World of Aventuria

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jeroen vermaning (order #2090064) 6

Explore the lands of the Dark Eye!


The world of Aventuria awaits you!
From the frozen tundras of the Grimmfrost Wastes to the blasted
wastes of the Khôm Desert, the forests of the Elves to the
steaming jungles of the Cyclops Islands, the
continent of Aventuria has it all. Political
intrigue, ancient Emperor Dragons,
demon overlords and
marauding bands of
orks. The Orkstorm
is over, and the evil
Borbarad has been
defeated, but their legacies
remain. The people of
Aventuria are rebuilding, and
in desperate need of heroes.
Who will answer their call?

24 major regions and nations are


covered in-depth, plus dozens more
major cities across the lands

Details on cultures, armies and


navies, law and order, astrology and
superstition, and much, much more!

Reports from the few intrepid


adventurers who have made the trek
across the oceans and to the lands
beyond—and survived to tell about it!

New game rules for poisons and diseases both common and rare,
ancient magical tomes, additional Talents and more

More than 130 major NPCs from all walks of life

Everything you need to explore the lands of The Dark Eye!

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jeroen vermaning (order #2090064) 62.163.231.172


jeroen vermaning (order #2090064) 6
DEDICATED TO ULRICH KIESOW,
CREATOR OF THE FANTASTIC WORLD OF AVENTURIA

Cover Art
Thomas Thiemeyer

Cover Design
Ralf Berszuck

Interior Illustrations
Nicolas Bau, Caryad, , Frank Freund, Jens Haupt,
Horus, Ina Kramer, Norbert Lösche, Don-Oliver Matthies,
Susanne Michels, Christian Turk and Ugurcan Yüce

Original Color Maps


Ralf Hlawatsch, Michael Meyhöfer, Thomas Römer

Editors
Florian Don-Schauen, Thomas Römer

Box Editor:
Britta Herz

Editorial Staff:
Britta Herz, Ina Kramer, Thomas Römer

English-Language Credits
Translation
Ole Christiansen, Dr. Rainer Nagel, Thomas Plischke,
Jan van der Crabben

Additional Translation
René Lilly Heimpold, Thomas Römer

Development
Christoffer Trossen

Development Assistance
Timothy Brown

Editing and Proofreading


Michelle Lyons

Layout
Adam Jury

Copyright © 2006 by Fantasy Productions GmbH, Erkrath, Germany.


The Dark Eye®, World of Aventuria™, and Aventuria™ are registered
trademarks and/or trademarks of Fantasy Productions in the United States
and/or other countries. All Rights Reserved. No part of this work may be
reproduced, stored in a retrieval system, or transmitted in any form or by any
means, without the prior permission in writing of the Copyright Owner, nor
be otherwise circulated in any form other than that in which it is published.
First Printing, 2006. Published by FanPro LLC. Printed in the USA.

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www.fanprogames.com
jeroen vermaning (order #2090064) 6
THE WORLD OF THE DARK EYE AND ENCYCLOPAEDIA AVENTURICA AUTHORS:
Michael Brandt, Lena Falkenhagen, Ralf Hlawatsch, Jörg Raddatz, Thomas Römer and
Gun-Britt Tödter. With additions by Britta Herz, Heike Kamaris, Arne Kaminski, Stefan
Küppers, Gregor Rot, Hadmar Freiherr von Wieser, Karl-Heinz Witzko and Armin Abele

Table of Contents
The History of Aventuria 6 Aventurian Armies and Navies 28
MYTHS OF ANCIENT HISTORY 6 AVENTURIAN ARMIES 28
THE FIRE-BIRTH OF THE DWARFS 8 AVENTURIAN NAVIES 31
THE ORIGIN OF THE ELVES 10
HUMANS IN AVENTURIA 11
The Nations of Aventuria 34
A WORLD FROZEN IN ICE—
RECENT HISTORY 18
THE FAR NORTH OF AVENTURIA 34
The Continent of Aventuria 20 ENDLESS PLAINS AND SKY WOLVES—
ETERNAL ICE AND STEAMING JUNGLES 20 THE LAND OF THE NIVESE 38
THE PEOPLE OF AVENTURIA 21 THE REALM OF THE BLACK BEAR—
THE NATIONS 22 THE FOUNTLAND 40
DRAGON SHIPS AND PREM FIRE—
Aventurian Societies 23 THORWAL AND GJALSKA 44
FEUDALISM 23
UNWANTED NEIGHBORS—
DESPOTISM AND THE FOUNTLANDIAN BRONNJARS 25
THE ORKS AND THEIR LAND 47
THE TULAMIDIAN PLUTOCRACY 25
SMOOTH SKIN AND BLACK FURS—
THE NOVADIAN CLAN SOCIETY 26
THE FORMER SVELLTIAN CITY ALLIANCE 49
THE SLAVEHOLDER SOCIETIES OF THE SOUTH 26
IN DEEP FOREST, BY LOVELY MEADOWS—
THE THORWALIAN TRIBAL STRUCTURE 26
THE LAND OF THE ELVES 52
OTHER PEOPLE AND RACES 27
ODDITIES AND SALTARELS—
ON GENDER EQUALITY 27
UPSTART KINGDOM OF NOSTRIA 55
World of Aventuria 3
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WOODCUTTERS AND COURTIERS— Calendars and Holidays 134
THE KINGDOM OF ANDERGAST 56 CALENDARS 134
UNDER THE GRIFFIN’S STANDARD— HOLIDAYS 134
MIDDENREALM 60 THE SKIES OF AVENTURIA 134
INGERIMM’S GOVERNORS—
THE DWARFS OF AVENTURIA 69 Aventurian Superstition
IN THE NAME OF HOLY HORAS— and Fortune Telling 139
FAIRFIELD AND ITS BORDER PROVINCES 71 FETISHES, TALISMANS AND CHARMS 139
ISLES OF FIRE— HAIRSTYLES, TATTOOS AND LULOA-PAINTINGS 139
THE KINGDOM OF BOTH HYLAILOS’ 76 MAGIC NUMBERS AND SYMBOLS 140
ROSE AND MOON— ANIMALS, PLANTS AND STRANGE CREATURES 140
LAND OF THE ARANIAN PEOPLE 77 RITES OF BEGINNINGS AND ENDINGS 140
SHIKANYDAD OF SINODA— CULTURAL SUPERSTITIONS 140
LIBERATED MARASKAN 80 FORTUNE TELLING 140
THE PROUD SONS OF THE DESERT— Plagues and Epidemics 142
THE CALIPHATE OF THE UNAU 84 DIAGNOSIS AND TREATMENT 142
HEIRS TO THE ADAMANTINE SULTANATE— AVENTURIAN DISEASES 143
MHANADISTAN, BALASH AND THALUSIA 87
FADING GLORY OF ANCIENT TIMES— Aventurian Poisons 147
SELEM AND THE LIZARD MARSHES 91 POISONS 147
THE LAND OF THE DIVINE JAGUAR— POISONOUS ANIMALS AND PLANTS 149
THE JUNGLE OF THE FOREST PEOPLE 92 Folios and Parchment Collections 151
BORON’S RAVEN AND SLAVE GOLD—
THE BLACK ALLIANCE OF AL’ANFA 93 Important and Notable
HARPY ’S BANNER AND CROSSED SABRES— Personalities of Aventuria 154
THE COLONIAL CITIES OF THE SOUTH 95 PERSONALITIES OF THE FAR NORTH
KINGDOM IN THE JUNGLE— AND THE NIVESE LANDS 156
TRAHELIA OR THE K AHET NI KEMI 98 PERSONALITIES OF THE FOUNTLAND 158
A REFUGE FOR FREEBOOTERS— PERSONALITIES OF THORWAL,
ALTOUM AND THE FOREST ISLANDS 98 THE ORKLAND AND THE SVELLTLAND 160
THE DARK LANDS 100 PERSONALITIES OF THE MIDDENREALM 161
The Seas and the Lands Beyond 106 PERSONALITIES OF THE DWARFS 173
THE SEA OF PEARLS AND THE LAND O’ GIANTS 106 PERSONALITIES OF THE HORASREALM
AND THE CYCLOPEAN ISLES 173
BEYOND THE SOUTH SEA 109
THE SEA OF THE SEVEN WINDS 110 PERSONALITIES OF ARANIA 179
GYLDENLAND 112 PERSONALITIES OF THE CALIPHATE,
THE EMPIRE 116 MHANADISTAN AND THE LIZARD MARSHES 180
THE HJALDING PEOPLE 117 PERSONALITIES OF THE DEEP SOUTH 182
PERSONALITIES OF THE DARK LANDS 183
Life in Aventuria 118 CROWNED LEADERS 187
SCIENCE AND EDUCATION 118 TULAMIDIAN RULERS 187
AVENTURIAN TONGUES AND DIALECTS 121 THE OLD EMPIRE 187
MEASURES, MONEY AND WEIGHTS 123 THE NEW EMPIRE 188
TRAVEL IN AVENTURIA 125 VINSALT KINGS 188
JUSTICE AND LAW IN AVENTURIA 129 NOVADI CALIPHS 188
COMMUNICATION AND THE PRESS 132
Index 189

4 World of Aventuria
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World of Aventuria
Welcome to the World of Aventuria! about far-away lands, acquired either through hearsay or in whatever
Aventuria is a continent measuring some 3,000 middenmiles adventures he or she may have lived through already.
from north to south, and a little under 2,000 middenmiles wide at its We hope that this guide to Aventuria will be useful in your future
broadest point. Despite this expanse—or perhaps because of it—few gaming sessions. Perhaps this book can even instill a longing for travel
Aventurians ever leave the region of their birth. Visiting one or two that will lead you to roll your dice for many, many years to come. Let
“real cities” is a pinnacle of excitement for the average Aventurian. the world of The Dark Eye come alive on your game table—our world
The reason for this, of course, is that much of the pristine (and yours) awaits!
wilderness is not friendly to casual travelers. Impassable mountains and
deserts form barriers that separate the lands into distinct regions. Along September 1999
with dangerous swamps, moorlands, raging rivers and lonely prairies, For the editors,
these obstacles tend to dissuade the typical person from undertaking Britta Herz
extensive journeys. Staying home and appreciating what life has to offer
is not only sensible but also wise, especially if one considers the dangers Adventurers, ahoy!
posed by predatory animals and gangs of outlaws scattered across The World of Aventuria is looking for heroes willing to take up the
the land. In addition, one has to worry about strange and magical challenge of the ages. Do you have what it takes?
creatures, forces of nature, the moods of the gods, and even the powers The Dark Eye and Aventuria have been around for more than
of the spheres beyond, in making travel plans. Not surprisingly, very two decades now in the form of Das Schwarze Auge, as it is known in
few dare to make their way into the depths of the continent. its original German incarnation, though it only made its way into the
Of course, you aren’t the typical Aventurian, are you? English language in 2003. Just like any other game that has been around
This book is for all those willing to take a chance with the whims of for so long, we have a huge catalog of rulebooks and supplements that
fortune and nature in hopes of discovering adventure in far-away lands. we can draw from to translate into English. On one hand that’s a boon,
Here we provide a clear and unbiased look at Aventuria, including the but on the other hand it creates an interesting problem for us, one that
terrain, natural environments, and the people native to these regions. All loomed over us throughout the production of this book.
the delights and the dangers of the Aventurian continent can be found When this book was originally released in German, it had dozens
here: the frost-glittering plains of the Ice Lands, the eternal magic of the of sourcebooks to draw rules and world information from—sourcebooks
Elf Forest, the wild lands of the orks, and the rough charm of Thorwal. which have not yet been translated into the English language. What
You will hear about the burning solitude of the Khôm Desert, the that means is that if we just simply translated this book into English
ancient, gleaming cities along the mighty Mhanadi River, the steaming and published it as-is, a great deal wouldn’t make sense, at least yet.
jungles of the south, the mighty, ill-tempered metropolis of Al’Anfa, and And, of course, there are portions of this book (most specifically, the
even the inconceivable horrors of the demon-plagued realms. final chapter detailing numerous individuals important to Aventuria)
In addition, the people and nations of Aventuria are just as that utilize rules that are not covered in The Dark Eye Basic Rules.
fascinating and dangerous as the secrets the land conceals. As such, Additionally, the timeline has advanced from that presented in
this book takes a closer look on the peculiarities of Aventurian culture, the Basic Rules. Some nations have fallen and others have merged, and
examining philosophies, diversions and the daily struggles of its many borders have changed. Rather than try to adjust this sourcebook,
people. Still, players and Highlords should keep this one thing in along with all of the future The Dark Eye products that we translate into
mind: while the information contained in this book provides a great English, to fit in the world of 20 Haal (as presented in the Basic Rules),
deal of information on the people and nations of Aventuria, not even we have chosen to incorporate the changes that happened during the
the greatest of Aventurian sages has an equally broad knowledge of years of 20-29 Haal. A brief description of the events that transpired
his own world. Instead, numerous experts specialize in various topics: during that time is included in the first chapter of this book, The
experts in the arts of assassination, masters of Svelltian agriculture and History of Aventuria.
scholars of the Spheres. So, what you have in your hands is a somewhat edited version of
Highlords, it is your responsibility to sparingly use the information the original Geographica Aventurica—the World of Aventuria. We have
about the lands and people outside your game’s immediate setting. After removed some sections that require a greater knowledge of Aventuria
all, in Aventuria news does not spread within minutes (as it happens in than we currently have available, and have made some minor changes
our modern world), but instead within weeks, months, or even years. In to other chapters in order to bring it into line with the Basic Rules. We
general, the people have little interest in typical news from other lands, will, however, make all of the cut material available in other forms,
so much so that there is little that the common folk will ever see or have either in future products or on our website. Be sure to check out
need to know about. This centered approach is important to capturing www.thedarkeyerpg.com on a regular basis—we will make periodic
the wild, untamed feel of Aventuria. updates, to include some of this material.
Players, you will also have to distinguish between what you know
of Aventuria, and what your character knows. Almost every Aventurian Good luck, and good gaming!
will know far more about his homeland than what this summary January 2006
contains; yet a character will only have fragments of knowledge Chris Trossen

World of Aventuria 5
jeroen vermaning (order #2090064) 6
The History of Aventuria
The questions that surround the creation, legend, and history
of Aventuria are much in debate. The wise and learned discuss these
How Time Came to Pass
In the beginning, there was only order and stagnation. All
themes, form theories, and look for some proof behind the tales and infinity existed within the first sphere, and was unchanging.
myths we learn at our mother’s knee, as it has been since ancient Within that sphere, however, came a golden ship known as the
times. Occasionally, prophets and mediums of Aventuria hand down Ship of Time.
visions or realizations for the scholars to ponder. The rest of the time, The Ship of Time pulls the world through infinity, causing
determined explorers seek out forgotten sources of lore from which change. It steers toward the future, turning its back on the past.
new theories can be born (and others laid to rest). Most rare of all, a It is driven by the desires and hopes of all beings, and neither
creature could surface that was actually present in the days of legend man nor god may try to divert its course. Of course, this did not
and is willing to share that knowledge—this was the case with the stop Satinav the Thirteen-horned, once a half-god and mighty
re-emergence of the dragon, Fuldigor, who was discovered to have a magician whose ambition was to equal the All-god himself. In an
lair near Brazen Sword. effort to control time, Satinav shot up a rope into the vastness of
The chronicle below is based on such sources, gathered eternity. He hooked the Ship of Time and climbed the rope until
together and winnowed to eliminate any obvious falsehoods. Where at last he reached the prow of the ship. With a mighty leap, Satinav
information seemed contradictory or was unclear, everything is swung himself on board the ship and reached out his hand to take
presented so that the readers of this tome may consider all available of the wheel—certainly a near catastrophe for all of existence.
information before venturing abroad. In the end, no one knows the Luckily, Satinav’s steps on the deck of the Ship of Time sent
will of the gods, whose power is great enough that even truth can out vibrations to all creatures, just as a skipping rock sends ripples
alter over time at their will. across the surface of the water. Los saw Satinav and became
Of course, this work is not easily accessible to the common man angry, as was his wont when surprised. He waved his hand and
of Aventuria, nor should it be. Any information that can be distilled chains formed themselves from nothing, binding Satinav to the
to the understanding of a common swineherd is not likely to prove Ship of Time, within sight of the wheel but just out of reach.
useful to a scholar or adventurer needing detailed knowledge of an Satinav is now a passenger aboard that ship and always will
area. For those who have the determination to arm themselves with be, unaffected by time due to his place in the boat, ahead of the
knowledge as well as a sword and shield, however, the covers of this wake that stirs all things. He will stay on the ship for all eternity
book will always be as an open door. in penance for his crime. Los was not without pity, however, and
—Master Cyrus Blackspeare, of the Aventurian Explorers Society brought Satinav’s wife and daughters to keep him company. To
pass the time, he has begun writing the logbook of the vessel,
which is a history of all things in infinity. His daughters help
Myths of Ancient History him: Ymra, who records the past and the memories of all beings
on a black page, and Fatas, who shapes the future out of hopes
The World’s Creation and writes them down on a white page.
In the beginning, there was only Los, the All-god, alone
within infinity. He enjoyed his solitary existence, and was The War of Giants and the
extremely perturbed to realize suddenly that he was not alone.
His peaceful existence was disturbed by Sumu, the first giant, First Battle of the Dragons
who was born out of the collected thoughts of Los. During her death struggle, Sumu gave birth to the giants.
The All-god was very angry at Sumu’s appearance. He They were as mighty as the gods themselves, made from the
was swept away by his rage and anger and struck out at Sumu, mixed blood of Los and Sumu. Immediately after their arrival,
hoping to send her away. Sumu defended herself, but was unable they created the Twelve Great Dragons (amongst them also
to withstand the All-god’s blow and fell to the ground dead. Fuldigor, whom we mentioned earlier). After they were born,
Los did not escape unhurt; drops of his divine blood drops however, they discovered their birthright, the Creation born of
fell to the ground as well, turning into the deities. At the sight their mother’s very flesh, had already been divided among the
of his own blood, his reason was restored to him. He looked at children of Los, with nothing left for them.
Sumu’s corpse and felt regret, weeping divine tears. Even gods Angered at their half-siblings’ selfishness, the giants
Ingerimm, Efferd, Firun and Peraine charged the godly fortress
cannot always reverse their actions, and so Los was left mourning
Alvera. Their giant sisters, all huge and powerful (their names are
the death of the first giant. His tears fell upon the corpse of Sumu,
now forgotten) followed them. Only a giant by the name of Tsa
which became the world of Ethra. From the union of his tears and
did not want to partake in the fighting—her brother, Satinav, was
her flesh came the humans and all other living creatures, while
still tied to the Ship of Time. Subsequently, the giantess Kauca (a
the hair on her body formed all plants in the world.
feared typhoon of the southern Sea of Pearls was named after her)
was able to smash the gods’ citadel. It fell to earth as countless
glittering stones, where they still lay today, so numerous no one

6 World of Aventuria
jeroen vermaning (order #2090064) 6
History of Aventuria
could collect them all. In this age, we call them Gwen Petryl, and there was once a
they are scattered along all the shores of Aventuria. true culture among
The gods did not long allow this loss to go unanswered, the dragons, of such
however, and struck back. Hesinde hurled great and powerful subtlety and grandeur
spells, Rahja intoxicated the giants, and Phex surrounded that no human society
them with fog. Following the advice of Nandu and Hesinde’s has yet come close. A
wisdom, Rondra decapitated the 300-mile tall giant, Rashtul, gigantic city by the Wall
with her blade made of eternium. The giant fell, and he now of Rashtul, tailored for
lies in eastern Middenrealm, forming the Wall of Rashtul. The four-legged, winged
wild Ogeron aspired to swallow peaceful Travia, but Praios’ sun creatures the size of
scepter ripped him into a thousand pieces (his dismembered dragons, still serves as a
body then formed the modern race of the ever-hungry ogres). witness for these times.
The battle lasted for eons, much longer than the limited It is uncertain
mind of humans could comprehend. While they were thus when the era of the
occupied, however, the Sultan of Demons saw his chance to dragons took place, as
take over the undefended world. He sent his unholy troops to it is quite impossible to
infiltrate every refuge of the battle-torn world. give any dates or time
The Sultan of Demons might have succeeded were it not frames regarding the
for Tsa, a peaceful giant, and the mild-tempered goddess Travia. Aventurian prehistory—often, even the order of events are
The two saw the danger and advised their sisters and brothers subject to mere speculation. Nevertheless, the assumption that
to immediately cease fighting. The pair pointed out the evil Aventurian dragons are the descendents of the Elder Dragons
embodied in the Sultan of Demons and the threat he posed to rather than a separate species does seem plausible.
the world. They ceased their war, then, and together forced the
Sultan back from the face of Ethra.
From within himself, Praios created Ucuri, the first Trolls and Cyclops
demigod, and sent him to the giants. The gods and giants met Upon close inspection, it appears as if elves, humans and
in the sixth sphere to form a treaty. Efferd, Firun, Ingerimm, dwarfs were not the first cultural creatures in Aventuria. Instead,
Peraine and Tsa moved into the Alveran region. The godly all evidence points towards trolls, an ancient race that once
citadel was rebuilt, and six of the twelve dragons, children of ruled the land from a stronghold called the Troll Peaks. Today,
the giants, were chosen to serve as its guardians while the others only a few hundred of these creatures are left. Legends of troll
watched over the third sphere, the world. kings still circulate today, and a huge fortified structure without
Unfortunately, the giants still felt they were being slighted. known origin is referred
They received no honor, were given no duties or lands, and were to as “Troll Castle”. Very
left much as they had come. They became upset, and a quarrel little is known about
broke out again. This disagreement was mirrored among the trolls and their history;
dragons, some of whom felt honored by the gods enough for these large creatures are
everyone, and some of whom felt more loyalty to their slighted not always on good terms
creators. This eventually led to the First Dragon War, which left with humans, and are
the world burned and devastated. generally unwilling to
The battle between the dragons raged for untold ages, discuss their worldviews.
until lion-headed Famerlor eventually overthrew his brother, Cyclops keep to
Pyrdacor, putting an end to the fighting. Along with five other themselves as much
dragons, Famerlor settled by the gates of Alveran, while the as trolls do. They are
others—with the exception of Pyrdacor—moved into their supposedly children of
domain in the world of Ethra. Ingerimm, making them
At the end of the First Dragon War, the treaty that bonded nearly as ancient as the
the immortals was engraved into the Mystery of Kha, a troll race. Their native
stronghold of pure diamonds, which rests in the first sphere. strength and mastery of
The Mystery has six castles, each of which is also part of the the forge speaks for itself.
immediate world. In each castle lives one of the six Lords of the Many great Aventurian
Elements, who have control over fire, water, ice, earth, stone, weapons come from the
and air respectively. smithy of a Cyclops.

The Age of the Dragons


As majestic as the sight of a gliding Emperor Dragon might
seem, these creatures are long past their zenith of power and
glory. In ancient times, they existed in much greater numbers;

World of Aventuria 7
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History of Aventuria
The Nameless The Second Dragon War
All creatures agree that the world could be better off, that
things are never altogether right for everyone. The imperfect and the Fall of Lizard Culture
nature of creation is blamed on the Nameless, a god that once The lizard races were once a blooming, prosperous people
wanted to rise above all others. The Nameless—who once had in Aventuria. Buildings such as the Pyramid of H’Rabaal, and
a name in the past, though nobody knows it anymore—wanted even entire preserved cities, stand as testament to the advanced
to rule the world as a singular god. He confused the mortals and cultural and scientific understanding of the lizard races’
tricked them into praying to him alone (some sources say that a ancestors. One could almost wish that the monuments could
troll helped with this task). speak to release their secrets to us, but that is still impossible.
Initially, the other gods only observed his actions without Instead, we must rely on what scraps of myth and legend
interfering. After an eon of observation, however, they agreed remain, found in their current form of a handful of fairy tales
to finally put him in his place. To prevent any further trouble, found in Tulamidian culture. According to them, the lizards
the gods were eager to also abolish all life on Aventuria, but followed the Emperor Dragon, presumably Pyrdacor, whom
Hesinde and Phex loved the immortals and secretly hid twelve they worshipped for his knowledge and power. Pyrdacor ruled
by twelve of each kind. The gods, led by Praios, Efferd, Rondra over the jungle Zze Tha (located in the area of today’s Khôm
and Ingerimm, moved against the Nameless. They and their Desert).
Alveran troops—their host from on high—ploughed the earth After the end of the First Dragon War, Pyrdacor’s old
and all life with it, rendering the world void for a time. domain was taken from him—quite a merciful punishment.
Pyrdacor persisted in influencing the world’s order, however,
Prophets and Books—A Short which eventually led to the Second Dragon War. The gods
finally defeated him (some sources claim they were helped by
Addition to prehistory Elder Dragons) and took his earthly existence. These battles
The following are a few sources from which we ravaged and burned great parts of Aventuria; some parts were
accumulated the information presented here about removed entirely from this sphere. Pyrdacor’s stronghold was
Aventuria’s prehistoric times. These books were used: destroyed and dispersed among all winds—the most important
artifact from the dragon’s shelter, the First Dark Eye, supposedly
• Breviary of the Twelvegod Order lies buried under the ice of Yeti’s land.
• Annals of the Godly Age With the defeat of Pyrdacor, the lizards faced their downfall.
• Sphairologia—the Revelation of Nayrakis Only a few of their descendents (Achaz and Marus) still live
• Secrets of Life in the southern jungles by Maraskan and Orkland. Only in
• The Chronicles of Ilaris the south did the lizard high culture prevail until about 1800
• Beginning of Time b.H.; H’Rabaal was their political and religious center. The
• The Arcanum Tulamidian state of Mirham, however, eventually conquered
• Compendium Drakomagia even this last stronghold of lizard society. The expanding
• Prem’s Animal Life human race gained strength and eventually sealed the fate of the
• Ilumnestra—one of the most important prophets, said reptile creatures.
to have visions of the Celestial Order
• Niobara of Anchopal—once an advisor of Rohal the
Wise; met with Elder Dragon Fuldigor
• Rohal the Wise—greatest magician of all times; ruled
The Fire-Birth of the Dwarfs
According to legends, Angrosh created the dwarfs about
more than a hundred years as Steward over the New ten thousand years ago, with the express mandate of protecting
Empire the treasures of the earth—that this event occurred right at the
beginning of Pyrdacor’s terrible and destructive reign is surely no
After the war was won, the gods punished the Nameless by coincidence. For a time, the dwarfs remained hidden from the
taking his name and banning him from the world. That satisfied Pyrdacor (also known as the God Dragon) as they lived under the
the Twelve, but they regretted the utter destruction of life. Only earth. They were carefully hidden and stayed out of Pyrdacor’s
then did Hesinde and Phex reveal their subterfuge, much to the sight until Ordamon the Brave, the leader of the eighth and
relief of the other gods. The mortals were set upon the earth once smallest dwarf tribe, tried to rob Pyrdacor’s secret lair.
more to multiply and be fruitful, and the gods were pleased that Ordamon was caught. He withstood torture and was
they had not enacted a revenge that even they could not undo. eventually released again, but unknowingly led Pyrdacor’s
The Nameless swore revenge against the gods. He even magical spies to the sacred city of the Angroshim (an ancient
returned once, followed by a gruesome army of demons. name for the dwarfs). Standing before the gates of the city, he
He was defeated again by the gods, who then chained the realized his folly. Still, he managed to warn his people moments
Nameless to a starless gap in the sky (a constellation between before flames consumed him from the inside out. Many, many
the Mare and the Griffin). Nevertheless, even gods cannot dwarfs died in the ensuing battle, but the city was saved.
entirely extinguish another deity, and so the Nameless still This was the beginning of the overt hostilities between
tempts humans to this day.

8 World of Aventuria
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History of the Lizardfolk the Wall of Rashtul and the Darpat, and the dragons were
ca. 9000 b.H.: Founding of the lizard-empires under tricked into promising eternal peace—a binding oath, thanks to
dragon-god Pyrdacor Brandan’s guile, that they were forced to honor. It is uncertain
ca. 8200–5200 b.H.: War against the dwarfs what kind of reward the Lord of Ore received from Brandan.
ca. 3100 b.H.: Second Dragon War sees victory of the After Brandan then deceived the dragons into promising
Twelvegods over Pyrdacor and his minions eternal peace to the dwarfs, Angrosh was showered with
ca. 1200–2750 b.H.: Tulamides under Bastrabun drive admiration and worship; long festivities were held in the name
out lizardfolk and exile most of them on the island of of the Lord of Fire. Singers and songwriters came up with
Maraskan, in the swamps around Selem and in the jungles numerous hymns praising the victory, and whoever performed
of the Rain Mountains the most beautiful liturgy stood in high honors. These efforts
ca. 1800 b.H.: Tulamidian victory over H’Rabaal; end of were among the highest artistic and technological achievements
the lizard high culture of the dwarf race, along with the spring lock and the crossbow,
and led to the formation of the first organized priesthood among
the dwarfs, the Ingerimm Devotional Brotherhood.
Pyrdacor and his dragons and the dwarfs. Organa, daughter of
Ordamon, fought with Ancarion, son of Pyrdacor, and defeated
him though she died in the effort. In retaliation, the dragons The Geode Revolt
wiped out the eighth tribe. Victory was still on the side of the Unfortunately, the advance of dwarfdom stops there. Xagul,
dwarf people, however—they won this major battle. The costs the first High King of the Dwarfs, came to power following the
of such a victory were high, though: only the city of Xorlosh end of the war of the dragons. He was under the influence of
survived the dragonfire. Two others were blown up or melted geode Abatrox, a well-meaning but radical druid who aspired
away, their fates lost to the mists of time. In the following years, to free the Angroshim from their earthly bonds. Xagul ordered
the Angroshim fortified their mines and tunnels as the war with the destruction of tool shops and forges at Abatrox’s suggestion.
the dragons lingered on. Pyrdacor’s negotiators repeatedly offered Taking a good thing too far, he wanted to abandon all memory of
peace for the exchange of the treasures of the earth, but the dwarfs the old arts so that the dwarfs were forced to live above the earth’s
honored their god-given duty and dismissed all schemes. surface, under the control of the Geodes. Luckily, Arch Geode
The war still lasted for thousands of years. Pyrdacor Darbash overthrew
developed ever-new plots, the most horrible of which involved Abatrox. Xagul died
the calling of magical stone creatures that the dwarfs could not by his own hand upon
harm. Weapons immediately became useless, and all seemed hearing of the revolt
lost. Then, when hope had all but fled, a number of dwarfs among his people.
began having visions of throwing down all arms and armor In the following
and using the powers of nature under the open sky to oppose period, priests of
their mighty enemy. Most doubted these visions and assumed Ingerimm tried to
that dragon magic had to be responsible for such nonsense. A save the remains: they
few dozen followed the call, however, led by Brandan, son of created a new writing
Brodosh. They were the geodes, the first druids of Aventuria. system, the Rogolan,
The first few decades were spent learning the new skills to preserve knowledge
they would need for survival in the open world. As their power for future generations.
grew, however, they began searching out ways to help their Thus formed the
brethren beneath the written language that
earth, who lost a little was later adapted by
more ground with every all Angroshim.
attack. Two hundred
years after heeding Ordamon’s Crown and
their visions, Brandan
formed an alliance with the Second Dragon War
the Elemental Lord of The next era burdened the dwarfs with a series of bitter
Stone, who was upset infighting. The peace with dragons was the ultimate cause for
at Pyrdacor’s abuse of this—while tribes grew, natural resources did not. The resulting
his children. struggle undermined social ties. In the beginning, the Mountain
The combined King’s authority was great enough to preserve order, but soon
power of the geodes the world of the dwarfs was shaken to its very foundation.
and the Lord of Stone Aghira of the Aboralm tribe was the most beautiful girl of
drove the dragons into all the dwarf lands. When she came of age to be married, suitors
retreat. Borders were from every dwarf city came to seek her hand, bringing gifts and
drawn along the Yaquir, presents with which to woo her. Aghira was proud and ambitious,

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however, and nothing that she received was enough to tempt her. and crucial battle, Pyrdacor tried to make use of the dwarf ’s
Only Calaman, Son of Curthag of Curoban’s Tribe, managed to weaknesses—thus the Second Dragon War began. This time,
impress the girl so that she would at least consider him. however, Pyrdacor clearly went too far. He was finally banned
To prove the worth (and ambition) of Calaman, she suggested from Ethra by the gods. From this point forward, Angroshim
that a proper dowry gift would be a little thing from Pyrdacor’s history correlates with human development.
stronghold (namely Ordamon’s Crown). Quick as the wind,
Calaman was on his way. It did occur to him that he was about History of the Dwarfs
to disturb the peace that existed between dwarfs and dragons, but About 8500 b.H.: The city of Xorlosh is founded
Aghira’s beauty did away with all sense of reason in him. 8200 b.H.: Dragons attack Xorlosh
In the valleys of Wall of Rashtul, the dwarf met a creature 6000 b.H.: Angroshim settle on the Amboss
whose stature resembled that of the Angroshim. Yet it was of 5800 b.H.: Dwarfs from Amboss defeat a large army of
a taller figure, more slender, not as strong yet more adroit and Dragons
nimble, and it called itself a human. These creatures lived 5500 b.H.: Pyrdacor sends Ore Creatures against the dwarfs
in tents or natural caves by the side of the dragon empire, 5400 b.H.: Expedition of the Geodes under the leadership of
constantly on the run from Pyrdacor’s lizard troops. Brandan
Assaf, one of the humans, joined the dwarf in his task. 5200 b.H.: Treaty with the Lord of Ore
Together they entered the dragon’s stronghold and stole 5100 b.H.: The invention of poetical worship and formation
Ordamon’s precious crown. When he returned, the sight of the of the Ingerimm Devotional Brotherhood
gem overwhelmed Aghira. The wedding was immediately set 4900 b.H.: Xagul becomes first High King of dwarfs
for next year. The girl could not restrain herself, however, and 4500 b.H.: Rogolan is being accepted as the universal writing
began showing off her jewels to everyone who would consent system
to view them. Soon Calaman’s adventures were well-known 4068 b.H.: Calaman steals Ordamon’s Crown from
stories, told in every house. Pyrdacor’s stronghold
While many honored Calaman for his bravery, some 4065 b.H.: Day of Wrath: For the first time, one dwarf kills
despised him for jeopardizing the peace with his rash actions. another; the earth shakes, and the sons of Brogar
To set an example, the dwarf officials banned him from his move into Brazen Sword
native land for life. He was followed by members of his clan who 3100 b.H.: The Second Dragon War ends with Pyrdacor’s
supported him, however, leaving their homes and caves against defeat
the will of elders to move out into the world. They wandered
as far as the Troll Peaks, settled there and became known as The Eight Tribal Fathers of the Dwarfs
Diamond Dwarfs. Only Aghira stayed back in Xorlosh, as she Furalm, Brogar, Harbosh, Gurthar, Aboralm, Xoldarim,
feared the loss of her treasures more than anything else. Curoban, Ordamon the Brave
The crown was either to be given back or to be sacrificed
to Ordamon’s soul, but the jewelry had spent too much time in
Pyrdacor’s stronghold—inflicted with the dragon’s evil character,
a lust for power, and treacherous greed, the gem influenced its
new owners. Neither Aghira nor her clan was capable of handing
The Origin of the Elves
“The origin of the elves is a well-kept secret, yet it springs not from
over the crown. In the end, when the dwarf king, Xuragosh, the darkness but from within the light.”
personally came to demand it back, Aghira’s clansman Brogar —Rohal the Wise
led him into a trap and killed him—the first dwarf blood spilled
by dwarf hands since their creation in the dawn of time. Truly, the origin of the elves is subject to mere speculation.
Angrosh became very angry; he shook the ground, and set It is certain that they, just like nymphs, dryads and fairies, come
even cold stone aflame with his fury. According to the legend, from the world of light. There is probably an overlapping region
Aghira was turned into burning stone; her kinsmen fled from between Aventuria and the World of Light, which the elves
Xorlosh towards the northern Orkland, where they built the call sala mandra and which sits by the forests north of Lake
mystical fortress-city of Umrazim before vanishing from the pages Lamprey. The appearance of the first Light Elves most likely
of history. The rest of Brogar’s tribe left the city as well and moved coincides with the emergence of dwarfs and the rise of the
into Brazen Sword—only to disappear from the face of the earth. Lizard Empire.
By now, the dwarfs recognized the true power of the Some philosophers and magicians assume “sala mandra”
doomed crown. They tried to destroy the piece without success, refers to the Salamander Stones, where legend has it that
for any who could finally bring himself to strike a blow against Madaya, the last of the Old People, lies asleep and dreams up the
it was made too weak to actually break the piece. In the end, the fate of her people, the elves. Madaya was the patron of the elves,
crown was returned to the dragon in the hopes of ridding the and stood as their protector. When the Nameless began pulling
dwarf race of its evil influence. It was too late, however; the greed the elves into reality, tempting them with greed and power, she
for gold kept lingering within the heart of every Angroshim and withstood him and kept her people safe. During the struggle,
worked constantly against their strength as a group. In a final however, she was forced to give up her place in reality. It is

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said that light elves, the One day, the Sky Wolf Liska wandered the earth. She was great
ancestors of silvan elves, with child and needed badly to rest. A woman by the name of Vae
sprang from Madaya took her in and asked her son, Mada, to clear his bed for the guest.
herself. He was upset about being made to give up his place for an animal,
In the following but he did as his mother bid him to do. The next morning, he stepped
time, the elves descended back into the hut to find two cubs with golden fur—Liska had
from the Salamander borne them during the night, then went to hunt while they slept.
Stones. They showed a Greed came over Mada, who could only see how rare their
preference for settling coats were and what a price they might bring. He grabbed both
along riverbanks, of them and ran. As he left the house, however, the young wolves
where they successfully began to whine terribly. Mada was terrified that he would be found,
fought off orks, goblins and so killed both cubs to keep them silent. His act only ensured his
and—with the help of discovery, however, as Liska could sense the lives of her pups as she
dwarfs—even Pyrdacor’s could her own.
lizard troops. They When Liska discovered the murder, she cried out, “You humans
expanded across the face will never forget this day!” She bounded off then and ascended
of the land, becoming prosperous and content. The elves did to heaven. She put the bodies of their children on a silver plate,
not adhere to their traditional life style, however—a failing that which appears on the firmament every morning. (It is referred to as
could have been due to the influence of the Nameless. Instead Madamal, or “Mada’s Shame” ever since.) Furious and revengeful,
of recalling their humble connections to nature and the light, Liska returned with Gorfang, Redtail, Ripgrief and the rest of
they called themselves “High Elves” and worshipped Pyrdacor, the Sky Wolves. They devoured the land, turned over the earth
the Lizard God. Under the rule of Simia, their first king, they and covered it all with a sea of urine. They would certainly have
erected amazing cities. The elves’ arrogance and vanity spread destroyed the entire earth, but Liska was moved when she spied two
like a cancer, but it ceased abruptly with the beginning of the human children, cowering and crying much as her own pups had
Second Dragon War. done. She begged her father for mercy and he consented, calling
Today’s Lea Elves, the shy Ice Elves and even the Steppe away the rest of the Sky Wolves. Only a small piece of the earth
Elves of the Green Plains all trace back to the High Elves. The
was left standing, however, scattered with mountains and lakes and
Lea Elves migrated quickly and lived in far-away places such as
surrounded on all sides by a sea of a salty broth.
Albernia and even Fountland, but all elves retreated far away from
Today, the Nivese live in the area between Kvill and Brazen
areas of human settlement. Only in 1024 b.H., did the Treaty of
Sword. In earlier times, however, their settlements stretched
Trallop ensure the lasting sovereignty of the elfish regions.
much further to the south, all the way to Nostria, Andergast and
Albernia, according to Admiral Sanin’s reports—even today, one
Humans in Aventuria still finds many red-haired people in these regions.
Orks and goblins were a constant threat to the Nivese.
Today we can distinguish between three different groups of
native Aventurian people: the Tulamides, the Nivese and the Forest While the redpelts were satisfied with the occasional attack, orks
People of the South (though the origin of the latter is in doubt). led entire wars against the Nivese. Some traditional tales speak
of battles in the Brinask marshland during “the years without
summer.” The hard winters had decimated the herds of the
The History of the Nivese Nivese, and the humans were weak and malnourished.
The fairies recognize only these especially red-haired The orks achieved one victory after another, and all seemed
individuals as human. They claim that the red-haired people hopeless. The shaman Jukuk-Speaks-With-Beasts, however,
have been in existence almost since the beginning, which used his powers to call upon the creatures of the land and river.
would give proof to the great age of Nivese people. Their lives Thousands of beavers built countless dams in the streams of the
differ a great deal from that of western immigrants and their marshland, all of which were swollen from a heavy rainfall. The
descendants—they strive for a balance with the laws of nature
humans laid a trap in a moor pit that was drained by the dams,
and seek brotherhood with the wolf, just as the Sky Wolves
and lured the orks into it.
command it. What happens if these god-like creatures become
Once they were there, the dams were opened all at once.
angry is described in the following Nivese myth of creation.
The hapless brutes were drowned as a whole, and Jukuk had
saved his people. He was disgusted by the hundredfold murder,
In the beginning, the land was flat and unimaginably huge.
however, as the Nivese were never given to great violence. He
Summers were long, and winters were short and mild. At that time,
disappeared into the forest and never returned.
the mystical Sky Lovers gave birth to two children: a human child When the people of Gyldenland settled in Aventuria,
and a wolf pup. Both were siblings and lived in peace, as did their they mixed with the Nivese population, but most of the wolf
children. From their parents, they learned that the fur of the wolf folk retreated to the regions they occupy today. Being nomadic
kept the humans warm, and the young wolves learned in return how people, the Nivese would generally settle on empty land. The
to use language. sparsely populated Fountland forms the exception. The first

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western settlers tried to enslave the shepherds, but the Nivese never do such a thing
either ignored the laws of nobility or migrated further west, – behaved like white-
leaving the region altogether. That did not help the authorities skinned intruders.
of the Fountland, since Nivese tent camps formed the last haven This was not the
of security for anybody traveling through the winter. Finally, the way Kamaluq would
“Edict of Festum” was passed by a congress of nobility, which expect of his people, so
freed the nomads of all custom and interest payments as long they were punished.
as they did not stay in a city or within five miles of a castle After the fall
or fortification. Further, the treaty liberated all Nivese from of the Kemi, many
Fountlandian jurisdiction. different tribes formed,
all quarreling with
History of the Nivese one another. The
About 1200 b.H.: The “years without summer”; battles Wudu tribe finally re-
against the orks in the Brinask marshland established an empire
1000 b.H.: Establishment of a human settlement in to the east of the Rain
Svellt Valley; orks are expelled and the Nivese fortify Mountains. They
their borders worshiped Visar, the
222 b.H.: Edict of Festum ensures autonomy and god of death, and maintained an extensive cult of death and
independence of Nivese-controlled Fountland sacrifice. Their center of worship was the Visra volcano; their
prophet was Nemeka (the “pale-as-death”), a deont of Boron
The People of the Divine from Bosparan. The Wudu Empire lasted for about 400 years
and disappeared with the second colonization of the Pearl Sea
Jaguar—The Forest People shore by Bosparan people.
Because of the many quarrels among tribes, entire
The Forest People have no written language, relaying all
their history as tales and myths called tayas. If you ask a forest villages became victims of Al’Anfanian woodcutters and slave
man about the creation of his people, he will answer: hunters. The western jungles were more fortunate, as the Rain
In the beginning, there was the forest, and in it were all the Mountains formed a protective wall against intruders. Slave
trees, plants and animals, and all was good. The Tachik (jungle hunters rarely dared to enter this territory, though around 330
skunk) ate as many greenberry leaves as it needed, the arm-thick H., settlers tried to colonize these lands as well. The shaman
snake ate the Tachik until it was satisfied, and the jaguar feasted Manaq foresaw the approaching danger, though, and realized
on the bark apes. Moreover, of course, the greenberry bushes grew the importance of unifying all tribes to form an effective alliance
enough leaves for all the Tachik. Kamaluq looked at his world and against the attackers.
was content. In his wisdom, however, he foresaw a creature with Manaq accomplished this difficult task in just two years.
two arms, two legs, pale skin and ugly hair growing from the face. The settlers, who had already built villages along the Mysob and
These brutes threatened the forest, chopping its trees for swimming Soudask, were driven out. The news of the defeat spread quickly
houses and killing animals for joy. So, Kamaluq beat them at their and sparked the Manakus Riots in Al’Anfa and other cities.
own game. He created mankind by combining parts of every animal Manaq was also the driving force behind the discovery of
and every plant, and he formed them into pairs. He breathed life the Jaguar Temple of Gulaghal; he furthermore made important
into them, and since they were his people, he gave them a well- decisions regarding the regulation of tribal privileges and
formed body of a beautiful color so that they would not have to hide responsibilities, which are still in place today. The guardians
behind clothes. of Gulaghal come from the Mohaha tribe, from the Oijaniha
It is uncertain if the Forest People really originate from tribe come the guardians of Kun-Kau-Peh as well as the priests
the Aventurian mainland. Scholars have discussed a possible of the Ghost Spider, the Anoiha people are responsible for the
migration from the southern continent of Uthuria, which protection of the cave of Gron’gu’mur, and the Napewanha
would hint on nautical capabilities of the Tocamuyac tribe. Old watch over the adherence of the taboo of H’Rabaal.
lizard and Tulamide documents refer to short, dark-skinned Those were the only major agreements that were
people dwelling in southern jungles and forest-covered islands. accomplished before old feuds started up again. Nevertheless,
This migration must have taken place before the arrival of the Forest People seem
Gyldenland people, which is why we look at those jungle tribes to live under a lucky
as native people. star—all attempts to
The few available documents, coupled with the tayas and colonize the jungle
information gleaned from several ruins seem to hint at a highly were futile. The
developed society of the so-called Kemi Forest People, which disturbed, half-crazed
seems heavily influenced by lizard culture. Why this culture settlers that escaped
ceased is unclear. The Forest People will only say that the Kemi the jungle alive told
– who naturally belong to a different tribe, for their own would of suddenly rising fogs,

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glowing red eyes staring through the mist, inhuman screams, the city of Zamorrah at the crossing of the Gadang and Mhanadi
and razor-sharp teeth. River, as well as numerous fortifications that have been deserted
In recent times, there has been only one serious incident: and forgotten.
The Jaguar Temple of Gulaghal holds the Kettle of Rebirth, an These wizards were powerful magicians. They eventually
ancient lizard artifact. In 23 Haal, Borbarad attacked the temple destroyed the resisting lands of Goria by conjuring the Great
with a group of undead and ordered the shaman to activate the Swarm, a plague of locusts so virulent that is feared today.
kettle—he wanted to transform his six-fingered hand. His plan Sulman al-Nassori, the Sultan of Khunchom, finally defeated
failed and he disappeared again, but he left the guardians as well the Magician-Moguls with the help of many magical artifacts.
as the shaman behind as undead. It is due to the efforts of the He destroyed Zamorrah as well, expelling the independent
new High Shaman Tonko-Tapam Bohantopa that the temple is sultans and placing Satraps in place as city governors.
now cleared of demonic and undead forces. Sulman al-Nassori and his successors subsequently ruled
over a mighty empire that reached from Al’Anfa to Ysilia, with
History of the Forest People its center located by the Mhanadi and the Aranian region.
ca. 11000–5000 b.H.: Forest People tribes originate in Sulman pronounced his empire the Adamantine Sultanate,
Aventuria, possibly migrating there by sea from the naming it after a gigantic jewel that Bastrabun had brought
southern continent of Uthuria back from his lootings.
ca. 5500–1800 b.H.: Southern Aventuria is dominated by
lizardfolk, with the political and religious centre at The Adamantine Sultanate
H’Rabaal Despite their traditional quarrel with the lizard people, the
ca. 3800–1800 b.H.: Empire of the Kemi Tulamides in the central region adapted the reptiles’ ceremonies
ca. 1650–1250 b.H.: Empire of the Wudu and rites. The sultans separated themselves almost entirely from
338–330 b.H.: The shaman Manaq unites the nations and the common people: they were worshipped as demigods and
tribes of the Forest People. served by clerical devotees.
333 b.H.: The united tribes drive the white settlers from their Nevertheless, even the Adamantine Sultans eventually
land; ‘Manakus Riots’ in Al’Anfa had to accept that they were just part of the ever-changing
23 H.: Borbarad seizes the Temple of the Jaguars at Gulagal world. Their moment of humility came when a Bosparan army
24 H.: Tonko-Tapam Bohantopa liberates the temple and appeared by the upper Yaquir River, apparently on the hunt for
becomes new High Shaman goblins. They were assumed easy prey, and order was given to
attack the strangers—only to have the Sultanate army suffer a
The Rise of the Tulamides humiliating defeat. The following war against the Bosparans
took the life of the last Sultan of Nebachot. His widow,
and the Adamantine Sultanate Dassareth, unified the wealthy region of Oron with the rest of
The first record of Tulamidian ancestry comes from the Nebachot; she chose Zorrigan to be her new residence. Under
records of the dwarfs: about 4,000 years ago, Calaman encountered her rule and that of her female successor’s government, the
human people in the area of the Wall of Rashtul, worshipping “a empire earned the name of Haranija, Land of Queens (‘Arania’
beast-like god by the name of Feqz.” These humans lived in to the Bosparans).
remote villages, constantly on guard against Pyrdacor’s lizard Arania and the Bosparan people exchanged and shared
troops from the neighboring region of Zze Tha. their cultures to a great degree: the first Tulamidian temple,
The rise of the Tulamides began with the Second Dragon built in Llanka, was built in the name of Efferd. Another was
War and the fall of the Elder Dragon. Led by their heroes devoted to the worship of Raia (located in Zorgan).
Rashtul and his son Bastrabun, the Tulamides colonized Over the next centuries, the Adamantine Sultanate shrunk
Mhanadistan and drove the lizards to the south, to the swamps even further: The 100-year reign of Sheranbil the Fifth was
of Selem, and towards Maraskan. Bastrabun built a magical followed by a century of disorder, during which the empire was
fortified wall to protect the humans against lizard attacks, a weak and fell prey to foreign invasions. In the end, the Gorian
wall that was subsequently named after him. He was honored dynasty was replaced by yet another, which included the Ferkina
with the title of sultan. Shortly after the sultanates Khunchom clan. The northern and southern border regions revived,
(on the Mhanadi delta and Yalaiad peninsula), Thalusia (by however. The south saw the rise of the Great Sultanate of Elem,
the rivers Ongalo and Thalusim), Elem (by the Szinto) and supported by legions from Wajahd, a mysterious underwater
Gadang (around the area of Fasar) emerged in the ‘Land of the kingdom. It grew into an empire, defeated Thalusa, Mengbilla
First Sun.’ Other sultanates formed were Nebachot (around the and Mirham, and then fell apart again as a star fell into the sea
city-states of Baburin and Perricum), Oron (around Elburum), by the area of Selem. In the North, Arania went through the
Goria (around Anchopal) and Alhania (by the river Radrom). Silver Moon Age, a period of immense growth that reached its
A few rulers developed a greed for power, however. They peak about 1,000 years ago.
grew wise in the ways of magic and called themselves the Concluding this era, Bosparan Emperor Murak-Horas
Magician-Moguls of Gadang. Eventually, they conquered defeated the Adamantine Sultanate, which had already been
Mhanadistan and the land of what is now Arania. They built reduced to the areas of Mhanadistan and Goria. He occupied

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Khunchom but eventually died of a battle wound. His daughter, Kunga Suula to a halt and used this opportunity to drive the
Hela-Horas, blamed her father’s death on the Tulamides and Norbardes out of Starpnika. The Priest Emperors continued to
was ever after eager to humble the Tulamides and grind them prosecute the Norbardes, but after that dark era the oppression
beneath her heel. ceased. Today, the merchants and Norbard traders can still be
seen traveling the northern plains with their wagons and carts.
Early Tulamidian History
ca. 3000–2750 b.H.: Tulamidians under the heroes Rashtul- History of the Norbards
al-Sheik and Bastrabun ibn Rashtul drive out the ca. 2600 b.H.: The Tulamidian tribes of the Al’Hani and Beni
lizardfolk from Mhanadistan and settle there Nurbad migrate northwards
ca. 2750–2500 b.H.: Era of the sultanates 1018 b.H.: Starpnika founded
ca. 2600–2319 b.H.: Time of the Magician-Moguls of 943 b.H.: Goblin empire founded by the Kuunga Suula
Gadang 695 b.H.: Order of the Theatre conquers Starpnika
ca. 2350–2318 b.H.: The Scorpion Wars 658–528 b.H.: Norbardes prosecuted under the rule of the
2317–1010 b.H.: The Adamantine Sultanate Priest-Emperors
1874 b.H.: First encounter with a Bosparan army on the
upper Yaquir River
ca. 1865 b.H.: War against the Bosparans; last Sultan of
The Settlers from Gyldenland
In modern times, native peoples are not a major part of
Nebachot dies; his widow Dassareth declares Zorrigan Aventuria’s culture. Immigrants from a far-away continent
as new capital of the northern Tulamides called Gyldenland populate most of the continent.
1702 b.H.: Queen Dolopia III proclaims the independent
Kingdom of Arania
1502–1408 b.H.: Rule of the legendary sultan Sheranbil V the
The First Settlers
The Song of Jurga is the oldest known source that tells of the
Undying
early colonization of Aventuria by the people of Gyldenland. The
ca. 1400–1300 b.H.: Tulamides settle in Upper Yaquiria (the
104 verses talk of people that are generally known as the “Hjalding
later Emirate Almada)
People.” They refer to themselves as “Children of Swafnir.” They
from ca. 1270 b.H.: Rise of the Great Sultanate of Elem
arrived in the bay of Olport, coming from the north of the western
1099 b.H.: Elem is destroyed by a falling star; Great Sultanate
continent. It is certain that these people are the ancestors of the
collapses
Thorwal people; it seems likely that they mixed with the local
1010 b.H.: Emperor Murak-Horas defeats the Adamantine
Norbardes and built cities along the rivers and coastal regions.
Sultanate in the Battle of the Gadang
Less than a hundred years later, the Gyldenland people
arrived in southern regions, close to today’s city of Kuslik.
The Norbardes (Rumors have it that they were banned convicts, but solid
The Norbardes originated from the Tulamidian tribes of evidence is not at hand.) A short time later, godly Horas formed
Al’Hani and Beni Nurbad, who wandered out of Balash 2,500 an empire with borders similar to those of modern Fairfield.
years ago. In the course of their long and challenging history, He reigned for 500 years, established the city of Bosparan,
they scattered all across northern and eastern Aventuria, from then decided to finally take a seat among his ancestors in the
Olport to Tobria to the Brazen Sword. They lived in friendship realm of gods and leave the humans to their own fate. He is still
with the Nivese and the elves, who had already occupied the worshipped and honored as a deity in the area of Fairfield.
land before the arrival of the Norbardes. They traded goods and
news with the natives and were thus always-welcomed guests. History of the Thorwalians
Shortly before the fall of Bosparan, the Norbardes founded ca. 2625 b.H.: Hjaldingars from Gyldenland set foot in Olport
the city of Starpnika by the Born River. A harsh winter followed Bay
and took many lives, but the Norbardes held on. Not a hundred 1861 b.H.: Admiral Sanin discovers Thorwal, followed by
years later, the Kunga Suula founded their goblin empire within Thorwalian raids on coastal towns of the Old Empire
today’s Fountland. The Nivese and the elves were forced out, 701–562 H.: Southern Thorwal under the rule of the New
while the Norbard queen Danutja formed a treaty with the Empire
redpelts, a deal that served both sides quite well. Centuries later, 29–32 H.: Naval war of the nascent Thorwalian state against
Knights of the Order of the Theater brought the kingdom of the Horasrealm

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The Bosparan Empire of terror, taxes were raised yet again—when the tax collectors
began arresting those who could not pay, the smoldering conflict
The land of Horas now went through a time of expansion.
broke into a bloody riot.
Many armies followed routes set by exploring adventurers, eager
The people of Gareth stormed the garrison and chased away
to take over land. One of the most well known campaigns is that
the soldiers of the Emperor. The news spread like a wild fire
of Admiral Sanin the Elder, who moved along the coast towards
through the entire nation—masses of people came to see the free
the north and along the rivers into the interior of the continent.
city. When the Emperor’s armies arrived to retaliate, they were
According to records of the time, the Bosparan emperors
opposed by a force double their size. The general did not dare
expected to encounter no real resistance whatsoever. The first
order the attack. When Fran heard of this, he sent out a second
encounter with dwarfs gave the troops of the Emperor a taste of
army as reinforcement. In the meantime, a count by the name of
reality—the Angroshim attacked an outpost by the Valley of the
Hluthar gathered an army of his own to fight by the side of the
Yaquir River, and killed all of the men except one. They carved
Gareth people. He arrived at the city simultaneously with Emperor
a message into the body of the survivor, and then sent him back
Fran-Horas, and the two sides immediately began fighting.
to Bosparan.
The battle raged with merciless fury—no one was willing
The army was reinforced; increasingly more troops moved
to step back and victory seemed impossible for either side. The
towards the east, south and north. While it was impossible to
Emperor then conjured up the Archdemons; their servants
confront and defeat the dwarfs, the goblins were driven out of
descended to earth only to slaughter first the army of Gareth
the area entirely by the Bosparan army. Cities like Punin, Drôl,
and then that of the Bosparans. One could have counted the
Havena, Ferdok, and Gareth were built. Emperor Belen-Horas,
survivors on one hand: Emperor Fran-Horas was one of them.
the initiator of this successful campaign, declared himself a
Fran would not speak a word afterward, and barely ate or drank.
godly Emperor and assumed the mantle of divinity. Fortunes
He died 4 years later, his screams echoing through the halls of
shifted, however—forty trolls came down from the mountains
the palace for hours as though the demons had come for him at
and slaughtered an army of a thousand men. Belen-Horas
last. His corpse was never found.
sent one expedition after another to beat back the troll army,
an endeavor known as the Troll War. The effort lasted for 16
years, and nearly exterminated the trolls entirely. In addition to The Dark Ages
the Bosparan victory, the army of the Adamantine Sultanate was With the terrible death of Fran-Horas, an age of ignorance
defeated in the Battle of the Darpat River Bend. and violence swept across the land. Most regions of the country
The price for these victories, however, was high. More and were deserted. Orks moved in en masse, with no one to oppose
more troops had to leave the borders to fuel these conflicts, them. Science and art were abandoned, emperors came and
giving orks and ogres a chance to fall in and attack the empire. went; they died or were overthrown and killed. For centuries,
Ultimately, the man-eating beasts feasted on the population the once-mighty army of Bosparan was paralyzed; humans living
of Gareth, who had no army left to protect themselves. These in scattered provinces worshipped ork deities and strange idols.
horrible events were linked to Belen-Horas’s declaration of Then, the elves and dwarfs accomplished in the Battle of Saljeth
godliness, which must have angered the gods. (by today’s Griffinsford) what the humans had failed so miserably
When the Emperor died, his son was only eight years old. to achieve—with unified strength, the orks were defeated.
A council was appointed to rule the empire in his stead until the The empire slowly recovered. The emperors of the Kuslik
successor was of age. The council acted wisely and started the dynasty had streets built and reclaimed lost territory, while the
Age of the Peace Emperors, during which the empire flourished Battle of Gadang eventually crushed the Adamantine Sultanate
greatly. The young provinces of Nostria and Andergast, and made it part of the Bosparan Empire. Emperor Hela-Horas,
however, used the opportunity to secede from Bosparan. The the ‘Beautiful Empress,’ was declared a goddess once again, though
two most notorious troublemakers of modern times therefore she was warned against such hubris. She cared little about doubts
also represent the oldest nations in Aventuria. and warning words coming from the Gareth priesthood, however,
When the Emperor Haldur-Horas came of age, it became and ridiculed the messengers, even burned them publicly.
clear he had not learned from the wisdom of the council. He had The city by the
the dubious honor of putting an end to the glorious Age of the Gardel was horrified
Peace Emperors, all to satisfy his own greed. The city of Gareth and moved against
had accumulated great wealth. According to the Emperor, that Hela-Horas. Gareth put
was only because its citizens were not paying enough taxes. He together an army and
tripled taxes with a swift hand and sent in the troops as the sent it toward Bosparan
Gareth people rejected his orders. The army attacked the city with the goal of removing
walls for 200 days, forcing the population to its knees, when they the insane emperor.
finally surrendered, their prosperity in ruins. Hela retaliated and
Haldur was murdered only 2 months later, and his son Fran moved her loyal forces
swore revenge. Of course, he looked no further for the killers than against the approaching
Gareth. There, he arrested and tortured individuals arbitrarily, army; both forces met by
earning him the name “Fran the Bloody.” On top of the campaign the Alamadan village of
Brig-Lo.

