcerer) — Once per day, you may use detect thoughts as a spell-like ability (CL = character level).
   ○ Bog Sneak (Ranger/Rogue) — +2 trait bonus on Stealth checks when standing in water.
   ○ Additional Gear (all common classes) — 5 ancient gold pieces (worth 5 gp each), and a waterskin filled with foul-tasting lake water.

Green Lake lies at the heart of an accursed land. When you draw near Green Lake, the air thickens with the stench of rot and stale water—sharp enough to catch in your throat, even through a cloth wrapped over your nose. There are no birds within a mile of the shore; even insects seem to avoid the tangles of black reeds that choke the lake’s edges. When night falls, the lake glows with a faint, sickly green luminescence — not from algae, but from a deeper, older taint. Hold a vial of it to the light, and you’ll see tiny, writhing shapes in the liquid.

The lake’s surface often appears deceptively calm, but beneath lies a labyrinth of flooded caverns and the ruins of a forgotten civilization that still worship a primordial sea entity. The water is unnaturally warm and viscous, storms rise without warning, churning the waters into madness and drowning entire settlements. Bioluminescent fungi light the depths, illuminating drifting schools of fat, lazy fish.

This is not merely a cursed lake. It is a prison — and its warden is not content to rule only the depths. Beneath the surface dwells Thal’krix the Devourer, an aboleth cleric of Dagon who has turned Green Lake into the center of a hidden theocracy. Thal’krix commands kuo-toa priests, skum thralls, and pale-eyed human converts who chant prayers in Aquan to things best left unspoken. The lake’s scattered half-sunken shore settlements are all dead or half-dead, most people enslaved in mind or spirit.

Life around Green Lake is a study in slow decay. Ramshackle huts lean on stilts above black water. Wells spew brackish liquid that whispers secrets. Livestock are born with vestigial fins or unblinking eyes. Those who drink from the lake must test their sanity; the water shows visions of drowning and ancient hunger that do not fade upon waking. Still, the desperate cling to the lake’s “gifts” — abundant fat, lazy fish, and the corroded treasures, and ancient gold coins left ashore after every flood.

Each full moon, the cult holds festivals beneath the crimson sky, chanting hymns to Dagon while sacrifices are drowned in the depths. Human thralls patrol the shore on behalf of their masters, handing captives over to the waiting kuo-toa who drag new victims into the black.

Trade is perilous but not extinct. Merchants from afar come for enchanted freshwater pearls that grant water breathing, aboleth slime prized by alchemists for potions of domination, and lake relics — ancient treasures and cursed idols dredged from the deep. Currency here is not merely coin, but secrets, and debts owed to the cult. A few who live near the lake resist — smugglers, and fugitives.

Adventurers fleeing the lake’s reach often emerge scarred by its waters, touched by visions, or burdened with quests to cleanse the corruption. Others embrace its darkness, serving as agents of Dagon in distant lands. Whatever their path, they carry with them the weight of a lake where things pray for Father roaming free.

Lake of Tears

Floating halfling villages drift upon reed rafts, guided by song and bound to their dire otter companions.

Capital: None (migratory raft-villages and reed sanctuaries)
Population: ~14,000 (11,000 halflings, 2,000 humans, 1,000 others)
Government: Family councils and seasonal raft-moots
Religions: Yondalla, Ehlonna, Gozreh
Alignment: Neutral Good, Chaotic Good, Neutral
Languages: Halfling, Common, Aquan, Elven
Common Classes: Brawler, Druid, Bard, Ranger

Regional Arms & Armor: Sling, longspear; padded or leather armor

Regional Traits & Gear (for common classes):
 ○ Otter-Kin (Druid/Bard) — You have partially webbed fingers and toes, granting you a +5-foot bonus to your Swim speed (or +10 feet if your base land speed is 30 feet). You gain a +2 trait bonus on Swim checks and can always take 10 on Swim checks, even when distracted or endangered.
 ○ Barrel-Rider (Brawler/Ranger) — You’ve spent your life balancing on barrels, logs, and shifting rafts. Gain a +1 trait bonus on Acrobatics checks.
 ○ Additional Gear (all common classes) — Reed-woven wide-brimmed hat.