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In a manner similar to her ancestor, Fran-Horas, Hela Initially, the strength of the Wudu tribe prevented any
called on demons to help give her victory, uncaring if her own further expansion. With the help of legions from the underwater
troops were killed in the process. Naturally, the demons were world Wajahd, however, Elem rose to great power, colonizing
only too willing to ascend from the Outer Hells and fall on their Thaluma and ending the reign of the Wudu people. Belenas was
mortal victims. What the empress did not know was just how conquered and renamed as Mengbilla. The decadent and cruel
much the gods despised such behavior by now. Four warriors nature of Elem became legendary, and only a falling star ended
dressed in golden armor appeared in the front row of the Gareth the tyranny by destroying the entire city.
army. As we know today, they were the avatars of the deities Mengbilla was conquered once again under the rule of the
Praios, Rondra, Efferd and Ingerimm. Kuslik dynasty, and Al’Anfa as well as Selem were rebuilt atop of
The gods’ presence wreaked havoc among the demons. the ruins.
Hela’s troops ran off in sheer panic; they were driven back to the
palace of the empress, followed by an angry Gareth mob. When The South During the Bosparan Age
she tried to take refuge there, lightning shot from the sky, breaking 2600–1300 b.H.: Age of the Tulamides; Mirham and
the walls of the palace and giving way to the empress’ residential Al’Anfa are built
halls. She called upon her dark craft again to summon the dead 1868 b.H.: Bosparan people start to build cities in the
to protect her, opposing the attacking legions with skeleton south
troops. As she ordered the attack, though, a disembodied voice about 1800 b.H.: The Tulamides defeat H’Rabaal
spoke, its words drowning out all other sounds. It said, “It ends 1634 b.H.: Bosparans drive out Tulamides
here, Hela,” and she sank before her throne, instantly dead. 1611 b.H.: Annexation of Sylla
The battered Gareth forces demanded revenge for the 1650–1250 b.H.: Rule of the Great Sultanate of Elem
devastating demonic battles. Taking their revenge, the army 1100–993 b.H.: Mengbilla is conquered once again by the
wandered through Fairfield for half a year, plundering and Kuslik Emperors; rebuilding of Al’Anfa and Selem
looting every building in sight. Afterwards, goblins came to
finish the job—it was to take another 700 years before the
central province of the Old Empire recovered again.
The New Empire
After the fall of Bosparan, Gareth became the empire’s
capital. Raul, a young army leader, was crowned the first
History of the Old Empire Emperor of the New Empire (also called “Middenrealm”).
1876 b.H.: Bosparan army moves up the Yaquir A peaceful period followed; during this “Age of the Wise
1874 b.H.: Bosparan army defeats the troops of the Emperors,” the nation’s leaders acted with both caution and
Adamanine Sultanate wisdom. Under their command, the empire expanded more
1866 b.H.: Belen-Horas declared himself a godly Emperor than ever, ranging from the icy plains in the north to the farthest
1866–1850 b.H.: Troll Wars south; humans even populated the island of Maraskan.
1865 b.H.: Battle by the Darpat River Bend, conquest Festum, a small city by the mouth of the Fount River,
of Nebachot (today’s Perricum), victory over the began to grow. The so-called Knights of the Theater explored
Adamantine Sultanate the land along the Fount River’s two major tributaries. The
1864 b.H.: First move of the ogres city of Neersand likewise prospered around the same time, and
1863 b.H.: Founding of Nostria and Andergast eventually the Thorwal troops joined the knights. The former
1847 b.H.: Independence of Andergast and Nostria threat from the west coast was now a powerful friend, and the
1849–1612 b.H.: Age of the Peace Emperors newfound allies set out to travel and explore the Bodir.
1611 b.H.: 200 days of Gareth Unfortunately, the last of the Wise Emperors died very
1562 b.H.: Second riot of Gareth young, and his son Rude was only three years old. A council of
1561 b.H.: First Demon Battle priests and elders held the power as regents until Rude was old
about 1550–1150 b.H.: The Dark Ages enough to govern, but the heir to the throne was killed before
1246 b.H.: Orks take Baliho his fifteenth birthday. The blame fell on the priests of Rondra, as
1134 b.H.: Battle of Saljeth the body had marks in the shape of a lion. The clergy of Praios
1010 b.H.: Battle by Gadung, Bosparan annexes the stepped in to assume control, before matters got out of hand and
Adamantine Sultanate the warrior-priests could pull off their expected coup.
993 b.H.: Second Demon Battle, the looting of Bosparan The empire’s new leaders closed the temples of the Great
Lioness one after another, prosecuting and killing the clergy and
The South During devotees of Rondra. Events such as the Harvest Feast Massacre
of Gareth in 658 b.H. brought fear and pain to many hearts.
the Bosparan Age Ultimately, they executed the Grand Master of the Order of the
The greed of the Bosparan Empire during its heyday was Theater—the last of the opposition—his order defeated in the
without measure. The cities of Corapia (Chorhop), Belenas Battle of Dragon’s Rift. To the citizens and especially the church
(Mengbilla) and Brabak were built, Sylla was annexed and of Praios, this was the sign that the priests could do no wrong.
following threats of Svelinya-Horas, and the Tulamidian settlers
hurried to leave Al’Anfa and Mirham.

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The common people suffered greatly, however, especially regions had similar desires of independence, following Albernia’s
the devotees of Rondra. Taxes were tripled and labeled as “godly example. The fall of the New Empire became imminent, though,
appreciation”—which made them harder to refuse but no easier once the noblemen of Fairfield swore an oath, at the hunting castle
to pay. People starved, and when the inevitable rebellion broke Baliiri, in which they promised not to lower their weapons until
out, it was led by an old man named Rohal. He succeeded and they defeated the “Gareth oppressors.”
drove the priests out of the palace.
While the people were eager to lynch their oppressors, History of the New Empire
Rohal instead mercifully exiled them to the island of Jilaskan. 993–940 b.H.: Reign of Raul of Gareth
He took the throne for himself and remained there for more 940–660 b.H.: Rule of the Wise Emperors
than one hundred and twenty years. During this period, schools 830 b.H.: Colonization of Maraskan begins
and sciences flourished, elven prose became fashionable and the 658–528 b.H.: Age of the Priest-Emperors
Seminar of Elven Communication was founded. 656 b.H.: Knights of the Order of the Theater are defeated
The long reign of Rohal seemed unnatural, however. 527–404 b.H.: Reign of Rohal the Wise
The memory of Hela-Horas still in their minds, citizens of 403–398 b.H.: War of the Wizards
the empire would no longer suffer the threat of supernatural 397 b.H.: ‘Gareth Pamphlet’
oppression—no matter how fair their leader might seem. They 393 b.H.: An invasion of orks is halted after the battles of
proclaimed, “Out with the demon, he has no place on a throne!” Ferdok and the Blood Fields
Knowing he could no change their minds and their hearts, Rohal 292 b.H.: Albernia declares independence
left his palace with a “Farewell!” and was never seen again. 291 b.H.: Earthquake of Havena, a giant wave destroys
Once again, the nation was without a leader. A powerful almost the entire city
guild of magicians claimed that Rohal was one of its members, 249 b.H.: Oath of Baliiri, Fairfield declares its
and thus were the rightful rulers. A second guild quickly said the independence
same, and with no more reason than that, war returned to the
empire. The War of the Wizards is one of the darkest chapters of
Aventurian history: many lives were lost and the devastation was
beyond measure. So great were the destructive energies released
Al’Anfa and the South During
that some regions are still so contaminated by dark magic that the Age of the New Empire
life there is all but impossible. There were no winners or losers; Emperor Raul decided that the southern provinces were to
followers on both sides fled in great numbers, crazed with fear. be unified and governed by the Paligan family, with the city of
The unification of noble men and warriors, outlined by Sylla being the capital. Later on, the royal residence was moved
the Gareth Pamphlet, finally ensured stability. The House of to Al’Anfa. Emperor Gerbald the First eventually outlawed
Gareth became the hereditary heirs of the title Emperor, and the slavery, a move that was especially unpopular among the
magicians were prohibited from every ruling again. Additionally, Tulamide people. In order to keep the peace, the next Emperor,
in the wake of the war, many academies of magic were closed Menzel, reversed the law and granted slavery for the Tulamide
down while spells of possession and control were outlawed provinces. Themodates of Shoy’Rina became vice-king,
entirely. A great deal of magical knowledge was lost forever. following the wishes of the Al’Anfanian population.
There was The growth of Al’Anfa was spectacular: even the Manakus
finally peace among the Riots could not halt the rise of the city. 150,000 inhabitants
people, but before long populated the township, and it quickly gained a reputation of
the nation’s officials being the most corrupt and demoralized district in Aventuria.
and leaders spoiled that Citizens and visitors alike engaged in dubious pleasures, among
peace. They lacked which human sacrifices were considered rather harmless
foresight, fortune and activities. Punishment followed close behind, however: the
forcefulness—it was their Great Plague took the lives of two-thirds of the population.
fault that the throne lost The people of the city understood the message very well,
its authority and prestige. and quickly banned the vice-kings to a palace city (which was
Albernia, under the built on the ruins of Mirham) while the Council of the Twelve
governing hand of Prince (consisting of rich citizens and deonts of Boron) took control.
Toras, seceded from the The Boroni Velvenya Karinor assumed the title of matriarch and
empire. The once-rich declared the Rite of Al’Anfa as a new church.
province was ruined in the The nation of Brabak had time to advance as well: Governor
following year by a terrible Thiralion de Sylphur was crowned Ariakon the First, King of
earthquake, allowing Brabak. The city of Al’Anfa declared its formal independence;
Gareth to handily resume Mengbilla, Corapia and Port Corrad followed not much later.
control over the land About 100 years later, Brabak and Al’Anfa engaged in a war over
again. Nevertheless, other H’Rabaal. Sylla initially supported Al’Anfa, but quickly joined

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with Brabak and declared itself independent. Brabak won the The Fall of the New Empire
war, but it again lost the land around Khefu and Hôt-Alem in 241 b.H.: Peace of Kuslik, independence of Fairfield
the following decades to Middenrealm. 238 b.H.: Fountland secedes
234 b.H.: Maraskan secedes
The South during the 233 b.H.: Rastullah appears in Keft, Khôm tribes split from
Age of the New Empire empire
991–145 b.H.: Vice Kingdom Meridiana 145 b.H.: Al’Anfa and other southern cities declare
853 b.H.: Alphana (Al’Anfa) becomes capital of Meridiana independence
763 b.H.: The destruction of Mirham 91–60 b.H.: War of Succession
657 b.H.: Brabak and Hôt-Alem form the government of 6 b.H.: Battle of Jergan, Maraskan is re-conquered
Brabakia 0 H.: Emperor Haal’s inauguration
307 b.H.: Great Plague of Al’Anfa 2 H.: Arania and Khunchom declare independence
about 145 b.H.: Al’Anfa and Brabak separate from the
empire The Caliphate of Unau
135 b.H.: Independence of Mengbilla After the appearance of the one-god Rastullah and the
127 b.H.: Independence of Corapia declaration of the 99 Orders, Khôm declared itself independent
90 b.H.: Independence of Port Corrad from Middenrealm. Subsequently, the Novadis people
49–46 b.H.: War between Al’Anfa and Brabak established a powerful nation that included the Khôm desert
32 b.H.: Corapia is conquered by the Caliphate, renamed and its bordering regions; it proved its strength during the war
Chorhop against Al’Anfa (15–17 Haal). Currently these desert warriors
are under the command of Caliph Malkillah the Third, who
just recently moved his residence to the old caliph city Unau,
The Fall of the New Empire demonstrating the powerful position of orthodox desert sultans.
Speaking of this period as a downfall is probably an Further information on the history of the Caliphate of Unau can
overstatement—today, Middenrealm is still the largest realm in be found on p. 86.
Aventuria. It did lose a number of provinces, however, during
the subsequent 250 years. Fairfield was the first to declare its
independence after 8 years of civil unrest. The ensuing treaty, the Recent History
Peace of Kuslik, allowed the Gareth monarch Eslam to constitute
only one rule: the ruler of Vinsalt was only to hold the title of a Special Note
king, not that of Emperor. Maraskan and Fountland quickly The following section describes in general the events that
followed the example set forth by Fairfield. The Novadi people transpired after the year 20 Haal, the timeframe in which
witnessed the appearance of Rastullah by the Oasis of Keft, and The Dark Eye Basic Rules core book is set. This will take
the emerging ‘Caliphate’ split from Middenrealm as well. you up to date with the year 29 Haal. While it does not go
The line of unfortunate Emperors continued and eventually into details about the invasions by the ogres and orks, it
caused a war of succession after the death of Valpo the Drinker. should, in addition to the information provided about each
Seventy-four regents came and went during those 31 years of Aventurian nation in the chapter entitled The Nations
quarrel. A ferocious individual by the name of Perval put an end of Aventuria (starting on p. 34), provide you a sufficient
to the mayhem and placed himself on the throne. The empire grounding to design and play in a campaign set in the
had a leader again, but its people were bleeding to death. “current” Dark Eye timeframe.
After Perval’s reign, his children Bardo and Cella shared
the throne, but they concentrated rather on a lavish lifestyle than Middenrealm
governmental duties. Their cousin Reto could not bear the sight; Despite his weaknesses, Haal successfully defeated the
he removed the siblings from the throne and, naturally, assumed Maraskan rebels in Tuzak and forced them to retreat to Boran.
it himself. The empire recovered under his rule, and Maraskan Two years later, the Emperor declared himself a god; the Gareth
was re-conquered again (although local resistance was never people still remember the glamorous celebration of this event
broken). Reto’s son Haal was not as capable as his father, today. Another grand feast was held for his son, Prince Brin,
however: Arania and Khunchom split from the empire and commemorating his engagement to Princess Emer ni Bennain,
declared their independence just shortly after his inauguration. as it coincided with the royal tournament (held at the court of
the Emperor).

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A few years later, ogres invaded the eastern province of
Tobria (there are speculations about a correlation between
The Borbarad Campaign
The ork battles put the empire through a hard test, but
this attack and the dismissal and disappearance of an imperial
that was nothing compared to what was to follow: Borbarad,
magician by the name of Galotta). The army of more than a
the Master of Demons, returned. His spirit was conjured up
thousand man-eating ogres was defeated at the Trollgap, a
in Weiden, devastating a vast expanse in the process. After
passage between the Troll Peaks and Black Sickle. A little later,
acquiring a body and sending his adherents visions to join his
Emperor Haal disappeared mysteriously during a journey
ever-growing army, he moved on to conquer Maraskan, Tobria,
through the Fountland. Adding insult to tragedy, Queen Amene
Warunk, Beilunk and parts of Darpatia.
of Vinsalt assumed the title of Horas (the title of the first
The sorcerer also attempted to subdue Fountland, but the
emperors). Her action was seen as a clear violation of the peace
vicious Count Uriel of Needmark was the only ally he could
treaty of Kuslik, and relations between the two nations worsened
find. In the Battle of Ox and Oak, the army of Uriel defeated the
dramatically. War was nearly at hand.
Bronnjars, led by Thesia of Elmstone. Borbarad was defeated in
At the same time, the orks left their traditional settlements
the Battle of the Vallusian Meadows, however, where the loyalist
and overran the cities of the Svellt Valley, as well as the
army of the Fountland joined the Middenrealm’s army in a
Middenrealmian provinces of Griffinsford and parts of Meadows
bitter fight against his army and that of Uriel.
(they still occupy major parts of the Svellt Valley today). They
The horror of war was far from over, though. Maraskan
even reached the gates of Gareth, where they were eventually
was lost, and the rain of demonic fire hit not only Wehrheim
defeated in the Battle by Silk Meadows.
and Havena, but also Gareth, the imperial capital. Not until the
During this time of weakness, the Darpatian count,
Third Battle of Demons by the Trollgap did the alliance of free
Answin of Ravensmouth, saw his opportunity. He took over the
peoples destroy Borbarad and smash his demonic crown into
throne of Gareth by force, plunging the nation into civil war.
seven pieces.
Subsequently, honorable heroes took matters into their own
The prize for victory was steep—many brave heroes and
hands, defeated Answin, and Prince Brin finally accepted the
stern soldiers gave their life to save the souls of others. Both the
mighty patrimony of his father. He did not accept the Emperor
Protector of the Empire and the famed “Sword-King” Raidri
title however, as there was no proof for Haal’s death yet; rather
Conchobair fell. Moreover, the empire never could recover the
he followed Rohal’s example and assumed the title of Protector
lost lands; the gruesome helpers of Borbarand, who acquired a
of the Empire.
shard of the crown for themselved, continued the legacy of their
former master there. They stepped into power as Heptarchs.
Arania Today, the humans of Aventuria
Duchess Sybia discontinued the tributes to Gareth in the can only hope that the Twelve
name of Prince Arkos, who was to be the next king. Naturally, choose to take on these
his sister had similar ambitions; she wanted to be queen, and infernal forces themselves.
subsequently tried to kill Arkos. Her plan failed.
Arkos became king and married Princess Eleonora of
Baburin. Just a short time later, Dimiona repeated her attempt
to grasp the power; she did succeed in separating the Elburian
land from the kingdom and transformed it into the ‘Moghulate
of Oron.’ Eventually, Arania became a kingdom in 29 Haal.

Middenrealmian Recent History


2 H.: Suppression of the Tuzak Uprising by Haal 21 H.: Brin becomes ‘Protector of the Empire’
4 H.: Haal is declared a minor god 22 H.: Borbarad returns
5 H.: Prince Brin is engaged to Princess Emer 26/27 H.: Borbarad invades Tobria and Maraskan,
10 H.: Battle of the ogres at the Trollgap Glorana assumes power in the Far North
11 H.: Brin marries Emer, becomes King of Garetia 28 H.: Battle of the Vallusian Meadows, Dimiona fails to
15–17 H.: Al’Anfa tries to invade the Caliphate control all of Arania
17 H.: Emperor Haal disappears; Queen Amene the 22–24 Ingerimm, 28 H.: Third Battle of Demons by the
Third declares herself a Horas Emperor, Count Trollgap, Borbarad is defeated, Brin dies
Answin attempts to take over the throne 29 H.: Proclamation of the Kingdom of Arania
17–20 H.: Orks attack the Svelltian League and the from 29 H. on: Heptarchs establish their empires in the
Middenrealm east and north of Aventuria

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The Continent of Aventuria
Aventuria at a Glance a few weeks each year. Another land of ice is located in the Far
Geographic Borders: Sea of the Seven Winds in the west, North, but it is no godly power that keeps this land frozen: the
Ifirn’s Ocean in the north, Sea of Pearls in the east, Brazen Archdemon Nagrach and his servant, Glorana, control the taiga
Sword mountain range in the northeast, Southern Sea in and tundra north of Fountland.
the south The Nivese prairie sits in the northern region of Firun’s
Covered Area: Roughly 300 miles long, from Yeti’s Land domain. This landscape is dominated by tall grass, rolling hills,
in the north to Benbukkula Island in the south; the widest
and sparse birch tree groups. The Svellt Mountains mark the
stretch from coast to coast is 1,900 miles
Terrain: All types of land, from frozen tundra to tropical
western border, while the forest-covered Salamander Stones set
jungles the southern limits along with the Fountlandian Woods. The
Mountains and Mountain Ranges: Black Sickle, Brazen rivers Kvill and Oblomon run through these lands. The winters
Sword, Frozen Peaks, High Eternans, Goldenrock, here are harsh, long and snowy, usually lasting from the middle
Kosh Mountains, Maraskan Mountain Range, Red of Travia until the beginning of Ingerimm, but do eventually
Sickle, Salamander Stones, Troll Peaks, Rain Mountains, pass into short springs and summers.
Rashtul Wall The Fountland is home a majority of the Aventurian
Major Inland Lakes: Lake Alavi, Blue Lake, Lake population. Here are cities that actually deserve that title,
Cichanebi (salt lake), Loch Harodrol, Lake Angbar, Lake
with Festum one of the largest in Aventuria. The Fount and
Lamprey, Oxwater, Lake Thuran, Lake Ysli
Estimated Population: 4,060,000 humans (without Dark
Wealbeck Rivers are important waterways that begin in the
Lands; 279,000 in the Dark Lands, not counting Oron); northern interior and move south, emptying into the Tobrian
approx. 20,000 elves, 40,000 dwarfs, 80,000 orks and 200,000 Sea. A network of highways connects the major cities, and the
goblins countryside is safe for miles around each. Those who forsake
Nations: Al’Anfa, Andergast, Arania, Fountland, Brabak, the roads and take to the open country, however, will most likely
the Caliphate of Unau, Heptarch Empires (Dark Lands), pay a steep (and even deadly) price for their arrogance; one can
Horasrealm, Middenrealm, Nostria roam the Fountlandian forests for weeks without ever meeting
Important Cities: Al’Anfa (80,000), Fasar (23,000), Festum another soul, and though orks may not be plentiful, dangerous
(28,000), Gareth (189,000), Grangor (9,850), Havena
animals still abound.
(25,700), Khunchom (13,200), Kuslik (21,800), Rashdul
(7,250), Vinsalt (19,850), Zorgan (14,500)
The Svellt Valley is also home to a number of human cities.
Important Traffic Routes: Fount, Darpat, Great River, One of the most prestigious is Lowangen, which is home to an
Mhanadi, Svellt, and Yaquir Rivers are the most important academy for magicians. The Ork Skull Steppe sits behind high
waterways; a well-built network of roads runs through mountain ranges, west of the stream. True trees are a rare sight
Fairfield, Middenrealm, parts of Nostria, Andergast, and the here; shrubs, scrub trees and grass are the only vegetation. The
Fountland Bodir is the most important river, running down into the Sea of
Religions: Twelvegods belief throughout most of the Seven Winds by the city of Thorwal.
Aventuria (including the Dwarfen faith of Angrosh, The Orkland borders the Stone Oak Forest in the south,
Swafnir religion of the Thorwal people and the worship
which is the neighbor to the huge forests of Andergast and
of Horas in Fairfield); Rastullah the One-God is followed
among Novadis people; Rur and Gror are worshipped
Nostria. The Wide, Raller and Narrow Rivers all unite east
in Maraskan; the Nivese religion of the Sky Wolves; the of the Kosh Mountains to form one of the most important
worship of Kamaluq as well as other nature religions waterways in Aventuria, the Great River; they all spring south of
among the Forest People; ritual worship of Borbarad and the Darkencrest.
demonic cults throughout the Heptarch Empires The Great River runs towards the south through forests
Strange Locations: See description of each nation in and hills, leaving the peaks of the Kosh Mountains to its right.
Nations of Aventuria, starting on p. 34 It takes a sharp turn towards the west once it streams north
Holidays, Festivities and Masses, etc.: See Calendars and of the Iron Forest. It then narrows and becomes hazardous to
Holidays, starting on p. 34
cross, moving fast and even becoming rapids in some places;
the cliffs between Elvenhus and Elenvina speed the raging
river as it cuts through this section of the country. After this fast

Eternal Ice and passage, the river turns again, slowing and widening, leaving
the Windhague Mountains to its left. It then continues until it

Steaming Jungles eventually reaches the coast, opening into the Sea of the Seven
Winds, by the Middenrealm province of Albernia.
In the far north, Firun’s icy breath envelops the land with The northern border of Middenrealm is marked by the
eternal frost. The regions of the Misty Peaks, the Frozen Peaks, strange Lake Lamprey, south of the Salamander Stones, as
Yeti’s Land and the Grimmfrost Wastes are mostly covered with well as by the Fog Moors. The woods become sparse here and
a thick layer of ice. Only a small part of the coast thaws for just the fields are rich and fertile—this is the home of Gareth,

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the empire’s—and Aventuria’s—largest city. Winters in the
Middenrealm are also cold and carry plenty of snow, but they are The People of Aventuria
not nearly as strong as the Fountlandian winters. The climate
becomes milder the further one moves south; the cultivation Humans
of wine in the valley of the Yaquir shows to all how Rahja has In the upper north, various small tribes and clans of
overcome Firun’s icy grip. The Black Sickle Mountains and Troll humans known as the Northland Barbarians or Fjarningans
Peaks mark the eastern border of Middenrealm; beyond it, one live along the coast of Ifirn’s Ocean and in the warmer valleys
finds the Empires of Black Magic—former allies of Borbarad. south of the Grimmfrost Wastes. Further south, the Nivese live
These lands used to be green, fertile and covered with woods, but in forests and prairies along with dark-skinned, black-haired
demonic powers overtook nature’s bounty, turning flourishing Norbardes. The Thorwalians live in the northwestern coastal
meadows and blooming fields into deserted wasteland. area; it seems as if they mingled with the Norbardes to produce
The island of Maraskan, located east of the continent, also the Gjalsklanders, who feature red, blond and dark hair along
fell prey to those wicked forces—two such doomed empires with varying skin colors.
share the island. The jungles were not exactly safe in earlier The people of Middenrealm live further south, bordering
times, but at least people feared only their lives. Today, weird the regions inhabited by the Nivese and Thorwalians. They
and gruesome creatures grasp for one’s soul as well. make up the largest part of the Aventurian population; scholars
The gigantic Khôm Desert covers almost the entire width are certain they are the descendants of Gyldenland immigrants
of the continent. Without a local guide, this sea of sand is as who mixed with the native population (like the Tulamides).
deadly a labyrinth as the Fountlandian forests. Paths lead from Their skin is light, and their hair color ranges from blond to
oasis to oasis, but quite often, the marking poles are broken or black. Most people of Middenrealm live in northern cities (such
covered with sand. Northeast of the Khôm, on the other side of as Riva), the Fountland, and all regions south of Thorwal and
Khoram Mountains, one finds the hills and fertile basins of the Salamander Stones. They are especially concentrated in the
Mhanadi region sitting next to the Gorian Desert (compared region of the Horasrealm and the Middenrealm.
to which the Khôm looks like a paradise). This wasteland is The second largest group of humans is the Tulamides, a
entirely dead, though even the dead can sometimes walk. group native to Aventuria. They live south of the Yaquir and
Fairfield sits on the western side of the Khôm, protected are the ancestors of the Novadis, who believe in the One-god
from hot desert winds by Goldenrock and Eternan Mountains. Rastullah instead of the Twelvegods. The wild Ferkinas live
As the name suggests, Fairfield is the most fertile and most one near the Wall of Rashtul. The culture of the Ferkinas is very old;
of the densely populated regions in Aventuria; major cities are it presumably dates back to the reign of the dragon Pyrdacor,
often only a two-day’s journey apart. making the Ferkinas the ancestors of the Tulamides.
If snow is a rare occurrence in northern Fairfield, it is utterly An equally ancient civilization is that of the Troll Peakers—
unknown in the south. The geographic line from the cities Drôl they still adhere to their original lifestyle living in the Troll
to Selem marks the onset of steaming jungles, the home of the Peaks. The Troll Peakers view the giants as their ancestors and
Forest People. This far to the south, only the Rain Mountains the dwarfs as their brothers (they themselves are ‘only’ about
are high enough to carry snow on their peaks all year round. two paces high).
They separate the country into two halves, east and west. The The Forest People inhabit the southern tip of Aventuria and
western half, except for Brabak and the mouth of the Mysob, is the nearby forest-covered islands; they are also part of the native
home only to the forest people. The eastern half is home to the Aventurian population, although they themselves probably
gigantic metropolis of Al’Anfa; many forests have been cut and came from Uthuria a long time ago.
cleared since that city’s rise to power.
The Forest Islands link to the last of the mountain peaks,
lining up like pearls on a string. The immense variety of spices
Elves
The Salamander Stones are the lands of the Silvan Elves,
that grow here gave rise to the powerful trading house of
while the Lea Elves settled in the area between the Kvill and
Stoerrebrandt. Many pirates of the area would have lost their
Oblomon Rivers (and can be found nowadays along many rivers
heads to the authorities long ago were it not for one or the other
in northern and central Aventuria). The Children of the Wind,
of the hidden bays throughout the chain.
or Steppe Elves (a small elven people of horse riders), populate
the Green Plains, while the Ice Elves live in the Grimmfrost
Wastes and along the shores of Ifirn’s Ocean.

Dwarfs
The Kosh Mountains, the dwarf city of Xorlosh, the Anvil,
and the Iron Forest are traditional homes of the dwarfs (of the
Anvil and Ore tribes). At times, they have spread to regions
east of Kosh as well, especially around Lake Angbar (the
Hill Dwarfs). The Diamond Dwarfs (from the Mountains of
Beilunk) had to leave their homes due to the Borbarad invasion
and moved to The Gorge.
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Other Races Religions in Aventuria
The shaggy yeti live in the far north on the island of Yeti’s
Land. Orks are found in the plains of the Orkland, while goblins Twelvegods: This is the most common belief in
live mostly in Red Sickle. Orks, goblins and sometimes ogres gather Aventuria, prevalent in Fountland, the Svellt cities,
in nomadic tribes—which move across the land, plundering and Middenrealm, Horasrealm, Arania and the southern cities.
looting—and are thus found throughout the whole continent. Temples devoted to the Twelve, as well as houses devoted to
The gigantic trolls and cyclops have to be the oldest Rastullah, can be found in Tulamidian regions, though the
creatures of Aventuria; the latter are especially well known for religious teachings merged with the dualistic worldview of
their skilled use of the forge. Kobolds, fairies, grolms, and other ancient Tulamides. The gods are individually worshipped
magical people also live across the continent in small numbers. by various groups as noted below:
While kobolds and grolms certainly originate from this world, Boron: Punin, Al’Anfa (where worship of Boron is
fairies come from Otherworld, a realm that sometimes connects almost a state religion)
to this world through trans-dimensional portals. Efferd: Albernia (province of Middenrealm); many
coastal cities, especially Havena and Bethana
Firun: Former major deity in Bjaldorn; recently gained
The Nations popularity throughout northern lands
The noble republic of Fountland is the northernmost Hesinde: Fairfield, Kuslik; among scholars and
organized state still intact. Middenrealm sits at its southern magicians
border; this feudal empire (ruled by an emperor) is currently led Ingerimm: The Middenrealm province of Kosh; among
by regent Emer ni Bennain for her daughter Rohaja. The petty all dwarfs (also found under the name of Angrosh)
kingdoms of Andergast and Nostria, both quite hostile towards Peraine: All rural areas, Arania
each other, are located in the northwest. Phex: Arania, Tulamide lands; hardly any public
The long-standing rival of Middenrealm is Fairfield, worship
which sits to the west of Goldenrock and Eternan Mountains, Praios: Entire Middenrealm; among nobility
with Vinsalt as its capital city. Since Queen Amene the Third Rahja: Fairfield, especially Belhanka; Arania; the
declared herself a Horas, this region is an empire too. Both the Middenrealm province of Almada
Kingdom of Brabak and Al’Anfa have forged alliances with Rondra: Thunderbrook, Meadows, northern Arania
some of the southern city-states. Swafnir: Thorwal, Prem, Olport; seen by some as son of
The Nivese and Forest People do not live in formal nations; Rondra and Efferd, Thorwalian whale-god
instead, they organize into tribes and clans. The Thorwalians Travia: Darpatia
also do not recognize kings or princes—they elect “hetfolk” who Tsa: Worshipped in Fairfield (serfs) and recently also in
in turn elect a “Supreme Hetman.” The authority of a hetman or Griffinsford, a Middenrealm province
hetwoman, however, in no way compares to that of a monarch.
The Heptarchies or Dark Lands in the north and east of Other Gods:
the continent came about after Borbaradian troops invaded Borbarad: Master of Demons, Bringer of Magic,
and conquered these areas. A dark witch called Glorana rules celebrated throughout the Heptarch Empires (east of the
the land between Paavi and Bjaldorn, the gruesome Dimiona Troll Peaks and Black Sickle); there also worship of the
governs Oron (which split from Arania in the past), and Yol- demonic archenemies of the Twelvegods
Ghurmak (located east of the Black Sickle, the former city of Kamaluq: God of the Forest People, often depicted as a
Ysilia) is controlled by Galotta, a powerful black magician. black jaguar
The undead emperor dragon Rhazzazor rules the area east of Rastullah: Khôm Desert, parts of Mhanadistan (larger
the Troll Peaks (by Warunk); Xeraan, another devotee of Black cities will also host temples of the Twelvegods); One-god
Magic, governs the eastern coast between Beilunk and Vallusa. (the Twelve are thought of as his servants)
The former Grand Marshal of the Middenrealm, Helme Rur and Gror: Southern part of Maraskan (Sinoda),
Haffax, oversees the major parts of Maraskan; only the power of neighborhoods of the Maraskan exiles along the east coast;
a demon-tainted jungle limits his powers (some say the forest is the Twin Gods of the Maraskan worldview
under the command of a chimera or other monstrosity). Sky Wolves: Mystical creatures worshipped by the Nivese
of the northern plains and Brazen Sword
The Nameless: Worship of this enemy to the Twelvegods
is prohibited everywhere; the practice of this cult is
prosecuted without mercy. A few lost souls still serve this
deity (also called “Rat-child”) in hidden temples and
cultural sites throughout Aventuria

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Aventurian Societies
The forms of human co-existence that developed in Knighthood: This class of noble warriors forms the base
Aventuria—partly after long years of bloodshed and pain—are of the entire feudal system. Knights are not only excellently
as diverse as the habitats in which they were born. It ranges trained fighters on foot as well as on horseback, but they are
from the freedom-loving Thorwalians and the absolute power also required to keep a chivalric attitude and act as protectors
of the Fountlandian bronnjars, to the proud knights of the of the weak and champions against all evil. Although this ideal
Middenrealm and the cruel slaveholders of Al’Anfa. This is often ignored, it is nevertheless a shining example that can
chapter offers an overview of these different cultures, and the serve as guideline for all aspiring heroes. Even children from the
social structures that hold them together. highest strata of nobility up to the emperor are trained as varlets
(servants to knights) and eventually knighted.

Feudalism Monarch: The supreme noble, whose lands were ‘granted


him by the gods’. Although his actions are restricted by
The cultures of Aventuria are dominated by feudal numerous laws, customs and political restraints, in theory
societies—roughly two-thirds of the continent’s population he is only responsible to the gods as the original source of all
lives under this social system. The following terms are used to legitimacy in his realm. Currently accepted monarchs are the
describe feudal societies. emperors of the Middenrealm and the Horasrealm, the Shahi of
Feudal Pyramid: A description of the base power structure Arania and the kings of Andergast, Nostria, Brabak and Mirham
of a feudal society, wherein a broader base of tenants ensures (though the latter rule at the mercy of the powerful houses they
the power of every liege; the feudal structure is often compared are presumed to lead). The powerful regents of Fountland and
to a pyramid. Thorwal—the Noble Marshal and the Supreme Hetman—are
In the Middenrealm, this pyramid has the largest number not considered to be monarchs, as they are enthroned by their
of tiers of all Aventurian feudal societies. Beneath the emperor equals, and may step down from their post to let someone serve
as monarch are the crown vassals or provincial lords, who were who is not of their bloodline or court.
also called imperial generals in the past. Among them are all Vassals: All other nobles who have been invested with a fief.
kings, dukes, princes and margraves that govern a province
more or less independently.
Most provinces in the Middenrealm are divided into several
Freemen and Bondsmen
Beneath the social level of knight lies the common man.
counties. Today, the most important role of the counts is that of Laborers, farmhands, and servants all come from this stratum of
high judges, with the power to decide over life and death of their society; they typically own no land to speak of, and have little in
subjects. Each county is made up of roughly a dozen baronies. the way of wealth. They may be owned outright by the nobles
The barons—as vassals of the counts—constitute the base tier on whose land they toil. They are the backbone of a nation’s
of the pyramid: they serve as judges, protectors and rulers of economy, performing all the physical labor required to keep the
the common folk, collect taxes and tributes and defend law and flow of commerce moving smoothly to the king’s coffers.
order—at least in theory. Bondage: Legally, this term describes the lack of the rights
In the Horasrealm, the tier of the pyramid representing the associated with “freedom:” the freedom of movement, freedom
counts is not as fully developed as in the Middenrealm; there is of arms, and legal capacity. Just like a minor, bondsmen have
a lower tier of signores, however, who have extensive rights as a patron—almost always the local baron—who protects them
leaders of a given village. The equivalent in the Middenrealm from enemies, hunger and poverty, chooses a suitable bride or
would be noblemen and squires, but their authority is that as bridegroom for them, appears for them in court and assigns a
landholders, with lower vassals owing fealty to them. task and shelter to them. Conversely, this also means that they
Feudal Realm: A nation ruled by a noble class with a king are not allowed to bear arms or own real estate, they have to
or an emperor at its head, who distributes parts of his lands to live where their patron assigns them to and generally have to
other nobles to govern and defend them. do whatever he tells them. Similarly, they are subject to his
Investiture: The granting of land to a noble that leads to jurisdiction and the patron can impose corporal punishment.
vassalage. The noble granting the fief is called a liege, while the Usually, this patronage is lifelong and hereditary. The only ways
noble being invested with it is called a tenant. The liege vows to escape it are either release granted by the patron or flight.
to protect his tenant loyally, which basically means that he will Apart from the rule of the barons over their bonded
support him with all his might if hostile forces attack the tenant. peasants, there is also the temporary patronage of freemen
The tenant in turn pledges solemnly to serve his liege loyally in (such as artisans and magicians) over their apprentices. That
word and deed: the tenant may not conspire against his liege patronage ends when those win back their freedom with their
or start a revolt against him, he has to give him the advice most letter of craftsmanship or ordainment, respectively. Only the
favorable for the entire realm and he has to support his liege children of freemen are allowed to join a guild, as the patronage
personally and with troops in the event of war. over the minor is conferred from the parents upon the guild—

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Aventurian Societies
and bonded parents do not have the guardianship over their powerful cities, they behave just like noble dynasties, feeling
children to begin with. superior even towards barons who have just been invested with
In the Middenrealm, four fifths of the rural population and a fief. The patricians (or bourgeoisie) own the vast majority of a
two thirds of the total population are bondsmen. city’s financial resources and often dominate the town council
Freedom: In terms of central Aventurian law, this term as well.
means freedom of movement—the right to leave one’s place Guilds: Guilds are part of every aspect of a craftsman’s daily
of residence and freely choose another one—and freedom of life; birthdays, weddings and funerals as well as the holidays of
arms—the basic right to bear arms and to fight in the imperial the guild’s patron saint are always celebrated together with the
army. Furthermore, freemen have the invaluable privilege of other members of a guild. Invalid master craftsmen and their
legal capacity—the rights to appeal to a court of their own relatives gain monetary support form the guild’s coffers. In some
volition, to enter marriage, to join a guild, engage in financial places, the guilds have the right to bear a coat of arms and a
transactions and acquire real estate. signet all of their own and are allowed to take measures against
Freemen are also simply called imperial citizens. competitors who are not organized in a guild (the so-called
Approximately every third Middlerealmian is such an imperial “bunglers”). The fact that rich merchants build large factories
citizen, including virtually all people living in towns or cities in the Horasrealm where they employ underpaid bunglers has
as well as a small percentage of peasants. The Horasrealm has almost ruined the old guilds.
slightly more freemen than the Middenrealm, while Nostria and To keep the number of practicing craftsmen and workshops
Andergast have considerably fewer. low (and the prices up), the number of apprentices, who remain
bonded to their master during the long, arduous years of their
The Burghers apprenticeship, is also kept low. After their trade test and their
acquittal, the apprentices become journeymen (and most of
Towns and cities have already replaced castles as major
centers of culture, education and science; in particular, the them stay in that rank for the rest of their lives). Only rarely,
Imperial Capital of Gareth and the trading towns of the a workshop is vacant so that a merited journeyman can take
Horasrealm are powers that are growing ever more self- a second trade test to become a master craftsman. The master
confident and can no longer be ignored by the noble classes. craftsmen are the leaders of the guild and elect a speaker from
In the Middenrealm, the League of Imperial Cities under among their midst who has to represent the guild in all external
the leadership of Gareth has been founded as a semi-official affairs, keep the charter, manage the guild coffers and hold court
representative body speaking for all burghers. over the town’s craftsmen.
Town rights: Towns and cities have numerous rights Free Guilds: This is a catch-all term for the numerous
villages do not have: the rights to build a city wall, to establish organizations or fraternities of workers and craftsmen
a militia or guard, to hire mercenaries, to make their own without any chartered rights and privileges who still find
municipal laws and to dispense justice in a free court (see strength in numbers—from the scholar’s guild and the
Justice and Law in Aventuria, p. 129). minstrel’s guild to the porter’s guild, the carter’s guild and
Burgomaster: The person who is responsible for even the beggar’s guild.
representing a city or town in all external affairs is often
called the burgomaster. He runs the town council and is also The Peasantry
frequently the supreme judge in a given settlement, if he has had Four out of five Middlerealmians live as peasants in rural
legal training. His main tasks are to supervise the city’s officials regions. This number is even higher in Nostria and Andergast,
and to set the political guidelines for his city. Generally, the and does not drop considerably even in the comparatively urban
members of the town council elect him. If the city is not entirely Horasrealm, as it takes about four peasants to feed a burgher
free and belongs to a noble count or provincial lord, the patron or noble with the fruit of their labor. Only in Nostria is the
of the city appoints a bailiff with the same rights. percentage of free peasants is clearly above the average of other
Town Council: This council consisting of 12 or 24 (in regions.
some cases even more) councilors is the governing body of a Like the other classes, the peasantry is divided into several
town or city. Its members are never elected, but rather chosen strata (ranchers, crofters and peons) among which strife is
from among the ranks of the patricians or the bourgeoisie. nothing out of the ordinary and the social boundaries nearly
Frequently, individual councilors hold important offices such impermeable. Every village is headed by a village judge who
as keeper of the seal, captain of the guard, captain of the fire goes by different names depending on what region you are
brigade or keeper of the wine cellar. Membership in the town in: alderman, bailiff, magistrate, mayor or peasantmaster. The
council is always honorary and quite expensive—and thus only village council—the gathering of all ranchers—is also quite
open to the richest burghers of a given town. important. Free imperial citizens are usually found only among
Patricians: In virtually all towns or cities, there are a the ranks of the ranchers and the village craftsmen who can
small number of venerable families whose members are either afford to pay the taxes a freeman has to pay.
affluent merchants or prosperous landowners. In rich and

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The Despotism of through impoverishment, while a successful freeman can be
accepted among the ranks of the nobility.

the Fountlandian The old Tulamidians did not have a feudal system in
the narrower sense, as either large family clans or an absolute

Bronnjars monarch with his viziers and mercenaries ruled the land. Even
today, a clearly structured noble hierarchy can only be found in
Fountland is a state governed by nobles without a monarch. Arania, which was part of the Middenrealm for many years.
The nation’s countless small fiefs have become hereditary
inheritances and are today ruled by frequently egomaniacal
nobles with grandiloquent titles. They conceive of themselves
The Aranian Noble Hierarchy
In Arania, there is a strange mix of Middlerealmian
as small kings and do not think much of cooperation between
feudalism and Tulamidian clan structure. The monarch is
fiefs.
regarded as the mother of the entire people and the other nobles
As the local nobles do not have a liege to whom they would
as subordinate leaders of tribes, clans and families: beneath the
owe loyalty and as they do not have to pay taxes, Fountland is
Mhaharani Shahi (the queen) stand several sultana (princesses);
more like a union of smaller states, rather than a true realm.
beneath the sultana is the emira (countesses), and beneath
Twice a year, the Noble Congregation convenes at Festum;
the emira the beyrouni (baronesses). Beneath a beyrouni
this institution passes laws, settles disputes and elects a Noble
stands either a harani (a squire) or a freewoman who has been
Marshal and six Noble Commanders as official representatives
appointed magistrate of a village and is now holding the title of
of Fountland every five years. Their actual power depends on
kadi. Men can also hold all these ranks, but this is the exception
the personal power of the respective holders rather than on the
rather than the rule.
office in itself.
Noble rank can either be inherited in the form of gainful
Bronnjars: This is the Fountlandian name for landowning
real estate or cattle, or it can simply be bought—for example
nobles. They are infamous for their absolute power and their
by rich merchants—as long as the aspirant pays for the
bad-tempered, oftentimes cruel treatment of their bondsmen.
characteristic costs of holding noble rank (such as the provision
Flat Nobles: According to the Fountlandian law of
of troops). In the latter case, the aspirant finds a place in the
succession, every child of a noble inherits his father’s title—
noble hierarchy as a beysa or bey (noblewoman or nobleman),
even if he misses out in all other regards. Thus, there are
somewhere between harani and beyrouni.
countless destitute dukes and counts that are snidely called “flat
Freemen: As a rule, only a person who maintains a
nobles,” spending their lives as connivers at the courts of more
household without any outside aid and who is able to pay
affluent nobles. In return for their host’s hospitality, flat nobles
an annual tax of 20 ducats per adult living in her household
often cede their right to vote during the Noble Congregation to
(instead of doing military service) is regarded as a freeman.
their hosts.
Hence, most freemen are rich peasants, merchants or successful
Bondsmen: The bondsmen are not only the wards, but
craftsmen.
also the personal property of their bronnjar. They can be treated
Servants: Anyone who cannot pay his own taxes has
as gently or cruelly as his fancy commands—harassment and
to pledge servitude to his clan leader (in most cases one of
abuse are common, as are mindless games that risk the lives of
the harani or beyrouni). Legally, he has to be considered as
the serfs.
something similar to a half-freeman, as his patron can assign
Socage Farms: A typical form of settlement with the
him tasks requiring half a day’s work. Moreover, he is subject
homestead or castle of the bronnjar at its center. The bronnjar’s
to his patron’s jurisdiction and is only allowed to wear a dagger.
menial staff, along with some bondsmen who dwell in poor
On the other hand, he can still buy property and place contracts.
shanties nearby, till this so-called masterland. The other
Rich freemen can have half-free servants as well.
bondsmen live on farms in the vicinity. They have to pay high
Slaves: Slaves usually end up as such because they were
taxes and even give away some of their children to the bronnjar
unable to repay a debt or were sentenced as criminals to become
as hostages. He puts them to work in his menial staff, ensuring
the bonded slave of their former victim (or creditor). They are
the parent’s docility.
subject to their owner’s jurisdiction and placed under their
owner’s guardianship.
The Tulamidian A slave is obliged to work for his owner the whole day, but
the slave also has a right to shelter, food and clothing as well as
Plutocracy a “hire-purchase agreement.” If the slave works long enough,
he can eventually regain his freedom. Slaves are sold only in
In Arania and the city-states along the Mhanadi, the
exceptional cases and almost always live in their owner’s house.
ancient traditions of social rank and personal income are closely
There are very few plantations run on slave labor. Most often,
intertwined. They are still the social standard to which most
owners release loyal slaves at some point in time (upon the
of the nation cleaves: the rank into which a person is born is
owner’s death, for example) or exalt them to the state of half-
irrelevant. A noble can become a freeman or even a bondsman
free servants.

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Aventurian Societies
The Novadian The Slaveholder
Clan Society Societies of the South
The Novadis still hold to a clan-based society according This social structure is prevalent in the southern city-states
to their ancient traditions, especially among those living in or of Al’Anfa, Mengbilla, Chorhop, Selem, Thalusa and to some
around the Khôm Desert. extent Fasar.
Tribe: A group of nomadic cattle-breeders consisting Grandees: The ruling class of these cities is virtually always
of up to 100 members. The men mostly think of themselves comprised of a small, elite group of wealthy persons (slavers,
as descendants of a mutual ancestor who founded the clan. planters, ship-owners, generals, etc.) whose power is only
Women join a clan through marriage, and their daughters restricted by the limits they set for themselves. Often, the grandees
eventually leave the clan after their wedding. purport themselves as large families (as in Al’Anfa), while in
The duty of the individual member to contribute to the other places they call themselves guilds, circles or orders.
survival of the entire clan is sacred, as is the duty of the clan Regardless of what they call themselves, one thing never
as a whole to help individual members who need aid. The ties changes. The rulers are always corrupt and decadent. They
to one’s own clan are always more important than any other divide up their city-state like a giant cake—and now they fight
worldly duties and obligations. over the crumbs like cruel children.
Hairan: The leader of a clan is lord over life and death Fanas: In Al’Anfa, the members of the large, but mostly
during his clan’s treks through the desert. His word is the law. A poor middle and under classes are called fanas; elsewhere they
hairan can only be replaced in an oasis during the rainy season. are simply called mobs, plebs or rabble. There is a minority
Sheik: Each desert tribe consists of 15 to 25 clans that meet among them that is well off but still not allowed among the
only during the rainy season in an oasis that is regarded to be ranks of the grandees. Most fanas, however, are miserable
the shared property of the entire tribe. During such meetings, hucksters, craftsmen and laborers who work endlessly to fill the
the sheik—often the hairan of the most respected clan—settles coffers of their grandee employers.
disputes between individual clans and organizes the collection Slaves: Beneath the fanas are only the slaves. Most of the
of the tribute paid to the Caliph’s court. slaves in the cities of the Deep South are Forest People from
Sultan: Since ancient times, the desert people have been the Rain Mountains, or the descendants of those unfortunate
divided into larger tribal unions that own several oases. Today, souls who were taken from their homes. Up to one quarter of
there are nine sultans, who are set above the tribes in terms of the inhabitants of a typical city-state are slaves that are used and
status and authority. They are not rulers, however, but serve as abused without any consideration. The suffering of his slaves is
mediators between the clans, the tribes and the Caliph’s court, negligible for a grandee compared to the constipation of one of
rather than being the rulers of their people. In times of war, they his most favorite pets. The death of a slave is simply a calculable
also draw together the fighters that form the backbone of the loss of resources.
Caliph’s army.
Caliph: Initially, the Caliph was the supreme warlord of
the desert tribes; this office was limited in duration to times The Thorwalian
of war. Ever since the appearance of Rastullah, however, the
Novadis regard themselves as holy warriors that are bound to
spread Rastullah’s word. Thus, the caliph at Unau became their
Tribal Structure
The Thorwalians have retained a primal social structure.
permanent leader and warlord.
The most important features of that structure are the sense
In agricultural areas, the caliphs have appointed emirs
of community among a given group of fighters taking to the
as administrators—the true desert warriors would find the
sea, as well as the free elections held to fill nearly every rank
thought of being actually governed extremely discomforting,
of authority. The chain of authority is not top to bottom, but
even unbearable.
essentially exactly the other way round.
Mawdli: A mawdli (the plural is mawdliyat) knows
Otta: This term (the full expression would be ottajasko)
Rastullah’s commandments by heart, and are addressed whenever
applies to the community of sailors and warriors on a given
there is a complex legal dispute to settle. They primarily live in
ship (although an otta can comprise several vessels). Most of
the oases and act as advisors to sheiks and sultans.
the time, the members of an otta all come from the same coastal
The hairans of the nomadic clans rarely appeal to the
village. An otta is led by a hetman, and its members rule over
mawdliyat. To them, survival is usually of greater importance
the nearby villages from their semi-permanent camps or villages
than the exact legal position of a given dispute. Moreover, it
(the ottaskins).
has to be admitted that the mawdliyat are divided into several
Clan: A large, regional community of relatives (excluding
schools of thought when it comes to the proper interpretation
the ottajaskos). Guided by an elder who is well versed in the
of Rastullah’s laws, and thus interpretations and advice can
laws and traditions of his people, warriors, fishermen and
vary widely.
peasants co-exist (it would be an exaggeration to say that they
actually “live together”).

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Aventurian Societies
Hetman/Hetwoman: The lifelong title held by the elected of everyday life in a village, just like a female knight who tries
leader of an otta or a village. A hetman is expected to be strong to win the heart of a noble’s son is nothing out of the ordinary.
and charismatic. A larger city usually has a High Hetman, while Only in particularly backwardly regions, such as Andergast, is a
the Supreme Hetman leads the entire nation. mild form of patriarchy is still practiced.
Jarl: A jarl is the equivalent of a clan elder for a larger region A far clearer kind of gender segregation can be found
under the rule of an otta. Just like the elders, the jarls are there to in (rural) Tulamidian regions, where women are highly
settle disputes and take care of minor administrative tasks. Jarls respected but do not have any economic power; in most
are elected by the inhabitants of several villages. Conflicts and Tulamidian cities, however, the circumstances can be called
squabbling with the hetman of the region’s dominant otta are rather “Middlerealmian.” The only thing that is different here
part of a jarl’s daily life. compared to such cities like Gareth is the strict division of labor.
Women can be merchants, scholars, magicians or deonts, but

Other People and Races female dockworkers, smiths or fighters are still a rarity.
Arania is a notable exception to that rule: here, women in
Among all other human people, the clan or the tribe is their role as managers of the family household have gained the
the most important social unit. Most of the time, there are no upper hand over their men and are also determining the fate of
other clearly defined hierarchies or structures whatsoever. The the entire nation.
elves do not have states or rulers, but every family or clan has Patriarchy in its strictest form is found among the Novadis.
particularly experienced members whose word is respected Norbard clans, on the other hand, are usually led by the muhme,
when it comes to their respective field of expertise (the healing an old woman. In Nivesian society, the men are responsible for
arts, for example). the hunt, while the women take care of the yurt—it is entirely
Though the Dwarfs have Mountain Kings who act as supreme possible and commonly accepted, however, to switch between
judges as well as contact persons for higher-ranking humans, most these gender roles.
dwarfs feel obliged only to their family—even the tribe is never as Division of labor among gender-lines is an utterly alien
important as one’s own kin. The orks, on the other hand, have a concept to the Thorwalians. In their culture, it is often the
rigid caste system, while the goblins live in clans that follow the woman who takes to the sea while the man waits with the
instructions and premonitions of their wise female shamans. children for his wife to return with her hard-won riches.
Lacking any form of hierarchy anyway, there is absolute

On Gender Equality gender equality in elven clans. Among the dwarfs, however, women
play a special role, as they are far rarer than their male counterparts.
Since Aventurian women are usually in no way inferior Dwarfen women often have the privilege to be able to choose from
to their male counterparts when it comes to strength and a large number of suitors. Orkish women have no rights at all, while
endurance, both genders are generally considered to have equal the culture of the goblins follows matriarchal principles based on
rights. In the Middenrealm, for example, a female smith is part female fertility and the intuitive abilities of the female shamans.

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Aventurian Armies and Navies
On the following pages you will find an overview of the armies the service, a complete banner including staff officers, scribes,
and navies of the most important Aventurian land and sea powers. physicians, deonts and messengers can comprise sixty heads, but
most banners are almost constantly understaffed.

Aventurian Armies Ten banners or squadrons form a regiment; the regiment’s


classification commonly results from its main weapon, although,
Despite the terms used, armies (in the sense of troops for example, a pikemen regiment can include only six banners
that are constantly ready to enter battle and are paid with of pikemen, plus two banners of halberdiers, one banner of
money taken from the coffers of a ruler) actually only exist swordsmen and a company of archers. Support regiments often
in the Middenrealm, the Horasrealm, Arania, Al’Anfa and to include banners that are responsible for the protection of their
some extent in the Caliphate. Usually, the military power of precious siege engines.
a country is represented by a war band—the followers of the Even though the regiment is the most common unit size on
local ruler consisting of nobles, knights, warriors and home the battlefield, ten regiments are occasionally combined in one
guards. Typically, such a war band is only gathered in times of legion during war campaigns, or in peacetime to create a more
war, with the exception of a personal guard based close to the manageable organization structure.
palace of a given ruler. At best, the members of such a mob are Two older designations for military units that are no longer
marked as parts of a military unit with sashes or patches on in common use still deserve to be mentioned here: the battalion,
their jerkins, and most of the time they are not trained to fight for 100 fighters (mostly used for pikemen), and the troop, for 25
as a group in battle. horsemen in the cavalry (the 25 horses are regarded as part of
War bands are deployed to attack neighboring countries as the unit as well).
well as to defend against incursions by hostile forces. In case of Also, remember that an army on the move always entails
an attack on a country, badly equipped bands of peasants and camp followers such as support units, laundresses, cooks,
the militias of the local towns and cities are forced into service groomsmen, and families of the officers, whose numbers rival
as well. that of the members of the fighting units at all times.
The story is entirely different for standing armies: here,
the troops are recruited from volunteers or “hired” fighters of a
given region, while the officers mostly come from either among
the nobility or the graduates of the local warrior academies.
Since these troops are normally duty-bound to their home
country, however, rulers almost always have an elite guard
under their personal command (or that of the Marshal of the
Empire, the Grand Marshal, the Mautaban or a comparable
member of the military).
In the Middenrealm and the Horasrealm, there are also
the rulers’ own regiments—the “standing” variant of a war
band—and the yeomanry regiments that are only conscripted
in the event of war (one regiment per county). The morale
of the yeomanry regiments is generally low, as their service is
forced and they are often badly equipped. Their impact on the
battlefield is negligible at best.
Though it is possible to avoid such duties by paying a hefty
amount of money, most peasants and craftsmen cannot afford
it. Sometimes, however, a count relieves his entire county from
military service either by sending a mercenary unit to aid the
Emperor or by paying for the unit’s upkeep.

Military Units
The smallest military unit is the banner. A banner consists
of about 50 fighters and is subdivided into batches, lances or
routs of 10 fighters—a further subdivision into “hands” or
“stars” of five fighters is only common for “special forces.” In the
cavalry, a banner is called a squadron; for archers and support
units, the term company is used. Depending on the branch of

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Branches of the Military (in command of a lance, batch or rout), ensign/standard-
bearer (in command of the “first batch,” deputy of a captain
The primary military distinction between army units is that
or simply the person carrying the unit’s standard; usually, the
of infantry and cavalry.
of graduates of warrior academies enter service in this rank),
Light infantry are those troops that have been trained in close
lieutenant (deputy of a captain—most often in the cavalry—or
quarters fighting and are equipped with sword and shield, axe and
in command of half a company of sappers or bombardiers),
shield, spear and shield or bastard sword. These units enjoy an
captain (in command of a banner or squadron), colonel (in
excellent reputation, but they often suffer the heaviest losses during
command of a regiment) and marshal; in the Horasrealm
a battle as they trade in heavy armor for increased mobility.
the corresponding ranks are called recruit, soldier, corporal,
The extensive training of heavy infantry focuses on the more
sergeant, ensignio, lieutenant, capitan, colonello and marshal;
tactical combat of distinct units fighting against each other. They
in the new Aranian army, the rank of tshaush is equivalent to
have mastered various strategies and advances that can only show
that of corporal, bashar to sergeant, beybashar to standard-
full effect in the square or equivalent formations. The typical
bearer, agha to captain and miralay to colonel.
members of this branch are equipped with long pikes or halberds
(glaives, partisans, guisarmes and similar pole-arms) as well as
a short sidearm. Moreover, their armor is heavier than that of Mercenaries
the light infantry (the pikemen wear at least cuirass and helmet, Apart from the regular armies that essentially exist only in
the halberdiers partial or full suits of armor). These contingents the Middenrealm, the Horasrealm and Arania and the diverse
are provided frequently by towns and cities. Specially equipped noble guards, mercenaries form the backbone of most countries’
marines and amphibian units are also considered to be heavy military power. Mercenaries are professional fighters from all
infantry; although they are mostly lightly armed, they often have branches that are hired by nobles or rich merchants to go to war
ranged fire support, snipers and even grenadiers. or to protect caravans.
Archers equipped with longbows, war bows or crossbows The commanding officers of mercenary units are often
(and arbalette or balestra in the Horasrealm) are regarded as deonts of Kor, and the code of honor most mercenaries adhere
part of the infantry as well. Despite their low reputation in to—the Code of Khunchom—goes back to one of them. This
armies heeding to the rules of Rondra, their massive firepower “model contract” all would-be employers should read carefully
can be decisive in a battle. includes not only details in regard to payment (generally three
Finally, all “support units” are seen as infantry, too—from silver thalers per day for a private, five to eight silver thalers per
the sappers who build entrenchments and undermine enemy day for an officer and often even more for specialists), shares to
fortresses and the bombardiers with their catapults (deployed in booty and death grants, but also passages dealing with start and
the Horasrealm not only for sieges, but also in open battle) to termination of the work contract as well as the proper behavior
the batterers with their rams and siege towers and the pioneers of an employer, among other things.
who build bridges. The most important and most famous Aventurian
Only those horsemen that are truly lightly armed, with mercenary units are the Kuslikan, Hylailan and Premian
short lances, sabers or ravenbeaks and a shield for protection, Sea Mercenaries (roughly a regiment in strength each), the
are classified as light cavalry. In accordance with their similarly Tulamidian Riders from Fasar (two regiments), the Uhdenberg
light armor, they are sometimes called cuirassiers; their task is to Legion (roughly a regiment), the Lions of Thalusa (six
act as skirmishers and scouts, and they enjoy the reputation of companies) and the Al’Anfan Ducat Guard (five companies,
fearless daredevils. probably the best mercenary unit on the entire continent).
The task of heavy cavalry (also called chargers, battle riders The main centers of mercenary activity are the Horasrealm,
or dragoons, depending on their home region), on the other Mhanadistan and Al’Anfa, where individual mercenaries can be
hand, is to surround or disrupt the enemy’s infantry. To this end, hired as bodyguards, strong-arms or thugs.
they are equipped with long lances and sabers, bastard swords
or maces as sidearms; mostly, they wear partial or full suits of
armor. As the fighters of such units have to bring their own steed
Aventurian Hosts
What follows is a brief examination of the armies
and armor in most armies, they consist primarily of the nobles of maintained by the various Aventurian realms.
a given country.
Other forms of cavalry include mounted archers (to be Al’Anfa
found most frequently among the armies of the Tulamidian Nominally, the Al’Anfan army is divided into three “Black
lands, but also in the Horasrealm as arbalettieri), scouts and Legions” and the fighters aboard the “Black Armada.” In the
messengers. The latter are often assigned to a headquarters entire history of the city, these units were never at full strength—
regiment rather than being organized in units of their own. essentially, the city troops consist of 17 banners of permanently
hired mercenaries (including the Ducat Guard and the Black
Ranks Alliance of Kor), 10 banners of city and temple guards, 5 banners
In the Middenrealmian army the common ranks are of order warriors and about 500 freebooters. Ever since Al’Anfa
recruit, private, corporal (in command of a hand or a siege lost the war against the Caliphate, these troops only secure the
engine, but often simply the deputy of a sergeant), sergeant city’s holding, even though some of the units—such as the

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Basalt Fist—are still a match to a full regiment of opponents of Dwarfs and Elves
any kind. Neither dwarfs nor elves know any distinct form of military
The southern city-states each have small war bands whose structure. Although most members are capable of bearing arms,
members are loyal to the respective ruler at their command. they rarely interfere in human affairs and essentially do not
In addition to that, the cities have their own militias and hire wage war as a race at any time. On those rarest of occasions
mercenary units (provided their coffers are well-filled). A when dwarfs or elves came to the humans’ aid in battle (during
standing army worthy of the name does not exist in this region; the Ork Storm and in the Trollgap Battle), virtually all of the
only Trahelia has a handful of regular units. fighters were volunteers, with the dwarfs loosely organized
along clan-lines and branches and the elves acting wholly on an
Arania individual basis.
Of the nine regiments of the Mhaharanyate, six are
mounted and one is even equipped with armored chariots. Apart Fountland
from these special features, the Aranian army is structured along Contrary to the Middenrealm or the Horasrealm, there
the lines of the Middenrealmian troops. The ranks are given are no regiments of the guards or other standing troops in
Tulamidian names, and many officers are female (in accordance Fountland. Instead, the nobles of the larger regions of Sevirya,
with Arania’s ancient traditions). Fount Stronghold and March are obliged to deploy contingents
in the event of war that add up to an overall strength of about 7
The Caliphate regiments; in addition, there are 2 regiments of naval troops and
Unsurprisingly, the vast majority of Novadi troops are the militias of the free towns and cities.
cavalry, traditionally organized in tribal units and renowned for The noble contingents are often as badly equipped as they
their untamable fierceness. This fiery passion proved to be the are miserably trained; the vast majority of troops consists of
downfall for the Caliph’s cavalry, however, in the war against the yeomen. As Fountland has never been involved in any war with
disciplined troops of Al’Anfa. another country, though, it is difficult to comment with any
Caliph Malkillah III saw the problem and reorganized his accuracy about the fighting power of its soldiers.
army. He even introduced the concept of permanent units of A noteworthy peculiarity of Fountland is the Winged
50 fighters (as is common across Aventuria), divided into two Ones—an order of Seviryan nobles with about 100 members,
groups: spahija (cavalry) and askarija (infantry). The cavalry easily recognizable due to the eagle, swan or dragon wings on
are mostly fighters armed with lances or mounted archers, while the backs of their suits of armor. Of the order’s members, three
the infantry is subdivided into archers and fighters trained for are equipped with artifacts of impressive magical powers, all
close combat. This army’s elite forces are the three batalyuni in the form of those highly vaunted wings. It is said that the
of murawidun (“the Caliph’s wards”), fighters that received ground starts to shake when the Winged Ones gather under the
intensive training from childhood on and are unwaveringly command of their “arbiters” (those three members equipped
loyal to their ruler. with the magic artifacts).
After a failed attempt to become the primary power in war-
torn Rashdul, the (regular) Novadi army has been reduced to The Horasrealm
1,500 horsemen, 1,000 foot-soldiers and 300 murawidun. Due Largely unscathed by the wars of the recent past, the
to this, Malkillah has to rely on the support of the tribal sultans Horasrealm has a powerful army at its command, consisting of
once again. 19 regiments of the guards (four of them mounted), 56 banners
of mercenaries (seven of them mounted) and 22 banners of
The Dark Lands warriors belonging to an order (all of them at least partially
mounted). Most of these units are considerably undermanned,
Since all of the Heptarchies are founded on military power,
however; nepotism, class conceit and corruption further reduce
it comes as no surprise that they all have large contingents of
the army’s actual effectiveness dramatically.
troops. The exception is Glorania, which has only a smattering
Still, some regiments of the Horas Legion (the Imperial
of mercenary units at its command). Xeraan’s demonoid Legion
Royal Guard) are definitely among the best units in entire
of Yaq-Monnith and Rhazzazzor’s undead Infinite Army-Worm
Aventuria when it comes to training and equipment—the only
also deserve special mention.
thing they lack is experience. The army of the Horasrealm is not
Galotta, Haffax and Dimiona rely on line troops of varying
as heavily armed as the Middenrealmian army, but the troops are
quality and loyalty. All troops of the Heptarchs count on magic
well-trained in pike formations, massive employ of crossbow fire
in all its (dark) forms, whether they have entire companies of
and assaults on horseback, as well as artillery and magic support.
undead among their ranks, receive air support by flying demons
or build mind-boggling siege engines. Frequently, the fighters
(or at least the officers among them) have entered pacts with one The Middenrealm
of the arch demons. Despite the Ork Storm, the Answin Crisis and the
Borbaradian Invasion (and the loss of territory the invasion
entailed), the 25 regiments of guards (seven of them mounted)
and the nine regiments of provincial lords (six of them

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mounted, consisting of nobles and knights) still represent the The Tulamidian City-States
largest Aventurian army. Only a few of these regiments are at Khunchom, Rashdul, Thalusa and Fasar each have the
full strength, however, and those that are had their ranks filled personal guard of their respective provincial lord, militias and
hastily with inexperienced recruits. mercenary contingents (such as the famous Tulamidian Riders)
The main forces of the guards are heavy infantry equipped at their command. In the cities, the level of training enjoyed
with halberds and pikes, supported by heavy cavalry. In case of and the quality of equipment used by the militias is very high.
emergency, every county can enlist a yeomanry regiment, but The personal guards (that also serve representative functions)
the morale and equipment of these troops are far below the can be seen as capable fighting forces as well—hence, it comes
usual military standards. Mercenary units are uncommon in as no surprise that the cities have been able to defend their
the Middenrealm, though their numbers are on the rise. Due to independence so far.
the losses taken in recent years, tactics based on formations have
become less prominent, whereas the capabilities of the individual
fighter have been emphasized again (the Middenrealm has the
largest number of warrior academies of all Aventurian nations).
Aventurian Navies
Every Aventurian nation with a coastline tries to demonstrate
its power and independence through supporting a heavily armed
Nostria and Andergast navy. While every coastal nation can use a strong defense against
In both of these warring kingdoms, traditional war bands pirates and other sea-going raiders, navies are expensive; only the
and noble entourages can be found. They are made up of richest nations can support a true navy of any size. Many realms
noble commanders, a small number of knights accompanied have been ruined when they attempted to form a navy of their
by a handful of squires and finally a large mob equipped with own, as the building and maintenance costs of a fleet far exceed
improvised weapons, consisting of bondsmen the nobles forced the financial resources necessary to run an army.
into military service. In most cases, heavy sailing vessels (carraques, shivones,
Both countries are able to muster about 500 professional hulks, zedrakks) or rowing vessels (galleasses, triremes) form
fighters (and to force roughly 2,000 peasants into military the backbone of a fleet, all armed with various types of ballistas
service), but has never put such an ability to the test. It has to be and catapults. Lighter units, such as rigged caravels, cogs,
mentioned that both nations have a magic academy and never thalukks and lorchas, rowed biremes and dromones fulfill
hesitate to use magic in battles (up to now to no lasting effect). reconnaissance tasks.
Efferdan, the new King of Andergast, has announced Organized fleets are often subdivided into flotillas of a
his intent to reshape his land, but it remains to be seen if—or half dozen vessels. Most fleets are small, prohibiting much
how—this will affect the army. advancement in the way of naval tactics and complicated
maneuvers. Naval warfare is usually two ships dueling,
Orks exchanging one or two salvos over a longer distance before
In the end, the orks suffered heavy losses during the Ork they quickly enter into boarding range. Because of this, most
Storm (17–20 Haal), but were nevertheless able to hold the prize warships carry large contingents of naval mercenaries.
they had taken in the early stages of their war campaign, the Apart from the war-fleets of the larger and smaller realms
Svelltian City League. Since the blackpelts reproduce far more mentioned in the following paragraphs, the seas are sailed
quickly than the other races, it must be assumed that there will by a large variety of sailors who ignore the doctrine of Efferd
be several ten thousands of orks ready to fight again within a few and prey upon any who cross their paths. These pirates can be
years. Moreover, they will be able to draw upon the experience encountered primarily in the southern Sea of Pearls and the
and knowledge of the surviving veterans—and the legendary Charybbean Sea. Frequently, their ships outnumber the fleets
“Black Marshal,” Sadrak Whassoi, will lead them again. whose crews are entrusted with ensuring law and order on the
Orks mostly fight in loose, clan-oriented mobs with a wild high seas.
mix of various weapons. They also possess catapults, armored
chariots and a considerable number of mounted archers. Al’Anfa and its Allies
The “Black Alliance,” forged by the cities of Al’Anfa,
The Thorwalians Mengbilla and Mirham, has more than 200 vessels at its
Although individuals from the far north are counted among command. Most of them are galleasses, triremes and biremes
the most dangerous fighters in Aventuria, they have never propelled by slave labor and manned with ruthless and often
developed a military organization that exceeds the boundaries excellently trained sea mercenaries—and sometimes even by the
of their ship or village communities. The typical Thorwalian dreaded Al’Anfan ecclesiastical troops.
weapons are axe and shield, but javelins and all sorts of edged All the Al’Anfan military might cannot hide the fact,
weapons are also quite common. Bearing arms is a way of life in however, that the era of rowing vessels is coming to an end—even
Thorwal, and training in the use of those arms is a considerable in the southern Sea of Pearls and the Charybbean Sea. As the
portion of every youth’s education; every Thorwalian above the Black Alliance has only a few serious enemies, though, it controls
age of 14 has to be considered “armed and dangerous.” the seaways between the Forest Islands, in the Straits of Sylla and
in the Golden Bay almost undisputedly—at least, for now.

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Arania Fountland
Situated on the coast of the Sea of Blood and locked in Though the roughly 80 armed ships of Fountland are
almost constant battle with the Heptarchs and the monstrosities considered to be a naval fleet with admiral ranks of its own, they
spawned by the sea, Mhaharani Eleonora has twelve squadrons are actually nothing more than armed merchant vessels and
at her disposal, each led by a galleass of the Perricum class their convoying ships. This fact does not diminish the quality
(originally Middenrealmian vessels that came into the of the vessels or their crews, however; after all, the shivone is
Mhaharani’s possession when Arania gained its independence), originally a Fountlandian design, and the training enjoyed by
consisting of biremes and triremes as well as several fast thalukks the crews rivals that of the Horasian sailors.
as convoying ships. This fleet is at the command of Admiral The Fountlandian fleet is mainly financed by the
Peliope of Rathmos. trading cities of Festum and Neersand (and through loans
the Noble Marshal Office takes—mostly from the merchant
The Caliphate prince Stoerrebrandt). The Festumian merchants introduced
Without a harbor of its own (as Khannemouth is nominally convoying quite early during their rise to wealth, and now they
Fountlandian territory), the Caliphate has a hard time are profiting considerably from it when their ships have to sail
maintaining a fleet. The Caliph’s activities remain restricted across the Sea of Blood.
to the raids of some Rastullah-fearing pirates, with El Harkir
certainly being the most famous of the lot. The Horasrealm
With more than 150 vessels, the fleet of the Horasrealm
The Dark Lands (which has included the fleet of the Sea King of Cyclopea for
On the Sea of Pearls and the Tobrian Sea, the fleets of three more than ten years now) may not be the largest, but certainly
Heptarchs threaten the seafaring of their neighboring nations. is the most powerful Aventurian fleet. Early on, naval officers
Moghuli Dimiona of Oron has about 20 biremes, triremes and attached great importance to standardized equipment for
thalukks at her disposal, many of which are occupied with the individual vessels, as well as to broadside battles and fleet tactics.
supply of the Oronian occupation army on the Yalaiad peninsula. The designs of the modern shivones of the King Therengar class
Lord-Principal Helme Haffax of Maraskan commands more or the galleasses of the Sea King Mermydion class reflect these
than 50 vessels of various sizes and classes—in many cases, clever decisions.
former parts of the Middenrealmian Pearl Seas Fleet—that are The Horasian fleet is divided into three sub-fleets (Home
deployed as coast guard and freebooters. Fleet, Cyclopean Fleet and Expedition Fleet) and subdivided
Portifex Maximus Xeraan owns the most important further into flotillas that have been distributed to the realm’s
“active asset,” although he nominally does not entertain a harbors (though it has to be admitted that the staff officers of
war fleet at all. He has roughly 3,000 pirates with about three the Expedition Fleet have never come any closer to their actual
dozen ships at his command, based at Mendena, on Rulat and area of deployment in the South Sea than Brabak). Though the
along the former east coast of Beilunk. These fleets are often service in the Horas Fleet is hard, dirty and dangerous work,
allied with numerous sea monsters and demons through a young Horasians constantly join the navy, proud to be part of
pact with Charyptoroth (Xeraan himself wears the shard of the fleet that represents the independence and revived glory of
Charyptoroth). These creatures range from sea serpents and the Old Realm’s successor.
algae-beings to Giant Kraken and the dreaded Ma’hay’tamim
(those infamous demon arks that serve as spawning-pools The Middenrealm
and breeding-grounds for further abominations). These “ship The greatest military power on firm soil naturally makes its
demons” are often manned with krakonians, renegade risso, presence known on the Aventurian seas as well with two fleets:
bloated zombies and bloodthirsty human mercenaries. the Western Fleet (that is based at Havena and Harben) and the
Pearl Seas Fleet (which operates solely out of Perricum).

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The Western Fleet comprises slightly more than three The Southern City-States
dozen vessels, many of which are galleys of various sizes Whether you look at Brabak, Sylla, Chorhop or the Kemi
(including a ship of the Perricum class) that are not fit to sail the realm, only the smallest fleets sail under the flags of these states
high seas and are exclusively deployed to secure the delta of the and cities .They are all very generous, however, when it comes
Great River and the mouth of the River Tommel. Fast caravels to the distribution of letters of marque—nine out of ten vessels
patrol the coast between Nostria and Grangor to capture the of the Syllan fleet are pirate-ships, and Thorwalian ottas take
few pirates who raid in the area. The Western Fleet of the to the seas for Brabak. Virtually all of them have an enemy in
Middenrealm is at the command of Admiral Annlir Aneirin common (and only the fact that they have it gives them at least a
Galahan, the provincial lord Margrave of Windhague. small chance of survival): Al’Anfa.
After the severe battles during the Borbaradian Invasion, the
definite independence of Arania, numerous acts of sabotage and Thorwal
countless desertions, the Pearl Seas Fleet of the Middenrealm Though the Thorwalians are famous as the greatest nation
is merely a shadow of its former glory. It consists of two dozen of seafarers, they do not have a navy in the classic sense. What
vessels of different sizes and classes—virtually all in very bad they have, however, are roughly 300 ottas and the same number
shape and manned by sailors who have lost their spirit. The fleet of gnarls, which they use as trade vessels as well as landing-
is at the direct command of Imperial Admiral of the Fleet Rudon crafts when they want to pillage a settlement. Since their fast
of Mendena (who resides in Gareth, however). and handy ships are neither suitable for battles fought with
Worth mentioning is also the “Southern Fleet” of the ordnance nor for boarding another vessel, the people from the
Garetian Empire that is supposed to represent the power of the far north have to rely on their superior experience as sailors as
Crown in the South Sea and the colonies. In truth, it is more soon as they see war-ships of other nations on the horizon.
like a delinquent squadron of the Middenrealmian navy. Its four This problem has been approached in recent years with an
vessels (led by the modern shivone Star of Beilunk, while the ambitious program initiated by the Supreme Hetman Tronde,
other three units are swimming coffins that claim to be hulks and it seems as if the Thorwalians have come up with a new
and triremes) are based at Hôt-Alem and at the command design that is suitable for modern naval war without interfering
of Vice-Admiral Deirdre ni Sanin who was “promoted” to with the need for a close-knit community aboard their ships—
commander of the flotilla due to alleged involvements in the the only thing the design still lacks is some heavy ordnance.
mutiny instigated by her father.
The Tulamidian Coastal Cities
Nostria With the “Guardians of the Mhanadi,” about three dozen
The original Nostrian fleet was destroyed by the vessels of all sizes and classes are based at Khunchom, from
Thorwalians nearly a decade ago, threatening an end to the whence they strike against the pirates of the Dark Lands. At
Nostrian presence on the seas. The size and wealth of the least one novice of the Church of Efferd is assigned duty on
nation has proved an impediment to rebuilding the navy, each of these vessels at all times. Moreover, the crews do not
however, as has the ongoing hostilities with Andergast, which consist entirely of Tulamidians, but also include volunteers and
necessarily draw the lion’s share of Nostrian military spending. sea mercenaries from all four corners of Aventuria.
Hence, apart from some rafts manned by bombardiers and The Thalusian fleet comprises a dozen zerdrakks and
fishing-boats equipped with awe-inspiring “war-paint” on Lake thalukks. Up to now, the fleet has kept out of the fighting taking
Thuran, Nostria owns exactly a single war-ship—and is still place in the Sea of Pearls, but this restraint might well be due to
vastly superior to Andergast in a sea-battle. the recent change of power structures in the city.

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How to Use This Chapter products may provide more detailed information. Finally,
This section of the World of Aventuria describes each of when dates are given, they are listed using the following
the continent’s nations in detail. For the most part, these convention: day-month(-year), such as 13 Praios or 27
descriptions should be self-explanatory. These descriptions Efferd, 470 b.H.
do use a number of terms that may not be familiar to most A few specific entries require some additional
readers, however. Most of those terms are related to the description:
governments or militaries of these nations and are defined The Important Traffic Routes entry lists major roadways
in the two previous chapters, Aventurian Societies, starting using the convention of “Vallusa-Festum-Neersand” which
on p. 23, and Aventurian Armies and Navies, starting on indicates the road begins in the city of Vallusa, continues on
p. 28; if you have skipped those chapters in order to get to Festum and ends in Neersand.
to the “meat of the book,” you should refer back to them Special Features literally lists features of the various
when you come across unfamiliar terms. Of course, some cities that are strange or not-usual. Universities and magic
of the words and phrases you come across will be in the academies and the like are listed under this heading. Magic
“original” Aventurian language and will have no direct academies list additional information in parentheses,
English translation. specifically the “type” of magic taught. Though this
Each of the nation entries begins with a brief statistical information is designed to be used with other game
snapshot. Additionally, each entry provides a brief products not yet published in English, we have chosen to
overview of one or more cities; these overviews include leave it in to give Highlords more options in designing their
a similar snapshot of each city. Not all of these nation adventures and to better make this product compatible with
and city “snapshots” contain the same information; only future The Dark Eye products.
those entries that apply to that specific nation or city are Important Pubs and Taverns are provided for most city
included. entries, listing not only drinking and eating establishments
Some specific individuals or families may be listed; but also hotels and hostels. The great majority of these list
those names are provided to assist Highlords in crafting some statistics in parentheses, such as (Q5/P5/B12). These
adventures, though specific character information on those indicate, in order, the Quality and the relative Price of the
individuals is not listed so as to give Highlords the greatest establishment (on a scale of 1 to 10, with average being 5)
amount of flexibility. Likewise, the names of interesting and and then the number of beds available in the establishment.
unique places is given; while there is not enough space in Highlords should use their own judgment in applying the
this book to specifically describe each, future The Dark Eye Quality and Price modifiers.

A World Frozen in Ice—The Far North of Aventuria


“And when your strength is fading, then lie down and let Firun’s breath blow
you into the Halls of Boron. This fight is not yours to win.”
— A conversation between an old Leskaran man and his daughter

The Far North between Yeti’s Land and the continent


Dominant Religion: No information available
Geographical Borders: Isles of the Bear, Ice Cliffs, Frozen
Social Structure: No information available
Peaks, Grimmfrost Wastes, Misty Peaks, Yeti’s Land
Influential Families/Clans: The Norbard Clan of Irgjeloff
Terrain: Mountains or elevated plateaus perpetually covered
(Frisov)
with ice, sparse coastal zones that thaw in the summer
Local Heroes, Saints and Mysterious Characters:
Mountains: Ice Cliffs, Frozen Peaks, Misty Peaks
Firunhild, a hermit who is said to live amidst the eternal
Rivers and Waterways: Frisund, Nuran Leskari and Nuran
ice; she is a devotee of the Winter God and has not eaten
Rudoc Rivers
for 23 years.
Estimated Population: 2,500 humans, 2,000 Ice Elves, 500
Strange Locales: The Valley of the Walking Thunder in Yeti’s
goblins, 500 yetis, sometimes orcs of the Whitefur tribe
Land, the Crystal Caverns in the Misty Peaks Mountains,
Important Cities and Villages: Frisov
the Canyon of Egil’s End and many others, some of which
Important Traffic Routes: Firun’s Straits, a sea passage
may be illusions of half-crazed, half-frozen explorers.

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Firun’s Empire Ice Elves live in the area of Grimmfrost Wastes (more about this
species on p. 52), and there is rumor about a tenacious group of
The grim deity of Firun is said to rule Aventuria’s far north:
“Ice Barbarians” who live here as well.
he covers the land with a thick layer of ice and grants only a
slow spring, leaving summer and fall to share only a few weeks
each year in some small coastal and inland areas. The most Information for the Highlord
famous settlement of any decent size in the region is Frisov, a The biting cold and eternal solitude of Firun’s land take a
small whale-hunter’s town of about 250 people. Frisov sits by heavy toll on soul and body–expeditions to this area require
the mouth of the Frisund River, which acts as a warm wedge careful preparation and will demand great sacrifices. In
between the Misty Peaks and the Ice Cliffs. In this area, trade addition, everything one could expect to find in the Far
in fish-oil, whalebones, and fur are common, even though the North is so rare and sparse that quests will fail as often as
latter was formerly sold only in Paavi. The locally gathered they will succeed. Nevertheless, there is a certain kind of
amber is also a valuable trade item in the bay area. adventurer for whom any amount of risk is worth the rare
Although the thick blanket of ice that covers the land seems and priceless treasure at the end of the journey. Those poor
to have existed forever, this could not be possible. Fabulous souls are the ones who come here, to the end of the earth in
treasures, frozen wonders, and even entire cities are said to rest search of treasure beyond their wildest dreams.
under the ice, though very few explorers ever come back with
news of such discoveries. Explorers brave (or foolhardy) enough Important Locations
to weather the harsh cold often find the bodies of previous
fortune hunters, frozen and preserved in ice so that it is nearly Frisov
impossible to tell if the corpse is a day, a week or many years One of the largest in the Far North, this town is a whale-
old. The Far North is no place for the living—only the dead hunters’ village by the mouth of the Frisund. It has recently
wander through the clear, cold nights, lost under the brilliant gained population due to immigrants from Paavi.
stars above.
Once in a great while, however, adventurers find a living Population: 250
devotee of Firun. Such hermits have widely varying reactions to Government: Norbard Irgjeloff dedicated himself to the
meeting strangers, often taking on their god’s cold, harsh, and position of reeve after his predecessor fell victim to
unpredictable temperament as they pass the years alone. A few an accident.
servants of the wrathful god go on a pilgrimage to cross the icy Garrison: Five bouncers of Irgjeloff
mountains without food; if the fasting hero ever gets to the other Temples: Shrine of Efferd
side, he is sure to be among the strongest and bravest of his tribe. Major Pubs and Taverns: Wind’s Break (Q3/P3/B6)
Of course, any interference would be looked on most unkindly, Mood in the City: Many friends are the best life
should any foreign explorers be so foolhardy as to interfere. insurance.
Despite the icy grip with
which Firun holds most of the
continent, he does not control
the entire land (which could
explain his merciless character).
The smoke of volcanoes veils
the Misty Peaks, and Yeti’s
Land is said to be home to the
Valley of the Walking Thunder,
which contains many plants and
animals that seem to be native to
Maraskan or southern Aventuria
than to the frozen wastes.

People of the
Far North
There is a surprising
amount of ethnic diversity in
the Far North, despite the low
population. The icy region
is also home to white-furred
yetis, which dig snow caves
during the wintertime. The

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Endless Plains and Sky Wolves—
The Land of the Nivese
“Whoever lays eyes upon the endless plains, the sea of grass and flowers and the clear
nights filled with countless stars will comprehend the wonderful might of godly hands.”
— From Wolf Land, by Kara Ben Yngerimm

The Land of the Nivese The Nivese


Geographical Borders: Kvill River in the west; Upper The true masters of the northern lands are the Nivese, a
Frisund and Fount Rivers, Lakes Alavi and Blue in the east; nomadic people who trek year after year with their herds of karen
Green Plains, Salamander Stones in the south; the Gulf of beasts from southern winter camps to northern summer grazing
Riva in the north grounds. A Nivesian is about as tall as a Middenrealmian,
Terrain: Steppe, flat with a few slight hills slender, with often with slightly crooked eyes and red hair.
Mountains: N/A Generally speaking, the Nivese are a friendly people.
Rivers and Waterways: Kvill, Oblomon, Nuran Leskari, They believe strongly in hospitality and will share their meager
Ceamon, Nuran Trasic, Nuran Riva, Lemon and Frisund possessions with strangers as a matter of course. The Norbarde
Rivers traders are especially welcome as guests of the Nivese, as they bring
Estimated Population: 60,000 (75% Nivese, 20% news and useful goods that can be traded for the Nivese’s abundant
Norbardes, 5% elves and Middenrealmians) furs (for more information on the Norbardes, see p. 43).
Important Cities and Villages: Farlorn, Gerasim, The Nivese do not share faith in the Twelvegods with
Oblarasim, Leskari their neighbors; instead, they worship the Sky Wolves—mostly
Important Traffic Routes: The marked routes of: Gorfang, as the pack leader, and Liska as mediator between
Riva–Gerasim/Oblarasim, Tavalink (by the Gulf of humans and godly creatures. The Nivese have a special
Riva)–Oblarasim–Eestiva–Paavi, and the coastal route relationship with wolves, which are considered ancient siblings
Riva–Tavaljuk–Caemon Mouth (by the mouth of the of humans. Some Nivese individuals are said to even be able to
Caemon River); almost all rivers serve as trade routes (at transform into wolves (the Children of the Wolf). Furthermore,
least for the kayaks of the Nivese). the Nivese mythology knows countless spirits, whom the Nivese
Dominant Religions: Faith of the Sky Wolves among claim to remain in contact with today.
the Nivese, Twelvegods belief among the rest of the
population History
Social Structure: Nivese tribes and Norbarde clans, The Nivese are certainly part of Aventuria’s native
independent peasants and merchants population. They have no written historical records, therefore
Influential Families: Norbarde clans: Mogoljeff; Nivese any attempt to determine specific dates is doomed to failure.
tribes: Lieska-Leddu, Takku, Rika-Lie and Lieska-Lie Nevertheless, important events have found their way into the
Local heroes and mysterious characters: Kailaekinnen, world of legends and tales. Even today, for example, one will
Damiano of Valavet, Karuukijo hear the story of a dragon that fell in love with a Nivesian
Strange Locales: Tenjos, the Kuri maiden, then ate a herd of a thousand cattle because his love
remained unreturned.
The Steppe
The land of the Nivese stretches from the Gulf of Riva to Shamans, Diplomats and Wolf-Men
the Salamander Stones, from the Kvill to the Letta and the Fount Many large trading concerns maintain hunting parties
Rivers. The southern area (referred to as taiga) sports light pine that bring in fur from the endless plains of the north. This is
and birch tree woods; the endless tundra of the Nivese Steppe sit a common cause of dispute between settlers and the Nivese
in the north and east. The Tenjos—a maze of tower-like rocks people, as wolves are clearly a part of the hunter’s prey.
that reach a few hundred paces straight into the sky—is about a Explorers working for such concerns will most likely at some
day’s journey east of the spring at the head of the Nuran Riva. point encounter Damiano Tergidion of Valavet, whom the
Many tales and legends surround this rock formation, with Nivese respectfully call “Naaenaju” (Biting Wolf).
disappearances and strange sightings abounding. Similar tales This deont of Hesinde originally came from Elmstone. He
are also told of the Kuuri (an extinct volcano, perhaps, with a moved into the north twenty years ago, living among the Nivese
large crater in the top and a lake in the center, nearly forming and acting as their advocate. He is incredibly knowledgeable
a ring of mountains around it.). The lake is beautiful, and its about the northern wilderness and the means to survive there; he
waters surprisingly warm, but those who bathe in it have been despises violence, but is quite ready to use it if he has no choice.
known to disappear without a trace. Karuukijo, the son of a shaman and a wolf, is a bit less
concerned with the ethics of pacifism. He avenges all misdeeds
without mercy, obeying the predator blood that flows within
him. Karuukijo is the leader of the pack. The Nivese honor

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him as a deliverer of the people, who will renew the bond the construction of human houses, and no one is allowed to posses
between humans and wolves in the future. Kailaekinnen is of a any more than what life demands.
milder nature. This shaman of Lieska-Leddu just recently drew Important Pubs and Taverns: Silent Forest Hostel (Q5/P5/B12)
attention for his prophecy of the demon winter in the east of the Town History: In 650 b.H., local elves harbor refugees from the
Fountland
Nivese land.
Mood in the City: Elves continuously withdraw from city life
Ill-minded Ossipa Mogoljeff is actually not involved in while the human population grows.
this phenomenon. She leads the Norbard clan, Mogoljeff, and
is currently trying to re-establish the fading glory of the Nivese
as the primary trade partner of those settlements along the
Leskari
A small port by the mouth of the Nuran Leskari River, on
Oblomon and Frisund.
the Gulf of Riva. In earlier times, this town was a commonly
frequented rest stop on the route to Paavi, the fur trade center.
Information for the Highlord Leskari has gained importance as a trade market ever since
Emphasize the desolate vastness of the land. Characters Paavi fell prey to Glorana the Ice Witch.
who maintain a close relationship with nature (hunters,
witches, druids, and the Moha) are fit for a journey into Population: 450
the northern land, even if they come from utterly different Government/Politics: Judge Darek represents the high order of
natural settings. Adventurers who are less used to nature the court, supported by his large clan of kinsmen.
may accompany such characters, but will have trouble Garrison: 5 town wards
surviving on their own. Temples: Firun, Swafnir
Special Features: An important temple of Firun; with Judge
Darek, small presents keep the friendship alive
Important Locations Major Pubs and Taverns: Thorleif ’s (Q4/P5/B12), the
northernmost tavern of Aventuria that serves real Premian Fire.
Farlorn Mood in the City: Whale-hunters are not welcome here
This tiny settlement consists of ten wood and two stone
buildings (Firun’s temple and the tavern/trade station). The local Oblarasim
Nivesian population hunts for survival and trades for all other Oblarasim is a gold-mining town on the Oblomon River.
necessities (weapons, tools, etc.) with the pelts they collect. Only the size of the population justifies the title of a city, for the
rest of the place seems more like an overgrown camp. Skewed
Population: 130 (almost exclusively Nivese) barracks line up along muddy tracks, and every other hut is
Temples: Firun either a tavern or a brothel. At least the latter gave refugees from
Special Features: An important temple of Firun, kept largely for Glorana’s wicked reign a place to work …
travelers and a few locals; the Sky Wolves have no set temples or
official clergy.
Population: 750 (40% Silvan Elves, 60% humans)
Important Pubs and Taverns: Ugdalf ’s (Q4/P6/B5)
Government/Politics: The strong rule the weak
Prominent Craftsmen and Merchants: Ugdalf Urrisk, not exactly
Temples: Firun, Travia
a significant tradesman but the only around for more than a
Special Features: The Lea Elves living in the city are regarded as
hundred miles.
‘badoc’ (i.e. impure, disharmonic) by their kinsmen
Mood in the City: Mistrust for all strangers who are not Nivese
Major Pubs and Taverns: Silver Coin; Travine’s Dream Tavern;
by origin.
Goldberg’s (the gambling tables offer prizes that keep the promise
of the name, but the quality of the establishment does not). As
Gerasim far as bedrooms are concerned, there will always be some rat-hole
The city by the junction of the Oblomon and Selserbrook that is still available.
Rivers is home to Silvan Elves and humans. It was originally Mood in the City: Mistrust is everywhere; weapons are kept ready,
an elven settlement that accepted human refugees, on the and fights between elves and humans are daily business.
condition that the humans learn and accept the elven way of
life. The inhabitants live exclusively in tree homes, built in the
style of the Silvan Elves.

Population: 950 (45% Silvan Elves, 15% half-elves, 40%


humans)
Government/Politics: No official government, but Anastasius
Silverhair and Moonglow Oakfield (both masters at the local
academy of magic) have significant influence; even mixed-blood
elves respect their authority.
Temples: Firun, Hesinde, Travia
Special Features: The School of the Straight Way Academy of
Magic (movement, gray); an important temple of Travia. So far,
the bold laws of the city are still enacted: no tree must be cut for

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The Realm of the Black Bear—The Fountland
“The silent ruffle of tall dark trees
Along the stream’s own silver band.
This sound, just how it lightens me-
My heart is yours, oh Fountland.”
— From Ode to my Homeland, by Hannik of Hundehufen

Geographic Borders: Misa River and Dragon Stones in the south; The winter covers the land with snow as deep as a standing
Red Sickle and Green Plains in the west; North Weal Downs in man, and howling wolves gather quickly in their hunt for prey.
the north; and Brazen Sword in the east Seeking out the protection of a human settlement is, again, a
Terrain: Mostly dense forests, cultivated land around villages wise decision.
Mountains: Weal Mountains, otherwise see geographic borders
The Fountwood is an especially treacherous place, one
Estimated Population: About 150,000; 28,000 live in Festum
(15% Norbardes, 5% Nivese) that is easy to become lost in. The river enters it shortly after
Major Cities and Villages: Festum, Vallusa (although it legally Firunia, while the roads wisely avoid it altogether—there are no
does not belong to Fountland… yet), Norcastle, Firunia, paths or bridges leading into these woods. The giant Milzenis
Ouvenmas, Needmark, Neersand, Burntgrub lives in the middle of the forest, magically chained to a spring
Important Traffic Routes: The Fount and Wealbeck Rivers are from which from which he can only travel as far as half a day’s
the main waterways. Roads lead from Festum to Norcastle and journey. Milzenis is actually said to be quite a calm fellow, but
from Neersand to Needmark; a coastal road runs from Vallusa– he does get upset if he feels disturbed in his home. Who knows,
Festum–Neersand; primary ports are Festum and Neersand. though, how thankful he might become if someone were to lift
Dominant Religions: Twelvegods; especially honored are Rondra
his curse …
(by the nobility), Travia, Peraine, Ifirn; widespread superstition
Rulers: Fountland is a noble republic headed by Marshal Thesia Firunia is the door to Sevirya, a forest- and swamp-covered
of Elmstone northern province that stretches from Green Plains to the slopes
Insignia of Nobility: Silver snow-wolves in a blue circle, upon a of Brazen Sword by the city of Needmark. Brazen Sword is
red background the highest mountain range on the entire continent—so far,
Social Structure: Feudal rule by Bronnjares; bondsmen and serfs nobody has crossed it successfully. Its peaks stand more than
make up most of the population twelve thousand paces high, and dragons are said to live here
Important Clans/Influential Families: Elmstone, Needmark in greater numbers than anywhere else in Aventuria. Even the
(noble families), Stoerrebrandt (trading people) elder dragon, Fuldigor, is known to roam the area of Brazen
Local Heroes, Saints and Mysterious Characters: Urnislaw
Sword. The foothills are spotted with marble, tin and copper
of Uspiaunen (the magician who exiled giant Milzenis to
Fountwood), Rondragabund of Riedemer (saint of Rondra and mines, and the valuable atan pine tree is cut in the higher
Knight of the Order of the Theater) mountain regions (the bark’s healing powers are well known
Strange Locales: Brazen Sword, Dead Man’s Moor, Nagrach, and in high demand).
Fountwood Forest, the Transweal The Dead Man’s Moor is located halfway between Green
Local Festivities and Holidays: 8 Firun (the national holiday); Plains and Brazen Sword. This land is under the influence of
1 Phex (Day of Renewal); 7–12 Peraine (Meeting of Bards in Thargunitoth, Boron’s wicked arch enemy. Many devotees of
Norcastle, happening every four years); 1 Efferd (the naval parade Black Magic travel to this ground, either to practice their dark
by Festum); exposition of goods during Ingerimm and Travia (a art or to simply take in the unholy presence. The river Nagrach
week long, starting the first market day). has a similar reputation; it is named after the Archdemon of Icy
Death and seems to not come from this world…
Between Fount and The Nagrach River separates Sevirya and the Transweal;
Wealbeck Rivers the latter is a range of rugged clefts and mountains in the
eastern part of Fountland, including the Weal Mountains and
Following the course of the Fount River for roughly a
the more southern Widdershins. The mountain area is devoid
day’s journey from the great river’s mouth, one finds the deep
of any human settlements, but according to Fountlandian
forest for which Fountland is so famous. The river valley is
tales, there are numerous witches that meet in this location
dotted with many small villages, all nestled close to the river’s
along with strange elf, faerie and half-human creatures. The
edge. It looks like a charming, safe, civilized place. A few
Wealbeck River borders the Transweal to the west, while the
hours of travel into the woods, however, reveals the true face
Fount Stonghold lies behind the Wealbeck and stretches all the
of this environment:
way to the Fount River. The majority of the population lives
The Fountwood is so deep and wide that one could walk
here, between the river and the forest. The northern Half of the
the forest for days without meeting another human soul. Elks
province, however, is mostly covered by the Redeye Swamps, the
and boar roam about, as well as wolves, silver lions, and the
home of the redeyes or swamp grunts. These creatures are not
infamous black bears. A trip into this deserted wilderness should
exactly vicious (when encountered alone), but the area is still
only be attempted in a group, never alone. Waiting out the
unpleasant both to behold and to travel through.
winter over a glass of Meskinnes is the smartest plan altogether.

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The March is a Fountland province located west and you into buying all the junk is gone, vanished from the face
south of the Fount River, bordering on Xeraan-held Pirate of the earth. Well, perhaps these traveling merchants are not
Coast as well as on Middenrealmian Tobria (governed by Duke quite that greedy and reckless, but they are certainly business-
Bernfrey). Even though Xeraan tries to maintain mostly normal oriented thinkers, moving in huge clans through Fountland
relations with his northern neighbor, he is still treated with and Nivese territory.
suspicion and mistrust (he is a practitioner of Black Magic, The Norbardes were the second people to colonize
after all). Agents from both sides cross the borders at night, Aventuria after the Nivese, and their looks compare easily to
while guardsmen patrol the river banks. The Dragon Stones in that of their Tulamide ancestors. They shave parts of their head
the south and Red Sickle in the west provide the borders for the (a strip from forehead to neck for the women, completely bare
Mark. The Red Sickle Mountains are the last large retreat for for the men) and the men often grow long mustaches. Women
goblins that still live according to their matriarchal traditions. usually lead a Norbard clan (they are referred to as Muhme
(‘venerated aunt’). Hesinde and her daughter Mokosha are
Serfs and Bronnjars celebrated as major deities; the latter is especially honored, as
she is the patron of the traveling merchant (her symbol is the
The Congregation of Nobility in Fountland elects the
Noble Marshal, who will then head the state for a term of diligent honey-bee).
five years (currently Thesia of Elmstone). The competencies
and limitations of this position really just depend on personal Information for the Highlord
authority—the marshal is, after all, the head of the army and The Norbardes can be used in a variety of ways. For
takes on the duties of a king. Still, rulership mostly rests with the example, if the adventurers forgot rope or torches at home,
noblemen, who have virtually boundless control over their land. these items can be placed in the hands of such traveling
This is especially the case for the Bronnjars of Sevirya. folk—who, of course, expect something in return for the
The so-called “flat nobles” are once-wealthy families who convenience. The Norbardes move around continuously
lost their property due to heritage division or gambling, though and have a keen interest in just about everything, as
they still hold privileges of nobility (such as voting rights within Hesinde would have it. In that way, they pick up all kinds
the Congregation). Finally, on the very bottom rung of the of secrets and rumors that they can share with a friendly
hierarchy, countless serfs struggle to make a living. The few guest by the nightly campfire.
independent cities have gone their own way, led by the example Remember, though: while these traders are generally
of Festum. welcome everywhere, they are also victims of mistrust.
If a Norbard clan is staying in a village when something
is stolen (or worse), it usually doesn’t take long for the
The Norbardes townspeople to find the wrongdoers—or, more specifically,
Suddenly, you find yourself in the wilderness with no gold a Norbard scapegoat. Despite their joyful lifestyle, the
left, holding on to fifteen feet of delicate brocade, a copper Norbardes form a strong community with each other, as
kettle, four dead chicken, a goat, and a cembalo. Before you can much as a protective measure against such suspicion as for
realize what happened, the clan of Norbardes that sweet-talked any other reason.