The Lake of Tears is a sprawling lake — half marsh, half myth. Vast mats of reeds and floating islands shift with the seasons, their movement guided by the winds and the low songs of the halfling raft-folk who call them home. Each family tends a small flotilla lashed together with rope and faith, their raft homes perfectly camouflaged.

Dire otters, sacred to the lake’s spirit, live and work alongside these halflings as hunters, guardians, and beloved kin. Children learn to swim before they can walk, and it is said that to be accepted by a dire otter is a sign of the Mother’s favor. Songs of the lake tell how Yondalla wept for her lost children, and where her tears fell, this vast and labyrinth of reeds sprung from the pool of tears.

The raft-folk are guided by elder councils and the rhythm of the waters themselves. Decisions are reached through song and debate beneath the moon, and villages merge or part like drifting dreams. Their unity is deep as the lake’s roots — when danger comes, the rafts lash together into floating fortresses, and the laughter of the halflings becomes battle-songs.

Adventurers from the Lake of Tears carry with them a spirit of kinship and curiosity. They are wanderers and storytellers, guides and weavers — ever ready to lend a hand or share a tale by the fire. Whether chasing legends, or defending friends, they move through life as their rafts do upon the water: unbound, unafraid, and always together.

Some adventurers form the Lake of Tears are a little different

The Beaver-Born Foundling: Lost in a storm as a child, this halfling was rescued by a family of giant beavers (stats as giant beaver from Bestiary 3) and raised within their vast, fortified lodge. They learned to fell timber, build underwater gates, and speak in the low rumbles of their adoptive kin. Now, they walk between two worlds—forever an outsider among the raft-folk, yet bound to the lake’s depths. Most are Druids or Rangers, specializing in aquatic terrain, and may bear beaver-like traits (webbed feet, strong teeth) from their upbringing. They’re often brooding, pragmatic, and fiercely territorial, viewing the lake’s balance as sacred. Role-play Hook: They might be on a quest to find their human/halfling birth family, or to stop loggers from destroying the beavers’ ancestral groves.

  • Beaver-Born: Lost in a storm as a child, this halfling was rescued by a family of awakened giant beavers and raised within their fortified lodge. They learned to fell timber, build, and speak in the low rumbles of their adoptive kin. Instead of the halfling Luck Racial Trait they have a secondary bite attack (1d2 damage).

  • The Crane-Clan: Not all raft-folk bond with otters. Your family broke from tradition generations ago, instead tending to a flock of giant cranes. They live on the lake’s isolated western reeds, communicating with the birds through whistles and dances, and believe the cranes carry the souls of the departed. Adventurers from this clan ride cranes. They value silence, and patience.

Raft-Dance Style (Combat, Style)

You fight with the flowing motion of water and balance rather than brute force.

Prerequisites: Dex 13, Acrobatics 3 ranks, Improved Unarmed Strike, Improved Trip

Benefit: While using this style, you can stand from prone as a swift action without provoking attacks of opportunity.

Special: You cannot wear armor heavier than light while using Raft-Dance Style.

Raft-Dance Stance (Combat, Style)

You flow like water—each movement a ripple that shifts your enemy’s footing instead of your own.

Prerequisites: Raft-Dance Style, Acrobatics 5 ranks, Dex 15

Benefit: While using Raft-Dance Style, when an opponent misses you with a melee attack, you may make a trip attempt against that foe (this does not provoke attacks of opportunity).

Raft-Dance Master (Combat, Style)

You are the water.

Prerequisites: Raft-Dance Stance, Acrobatics 9 ranks, Dex 17, Improved Trip

Benefit: While using Raft-Dance Style, you gain the following abilities:

You gain a +2 bonus on Trip Attempts.

You may move through threatened squares on boats (ships, rafts, canoes, etc) without provoking attacks of opportunity.

You gain a +5 to use Acrobatics to move through an enemy’s space on boats.

Origin

Among the raft-folk of the Lake of Tears, quarrels and courtships alike are settled on narrow planks between floating homes. Duels are barefoot and unarmed, the object being to send one’s opponent into the lake. These matches, called water dances, are as much performance as contest, accompanied by drums, laughter and cheers of onlookers.

Common Practitioners

Brawlers, and rogues raised on the lake often master the opening form of Raft-Dance by adolescence. Outside the Lake of Tears, wandering halfling duelists perform this style in festivals and fairs, where its effortless grace hides a lifetime of practiced balance.