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History Population: 1,300
Insignia: A winged, red figure of Rondra on a golden shield
About 816 b.H.: Emperor Gerbald gives the land beyond Government/Politics: Town governor Linjan of Hattenford
the Born River to the Knights of the Order of the Garrison: 40 guardians of Elmstone
Theater Temples: Hesinde, Peraine, Phex, Praios, Rahja, Rondra, Travia,
804–695 b.H.: Founding of the cities Festum, Neersand, Tsa
Norcastle and Needmark Special Features: To pay tribute for the victory by the Vallusian
656–526 b.H.: Reign of the Priest-Emperors Meadows, Countess Thesia covered the shield and armor of the
238 b.H.: Independence from Middenrealm Rondra statue with gold.
Important Pubs and Taverns: Old Trench Hotel (Q7/P7/B16);
28 Haal: Uriel of Needmark sides with Borbarad; the
Northland House (Q6/P7/B26); Huntsmen and Wild Boar (Q4/
defeat of Borbaradian host in the battle by the P4/B16)
Vallusian Meadows Prominent Craftsmen and Merchants: Lower Burntgrub hosts
many wagon builders due to the central position on the Fountside
Information for the Highlord Road and the connection between Norcastle and Needmark.
Mood in the City: People from Needmark are not welcome here.
The Fountland is interesting for many different character
types. A wanderer can easily get lost in Festum, one of
Aventuria’s largest cities, while hunters, witches, druids
and Nivese roam the huge forests. The winter here is harsh Festum
and long, forcing the inhabitants flock to urban centers or Festum, located by the mouth of the Fount River, is among
dig in for the winter. Be sure to also point out the deserted the largest cities in Aventuria. Mighty trade associations such
plains and immense forests—Sevirya’s name resembles as Stoerrebrandt and Northland Bank brought wealth to this
Siberia for a good reason. A source for adventures could be seaport town, though the Borbaradian presence in the Sea
the absolute assumption of authority by the nobility (as they of Pearls slowly eats up these fortunes. A toll bridge connects
control serfs without regard and mercy) or the eccentricity the city with Granary Island—the river is a mile wide in this
of the flat nobles. This land offers an abundance of location. Jodek’s Peak tops the western panorama of the city.
interesting characters and situations as humans try to make
Population: 27,500 (this is the official estimate, but in reality it is
a living in a rough land.
probably higher)
Insignia: White swan on a red background
Government/Politics: Festum does not obey the nobility, as it is
an independent city. It is ruled by the Grand Council, which is
elected by all citizens who pay the voting toll.
Garrison: 600 members of the warrior guild, 800 sea soldiers
Temples: Temples of all the Twelvegods, Swafnir, Rur and Gror,
Rastullah, Mokosha
Special Features: The old city was once planned on a drawing
board and consists mostly of blocks arranged around the market
square; the Admiral of Severitz Naval Academy; a goblin ghetto
in the western quarter of the city; Mercury Hall Academy of
Magic (gray, transformation of the inanimate); important temples
of Hesinde and Efferd.
Important Pubs and Taverns (a Small Selection): Market Hotel
(Q10/P10/B22); Old Lighthouse (Q4/P4/B10); Pearl of the Sea
(Q5/P5/B8); Reef of the Withering Throats (Q1/P3/B28)
Prominent Craftsmen and Merchants: Moha ship builder
Kalatau Monalduin; the main offices of the Stoerrebrandt
merchant family
Important Cities Town History: Similar to many townships and villages in

of the Fountland southern Fountland, Festum was built to serve as military outpost
against goblins in 804 b.H.; independence is declared peacefully
in 238 b.H., but the empire nevertheless remains vengeful. Only
Burntgrub in 17 b.H. does Reto welcome the Noble Marshal of Festum; a
This city is separated into two parts: Upper Burntgrub, dark spot in the city’s history is the conquest of Granary Island by
which sits on a steep, fortified hill, and Lower Burntgrub, the Thorwal warlord, Atmaskot “Blood Guzzler,” in 68 b.H. After
located by the foot of that hill. The countess’ castle sits at the his execution, his skin was used to build the Thorwal Drum—an
unusual thing for the calm and business-minded people of
top; the Elmstone lands are governed from here, and only
Festum to do.
wealthy citizens live in the surrounding areas. Lower Burntgrub Mood in the City: The city and its freedom is something to be
is home to many entertainment venues and dubious characters. proud of—no one in Festum (no matter how unimportant he or
she may be) owes anything to anybody.

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Firunen
This is a port and trade city halfway down the Fount Population: 2,700
Insignia: Separated diagonally, a white fortress on a red
River. Many ships unload their cargo here, where the river
background in the top left, blue ermine in the bottom right (blue
leaves the road and continues on its way into Fountwood. As and silver)
pirates of the Dark Lands threaten the safety of sea travel, the Government/Politics: Governor Natascha Petrilowska (Free
trade over land across the Green Plains and through Norcastle City); Tsaden of Norcastle (born 15 Haal), a bastard child of
has increased lately—the “Door to Sevirya” has gained the fallen Count Isidor of Norcastle; he still struggles to find
additional importance. acceptance among local Bronnjars.
Garrison: 100 town guards
Population: 1,500 Temples: Firun, Hesinde, Peraine, Rondra
Insignia: Red lion and red river against a silver backdrop Special Features: The famous Norcastle Giants (a big, heavy
Government/Politics: A council of twelve rules this free city; its horse) are bred here; the well-known statue, “White Rondra of
goal is to regain independence from Festum. Norcastle” stands in front of the Temple of Rondra; Hall of Life
Garrison: 35 town guards, 10 to 40 mercenaries Academy of Magic (healing, white); winter camp of Nivese clans
Temples: Efferd, Firun, Hesinde, Peraine, Phex, Rondra outside the town.
Special Features: Firunen became a pilgrimage destination for all Important Pubs and Taverns: Hotel by the Market (Q5/P4/B20);
devotees of the winter god Firun after the fall of Bjaldorn. The Bathhouse (Q5/P4/S20); Albin of Hollerow Hostel (Q5/P5/
Important Pubs and Taverns: Festum House (Q7/P8/B28); Old B16); The Karen (Q3/P5/B20); Ogre’s Fist Tavern (Q2/P4/B10)
Lionsfort (Q7/P7/B22); The Jolly Wagoner (Q4/P4/B14); Zalpuk Prominent Craftsmen and Merchants: Several large trading
Hostel (Q5/P6/B4) associations have offices in this city, the most prominent among
Mood in the City: A busy mix of Norbardes, Nivese, traders and them being the Surjeloff Norbard clan.
rafters. Mood in the City: Open to the world, as a city of trade ought to be.

Neersand Needmark
Located by the mouth of Wealbeck River as it enters the Sea Standing by the port, this poor city appears no worse off
of Pearls, this city is home to Fountland’s naval fleet. The houses than any other. A bit further within its streets, however, one
of the city have been built alongside the river, just a bit off the finds a sea of small, skewed wooden houses, whose owners can
bank, then surrounded by a strong wall. only dream of wealth. Greytooth, the dark, unpleasant fortress
of the Count of Needmark, overshadows this already miserable
Population: 1,800 sight. The only relief to the eye is the picturesque view of Brazen
Insignia: A round blue kettle on a silver field topped by a red Sword, located east of the city.
mural crown
Government/Politics: Tjeika of Needmark is the warden of the Population: 1,450
crown and city governor. Ever since Festum lost its position as Insignia: A black and silver shield, with stag-beetle pincers
leading seaport, Neersand tries to gain popularity among foreign pictured in the center of the shield
tradesmen by advertising the “safe haven by the Wealbeck” and Government/Politics: Count Alderic of Needmark rules the city,
charging only minor port fees. squeezing every last drop out of it. His primary goal is to repay the
Garrison: 50 town halberdiers, the warrior academy with 25 debt he owes his sister, Tjeika, for assuming the throne.
students, the operating crews of two river galleys, 4 small and 4 Garrison: 30 guards of the count
medium sized war hulks, six caravels of the Bornian fleet (about Temples: Ingerimm, Peraine, Praios
1,000 sailors and sea soldiers). Special Features: Probably the only city with a seaport that is
Temples: Efferd, Peraine, Rondra prettier than the city itself; numerous tales abound concerning
Special Features: School of Mind Control Academy of Magic the Ingerimm temple (according to some of them, the temple
(gray); School of Rondra and the Knights of the Theater was built on a volcano that is appeased only by the clergymen’s
of Fountland by Neersand Warrior Academy; the whirling constant forging).
waters by the mouth of the river allow only a skilled pilot to Important Pubs and Taverns: Hotel Needmark (Q4/P5/B12); To
enter the seaport. the Brazen Sword (Q4/P6/B24); Huntsmen’s Rest (Q4/P5/B12);
Important Pubs and Taverns: Residence Hotel (Q6/P6/B29); Glowing Stove (Q6/P5/B14)
Hotel Neersand (Q5/P8/B26); Wealbeck View House (Q6/P8/ Prominent Craftsmen and Merchants: Arascha Walroder (a
B25); Ram Horn Tavern (Q4/P7/B14); Dune Pub (Q4/P5/B16) Rondra devotee whose services are not for sale)
Mood in the City: As Neersand is the starting point for Mood in the City: Oppressed and hopeless
most expeditions into Brazen Sword, everyone is used to
strange characters.
Ouvenmas
Ouvenmas’ prime passed years ago. The new count
Norcastle mercilessly exploits his people. Craftsmen have packed up
Being an important merchant city in Sevirya, this settlement and left town since nobody can afford their highly taxed goods
obviously profits from land trade. The city fortifications consist anyway, and there are only few travelers that still come along the
mostly of a palisade wall with enforced stone gates. The road to Needmark. It is only a matter of time before those pretty
buildings of the city are mainly constructed of wood. house facades begin to crumble and reflect the actual poverty of
the citizens.

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Population: 1,700 Population: 3,800
Insignia: White boar head on red background Insignia: A red tower against a blue field
Government/Politics: Count Ljasew of Utzbinnen-Ouvenmas; Government/Politics: A council of twelve governs the city, and
the political strategy of the count is limited to increasing his two governors exchange position of leadership on a weekly basis.
fortune. The goal of this council is to halt the Fountlandian influence, or
Garrison: 20 bailiffs to at least delay it.
Temples: Peraine, Phex, Rondra, Travia, Tsa Garrison: 20 town guards, 100 town militia, 25 Ardarites, 100
Important Pubs and Taverns: New Moon Hotel (Q6/P6/B26); fighters of the ‘Tobrian Homeland Army’ as well as two river-
By the Old Ouve (Q5/P6/B27); Fat Ertzel’s (Q5/P8/B18); Ertzel’s boats with 15 crew members each.
Scraggy Brother (Q5/P5/B14) Temples: Efferd, Peraine, Travia, Rahja
Special Features: The wonderful moated castle Ouvenstam in the Special Features: As the city can not expand horizontally, it grew
northeast of the city; an important temple of Peraine. vertically; the streets between high buildings (some are up to six
Mood in the City: Depression and despair—the opposite used floors tall) look almost like valleys; the city wall is 15 paces high
to be the case under the rule of the count’s predecessor, Tsaiane and protects the settlements against storm tides
of Ouvenstam (she is now worshipped as a holy woman); people Important Pubs and Taverns: Hotel Tobrian Square (Q8/P–
from Needmark are not welcome here. variable/B22); Hotel March Square (Q9/P9/B24); Rider’s Tavern
(Q5/P5/B10); Bridge Pub (Q3/P3/B35)
Vallusa Prominent Craftsmen and Merchants: The “Vallusian Violet” is
a famous porcelain design
A port city on an island by the mouth of the Misa River
Town History: The first great victory over the Borbaradian troops
as it enters the Tobrian Sea. A bridge connects Vallusa with was won in the Battle of the Vallusian Meadows (28 Haal).
Fountland; a second bridge to the south was destroyed after the Mood in the City: With a demonic enemy in the south and too
troops of Borbarad conquered Tobria. good a friend in the north—Vallusa is currently not the right place
for anybody seeking safety and quiet happiness.

Dragon Ships and Premian Fire—


Thorwal and Gjalska
Geographic Borders: Ingval River, Stone Oak Forest, Great
men and women enjoy equal rights; basic principles of this society
Olochtai and Firun’s Wall Mountains; Ifirn’s Ocean and the Sea
are the Otta(jasko) ship communities, the land-based clans, the
of the Seven Winds
Jarl, Hetman/-woman, the Ottajara (a Rite of Passage and finding
Terrain: Chalk Coasts, Gjalska Fjords, Olport Stones island
acceptance among the Otta); (refer to the section on Thorwal
chain, gulf coasts that are kept warm by the current from
Tribal Structure, p. 26).
Gyldenland; Brinask Marshes, Highlands of Gjalska and Waskir,
Influential Families: Alternating, the most well-known are: the
Lower Thorwal Heath (between Thorwal and Kendrar).
Ottas of the Wind Conquerors, Storm Children and Geraldssons
Mountains: Hjaldor Mountains, Grey Mountains
(Thorwal), the Ottas of the Storm Spears (Prem) and the Storm
Rivers and Waterways: Ifirn’s Ocean; Sea of the Seven Winds;
Drifters (Olport); the domestic power of Tronde is represented by
Gulf of Hjalding; Gulf of Prem; Swafnir’s Rest; Njurun Lake
the Foamrider Otta.
(near Waskir); Bodir, Merek, Nader, Gjalska and Waskir Rivers;
Local Heroes, Saints and Mysterious Characters: Jurga
the border rivers Ingval and Svellt.
Tjalfsdotter (once led the Hjaldingans from Gyldenland to
Estimated Population: 80,000 (20% Nivese, Norbardes and
Aventuria), Torstor Om (legendary Phexian hero), Hetman
Gjalskan people, 1% orks)
Orozar Sevenstroke (mystical figure who once challenged
Important Cities and Villages: Thorwal, Prem, Olport, Kendrar,
Swafnir), Hetman Faenwulf (a lost legendary hero), Halmar (war
Muryt and Overthorn by the Gulf of Hjalding, Gjalskaland
hero, ruled the Old Empire for nine years), Hetwoman Asgra
villages, Enqui (occupied by Thorwal, see p. 50)
Asgardotter (mythical Child of Swafnir), Walkir Zornbrecht
Important Traffic Routes: The sea route from Enqui through
(treacherous traitor, ancestor of the Zornbrechts in Al’Anfa),
Olport, Overthorn, Prem and Thorwal to Kendrar; the coastal
Hetman Hyggelik the Great (war hero).
road from Salta through Kendrar to Thorwal; road from Bordir
Current Figures: Tula of Skerdu (witch), Ifirniane Raskirsdottir
to Phexcaer; the side branch of the Bodir road leading through
(deont of Ifirn), Captain Asleif “Foggwulf ” Phileasson (famous
Waskir to Olport; wagon trail between Waskir and Muryt.
adventurer), Bridgera Karvsolmfara (High Priest of Swafnir),
Dominant Religions: Swafnir, Travia, Efferd, Ifirn, Firun
Jurge Swafnirsgrehd (visionary, chosen by Swafnir), Asleif
Rulers: The officials (‘Hetfolk’) are elected by cities and
Nellgardson (famous Skald), Master Aleya Ambareth (scholar
Ottajaskos; along with the Jarls of Thorwal, they chose Tronde
of theoretical magic at Thorwal Academy), Hetman Eldgrimm
Torbensson to be their Supreme Hetman.
Oriksson the Tall (conqueror), Frenja Thorkillsdotter (pirate
National Symbol: The sperm-whale amidst circling waves
woman from Lassir), Chief Rastar “Ogrescare” bren Movred (war
is a common image seen on flags, emblems, insignia and
veteran from Gjalskaland), the giant Yumuda (only female giant
official signs
in Aventuria, visionary).
Social Structure: Based on the standing of the commutinies of
Strange Locales: Temple of Swafnir in Olport (the oldest
sea warriors and on the importance of general elections for almost
temple in Thorwal, with a collection of donations and artifacts
every official title, Thorwal governs itself from the bottom up;

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that represent the history of the entire nation), Holy Pillar 562 b.H.: Second (naval) Battle of Salta; Thorwal throws out
of Efferd by Olport, Eternal Ice Crystal of Ifirn by Olport, the Priest Emperors
haunted swamps in Gjalskaland, Berik Island (many magically 87 b.H.: Granary Island in the harbour of Festum is plundered
talented but odd characters), the pirate island of Gandar, Tulas by pirates under the lead of Atmaskot “Blood Guzzler;”
Jolskrim (longhouse) by Skerdu, Yumuda’s Island (northwest the Fountland people prosecute the Ottas of Thorwal
of Olport Stones). 8 Haal: Hetman Eldgrimm the Tall conquers Kendrar and
Local Festivities and Holidays: 30 Ron–2 Eff.: pilgrims journey in moves the southern border of Thorwal towards the banks
the name of Efferd from Prem to Thorwal during the night of the of the Ingval River
changing moon phase, row-boat competition, Games of Imman; 14–16 Haal: Death of Hetwoman Garhelt; her son, Tronde
1 Eff.: symbolic sacrifice of model ships by the Pillar of Efferd; Torbensson, takes her position
1 Tra: Day of Homecoming; starting the second day of Rohal 15 Haal: An attempted ork invasion fails after the legendary
in Tra: Games of Imman (two weeks long) take place in the city sword Grimring (aka Blade of Destiny; the blade of
of last year’s champion; from Hes. on: Hesinde Disputations at Hyggelik the Great) appears
Thorwal’s School of Clairvoyance; 1 Fir.: Winter Solstice (festivities from 15 Haal on: War against Al’Anfa, many Ottas either
during the time of the moon phase change include the catching of join the battles on their own or serve in the navy of the
the winter demon); 30 Fir.: Day of Ifirn (symbolic burning of the Fountland
winter demon); 14 Rah: the founding of Prem is celebrated. 29 Eff., 17 Haal: Occupation of Enqui, which rejected repeated
warnings and continued to hunt whales
The people of Thorwal have lived in the uninviting coastal from Bor., 17 Haal on: Occupation and liberation of Salta, its
strip in northwest Aventuria for more than two and a half millennia port and some parts of Nostria by Hetman Eldgrimm the
Tall
already. They maintain a culture of unique communality, marked
from Per., 17 Haal on: Some Ottas participate in the defense
by devotion, bravery, strength, and honesty, but also by superstition against the Orkstorm; many refugees from the Svellt
and pride. The foreign observer will encounter an abundance of nation find shelter
folk tales and a confusing legal system. The knowledge of the Ing., 28 Haal: Thorwal warriors (under the lead of Foggwulf)
people is handed on through Skalds, the Thorwal bards, yet many and Gjalskaland mercenaries (headed by Rastar
aspects of their history remain in the dark. All that is left is the “Ogrescare”) fight in the Third Demon Battle on the side
myth of tattooed, weapon-bearing giants who were eager to drink of the free people
and quarrel any time. Their ancestors seem to originate from
legendary Hjaldingard in Gyldenland.
A true Thorwal soul takes the world as it is, trusting only
in Swafnir, the son of Efferd and Rondra. They understand Information for the Highlord
themselves as the people chosen by the whale-god, and they accept Thorwal is seen as one of the least civilized areas in
in good faith the harsh winters and the twists of personal fate Aventuria, yet it offers a wide spectrum of cultures: From
(such as succumbing to the uncontrollable Whale-Rage and being the ‘cosmopolitan’ city of Thorwal, the historic Olport
outcast as a Child of Swafnir). Yet, these good-hearted people are and ancient Prem, to the Gjalskan “barbarians,” the
as swift to anger as they are to laugh. When whale hunters and Svellt Valley refugees squatting in Enqui, the Nostrians
slave traders raise their ire, they hunt down the offenders without in conquered Kendrar and the weird folk dwelling on
mercy. Anyone who has witnessed how passionately these sailors some of the Olport Stones Islands. Yet the local mood
throw themselves and their ships into the furious sea, without remains somehow the same everywhere: filled with pride
hesitation, understands how the time of the Thorwal people and for the homeland and a healthy desire for adventure and
their great dragon ships has not yet passed. competition, as well as a yearning for distant lands.
Challenge a Thorwalian—and you might end up on a
History journey taking you to the most remote parts of the world!
Anger a Thorwal woman, and you may have a brawl on
About 2620 b.H.: The Hjaldingans leave Gyldenland and
arrive in Aventuria (near Olport) under the lead of Jurga your hands—and afterward, the two of you might as well
2600–1800 b.H.: Founding of Olport, Thorwal and Prem end up in a pub, drinking like fast friends, assuming you
1861 b.H.: Admiral Sanin the Elder discovers the settlement proved yourself worthy of the honor. Countless songs talk
of Thorwjald; subsequently, the Hjaldingans lead a of heroes and lovers throughout Thorwal history and their
merciless war against the hated settlers of Bosparan, seen legendary deeds—today, any Thorwalian worth his or her
as offspring of their Gyldenlandian oppressors. They loot
salt is still ready to go down in history. Thorwal itself is a
Grangor, Bosparan and other cities, which earns them the
name “Thorwal Pirates.”
demanding place to live, requiring courage, strength, some
1500–1000 b.H.: Settlement of Aventuria’s northeastern craftiness and much appreciation for pathos in order to
coastline, building of Hjalmefjord, Riva and Tjolmar; appreciate the capricious nature of their homeland. This
the Hjaldingans and Norbardes mix to form the Gjalskan pirate and seafaring nation serves as an ideal starting point
tribes for many expeditions, leading into Gyldenland, the Eternal
702 b.H.: First (naval) Battle of Salta; Gareth is victorious and Ice, the Deep South, or even the Land-o’-Giants.
occupies Thorwal for two centuries; the Priest-Emperors
outlaw the Swafnir faith

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Important Places in Thorwal Special Features: The distinctive landmark of the city is the
“Independent Warrior School of Castle Defiant,” which is located
high above the city; the Swafnir temple has been built right below the
Kendrar castle, resting on poles above the sea (each hour, an artificial fountain
A typical Nostrian port town by the Sea of the Seven Winds, rises from below the water); Hjalske distillery (home of the genuine
Kendrar is flourishing under the rule of the Thorwalians. Premian Fire); The Stone, a five and a Half pace high monolith of
black stone, smoothed by centuries of wind and water; an astounding
Population: c. 1,100 collection of coastal and high seas maps at the hetman’s house.
Government/Politics: Hetman Eldgrimm the Tall Important Pubs and Taverns: Premian Yard (Q5/P9/S16),
Garrison: 50 warriors of Eldgrimm’s Otta Middenrealmian style)
Temples: Swafnir, Travia, Phex, Rahja Mood in the City: People here have a direct approach, as is typical for
Town History: This Nostrian town was conquered by Eldgrimm most Thorwalians; genuine mix of ‘pirates’ and ‘honest seafolk.’
Oriksson the Tall, after a bet, thus moving the border of Thorwal
down to the Ingval River. Thorwal
Mood in the City: The citizens are comfortable with the This is the largest city of the Thorwalian lands, located on the
Thorwalians and are indeed glad about losing their Nostrian mouth of the Bodir River as it enters the Gulf of Prem. It has been
tax duties. The Thorwal use Kendrar as a trading hub, which the political center of all Thorwal people for most of its 2,000 years.
generates profits for both sides; further, they love the “foreign”
flair of “their” city. Population: About 8,500 during the summer, around 12,000
during winter months
Olport Government/Politics: Hasgar Tildasson, Hetman of the Bodir (of the
This city of the Hjaldingans (and home of Thorwalian Surensdottir Otta), and Supreme Hetman Tronde Torbensson steer
‘nationalism’) is their oldest settlement, located by the mouth of the fate of the (a bit anarchic) community, in unison with the People’s
Council and the Captain’s Assembly; only known punishments are
the Nader River where it enters Ifirn’s Ocean. High-rising chalk
exile, fines or execution, jail sentences are unknown.
cliffs and long winters are the typical of this ancient port. Garrison: 90 warriors of the Hetguard, 50 soldiers of the Wind
Conqueror Otta, 30 bailiffs and port guards; two-thirds of the
Population: ca. 2,500 (40% Nivese and Norbardes, 5% elves) population are armed and ready to go to battle anytime
Government/Politics: Togal Raskirson is Hetman of the Nader area. Temples: Swafnir, Travia, Efferd, Phex, Peraine, Tsa
He is the 41-year-old captain of the Storm Drifter Otta, who spends Special Features: School of Clairvoyance Magician’s Academy
more time out at sea than in the ancient fortress of the hetfolk. (clairvoyance and analysis, grey); largest map collection of
Garrison: 100 warriors of the Storm Drifter Otta Aventuria; colorful mix of people in the western city (Harbor
Temples: Efferd, Swafnir, Ifirn, Travia or Foreigner’s Town); much-visited imman stadium; orktown;
Special Features: Whale-shaped Swafnir temple decorated Ugdalfskronir, former imperial keep with warrior school; semi-
with various artifacts from 2,500 years of local and Thorwalian annual Hjalding (meeting of hetfolk from all Thorwal).
history; Eternal Ice Crystal of the Ifirn temple; ancient Hall of Important Pubs and Taverns: None in the eastern part of
the Wind magician’s academy (transformation of the inanimate, Thorwal (traditionally, guests are welcome in private homes);
elementalism, grey), a fortified temple of Efferd; numerous steep, numerous establishments in the western part of the city, with
sharp rocks which rise above the water of the port entrance (such widely varying cost and quality.
as the Column of Efferd) or remain hidden in shallow depths—a Mood in the City: Rough, direct and heartfelt during the summer;
local pilot is needed for successful passage. crowded and lively during the winter, with hefty drinking orgies
Important Pubs and Taverns: the Hostel (Q4/P5/S20), run by that may result in friendship or fistfights; only whale hunters and
Selma Halmarsdottir, the only tavern available slave traders are not welcome here.
Prominent Craftsmen and Merchants: the Nikku Rangoldson
family maintains the only snow-badger breed in Thorwal Waskir
Town History: 2,600 years ago, Jurga supposedly came ashore by This settlement is located in the highlands between the
today’s Jurga Square and founded the settlement of Olafjord; the Great Olochtai mountain range, the Gulf of Hjalding, and the
academy of magic is almost as old as Olafjord itself.
Grey Mountains.
Mood in the City: Hospitable but rough; the traveler encounters
a lifestyle that has been shaped by the elements of water, wind and
Population: ca. 2,250
ice (and ultimately by the power of several gods).
Government/Politics: Anhild Iransdottir is Hetwoman of Waskir of
the Farseesson Otta, who quarrel constantly with the Nunnur Otta
Prem Garrison: 50 warriors of the Farseesson Otta, 30 warriors of the
This port-city of Thorwal sits on the shores of the Gulf of Nunnur Otta
Prem; built partially on steep cliffs, it rises above the basin of the Temples: Rondra, Travia, Ifirn/Firun
haven. Self-proclaimed “Guardian of the Gulf.” Special Features: The superstitious folk worships many demi-
and quarter-gods, as well as legendary heroes; supposedly child
Population: about 2,750 sacrifices at midsummer feast to appease swamp spirits; a fortified
Government/Politics: Hetwoman Thora Thurboldsdottir Rondra temple serves as a refuge; Waskir (a spelt schnaps distilled
Garrison: 50 warriors of Hetwoman Thora, 35 fighters of Castle from sugared spelt beer).
Defiant, 20 port guards Mood in the City: Rugged and provocative, superstitious, cut off
Temples: Swafnir, Rondra, Travia from the rest of the world during winter months.

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Unwanted Neighbors—The Orks and Their Land
Geographic Borders: Highlands surrounded by the mountain as arbach. These creatures speak their own language, but have
ranges of Great Olochtai, Firun’s Wall, Blood Barrier, Stone Oak no knowledge of writing. All tribal and racial history, legend and
Forest, and the Thasch Mountains culture is preserved and taught by Tairach priests.
Terrain: Highland steppe, sparse hills and mostly treeless The religion of the orks has only two main gods: the
mountains
bull-headed Brazoragh (god of battle, hunt, leadership and
Mountains: See above
Rivers and Waterways: Bodir River, Anchorite Lake (northwest of weather) and Tairach, the god of knowledge and death. The
Phexcaer), Lake Dairuch (in the Blood Barriers) priest of Brazoragh is also the chief of the tribe; a Tairach priest
Population: Roughly 80,000 orks, about 3,000 humans in the usually functions as shaman. Other gods, such as Gravesh
Bodir valley; also Achaz, Grolms, Deepdwarves… and three (deity of forgery and fire) or Rikai (god of farming) play only a
giants minor role.
Important Cities and Villages: Khezzara, Kharkush, Phexcaer, The major ork tribes are the Orichai with 20,000 members
Orrakhar (the “typical” orks; heavily fragmented into separate clans), the
Dominant Religions: Shamanistic Orkish faith in Brazoragh and Korogai, renowned for their metalcraft (around 20,000, a large
Tairach
part living in the occupied Svellt valley), and the Zholochai
Ruler: Ashim Riak Assai, the ‘Aikar Brazoragh’
National Symbol: In modern times a white bull’s skull on a red (about 15,000 individuals) who represent the warrior elite.
disc on black Aside from that, there are the Truanzhai (about 10,000, semi-
Social Structure: Caste system with dominating warrior and priest nomadic, living as traders and crafters in western Orkland), the
castes; the god-king and messiah of the orks Aikar Brazoragh is Olochtai (a clan of 4,000 that is considered barbaric even by ork
main authority. standards), the Mokolash (2,500 orks living in the swamps of
Local Heroes, Saints and Mysterious Characters: The giants the Bodir springs), and the nomadic clan of Tscharshai. A few
Orkmuncher, Ninefinger and Glantuban; the “Grey Count,” new clans formed during the ork wars, such as the Gharrachai,
Jirtan Orbas of Phexcaer; supposedly a group of griffins led by the Thasch, Hilval and Rorwhed orks. The infamous
Garafan.
Tordochai, who lived for revenge ever since their defeat in the
Strange Locales: Phexcaer (“town of thieves”); “Orkenhoard”
(legendary treasure); the settlement Ohort (which is mainly battles of 400 years ago, are supposed to have been extinct since
occupied by the Holberks, a magical cross breed of elves and orks); the Orkstorm.
lost ruins of the dwarfen city of Umrazim.

The Orkland is mostly comprised of barren steppes


surrounded by tall mountains, though with care one can also
find green meadows, swamps and birch tree woods along the
Bodir and its tributaries. Small coniferous forests are scattered
throughout mountain valleys, but aside from these sparse
traces of vegetation, the highlands and mountains are barren.
Only few plants and animals can survive the cold, dry winters
and hot, arid summers; some of those tenacious species are the
Orkland rabbits and the prairie bulls.
The most important inhabitants of the Orkland, however,
are orks; they have lived here for many thousand years. They are
bi-pedal, with bestial faces. They are covered in fur that ranges
in color from dark-brown to black, earning them the nickname,
“Black Furs.”
Orks live in a warlike caste society: the Ergoch (slaves,
captives of war and women, usually owned by the chief of
the tribe), Yurach (banned or exiled individuals), Grishik
(peasants), Drasdech (craftsmen), Khurkach (warriors) and
Okwach (famous warriors and very skilled craftsmen), all led
by the Harordak (the chief and the shaman of the tribe). These
people are primarily fighters; art or other luxuries are disdained
as being “soft.” They move across the land, living in big
Riyachart round tents (yurts); their clothes are made of crude
wool or leather and they following a rigid color code according
to caste. Tattoos, decorative scars and hair colorings are quite
common. Orks know how to handle bow and arrow, but their
typical weapons are axes, hammers and a curved sword known

World of Aventuria 47
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History Important Places in Orkland
About 4000 b.H.: First record of orks who, according to their
own history, have lived in Orkland for several ten thousand Khezzara
years; destruction of the dwarfen city of Umrazim
This capital of Orkland was erected in 15 Haal, about 50
About 2500 b.H.: Hjaldingans drive orks out of coastal areas
miles behind the Thasch Gate (the broad pass between the
1699 b.H.: Ork uprising in Albernia, where they are kept as
slaves, fails due to a plague Thasch and the Blood Barrier). The town is secured by an
1550–1150 b.H. (Dark Ages): Several tribes and clans of earthen wall topped by palisades and a good dozen towers.
orks move into Middenrealm and temporarily even There are only few stone buildings; among them is the palace
occupy Gareth of the Aikar Brazoragh, a stronghold which serves as a treasure
1246 b.H.: Nargazz Bloodfist conquers Baliho and builds an chamber for stolen goods; lots of smithies, brickyards and
ork empire, the ‘Kinkdem of da Norrth’ wheelwright’s shops for the gigantic ork chariots.
1134 b.H.: A unified army of elves and dwarfs defeats the
orks in the Battle of Saljeth and ends the occupation of Population: estimated 5,000 (about 5% human slaves)
Middenrealm; the appearance of Griffin Scraan Insignia: A white bull’s skull on a red disk on black
725 b.H.: The outpost of Myrburg is granted city status (later Government/Politics: As the capital and palace city, Khezzara
named Phexcaer) follows the Aikar Brazoragh
From 695 b.H. on: Beginning of thorough human settlement Garrison: Estimated 500 Khurkach of all tribes; about 1,000
in the area of the upper Bodir River valley additional troops dispersed throughout tent-camps in the area
393 b.H.: Middenrealm is weakened by the War of Magicians, Mood in the City: Militant and barbaric
the tribes of Tscharshai and Tordochai attack the land
again; divided by a tribal feuds, the Tordochai are defeated
by the “Blood Fields” of Gareth while the Tscharshai lose Kharkush
a crucial battle near Ferdok This Ork settlement in the southern foothills of Firun’s Wall
From 10 Haal on: Ashim Riak Assai unifies ork tribes; is supposedly located close to the old dwarfen city of Umrazim;
founding of Khezzara it is further the unofficial capital city of the Korogai and center of
15 Haal: Due to the appearance of the legendary blade ironwork, armor smithing and weapon smithing in ork lands.
Grimring, the planned orkish invasion of Thorwal
is aborted Population: ca. 1,500 Korogai
23 Peraine, 17 Haal: Beginning of the “Orkstorm” under Garrison: ca. 500
the military supervision of the ‘Black Marshal’ Sadrak Temples: Gravesh
Whassoi; after a quick defeat of the Svelltian City League, Special Features: Dwarfencoal fuels the furnaces of ork forges,
parts of the seized lands are colonized which results in a good yield and excellent steel.
Beginning of 19 Haal: Orks attack Middenrealm; Griffinsford
falls, the orks prevail in the battle of Orkenwall; a fake Orrakhar
attack on Warkhome enables the army to advance along An ork town on the shores of Lake Dairuch by the western
the Great River and the Rakula, where ork troops are side of the Blood Barrier mountains. It is inhabited by about
finally defeated in the area of Silk Meadows (1/2 Phex); 1,000 Zholochai and survives through fishing and the trade of
Griffinsford is liberated by the end of the year and most forged goods. It is typical for the Zholochai orks that Khurkach
orks are driven back to Bearwoods; the last orks are make up about a third of the population.
expelled in 27/28 Haal; however, the occupation of the
former Svelltian League continues Phexcaer
A small town in Orkland. One
half of the population is made up
of citizens, peasants and craftsmen,
Information for the Highlord the other half are usually wanted
Orkland is one of a few places in Aventuria that may scoundrels and rogues. The
serve as a ground for far-reaching expeditions, especially primary trade of the village is
those involving the history of dwarfs. Another opportunity farming, fishing, maintaining
for adventure lies in cautious, diplomatic contact with orks trade relations with ork
and mounting the first visit to Khezzara. Finally, it should settlements and fencing of
be mentioned that giants, grolms, unicorns and dragons— stolen property. The
and don’t forget those ancient griffins–know their fair share local bridge is the
of well-kept secrets in addition to common information. only opportunity
to cross the Bodir
River for many
dozens of miles in
either direction.

48 World of Aventuria
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Population: ca. 1,300, nearly all human Town History: Founded under the name of Myrburg during the
Government/Politics: Many small gangs and a few influential Age of Wise Emperors; besieged by orks in 396 b.H., but saved
individuals form a complicated power structure by the giant Orkmuncher, only to be attacked and occupied again
Garrison: None, most people of Phexcaer wield and are capable just a few decades later. In 196 b.H., the rogue Jirtan Orbas and
of handling weapons his gang saved the city from an attack of the Zholochai, and Orbas
Temples: Phex, Peraine becomes governor of Myrburg. The town is renamed Phexcaer,
Special Features: It is wise for one’s own safety to become a one of the largest temples to Phex in Aventuria is erected.
“member” in one of the local gangs, no matter how short the stay Since then, the town has become a refuge for all kinds of shady
may be (costs vary between 1 and 10 ducats) characters. It was left nearly untouched during the Orkstorm due
Important Pubs and Taverns: Several establishments of varying to the appearance of the Thorwalian “Blade of Destiny.”
quality, in addition to brothels and gaming halls Mood in the City: No respect for law, anarchy, only softened by
Prominent Craftsmen and Merchants: Only simple goods are the common interest of keeping the town alive; tensions between
produced here, but absolutely anything can be bought and sold in citizens and “crooks;” rivalries between gangs; the life of a stranger
this city if one just brings enough money and patience. does not count for much.

Smooth Skin and Black Furs–


The Former Svelltian City League
Geographic Borders: Svellt Valley between Darkencrest, Thasch, Rulers and Social Structure: The land, villages and a few cities
Blood Barrier and Firun’s Wall mountains, including the are ruled by three Korogai ork tribes, who either enslave humans
Rorwhed, the steppe north of Darkencrest to the coastal area of or view them as lower caste creatures; independent cities still
Riva; geographically speaking, the river region around the city of enjoy their civil liberties and town rights; the Svelltian League
Enqui belongs to Svellt as well is practically dissolved. The strong rule the weak; travelers will
Terrain: Old Svellt Swamps, Svellt Swamps, Rorwhed Mountains, encounter an abundance of customs that are more or less devoted
Brinask Marshes, Gashok Steppe, shores of the Gulf of Riva to Rondra.
Rivers and Waterways: Svellt River and its tributaries, which form Influential Personalities: King Arion of Westak-Deepenborg;
the rivers Lowangsvellt and Darkensvellt; the Svall; rivers and Chief Mardugh Orkhan; “Emperor” Reno and his “General,”
lakes of the Brinask marshlands; Kvill River (at Riva) Otho Urdorf of Svalltington-Bispellsprings; Storani Vardari
Estimated Population: 25,000 (10% orks, about 1% elves and (maker of instruments from Riva); Hetman Ingald Ingibjarsson
dwarfs), 4,000 in and around Enqui of Enqui.
Important Cities and Villages: Independent: Riva; paying Local Heroes, Saints and Mysterious Characters: Rik Tarlanen,
tribute: Lowangen; occupied: Gashok, Deepenborg, Rorkvell, the “Yellow Eye” (bounty hunter), Benja Bear Hunter, martyr
Enqui (occupied by Thorwal); villages: Yrramis (fortified ork Odelinde (Rondra, Deepenborg), Copper Moon (priestess of Rikai,
outpost) and New Lowangen (settlement of the dualist faith); an ork deity), Mardugh Orkhan (devotee of Ingerimm!), a circle
geographically speaking, the house-boat settlement of Parkauki in of witches in the Rorwhed mountains (under the lead of Yerinn),
Brack belongs to the region as well Bringimox (old warlock in the Gray Forest), Kantala (Nivese,
Important Traffic Routes: Svellt, Svellt Road from Lowangen to Wolf ’s child).
Deepenborg, Tjolmar and Riva and to Gashok Strange Locales: Boron temple in Rore Springs (Rorwhed
Dominant Religions: The ork gods, Travia, Phex, Firun, Rahja Mountains), the Gray Forest near Ansvell (between Lowangen and
(Eternal Vineyards, Circle of Levthan in Deepenborg); dualists who Deepenborg), the witches’ circle at Mount Silvercap (Rorwhed).
worship Praios as protector of welfare and Boron as deliverer of misery Fairs, masses: “Market and Games” during Phex and Travia in
(Gashok, New Lowangen); significant temple of Efferd in Riva, Lowangen
important in earlier times: Firun (Deepenborg), Phex (Gashok).

Once a flourishing economic power, the Svelltian City and losers have all grown accustomed to the daily routine of a
League has been reduced to a small group of isolated, self- shared life and culture.
sufficient settlements due to the orkish invasion. The once well- The lives of the Svellt Valley people are determined by
kept streets are now falling apart; gangs, highwaymen, and high three tribes (apart from all the Korogai orks who settled here)
tariffs threaten tradesmen and travelers alike, who naturally that formed just recently during the Ork Wars. The northern
prefer to take their business elsewhere. Only Riva seems Rorwhed Orks are led by Chief Mardugh Orkhan, a Tairach
untouched by the decay, while even Enqui (which has never priest blessed by Ingerimm. He rigidly follows his goal of
even been a formal part of the league) has undergone drastic forming a functioning nation and believes in the power of
changes, mostly due to the massive number of refugees. Twelve progressive diplomacy. An oft-repeated saying of his is, “one does
years have passed, however, since the orks celebrated their not slaughter the cow that gives milk.” Sometimes, Orkhan even
victory here. A new generation has grown up, and the winners forms treaties with defeated enemies or neighbors (a political

World of Aventuria 49
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The Nations of Aventuria
approach that often benefits both sides). In the south, the
Thasch orks once besieged Lowangen, led by Harkhash Drugh.
Important Places in Svelltland
Their anger at the human resistance only fuels continuing
bloody skirmishes.
Enqui
Lonesome port city by the Svellt delta. Its buildings are
The Hilval orks reign in the center of Svelltland, an area
mostly pole constructions, with a few stone houses by the port.
by the upper run of the Hilval River that is close to their native
The most notable reason for visitors to come to the city is the
land. They believe in the forceful collection of tributes, but aside
craftsmen’s quarter, the strange Palace on the Hill of Will-o’-
from that they prefer a peaceful and reclusive lifestyle. Thus,
the-Wisps or the Thorwalian quarter. Apart from that, the city
no human could say with certainty if the old chief Shurak
is a showcase of crushing poverty, as masses of refugees live in
Yellowtooth is still head of the tribe.
ramshackle huts or on rafts and barges.
In the area of the Hilval orks one can find the self-
proclaimed Emperor Reno I of Svelltia and his wild bunch.
Population: ca. 4,000 (10% Thorwal people, 60% refuges)
Reno Goodpart is a fur-trader by profession and hopelessly unfit Government/Politics: Hetman Ingald Ingibjarsson is the young
for this job. Yet, he is the last hope for all Svelltland people—and governor of this town, and has a hard task ahead of him in a city
a welcome straw-puppet for the shady Otho Urdorf, a former where those who have power rule, not merely someone with a
lieutenant and strategist from Deepenborg. title and a fine house; the Thorwalian population obeys Thorwal
Ultimately, the Svelltland is home to venerable citizens jurisdiction and patrolling Thorwalian armed rafts secure the
and lawless scoundrels, reputable thieves, “honorable” street area; whale hunting is punishable by death.
criminals, rebels, and civilized as well as barbaric orks. Locals Garrison: 70 warriors of the Ingibjara otta, 50 warriors of the town
guard
honor both human and ork deities.
Temples: Peraine, Firun, Efferd, Swafnir, Rondra, Phex
Special Features: The city’s “palace” hosts a gaming hall, two
History brothels, and an abundance of crooks selling seized or stolen
2000 years ago: Tjolmar is allegedly founded by dwarfen property; most Thorwalians reside in a newly built Ottaskin
survivors from Umrazim settlement outside of city limits.
1000 years ago: Thorwalian records indicate the founding of Town History: Once an independent whale hunter town,
Hjalmefjord; later on, the city receives the name Riva Enqui was attacked and conquered by Thorwalians in 17 Haal;
561 b.H.: Official founding of Riva however, the city was never bothered by orks. Many refugees
543 b.H.: First reports of Gyldenland settlers by the Svellt, have settled here.
establishment of Lowangen Mood in the City: Despair and greed; the legendary Thorwal
398 b.H.: Orks destroy the small town of Roremund, the uprightness is confronted by those rough customs of lawless
predecessor of Deepenborg mobs. Naturally, there is a strong desire among refugees to finally
340 b.H.: Document of Lowangen; Lowangen, Tjolmar and return to home.
Deepenborg form the City League
316 b.H.: Gashok becomes a member Gashok
123 b.H.: Riva becomes a member; the league now has a sea- This is a small town by the crossing of two important traffic
port
routes, from Lowangen to Thunderbrook and from Trallop to
56 b.H.: The Zorgan Plague spreads
17 H.: Thorwalians take over Enqui; shortly afterwards, orks Deepenborg and Riva.
(mostly Korogai from Firun’s Wall) attack the Svellt
Valley. The City League falls apart, and many residents Population: 950 (10% orks)
seek refuge in the region of Enqui and Lowangen. Garrison: 30 ork warriors
From 19 Haal onward: End of fighting; occupation and/or Temples: Tairach; the Dualists are allowed to practice their
tributes of the defeated towns and cities cult on an open field; the once important Boron temple is now
desecrated, and most people avoid it out of superstitious beliefs;
the public temple to Phex stands empty as well—the deonts have
gone into hiding.
Information for the Highlord Special Features: Mostly shrewd, lawless mobsters, ex-dualists,
The Svelltland and its townships offer a variety of whores and half-orks live here (along with rigidly orthodox
scenarios (regarding civilization, vegetation, and relations dualists who view the ork occupation as a test of moral and
between humans and orks). It is a wild land, where religious strength). The ork camp sits further east, a little outside
fists overrule a signed treaty anytime. Strange customs the city.
and codes of honor have developed here among those Important Pubs and Taverns: Wild Man’s House (Q5/P7)
humans that were defeated by orks; ragtag gangs, heroes Town History: A formerly free city and important member of the
Svelltian City League, occupied by orks since 17 Haal
and strange figures dominate the Svelltland, now more
than ever. This land holds something for every brave
adventurer, be it to protect a journey, defend the honor
of the gods, negotiate with orks, or to find a character of
doubtful or mysterious reputation.

50 World of Aventuria
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Lowangen Population: 330 (25% humans, 10% Deepdwarves, 5% dwarfs)
A heavily fortified free trade city on an island in the Government/Politics: Chief Mardugh Orkhan is the
unchallenged leader. Some of the human population has lived
Lowangsvellt River, surrounded by orkish-held territory.
here for a long time, while others were brought in as slaves; the
dwarfs are allied with orks.
Population: 9,700, along with the many refugees from various Temples: Altar of Tairach and of Ingerimm
ork wars Special Features: Mardugh Orkan is a deont of Ingerimm; “Black
Government/Politics: An elected council of guilds determines Spirit” of the Boron temple (a bound soul of a former Boron
city law and names the magistrate; prosecution is via fees or deont); Alvinia the witch; Deepdwarves living in mines under
execution—there is no prison; humans pay annual tribute to orks the village
Garrison: 800 regular troops, 750 militia Mood in the City: Quarrels and even fights are quite common
Temples: Phex, Travia, Tsa, Rahja, Hesinde, Peraine, Boron, here, but Mardugh’s rigid authority does ensure a relatively
Firun, Ingerimm peaceful community.
Special Features: Academy of Shaping Magician’s Academy (gray,
transformation of living creatures); Magician’s Academy Hall of
Power (black, control); castle of the Gray Staffs of Perricum; Svellt Deepenborg
Valley Draught-horses; Festival ‘Market and Games’ during Phex This city lies by the mouth of the Ror, as it enters the Svellt.
and Peraine It is unusual in that it boasts the only fortified castle in the area,
Important Pubs and Taverns: Hammer and Anvil Guesthouse sitting high above the banks of the Svellt River.
(Q4/P5); Salamander Stones Tavern (Q7/P9); Ork’s Demise Pub
(Q3/P4); Bright Refuge Hotel (Q8/P8) Population: 1,200 (5% orks)
Town History: Town rights for 500 years, then the first siege by Government/Politics: King Arion the Third of Westak-
orks 70 years later; founding member of Svelltian City League; in Deepenborg governs, but only with the consent of local orks; their
17 to 18 Haal; payment of tributes since 19 Haal General T’Rrahgh presides over city law, tariff tolls and tribute
Mood in the City: This town lives off its former wealth; the payments
humans here are defiant and always looking for allies against the Garrison: 20 personal guards of the king, 50 ork warriors
orkish threat Temples: Tairach (formerly Rondra), Travia, Hesinde, Rahja
(Eternal Vineyards, Circle of Lethvan), Firun (missing deont),
Riva Boron
Riva is a wealthy, independent port city by the mouth of Special Features: The ruins of Castle Roremund (destroyed by
Kvill River on the shores of the Gulf of Riva. It has a sturdy, orks in 398 b.H., ghosts roam here); both royal family and ork
occupants live in Deepenborg Castle
well-fortified castle, a large harbor, cobblestone roads, a long
Important Pubs and Taverns: Duck’s Beak Guesthouse (Q6/P5);
city wall, and well-crafted wooden houses give this settlement Northern Light Hostel (Q5/P5); The Golden Treasure Eatery
its character. The town Hall is a large stone building. This city (Q8/P8)
is a major trade center north of the Orkland. Prominent Merchants: Royal Trade Office, the fur market

Population: 2,300
Garrison: 50 town guards and some militia
Tjolmar
Old city by the Svellt. The Svellt Road ends here, while the
Temples: Firun, Efferd, Phex, Tsa, Travia, Rahja
Special Features: The Nivilaukaju (according to a Nivese
route to Riva begins from this city as well. Mostly pole houses, as a
legend, this a woman who was turned to stone by Liska; means of dealing with yearly floods. The only architectural structure
every new moon phase, the Nivese sacrifice a karen to of note is the ancient dwarf bridge with two fortified ramps.
appease Liska); Stoerrebrandt College Academy of Magic
(gray, clairvoyance and combat); public school. Population: 1,220 (5% dwarfs)
Important Pubs and Taverns: Many, most of good quality Government/Politics: Tjolmar has a town council, and a peace
Prominent Craftsmen: Vardari, maker of musical treaty with orks
instruments (Q15/P10, string instruments) Garrison: 20 town guards, 10 ork and 10 dwarf warriors in each
Town History: Riva was built about 600 years ago on top of bridge ramp, respectively
the ruins of the Thorwalian village of Hjalmeford; a former Temples: Firun, Ingerimm (ancient dwarf cult), Ifirn, Rahja
trade port of the Svelltian City League; peaceful coexistence Important Pubs and Taverns: Trallop Giant Tavern (Q6/P9)
here between humans, elves and Nivese. Town History: Tjolmar was built about 1,500 years ago,
presumably by the Hjaldingans/Early Thorwalians; the dwarfs of
Rorkvell Tjolmar betrayed their neighbors during the ork war by letting the
invading forces across the bridge—thus Tjolmar itself was spared,
A former human mining town in the Rorwhed Mountain
and is still the only tribute-free city in the southern part of the
region, and a stronghold of the Rorwhed ork population. former City League—and into the League proper.
Mood in the City: Tense relations between humans and dwarfs;
strangers are generally not trusted

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In Deep Forest, By Lovely Meadows—
The Land of the Elves
Geographic Borders: Salamander Stones (Silvan Elves), the All elves have very sharp senses and innate magic ability.
northern rivers and streams by Frisund (Lea Elves), Green Plains, Most elves living outside of the Salamander Stones are Lea
Lake Lamprey, north-western border of Red Sickle Mountains Elves, whose homes are the river meadows north of the highland
Terrain: Forest-covered mountains and meadows by the river range (spreading to the cold Frisund River and Lake Alavi). Lea
Mountains: Salamander Stones
elves build their pole houses in places like Garetia and Almada;
Rivers and Waterways: Kvill, Oblomon, Frisund, Amper, and
Rathil Rivers; Lake Lamprey some even move into the cities, where the ‘pointy-ears’ typically
Estimated Population: 4,000 humans, 6,000 Silvan Elves, 12,000 find a mixed reception at best. The cities of Thunderbrook,
Lea Elves, 500 steppe elves Kvirasim, and Oblarasim host a large number of Lea Elves.
Important Cities and Villages: Thunderbrook, Uhdenmount, Closely related to them are the ‘Children of the Wind,’
Kvirasim a nomadic group of steppe elves that move across the Green
Social Structure (Elves): Clan structure Plains, the highland between Kvill and Brinask and the steppe
Influential Families (Humans): Kolenbrander of Trallop between Kvill and Letta.
(tradesmen, they control the trade with Thunderbrook and The Ice Elves live even further north, in the Grimmfrost
Uhdenmount), Kowang (Ore Barons of Uhdenmount, of Norbard
Wastes, to be precise (along Icebreak Bay and Amber Bay). Their
descent), Mountainwatch (also Ore Barons of Uhdenmount,
related to Kolenbrander). homeland consists of ice, cold seawater and rocks. Firewood is
Local Heroes, Saints and Mysterious Characters: Athavar Peace- rare; these elves commonly build their shelters out of ice. Those
Song (deceased magician of the Silvan Elves), Heleon (Rondra who live in such harsh lands cannot afford hospitality, and thus
deont, initiated the construction of a temple by Thunderbrook), strangers will encounter little more than peaceful but decisive
Mother Herdgard (built the Travia temple on the Green Plains). rejection. Those who cannot care for themselves cannot be
Strange Locations: Salamander Stones, Lake Lamprey, Fog allowed to endanger others.
Moors Ask a Garetian about the origin of elves and he (depending
Local Holidays/Festivities: In Thunderbrook, many holidays on his experience) will answer that they stem “from the
that commemorate Rondra are celebrated with a heartfelt passion
Netherhells” or “out of the Salamander Stones.” The first
assumption is entirely false, and the latter is only true for Silvan
Elves. The homes of these creatures can barely be described with
The Elf People human words—neither hut nor tree house accurately describe
The physical characteristics of elves these elven shelters, which are made out of living wood. The
include slender bodies, pointed ears, large, Silvan Elves live as hunters and gatherers, and except for the
slanted eyes (which can be of unusual colors, settlements of Kvirasim and Gerasim, they have no contact
like purple); and elegant, athletic movement. with humans. They are generally peaceful and compassionate
Some humans harbor odd beliefs about people, but they are also quick to defend their homeland.
these creatures—supposedly, they procreate A quarrel between Silvan Elves and humans could have
by sprouting from budding trees during the unpredictable results; an injured traveler will never
full moon. It is said their glance has mystical know whether to expect pity and support or Firun-like
powers (of seduction); that if in danger, elves indifference to his plight.
can remove themselves from this world and
travel to the Faerie realms. Those tales are little
more than nonsense, however, despite their
Half-Elves
An elf and a man can certainly produce
widespread popularity among humans.
viable offspring, though humans generally view
Another major assumption, that all elves
these mixed-bloods with mistrust and superstitious
are notorious thieves, is based on their notion of
fear—very few would admit openly to such a family
personal property, which stands out among all
background. The elves are a bit more tolerant, if
other Aventurian cultures. Except for the most
only because it typically falls to the elven mother
intimate possessions (one’s name, bow and
to care for these children. They do view such a
musical instrument), all property is negotiable.
member of their community as belonging to a
If a market stand has many, many more apples
different culture, however; as a result, creatures
than the owner could possibly ever eat, for
of mixed origin are not truly accepted anywhere.
example, then why ought one ask before
Many will try to pass as a human, which does
taking an apple?
work sometimes. Pretending to be an elf among
elves is impossible.

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The Salamander Stones The pathway between Trallop and Thunderbrook along the
lake might be a safe choice; the tracks leading directly through
The peaks of Salamander Stones are up to 3,000 paces
the swamp, however, should only be used with great caution.
high. This mountain range belongs to one of the most wild
Explorers who are unfamiliar with the wilderness and its dangers
and, at the same time, most romantic lands of Aventuria. Clear
should look for a local guide to help them through the maze.
streams have cut deep valleys and canyons into the land. The
Scattered bands of orks are eager to take any traveler’s life and
mountainsides are covered with mighty maple, pine, redwood,
possessions. Some magicians supposedly retreated to this area
spruce, and birch trees that stand up to 100 paces tall. The light
after the War of the Wizards, and even though they are almost
falling through the interwoven branches of the forest paints
certainly long dead, one might still run into one of their successors
shimmering designs of light on a carpet of grass, flowers and
(or, in a less fortunate situation, they might find you first).
ferns. There are anthills as big as two grown men, gigantic
mushrooms that could feed a party of five, and butterflies that
sparkle with myriad colors—even the creations of the great The Green Plains
Daria Windest are put to shame. It is obvious to any wandering Vast grasslands, generally called the Green Plains, stretch
traveler that this must be the land of the Silvan Elves, even northeast of the Salamander Stones and north of Red Sickle.
though they almost never show themselves. There are almost no trees on the Green Plains. Small ponds
This idyllic setting should be approached with caution, serve as the only water sources, fed by the rain and drying
however; the saber-tooth tiger is not any less hungry here than up during the dry seasons. Neither streams nor rivers are
elsewhere, and the Kvill adder is just as poisonous as in other anywhere to be found, though some small brooks occur here
parts of the continent. It is said that, in case of a battle between and there during the seasonal thaw, also quickly drying up as
elves and humans, the forest becomes as deadly as it is beautiful. the summer approaches.
The area is mostly inhabited by steppe elves and goblins;
The Fog Moors the only human settlement worth mentioning is Travington.
This town is still quite young, and grew up around the Travia
The Fog Moors extends west of Lake Lamprey—it is truly
temple built by Mother Herdgard in 10 Haal. Currently,
a gloomy and hostile place. Dense fog hangs over a stinking
Travington hosts about 200 individuals, with its population
morass of stagnant water, spotted with dead tree trunks. A
slowly rising—due to the Borbaradian occupation of Tobria,
constant gurgling sound from beneath the water, caused
all goods traded between Middenrealm and Fountland are
ostensibly by rising swamp gases, challenges the strength
now traded via the Green Plains. The Green Plains offers an
courage of any wanderer.
opportunity for everybody, including both thieves and guards, to
better their finances.

Lake Lamprey
Many mysteries surround this largest Aventurian lake, and
the number of explorers who have attempted to pierce these
secrets is beyond counting. It is the nature of secrets to resist any
investigation, however; hardly any of those brave adventurers
ever return. The investigators of Aventuria have to rely on mere
speculations: a freshwater serpent colony is said to live in the
depths of the lake, as well as a portal that supposedly connects
the continent to the Seventh Sphere. Another rumor speaks of
a Satinav (time) gate that leads to Havena and the time of the
great earthquake and flood.

Information for the Highlord


Letting elves appear behind every tree is a big mistake in
Aventuria. Elven senses detect approaching groups very quickly,
and their ability to keep out of sight is legendary. Thus, any
encounter (say, out of curiosity) is entirely up to these shy forest
folks, not the interlopers into the woods.
The second major misconception is that elves are either like
humans (emphasize their exotic nature), or that they are lovely
and harmless creatures of aesthetic beauty. The elegance and
intuitive relationship with nature reflect the elves’ animalistic
character, which humans initially perceive as innocent. This
impression is not entirely inaccurate, but only to the extent that a
predator is innocent of murder when hunting for its next meal.

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Important Places in the Population: 760 (70% Silvan Elves, 20% Lea Elves, 10% mixed-
Land of the Elves blood elves)
Government/Politics: Problems are discussed among the
different elf clans; everybody is allowed to participate in the
Thunderbrook decision-making process
Palisades, built only a dozen years ago to weather the Temples: Peraine (one deont)
Ork Storm, surround approximately 100 wooden and stone Special Features: For decades, missionaries of Peraine have tried
houses. A pilgrim expecting a mighty fortress of Rondra to spread their belief to no avail
is going to be quite disappointed. The local temple of the Mood in the City: Elven composure, calmness and tolerance
lioness sits outside of the city, in a cavern behind the famous
Thunder Falls. Uhdenmount
This old mining town in Red Sickle Mountains by
Population: 2,100 (25% Lea Elves, 5% Silvan Elves) the upper Rathil River has been independent for the last
Insignia: Silver wave-pole on red background, topped by a wall 270 years. This city was built as a trading outpost for elves
crown and humans and was granted trading rights in the Trallop
Government/Politics: ‘Rondracracy’ under Princess-Deontess Treaty. Uhdenmount is the highest city (sits on the highest
Aldare VIII Thunderclap of Thunderbrook land) in Aventuria.
Garrison: 40 Rondra deonts, 60 Rondra warriors and 50 town
guards
Population: 1,850 (40% humans, 30% dwarfs, 10% Lea Elves,
Temples: Rondra, Hesinde, Travia
10% goblins, 10% orks)
Special Features: Wooden buildings of the Seminar of Elven
Insignia: A black hammer and ax crossed in front of a silver
Communication and Natural Healing Magician’s Academy
background, topped by a wall crown
(gray) in an elm grove; a monastery of the Anconites (Order of
Government/Politics: Competing Ore Barons keep the city under
the Healing Beneficiaries) just outside of the city; legendary Lake
their rule and the governance of their Mining Council; the strong
Lamprey.
rule the weak, and carrying a weapon is mandatory. Trallop Gorge
Important Pubs and Taverns: Guesthouse Lovely Tune (Q5/
Kolenbrander is the most important trading partner of this city.
P6/B10); Thunder Fall Pub (Q2/P3/B22); Hotel Thunder Fall
Garrison: 200 mercenaries of the Uhdenmount Axmen and the
(Q7/P8/B18)
Uhdenmount Legion, 30 town bailiffs of the Mining Council
Town History: Following a vision, Rondra-deont Heleon led a
Temples: Ingerimm (ork deonts, among others), Peraine, Firun;
dozen of fellow fighters (those that had survived the massacre of
those sites are also visited by orks and goblins as they represent the
the Priest Emperors) to the Thunder Fall
embodiment of their gods as well
Mood in the City: Utterly peaceful
Special Features: home garrison of the Uhdenmount Legion
(which is composed of humans, dwarfs, goblins and orks),
Kvirasim Tiljaniel Forest (occupied by Lea Elves), several mines (slate, ore,
Kvirasim is one of the most amazing cities of the Aventurian some silver); Therbunites hospital, Boron Tunnel outside of the
continent, as it is almost invisible to the approaching traveler. city (underground burial site)
This is not due to elf magic, however, but rather that the tree Important Pubs and Taverns: Hotel Court Uhdenmount (Q8/
houses are hidden in such a way so that they become visible P10); Wagon Station Brother O’Aves (Q6/P5); Shanjas Divan
only when one stands directly below them. Local humans Guesthouse (Q7/P7, services of Rahja); Mercenary’s Tavern
(Q4/P4)
quickly blend in with elves as they adapt the local clothing
styles and behavior.

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Oddities and Saltarels—
Upstart Kingdom of Nostria
Geographic Borders: Ingval and Ornib Rivers, Lake Thuran,
Tommel River, Lakeland, Sea of the Seven Winds
History
Local history starts with the year of independence (1847 b.H.).
Terrain: Narrow coastal strip, lakes, forest-covered highlands
The Nostrian history is as idealized and unreliable as nowhere
Mountains: None worth mentioning
else in Aventuria–useful sources are thus hard to come by. It is
Rivers and Waterways: Ornib, Ingral, Urlan, Tommel, and Nabla
certain though that Nostria and its neighbor state Andergast have
Rivers; numerous waters of the Lakeland area
repeatedly declared war on and later formed peace treaties with each
Estimated Population: 40,000
other (currently, some kind of truce exists between those two rival
Important Cities and Villages: Nostria, Salta, Salterhaven
nations). Of particular note is the Fraternization of Joborn in the
Important Traffic Routes: Havena–Nostria–Salta–Thorwal
year 860 b.H. (see also History of Andergast) and the Thorwalian
Road; the Tommel and Ingval Rivers serve as waterways; Nostria
occupation of Salta and northwestern Nostria (17 to 22 Haal).
and Salterhaven are the main seaports of the region
Dominant Religion: Twelvegods belief is predominant
Rulers: King Kasimir
National Symbol: Silver Saltarel fish on a blue background Information for the Highlord
Social Structure: Kingdom; more free peasants than in the The land of Nostria as an upstart nation that would love to be
Middenrealm of some worldly importance. Nostria offers adventures for nearly
Important Royal Families: Almost all noble families are somehow all kinds of characters.
related to the king, thus they all have some (varying) degree of
importance
Local Heroes: None worth mentioning
Important Places in Nostria
Strange Locales: Chalk cliffs of Halleru
Local Festivities and Holidays: 13–14 Rondra: Tournament in Nostria
capital; 2 Praios: birthday of the king This is a port city by the mouth of the Tommel River, where
it enters the Sea of the Seven Winds. It is also the residence of
The Nostrian Lakeland stretches from the Tommel River King Kasimir IV of Nostria. The narrow, angled alleys lead past
to the Albernian border. Mostly pine trees grow in this sandy, two-story buildings, as well as the town houses of the Nostrian
meager soil. Fertile grass-covered hills sit north of Lakeland, nobility. The King’s castle is an elaborate fortress by the right
giving way to forest regions in the east. The chalk cliffs by shore of the Tommel.
Halleru (south of Joborn) are indescribably beautiful; it is said
that a group of Satuarian Sisters meets on their peaks once a Population: 6,400
year, during the Night of Witches. Insignia: Silver Saltarel fish under a silver rampart against a blue
backdrop; wall crown on top
The Nostrian forests are known for their abundance of
Government/Politics: Kasimir IV rules as legitimate king;
game; the famous Nostrian crown deer roams in these forests.
Nostria is an important port by the Sea of the Seven Winds, so
First and foremost, the saltarel must be mentioned, as this fish is trade relations with Havena are frequent and steady (recently,
pictured on the nation’s arms; it repeatedly returns to its breeding there have been cautious efforts to form such bonds with Thorwal
grounds on the coast, and has made the region famous. as well).
The people of this land have mostly dark or honey-brown hair; Garrison: 250 royal Nostrian warriors
blond is possible, but occurs less often. Half the population lives in the Temples: Boron, Efferd, Peraine, Rahja, Rondra, Travia, Tsa
towns and cities, while the rest dwell in villages and tiny settlements. Special Features: Many representative buildings in the
Nostria is a quiet, peace-loving region. Its residents are fiercely Poltrion-Tormlyn-Style (pompous street fronts with ramshackle
buildings behind)—rarely does a capital city represent its land
proud of their homeland, though those from more “exciting” lands
this accurately; Magician’s Academy of Light and Darkness
often find little within Nostria to keep their attention. Nevertheless,
(transformation of the inanimate, white)
travelers should hold back on their jokes—angry Nostrians are no Important Pubs and Taverns: Nostrian Court (best hotel in town,
less dangerous than raging Thorwalians or Albernians. Q8/P9/B40); Father Balder (clean, thick stews, Q5/P5/B12);
The most important events in recent Nostrian history were Wooden Leg (miserable establishment by the port, Q2/P3/B10);
the ongoing wars with Andergast. While these quarrels were Mouse Hole (only for those who can’t afford the Wooden Leg,
subject to countless jokes throughout Aventuria, the Nostrians Q1/P1/B15)
themselves had nothing to laugh about. Boron was the sole Prominent Craftsmen and Merchants: None worth mentioning;
beneficiary of these conflicts. Nostrian craftsmen are known for their ability to improvise
Mood in the City: One is proud of what has been accomplished,
A king heads the state (currently Kasimir IV) and governs
despite all the hardships of a never-ending war
the land, along with a small group of noblemen. No other state
issues as many official titles (where else can one find Wojwodes,
Enormities and Bombasts?). The competition among authorities
is therefore fierce.

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Salta and Salterhaven
These twin cities by the mouth of the Ingval River are
the dockyard and sawmills for Stone Oak wood coming from
Andergast (in spite of all wars and against the will of the
monarch). It is further the economic center of Nostria. Many
craftsmen have settled around the marketplace area: the well-
known smith’s quarter and the temple of Ingerimm are both
located in the southern part of the city.

Population: 2,900 (1,800 in Salta, 1,100 in Salterhaven)


Insignia: Silver fishnet on a red background, wall crown on top
Government/Politics: Count Albio III
Garrison: Two companies of the Count’s guards, 50 royal
warriors, and 20 town and port guards
Temples: Hesinde, Ingerimm, Travia in Salta; Efferd in
Salterhaven
Special Features: The small monastery of the Sisterhood of Mada
has been added to the temple of Hesinde
Important Pubs and Taverns: Gilden Ingval Hotel (Q10/P10/
B45); House of Wisdom (run by the clergymen of Hesinde, Q5/
P5/B12); Red Coin (it is advised to sit with your back against the
wall, Q2/P3/B8)
Prominent Craftsmen and Merchants: Dardane Brusik—she
controls almost half of the Stone Oak trade in town
Mood in the City: Thorwalians are not welcome here; there
is competition between both halves of the city. One should
remember to distinguish between Salta and Salterhaven when
addressing locals.

Woodcutters and Courtiers—


The Kingdom of Andergast
Geographic Borders: Stone Oak Forest, outskirts of Bladegrass (worshipped by the common people); local influence of druids.
Steppes, Lake Thuran, Ornib and Ingval Rivers Rulers: King Efferdan I of Hussbek-Galahan
Terrain: Raftland, Thurania, Bladegrass Steppes National Symbol: A green Stone Oak tree against a silver backdrop
Mountains: Stone Oak Forest Social Structure: Feudalism on two levels (king and barons)
Rivers and Waterways: Ingval, Andra, and Ornib Rivers; Lake Important Royal Families: Zornbold (old dynasty of kings),
Thuran Galahan (new dynasty of kings)
Estimated Population: 40,000 Local Heroes and Saints: Dorlen of Joborn (saint of Rahja),
Important Cities and Villages: Andergast, Joborn, Teshkal, Andrafall several heroes who are always ready to fight against Nostria
Important Traffic Routes: (Count’s) road from Andergast to the Strange Locales: Andra Falls (waterfalls), Stone Oak Forest
eastern border (continuing towards Griffinsford) (monstrosities gather in these woods), several Sacred Groves
Dominant Religions: Twelvegods belief, Hesinde, Rahja Local Festivities and Holidays: 14 Rondra: Knight’s
(worshipped by royal families and the courtiers), Rondra and Tournament and Royal Ball in Andergast; first week of Travia:
Firun (worshipped by the minor nobility), Tsa and Peraine street fest in Andrafall

Andergast is a small country that derives its meager wealth any modernity or innovation—they have neither resources nor
from breeding Teshkal heavy horses and selling hard, fireproof interest in any cultural advance or modern trends.
Stone Oak wood, which is probably the most sought-after wood Recently introduced succession laws have placed the old king’s
in Aventuria. The capital city grew out of a tiny woodcutter’s son-in-law on the throne: the young King Efferdan of Hussbek-
town; until recent years, Andergast was little more than a Galahan is the husband of Queen Varena, the oldest daughter of
group of small settlements and keeps dispersed throughout former King Wendolyn VII. Efferdan himself is an exiled nobleman
dense forests. The constant battle against Nostria in the west, from the Horasrealm who settled here after fleeing Kuslik. He
however, and the northern threat from the orks have adapted brought along a small group of followers and courtiers who
these people to a sinister, robust, and superstitious life, rejecting opposed the rule of the Horas Empress. With the help of his sister-

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in-law, Princess Irinia, he is trying to develop this old-fashioned


woodcutter nation into a modern state. That means foremost the biggest in this country); the second-largest building hosts the
Magician’s Combat Seminar (battle magic, gray).
having to tame the rebellious minor nobility, strengthening and
Important Pubs and Taverns: Fat Ham tavern
enforcing the sleepy town of Andergast, and slowly recovering forest Mood in the City: There is a strange sense of excitement and
and wastelands from gangs of thievish orks and lawless rogues. optimism in the air, which does not really match this old-
Besides his followers from Elmstone, he can only count on the help fashioned place
of a small group of young and heroic fighters (who ultimately hope
to secure a position in the future nation of Andergast). Joborn
Since earliest times, this city has been fought over by
History Nostria and Andergast. Joborn and its people have had enough
The history of Andergast begins with the year of independence of war, however, and aspire to become an independent (or at
(1847 b.H.). The history of Andergast is marked by continuous least communally governed) township.
border wars with Nostria; only recently the fighting ceased as
both sides agreed on a (potentially short-lived) truce. Worth Population: 850
mentioning is the Fraternization of Joborn, a Rahja miracle, Insignia: A red stag beetle on white background
which ended the Seventh War in 860 b.H. Government/Politics: ever-changing
Garrison: Currently 30 town guards
Temples: Fortified temple of Peraine and Travia, Rahja
Information for the Highlord Important Pubs and Taverns: Joborn Manor
Andergast is quite a rough place for any adventure, and in their
Town History: Joborn has been occupied a countless number of
stubbornness and rigidity, its inhabitants look almost comical. It
times; through the Fraternization Miracle of Rahja, the devotee
can be quite difficult to take serious any of those over-achieving
Dorlen brought at least a short period of peace to this town
royal reformists that are rushing to and fro in the court. This land
Mood in the City: The people here know well how to take life as
presents a good background to games that do not focus on a long
it comes; the fortified temple is central to their lives—they store
list of dynasties or details of church and leadership. Andergast
grains and maintain refuge chambers in its vaults; Joborn pretzels
demands the spirit of enterprise; further, the orks must be driven
have become known as long-lasting “everbread”
out of the forest with decisiveness and courage.

Teshkal
Important Places of Andergast This town sits on the northwestern border of the Bladegrass
Steppes. It is best known for the breed of heavy horses that is
Andergast raised here. After weathering a few ork attacks, the construction
The capital is a small, smoky settlement in the middle of a of town fortifications (trenches and palisades) has been initiated.
sparsely populated forest. By northern standards, however, this
place is considered a major city. Population: ca. 900
Insignia: A black horse head on green
Population: 5,850 Government/Politics: Baroness Ossyra of Teshkal (she does
Insignia: A green oaken branch on a silver background, above a consider the opinions of three major horse-breeding families)
red crown Garrison: 15 guards of the baroness, one company of town militia
Government/Politics: King Efferdan, advised by a council of Temples: Fortified temples of Rondra, Travia and Peraine, Rahja
tradesmen, craftsmen and woodcutters Important Pubs and Taverns: Tramping Hooves Hostel (Q5/P6);
Garrison: A company of city guards (about 30), Royal Guards Ork Tooth Tavern (Q4/P4)
(about 50 Halberdiers) Prominent Craftsmen and Merchants: The horse auction in
Temples: Rondra, Praios, Travia, Hesinde, Tsa, Peraine, Ingerimm Ingerimm is worth mentioning; some equipment traders have
Special Features: The streets are bare and muddy; Half-timbered settled here
buildings are skewed, often leaning and resting on each other, Mood in the City: Farmer-like stubbornness and tenacity, but
forming dark alleys that rarely see any sunlight; pigs roam one that is used to strange travelers passing through; the local
everywhere and dig up the earth, turning streets into mud tracks; opulation deeply despises the orks
castle Andergast, the “king’s castle” is only a small fortress (yet

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Under the Griffin’s Flag—Middenrealm
Geographic Borders: Sea of the Seven Winds; Tommel River; vassals. These bondsmen owe service and loyalty to the
Darkencrest Mountains; Fog Moors/Lake Lamprey; Dragon Emperor, who in return assures their safety and protection. The
Stones, Black Sickle, Troll Peaks, and Rashtul Wall Mountains; provincial lords represent the next level of authority below the
Yaquir Valley Emperor; they do not all rank the same, however, in terms of
Terrain: All types
prestige and authority.
Mountains: Windhague Mountains, Kosh Mountains, the
Anvil, Iron Forest, Dragon Stones, Black Sickle, Troll Peaks, The provinces of Kosh, Garetia, Darpatia, Albernia and
Rashtul Wall Almada are led by a King; the Northern Marches, Meadows and
Estimated Population: Gareth City (189,000), Garetia (315,000 Tobria are ruled by a Duke, while Margraves head the settlements
humans, 1,000 dwarfs, 500 elves), Darpatia (257,000 humans, of Griffinsford and Windhague. These provincial lords split
800 dwarfs), Kosh (79,000 humans, 15,000 dwarfs), Griffinsford up their estates to subordinate Counts, who then continue to
(47,000 humans, 1,000 dwarfs), Free Tobria (15,000 humans, 500 distribute to the land among Barons. The Barons themselves
dwarfs), Northern Marches (169,000 humans, 10,000 dwarfs), continue the chain of interdependency by supplying the lower
Almada (220,000 humans, 2,000 dwarfs, 1,000 elves), Albernia nobility (namely landed Knights and Squires) with land.
(210,000 humans, 500 elves), Windhague (12,000 humans),
The Mountain Kingdoms of the Angroshim (their surface
Meadows (116,000 humans, 1,000 elves)—a total of 1.6 million
humans, 30,000 dwarfs and 3,000 elves. holdings forming ‘Mountain Freeholds’) hold an exceptional
Important Cities: Gareth, Havena, Punin, Warkhome, Perricum, status, according to the Lex Dwarfia. While dwarfs are
Rommilys, Angbar, Elenvina, Perainefords, Griffinsford, Trallop, subordinates of the Emperor, they can only be judged by their
Harben mountain king.
Important Traffic Routes: Great River, Yaquir and Darpat
Rivers; a network of well-developed imperial highways runs
through the country
The Provinces
Dominant religion: Twelvegods belief is predominant
Rulers: Imperial Regent Emer ni Bennain Albernia
National Symbol: Red griffin in a golden circle against a blue Provincial lord: Queen Invher ni Bennain, residing at
background Havena
Important clans and Influential Families: House of Gareth Wide meadows, lakes and swamps cover the land. The
(imperial family), noble families of provincial rulers, Rastburger Moorsap is the infamous marshland of the Great River delta
family (a merchant’s clan from Havena), Stoerrebrandt (trader
that surrounds Havena. A corduroy road transects the Moorsap,
from Fountland, has branch offices in every large city), artisan
guilds have a large influence throughout most cities.
providing a passable road through that otherwise impassable
Local Heroes, Saints and Mysterious Characters (a small region; however, any that leave the dam will most likely
selection): Hluthar of the Northern Marches (saint of Rondra), disappear into the ground forever.
The Green Knight (a noble yet eternally tragic character from Another local danger is the Farindel Forest between when
Garetia), Yassia (witch, Albernia), Emperor Haal of Gareth Winhall and Honeyngton—many more people have stepped
(disappeared in 17 Haal under mysterious circumstances), Rhys into these woods than left them. What happened to these
the Cutter (saint of Ingerimm, Albernia). travelers will always remain a mystery; speculation speaks of
Strange Locales: Farindel Forest (Albernia), Demon’s Fallows ancient curses and a gate leading to the realm of faeries.
(on the outskirts of Gareth), The Gorge (sacred volcano in the
Both the long coastline and the legacy of the Thorwalian
northern Rashtul’s Wall), Nahemas Tower (in the drowned part of
Havena), Hanging Glacier (holy site to Firun in the Black Sickle),
ancestors have shaped the independent spirit that has developed
other “magical” forests such as the Imperial Forest in Garetia and in this area; Efferd is a widely worshipped deity, and bards
the Bluefirs (in Meadows). share their bittersweet songs night after night. Spirits and fairy
Local Festivities and Holidays: 1 Pra. (major holiday of Praios), creatures, such as water sprites and nymphs, play a major role in
10 Pra. (Memorial Day, commemorates the Ogre Battle), 6 local beliefs and customs.
- 9 Ron. Founding Day (National holiday commemorating the
founding of the nation), 15–16 Ron. (Sword Fest, several knightly Windhague
tournaments), 1 Eff. (Colors and Lights Festival in Perricum),
Provincial lord: Margrave Radulf Eran Galahan, Admiral
wine harvest celebrations in Almada starting 15 Tra., 12–15 Phe.
(Trade fair in Trallop), 21 Ing. Day of Weaponsmiths (Celebration
of the Western Fleet, residing at Harben
of trade and craftsmen guilds), 21–23 Ing. (Trade fair in Angbar), The high peaks of the Windhague Mountains and their
22 Ing. Commemoration of the Third Demon Battle. forest-covered valleys shape the landscape of this small province
by the Sea of the Seven Winds. The few inhabitants of this
Authority Structure mountain range live by the western side of the mountains; some
of the remote valleys, however, are home to several ork tribes
The Emperor holds the ultimate authority in the
as well as witches. Gangs of brigands also use these valleys as
Middenrealm hierarchy and maintains his courts in Gareth.
hideouts. Even a few prison camps are scattered throughout
Legally, he owns the entire land and lends parts of it to his
the forest, where villains repay their sins by chopping wood

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for the Emperor’s fleet in Harben. The dwarfs, who once lost a thousand Garetians. Fertile fields cover the land, pushing the
battle against the West Wind Dragons in this area, tend to shun Imperial Forest further and further back. Noble and wealthy
Windhague altogether—it is rare that one finds one of their men hunt the outskirts of this woodland (their countless country
mine tunnels here. castles and retreats are scattered throughout the area surrounding
the metropolis), but the center of the forest is said to contain a
Northern Marches legendary city of the High Elves–the discovery of this city has
Provincial lord: Duke Jast Gorsam of the Great River, been the goal of many lost expeditions. Garetia is an ancient place
residing at Elenvina with a long past, and not just because of the historical Demon’s
The landscape here consists mostly of mountain ranges, Fallows (the eternally scarred battlefield of the First Demon
though the north also sports rolling hills and dense woods. The Battle), which is located just southwest of the capital.
Great River winds its way through the Kosh Mountains, the
Ingra Knolls and the Iron Forest. The part of the river between Almada
Elvenhus and Elenvina is infamous and feared by locals for its Provincial lord: Queen Rohaja of Gareth, represented
countless underwater rocks and dangerous river pirates. It seems by Crown Regent Dschijndar of Falkenberg-Ravensmouth,
to those who live here that the druid cult has always been part residing in Punin
of this rough, fissured land, home to Brendan’s Ring (the most Capital City: Punin
sacred of all Geode sites) and Xorlosh, the sacred mountain The mild climate of Almada makes for an easy living:
refuge of the dwarfs. cultivating wine and tending horses are common activities in
these lands. The locals themselves possess a certain joviality
Kosh that results in a loose tongue and (influenced by the Tulamide
Provincial lord: Queen Rohaja of Gareth, represented by legacy) a certain eagerness to quarrel. One subject of discussion
Prince Blasius of Eberstamm, residing at Angbar and disagreement, for example, is the Emperor’s throne. There
This area is as mountainous as the neighboring province are voices that speak in favor of cutting all ties to the empire;
of Northern Marches. It includes Kosh Mountains (hence the most of the nobility feel deceived by Gareth, especially after
name of the region) as well as extensions of the high Anvil the inauguration of Rohaja, Queen of Gareth—according to
mountain range. Swamps and fertile lands sit next to the Great Alamadanian customs, the throne belongs to the male successor.
River and the area around Lake Angbar. There is an obvious Because of this, the separatist movements have gained renewed
connection between the Kosh area and dwarf culture—they attention and momentum in recent years.
make up a quarter of the population and have turned the
province into a center of Aventurian craftsmanship. Free Tobria of the Twelvegods
The dwarf influence might also be the reason for that Provincial lord: Duke Bernfrey of Ehrenstein, residing at
distinct straightforwardness, or even stubbornness, that the Perainefords
average person seems to possess. Further, so-called Basketmen are Not much is left of what was once the largest province of
typical for the Kosh region; these people are mountain farmers the empire. Except for a small, meager strip by the western side
who move into lowlands and valleys during summer months to of the Black Sickle and the Dragon Stones (which are ruled by
sell the goods they produce during the long winter period. imperial dragon Apep, who governs as a marshal in service of the
duke), all of the land has fallen into the hands of Borbaradian
Griffinsford troops. The only connection to the empire is the Sicklestep Pass
Provincial lord: Margravine Irmenella of Griffinsford, and a few dangerously narrow mountain trails that lead through
residing in Griffinsford the Dragon Stones.
Fertile fields in the southwest, dense and remote forests Overall, this region is only sparsely populated, as most
in the northeast and the highlands of Darkencrest Mountains refugees coming from the east move on towards Garetia,
mark the region of the Griffinsford land; traditionally, Praios is Almada, and even as far as Albernia. This is no surprise,
worshipped by a majority of the locals. The region has suffered considering the high altitudes and worthless soil that settlers to
tremendously under the rule of the orks that fell upon the land this region would have to put with, not to mention that this area
in 17 Haal. The immigrants coming from the equally devastated borders the demonic lands of ‘Emperor’ Galotta. Who knows if
provinces of Tobria, Warunk and Beirunk are welcome here (so some Arkhobal demon doesn’t live in that oak tree behind the
long as they can be fed), for they can help rebuild what the next turn …?
blackfurs once demolished. There are still ork gangs roaming
the countryside, occasionally attacking single farm houses or Darpatia
lonely travelers. Provincial lord: Queen Rohaja of Gareth, represented by
Princess Irmegunde of Ravensmouth
Garetia Capital City: Rommilys
Provincial lord: Queen Rohaja of Gareth Darpatia also suffered under the Borbaradian invasion, yet
The lives and aspirations in this core province of the empire is far more fortunate than Tobria. In earlier times, the province
really center around one goal: to feed almost two hundred extended all the way to the Radrom River, where Black Sickle

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and the Troll Peaks form today’s eastern boundaries. Refugees Information for the Highlord
live here in great numbers, and large untouched forests are The Middenrealm is home to more than one and a half million
just waiting to be turned into useful farmland. New settlers humans, but even that is not enough to do more than thinly
receive all possible help, as the Darpatian people are hearty and populate the land. There are still many areas without even a
welcoming, worshipping and living under the peaceful laws of single human soul: these are the places where black magicians
Travia. Even the House of Ravensmouth (which will govern build their towers, brigands go into hiding and where druids
and witches perform their rituals. Here, the sinister past all too
until the inauguration of the still youthful Queen of Gareth)
often meets the present—in short, it is a great place for explorers.
follows the commands of the laws of the Benevolent Goddess The Highlord of a Middenrealm campaign should differentiate
precisely—at least when it comes to marriage policies and the between the provinces—he or she is encouraged to come up with
protection of the family’s welfare. a few additional regional oddities and strange customs.
This land offers a wide potential range of tension-filled
Meadows interactions between feudal nobility, merchant families and
Provincial lord: Walpurga Lionhead of Meadows, residing guilds of uprising cities, as well as the many different orders and
at Trallop churches that are trying to spread the word and glory of one of the
Twelve. All this calls for a genuine hero to struggle in the name
This province is the center of Aventuria’s cattle farming.
of justice. Tobria, Darpatia and the city of Perricum are all good
Cattle barons (some coming from noble families) maintain
base camps for most expeditions into the Black Lands—the latter
huge parcels of grazing grounds, live in luxurious mansions, offers many expeditions that lead into the demonic empires that
enjoy their wealth thoroughly and are otherwise quite hostile lie beyond the Black Sickle and The Troll Peaks.
towards each other. These large-scale entrepreneurs do not
shy away from unconventional methods when they seek to
eliminate competition. Aside from these cut-throats, however,
Important Places
true Rondralike knighthood does still exist in its traditional ways
in most parts of Meadows.
of the Middenrealm
Unrest and riots broke out when Lord Baeromar of Angbar
Goltring-Meadows placed himself on the throne without even Residence of the princes of House Boarstem and capital of the
asking first; with help from the Northern Reaches, Duchess Kosh kingdom; largest dwarf settlement outside of the mountain
Walpurga defeated the troublemaker. Subsequently, the kingdoms; it is also the center of Aventurian craftsmanship.
Northern Reaches duke Jast Gorsam now has influence in the
entire area all the way to the Pandlaril River. Population: 5,000 (35% dwarfs)
Additionally, the infamous Borbaradian campaigns actually Insignia: A red dwarf bagpipe against a golden backdrop
started in the area of Meadows, leaving a scar upon the land. It was Government/Politics: Imperial Prefect Bosper of Stippwitz;
in a valley between the Red Sickle and the Dragon Stones that a imperial city
sinister magician conjured up the Demon Master; today, a barren Garrison: 3 companies of Imperial Angbar Sappers, 1 banner
desert of dust still reminds the traveler of this sacrilegious act. of Imperial Angbar Longswords, 1 company of Royal Kosh
Halberdiers, 2 squadrons of Royal Angbar Battle Riders, 50 dwarf
militia, 10 Guard Sheriffs (bodyguard of the prince)
History Temples: Ingerimm, Rondra, Boron, Hesinde, Efferd, Phex,
993 b.H.: The Second Demon Battle near Brig-Lo; Bosparan Praios, Tsa
falls, Gareth becomes capital city, Raul is crowned Special Features: Angbar is home to the main temple of the
Emperor human rite of Ingerimm; silver and iron mines outside of the city;
808 b.H.: Slavery is outlawed the castle of the white magic order of Rohal’s Guardians; guilds
660–527 b.H.: Age of the Priest Emperors and trade associations are of major importance; many local dwarfs
527–404 b.H.: Reign of Rohal the Wise engage in fishing
403–398 b.H.: War of the Wizards Important Pubs and Taverns: House Sirbensack Hotel (best
249–241 b.H.: Elmstone separates from Middenrealm house in town, Q10/P8/B18); Bagpipe (dance Hall, Q7/P5); The
233–219 b.H.: The Khôm Desert separates from Middenrealm Bloody Bull (Q4/P4/B22)
18 b.H.: Reto seizes power Prominent Craftsmen and Merchants: Grisom, son of Gorben (a
10 Haal: Ogres destroy Tobria and burn down Ysilia; Battle of blacksmith), the wheelwright’s shop Artaxesh and Sons (building
the Thousand Ogres in the Trollgap war chariots for 800 years)
17 Haal: Emperor Haal disappears mysteriously in Fountland; Mood in the City: Inviting, friendly towards dwarfs
Answin of Ravensmouth seizes the throne
17–19 Haal: (Third) Ork Storm Baliho
18 Haal: Answin’s regime topples; Brin of Gareth becomes The center of Meadow’s cattle business; the town is divided
Protector of the Empire
into the two parts: the northern part is the home to the nobles of
29 Haal: Third Demon Battle in the Trollgap, Brin dies; Emer
ni Bennain becomes regent of the empire the city and is well-maintained; the southern part of the city is
29 Haal: Crown Princess Rohaja, daughter of Emer, becomes wild, but not run-down or abandoned. It hosts most of the area’s
Queen of Garetia, Almada, Kosh and Darpatia entertaining establishments.

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Population: 3,100 Important Pubs and Taverns: Father River Guesthouse (Q5/
Insignia: Two silver wagon wheels against a red background, all P5/B18); Hotel by the Triumph Arc (best place in town, Q10/
under a wall crown P10/B15); Grapnel’s (miserable establishment, Q1/P3/B16);
Government/Politics: Count Avon Nordfalk of Mossground; imperial city the Pensioners House, Water View (lower medium price range,
Garrison: 1 company Dragonsgate Pikemen, 1 squadron Ducal Q4/P4/B10)
Meadows Horsemen, 10 knights (under the authority of the Prominent Craftsmen and Merchants: Darka Danzmann, ship
count), 20 town bailiffs owner; many dwarf weaponsmiths
Temples: Phex, Praios, Rahja, Travia, Shrine of Efferd Mood in the City: Open-minded and tolerant, the way a trade city
Special Features: The Sword and Shield Warrior School at a water ought to be; the people of Elenvina are moderately well off and
castle north of the city; a 1,000-year old oak serving as a gallows tree generally appreciate culture over simple entertainment
Important Pubs and Taverns: Silver Coin (cattle driver’s bar, not
entirely safe, Q3/P4/B10), Emperor’s Pride and Ork’s Demise Elvenhus
(Q5/P5/B12), the North Star Game House (Q8/P9), Hotel
This is a port city on the Great River, located between the
Pandlaril (P8/Q8/B22)
Iron Forest and the Kosh Mountains. The city is separated by
Prominent Craftsmen and Merchants: Jobdan Boswitz and
Marja Ganjeff (cold-blooded cattle barons) the river, with ferries keeping the two parts connected. The
Mood in the City: Many quarrels and fights between cattle drivers northern portion of the city is home primarily to the dwarfs; the
or rivaling cattle barons; everyone’s dagger is sheathed loosely and southern part (the actual city) holds the port and all temples
ready for a fight except that of Ingerimm.

Dwarrow Population: 2,450 (20% dwarfs)


Craftsmen’s town in Darpatia. The refugee village outside Insignia: A shield divided in three: red on a silver-blue
background, three black stripes against a silver backdrop below
of Dwarrow (about 250 East Darpatians live here in wood
Government/Politics: The town curate Galburga of Hardenfels,
cottages) was only recently fortified. whose goal is the complete extinction of river pirates; imperial city
Garrison: 2 companies of Imperial Northern Marches Axmen, 1
Population: 1,200 (40% dwarfs) banner of Ducal Northern Marches Riverguards
Government: Town Master Kirgam, son of Ugin; imperial city Temples: Efferd, Ingerimm, Rahja, Rondra, Travia
Garrison: 20 town guards Special Features: quarries for the famous Kosh basalt (a stone
Temples: Ingerimm, Peraine, Praios, Tsa of magic-inhibiting properties) north of the city; the community
Special Features: Important Ingerimm temple; the famous house of the Healing Order of the Anconites is located in the
Dwarrow drum skins; silver mines in the vicinity southern part of the city
Important Pubs and Taverns: Angrosh’s Hammer (good dwarf Important Pubs and Taverns: The Staggering Unicorn (a solid
brew, Q6/P7/B10), Whipcrack (ferryman’s hostel, only sleeping establishment, P5/Q5/B14); Keelson Guesthouse (Q1/P2/B22);
halls, Q4/P3/B40), Darpatia pensioners hotel (Q5/P6/B10) Hotel Admiral Sanin (two rooms are connected by a secret door–
Prominent Craftsmen and Merchants: Wagon-builder Taif and those rooms are often used by secret lovers for whom it would be
Daughters; many dwarf art shops and smithies inappropriate to rent a double-room, Q7/P8/B11).
Mood in the City: Dwarfen bustle paired with the refugee’s Mood in the City: Friendly, as long as one is not a river pirate or
determination to reconstruct all that was destroyed an acquaintance of such a person

Elenvina Eslamsgrub
Trade city on the banks of the Great River, protected by the This small city is an important trade station and resting
ducal castle of the Northern Marches. The city consists mostly place. Approximately 100 houses sit inside its city walls. In some
of grand architecture, such as the triumph arc, the Trade Hall places, the destruction caused by the Ork Storm is still visible.
and the temple of Praios. The latter is quite splendid, second
only to the Gareth Sun Palace. Population: 1,500
Insignia: Golden grain above a blue wave-lined shield on a red
Population: 4,000 (about 150 dwarfs) background; a wall crown sits above
Insignia: Golden duke’s crown on blue above a blue miniver; the Government/Politics: Town marshal Ginaya of Deepensprings;
images are separated by a waveline imperial city
Government/Politics: Imperial Prefect Quendan of House Garrison: 1 squadron of Griffinsford Border Horse, 8 town
Twinbridge Castle bailiffs
Garrison: 3 banners of Imperial Northern Marches Pikemen, 1 Temples: Peraine, Praios, Rondra, Travia
banner of Ducal Riverguards, 100 mercenaries from the Order of Special Features: Beer—a specialty called Eslam’s Brew
the Thunder, 30 town guards Important Pubs and Taverns: Pale Ork Skull (affordable
Temples: Efferd, Hesinde, Phex, Travia, Praios accommodation, Q3/P4/B12+1); Riva Parlor Guesthouse (hearty
Special Features: The Academy of Leadership Magician’s meals with plenty of turnip syrup, Q6/P7/B12)
Academy (control, white); the dome of the Trade Hall is the Mood in the City: Orks are hated by most, and hairy humans are
largest free-standing dome in Aventuria; the town hosts an organ met with suspicion; otherwise, Eslamsgrub is a very hospitable
built by elf Silverkind and the dwarf Ingrosh; a local trademark is and welcoming place
the Elenviner, a thoroughbred horse. Town History: Emperor Eslam II had this city built as a trade
station between Warkhome and Griffinsford

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Ferdok
The port brought modest wealth to this city. The streets are Population: 189,000
built in an orderly fashion and are well paved. The flow of goods that Insignia: A red fox against a golden background
travel from Gareth and the central empire to the west coast turned Government/Politics: Mayor and council of Gareth (from Old
out to be quite a profitable business for the (taxing) authority. Gareth); magistrate under the order of the Count of Raul’s March
(from New Gareth); council and city of Kilngrounds; a overseers
Population: 2,450 (about 4% dwarfs) of the treasury; court and military affairs in the southern quarter
Insignia: Three blue tournament lance-heads on silver Garrison: 250 town guards plus garrisons of several Royal and
Government/Politics: Regent Ernbrecht of Roachbow governs in Imperial regiments
the name of Count Grovin of Great River Temples: all Twelvegods (many temples twice), additional deities
Garrison: 2 squadrons Imperial Ferdok Lanciers (all female), 15 such as Ucuri, Aves or Simia
town and 10 royal customs guards patrolling the river Special Features: Magician’s Academy of Magical Armor (anti-
Temples: Efferd, Ingerimm, Peraine, Phex, Praios, Rondra magic, white); Sword and Staff Magician’s Academy (battle,
Special Features: The famous Light Ferdok Barley Brew (known white); major Praios temple in New Gareth (City of Light, home
well throughout Aventuria); the first major port on the Great to the Sun Palace); important Phex temple (patron deity of the
River; the tin foundries are known for their artful miniatures; the city) and Ingerimm temple (guilds); imperial residence; Demon’s
local count is a dwarf Fallows (cursed since the First Demon Battle); Silk Meadows (the
Important Pubs and Taverns: River’s Devil (Q4/P4/B12), battlefield where the orks were once defeated).
Ferdok Court Hotel (Q8/P8/B16); Beaver’s Castle (Q3/P3/ Important Pubs and Taverns: Hotel Sea Eagle (probably the best
B28); Hammer and Anvil (Q5/P5/B10); Anchor’s Place (shady establishment in all of Aventuria, Q10+/P10+/B32); Elm Staff
establishment, Q4/P3) Hotel (mostly magicians, Q6/P8/B22); Sword and Armor Hotel
Mood in the City: This town wants to be more tolerant than (adventurer’s and mercenary’s pub, Q5/P4/B38); Hero’s Rest
Gareth, thus people take it upon themselves to be thoroughly Hostel (for the modest traveler, Q2/P2/B36)
straightforward Prominent Craftsmen and Merchants: Thorn Eisinger, the
blacksmith of a hundred heroes; wheelwright Ferrara; every trade
Gareth and craft available in every degree of quality
This capital of Middenrealm is without a doubt the largest
city of Aventuria and is home to more people than, say, the The History of Gareth
entirety of Fountland. Nearly all Aventurian goods—be it whale 1869 b.H.: Founding of Gareth by the Bosparans
blubber from Frisov or shrink-heads from the rain forest—can 1864 b.H.: Attacking ogres decimate the population and the
be found here. size of the city
The city’s core, Old Gareth, is the only part of the city 1611–1610 b.H.: Revolt against Haldu-Horas’ drastic increase
of taxes; the Emperor brutally squashes the rallying
encircled by a wall; generous avenues, ostentatious town houses
masses
and huge chancellery buildings characterize this quarter. 1562–1561 b.H.: Renewed revolt against the cruel leadership
Wealthy noblemen and rich merchants live in splendid mansions of Fran-Horas, the First Demon Battle takes place south
(surrounded by gardens that are more like huge parks) in New of the city
Gareth, the western part of the city. This quarter is also home to the 994/993 b.H.: Hela-Horas declares herself a goddess;
New Imperial Residence and the Sun Palace, the main temple of she publicly executes a delegation from Gareth and
Praios—together they are the center of worldly and clerical power. subsequently triggers a mighty uprising; this war leads to
The South Quarter presents itself in quite a different light. the Second Demon Battle near Brig-Lo and the eventual
People here appreciate the small things in life, such as catching looting of Bosparan; Gareth becomes capital of the New
Empire
a fat street-rat before the stray dog gets to it (even better if one
393 b.H.: Orks suffer defeat by the gates of the city in the battle
catches the dog along with the rat!). Narrow alleys, sky-high by Bloody Fields
house blocks, burned ruins, skewed shacks, prostitutes and 249–241 b.H.: Elmstone separates; Gareth is now capital city
impoverished beggars, as well as the random corpse in a dark of Middenrealm
corner, are a typical sight in this part of town. 21 b.H.: Day of Shame, outrage over a scandalous audience
The Kilngrounds, a section of the city just east of Old with the imperial twins Bardo and Cella
Gareth, offers an only slightly less horrid picture. Gigantic 18–1 b.H.: Reto forcefully claims the throne
house blocks dominate the scene, and there is only little space 0–17 Haal: Emperor Haal
left for anything else. Occasionally, a fire will clear entire 17–18 Haal: Answin Crisis
17–19 Haal: Ork Storm, the Blackfurs are defeated by Silk
blocks—coincidentally, that might just be the same location that
Meadows
a wealthy investor had in mind for future projects. 17–28 Haal: Brin of Gareth becomes Protector of the Empire
Steedknoll, a village north of the city, is slowly growing 21–23 Haal: Schism within the church of Praios
together with the ever-expanding metropolis. This settlement 28 Haal: Night of the Burning Sky–Borbarad’s flying demons
houses a cattle market, racetrack and countless farmhouses. shower the city with fire
Many refugees from the defeated eastern provinces have 29 Haal: Inauguration of Rohaja as Queen of Garetia
“settled” here; these people work as day laborers and otherwise
live from hand to mouth.

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Griffinsford Population: 25,700
Griffinsford suffered terribly under the Ork Storm, but by Insignia: a silver crown over waving silver lines on a blue
background
now locals have repaired most of the damage. The city stretches
Government/Politics: residence of King Cuanu ui Bennain and
all around Praios’ Mountain, where both the temple and Queen Invher ni Bennain, his daughter
margrave’s residence have their place. Most wealthy citizens live Garrison: One banner each of the I and II Imperial Albernian
on Praios’ Mountain area as well. Guards Regiment, 2 squadrons of the Royal Bodyguards Regiment
“Niamad Bennain” (heavy cavalry) 2 banners of the Havenian
Population: 3,800 Riverguard Regiments (longsword), 1 squadron Abilactrian Light
Insignia: A golden griffin on a blue background Horse, 100 city bailiffs
Government/Politics: Margravine Irmenella of Griffinsford Temples: all Twelvegods except Firun
Garrison: 1 squadron Imperial Griffinsford Border Horse, 1 Special Features: Magic is forbidden except for magical healing.
banner of Provincial Griffinsford Longswords, 3 companies of Prominent Craftsmen and Merchants: Branch offices Gerad
town militia and a dozen town guards Ongswin & Son and Alvida Rastburger
Temples: Ingerimm, Peraine, Praios, Rondra, Travia, Tsa City History: Founded in the year 1869 b.H. by the members of
Special Features: An important temple of Praios; fortified castle an expedition under Admiral Sanin, but was nearly destroyed 200
in the port’s entrance; desecrated ritual site to Peraine where the years later by orks. After 1611 b.H., became the Prince’s residence.
Duglums Plague once entered the city; dog race in Rahja After Rohal’s disappearance, the weakened city was ruled by
Important Pubs and Taverns: Count’s Head (Q6/P5/B22); Boot several factions of mages, each acting in their own best interests,
(Q4/P5/B12); The Thirsty Horse (Q5/P6/B24) until Niamad Bennain, descended from river pirates, finally
Mood in the City: Optimism and a willingness to rebuild what defeated the mages and officially put a ban on the use of magic.
has been destroyed; a heartfelt hate for anyone who looks even That ban remained for a long period, only loosened in 12 Haal.
remotely like an ork The most destructive event in the city’s history was the Great Sea-
quake of 16 Ing. 291 b.H. where Efferd, in his rage, sent a giant
Harben flood wave (‘The Deluge of Wrath’) to wash over the city; only
This capital of the Windhague province has been built 5,000 of the city’s original 60,000 residents survived.
Mood in the City: loyal to Efferd and mercantilistic, traditional
into the mountain on terraces; from the landside, one can reach
Albernian; though the finest days of the Havenian docks are
the city only via a small, guarded mountain pass. South of the long over; nevertheless still an important trading harbor on the
fishing harbor is a heavily fortified military port (sporting its own Middenrealm’s western shores. The Boron Cult and magicians
Rondra temple), main naval base of the Imperial Western Fleet. are both mistrusted and feared.

Population: 1,700
Insignia: Three silver ships, arrayed in an inverted triangle in
Honeyngton
Twice the capital of Albernia, both times Honeyngton
front of a blue backdrop; above sits a wall crown
Government/Politics: Imperial Prefect Bosper of Mersington; ceded the honor to Havena. The city’s people see themselves as
imperial city residents of the second largest city of the province, and thus as
Garrison: 1 banner Royal Albernian Elite Guard, 2 banners of big-city dwellers. However, they bear little grudge against the
Provincial Windhague Axmen, 900 sailors and naval warriors Havenians—the widespread reverance for Peraine has taught
Temples: Efferd, Praios, Rondra the residents humility. Honeyngton’s central location makes it
Special Features: An important temple of Efferd; military port the heart of Albernia, much more than the “outback” metropolis
Important Pubs and Taverns: Dolphin (soldier’s pub, Q3/ Havena could ever hope to be.
P3); Hotel Admiral (Q8/P9/B14); Masthead (well-managed
establishment, Q5/P5/B12) Residents: 2,697
Prominent Craftsmen and Merchants: Female shipwright Insignia: Quartered, in the first and fourth fields is Saint Teria’s
Trondhilde Azzenbrat, who can even patch fishnets earthen pot and honeycomb in gold on red, in the second and
Mood in the City: Strangers are often suspected of spying third fields are the Prince’s Crown and the three-towered gate in
silver on blue.
Havena Government/Politics: Residence of Countess Franka Salva
The largest harbor city in the western New Realm, Galahan, ruled by Reeve Cuil ui Harmlyn.
Albernia’s capital of Havena lies at the mouth of the Great Garrison: one banner of the II Imperial Albernian Guards
River. In addition to wealthy neighborhoods of villas, one can regiment, one banner of the Royal Bodyguards Regiment
also find farm yards and closely build poor neighborhoods “Niamad Bennain,” one squadron Abilactrian Light Horse, 30
city guards
contained within the city walls. In the west of the city the Lower
Temples: Peraine, Hesinde, Praios, Tsa, Boron, Phex, Travia
City stretches, the part of town that in 291 b.H. was destroyed Special Features: St. Teria’s Honey crucible, every four years
by a large earthquake, and is still regarded as being cursed. Honeyngton’s Bard gathering.
Havena is an important trade city, that has left its prosperous Prominent Craftsmen and Merchants: Paper manufacturer
days far behind. Karjelin, Family Braelghan (maker of Honeyngton sausages),
Apiculture Vialligh.
City History: Founded around 1820 b.H. as a leper colony,
Honeyngton grew quickly, due to the miraculous healing of
the sickness through the Goddess Peraine, earning it status as

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Provincial capital. Served as capital until 1611 b.H. when the Warkhome Guards), III Imperial Home Guards regiment (The
Prince’s residence moved to Havena. In 291 b.H. was again Troll Peaks), 4 banners Royal Garetian Halberdiers, 2 squadrons
for a period of 20 years the Prince’s residence after Havena was Royal Garetian Horse Guards, 2 banners Provincial Perricum
destroyed; before and afterwards was the second most important Sabers, about 1,000 sailors and sea soldiers of the Royal Sea of
Albernian city. Pearls Fleet, as well as a constantly changing number of knights of
Mood in the City: friendly and hospitable, as long as guests respect the Ardarite Order and the church of Rondra.
the laws of Travia and Peraine. Still proud of their former status Temples: Efferd, Rondra, Praios, Boron, Hesinde, Phex,
of Prince’s City, and maintains the seat of the most important Ingerimm, Rahja
Countess of Albernia. Special Features: Perricum has recently strengthened its position
as military outpost against the Dark Lands; it is home to Lion’s
Kyndoch Castle (the highest temple of Rondra and the seat of the Sword of
Swords), a castle of the Ardarite Order, the admiralty of the Sea
The Windhague town of Kyndoch is located right by the
of Pearls Fleet, and an IGIA residence as well as the High Castle
intersection of the imperial highway and the Great River (the of the Order of the Gray Staffs; Magician’s Academy School of
barony sitting on the other side of the river goes by the same Exorcism (anti-magic, white), which trains exorcists and soul
name, yet it belongs to Northern Marches). This small town healers and has already treated many war veterans.
ships mostly fruit, wine (the (in)famous Windhague Tongue- Important Pubs and Taverns: Emperor Reto Hotel
Twister), grains and wood to the rest of the continent. Prominent Craftsmen and Merchants: Armory and tool shop
Rutaris and Daughters
Population: 1,250 Mood in the City: A restless city; the last frontier before the Dark
Government/Politics: Town mayor Efferdan Windock Lands, so a visitor is likely to meet many refugees, warriors and all
Garrison: 1 banner Royal Albernian Pikemen kinds of brave (or reckless) characters
Temples: Efferd, Phex, Travia
Special Features: ferry across the Great River
Important Pubs and Taverns: Wave Breaker (Q4/P4/B10);
History of Perricum
Ferryman Hotel (Q7/P9/B12); Wild Pig (Q1/P2/B12) About 2700 b.H.: Tulamide settlers from Khunchom founded
Mood in the City: Torn and rugged-looking adventurers may this town under the name of Nebachot
be mistaken for escaped convicts coming down from various 1865 b.H.: St. Leomar along with Bosparan troops captures the
mountain camps city; renamed to Perricum

Perainefords Punin
This is the capital of Free Tobria by the upper Tizam River. Almada’s capital is, after Gareth and Havena, the largest
Duke Bernfrey of House Ehrenstein resides in an estate close to city in the Empire, and is influenced by the Garethian, Horasian
the Peraine monastery. During recent times, the construction of and Tulumidian cultures. Wide-reaching trade agreements,
city fortifications (palisades) was completed. Many refugees live the Acadamy of Higher Magic and the two Aventurian main
in this city, and most goods are short in supply and expensive. temples (Boron and Tsa) make the Imperial city on the Yaquir
a melting pot of the most diverse peoples and occupational
Population: 4,000 (most of them refugees from southern Tobria) groups; they also and have an important influence on the skills
Insignia: A silver stork above a silver wave-lined shield against a of the city. Due to this mixture, the citizens are somewhat less
green backdrop, a wall crown is shown above hotblooded than the country Almadani, yet still proud advocates
Government/Politics: Chancellor Delo of Gernotsprings of their ideals and traditions.
Garrison: 1 regiment Tobrian Home Guards, parts of the Wolf
Guard regiment, mercenaries of the Storm Banner Residents: 20,300 (10% Tulamides/Novadis, 1% each elves
Temples: Peraine, Rondra, Firun and dwarfs)
Important Pubs and Taverns: Gleaming Steel (Q3/P3/B20, Insignia: two crossed golden keys on a green background
provides only one large sleeping hall) Government/Politics: Burgomaster Rinaya di Madjani
Mood in the City: Varies between optimism and despair, as almost Garrison: one banner each of the I–III I&R Almadanian Guards
everybody here has experienced a tragic loss Regiment, 3 banners of the Great Prince’s Bodyguards Regiment
“Eslam” (light cavalry), 3 squadrons of the Puninian Horse Guard
Perricum cavalry (ravensbeaks), 1 squadron of the Imperial Valquirian
This port city by the mouth of the Darpat River is a Horse Archers, one banner each of the Ragathian Cuirassier
Regiment and the Heavy Guard Horse Regiment “Yaquir,” one
stronghold of the Rondra church and serves as an important
squadron Tulamidian riders, 100 city guards.
outpost in the fight against the Dark Lands. Temples: All Twelvegods except for Firun; main temple of Boron
(Rite of Punin), very important Temple of Tsa, in addition
Population: about 10,000 temples for various divine children and demigods, one prayer-
Insignia: A silver dolphin jumping over a golden sabre, on a blue house to Rastullah.
backdrop Special Features: Eslamidian residence, Mada thermal baths,
Government/Politics: Imperial city gladiator (in reality: show fighters’) academy, Yaquir Stage, arena
Garrison: (currently, most of the troops listed here exist only for horse and wagon sports, and the Academy of Higher Magic
on paper): I Imperial and Royal Garetian Guards regiment (grey, metamagic), once founded by Fran-Horas.
(Perricum Guards), II Imperial Darpatian Guards regiments (II

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Prominent Craftsmen and Merchants: long-established merchant Population: 1,400
family Sfandini (printers) and Galandi; important but less traditional Government/Politics: Town Master Odumir of Ibenborg-
are the Assirefs (armorers) and Ganielle Dallenstein (art trade) Ibenborg; imperial city
City History: Founded in the year 1847 b.H., the ‘Heart of Garrison: 1 company Imperial Northern Marches Crossbows, 1
Almada’ was long fought-over, as desert riders of the Adamantine banner Ridgesrock Honor Guards
Sultanate raided north of the Yaquir river; magician’s academy Temples: Boron, Ingerimm, Peraine, Praios, Rondra
founded in 1612 b.H. by Crown Prince Fran (the latter Fran- Special Features: Small misdeeds are punished with rigid fees;
Horas). During the following centuries place of many bloody hot sulfuric springs; due to high tariffs, goods and products are
feuds of the Almadanian nobility; Prince’s Residence in 991 more expensive than for dozens of miles around
b.H., Free Imperial City in 201 b.H.. In 18 Haal the ‘Battle of Important Pubs and Taverns: Wild Unicorn (Q3/P5/B16); Kosh
the Twelve’ took place before the town gates, leading to the city’s View Hotel (Q6/P9/B20); The Wise Count, Pensioners Hotel
renunciation of the rule of Answin the Usurper. (Q4/P6/B10)
Mood in the City: Culturally a colorful mixture of Tulamides, Town History: Count Greifax the Crazed ruined the city with his
Novadi, Middenrealmians, Horasians, dwarfs and elves; very outrageous military spending
open to magic and enterprises. Tension between “Peppersacks” Mood in the City: Sometimes a traveler will encounter suspicion
(rich merchants) and ancient nobility, rich and poor, adherents of and mistrust—Count Greifax enforced and cultivated this
the Twelvegods and Rastullah believers. attitude during his reign

Ragath Rommilys
The seat of the Count of Ragath acquired its status as Darpatia’s capital by the Darpat River. Several princely and
Imperial City in 25 Haal. In order to buy their freedom from the count residences, as well as other city houses belonging to noble
count, the residents indebted themselves to Radia of Franfield families, line the streets of the Oldcastle city quarter. A Praios
of Ragathsprings, Reeve of the hinterland. That generated a temple, an IGIA branch office and a monastery of the Order of
competition for power between the Imperial Reeve and the the Banishing Light are located here. The southwest quarter of
Reeve of Ragathsprings. The former Tulamidian-influenced the city hosts various entertainment venues and a Rahja temple.
Almadanian style of construction is now hard to find; both
the fortress and the city are mostly builtin old Gyldenlandian Population: 8,900 (and an additional 1,000 pilgrims
and the newer Garethian styles. Buildings in the wealthier and refugees)
neighborhoods are predominantly constructed of stone, with Insignia: Two big red keys next to each other on a golden
background, a rose above
hints of both grandeur and fortification.
Government/Politics: Prefect Godefried of Gorz-Windwater
Garrison: 1 regiment ‘Ogrewatch’ Imperial Darpatian Guards,
Residents: 1,830
a company of Royal Darpatian Guards (‘Troll Peaks Blades’), 50
Insignia: Golden Griffin on a red background (now halved)
town guards
Government/Politics: Imperial Reeve Sforigan of Ragath, who is
Temples: All Twelvegods
attempting to deflect the influence of the Reeve of Ragathsprings
Special Features: Institute of Information Magician’s Academy
Garrison: 2 squadrons of the Imperial Ragathian Battle Rider
(clairvoyance, white); main temple of Travia; community houses
Regiment (in a state of rebuilding), 1 banner of the Yaquirian
of the Mephalite Order, the Badilakan Order and the Order of the
Heavy Guards Regiment (pikemen), 20 mercenaries of the
Banishing Light; exemplary sewage system.
“Almadanian Bills,” 30 Castle Guards of the Count
Important Pubs and Taverns: Pearl of Darpat Hotel (elegant
Temples: Praios, Rahja, Peraine, Ingerimm (old cult) Phex
guests, game tables Q10/P10/B27); Holy Sword (Q4/P4); The
Special Features: If the city debts, including interest, are not repaid
Lively Darparelle (Q5/P5/B12); Travia’s Stove (pilgrim’s hostel
to Radia of Franfield by 37 Haal, her family will retain control of
close to the Travia temple, Q4/P1/B40+)
Ragath as a security; city also has a magnificent Temple of Praios
Mood in the City: Rommilys’ people view their city as the
Prominent Craftsmen and Merchants: Caya Culfaran (smith),
stronghold of order, loyal magic and good manners, opposing the
tin foundry of Garosh, son of Giltrax, Winepress Jarcosan
neighboring Dark Lands
City History: In 1866 b.H. the fortress Ragath was founded, and
then overrun by goblins 300 years later. In 991 b.H. declared
county seat; Imperial city since 25 Haal Taladur
Mood in the City: Ragath is one of the best fortified cities in the The Imperial City, Taladur is in many respects a border city;
province, guarding the gate to Almada; the citizens are proud it lies at the edge of County Forestguard, is the last outpost of the
and upstanding dwarf residents of Anvil and Iron Forest, and last station on the
Iron Path to Kosh and the Northern Marches. The pursuit of
Ridgesrock wealth and influence, familial feuds and political intrigue are
Ridgesrock is surrounded by walls that are far too mighty for standard operating procedures for the city’s clans, whose rivalry
this poor town; in the heart of the city sits a castle that is also quite with each other—focused on gaining the most strength and
over-sized. The Ridgesrock people live mostly from woodcutting power—is embodied by their ‘battle towers.’
and mining. The local passage through the Kosh Mountains—
the Griffin Pass—ensures a steady income through custom fees,
yet the city is so hopelessly indebted that these measures could
hardly help to accumulate any wealth for its citizens.

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Residents: 1,350 (around 15% dwarfs) 150 town guards, 50 artillerymen and siege engineers, 10 Imperial
Insignia: Golden tower with ramparts and gate, on blue Treasure Guardsmen
background Temples: Efferd, Ingerimm, Praios, Rahja, Rondra, Tsa
Government/Politics: Residence of Count Rabosh, son of Special Features: Important temple of Praios; a monastery of
Reshmin of Forestguard; ruled by Imperial Reeve Salatori the Holy Order of the Banishing Light; Warkhome Imperial
Ernathesa Academy of Strategy and Tactics; the home of the imperial ducat
Garrison: 30 Axemen of Count Rabosh, 1 group of Pikemen mint; a ferry crosses the Dergel river
(Lansquenets of Taladur), diverse mercenaries of the nobility Important Pubs and Taverns: Night Drill (soldier’s pub, Q3/P3),
Temples: Ingerimm, Travia Count’s Hotel (Q8/P9/B15), Mother Travine’s (Q5/P5/B14)
Special Features: 16 fortified towers of various noble families Prominent Craftsmen and Merchants: Armorer Bakshan Arvo
Prominent Craftsmen and Merchants: Zayxobar Armory, Mood in the City: The enemy is never far away; the virtues of
Tandori Wiremill, Ubolosh Silver Smith, Hayando Falconry, discipline, strength and loyalty are of crucial importance within
Amazetti Bronze Smelter this “steel heart of the empire”
City History: Former dwarf trading post with the elves of the
Yaquir valley, Taladur gained prestige for the humans with the Winhall
settling of Almada; the residents inherited the dwarf virtue, but
Lying at the southern bank of the Tommel river, this small
also gained their quarrelsomeness.
city is the portal to the Kingdom of Nostria. Ruled for years by
Mood in the City: Diligence and humorlessness plague the
Taladurians—nowhere else in Almada exists so much competition the mostly-absent Count, then Margrave Raidri Conchobair, the
amongst the residents; the Imperial Reeve has the law on his side, city has only recently woken from its blessed sleep under his
but Clan Tandori is the real power. ambitious daughter Rhianna. The construction of the Temple of
Rondra was completed—and dedicated to the memory of Raidri
Trallop Conchobair—under the name “Temple of the Sword King.”
This city by the shore of Lake Lamprey spreads over
Residents: 1,389
four islands and sits by the mouth of the Pandralil River.
Insignia: Black raven with outstretched wings over a black city
The population lives off of trade with Baliho, Uhdenmount, wall, on a silver background
and—to a small extent—Thunderbrook (a dangerous road Government/Politics: Residence of Countess Rhianna
west of Lake Lamprey through the Fog Moors connects Conchobair
Trallop and Thunderbrook). Garrison: 1 banner of Imperial Albernian Axemen (in the process
of rebuilding), 30 Winhallian Tommel Guards
Population: 3,500 Temples: Rondra, Boron, Praios, Peraine, Firun,
Insignia: A silver lamprey against a blue background, a wall Special Features: Important Boron temple, Temple of the
crown is pictured above Sword King (Rondra), Rondra’s Art of Sword-Fighting Warrior
Government/Politics: Duchess Walpurga of Meadows Academy
Garrisons: 1 banner of Imperial Meadows Guards, 1 squadron Prominent Craftsmen and Merchants: Herxen family (hides
of Ducal Lanciers (‘Round Helmets’), 3 banners of Ducal and furs)
Pikemen, 1 banner of Ducal Guards, 80 knights of the Order of City History: Built around 1690 b.H., over the ruins of
the Thunder Tommelsford, which had been destroyed by orks, Winhall was the
Temples: Boron, Firun, Peraine, Phex, Praios, Rahja, Rondra, Travia capital city of the fiefdom of the same name, (which seceded from
Special Features: Important Phex temple (Hall of Mist); the Albernia in 248 b.H. under Count Conchobair). In 189 b.H. Count
houses belonging to the Therbunites and the Badilakans orders Hjalbin lost his freehold to the Bennains as a gambling debt; it was
are the only accommodations in this town; trade fair 12–15 Phex bestowed to Raidri Conchobair by Prince Cuanu ui Bennain of
Prominent Craftsmen and Merchants: Tradesman Trallop Gorge Albernia in 10 Haal. Since 21 Haal given to Margrave Raidri by
Kolenbrander Imperial Protector Brin, the province fell back to Albernia after
Mood in the City: A general mistrust for strangers his death. Cuanu awarded Rhianna Conchobair, the illegitimate
daughter of Raidri, the fiefdom after her father’s death.
Warkhome Mood in the City: Rurally friendly
A mighty wall as well as a ditch encloses this garrison city
in northern Darpatia (‘The Iron Heart of the Empire’); the
count’s castle sits on a rock in the southwest of Warkhome.
Clean, rectangular street design, pretty houses and several large
barracks dominate the city’s appearance.

Population: 14,800 (including refugees)


Insignia: A blue portcullis on a silver background
Government/Politics: Imperial Prefect Roderic of Quintian–
Quintian (for Count Dexter Nemrod, head of the IGIA (the
Imperial Secret Service); imperial city
Garrison: 1 regiment Imperial Darpatian Guards, 2 squadrons
Royal Darpatian Light Horse, 1 banner Warkhome Iron Guards,

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Ingerimm’s Governors—The Dwarfs of Aventuria
Areas: Anvil, Iron Forest, Kosh Mountains, some in Darkencrest The dwarf society consists of four different cultures: the Ore,
and northern Rashtul Wall Anvil, Hill and Diamond dwarfs (for the sake of completeness,
Estimated Population: 37,500 (9,500 Ore dwarfs, 8,500 Anvil dwarfs, the Wild dwarfs in Brazen Sword and the Deepdwarves from
7,500 Hill dwarfs, 4,500 Diamond dwarfs, 4,000 dwarfs in several Orkland should also be mentioned).
different human cities all over the continent, 1,000 in Darkencrest,
The Geodes hold a special position in society—they view
1,000 in Dragon Stones, 800 Wild dwarfs, 700 Deepdwarves)
Important Cities and Villages: Xorlosh (1,600) themselves as mighty “deonts of the earth,” living a quite
Dominant Religions: Angrosh (Ingerimm) faith non-dwarf lifestyle among the woods and meadows. When
Rulers: High king of the dwarf peoples, Albrax, son of Agam; examining the Geodes, one has to distinguish between two
Mountain King Arombolosh, son of Agam (Freehold Forest different schools: the Servants of Sumu view the world as filled
Guard, Anvil dwarfs); King Cendrash, son of Odmar (Diamond with spirits and souls with whom one has to live in harmony.
dwarfs); King Nirwulf, son of Negromon (prefect of the Hill The Masters of the Earth, on the other hand, attempt to put
dwarfs); Mountain King Tschubax, son of Tuagel (Freehold themselves above the inanimate environment, trying to channel
Xorlosh, Ore dwarfs); Mountain King Fargol, son of Fanderam its energies.
(Freehold Iron Forest, Ore dwarfs); Mountain Kings Gilemon,
son of Gillim (Freehold Koshim, Ore dwarfs); Gorfar, son of
Gurobead (Imperial Domain Shradok, Ore dwarfs). The Dwarf People
National Symbol: Two crossed hammers in front of a flame above
an anvil (symbol of Angrosh) Ore Dwarfs
Social Structure: Dwarf tribes and clans determine the politics of
The conservative ore dwarfs, the largest and oldest of the
mountain kingdoms
Influential Families: The age of a clan greatly determines its
dwarf cultures, live in underground cities in the areas of the
importance Kosh Mountains, Ingra Knolls and Iron Forest. Their lifestyle is
Local Heroes, Saints and Mysterious Characters: Mountain highly traditional, providing them with a complicated ritual for
King Raxamosh (in alliance with the elves, he defeated the orks almost everything they do.
near Saljeth); Organa, daughter of Ordamon (she defeated a The ore dwarfs greatly respect age; brotherhoods, guilds,
horde of dragons led by Pyrdacor’s son in 8200 b.H.); Brandan orders and warrior clans play a major role in their society. Ore
(also called Brendan, a mighty Geode that defeated Pyrdacor’s dwarfs dislike leaving their home for long periods of time,
creatures in 5200 b.H.). which is why “small” errands are often handed over to the
Strange Locations: The Gorge (volcano, sacred site to Angrosh, in
traveling adventurer.
nortern Rashtul’s Wall); Malmarzrom, the ‘Cave of the Hammer’
(Ingerimm/Geode sanctuary in Anvil Mountains)
Local Festivities and Holidays: Annual holidays are uncommon; Anvil Dwarfs
Kosh’s native festivities (Angbar Trade Fair 21–23 Ingerimm; Most humans would characterize the common Angrosho
Kosh Valley Beer Fest on first Market and Praiosday in Travia) are as a quarrelling, hard-drinking loudmouth who does not
celebrated together with the human population. especially care about hygiene (to say the least). While untrue
as a whole, these stereotypes do fit the dwarfs that inhabit the
The Angroshim caves, meadows and woods of the Anvil area. While ore dwarfs
adhere to sinister rituals and ceremonies, Anvil dwarfs lead a bit
The Dwarfs—the Angroshim—are strong, long-lived,
and tenacious. With a height of about 1.4 paces, they are not less rigid of a life: drinking, feasting, bawling along to thumping
exactly the tallest creatures of Aventuria, but neither are they rhythms and bagpipe screeches and maybe a genuine fistfight
the shortest). They are known for their frugality, as well as are the features of a good pastime.
their ability to handle their drinks. Dwarfs are not exactly quiet Other dwarf people, whose culture is quite similar to that of
and—as rumor has it—they have a strong aversion to water. the Anvil dwarfs, live in Dragon Stones and Darkencrest.
The Angroshim worship Ingerimm, whom they call
Angrosh, and it is in his place that they protect the treasures of Hill Dwarfs
Ethra. The most important property of every dwarf people is the This people of Angroshim may be the most ‘weighty’ of
Holy Hall, each inside of a mountain. The dwarf kingdoms are all dwarf cultures, for they appreciate nothing more than a
headed by Mountain Kings, who act more like high judges than good meal and their greatest invention—the Ferdok beer. Hill
absolutist monarchs—often they serve as mediators between dwarfs live in the foothills of Kosh Mountains around the Lake
humans and dwarfs. In times of great threat, the dwarfs may Angbar area; mineral resources in this region are scarce (thus
also elect a High King, an honor that is currently bestowed upon they do not live in caves but circular huts). The art of forgery is
an Anvil dwarf by the name of Albrax, son of Agam. well known to hill dwarfs, although they have not refined this
The core of a dwarf community is the clan, whose kinsmen craft as well as other dwarf cultures did. Further, they care little
are usually related. These clans will are loosely affiliated by about accumulating wealth; quite contrary to their brothers and
tribes; the common Angroshim is far more devoted to his clan, sisters, they are happy to spend their gold on a comfortable and
however, and feels less loyalty to the tribe as a whole. joy-filled life.

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Diamond Dwarfs a legendary, lost city in Orkland said to house unimaginable
Diamond dwarfs engage in trade and maintain a thievish treasures. Deepdwarves avoid the light. Until recently, they lived
culture, just as Phex would have it. Regarding the arts, they are only in mountain caves that surround the Orkland; now, they
blessed both by Angrosh and Hesinde. Their city and Holy Hall are slowly spreading into the Middenrealm area.
was located in the Beilunk Mountains area, but the Borbaradian
invasion forced them out. Currently, diamond dwarfs are Information for the Highlord
exploring the Goldenrock and Rashtul’s Wall regions. Dwarfs may trust a group of humans when it comes to small,
petty affairs, however, an important task does require a dwarf
to accompany a group of characters and vouching for his non-
A Dwarf City dwarf comrades.
A typical dwarf typically sits by the edge of a valley and is by
no means exclusively an underground settlement. The furnaces
often sit under the open sky (due to the poisonous gases that Important Places
develop during the smelting process) along with gardens, lakes,
sheep pastures and maybe some living houses.
of the Dwarfs
A thick wall, upon which crossbowmen stand guard, often
secure these cities. A massive steel gate bars the way into the
Xorlosh
This city, hidden in a valley in the northern Iron Forest,
mountain where one can find forgeries, mushroom gardens,
is the sacred home of the Angroshim and the residence of
quarters, weapon chambers and of course, the temple to
Mountain King Tschubax, son of Tuagel. This settlement is built
Angrosh, the Holy Hall.
both above and below the ground. It sports furnaces, magnificent
houses and temporary quarters for the dwarfs that visit the city
(those are located just outside of city walls). A heavy steel gate
History of the Dwarf People leads to the inside of the mountain, which protects tool shops,
About 8500 b.H.: Founding of Xorlosh quarters, weapon chambers and the Holy Hall of Angrosh.
About 8200 b.H.: Battle of the Burning Sky: dragons
attack dwarf settlements and mines, only Xorlosh Population: 1,500 (only dwarfs)
survives Government/Politics: Mountain King Tschubax, son of
About 6000 b.H.: First Angroshim settle in the Anvil Tuagel
area Temples: Angrosh
Special Features: Main temple of the dwarf Ingerimm
About 5100 b.H.: Formation of the first devotional
following; humans can visit this city only with a rarely
brotherhood of Angrosh, which leads the religious granted permission
movement Prominent Craftsmen and Merchants: Dwarfs are
About 4500 b.H.: Introduction of Rogolan as the first naturally great craftsmen
universal written language of the Angroshim Town History: Xorlosh was built about 8,500 years ago and
4065 b.H.: Day of Wrath, for the first time in history, is therefore the oldest known settlement of Aventuria
dwarf is slain by dwarf; Aboralm’s people flee north Mood in the City: A joyful mood paired with a devout
and the sons of Brogar move into Brazen Sword Angrosh faith
1876 b.H.: Anvil dwarfs attack a Bosparan army outpost;
they encounter Gyldenland people for the first time
1134 b.H.: With the help of Elf King Tasilla, Mountain
King Raxamosh defeats the orks by Saljeth (later
Griffinsford)
883 b.H.: The Lex Dwarfia is announced; this document
assures the special privileges of the Angroshim
28 Haal: Albrax, son of Agam, becomes high king

The Wild Dwarfs


The wild dwarfs, who call themselves Brobim, live in Brazen
Sword and have lost almost all of their craftsmanship abilities—
the preparation of firestone is their most advanced technology.
In addition, they have lost their former bond and knowledge of
Angrosh; they worship their ancestors as higher beings.

Umrazim and the Deepdwarves


The deepdwarves (presumably the former people of
Aboralm) appear to be descendants of the masters of Umrazim,

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In the Name of Holy Horas—
Fairfield and its Bordering Provinces
Geographic Borders: Windhague Mountains, Goldenrock, High
Society and Economy
Eternans, Loch Harodrol, Sea of the Seven Winds The nobility is the ruling class in the Horasrealm, yet
Terrain: Phecadi Valley, Yaquir Valley, Lower Yaquiria, Land of enterprising town-patricians challenge this power structure.
Sikram, Chababia, Drôl March, Cyclops Islands The Horas empress repays services to her state with titles and
Mountains: Windhague Mountains, Goldenrock, Eternans honors, drawing many noblemen to her court and encouraging
Rivers and Waterways: Yaquir, Phecadi, Sikram, Onjet, Chabab, them to delegate their power as defenders and governors of the
Harotrud land to the State Council of the Golden Eagle. This order of
Estimated Population: About 600,000 (Horasians) mostly scholars of civilian and state law represents the imperial
Important Cities and Villages: Vinsalt, Kuslik, Grangor, Arivor, administration, which over the last years has developed into a
Methumis, Neetha, Belhanka, Silas, Bethana, Drôl, Rethis,
mighty, self-sufficient and hard-to-control bureaucracy.
Teremon, Horasia, Aldyra, Pertakis, Bomed, Thegun
Important Traffic Routes: Imperial roads: Seneb–Horas Socially, however, the nobility still stands for the status quo
Road (Bethana–Arivor–Methumis–Neetha), Yaquir Road for which even the richest merchant strives. Cabals and duels
(Kuslik–Vinsalt–Brig-Lo); Royal roads: Goldenrock Highway of honor, salons and lounges (where the political, cultural,
(Grangor–Vinsalt–Marudret–Methumis), Coastal Highway artistic and scientific elite meet) mark life in this upper strata of
(Grangor–Drôl) society. The nobility occupies itself with mistresses and pet dogs,
Dominant Religions: Twelvegods belief, especially Hesinde, sparkling ‘Bosparanian’ champagne and perfumed tobacco,
Rahja, Rondra, Efferd, Nandus, Peraine and Tsa (the latter among sporting wigs, laced handkerchiefs and calling cards—titular
peasants); holy Horas as mediator between gods and humans importance is crucial. Nowhere else in Aventuria will one find
Rulers: Empress Amene-Horas, governing as Amene III, Queen
more ranks and varying degrees of power (there is a Genuine
of Yaquira
National Symbol: A gold and red eagle on green (symbolizing Secret Councillor and a Governing Court Councillor, for
Yaquiria), a golden sun disc on blue (representing the Old instance). Here are some noble titles of ascending power (titles
Empire) in italic represent titular ranks that hold no estate or governing
Social Structure: Feudalism with an ascending middle class living power): Esquirio/a, Signore/a, Cavalliere/a, Gransignor/a,
in the cities Baron/ess, Comtess/a, Count/ess, Marchese/a, Duke/Duchess,
Important Noble Families: Firdayon (imperial family, controlling Granduco/a, King/Queen, Emperor/Empress.
Horasia and Chababia), Thaliyin (Kingdom of Hylailos), Trade companies hold most of the economic power, their
Berlinghan (Dukes of Methumis), Garlishgrotz (Dukes of business relations extending from Ifirn’s Ocean to the Forest
Grangor), Marvinko (Sikram County), Oikaldiki (Thegun
Islands. Some bank and trade houses even hand out shares
County)
Local Heroes and Saints: (Arch-)Holy Horas, St. Geron, St. that are traded by investors and speculators. Wealthy families,
Lutisana, St. Thalionmel, St. Rahjalina; several local saints newly-rich merchants and manufacturer owners dominate the
Strange and Peculiar Locations: Ruins of ancient Bosparan; the city life. Ceramic, linen and luxury goods such as glassware
hunting castle Baliiri near Vinsalt (declaration of independence); and mechanical devices are mass-produced by privileged
Mantrash’Mor in Goldenrock (monastery to all the Twelvegods); manufacturers–’classic’ guilds have little influence. Advanced
the stronghold of imperial dragon Shafir in the High Eternans; technologies also gave rise to printing houses, which now
citadel of Uppercrags (one of the most modern fortresses publish novels, non-fiction books and even periodicals.
in Aventuria); Chabab Fords near Neetha (miracle of St. The country is spotted with mansions, small summer castles
Thalionmel).
and large estates; a Barony is separated into several different
Local Festivities and Holidays: 7 Pra.: Horas’ appearance
(official ceremonies); 8 Ron.: Fall of Bosparan (reflection and estates (each of a few villages) belonging to the rural nobility or
commemoration); 20–29 Hes.: Vinsalt Opera Days; 19 Tsa: stewards of the royal houses. Many people are desperately poor;
Independence Day, 4 Per.: Day of Thalionmel (local holiday in they survive as day workers or traveling harvest helpers, pulling
Neetha); 8–12 Rah.: trade fair and carnival in Grangor; 20–25 carts with their meager belongings from one farm to another in
Rah.: knightly tournaments in Arivor. hope of some work.
The empire is divided into the Kingdom of Yaquiria
A good thousand years after the fall of Bosparan and the (Fairfield proper), the Kingdom of Drôl, the Kingdom of Both
destruction of Fairfield by Garetian armies, this region has risen Hylailos (the Cyclops Islands) and the colonies on the Forest
once again as a mighty and highly developed empire, competing Islands, all four political entities having different political
with Middenrealm in many ways. The diverse landscape is power, of course.
characterized by warm sun, sufficient rain and fertile soils; there In Yaquiria, the wealthiest and most important part of the
are still untouched cedar forests and marble ruins dating back to empire, the power of the Queen and Empress is held in check by
the Bosparan Age. the Crown Convent (comprised of representatives of the cities,

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the clergy and the nobility), convening every three months in
Arivor to discuss and influence laws and political priorities.
History
2485–1850 b.H.: Horas’ appearance and time of settlement;
The Empress is supported by two factions of the Crown the Gyldenland people move into Fairfield and announce
Convent: the Hesinde Patriots emphasize the importance of Bosparan to be their new capital
culture and technology; they tend to favor inner reforms such 1849–1612 b.H.: Peace Emperors. Bosparanians acquire large
as reconstruction and education programs. This group is led by parts of western and central Aventuria
Princess Aldare, State Secretary (and Hesinde deont) Abelmir about 1550–1150 b.H.: Dark Ages. Fairfield remains as one of
of Marvinko, and Duke Eolan of Methumis. The Horas Patriots the last strongholds of civilization
support political and military might and glory, an extended 1155–993 b.H.: Kuslik dynasty. These rulers strengthen the
system of treaties, expansion of the colonial estates as well as the country; Silem-Horas emphasizes culture and codifies
Twelvegods belief
radical defeat of all unrest. The Archduke of Horasia, Hakaan of
993 b.H.: Fall of Bosparan: the population of Gareth rises
Horasia, is their best known spokesperson; State Marshal Folnor against conjurer-empress Hela-Horas, destroys the capital
Sirensteen and State Admiral Gilmon Quent are naturally in and loots the surrounding areas
favor of this group’s aspirations. 935–250 b.H.: Kuslikan Age: Fairfield continues to be exploited
The other factions are basically loyal to the state as well, yet and oppressed under the rule of the Kuslik Dukes;
they stand up for their own interest with stern opposition to the however, Rohal the Wise allows for the construction of
patriots: the Rondrians symbolize the old knightly world view Vinsalt in the area of ancient Bosparan
and the lower (rural) nobility; they disagree to modern armies 249–241 b.H.: War of Independence. Count Khadan Firdayon
of mercenaries, imperial dominance, bureaucracy, the power vows along with other noblemen to fight for the
independence from the Middenrealm (the meeting takes
of merchants and other modern affairs. Nepolemo ya Torese, a
place in the hunting castle of Baliiri); after 8 years of civil
very influential man, is their leader: as ‘Archregent’ he governs war, Fairfield becomes an independent kingdom under
the county Arivor, as High Deont the local Rondra following, Khadan I, and the Firdayon family moves into the king’s
and as Grand Master and Seneschal the Ardarite Order. Another castle; the ducal family of Galahan maintains control over
Rondrian leader (for the time being) is Duke Cusimo of Grangor. Kuslik
The Libertarians work towards freedom of thought 17 Haal: Horas-Proclamation. A document proves that the
and trade, refuting imperial customs, political pressures and Firdayon family descended from Silem-Horas; Queen
bureaucracy—some even advocate the distribution of positions Amene III assumes the title of Horas and subdues the
based on merit rather than blood. Their official representative Cyclops Islands as well as Drôl
26 Haal: Princess Kusmina of Kuslik attempts several times
is Count Mondino of Belhanka, an individual known for his
to have the queen killed; instead, she is exposed and
ability to live life to its fullest (despite his lack of property). executed. The house of Galahan is stripped of all its
Other libertarian supporters include tradesmen such as the power, and the Princedom of Kuslik becomes part of
wealthy shipowner Fiaga ya Terdilion. the Archduchy Horasia; many additional constitutional
The Kingdom of Drôl has no king per se; a senate of nine changes are passed without much opposition from the
Drôl city patricians (‘His Majesty the Senate of Drôl’) takes crown convent
care of political affairs and governs the area that extends north 27 Haal: After border skirmishes, the Congress of Oberfels
of Mengbilla. The Guardian of Order, Marchese Praionor VII results in the Peace of Weidleth, a treaty between the
di Balligur, shares his influence with a wealthy trade company Middenrealm and the Horasrealm, which settles all
border disagreements
owned by Senator Fildorn di Cerastelli. Overall, the Drôl people
are interested in spreading the glory of their home city.

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Information for the Highlord Garrison: 2 companies of Hylailian Naval Mercenaries, 20 town
The Horasrealm is a land of modern culture and technology, as guards
well as of political conspiracies and intrigues. Common heroes are Temples: Rahja, Efferd, Tsa, Peraine
either uncultivated Middenrealmian or northern people, making Special Features: The city is scattered across several islands by the
a mess of everything they start, or they are part of the Horasian mouth of the Sikram River. Belenora is the main island hosting
society, eager to gain social status and constantly striving for respect the flower market and the magic school, Spiritwalk Academy
among their military, clerical or academic peers. If presented that (movement, gray); Jardinata is home to the palazzo of the count
way, the Horasrealm is ideal for a cloak-and-dagger-style game, and the mansions of the patricians; Paradisela hosts the Rahja
with an emphasis on courage, diplomacy, style, humor, elegance temple (where the lover of the goddess is chosen once a year)
and the always slightly inflated attitude. Prominent Craftsmen and Merchants: Trading house and
For adventures that go beyond lodge houses, tea parties and shipping office Terdilion, caravel dockyards Cabazzo, six different
glamorous ballrooms, one can embark on expeditions into perfume manufacturers
the colonies or search for the forgotten ruins of the ancient Town History: After the fall of Bosparan, Belhanka was one of
Bosparan days. the first cities to revive again as the Cup of Rahja was brought
here; the growing wealth enabled the citizens in 4 b.H. to buy
the count’s political power before his wasteful spending ruined
Important Cities of the the city.
Horasrealm Mood in the City: Belhankans indulge into the sensuous and the
artful, while the scent of perfume lingers in the air.

Arivor Bethana
This conservative “City of Rondra” unites the power of This old port town is home to the Aventurian main temple
nobility, church and order. of Efferd.
Population: 7,370
Population: 1,580
Insignia: Quartered, green and silver, two passant black lions in
Insignia: Half-split and divided, a black anchor on silver in the
the top right corner
top right quarter, a silver trident in a golden crown on blue in the
Government/Politics: Arivor is governed by an arch-castellan
upper left quarter, the bottom half pictures a golden Horas eagle
appointed by Nepolemo ya Torese, the seneschal of the Ardarite
on green
Order and ‘Archregent’ of the county of Arivor
Government/Politics: Baroness Hesindiane of Bethana-Aralzin
Garrison: A company of Ardarite warriors
and the city council preside over town regulations
Temples: Rondra, Hesinde, Travia, Boron, Tsa, Rahja
Garrison: 1 company of Archducal Horasian Bowfolk, 10 town
Special Features: The ruins of the old castle sit next to the theater
bailiffs
(where the Crown Convent meets) on Goldenhelm Rock; below
Temples: Efferd, Hesinde, Travia
Goldenhelm, in Swordfields, the tournament court, the High
Special Features: Bethana hosts the Efferd temple in which
Castle of the Ardarites, the Rondra temple and the Palazzo
the Keeper of the Circle (the highest deont) resides; the loyal
Acano, the magistrate building of Arivor county, mark the center
magician’s academy Hall of Perfect Battle (combat, white);
of power.
the IAC credit bank emerged from the oldest trading house in
Prominent Craftsmen and Merchants: Saladan the Blacksmith
Aventuria.
Town History: The Horas Emperors used to reside in Arivor
Town History: It was here where Gyldenland settlers first stepped
during the winter; after the fall of Bosparan, both goblins and
on Aventurian ground; the settlement grew around a monument
the Garethians looted this city until Lutisana of Kullbach, along
devoted to Efferd and even survived the destruction that followed
with eleven companions, defeated the goblins and founded the
the fall of Bosparan
legendary Order of the Theater. Since then, the city is closely tied
Mood in the City: A quiet, sleepy town consisting of old buildings
to Rondrian culture, and the High Deont is also the ruler of the
and narrow alleys
surrounding land.
Mood in the City: The people of Arivor despise most modern
ideas; many of them manufacture weapons; the city becomes a Drôl
hotbed of intrigues during the Crown Convent’s meeting Known for its velvet lace, this city shares the cultures of
both Fairfield and the Southern Colonies.
Belhanka
The flourishing trade city of Belhanka is known for its Population: 2,200
Insignia: Divided red over gold, top the golden crown of the
sensuous arts and its close ties to the church of Rahja.
kingdom of Drôl, bottom a red rose
Government/Politics: A nine-headed senate of patrician families
Population: 4,870
rules the kingdom and the city of Drôl
Insignia: Quartered, silver and red; a green garland of roses with
Garrison: 50 town guards, 1 company of royal halberdiers, 100 sea
red blossoms in the upper right corner, a golden cup with a red
soldiers and mercenaries
heart in the upper left, a rampant horse in the bottom right corner
Temple: Efferd, Phex, Boron, Rahja, Praios
and a purple grape in the lower left
Special Features: Drôl is known for its artful flower arrangements
Government/Politics: Belhanka is a free city under the rule
(real, painted or carved), the town park with its hanging gardens
of a powerful city council; the impoverished count is solely a
must be the most exceptional example. The numerous lace shops
representative figure
helped the city accumulate its wealth.

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Town History: After the fall of Bosparan, Drôl became the Kuslik
capital of a province that extended from Neetha to Chorhop. A bastion of knowledge and the arts, culturally Kuslik is
The eventual loss of Neetha changed the fortunes of the city,
one of the leading cities in Aventuria.
the di Balligur family (long holding the title of a Margrave and
Guardian of Order) lost its power to the citizens. In reality,
Mengbilla controlled the city until the Horasrealm conquered Population: 21,800
the land. Insignia: Half-split and divided, a linen scissor with three needles
Mood in the City: Southern customs dominate—a joy of living, in blue on silver in the upper right, open folio with the letters HH
corruption and a certain carefree attitude prevails; numerous in silver on blue in the upper left, golden Horas eagle against a
domestics from the Chirakah tribe of forest people characterize blue background in the bottom half
the city picture Government/Politics: Archduke Hakaan is also the Baron of Kuslik;
Burgomaster Efferdan Pitchstone leads the city’s administration
Garrison: 100 town guards, 1 company of the Archducal Guard, 1
Grangor company Baronial Guard, 400 marines, 100 naval mercenaries
This wealthy city of islands and channels is the most Temple: Hesinde, Praios, Rondra, Efferd, Peraine, Phex, Tsa,
important port for the trade with the Aventurian North and the Rahja plus numerous shrines devoted to a countless number of
main naval port of the Horasrealm as well. saints and demigods
Special Features: Kuslik is the major stronghold of the church of
Population: 9,850 Hesinde and further maintains the largest library in Aventuria (Hall
Insignia: split in white and black, on each field a lily in reverse of Wisdom). The town has three magician’s academies: The white
colors Hall of Antimagic, the Hall of Metamorphosis (transformation
Government/Politics: A free city; its rich citizens elect a new of the inanimate, gray) and the Institute of Arcane Analysis
Town Master every five years (independent, no specialization). The Hall of Arts and the Magical
Garrison: 120 town guards of the Twin-lily Guard, 30 channel Theater are proof of the artistic ambitions of the Kuslikans.
watchmen, 40 mercenaries, about 2,000 sailors and marines of the Prominent Craftsmen and Merchants: Royal Kuslikan Coaches
imperial fleet wheelwrights
Temple: Efferd, two Travia temples, Phex, Tsa, Boron, Rondra, Town History: This ancient town, once founded by Horas himself
Peraine, many additional shrines as Cuslicum, used to be Bosparan’s seaport by the Sea of the Seven
Special Features: Grangor sits on four islands by the mouth of Winds. The wise Kuslik Emperors, who led the Old Empire into a
the Phecadi River, the islands are interconnected via numerous bright future, originate from this area. After the Fall of Bosparan,
bridges; the only peculiar attraction is the local School of the city was a regional capital, but since the independence, Vinsalt
Apparitions (illusion, grey) has become more dominant as a center of politics and intrigue.
Prominent Craftsmen and Merchants: Liegerfield & Sandfort Mood in the City: Kuslik is conscious of its tradition, independent
trading company and quite skeptical of the cult and power of Horas authorities.
Town History: A water dragon destroyed this ancient city three The people here are friendly towards Gareth; they have an overall
times, Thorwalians plundered it more than once. With the cosmopolitan character.
independence came the status of a Free City; since then, Grangor
has grown to a leading mercantile power in northwest Aventuria. Methumis
Mood in the City: Grangor is a flourishing and modernized trade city, The enormous university, a prestige object of a scholarly
its citizens are known for their uprightness and matter-of-fact attitude duke, largely influences Methumis and its character as a city.

Population: 3,400
Insignia: Three blue fish on silver, accompanied by three black
fishing hooks
Government/Politics: In place of his brother Count Eolan, Prince
Romin of Berlinghan rules the city
Garrison: 1 company of ducal guards, 50 sailors and marines of
the Imperial Horasian Navy, 25 town guards, about 50 students
of military arts
Temple: Efferd, Hesinde, Tsa, Rahja, Phex, Ingerimm
Special Features: The Count Eolan University has faculties all
over the city; one of them is the Academy of Magical Knowledge
(clairvoyance, white). This institution is one of only a few
higher schools that exist in Aventuria; also famous are the town
fortifications (‘Colorful Walls’), the probably largest fresco painting
in Aventuria, and the New Residence in the northern part of town.
Town History: Methumis came to be under the rule of the Peace
Emperors, but was destroyed after the Fall of Bosparan; the city
revived only after the independence
Mood in the City: The students, which come from all parts of
Aventuria, give the city its charm—its bustle outdoes even the
busy local port

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Neetha Hesinde temple; the lizard garden near the Tsa temple is home to an
The “White Guard,” for a long time the southernmost city unbelievable number of different reptiles from all over Aventuria.
Prominent Craftsmen and Merchants: Radox & Dollberg
of Fairfield, is militarily up to date but lacks economic strength.
goldsmiths
Town History: Once home to the mighty and pompous Silem-
Population: 5,500 Horas palace near the Sikram bridge, the good location led to the
Insignia: Two crossed red swords over a red four-piered bridge on founding of Silas on the spot of the ruined palace after Bosparan’s
silver, blue waves below Fall; the local Marvinko family once almost acquired the throne
Government/Politics: Residence of Archduke Timor Firdayon of of the Emperor.
Chababia Mood in the City: This is a busy place; the countless Diamond
Garrison: 3 companies I&R Vinsaltian Pikemen, 1 squadron Dwarfs, most of them are jewelers or goldsmiths, during the last
Uppercrag Light Horse, 4 companies Archducal Chababian years even refugees from the Beilunk Mountains, are a visible
Pikemen, 1 company of the Ardarite order, 50 marines of the trademark of Silas.
Horas fleet
Temple: Rondra, Praios, Efferd, Hesinde, Rahja, Phex, Tsa,
Horas Vinsalt
Special Features: Neetha is home to the Thalionmel Bridge (a The capital of the Horasrealm is naturally the political center,
place of pilgrimage for many followers of Rondra) and to a castle but it also competes with Kuslik over cultural importance; the
of the Ardarite Order; a castle of the Gray Wands sits by the glamour and glory of the Horas Court permeates the entire city.
Chabab River
Prominent Craftsmen and Merchants: The dockyards of Igurio Population: 19,850
and Daughters; Archducal Corset Manufacture Insignia: Rohal the Wise (in natural colors) holding a red model
Town History: After the fall of Bosparan, Neetha was assigned of the city, on silver
to the province of Drôl, after the independence the deeds of Government/Politics: Baron Tanglan of Vinsalt, powerful town
St. Thalionmel protected it against the Novadis. The growth guilds and naturally the court of the Emperor all influence local
of the Horasrealm has yet to benefit this region; however, the politics
recapturing of the Cyclops Islands by Amene-Horas’ troops has at Garrison: Imperial Body Guard Regiment “Horas’ Guard,” 5
least brought an end to Neetha’s isolation. companies II Imperial Elite Guards, 1 squadron I&R Vinsaltian
Mood in the City: Neetha was cut off from Vinsalt for a long time, Guard Horse, 50 temple guards, 50 town bailiffs
so the locals have become very stubborn and suspicious. Temples: All Twelvegods, Phex and Travia each twice; shrines to
several demigods (especially Horas and Nandus)
Silas Academies: The warrior-academy Art of War and Life; the
Silas is known for its Hesinde temple and the craftsmanship magician’s academy Anatomic Institute (healing, white)
of the many local dwarfs. Special Features: The debris of old Bosparan ruins was used
in construction of the modern palace and on temple hills; the
Population: 3,300 (10% Angroshim) old Bosparan city south of the Yaquir is a run-down, dangerous
Insignia: Two silver bugles with golden belts over a silver place and a hot-bed of crime, but a grandiose palace quarter is in
greyhound with a golden collar on red planning for “Southern Vinsalt.”
Government/Politics: Countess Irionya governs this city in place Town History: The ruins of Bosparan were long deserted; only
of her son, Count Croenar of Marvinko Rohal eventually allowed for the construction of Vinsalt; initially,
Garrison: 3 companies of the count’s halberdiers, 20 town guards this city was the residence of a count and (since the independence)
(5 of them are market guards), 20 channel custom guards also of the king; it is now the Emperor’s official seat.
Temples: Hesinde, Tsa, Ingerimm, Peraine, Efferd Mood in the City: Joyous, turbulent and always a bit dramatic
Special Features: The Temple of the True Serpent dates back and blasé.
to Bosparan times and is—next to Kuslik—the empire’s main

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Isles of Fire—The Kingdom of Both Hylailos
“The Isles of fires by the edge of infinite waters. A last sign of culture borders elementary
nothingness.”
— from the notes of Harika of Bethana on her voyage to Gyldenland
Prisoners of the Horasrealm toil away in numerous mines,
Geographic Borders: Sea of the Seven Winds, the Cyclops
while banned noblemen live a much easier life: Their ‘home’ is
Islands
Terrain: Pailian Volcanoes, Kingswood (forest in the middle of the Merymakon, a complex of mansions on Hylailos that sports
Hylailos) even an old Gyldenlandish stadium.
Mountains: The volcanoes Amran Nemoras (2,000 paces high) The islands and their secrets tempt and attract all kinds of
and Nun’Kun’tur (both on Pailos), Amran Kutaki (on Kutaki), folk: Alchemists search for sulfur, cinnabar and other substances.
Amran Khallas (on the western shore of Pailos) Daredevils visit the fairies in their spellbound forests, while the
Rivers and Waterways: Sea of the Seven Winds, Cyclops Sea (area truly brave explore the abyss of volcanoes, hoping to find a
between the islands), Sea of the Mourning Bells (west of Pailos), cyclops and perhaps acquire one of their valuable weapons.
Nyssides (sole year-round river, Hylailos)
Estimated Population: 20,000
Important Cities and Villages: Rethis, Teremon, Garen (on History
Hylailos) 1868 b.H.: Discovery of the islands and initial settlement by
Important Traffic Routes: Coastal road on Pailos and Hylailos Gyldenland people
Dominant Religions: Twelvegods belief, especially Efferd, 1830 b.H.: Appearance of the griffin Garafan in Baltraea
Peraine, Rahja 1646 b.H.: Rohafan the One-Eyed has all followers of Praios
Rulers: Palamydas Thaliyin A’Layis Hyphon dyll Rethis, the Sea killed
King of Both Hylailos 1560 b.H.: A stream of refugees arrives after the First Demon
National Symbol: The symbol of the Horasrealm along with Battle
the old insignia of the Cyclops Islands (a golden eye with 1559 b.H.: Pailos demands independence; after the victory of
a red eyeball on blue) as a heartshield on the chest of the Thalassocratess Menkirdes she proclaims: “Pailos is mine,
Horasian Eagle as if it were a second Hylailos,” coining the term “of both
Social Structure: Feudalism, no important middle class Hylailos”
Important Noble/Influential Families: House Thaliyin (family 1111 b.H.: “Unity of Land and Sea” treaty with the fairies
of the Sea King), Cosseira (Dukes of Teremon) (initiated by King Merymakos I)
Local Heroes, Saints and Mysterious Characters: Gil-Pathar, 241 b.H.: The Peace of Kuslik suspends all trade relations with
a legendary cyclops blacksmith; many cyclopes, minotaurs and Fairfield and maintains the island’s loyalty to the Emperor
fairy creatures of all kinds; Algor Tonn (alchemist, inventor of in Gareth
the Hylailian Fire); several sea kings, especially: Odenius the 61 b.H.: Sea King Palamydas disappears during a hunting trip
Ingenious (mechanical wonders) and Merymakos I (established 18 Phex 17 Haal: the Treaty of A’Layis Hiphon; Mermydion II
the “Unity of Land and Sea” treaty with fairies). secures independence from Middenrealm via an alliance
Strange Locations: Labyrinths, fairy woods (Hylailos, Phenos), with the Horasrealm
Oracle of Praios on Baltraea, gigantic “Columns of the Sky” 4 Praios 18 Haal: Mermydion II dies; Amene becomes the
(Mylamas); on Pailos: Rainbow Falls of Tsa, the Fifth Lighthouse, queen of both Hylailos and Pailos
ruins of Palakar (necropolis destroyed by a volcano). 27 Haal: Sea King Palamydas returns from the fairy forest
Local Festivities and Holidays: Last Windsday in Peraine: 20 Hesinde 27 Haal: Palamydas vows loyalty to Amene and
Regatta of the Seven Winds (from Teremon to Rethis); every 4 becomes Sea King again
years in the beginning of Boron: Regatta of the Brave; 1 Praios:
crowning ceremony of the Sea Kings.
Information for the Highlord
The sunny, dry and often barren islands off the coast of the The Cyclops Islands are like a mystical extension of the
Horasrealm offer their inhabitants a relatively safe life, one far Horasrealm: today a duel in Vinsalt, an affair with Countess O.,
away from wars and demonic threats. The biggest islands are tomorrow on a hunt for minotaurs. While adventures in Fairfield
home to the only two large cities, Rethis and Teremon; besides have a more worldly character, it is ‘on the Cyclopes’ (as the Horas
people refer to these islands) where one can easily run into fairies,
those there are only a few fishing villages and pirate hideouts.
fauns and water sprites.
The islands produce some well-known goods: Phraisheep
After all, the islands are also a place of ancient traditions and
wool, spices, Efferdfruit (cuttlefish, mussels etc.) and the highly stories; they were never harmed by wars or foreign troops, and so
valuable purple. it’s possible that some distant mystery—maybe even dating back
to the early age of Gyldenland settlers—still awaits discovery.

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Important Cities on the Teremon
The dark houses are lined up along a steep cliff, topped
Cyclops Islands by the duke’s residence; a bay offers incoming ships protection
against storms.
Rethis
There is a constant bustle between the white lime-washed Population: 1,610
houses of the capital city. Ships from all harbors and the Insignia: A white steed and a golden purple-mollusk on purple
Horasian fleet dock here regularly. Government/Politics: The town prefect is Brilydion A’Hiralphis
dyll Lyios, in the name of Duke Berytos Cosseira, who counteracts
Population: 2,020 the power of the Sea King and the Horas by working only towards
Insignia: White over blue, the upper white half shows a black his own hedonistic interests
ship, the blue half depicts two silver dolphins Garrison: About 150 sailors and marines of the Imperial Horasian
Government: Prefect Aldemar of Highrock and Marvinko in the fleet, 1 company of the Sea King’s guard, 25 town guards and port
service of Amene-Horas and Sea King Palamydas watchmen
Garrison: 300 marines and sailors of the Imperial Horasian fleet, Temples: Rahja/Aves, Efferd, Hesinde
2 companies of the Sea King’s sea guards, 1 company of Arivor Special Features: Library/cartography in the temple of Hesinde;
Longswords, 15 town and port guards Love Caves in the Rahja temple (statue of the many-breasted
Temples: Efferd, Praios, Tsa, Horas shrine Rahja); mighty fortifications that protect the city against pirate
Special Features: A stone light house in the shape of a Cyclops; attacks
A’Layis Hiphon, the castle of sea kings; the Merymakon, a penal Important Pubs and Taverns: Cyclops View Hotel (luxurious,
colony (an additional 500 “locals”) outside of the city Q7/P8/B30)
Important Pubs and Taverns: Silver Jug (modest and simple, Mood in the City: One lives a calm life, yet always in the shadow
Q7/P7), Green Moon (bad reputation, Q4/P4), The Flying Fish of ducal festivities and the troops of Horas
(port tavern, Q3/P4/B10), Travia’s Castle (the name says it all,
Q6/P5/B50), Pirate Scare (sailor’s tavern, Q4/P5/B8)
Prominent Craftsmen and Merchants: Purple-dye shops,
dockyards of the Sea Kings
Town History: Since its founding in 1849 b.H., the fates of the
archipelago were determined from within this city
Mood in the City: The outlook on life is typically southern and
easy-going, yet everyone works hard and with devotion

Rose and Moon—Land of the Aranians


Geographic Borders: Rashtul Wall, Gadang and Mhanadi rivers, Social Structure: Tulamidian wealth-based aristocracy with
Gorian Desert and Mhanadi Delta Middenrealmian feudalistic traits
Terrain: Baburin Basin, Palmyramis (between Baburin Important Noble Families: Bensunni Dassareth (ruling dynasty),
and Fasar), Gorian Steppe, Gorian Desert, Elburian Coast, al-Nabab (Zorgan), Revennis (Baburin)
Chalukistan, Yalaiad Local Heroes and Saints: St. Arkos, St. Leomar of Baburin
Mountains: Foothills of the Rashtul Wall (Rondra), St. Ascandear of Baburin (Rahja), countless saints of
Rivers and Waterways: Barun-Ulah, Gadang, and Mhanadi Rivers various villages, tribes and clans
Estimated Population: Almost 600,000 (75% Tulamides, 25% Strange Locations: Peraine Grove near Anchopal, ruins of
Middenrealmians) Zhamorrah, High Gorian Plateau, Sphinx of Ras’Lamasshu,
Important Cities and Villages: Zorgan, Baburin, Anchopal Witches’ Dance Ground near Zorgan, ruins of Keshal Fennek
Important Traffic Routes: Braun-Ulah Road, new pilgrim’s road Local Festivities and Holidays: 12–14 Rondra: knightly
Zorgan–Anchopal (the “Transaranica”) tournament in Baburin; 5 Travia: anointment ceremony and
Dominant Religions: Twelvegods belief, chiefly Peraine, Rondra, hunting games in Zorgan; 15–30 Travia: wine-feasts everywhere;
Rahja and Phex 24 Phex: fortune day; 7–12 Peraine: minstrel festival in Zorgan; 27
Rulers: Mhaharani Eleonora Shahi and Mhaharan Arkos II Shah Peraine: Grove Initiation in Anchopal; 1–7 Rahja: Feast of Joys.
National Symbol: Golden Aranian cat on turquoise
Arania is the largest nation of the Tulamides. Monuments fortified, while their inner yards are usually built in an open
such as the tombs of the Magician-Moguls hidden in yew and inviting style—a shady orchard is, after all, a great luxury
groves and date-tree plantations, with their treasures and spells, that has become popular abroad as well (such a retreat is called
still remind visitors of the mysterious history of this land. But an “Arangeria”). Only Goria, home of the Gorian Desert, is a
Arania is also a land of fertile wheat fields, abundant fruit barren place (for Aranian standards), where tenacious nomads
gardens and vineyards—Peraine and Rahja are two of the major fight drought, the ever-present red dust from the Gorian Plateau
deities of the Aranian people. Most buildings are outwardly and scarce resources by domesticating ostriches.

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Arania is an important economic power, home to many by Satraps, ‘viceroys’ or governors of the Adamantine
peasants and craftsmen. In addition, the area is home to the Sultanate; only over time do the mighty Satraps of
Moon Office Merchants (called Mada Basari in Tulamidian), Nebachot regain their confidence to accept the sultan’s
a lay-order of the God of Trade that owns many caravans and title once again
About 1865 b.H.: War against the Bosparanians: the last
outposts throughout the Tulamidian lands (rumor has it that
sultan of Nebachot falls; his widow, Dassareth, unifies
this group shares some not-so-public information with Aranian the wealthy Oron region with the remains of Nebachot
royalty). Princess Sybia, a trade lord’s daughter, is referred to and chooses Zorrigan to be her new residence; under her
as “Moonsilver Sultana” and is considered the highest deont of and her successors’ rule, the region comes to be known
Phex; she both leads and represents the Mada Basari Order. It as Haranija, Land of Queens; formally independent since
is common to buy one’s way into noble ranks by accumulating 1702 b.H.
wealth through business or adventure—earning money is 1200–750 b.H.: Moonsilver Age: Arania flourishes (climaxing
considered entirely reputable among the Aranian people. about 1,000 years ago); Queen Mygdonia, a blessed
Women are held in high esteem in Aranian society. Contrary regent, resides along with King Arkos (the First) at
to southern Tulamidian customs, females hold domestic power: Zorgahan; Arkos is a courageous fighter who wields the
the privilege of controlling the treasure chest and maintaining a blade Zhimitarra—the Amethyst Lioness—and is one of
dominant position in trade affairs has emerged from common the twelve founders of the Order of the Theater; the court
is also home to Pher Drodont, a magician who is quite
household duties, while the ideals of knighthood ask of men to
familiar with dragons
treat women with courtesy. A husband himself will be insulted From 738 b.H. on: Garethian Age: after King Amaryd’s death
if his wife does not attract any adorers—the romantic wooing of and the loss of the Amethyst Lioness, Queen Ithome is
a lady is a sign of status also for the mate, and chastity is only a forced to hand the kingship to Emperor Menzel; Arania
minor concern. becomes an imperial province led by local princes, while
The 100-man strong knightly Order of the Rose is a bright Goria and Khunchom are added; the War of the Wizards
example of military as well as artistic unity, dedicated to the and the Zorganpox take their toll on the land; under the
protection of the Church of Rahja and its teachings. The Bearer lead of Emperor Reto, Arania becomes outpost and supply
of the Amethyst Lioness, Mhaharan Arkos Shah, is the head of base for the campaign against Maraskan; Sybia al-Nabab,
a Zorgan far traders’ daughter, marries the Aranian Prince
the order. In general, orders of various gods or saints are very
Muyaraban a year before Reto leaves his position; she soon
common to Aranian culture, and many monasteries (some of becomes the mother of Arkos and Dimiona
them being the most wealthy land owners) host more or less Since 2 Haal: Independence: in the name of Prince Arkos,
god-fearing brotherhoods and sisterhoods. Some abbots are even Sybia discontinues all tributes to Gareth and plans for his
recognized as Haranim or Beyrounim of the surrounding lands. future inauguration.
These monasteries are often cultural and academic centers of an 25 Haal: Dimiona fails in her attempt to kill the Prince Arkos
entire region. 26 Haal: Prince Arkos is crowned Prince and Heir-Apparent
Witches band together into a special kind of sisterhood; and marries Princess Eleonora Baburin
they exist in great numbers and have quite some considerable 28 Haal: Dimiona tries again to gain control over all of Arania;
she fails and instead separates the Elburian region, the
power, as guild magic is shunned (and once even prosecuted)
later Mogul Empire Oron, from Arania
by officials for centuries. Even the Grand Vizier of Arania, Mara Praios 29 Haal: Kingdom of Arania (Maharanyate) is
ay Samra, is a publicly known witch. It is not clear if they have proclaimed
anything to do with the numerous wild cats that stray the cities
and villages without harm, but it is certain that anybody who
harms such a cat would have to face the anger of all Aranians. Information for the Highlord
Arania seems to have sprung right out of “1001 Arabian Nights,”
History filled with smart-talking djinni, wise story-tellers, seductive
dancers, deceitful traitors, ancient monuments and treasure
2900-2500 b.H.: Age of the Fire Peoples: the sultanates
Nebachot (around the area of Baburin and Perricum), chambers that offer great opportunities for exotic adventures.
Oron (around Elburum), Goria (around Anchopal), Those could be developed around artifacts from ancient times,
Khunchom (by the Mhanadi and on the Yalaiad romantic love affairs or bold spy jobs and mighty spells. In this
peninsula) and Gadang (around Fasar) existed in the area region, adventurers are highly respected individuals—that is, if
of modern-day Arania fortune is on their side.
2500-2325 b.H.: Magician-Moguls: wizards from Fasar control
Aranian lands, building many now-deserted or -lost
towers and forts
Important Cities in Arania
About 2325 b.H.: Scorpion Wars: Khunchom Sultanate defeats
the Magician-Moguls in fierce battles and through the use
Anchopal
of magical artifacts; all conquered lands become part of a The Grove of Peraine has made this oasis settlement by the
new large empire edge of the Gror famous. It draws many hundreds of pilgrims
2300–1870 b.H.: Adamantine Sultanate: the Aranian region each year.
supplies the sultanate with grain and is initially governed
Population: 1,000 to 1,500

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Baburin
Insignia: A golden oil lamp under a silver star against a red This town is mostly known for being a stronghold of the
background Rondra following—the oldest intact statue of the goddess stands
Government/Politics: The town obeys the rule of Sultana here. Fine arts and Businesses thrive here as well.
Mara ay Samra of Goria, while it is governed by the palace
vizier of Goria Population: 7,200
Garrison: Horse regiment The Fearless, 1 company of the Insignia: Silver sphinx on red beneath silver ramparts
Sultana’s personal guards Government/Politics: Sultan Merkan ordered a vizier to be the
Temples: Peraine, Rondra, Phex, Rahja town regent
Special Features: The Peraine Grove stretches south of Garrison: Chariot regiment Nebachot, 20 town guards
the Anchopal fields and protects them against dust storms Temples: Rondra, Rahja, Phex, Hesinde, Boron, Tsa, Peraine,
from the Gor, the city itself hosts the Healing Well, which Ingerimm
pilgrims use to fill their pumpkin jugs with sacred water; Special Features: The three-winged Rondra temple resembles the
the fortress of Keshal Rohal at the Star’s Gate is a castle of cuirass of a fallen female giant and serves as main temple of the
the Gray Wands. Tulamidian rites of the Church of Rondra—the building holds the
Town History: Ever since the Scorpion Wars against the statue of the Six-Armed Rondra (formerly located at Nebachot),
Magician-Moguls, Anchopal has been sitting in the middle while the painting of the prone goddess by St. Ascandear is owned
of a barren steppe—only the miracle of Peraine brought by the Rahja temple; in Baburin, one can also find the main house
forth a grove that now protects the settlement against of the white healer-magicians of the Anconite Order.
incoming winds. Mood in the City: As northern and southern populations have
Mood in the City: Anchopal stirs and bustles along with mixed with each other, the “Baburanian Jumble of Tongues”
every incoming caravan; otherwise it is a lively but small became reality; the peace with Middenrealm turned this border
oasis surrounded by steppe. fortress into a turbulent market-place by the Barun-Ulah.

Zorgan
The capital city of Arania is part of the front-line against the
Mogul Empire, its people especially focusing on the worship of
joyous Rahja and cunning Phex.

Population: About 14,500 (about 30% Middenrealmians)


Insignia: A golden palace on turquoise beneath a silver Half-
moon
Government/Politics: Zorgan is led by the palace vizier of Sultana
Sybia, city quarters have their own Kadis (magistrates/mayors)
Garrison: 1 regiment Iron Tigers
Temples: All Twelvegods
Special Features: Zorgan has recovered from the Plague of the
Zorganpox, which occurred 100 years ago—the old part of town
(Zorrigan) is still partially deserted, yet is still equally colorful and
dubious (mostly inhabited by artists, illusionists and prostitutes);
the modern quarter, Sulaminiah, is home primarily to temples,
market places and offices (among them is the Moonsilver Palace,
the main office of the Mada Basari) as well as the Magician’s
School of Existent Pretence (illusion, grey); the new large temple
of the Threefold Rahja depicts the goddess as an adored dame,
a sensuous dancer and reckless rider; the royal family resides in
the Mirror Palace north of the old quarter, while the almost rural
Shahmiran is home to the highest temple and High Deont of
Peraine.
Mood in the City: A lively, large seaport town; despite the short
distance to Oron, the locals have kept their active, joyous and
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The Shikanydad of Sinoda—Free Maraskan
Geographic Borders: The southern tip of Maraskan; the eastern former rebels and freebooters. Only rarely do the four mystical
coast of the Shikanydad borders on the Sea of Pearls, the western Tetrarchs apply their power; of them, only Mulziber (Festum) and
shore on the Gulf of Tuzak; the undefined northern borders run Keideran-Dajin (Khunchom) are generally known.
along the foothills of the Amdeggyn Massif National Symbol: White pearl on yellow
Terrain: Flat coastal strip, forested hills towards the inland, Social Structure: Oligarchy, strongly influenced by religion; day-
altitude increases drastically in the north laborers and free farmers toil on large plantations
Mountains: 3,000-pace tops of the Amdeggyn Massif Important Noble Families: the Haran’s (“Baron’s”) family of
Estimated Population: About 15,000; growing Sinoda; a sizable portion of local nobility (Harans, Baruuns,
Important Cities and Villages: Sinoda Dshunkars) originates from the occupied part of Maraskan
Important Traffic Routes: The former fishing port of Sinoda and therefore owns no land (while still holding power); the
is insufficient for ships from the continent and is supported by Wezyradim are equal to other noblemen.
irregular landing points (beaches, bays); the old roads leading Local heroes: King Dajin VII, whose rebirth is expected (the most
towards the northern portion of the island have lost their influential local myth); many rebel leaders of the last decades, for
function. example “The Haran”
Dominant Religions: Rur and Gror belief Strange Locations: The monkey island of Beskan
Rulers: None; the Alabaster Council is an alliance of the former Local Festivities and Holidays: 29 Rondra: begin of the Maraskan
Maraskan nobility, the Wezyradim (a caste of magistrates) and New Year

The Landscape History


The core of the Shikanydad is one of the most cultivated 830 b.H.: Middenrealmians settle Maraskan
regions in Maraskan—one will find an abundance of rice farms 719 b.H.: The immigration of the Beni Rurech tribe (of Ferkina
and plantations growing sugar cane, pipe tobacco, tea, spices, origin) leads to the emergence of the Maraskan people;
their Twin-Gods belief spreads over the course of only a
fruits, and almonds. The immediate environment of Sinoda is
few years to become the dominating religion of the region
spotted with many alabaster mines. Mountains rise the further 666 b.H.: The first attempt to gain independence from the New
north one travels. Empire results in civil war, occupation by the Sun Legion
Eventually, the traveler runs into a jungle, home to the of the Priest-Emperors and the tyranny of the Arethinides
phenomenon of Peraine’s Army (huge insect armies); numerous dynasty
campaigns of the Uzatdadim (Maraskan militia) are fought in 234 b.H.: The second attempt at independence succeeds,
this area. creating the Maraskan kingdom
The northeast is bordered by extensive swamplands and 6 b.H.: Emperor Reto conquers Maraskan; this conquest is
mangrove forests, which are populated by lizardfolk. “Idyllic” followed by massive streams of refugees to the continent
and thus the formation of large immigrant communities
is the best word to describe the scene of shore and palm trees.
in the coastal cities of eastern Aventuria, especially
Fishing is an important part of life here and many locals dive Festum, Khunchom and Al’Anfa; the New Empire pays
for pearls (especially in the area of Sinoda). The climate is a steep price for this new addition to its territory—three
comfortably warm and sometimes too hot; the inland regions decades of jungle war and civil unrest ensues
are unbearably humid. 27 Haal: The defection of Helme Haffax to the Borbaradian
cause turns the whole island over to the Dark Lands
The State and Its Population 29 Haal: An invasion led by exiled fighters, freebooters and
former rebels liberates the south of Maraskan and leads to
Maraskan people are a cultural mix of Tulamides and the formation of the Shikanydad
Middenrealmian populations. Their language is hard to
understand and considered to be a dialect of Garethi, despite its
large Tulamidian influences. The people are known for being
talkative, loud and utterly incapable of keeping a secret. The
last assumption seems unlikely however, seeing how a secret
organization by the name of Brotherhood of the Second Finger
of Tsa has been able to operate undercover here for two hundred
years now.
Maraskan people view the world as a gift of Rur and thus as
complete; the daily and utmost appreciation of it is therefore one
of their major goals. The locals are commonly described as hot-
headed and quarrelsome, treacherous and rebellious. Orthodox
Tulamides refer to them as people of a cursed island.

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Information for the Highlord Population: 2,000 (growing, should reach 4,000 by 32 Haal)
The Shikanydad is a front-line state whose major goal is the Insignia: A white pearl on yellow
conquest of the much larger portion of the island; hardly any Government/Politics: The town master is Haran Reojian; Sinoda
Maraskanian doubts such a campaign would be successful. is also the capital city of the Shikanydad
The war is conducted without mercy, and negotiations with Garrison: 200 armed fighters serving the War-Wezyradim, most
the minions of Black Maraskan (mostly viewed as demons) of them belonging to the Beni Fountrech (who were born in exile
are out of the question. The Alabaster Council is a gathering of in Festum); 20 additional guardsmen of the Haran and some
independent chiefs and warlords, rather than a real government. of the Baruuns, as well as former guerilla fighters; the civilian
The actual power relations between its members are difficult population is well-used to using their reapers (straight-bladed
to make out, as temporary alliances are constantly forged and scythes) as weapons
dropped. Having been imprisoned or prosecuted during the Temples: Rur and Gror, Efferd (Efferd’s temple is in ruins; a
Middenrealmian occupation (for example, as a pirate or rebel small attached building, however, is still in use).
leader) is a sign of honor. Magic Academies: Reborn School of the Fourfold and Beautiful
The priesthood is quite influential, yet it rarely uses its power. The Transformation of the Benisabayad (transformation of living
Maraskan character unites many contradictions—the tolerant, creatures/anti-magic, grey)
peaceful religion and the philosophical tendencies of scholars are Special Features: The cultural center of the city is the Abudijian
opposed by the willingness to the use of brutal force at any time; Theater, in which one can marvel at the gruesome “Honeyngton
this seems to be the legacy of the Ferkina tribes and could also Tales”
be accredited to the country’s dangerous environment—and the Prominent Craftsmen and Merchants: Many blacksmiths
local belief in rebirth. (originally from Tuzak), upholsterers and printers (cloth as well
The Shikanydad can be an appropriate setting for most heroes, as paper), local stonecrafters, tailors, weavers and carpet makers
but serves especially well as a base camp and starting point for from Khunchom as well as Al’Anfa
campaigns into Black Maraskan. Overzealous promoters of the Town History: The youngest of the Maraskan cities received its
Twelvegods belief should expect some mockery, however—when town rights only in 516 b.H.; Sinoda has been governed by the
it comes to the world and its deities, the Maraskan people have the present Haran family for the last 300 years (except for the years of
last word… always. foreign occupation).
Mood in the City: Optimistic, vivid, and bellicose
Sinoda, “the Sting”
Over the course of only a few days in 29 Haal, this
formerly picturesque southern Maraskan port town and center
of tobacco cultivation doubled its population. Since then,
Sinoda has become a hopelessly crowded, ever-growing city
with seemingly never-ending construction activity and a small
port that has become utterly insufficient. The town scenery
used to be dominated by small cubical houses (most of them
lined in alabaster from nearby mines), but new city quarters
are emerging year after year and the immigrants from Festum
are introducing their traditional brick towers to this area. The
Alabaster Residence is once again home of a true Haran and
also hosts the regular meetings of the Alabaster Council.

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Proud Sons of the Desert—The Caliphate
“36. He who pleases Rastullah will practice benevolence on all God-Names
throughout the year. (…)
41. He who pleases Rastullah never holds back his anger when his honor (…added: or)
his friend’s, father’s, son’s, horse’s, wife’s or daughter’s honor is in doubt or has been hurt.”
— excerpt from Rastullah’s 99 Commandments

Geographic Borders: Midsection of the Yaquir River; Goldenrock The Caliphate is home to the Novadis of the Khôm Desert
Mountains, (High) Eternan Mountains, northern border of the area. They follow the order of Rastullah, whose voice announced
Lizard Marshes, Mountains of Unau and Khoram Range the 99 Commandments 250 years ago in the region of Keft.
Rivers and Waterways: Yaquir, Mhanadi, Szinto, Arrati, and Since the appearance, the quarrelling desert nomads have rallied
Chaneb Rivers; Cichanebi Salt Lake
around their shared belief and created an alliance that just
Estimated Population: 50,000 (90% Novadis, 10% others, mostly
Tulamides) recently proved its strength to the troops of Al’Anfa—there is still
Important Cities and Villages: Unau, Mherwed, Keft no army that could challenge these people on their own territory.
Important Traffic Routes: several caravan routes The Novadis view themselves as “chosen by Rastullah;” they are
Dominant Religions: Rastullah belief, its main prayer-house proud, righteous, easy to anger and experienced in warfare. Caliph
stands in Keft Malkillah’s ability to govern these people borders on magic.
Rulers: Caliph Malkillah III Mustafa ibn Khalid ibn Rusaimi Most Novadis are nomadic cattle herders that move their
National Symbol: A golden-colored split lizard skull on red small clans, along with their goats, sheep and horses, from one
Social Structure: Alliance of nomadic tribes waterhole to another. Only during the wet season do they gather
Important Noble Families: Maugirides (family of the caliph)
on family grounds to cultivate some land. A few farmers have
Local Heroes and Saints: Hahmud Dhach’gamin, author of the
first report about Rastullah’s appearance; ar-Yerhani, the first settled along the great rivers close to the region’s borders, living
Mawdli, Malkillah ibn Hairadan, founder of the Caliphate a rather calm and peaceful life in service of the Emirs and Beys
Strange Locations: Keft Oasis of the caliph—a desert dweller, however, could never commit to
Local Festivities and Holidays: 9 Efferd: Fourth Rastullahellah, such a regulated and subjugated lifestyle.
Day of Reminiscence; 22 Boron: Fifth Rastullahellah, most The core region of the Caliphate is the Shadif steppe south
important festivity; 25 Firun: camel-race in Unan and Mherwed; of the Khôm proper, known for being home to the most valuable
5 Tsa: First Rastullahellah, a time of fasting; 18 Peraine: Second horse race of Aventuria. Its population, the Beni Shadif, is the
Rastullahellah, a holiday with many troop parades and ceremonial leading tribe of the Novadi people—the caliphs of the last four
loyalty vows; 1 Nameless: Third Rastullahellah, Day of Vendetta.
generations came from their tribe. The traditional residence of their

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History of the caliph. In the case of an attack from or against neighboring
lands, however, it is the warriors of local tribes that the caliph relies
233 b.H.: Rastullah appears in Keft, announces the 99
Commandments on. In the desert, these fighters are nearly impossible to defeat.
230 b.H.: Emperor Eslam recognizes the independence of Two other groups also help determine the course of politics
Khôm in the region: the first is a group that the caliph has gathered
226 b.H.: Tugruk Pascha’s attack on Neetha, the attempt to together at his court consisting of the successors of the tribe leaders,
conquer the city, is repulsed by St. Thalionmel individuals the caliph treats both as guests and hostages. To their
222-218 b.H.: Malkillah, the first caliph of the Novadis, Council of the Nine; despite its common disagreements, the caliph
conquers the Szinto Valley will listen well if all nine members speak with one voice.
2nd Century b.H.: Internal wars and weak caliphs paralyze the
The other notable forces are the law schools of the Mawdliyat
Caliphate; only Mherwed is taken in 134 b.H.
104 b.H.: Grand Vizier Rafim al-Maugir (a Ben Shadif) topples (plural of Mawdli, political and religious judges and exegetics)
Caliph Hashnabnah and calls himself Malkillah II which study the commandments of Rastullah; their members
about 70 b.H.: Malkillah II conquers southern Almada (south forming a kind of priesthood in all but name. Two traditions are of
of the Yaquir, the modern Emirate Amhalassih) major importance: the fairly liberal School of Unau and the very
34-26 b.H.: Chamallah (36–12 b.H.) cannot subdue Fairfield; rigid School of Keft, which has a large following among desert
he conquers Chorhop, however, and does not return until tribe members. The latter gave rise to the hermit Abu Machad,
Unau revolts who won the respect and devotion of many young Novadis by
25 b.H.: Caliph Chamallah moves his capital to Mherwed after preaching against a pampered, spoiled life in the city and by
defeating the Unau revolt
praising the traditional ways of the nomads. The caliph dislikes
4 Haal: Hasrabal of Goria kidnaps Nedime, a daughter of
Caliph Abu Dhelrumun his tirades against even the slightest compromise towards non-
15–17 Haal: Al’Anfa attacks the Caliphate after growing believers, yet he cannot (and would not) move against Machad.
tensions; the unfortunate Caliph Abu Dhelrumun dies
(as does his foe Patriarch Tar Honak); with the help of Information for the Highlord
desert tribes, Sultan Mustafa of Unau becomes Malkillah “Dangerously alien” is always the best way to describe this
III after the expulsion of the Al’Anfan troops Caliphate: one does not just go on a journey to Keft or Unau, for
28 Haal: The Caliphate attacks the city of Rashdul, then under both land and people have no mercy for mistakes or ignorance.
the command of sinister conjurers, but fails to defeat This region offers an ideal background for strenuous journeys
them; lots of line troops are lost, and subsequently, the and trade expeditions. Forgotten places in the middle of a hostile
influence of city- and farm-dwelling Novadis diminishes desert leave nothing but legends to prove their existence (one is
while the desert sultans gain power more likely to stumble across such a lost city in a sandstorm than
29 Haal: Caliph Malkillah moves his residence back to Unau to actually find it) and would certainly function well as game focal
once again on 23 Boron (in the beginning of the year 263 points. In addition to tales and ruins, a game could center on
after Rastullah’s appearance), the strong position of the those numerous feuds between the Novadis and the neighboring
desert sultans is being reconfirmed people. For foreigners, it is nearly impossible to make any friends
here, only exceptional characters will accomplish such a task.
sultan has been for a long time and is again now, Unau, a desert
town on the southern shore of the Cichanebi Salt Lake. Additional Important Novadis Settlements
to the Shadif Sultanate, the most loyal—and also original—region
of the state, the caliph rules three additional provinces (Balash, Keft
Amhalassih and Szinto) which are governed by announced Emirs The place of Rastullah’s appearance and revelation, Keft is
and two or three subordinate Beys. They, along with their viziers a sacred and central part of the Novadi culture.
and magistrates, are known to be greedy and corrupt.
The nine proud tribal sultans present a quite different Population: 1200, plus about 600 additional pilgrims
picture: they are the leaders of the Beni Novad, Beni Terkui, Insignia: A white tent on gold
Beni Kharram, Beni Shebt, Beni Kasim, Beni Ankhra (all in Government/Politics: Mawdli Marwan al-Hendj is the highest
the Khôm Desert), the Beni Erkin near the Mhanadi Springs authority
as well as the quarrelling Beni Brachtar (in Chababia) and Beni Garrison: 150 Murawidun (scimitar fighters), 20 temple guards
Arrat (in Arratistan, west of the High Eternans). The sultans Temples: Rastullah
Special Features: Even today, Keft consists of nothing more than
head small tribes and clans, yet they can’t truly govern them
flat clay buildings—time seems to have stopped for centuries; the
(just as the caliph has no power over the sultans). Independence modest law school of the orthodox Mawdliyat (who avoid any
is highly valued, while it is mostly the Rastullah belief that involvement in city life) is isolated from the rest of the town
unites these groups. The sultans of Fasar, Selem and Rashdul Town History: The oasis became known only after the
are mere allies of the caliph; their loyalty is questionable. appearance of Rastullah, and has since then been the spiritual
The Mohaha eunuch called The Mautaban commands both focus of the Novadis
bodyguards and the small army of the caliph, and carries the Mood in the City: The conservative attitude of the half-nomadic
starblade Esravun (made of meteor iron). As an executor (in both Keft people is as strong as the aversion against foreign infidels;
senses), he is more famous and more feared than any other servant trade and business is only conducted by those who live here;
numerous petty fights among pilgrims

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Mherwed Unau
The former residence of the Caliph is still an important stronghold This desert settlement is the traditional capital city of the
for the defense of the Mhanadi provinces of the Caliphate. Caliphate and represents the largest military victories of this nation.

Population: 5,500 (65% Novadis) Population: 7,800 (almost solely Novadis people)
Insignia: Golden donkey’s head (frontal) on a red background Insignia: A gold-colored split lizard skull on blue
Government/Politics: Mherwed belongs to the Emirate of the Government/Politics: Unau belongs to the caliph, but it is governed
Mhanadi and is governed by its Emir by Grand Vizier Jikhbar ibn Tamrikat
Garrison: 100 Spahija (lanciers), 50 Murawidun (scimitar Garrison: 200 Spahija (lanciers), 100 Murawidun (scimitar
fighters), 50 town guards fighters), 50 guards of the “Yellow Hearts”
Temples: Rastullah, Tsa (secret), Phex (secret) Temples: Three prayer-houses devoted to Rastullah
Special Features: The new palace of the caliph is deserted and mostly Special Features: Shepherds make up a large portion of the
empty—the caliph decided to use its valuable interior to decorate population, though it is only during the wet seasons (starting Rondra
the praying-houses of Unau and Keft instead. What remains is the and Tsa) that they live in the city and cultivate land; many others
Sorcery School of the Caliph (conjuring of elementary powers, work outside of Unau on the salt lake (its salt is next to glass and
gray); its leader is Mwadli Mherech ben Tuleyman, a grandson of porcelain the most lucrative source of income). The underground
Caliph Hashabnah (who was toppled by Malkillah II). water system of the city supplies the settlement and the caliph’s
Town History: This ancient city is famed for being the birthplace palace Al’Shoriot with mountain spring water (the caliph just paid
of Bastrabun ibn Rashtul—it had little more to offer until it for an extension of this vital structure).
became the capital city for a few decades Town History: Unau was built by the Middenrealm to further the
Mood in the City: The loss of the caliph’s court brought poverty to subjugation of Khôm, but instead it became the base of Novadis
Mherwed, but at least now followers of the Twelvegods can meet power
for their services without trouble Mood in the City: The presence of the caliph brought glory (and a
much better water supply) to Unau, while its citizens still maintain
their distrustful attitude towards infidels; the mourning spirits of the
victims of many battles still echo through the night.

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Heirs to the Adamantine Sultanate—
Mhanadistan, Balash and Thalusia
Geographic Borders: Rashtul Wall, Khoram Range, Mountains of
The Balash is a fertile and wealthy land by the Mhanadi River,
Unau, Gorian Desert, Gulf of Tuzak
Terrain: Upper Mhanadistan, Balash, Thalusia extending from the mouth of the Gadang River to the delta—
Mountains: Rashtul Wall, Khoram Range, Mountains of Unau, locals refer to this area as the Fertile Sickle. This is the cradle of
Ashubim (also Rashdul Mountains), Awalakim (aka Khunchom Tulamide culture, home to such ancient cities as Khunchom,
Mountains), Thalus Massif, Bull’s Hump (between Ongalo and Rashdul, Mherwed and many others. Politically, Mherwed
Thalusim Rivers) is part of the Caliphate, while Khunchom and Rashdul are
Rivers and Waterways: Gadang, Mhanadi, Ongalo, and Thalusim independent city states: Rashdul has recently grown under the
Rivers rule of mighty Sultan Hasrabal and extended far beyond the
Estimated Population: 600,000 (75% Tulamides, 25% Balash, controlling both the southern and eastern region of
Middenrealm people)
Goria all the way to the Sea of Pearls.
Important Cities and Villages: Khunchom, Rashdul, Fasar,
Thalusa Thalusia is the least modernized and poorest region of
Important caravan routes: Cedar Road (Fasar–Punin), Sultan’s the Tulamidian Southeast: Middenrealmians have never really
Road (Mherwed–Rashdul–Khunchom) settled the valleys of the Ongalo and Thalusim Rivers, and local
Dominant Religions: Twelvegods belief, mostly Rahja and Phex customs reflect this. The sultan of Thalusia is as incapable of
Rulers: Several rulers of towns and city-states controlling the large plantations landlords as the princes and
Social Structure: Tulamidian money-based aristocracy dukes before him were. Each Hairan, Baron, Sheik and Bey
Important Noble Families: Kulibin (Khunchom) governs his serfs and slaves with the help of mercenaries. Some
Local Heroes and Saints: Rashtul the Father, Bastrabun the of these workers escape oppression by joining gangs of brigands
Magician, Sulman al-Nassori (the first Adamantine Sultan),
and descending into a lawless life.
Sheranbil V the Long-Lived
Strange Locations: Ruins of Yash’Hualay (lizard town in the area of Hired soldiers are nowhere as common anywhere else as
the Mhanadi delta); caves in Al’Saffach mountain (old lizard relics) they are here by the Mhanadi River: the most important temples
Local Festivities and Holidays: 2–8 Boron: Carnival (and of Kor, the mercenary’s god, stand in Fasar and Khunchom.
Aventurian meeting of the jesters) in Khunchom, 19–25 Peraine: Knighthoods exist only in northern Arania. In the heart of the
street- and harvest-festival in Fasar Tulamidian lands fighting for money is considered a craft like
any other—an attitude that emerges from the teachings of Phex,
the god of trade and fortune.
Tulamides have lived in Mhanadistan for thousands of Nowadays, more and more mercenaries are hired through
years, as evidenced by the very traditional lifestyle people lead, the Moon Office of the Mada Basari. This merchant’s order
especially in the outskirts of the land—almost as if Satinav worships Phex and controls numerous bases and caravanserais
himself forgot these folk altogether. The Ferkina tribes live in the along the Mhanadi River; they trade many of the Mhanadian
western mountain ranges; the Shai’Aian are native to the Rashtul valuables, whether fruits, porcelain or gem stones.
Wall, while the Mherech live in the area of the Khoram Range.
These mountain folk are mostly raiders, riding on small ponies
and maintaining archaic, bloody customs—they accept neither
the Twelvegods nor the teachings of Rastullah. Among the
Tulamides of Mhanadistan and Arania, they have about the same
reputation as orks have in the Middenrealm: some city and farm
people will not even recognize them as human, even thought they
merely continue the life of the original Tulamide culture.
The Upper as well as the actual Mhanadistan is the hilly
area between the Gadang River and the Khoram Range, a
somewhat fertile land where people grow mostly wheat and
millet. This provides enough food to feed the large city of Fasar
as well as the surrounding villages and even allows for some
trade. Any complex government structure disappeared with the
arrival of the Novadis about 200 years ago; the former baronies
of the Fasar March have become independent “village-states”
under local rulers. Town names like El’Rampart are evidence of
the traditional mingling of cultures. There is even an old count’s
castle in the far west (Erkenstein on the Cedar Street) that still
keeps Novadis forces at bay.

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One of the customs of Phex is the practice of young men
disguising themselves in simple, grey clothes and wandering History
the lands for a year and a day, trying to make it on their own. 3000–2750 b.H.: Early Tulamidian Age: Led by Rashtul and
The position of an “adventurer” is thus quite respected, and his son Bastrabun, the Tulamides settle in Mhanadistan
fairy tales of glorious fortune hunters earning the goodwill of and drive out the lizardfolk into the Rain Mountains, the
swamps of Selem and to Maraskan
Phex are very popular. Even the powerful nobility relies on
2750–2500 b.H.: Age of the Sultanates: Mhanadistan undergoes
the help of adventurers, especially since there is no universal political change as the Sultanates Khunchom (by the
bureaucratic order in place. The separation between the slow- Mhanadi and the Yalaiad Rivers), Thalusia and Gadang
handed, superficial and perhaps even benevolent nobleman (around Fasar) arise; the realms of Nebachot (around
and his practical, sly and sometimes treacherous majordomo, Baburin and Perricum), Oron (around Elburum), Goria
steward or vizier has become a standard stereotype, but this (around Anchopal) and Alhania (by the Radrom River)
cliché of the helper doing the dirty work and carrying out develop in the north, while Elem (by the Szinto River)
inhumane orders to keep his master’s reputation clean is often emerges in the southwest
not too far from the truth. From 2600 b.H. on: The tribes of the Beni Nurbad and
Al’Hani, predecessors of the Norbardes, move north
The Tulamides have learned to respect power, be it that
2500–2325 b.H.: Age of the Magician-Moguls: these wizards
of a wizard, a large-scale merchant, cattle-baron or landlord. from Fasar dominate Mhanadistan and what is now
The concept of restricting governmental power to only a few Arania; they build the city of Zhamorrah by the junction
noble families (and keeping out the merchants and mages) is of the Gadang and the Mhanadi Rivers
considered to be a sign of northern foolishness. 2325 b.H.: Adamantine Sultanate: with the help of magic
The separation of a settlement into a Lower City for the artifacts, Sulman al-Nassori, sultan of Khunchom, defeats
mob and an Upper City for the wealthy, which cannot even be the Magician-Moguls, destroys Zhamorrah and adds the
entered by the poor, is common to most regional cities. This Mogul territory to a new large empire
gap between different layers of society is nowhere as obvious 2300–1010 b.H.: Sulman and his successors control a huge empire
which extends from Al’Anfa to Ysilia with the Mhanadi
and crass as it is in Fasar, where the nobles wander the bridges
region at its core; the earlier enmity towards the lizards
between their towers, never descending to the common people. is followed by an adoption of their rites and ceremonies;
Further, the Mhanadistan people laugh at and mock the idea the Adamantine Sultans withdraw from public—they have
that the powerful and mighty should have any responsibility for themselves worshipped as demigods and served by the
their subordinates—a concept not so foreign to the Aranians. priesthood; Nebachot is lost during the first war against
Here, power is to be used and relished—an attitude which is the Bosparanians (about 1865 b.H.); Haranija (Arania;
reflected by an art-loving, sensualist and wasteful lifestyle that around Baburin/Oron) become practically independent;
occupies itself mostly with horse and camel races, hunting the Adamantine Sultanate continues to shrink even further
excursions with falcons and leopards, wine-parties, ostrich- in size over the following centuries.
1502–1408 b.H.: The almost centennial reign of Sultan
pulled buggies, elaborate feasts and love affairs.
Sheranbil V is followed by a century of confusion during
In such ways, it is another local custom in Mhanadistan which the empire remains weak
and Thalusia to take away a woman’s power and imprison 1010 b.H.: Emperor Murak-Horas is victorious in the battle by
her in a highly secured seraglio or harem—a tradition that the Gadang River and occupies Khunchom (he himself
becomes more and more rigid the further south one ventures: dies of a battle wound); his daughter Hela-Horas is eager
women here are kept like pets or cattle, depending on their to destroy Tulamidian pride
youth and beauty. 993–150 b.H.: Garethian Age: The New Empire gives rise to
In short, Mhanadi is a place where refined civilization and the duchies Balash (along with the counties Rashdul,
bloodthirsty barbarity become an inseparable mix. This land is Khunchom and Goria), Thalusia and the March
Mhanadistan (around Fasar); they are exempt from the
not exactly lacking the rule of law, but rather there are too many
prohibition of slavery throughout the Middenrealm
different coexisting laws and cultures for a peaceful unity to 738 b.H.: The new province of Arania develops and gains
settle in. the county of Goria from Balash; Rashdul eventually
revolts against the Priest-Emperors and separates as well;
Information for the Highlord part of the duchy Balash (that is, the remaining county
Mhanadistan is a land of the Tulamides, yet it has a rougher, Khunchom) is added to Arania under the rule of Rohal
less coherent character than Arania. Life can be very short if From 150 b.H. on: Independence: the advance of the Novadis
one interferes with the business of a mighty city or country lord, hands independence to Thalusia and Fasar; only the most
therefore, this land is ideal for adventures that focus on intrigues, northern county of the Mhanadistan March is still controlled
feuds, reckless raids and courageous robberies. Good and bad by the Emperor and becomes a part of Arania; Mherwed
becomes less important as it is the effectiveness of a mercenary suffers defeat and Rashdul, Fasar and Thalusa form a
and the slyness of a thief that truly counts. Aside from that, rather weak union against the Novadis; this city alliance
Mhanadistan gave rise to the Aventurian civilization, and is thus strengthens the separatist movement of Khunchom as Arania
naturally full of ancient tombs and forgotten lizard temples. itself becomes independent, and eventually Khunchom joins
the union as its fourth member; the alliance falls apart after
the Al’Anfan campaign against the Caliphate.

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Important Cities of Mhanadistan Town History: Fasar is one of the oldest human cities and used
to be the capital of the Magician-Moguls from the Gadang area,
Fasar until victorious Khunchomans claimed the city. They placed
This fourth-largest city in Aventuria is located in the highlands Satraps as governors of the city; soon they became Emirs, Sultans,
of Mhanadistan, as well as a melting-pot of peoples and cultures. Margraves and, after the independence in 150 b.H., also Princes,
but they still have to share their power with other Eminencies.
Population: Roughly 23,000 (50 % Tulamides, 25% Mood in the City: Fasar is a city of eternal power struggles;
Middenrealmians, 20 % Novadis, 3% dwarfs)—probably more those not involved protect themselves by looking the other way
Insignia: A green hill and red fox sitting on top, against a silver or adopting a cynical attitude. Everybody cares about his own
background (old arms of the Free Imperial City of Fasar) business and pretends to be invincible, mocking those that stand
Government/Politics: Several “Eminencies”: Prince Khajid ben in the way of danger. Only the stupid offer themselves as target by
Farsid; Malik Bey, sultan of the Novadis; Lazlo Fitz Stratzburg, wearing the colors of the Eminencies without their approval.
Guardian of Order Tulamidistan; Manach ter Goom, far trader;
Habled ben Cherek, tradesman, and others Khunchom
Garrison: 1,000 Tulamidian horsemen (mercenaries), 99 Novadi This turbulent port city is the “melting pot by the
mercenaries, 100 temple guards of Rahja, 50 Sun Legionnaires Mhanadi,” where Tulamides mingle with many other people.
and Praios temple guards, 300 mercenaries of diverse Eminencies
Temples: All Twelvegods except for Efferd and Firun; several
Population: 13,200
demigods and a few ancient Tulamidian idols
Insignia: Two crossed blue Khunchomer scimitars on silver
Special Features: Fasar has been without city walls for centuries
Government/Politics: Grand Prince Selo Kulibin and nine city
and has grown in an entirely chaotic manner south of the Gadang
viziers
springs. The white towers of the Eminencies rise high above the
Garrison: 600 Khunchom guardsmen, 200 sailors and marines of
skewed shacks of the impoverished masses; they are connected
the Khunchom Fleet
with bridges and galleries so that the high society can live truly
Temples: all Twelvegods (except Firun); also Kor, Rastullah, Rur
elevated lives, escaping crowded alleys. Some parts of the city, such
and Gror
as the Prince’s palace, the large Al’Achami Academy of the Powers
Special Features: Two of the nine Mhanadi River arms (the
of the Mind (control, black) or the dwarf ’s quarter are surrounded
Green and the Deep Mhanadi) run through the city, providing
by a wall, while other Eminencies live in palatial structures that
Khunchom its unique nature. The weapon foundries as well
are more like a city within a city. Novadi and Shai’Aian tent camps
as the Maraskan Trade Office have both helped the city gather
are scattered around Fasar.
its wealth. The House of the Codex harbors one of the most
important shrines of the mercenary god Kor. The Dragon-Egg
Academy (transformation of the inanimate, grey) is famous for its
magical artifacts.
Important Pubs and Taverns: Noble Mhanadi Hotel
Town History: The ancient city of Khunchom became famous
more than 2,000 years ago as the center of Tulamidian culture
and residence of the Adamantine Sultans. The last Emperors of
Bosparan eventually subdued the city and kept it under imperial
control, the last years as a part of Arania. Since 2 Haal, the city has
regained its independence.
Mood in the City: Khunchom is quite cosmopolitan and open-
minded; its alleys are bustling with life by night as much as by
day. A great jester’s festival in the beginning of Boron draws many
spectators into the city.

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Rashdul Thalusa
Rashdul represents all of the Tulamidian fairy tales— This Tulamidian port city by the mouth of the Thalusim
especially today, as wizard-sultan Hasrabal controls the city. River sits in the middle of rice fields and swamp lands.

Population: 7,250 Population: 3’700


Insignia: Golden pentagram in a golden pentagon, against a black Insignia: White over blue, a black bull on white
background Government/Politics: Despotic rule under Sultan Dolguruk;
Government/Politics: Sultan Hasrabal and his Shanja Eshila and he also claims the control over large plantation owners in the
their city vizier surrounding regions of Thalusia
Garrison: 250 Rashdul horsemen, 20 town guardsmen, 200 Garrisons: 300 “Lions of Thalusa” (mercenaries of the sultan),
horsemen of the Beni Avad 250 Thalusian guard troops
Temples: Phex, Rahja, Rastullah, Boron (Rite of Punin), Boron Temples: Rastullah, Praios, Efferd
(Rite of Al’Anfa), Hesinde Special Features: A wall surrounds all of Thalusa; the port holds
Special Features: Rashdul sits on a mountainside above the fertile many house boats and occupied wrecks. The “Hole” is a publicly
region of the Mhanadi Plains and is a city not only of trade but displayed dungeon, right in front of the bleak but defendable
also of magic: The very large Pentagram Academy (conjuring palace of the sultan.
of elementary powers, gray) competes in size with the sultan’s Town History: This old Tulamide city has always managed to stay
palace and has a record of more than 213 Grand Masters to look out of grand politics; under the rule of Silem, it was conquered
back upon. East of the city, one will find the tomb caverns of the by the Bosparanians. During the Garethian Age, the dukes of
Rashdul nobility. Thalusa resided in this city; the last town regent, the paranoid
Town History: The “unimaginably old” town of Rashdul was Ras Kasan, derived his power from their former existence. Today’s
founded while lizards still ruled the river valley—3,000 years Sultan Dolguruk used to be his executioner.
of history seem to have been nothing but beneficial to the city’s Mood in the City: The townsfolk practice the traditional
character without changing it, especially since the mighty lords of Tulamide customs and are still (and rightfully so) very fearful
Gareth never quite laid their eyes on this far-off land. and servile towards the town regent and his potential informers.
Mood in the City: As a part of Tulamide culture, locals are loud, Foreigners are welcome only in the port area.
vivid and brightly colored. Sultan Hasrabal rules the city with a soft
hand, as long as tributes are steady and he feels safe in his position.

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Fading Glory of Ancient Times—
Selem and the Lizard Marshes
“So, you think parchment is for reading? Do you know not that books are written to take
hold of the knowledge, to capture it…?”
— Heshdan al-Azzar, Feruzef of the Silam-Horas Library by Selem

Geographic Borders: Szinto River, Shadif Plain, Bed of Selem No normal human lives close to where the Achaz, and
(Urlem Lake) and Sea of Pearls even stranger creatures, dwell. The former live in pole houses;
Terrain: Selem Swamps, Lizard Marshes, Tar Swamps they are known for their worship of “Hranga” as well as their
Rivers and Waterways: Szinto; hundreds of nameless lakes fishing and hunting lifestyle. Despite these hardships, humans
throughout the swamplands
do occasionally enter these lands on their search for spices,
Estimated Population: 1,800 in Selem (about 120 Novadis, about
300 Achaz), some 12,000 humans in the lower Szinto Valley, about reptile skins, Tsa’s Spring of Eternal Youth, and the treasures
2,200 humans inhabit the Lizard Marshes, living mostly in the and artifacts of ancient Achaz kings.
trade stations of Port Zornbrecht and Port Kellis (30% Novadis),
some hundred Achaz and small Zilite population, Marus
throughout the swamps, an unknown number of Krakonians
History
About 3000–2500 b.H.: The lizard kingdom of Ciszk’Hr
below the sea in the Bed of Selem.
comes to be in the area of today’s Lizard Marshes
Important Cities and Villages: Selem, Port Zornbrecht (on a
2700–2600 b.H.: The Tulamides establish the city of Elem as an
headland south of Selem), Port Kellis (on a headland southeast of
important trade post
the mouth of the Chaneb river)
About 2750 b.H.: Founding of the Ban of Bastrabun, a magic
Rulers: (Nominal) Marshal-Gubernator Oderin du Metuant
bulwark that protects the Shadif against the Lizard
(Al’Anfa; residence in Port Corrad), Great King Ghulsev XXIX
Marshes
as successor to the Elemite rulers (limited to the city), both
About 2500 b.H.: The Sultanate of Elem achieves practical
positions somewhat challenged by the authority of the Sultan of
independence
Selem, Eslam ibn Qusrah, and that of the Emir of Malkillabad,
2317 b.H.: The first Adamantine Sultan grasps control over
Sheik Jassafer.
Elem
Important Noble Families: The Old Families (descendants of
1398 b.H.: Selemite troops, among them also lizard
the first Tulamide settlers; their blood is said to be tainted by the
mercenaries, drive the local population out of the Shadif
blood of lizards)
1334 b.H.: Founding of Great Elem (Tulamidya: Hôt-Elem;
Local Heroes, Saints and Mysterious Characters: Several—for
today: Hôt-Alem)
example, Krsh Tss’Kt (“The Prophet of Renewal,” an Achaz
1260 b.H.: With the help of Achaz and Krakonian mercenaries,
messiah), Tubalkain of Thousand Years (Ice Conjurer); Arch
the Great Sultanate of Elem conquers the emirates of
Librarian Heshdan al-Azzar, Josmabith saba Marbod, High Sister
Mirham, Thalusa and Mengbilla
of the Noionite Order (both in Selem).
About 1100 b.H.: A meteor falls into the Bed of Selem; the tidal
Strange Locations: Hall of the Last Secrets, Silem-Horas Library
wave destroys Elem
(both in Selem); Noionite Monastery (Szinto valley); Ban of
1082 b.H.: The fleet of the Old Empire conquers Elem
Bastrabun, the underwater world of Wahjad, about 2 dozen pre-
219 b.H.: Malkillah I conquers Selem
Tulamide and lizard ruins.
22. Firun, 15 Haal: Al’Anfans conquer Selem; the Great King
pays homage to the patriarch; the Sultan of Selem breaks
It is said that the town of Elem (also called Lem) was a camp, dismantles his tent city in the Szinto Valley and flees
large, wealthy and powerful place, but also spoiled and deeply
heretical, and so the gods themselves destroyed it. Today, Selem
represents little more than a faint memory of the old glory and Information for the Highlord
has long since become a synonym for poverty, decay and unrest The Lizard Marshes and Selem are perfect places for digging up
of all kinds. This city has endured many foreign occupations the past and letting the players discover the territory on their own,
with the lethargic passiveness of a bystander. for no Aventurian knows just what the swamp looks like from the
The fertile Szinto Valley is a real breadbasket, while Selem inside. The Achaz, Zilites, Marus, Krakonians and other lizard
has not much more to offer than the products of the Lizard races present a whole array of exotic figures. Encourage awe and
respect for the mysterious past by connecting every solved riddle
Marshes—goods with which no upright and honest Novadi
to an even larger mystery of long gone cultures. Wahjad on the
would ever want to have anything to do. The traveler will have ocean floor below the Bed of Selem, the Hall of the Last Secrets
to make his way through malicious swamps and thick mangrove to Selem (a former Magician’s Academy rendered useless by
forests, avoiding the various poisonous creatures and large means of ill-begotten conjurations) and the rotting archives of the
lizards (such as devourers and alligators), battling with pressing Selem-Horas Library all offer material for unique adventures. In
heat and humidity. addition, there are the dark mysteries of the Lizard Marshes and
the unspeakable cults that worship dying gods, just to mention
one possible plot.

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Selem Population: 1,800 in Selem (about 5% Novadis, about 17%
This rotten city by the Szinto River mouth belongs to the Achaz)
Caliphate (or Al’Anfa, depending on how one looks at it) only Insignia: Black moray on blue
Government/politics, peculiarities, town history, written
on paper, as it is little more than an isolated and publicly ignored
sources: See regional descriptions
haven for the crazed and addicted. Ruins of Old Elem surround Garrisons: 20 personal guards of the Great King
the populated parts of town—ten thousand and more could Temples: Efferd, Peraine/Tsa, Boron (Rites of Al’Anfa), Satuaria
find space within these skewed and tumbled structures. The & Satinav, various secret temples of lizard idols
deteriorating mansions of the Old Families lay scattered around Important Pubs and Taverns: Caravanserai
the hill that is home to the Great Emperor’s palace; here, the ruler Mood in the City: Hidden behind the all-encompassing decay are
dwells in isolation from the rest of the city’s population. Several the horrors and mysteries of times long gone; that which is not
trading posts—Little Grangor, Little Al’Anfa, Little Festum and dead lies eternally in Selem
so on—are located on islands by the mouth of the Szinto River.

The Land of the DivineJaguar—


The Jungle of the Forest People
“Certainly the Great Kamaluq has struck the pale-skinned blind, for they cannot
distinguish a proud warrior of the Oijaniha from a fetid dirt-eating Mohaha that rolls in
the mud by the river sides.”

Geographic Borders: Southern tip of the Aventurian continent


The Forest People
The Forest People are shorter than the average
Terrain: Tropical highlands and forest-covered plains
Mountains: Rain Mountains
Middenrealmian; they commonly sport copper-colored skin,
Estimated Population: About 25,000 (Forest people) dark eyes and straight bluish-black hair. Their graceful bodies
Dominant religion: Kamaluq belief of the Forest People move with a certain athletic energy; their only two pieces of
Social Structure: Tribal structure among the Forest People clothing are the loincloth and leather shoes (at times knee-
Important and powerful groups: Tribes of the Forest People length boots); the latter provide some protection against the
Local Heroes, Saints and Mysterious Characters: Manaq (a numerous poisonous animals that roam the forest grounds.
legendary chief who defended the tribes against white intruders Northern Aventurians not intimate to the land commonly
two hundred years ago), Tonko-Tapam Bohantopa (High refer to Forest People as ‘Mohas,’ which is not quite correct. The
Shaman), Hey-Shey (local hero)
Moha (“Mohaha” is their correct name) are only the largest of the
Strange Locales: Kun-Kau-Peh (Valley of the Ghost Spider,
which spins the thread of life), Gulagal (Jaguar Temple, a
many quarrelling tribes. There are the Anoiha, Oijaniha and the
pyramid, certainly not of Mohaha origin) Keke-Wanaq as well, just to name a few. The Tocamuyac differ
from the other tribes in that their round reed-boats connect to form
a sort of floating villages, which travel all of the Sea of Pearls.
The Jungle and the Forest People The Forest People worship a cult of nature; their major
Evergreen trees, colorful singing birds and crystal-clear deity is the Godly Jaguar Kamaluq. He once created the Forest
lakes cover this land. Pretty Moha maids and young men enjoy People to defend his empire, the jungle, against destructive
a merry bath, only to finish the day with a lavish meal of fresh intruders—here we have a religious self-justification that is
fruits prepared on a palm leaf by the beach. Unimaginable unique among all other people of Aventuria.
treasures of long-gone kingdoms, uplifting and intoxicating
herbs, ecstatic dancing in native villages and never-ending
sunshine—these are the dreamful images many Aventurian
Information for the Highlord
A hunter from Svellt Valley is certainly better prepared for life in
adventurers may have of the southern jungles. Unfortunately, in the jungle than, say, a member of the Horas high society would be;
reality the region looks quite different. nevertheless, any traveler to this land will have to face unknown
Dense jungle covers the southern tip of Aventuria, dangers and challenges. While the Forest People themselves have
stretching well into the Rain Mountains (reaching heights that a real ‘home turf ’ advantage, the outcome of an encounter with
in the north only allow for the growth of moss and lichens—yet them should always be unpredictable. The natives may choose to
there are peaks in the Rain Mountains that carry snow all year). ignore the foreign intruders only to attack them later, or they can
Every day, the jungle receives as much rain as Gareth sees in meet them right away with hostility or curiosity. At this point, the
course of interaction really depends on the behavior of the various
three months; the undergrowth is dripping with humidity.
characters. Remember that natives adhere to laws and taboos
Further, one is far more likely to encounter well-camouflaged which most travelers would never dream of—an incident with
poisonous creatures than to lay eyes upon those colorful birds. possibly fatal consequences is easy to provoke. Another burden is
certainly the pressing heat and humidity, a factor which may even
cause reductions of Endurance, Strength and Constitution.

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Boron’s Raven and Slave Gold—
The Black Alliance of Al’Anfa
Geographic Borders: Loch Harodrol, Rain Mountains
Terrain: Askania, South-Elemite peninsula, area surrounding of
Al’Anfa
Mountains: Rain Mountains
Rivers and Waterways: Hanfla, Nordask, and Arrati (Osdask)
Rivers
Estimated Population: 100,000
Important Cities and Villages: Al’Anfa, Mengbilla, Mirham, Port
Corrad
Important Traffic Routes: Caravan route from Port Corrad to
Mengbilla, Palace Road from Al’Anfa to Mirham
Dominant Religion: Twelvegods belief, mostly Boron (Rite of
Al’Anfa)
Ruler: Patriarch Amir Honak of Al’Anfa
National Symbol: The golden silhouette of a golden crowned
raven against a black backdrop
Social Structure: Al’Anfanian slaveholder-society
Important Families: Honak, Zornbrecht, Paligan (Al’Anfa),
Shoy’Rina (Mirham), Garbelstone (Mengbilla)
The Al’Anfanian portion of the Alliance includes not
Local Heroes and Saints: St. Nemekath, St. Velvenya Karinor
(first matriarch of the Rte of Al’Anfa), Bal Honak
only some of the mainland but also large parts of the Forest
Strange Locations: Visra volcano, swamps of Al’Bor (a mysterious Islands, which provide slaves and jewels to the empire. It is this
region of Mengbilla which hosts a secret Boron temple) colony that has made the Black Alliance a prime enemy of the
Local Festivities and Holidays: 1 Rahja–1 Praios: Feast of Joy; Horasrealm, even though their territories border only in the area
from 2 Boron on, for four days: trade fair and slave auction; 30 of Drôl and Mengbilla. It is in this region where Horas Legions
Boron: Day of the Great Sleep and the Black Cohorts often engage in bloody battles.
The actual power of the Black Alliance focuses on the sea:
Before the coming of the Borbaradian empires, most Al’Anfa demands a customs fee from every merchant that passes
Aventurians would have referred to Al’Anfa and the Black South Aventuria, and its Black Armada is always ready to back
Alliance as the darkest and most wicked place on their continent. up such claims: Several thousand seafarers on 120 ships, among
The slave trade, drug trafficking and even common business them the infamous Black Galleys, form one of the largest battle
with velvet, diamonds, opals, fancy woods, cocoa and spices all fleets in Aventuria (not to mention the numerous corsairs and
contribute to the bad image of Al’Anfa (while also contributing privateers that roam the waters).
to the wealth of its population). The Armada protects not only the shores, but also the three
The unscrupulousness by which wealth is gathered and major trading convoys: the Silk Caravan from Port Corrad to
kept together is just another factor adding to the bad reputation Mengbilla, the Adamant Convoy, which comes from the Forest
of this “plague-spot of the south”: here, one will stop at nothing Islands and carries gems and spices and the Northland Fleet.
just to get ahead, and it seems as if even the highest clerics are The latter, after years of meager income, is profiting again from
just out to accumulate wealth and power. The Guardian of trade with Sea of Pearls ports such as Khunchom, Sinoda and
Order of the Church of Praios, for example, is also the openly Perricum—as well as Mendena, Jergan and Elburum.
corrupt High Judge of the city. Typical for this part of Aventuria The pirate haven Charypso on Altoum is not an official
is the strict and formal adherence to laws: throughout the member of the Black Alliance, yet is closely associated, similar to
Black Alliance, the Boroni, Grandes and the cartels justify their the relationship with the Great King of Selem and the Sultanate
tyrannical rule with old and often contradictory regulations of Thalusa. The alliance itself is very eager to turn these city-
which they demand be followed to the letter. Should neither states into loyal followers.
twisted laws nor intrigues further the cause, however, the Hand The Grandes are patient and love large-scale projects
of Boron will come into play—the patriarch’s secret service that that will bear fruit only in the years and decades to come. The
is feared because of its skilled assassins. locals are convinced that, one day, Al’Anfa will rule Aventuria;
In the Alliance, no church is as powerful as that of Boron. meanwhile, the ends justify all means. It seems as if all partners
The position of the patriarch has been handed on through of the Alliance silently agreed upon letting the northern empires
heritage for the past three generations—since then, martial law fight the Borbaradian threat and wear out their own troops.
has turned the patriarch of the Church of Boron into the most Conquering the subsequently battle-torn and weakened
powerful leader of the Black Alliance and all its loyal cities. empires would be easy game—until then, one might as well
secure a few profitable deals with the heptarchs…

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History Information for the Highlord
5500–1800 b.H.: Lizard Age: Lizard creatures dominate the
The Black Alliance is a great power and an exotic world, filled
south of Aventuria, their political and religious center is
with foreign delights and dangers. The cities of this land possess a
H’Rabaal; the influence and power of the lizard people
certain atmosphere of corrupt temptation, inviting and relentless
slowly wanes
at the same time. Entanglements and bad surprises are part of the
2600–1630 b.H.: Tulamidian Age: Elem erects border forts
game; not being familiar with the intriguing ways of the Grandes
Mirham and Al’Anfa
families and cartels could result in a short life—executioner’s blocks
1800 b.H.: The emirate of Mirham defeats H’Rabaal and puts
and slave chains are never far. The decadent Roman Empire as well
an end to the reign of the lizards
as the bloody and ruthless rule of the Spanish colonial masters in
1634 b.H.: Bosparanian troops expel the Tulamides from the
Latin America are perfect models for the Black Alliance.
region and establish the colonial city of Belenas by the
Nordask River
1650–1250 b.H.: The Wudu Empire: this tribe of the Forest
People worships the death god Visra and maintains an
Important Cities of the
excessive cult of death and sacrifice; their “Pale-as-death” Black Alliance
Prophet Nemeka is a deont of Boron who was once
banned from Bosparan; their center of worship is the Visra Al’Anfa
volcano near deserted Al’Anfa This capital city of the Black Alliance is also known as
1260–1100 b.H.: Great Sultanate of Elem: supported by “City of the Red Gold,” “Black Pearl,” and “Plague-spot of the
mercenaries from the underwater kingdom of Wajahd,
South”—all names it has undoubtedly earned.
Elem rises to power, subdues Thalusa and destroys the
Wudu Empire; in 1200 b.H., Belenas is conquered and
Population: 80,000 (25% slaves)
renamed Mengbilla; the heresy and ruthless cruelty of
Insignia: A golden crown on black (rarely used)
Elem becomes legendary; only a falling star puts an end
Government/Politics: Theocracy under the rule of Amir Hanok
to the reign of terror, destroying the capital
and plutocracy (a money-based hierarchy) under the High
1100–993 b.H.: Bosparan Age: the Kuslik Emperors re-conquer
Council of Twelve (consists of Boron priests and Grandes)
Mengbilla and build Alphana and Selem (on the grounds
Garrison: 1 company of warriors of the “Basalt Fist” Order
of former Elem)
(Boron), 2 companies of warriors of the “Order of the Black
991–145 b.H.: Vice-kingdom Meridiana: the south becomes a
Raven” (Boron), 2 companies of warriors of the “Black Lion
province under the lead of House Paligan
Order” (Kor), 5 companies of the “Ducat Guard” (mercenaries),
853 b.H.: The capital of Meridiana moves from Sylla to
5 companies of the “Black Company of Kor” (mercenaries), 2
Alphana, which receives its old name Al’Anfa again
companies of temple guards, 6 companies of town guards, 300
763 b.H.: Mirham is destroyed; the Al’Anfanian family
freebooters
Shoy’Rina obtains the vice kingdom under the lead of
Temples: Boron and all other Twelvegods; several demigods and
Rohal the Wise
idols
361 b.H.: Founding of Port Corrad
Special Features: A gigantic 40-pace tall, almost finished
333 b.H.: Manakus riot: the slaves of Al’Anfa revolt
monumental statue stands over the port entrance near the
307 b.H.: The Great Plague reduces the population of this
infamous slave island; the Bal-Honak Arena is known for its
largest and most spoilt metropolis in Aventuria (which
brutal gladiator fights; the University maintains departments of
had grown to about 150,000 people); the vice-kings are
law, medicine, natural studies, Al’Gebra, nautical studies, military
banned to the newly built palace city atop of Mirham’s
strategy and magic (clairvoyance/battle, black)–this institution
ruins; the “Council of Twelve” (consisting of citizens
represents education, knowledge and the sciences; the estates
and deonts of Boron) grasps control; Velvenya Karinor,
of eight powerful families sit on Silver Mountain, as does the
High Deont of Boron announces the Rites of Al’Anfa and
gloomy City of Silence, the Boron temple, the path for the funeral
becomes first matriarch
procession, the graveyard and the high-rising Raven’s Rock; the
From 145 b.H. on: Independence: after years of self-
dark Visra volcano is located about three miles north of the city.
government, Al’Anfa formally declares its independence;
Important Pubs and Taverns: Pearl of Al’Anfa Hotel, Hotel
Mengbilla follows (135 b.H.) and so does Port Corrad (70
Residence
b.H.)
Important Trade Houses: Honak, Zornbrecht, Paligan, Karinor,
49 b.H.: The war with Brabak begins; Patriarch Bal Honak
Bonareth, Ulfhart, Wilmaan, Florios, Kugres (all Grandes
invokes martial law but has to abandon Sylla
families)
16 Haal: During a reckless attack on Mherwed, Bal Honak’s
Mood in the City: The second-largest town of Aventuria never
son, Tar Honak, dies; Amir Honak manages to consolidate
sleeps—even at night there is a constant bustle in the streets; the
the empire
Grandes are arrogant, scrupulous, cynical, cunning and pleasure-
seeking, while their subjects are eager to imitate that behavior.

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Mengbilla Temples: Boron (Rite of Al’Anfa)
The port city by the Nordask River is famous for its purple- Special Features: The white King’s Palace is next to the New
Residence in Gareth the largest building in Aventuria and
dye shops and infamous for its slave market.
therefore dominates the character of the entire town; only the four
gray towers of the School of Variable Shape (transformation of the
Population: 5,000 living, black), formally part of and ruled by the royal court, do not
Insignia: A white shark head on black, frontal quite fit into the picture.
Government/Politics: A High Council consisting of nine Town History: Initially built to serve as a Tulamidian border
representatives of the most important cartels elects a Great fort, Mirham is an ancient settlement; today’s palace city was
Emir to be the highest judge and commander, currently Dulhug established only a few centuries ago by Vice-King Huntas II
Ankbesi; the high priests of the Boron temple carry quite some Mood in the City: Mirham is a sole residential town in the midst
political weight. of a jungle; many noblemen were once sentenced to live here in
Garrison: 100 town guards, 100 “Black Guards” isolation, and so they dream of old times and new opportunities to
Temples: Boron (Rite of Al’Anfa), Efferd, Rahja, Hesinde (Praios reestablished the old royal power in Al’Anfa.
and Phex cults are prohibited)
Special Features: Mengbilla is ruled by a few cartels (disguised as
guilds) such as the slave and drug traders, courtesans, alchemists Port Corrad
and the Garbelstone family; even visitors regularly have to pay Al’Anfa occupies and controls this port city on the mouth of
their dues so they do not fall into slavery. the Arrati River with harsh martial law.
Outstanding Merchants: Main office of House Gerbelstein
Town History: Founded as Belenas, this place was later renamed Population: 800
Mengbilla and became subject to Elem; the city gained temporary Insignia: Four silver crowns (1:2:1) on black
independence in 135 b.H. and is now controlled by Al’Anfa Government/Politics: Generalissimus Oderin du Metuant, who
Mood in the City: Gloomy; a melting pot of various abhorrent is also the oppressive general prefect of Al’Anfa
Tulamidian and Middenrealm customs, this region is mainly Garrison: 10 “Black Raven” guards of the general prefect, 50
controlled by criminal groups and cartels. fighters of the Al’Anfan Foreign Legion, and 50 mercenaries of
the “Black Company of Kor”
Mirham Temples: Boron (Rite of Al’Anfa), Efferd, Phex, Travia
Al’Anfa entirely controls this royal residence. The city is Special Features: Many pirates roam the bays of the surrounding
swamplands, especially hunting down stragglers from the annual
home to decadent noblemen and their slaves.
Silk Caravan
Town History: Established in 316 b.H., this town went through
Population: 1,150 a period of growth under the rule of the Rhudainer merchant
Insignia: Golden king’s crown on black dynasty, which was quickly terminated by the Al’Anfanian
Government/Politics: King Damian as ‘Mirhamionette’ of the conquerors during the Khôm War
Al’Anfanian Council of Twelve Mood in the City: The city is still under martial law; slaves from
Garrison: 100 Al’Anfa town guards every corner of the continent make up most of the population

Harpy’s Banner and Crossed Sabers—


The Colonial Cities of the South
Geographic Borders: coastal strips of the southern-Aventurian Many port cities dot the coastline of Aventuria’s southern
peninsula peninsula, though their political ties and influence seldom
Terrain: Askania, Mysobia, Trahelia, Sylla peninsula stretches far into the hinterlands. These settlements profit from
Rivers and Waterways: Mysob, Soudask, and Tirob Rivers both sea trade and piracy. Genuine noble families are rare, while
Estimated Population: about 100,000
rich ship owners and merchants govern the land. Each city’s
Important Cities and Villages: Brabak, H’Rabaal, Chorhop,
Sylla, Hôt-Alem, Khefu wealth is based on the trade of valuable wood, tropical fruits,
Dominant religion: Twelvegods, mostly Efferd, Phex, Boron exotic animals and other similar natural resources. (Brabak, for
Social Structure: Various forms of the southern slave system and example, produces fireproof Iryan leather made of lizard skins.)
the Tulamidian money-based aristocracy Theoretically, it is possible for an individual to move
Important Noble Families: De Sylphur, Charazzar, Hammerfist upwards on the social ladder, yet the wealthy live in isolation
(Brabak), Zeforika (Chorhop and Brabak), Alshera (Sylla) from the public, trying to imitate the lifestyles of the northern
Local Heroes and Saints: St. Elida of Salta (saint of Efferd), nobility. Apart from fortune games, show fights are popular
“pirate king” Captain Brabacciano (during the Age of the Priest- among people of all trades and backgrounds—colorful costumed
Emperors)
acrobats and illusionists delight the crowd and present a scene
Local Festivities and Holidays: 3rd and 4th week of Rahja: a
colorful street fest celebrates the new year much less bloody than that of Al’Anfa’s arena battles.
The most powerful nation in the region is the kingdom of
Brabak. It hosts most of the 100,000 local humans, and the empire of

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History
5500–1800 b.H.: Lizard Age: lizard populations
dominate southern Aventuria; H’Rabaal becomes
their political and religious center, which also influences
the development of the realm of the Kemi Forest People
(supposedly from 3800 to 2000 b.H.)
1800–1630 b.H.: Tulamidian Age: the emirate of Mirham
defeats H’Rabaal and puts an end to the Lizard Age,
Aranian freebooters establish the city of Shila (today’s
Sylla)
1886–993 b.H.: Bosparan Age: Corapia (today’s Chorhop)
is founded in 1868, establishment of Brabak in 1755,
acquisition of Sylla in 1611; all cities undergo periods of
independence
King Miziron III governs 80,000 people. Nevertheless, this monarch 991–145 b.H.: Vice-kingdom Meridiana: Raul unifies the
is anything but a self-indulgent and mighty tyrant, as the great south to form the large province of Meridiana with Sylla
families of the empire limit his power: the ten members of the Brabak being the capital city; only the town and region of Corapia
Audienza are only supposed to advise the king. They have developed becomes a part of the Drôlian March; in 853, Alphana
(Al’Anfa) becomes the new capital of Meridiana while the
into a kind of government themselves, however, interfering with the
power of Brabak and Hôt-Alem slowly wanes; since 657,
monarch’s plans and often cutting his large spending. both cities form the separate entity of Brabakia
Each of the three largest Grand Families is entitled to from 144 b.H. on: Independence: Governor Thiralion di
send two representatives to the Audienzia. The deSylphur Sylphur becomes Ariakon I, King of Brabak, while
are the ruling dynasty and support most of the royal staff and Corapia breaks away from the Middenrealm in 127
administrative positions (they generally support peaceful trade). b.H.; Brabak wins the war against Al’Anfa (49–46 b.H.)
The Charazzar are a century-old royal family from H’Rabaal; in the area of H’Rabaal. Sylla, formally aligned with
their obvious physical degeneration may be due to the traditional Al’Anfa, becomes independent; throughout the following
custom of incest, while some even suggest that lizard magic may centuries, Brabak loses the land around Khefu and Hôt-
Alem to the Middenrealm; in 32 b.H., the Caliphate takes
be the cause. This family supports the development of plantations
Corapia and renames it Chorhop
and slavery; its members have the right to claim the position of
the Royal Grand Marshal. Their wealth is largely due to the
trade of jungle plants, valuable wood and Iryan leather. The Important Colonial Cities
Hammerfist emerged from a Thorwalian Otta; they reject the
idea of slavery and continue to battle the Black Alliance at sea.
of Southern Aventuria
Traditionally, this family appoints the Royal Grand Admiral. Brabak
Four additional Grande Families maintain each one seat This port by the cape is a preferred residential area for rich
in the Audienzia: the Geraucis are mostly ship-owners and noblemen, a powerless king and some ruthless practitioners of
merchants, while the Bocadilio are commonly in the business of Black Magic.
speculating and owning as well as lending land. Both families
usually do support the king. The Zeforika family, allies of Population: 2,950
the Hammerfist, are successful dock and shipyard owners. Insignia: A red harpy on gold
Last, the duBerilis earn their money by running brothels and Government/Politics: Just like the kingdom, this city is governed
maintaining an army of semi-enslaved debtors, whom they lend by King Mizirion III and the Grandes of the Audienzia
to paying clients. This practice explains their traditional alliance Garrison: 1 company of Royal Halberdiers, 150 marines of the
with the Charazzar, as they share their attitude towards slavery. Royal Fleet, about 250 freebooters
The remaining southern cities are city-states under the Temples: Efferd, Phex, Rahja, Boron (nominally Puninese, but
with Al’Anfan liturgy)
influence of larger powers: Chorhop formally belongs to the
Special Features: The Dark Hall of Spirits is one of the oldest and
Caliphate, Hôt-Alem is a protectorate of the Middenrealm and darkest magic academies; between the school and the king, there
Sylla has close ties to Arania. Only the small kingdom of Trahelia seems to be a silent agreement of not interfering with each other’s
(see p. 98) has been able to defend its hard-won independence. business (after all, the Dark Hall was an ancient institution already
before the current dynasty took over the throne)—magicians can
Information for the Highlord focus on their studies of demonology and necromancy without
The kingdom of Brabak and the other colonies are similar disturbance.
to Central and South America during the age of piracy: Few Important Pubs and Taverns: Brabak Admiral and Gilden
settlers populate the border regions of an exotic wilderness, Mysob hotels
while countless freebooters travel the seas. Ancient secrets, relics, Prominent Craftsmen and Merchants: Dockyard of the Zeforikas,
intrigues and decadent lifestyles dominate the urban scenes; all Geraucis shipowners
the while, the lack of authority leads to a less governed individual
life than seen elsewhere in Aventuria.

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Mood in the City: Since “East, West and South meet here,” many H’Rabaal
Brabakians have come to believe that they live in the center of Surrounded by jungle and plantations, this city is home
the world and nothing could happen without their knowledge of
to ancient lizard ruins and monuments, with some newer
it; at the same time, one cultivates an attitude of tolerance and
liberalism that invites all kinds of controversial philosophers, free- buildings almost hidden in between.
thinkers, obscure preachers and scrupulous black magicians—
their company is even regarded as chic. Population: 950 (10% Mohas, 5% Achaz)
Insignia: Black armor-turtle on green
Government/Politics: The family of the Charazzar (led by the old
Chorhop ‘king’ Azzaph) controls this city
The Caliphate and the Black Alliance both struggle to Garrison: 20 town guards, 1 lance of Royal Brabakian
control this port city by the Soudask River. Phex, the God of Halberdiers
Fortune, is considered a major deity. Temples: Hesinde, Tsa, several lizard deities
Special Features: In and around H’Rabaal, there is much archaic
Population: 1,350 (20% Novadis) evidence of the Lizard Age: the temple complex itself is either
Insignia: The fur colors of a leopard (black rings on gold) covered by jungle underbrush or has sunk into the swamp, yet six
Government/Politics: Nominally subject to the Caliph in Unau, pyramids are still well visible; some of the old houses were made
the city is governed by a Steward Curate of Phex, dockyard-owner of large turtle shells (these gigantic creatures are now extinct);
Adnan Zeforika. A lottery system determines the appointment of the Napewanha, a local group of forest people, fear and avoid
the state’s nine highest positions the city.
Garrisons: 70 guards Town History: This place is one of the oldest settlements in
Temples: Phex, Rastullah, Boron (Rite of Al’Anfa) Aventuria; it was established more than 5,400 years ago as a
Special Features: Behind the scenes, both the Novadi Hairan religious center for southern lizard populations. The Charazzar
Rastafan ibn Thabarullah and the Boronic “Guardian of the have ruled here as kings and moguls ever since the Tulamides
Night” possess much power, which is why the foreign policies of conquered the land in 1800 b.H.; later, they lost their domain as
the city are unpredictable they were subdued by the kingdom of Brabak.
Prominent Craftsmen and Merchants: The galley-dockyards of Mood in the City: The H’Rabaalese follow obscure,
the Zeforikas, wood and iron carvers traditional customs and are otherwise quite solitary characters
Town History: The Tulamide rebels established this city as they (they may even behave in a hostile way towards strangers,
were running from prosecution by the Adamantine Sultanate; unless a Charazzar gives orders to the contrary); there are no
later on, the Peace Emperors settled here and renamed the place hostels or accommodations.
Corapia; after being part of the Drôlian March for a long time,
Caliph Chamallah conquered and renamed the city. Sylla
Mood in the City: The Chorhopian passion for gambling is
Proud freebooters live in this city; they mostly quarrel with
widely recognized; every tavern owns at least a few game tables;
equally well-known is the people’s eagerness to imitate the glory Al’Anfa and Charypso. The cutlass is a symbol of rank.
of the wealthy Al’Anfan high society.
Population: 1,600
Insignia: Two golden, crossed cutlasses below a golden turban
Hôt-Alem against a turquoise background
This small, often fought-over port city by the mouth of the Government/Politics: The female leader of the city, referred to
Tirob River is the only southern colony of the Middenrealm. as Harani, is chosen out of a group of most successful corsairs
(currently Zulhamin Alschera); a Harani will be admiral and
Population: 1,800 town governor
Insignia: Three white scimitars vertical on red Garrison: None (about 1,000 armed individuals)
Government/Politics: Governed by a Prince-Protector (currently Temples: Efferd, Phex, Rahja, Tsa
Refardeon II), Hôt-Alem is property of the New Empire Special Features: A famous site is the 80-pace tall lighthouse
Garrison: 1 company of princely town guards (“Protector in the shape of a slim pyramid; the poorest of the poor live in
Salpikon”), 2 companies of the “Lions of Thalusa” its lightless caverns and hallways; the Aranian Mada Basari
Temples: Efferd, Praios, Boron (Rite of Punin), Rondra maintains an important office in the city
Special Features: Hôt-Alem, as a base of Middenrealmian Town History: Aranian pirates and freebooters (mostly women)
influence, is home to a bastion of the Golgarite Order (which is established Shila in about 1800 b.H.; the settlement later falls
loyal to Punin); the local Praios-Illuminate Solareon di Morundi is into Bosparan hands; under the rule of the Wise Emperors,
also one of the Twelve Orderly Inquisitory Counselors. Port Emer Sylla became the longtime capital of the southern province of
is located on the island of Brinland, about 60 miles off shore. Meridiana; in later days, its was often allied with Arania.
Town History: This town was built to serve as an outpost of the Mood in the City: The aranian-tulamidian heritage is still very
sultanate of Elem; the Praios following gained local support during much alive and shapes the local culture (names, traditional
the battle against the Wudu; after changing hands numerous times, costumes and sabre dances).
the town belongs to the Middenrealm again (since 20 Haal).
Mood in the City: The upper society tries to imitate the lifestyles of
Middenrealm (the Protector’s Palace is a miniature version of the
Gareth New Residence); they adore Gareth fashion styles and hold
various tournaments and hunts throughout the surrounding lands.

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Kingdom in the Jungle—
Trahelia or the Kahet ni Memi
Since 4 b.H., Kahet ni Kemi—or, according to the old Khefu
reading, “Trahelia”—has been practically independent from the The capital city of the realm sits near the marshlands of
Middenrealm. The empire of Nisut (Queen) Peri III is mostly made the far-reaching Astaroth River Delta. The slow, muddy river
up of small settlements and forts in the coastal area. Forest people is alive with crawling creatures, snakes, alligators and fish.
and lizardfolk live mostly out in the woods, but at times one might Friendly, indulgent southerners walk the alleyways of the city
also encounter them in villages. Humans are careful to keep up as well as dark-dressed knights of the Boronic Order of Laguan.
good relations with these people—anything to the contrary would A major part of the town is the eastern “island city” with its
certainly lead to the downfall of the local human population. palaces, “Old Khefu,” with its floating marketplace (which may
There is the ever-present threat of the jungle absorbing roads at times consist of hundreds of boats), and the infamous “south
and farmlands of the realm, while the climate throughout the quarter,” (home to the poor, the forest people and those who
entire land is nearly unbearable to Middenrealmians. There are avoid the light). This rundown part of town stretches around
no large cities, and even the royal court lacks the gold and the the old Horasian garrison building.
workforce to rebuild Khefu (the largest settlement and thus the
capital of the Kahet ni Kemi) and revive the glory of past centuries. Population: 1,200 (20% Tulamides, 20% Forest People)
Yet, it is the memory of the country’s heritage that drives the Kemi Garrison: 1 company of Neseruken elite troops, 1 company of
people to prevent any quarrel in this melting pot of cultures. The warriors belonging to the Holy Order of Laguan
state-sponsored church of Boron supports that effort; it maintains Temples: Boron, Rondra, Praios, Efferd, Rastullah
uniquely ascetic and orthodox rites and worldviews.
The country’s political relations to the outside world are
quite stable; a treaty with the Horasrealm and the friendship to
former archenemy Brabak has ensured peaceful times.

A Refuge for Freebooters—


Altoum and the Forest Islands
flat western parts of the island, especially the basins of the Ilara
Geographic Borders: A chain of islands by the southern tip of River, are mostly swamplands. A pirate refuge by the name of
Aventuria Charypso (allied with Al’Anfa; sworn enemy of Sylla) is located
Terrain: Tropical wilderness, coastlines, tropical highlands on in this region. It is here that the cruel pirate Dagon Lolonna
Altoum meets his challenger, young Captain Hamarro. Hamarro, the
Mountains: Altimont (Altoum)
mongrel with brown skin and velvet dark eyes, is friendly and
Rivers and Waterways: Ilara River (Altoum)
Estimated Population: About 10,000 (70% Forest People)
courteous towards captured dames of the high society (which
Important Cities and Villages: Charypso, Port Stoerrebrandt earned him the name “soft pirate”)—quite a few Grandessa
Important Traffic Routes: Sylla Straits (a narrows between daughters from Al’Anfa dream of being kidnapped by Hamarro
Altoum and the continent) himself just once.
Dominant religions: Nature religions of the natives, Twelvegods The ruined city of Altaia, southeast of Charypso, was
among the “civilized” peoples recently burned to the ground by a horrid Borbaradian chimera.
Social Structure: Only Port Stoerrebrandt offers a somewhat Nobody lives here anymore, but at times one can encounter
orderly life, otherwise anarchic pirate communities and tribal magicians of “versatile interests” examining this area. Further
structure of the Forest People
east, the traveler reaches the Altimont mountain range, home
Influential Families: Stoerrebrandt (dominates the spice trade,
has branch offices on Iltoken), the “Black Serpent” pirate gang
of the peaceful (and highly magically adept) Darna tribe. The
Local Heroes, Saints and Mysterious Characters: Dagon Haipu tribe live solitary and reclusive lives in the forests along
Lolonna (a cruel corsair from Charypso, leader of the Black the eastern coasts.
Serpent), Hamarro (the “soft pirate”)
Strange Locations: The ruined city of Altaia (on Altoum); Ibonka
Island; maelstrom off Setokan
Spices
The islands Token, Iltoken and Sokkina (the ‘Spice
Islands’), as well as the Cinnamon Islands around Benbukkula,
Altoum are famous for their abundance of spices. The people of the
Altoum, located just southeast off the southern Aventurian Miniwatu tribe populate the former islands while half of
mainland, is the second-largest island of the continent. The Iltoken belongs to the Stoerrebrandt family. Port Stoerrebrandt,

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a colony of the well-known Festum trading house, is located
in the northern part of the island. A local accountant recently
Important Places
disappeared along with a shipload of spices and tropical woods. on the Forest Islands
Whoever manages to get him to Festum for a “discussion” of the
matter can certainly count on Stoerrebrandt’s gratitude. Charypso
This large pirate hideout stretches from the shore of the
Pirate Treasures Ilara River all the way to the northern cliffs and rocks. Most
houses are mere ruins, at best skewed shacks.
Most freebooters know of hidden bays and small forest
islands in which a crew can remain undercover (and of which
Population: 1,700
the Black Serpents know nothing). Of course, there are always Government/Politics: Rule of the mob
numerous rumors of buried treasures; from time to time, Garrison: 15 “bailiffs” (experienced thugs), about 400 freebooters
a stranger in a far-off Havena port tavern may even offer a Temples: Efferd, Phex (both in miserable condition)
map to such a site. These parchment or leather pieces are not Important Pubs and Taverns: The Drunken Parrot (Q2/P5/B22),
necessarily fake documents, but their authenticity is certain only Lavish Loot (Q30/P6/B14) Merciful Perval Hotel (Q4/P8/B16,
when either the gold has been found or a throat has been cut Dagon Lolonna, the ruthless leader of the Black Serpent pirate
over the possession of this document. gang, resides here in a suite that deserves Q8).
Prominent Craftsmen and Merchants: Agnild Galmstump,
carver of wooden legs
Ibonka Mood in the City: If you think Al’Anfa represents the pinnacle of vice
For the Utulu, a native tribe that lives on the eastern Forest and violence, then Charypso will have you reconsider that assumption
Islands, Ibonka is a taboo zone. Truly, all visitors ought to be
warned about a visit to this island, despite the countless stories Port Stoerrebrandt
of legendary diamond fields. The few that ever returned never This port city and “Fountlandian colony” on the island of
spoke a word again or were barely capable of a frenzied giggle. Iltoken mostly exports spices to all of Aventuria.
Only pirates seem to know no fear; they joke of how beautiful
naked Utulu maids and lads live on this island—who would Population: 670
not lose their mind over such a sight? The fact that they do, Insignia: A silver falcon on red (trading house Stoerrebrandt)
however, never steer their ships towards the island must surely Government/Politics: Radulf Hadermann as the representative of
be due to unfavorable winds … House Stoerrebrandt
Garrison: 1 company of Neersand mercenaries, a handful of
former mercenary marines from Llanka (Thorwalians)
Information for the Highlord Temples: Rondra, Swafnir, Travia
The open sea, tropical beaches, island groups and hidden Special Features: Thhe only safe haven of the Forest Islands
bays— all this creates a picture that is more than fit for any Important Pubs and Taverns: The Shrunken Head (unpleasant
‘Spanish Main’-style pirate adventure. In this scenario, seafaring sailor’s pub, Q2/P4/B10), Hotel Vikko Stoerrebrandt (Q6/P7/B10)
professions and Thorwalians have an opportunity to shine; Prominent Craftsmen and Merchants: All of the city is a “branch
the exploration of an island might demand the experience of a office” of the Stoerrebrandt trading house
wilderness-adapted individual (preferably a Moha). Town History: In 24 b.H., Vikko Stoerrebrandt bought this land
from the Miniwatu for a dozen metal weapons
Mood in the City: Marked by loyalty to the Stoerrebrandt
trading house

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The Dark Lands
This term—sometimes also called “Black Lands” or In occupied Tobria itself, three “heptarchs” battle over
Heptarchies—refers to all those nations and regions that were (and supreme power: former Imperial Court Magician Galotta controls
still are) conquered, partly devastated and subsequently occupied the northwestern part (along the Black Sickle mountains) and has
by Borbarad’s demonic troops and are now ruled by his successors, aligned himself with the arch-demons Blakharaz and Agrimoth.
the so-called heptarchs. (They were named after the seven beams He rules over a realm that he supposes to be the Next Empire.
of the Demon’s Crown, an artifact of Borbarad’s reign.) Impassable forests are controlled by demons, either by possessing
or horribly transforming the plants and animals. Surrounding
Glorania: The Frozen Realm villages suffer under the tyranny of diabolic creatures and
unscrupulous noblemen acting in the name of an insidious law
Still-free Fountland separates this empire of Glorana
(“The Ice Witch”) from the demonic realms of Tobria; it is the system. Galotta himself governs over Yol-Ghurmak (the former
northernmost of all the Dark Lands. The region extends from city of Ysilia) by the Ysli Lake—an architectural marvel sprung
Brazen Sword in the east all the way to Blue Lake in the west, from from the sketchboard of a madman.
the Northweal Downs as southern border to the Grimfrost Wastes The undead dragon Rhazzazor rules the southwest of
in the north. The Archdemon Belshirash (or Nagrach) as ruler of Tobria, the once rich and fertile region around Warunk and the
twisted ice and frost has covered the land with a white shroud of former Darpatian County of Troll Peaks, now collectively known
eternal winter. Snow and ice will not thaw even during summer as Warunkia. This “dragolich” has gathered around himself a
months, but a few small areas, heated by volcanoes or hot springs, group of necromancers, for he is a creature of and devotee to
are fit for some farming and grazing Karen cattle herds. Thargunitoth, the arch-demon of undeath and nightmares. The
The Ice Palace near the crowded city of Paavi is Glorana’s Omegatherion, a many-bodied demon summoned during the
center of power. From here, she sends looters and mercenaries on invasion, has devastated great parts of the land, while seemingly
iceboats (sail-powered sleds) all across the land to capture strong leaving life in the cities and villages undisturbed—life that
young men and women or summons a horrid pack of demons, consists of those ever-present legions of skeletons, man-hunters
Nagrach’s Wild Hunt, to this task. Theriak, the “Blood of Sumu” and zombies roaming the streets, that is. Further, mercenaries and
(a highly condensed liquid life-force), is the wealth of this region; guards drag innocent individuals or would-be refugees to Warunk
the captives toil under demonic supervision in the icy deserts to and the Golden Pyramid so they may, literally, pay their blood tax.
unearth this valued commodity until they are literally wasted. The Wall of Death, the former Ogre Wall, is now the strongest
Few humans live in Glorana’s empire; among them are many bulwark against any Middenrealmian offensive; it is located in the
Nivese and Norbardes. About half of them live in the towns and cities Trollgap to the west of the Tobrian Heptarchies.
of Paavi, Eestiva and Bjaldorn, where one of the very few Twelvegod The coastal area between the Beilunk Mountains and the
sanctuaries still stands. This Crystal Palace, dedicated to the winter- marshy shores south of Vallusa, plus the baronies of the hinterland
god Firun, offers refuge and shelter are subject to the rule of the black magician Xeraan, ruling
to the few fugitives that successfully from the port city of Mendena. He is in alliance with the arch-
escape from the grip of the Ice Empire. demon Tasfarelel, the Lord of Greed, and possesses the Shard of
Glorana’s supremacy is Charyptoroth. He serves his demonic master by squeezing the last
challenged by Kyrjaka, a demon scrap of gold out of the land and its people to fill his vast treasure
she-wolf, as well as by Iloinen Swan- vault with gold. For this purpose alone, he established a virtual
Daughter, a demi-goddess, who roam religion, the cult of the Demon Master, which hands out positions
the icy lands with their warriors, and honors to those who are willing to pay. Xeraan reigns with
seeking to overthrow the witch (for brutal tyranny and continuously threatens the pirates traveling the
different reasons). eastern seas between Vallusa and Thalusa with the conjuring of
terrible water monsters into paying him stiff taxes and fees. The
heavily fought-over and besieged port city of Ilsur is the only place
The Disputed in the region currently not controlled by Xeraan.
Lands of Tobria The struggle for power over the entire eastern mainland
The eastern province of has not yet led to a full-scale war; but since the area of the Black
the Middenrealm (along with it the Sickle is a good defense against foreign attacks (only a few passes,
marches of Warunk, Beilunk and parts heavily guarded), however, it is only a matter of time until the three
of Darpatia) was the first to fall under heptarchs will get at each other’s throat.
the attack of the Dark Hordes. The
determined warriors of this region, Oron: Place of Dark
under the lead of their young Duke
Bernfrey, lost everything but a small and Rotting Lust
stretch of land by the southern border The Mogulate Oron, the former eastern part of Arania, is the
of the Dragonstone mountains. smallest but also the wealthiest of all the Heptarchies. It includes

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the hilly lands by the from the coastal strips of the island, though he managed to take
Chaluk Gulf and the over a few advanced jungle forts and the hidden Endurium mine,
Elburian coastline—a located in the heart of the Maraskan mountain region.
region that provides Adherents of Charyptoroth (humans, the Achaz lizardfolk
good grazing grounds and fish creatures) have some control over the southeastern part
and fertile farmlands (as of the island, centered around the Boneyard of the Serpents, an
well as valleys covered inaccessible maze of mangrove forests and overgrown channels as
with thorn bushes and well as steep-rising cliffs, sandbanks and smaller islands.
mangrove shores). A What nobody knows is that large segments of the steaming
wall of demon-altered jungles, dense forests and foggy mountain valleys are actually not
rose bushes and black wild vines controlled by Haffax. Rather, they are the domain of an ancient
separates Oron from Arania. lizard chimera (and master of chimaerology) who lives in her Dark
Dimiona, daughter of Princess Sybia of Fortress: the Skrechu, the serpent-bodied Asfalothic monstrosity
Arania, the former ruler of all Arania, rules over the region and tries that is bearer of Asfaloth’s splinter of the Demon Crown. In the
to protect the image of a normal, orderly society (for example, the circle of her influence, the laws of nature seem to be suspended;
Twelvegod cults are not prohibited; instead, believers are suppressed the separation between the elements fades away and chimeras and
through high taxes and church fees). Nevertheless, the female mutants have become powerful beings.
“priests” of cult of Belkelel have a large influence in the Mogulate,
which is why this place is a cesspool of wicked perversions and Information for the Highlord
lustrous temptations. The dark lands represent the ghastly and gruesome side of
The capital city of Elburum is the most shocking example: Aventuria, expressed through the perversion of nature and human
blasphemous activities in brothel- and game-houses show mere relations, cruel battles with no allies, constant fear for one’s sanity
disdain for the laws of Rahja and Phex—a life (or at least physical, and, of course, the obvious existence of demons and undead
political and mental safety) is worth nothing. Elburum is also a creatures. Each of the Heptarchies has been given its own kind
of atrocity and horror and maintains its own atmosphere, so that
key location for the trade between the various Dark Lands and
they are fit for varying game-styles and experience levels.
therefore a center for espionage and intrigues. Secret informers, Naturally, the Heptarchies represent a threat to the free lands—
deceitful merchants and perfidious schemes show the character of but do not assume that marching armies of the undead or demonic
this realm. air raids are the actual danger other nations have to fear. Instead,
stress the importance and of numerous spy campaigns, intrigues,
The Bloody Sea commando operations and generally the use of precision strikes—
the same strategies the allies use against the heirs of Borbarad.
Since the return of Borbarad, the sea region between Vallusa
in the north and Jilaskan Island in the south has become the home
of various sea monsters, allies of Charyptoroth and bloodthirsty
pirates. The major vessels on this water are demon-arks—large History
structures (or even beings?) that have grown out of demons, ships, 2 Rahja, 22 Haal: Liscom of Fasar, a black magician, conjures
up the spirit of Borbarad, which was tied to Limbo for
animals, seaweed and evil spirits. They host deep-sea monsters,
more than 400 years; as a consequence of his actions, two
ruthless mercenaries, and flying and floating demons. baronies in Meadows are left devastated.
Fish and toad people roam the shores, which also serve 22 Boron, 23 Haal: The dark elf Pardona provides a body for
as hideouts for pirates; on the open sea, large floats of seaweed Borbarad and in return wants to govern at his side, but
may appear out of nothing and take hold of a ship, rendering Borbarad rejects her offer. After gaining corporeality, he
the crew helpless and destined to starve to death. Taking all the gathers more power through his disciples and begins to
‘inconveniences’ into account, it is to no surprise that very few ships corrupt important individuals while traveling through
of the free lands still travel the northern Sea of Pearls (and in armed Aventuria in disguise.
and guarded convoys). Certainly, the captains and seafarers of these 11 Ingerimm, 24 Haal: Borbarad destroys the oracle on Altoum
and the city of Altaia; in the following year, he gains
vessels are daredevil adventurers, all quite aware of the dangers that
influence over Prince Herdin of Maraskan.
lay below them. End of 25/beginning of 26 Haal: Borbarad’s followers
open a Portal of Horror on Maraskan and conjure up
Maraskan: Cursed and Taboo the progenitors of the demon arks. A short time later,
chimerologist Abu Terfas (working in the service of
With the exception of the Shikanydad of Sinoda (see p. 81),
Borbarad) fails to obtain control over Arania.
Maraskan is also controlled by the Dark Hordes. The traitor Helme
Boron, 26 Haal: Helme Haffax, former Grand Marshal of
Haffax (former Imperial Grand Marshal and Prince of Maraskan), the Middenrealm, becomes Prince of Maraskan. In Tsa,
supported by the treacherous warriors of the Blood Templar Order, Borbarad’s unholy troops (with the support of Maraskan
leads a blood-thirsty regiment in the name of Belhalhar. His centers mercenaries) liberate the Answinists imprisoned on
of power are the city of Jergan (where he resides on the stolen Lily the fortress island of Rulat. In the summer of the same
Throne), Tuzak and Boran. Similar to the preceding Middenrealm year, spherequakes shake the area of the Gorian Desert:
occupants of this island, Haffax never extended his domain away Borbarad either seals or renews alliances with various

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arch-demons and calls the dragon Rhazzazor back into Beilunk
life. The far north has no summer period anymore. Mighty walls surround this port city by the mouth of Radrom
20 Ingerimm, 26 Haal: Mendena falls. This attack signals the
River where it enters the Gulf of Perricum; servants of the Dark
beginning of the Borbaradian invasion on Tobria—a third of
the duchy is quickly defeated. The Amazon Fortress of Kurkum Dragon besiege the city while ships supply the population inside
is conquered during the Nameless Days of the year while at the city walls with the most necessary items.
same time, hordes of the undead are raised in Tobria.
29 Rondra, 27 Haal: Battle of Eslamsbridge; Borbaradians Population: About 10,000 (about 2,500 refugees from Tobria)
defeat Imperial and Tobrian armies; Warunk falls two Insignia: Parted into three sections (blue-green-blue), the top
weeks later. section depicts a golden griffin; the midsection shows three Bedon
Winter, 27 Haal: Under the banner of the Demon Crown, Count blossoms
Uriel of Needmark takes Bjaldorn; during Tsa, fighters of Government/Politics: Worldly rule of the church of Praios
Helme Haffax attack Boran, the last independent city of (under Gwiduhenna of Faldahon); this region is still a part of
Maraskan. Haffax reveals himself to be one of Borbarad’s Middenrealm; the Arcanum Interdictum is in effect everywhere
allies. The subsequent Borbaradian offensives during the (prohibition of all magic)
spring take possession of Beilunk, Ysilia and the Ogre Wall; Garrison: Some Sun Legionnaires and Rondrian warriors,
Uriel’s Fountland campaigns continue to be successful. numerous warriors of the Order of the Banishing Linght, about
24 Praios, 28 Haal: Battle of the Vallusian Meadows—the 200 town guards, about a fifth of the population is capable of
Imperial army and volunteer fighters accomplish their bearing and using arms
first victory on the battlefield against the Dark Hordes (led Temples: Praios (next to Gareth, this is the most important and
by Helme Haffax) and Uriel’s treacherous Fountlandian impressive temple of Praios), Rondra, Efferd, Phex, Hesinde, Rahja
army. Uriel dies, Fountland remains independent. Uneasy Special Features: The large, freestanding dome of the Praios
standstill on the Tobrian front. temple; chorales sung from its walls almost constantly are
1 Tsa, 28 Haal: Dimiona of Zorgan proclaims herself Queen obviously an effective protection against demonic attacks
of Arania, but encounters resistance and subsequently Town History: Established about 2,500 years ago by the Al’Hani
establishes the much more modest Mogulate of Oron. Tulamides, this settlement was destroyed during fights with
Meanwhile, Galotta styles himself Emperor. Bosparan settlers and then rebuilt quickly once again; from 990
22-23 Ingerimm, 28 Haal: Battle of the Trollgap aka Third b.H. on, the city was home to the Sword and Staff magician’s
Demon Battle—a collective attempt of all enemies of academy (which has since moved to Gareth). In 12 b.H., the
Borbarad to retake the Wall of Death (the former Ogre region became a march and was separated from Tobria; during
Wall) and to advance into Dark Lands fails; however, the nameless days of 27 Haal, a miracle of Praios saves the
Borbarad himself is defeated by the Stigmatized Seven. settlements from being conquered. Since then, deonts of Praios
The Demon Crown bursts—the owners and bearers of govern the city.
the seven splinters become the future Heptarchs. Mood in the City: Ever-present Praios cult; constant chorales;
food and commodities are short in supply, yet the population is
determined to stand firm and hold the city; many people share
little space as there needs to be room for farms and grazing
Important Cities grounds for livestock.
of the Dark Lands Bjaldorn
Oldtoll Formerly a free town in the forest north of Fountland,
A small town in Warunkia, this former capital city of the Borbarad’s troops have ravaged this place. Glorana’s mercenaries
county of Troll Peaks is now one of the major garrisons for the and some of Count Uriel’s henchmen have settled in the partially
Black Dragon Empire; it was heavily damaged by a summoned destroyed buildings—a frightening group of cutthroats, traitors
hurricane during the invasion, but locals have rebuilt it almost plus an unknown number of goblins. The strong rule the weak.
entirely. Oldtoll is a headquarters for the Manhunters and hosts The dome of Firun’s temple, the large ice Crystal Palace, was
many dark casemates of the Endless Column. destroyed by dark magic; in response, the grim deity has encircled
park and temple with a thick wall of ice several paces high.
Population: About 950
Population: About 700
Government/Politics: Military rule under Siriom Grim, master of
Insignia: None; at times, decapitated heads decorate the flagpoles
the Manhunters, and the undead Korobar, a former wizard
Government/Politics: Mercenary leaders govern for as long as
Garrison: About half a regiment of the Endless Column, a half
they carry a head on their shoulders
company of the Dragon Guard, about 50 Manhunters
Temples: Firun (practically inaccessible)
Temples: Thargunitoth, Borbarad
Special Features: The Firun temple is a sanctuary to all those
Special Features: Nearby stands an old earth sanctuary, which the
of a pure heart, it allows them to merge with the wall of ice and
troops of Rhazzazor have not yet conquered
eventually step through it to seek refuge from Glorana’s servants
Mood in the City: If one disregards the smell (and sheer presence)
Important Pubs and Taverns: Lovely Belkelel brothel; Court of
of the Endless Column, then this place is actually a notably pretty
Blood tavern (“Say, what’s that meat you serve in your soup?”)
and busy town
Mood in the City: brutal

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Boran brothel- and game-houses, can be found
Several rows of palisades and forts secure this eastern in the Zhinbabil dock quarter; the
port island Elburial (just off the
Maraskan port city built on a promontory above the Sea of Pearls
shore) offers cheap amusements
with its circular historic Maraskan quarter in the middle of the city. for sailors of modest means.
The local population has rebuilt destroyed buildings; followers of Town History: This old
Rur and Gror consider this city to be a holy site. Tulamide city is a traditional
port (mostly for business with
Population: About 7,000 Maraskan) and capital of the
Government/Politics: Dictatorship under Nedimajida of Tuzak county of Elburum; it lost its
(a relative of the former royal family); nevertheless, there is fairly importance after the conquest
little military or espionage activity of Maraskan and the Aranian
Garrison: About one regiment of armed forces (Karmoth guards, proclamation of independence;
Red Legion, mercenaries, Blood Templars) Countess Merisa the Usurper
Temples: Charyptoroth, Borbarad, Rur and Gror; insanctuary of surrendered the city without a fight to
Belhalhar close to the town Dimiona.
Special Features: This place is one of the holy cities according to Mood in the City: Elburum presents itself as a wealthy trading
the teachings of Rur and Gror; a few armed insurgents are still post where “free spirits” can find joy and entertainment. In its
hiding within this city core, however, this place is rotten, a sparkling and ruthless soul
Town History: After the Middenrealmian occupation of the trap which captures all those who seek pleasure, leading them into
island (6 b.H. to 28 Haal), this became the only free city of the hands of demonic cults.
Maraskan; it was betrayed by the end of Firun 27 and conquered
by Borbaradian troops
Mood in the City: Notably quiet; the population seems to have come
Eslamsbridge
This small town by the Tobimora used to be famous for its lace
to terms with their occupants, but unrest broods below the surface.
and the local bridge; nowadays it is known for a battle that raged in
this area, as well as the “Pandemonium,” a pyramid-shaped place
Eestiva of worship to Borbarad and all arch-demons (the building is still
This town by the Letta river has one of the few bridges in the
under construction).
area. Once the proud home of an impressive Ifirn temple, refugees
from surrounding lands now crowd the city (mostly Nivese and Population: About 1,000
Norbardes). A few iceless patches allow for some fishing and cattle Government/Politics: Imperial Sacral Master of Construction
tending, while the city itself is an important trading post for Theriak. Agriman Aldenkover
Eestiva is further home to the Gatherers (pirate gangs on sail-sleds). Garrison: Many human, non-human, demonic and undead
warriors and construction workers
Population: 1,200 Special Features: A dangerous presence of demonic apparitions
Government/Politics: Anarchy/despotism among the gangs of Mood in the City: Marked by the building of the temple, the
the Gatherers atmosphere in Eslamsbridge is a gloomy bustle
Garrison: About 150 members of the Gatherers and other cutthroats
Temples: Shrines of Kor and Nagrach Hemandu
Mood in the City: For being a pirate hideout enclosed by eternal Hemandu was once a tiny settlement around the Octagon (an
ice, this place is actually quite well supplied
old fortress of the Arethinides, a Maraskan noble house) and the main
monastery of the Templars of Jergan (who defected to Helme Haffax
Elburum and the Borbaradian side); it has since grown to the size of a small city.
Since the inauguration of Dimiona, this former Aranian
port city on the Elburian coast has become the capital of Oron Population: About 1,500
and center of the stately Bel’Khelel cult. Residence of Moguli Government/Politics: Despotism under the rule of High Master
Dimiona and Great Vizier Merisa. The city offers many business Belharion Menning
and entertainment opportunities. Garrison: 5 companies of Blood Templars
Temples: Belhalhar
Population: About 5,500 Town History: The Battle of Jergan took place nearby in 6 b.H.;
Insignia: A purple poppy blossom on black afterwards, the town became the seat of the Templars of Jergan
Government/Politics: Satrap Merisa is the political leader while Mood in the City: Center of the Belhalhar cult; many cult
numerous palace eunuchs make up the administration followers, traders in ‘religious arts,’ slavers and mercenaries
Garrison: A total of about two regiments, among them units of the
Royal Scorpions, the Redcapes, the Elburum Satrap Guards and Ilsur
the Order of the Horned God A port town by the Tobrian Sea; parts of it are burned and
Temples: Belkelel, Tasfarelel, Hesinde, Peraine (both decaying devastated since the invasion and the subsequent partial recovery
and powerless), a secret temple to Phex by the “Sword March.”
Special Features: The palace quarter Shorioth is home to the
Mogul and Satrap Palace as well as the magician’s academy,
School of Pain (healing, black); the “Amusement Mile,” with its

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Population: About 700 (200 loyal to the Sword March, 500 people Lobsteroids and Krakonians who seem to worship the Crusher;
under Borbaradian control) former Thorwal naval mercenaries toil as slaves.
Government/Politics: Disputed; Tharleon of Thunderbrook commands Important Pubs and Taverns: Many grimy taverns, brothel
the Sword March while Girte Coffinail leads the Borbarad forces houses and game halls
Garrison: 50 warriors of the Sword March, 150 Borbaradians Mood in the City: Llanka is a deteriorated and ruinous place,
Temples: Peraine, Rondra, (Efferd) / Belhalhar, Borbarad a meeting point for the scum of the eastern coastline. The local
Special Features: The Sword March fighters are only in control craftsmen are either slaves or were deported to Yasairabad
of Cliffrock Castle, the nearby Holy Springs of Peraine, as well as
some of the areas in between these places; waterways are the last Mendena
line of supply for these resisting forces; the springs somewhat keep
This port city by the Tobrian Sea is also the capital of Xeraania
the demons and the undead at bay.
and residence of Xeraan. Pirates and seafarers of the Dark Lands set
Mood in the City: Marked by constant fighting; one side fights
with embittered stubbornness while the other is just as stubborn the character of this place.
and disillusioned; a novice to the local scene only has a small
chance for survival Population: 4,000
Insignia: Black Crown of Borbarad over a red gate against a silver
background
Jergan Government/Politics: Despotic rule under Xeraan and Harbor
Built into a narrow valley by the mouth of the Hira River, Protector Yasmina of Darbonia
this northern Maraskan port city is the residence of Helme Haffax, Garrison: 4 companies of guards and marines (among them the
residing on the ancient Lily Throne. Swords of Borbarad), the “Undefeated Legion of Yaq-Monnith”
serving as the personal guard of Xeraan, 30 town and port guards
Population: About 8,000 Temples: Borbarad, shrines of Charyptoroth and Tasfarelel
Government/Politics: Despotic rule under Prince-Commander Special Features: this settlement hosts the Borbaradial, the main
Helme Haffax temple of the Borbarad religion; its High Prophet and Portifex
Garrison: Blood Templars, Karmoth Guards, Red Legion (each Maximus is Xeraan; the Golden House is Xeraan’s residence
one banner), about 25 informers of the Velvet Gloves, one banner and supposedly also the location of his Infathomable Treasure;
of town guards, plus sailors, marines and pirates, about 200 demonic forces have built many of the new port structures.
mercenaries Town History: At times, this city was the residence of Tobrian
Temples: Belhalhar, Charyptoroth, Borbarad, Rur-and-Gror dukes (usually after a destruction of Ysilia); the city is also the
(secularized) place where Jarlak—saint of Firun and duke of Tobria—killed the
Special Features: Jergan is an extremely packed city, with many notorious Boar of Mendena.
residential towers; hanging bridges cross the Hira River Mood in the City: A heavily taxed but growing trade harbor, home to
Outstanding Merchants: Many; they mostly offer products from many freebooters; the Borbarad religion is visibly present everywhere
other Heptarchies
Town History: During the time of settlement of the island, Paavi
this town became capital of Maraskan and was later succeeded The largest city in Glorana’s empire and also her residence—
by Tuzak; the Battle of Jergan took place nearby and preceded
she lives in the Snow Palace east of the city—Paavi is home to
Emperor Reto’s conquest of the island in 6 b.H.; with the
announcement of the Princedom-Commandery, Jergan became
countless gold-diggers and fortune hunters, lured here by prominent
the capital of Borbaradian-held Maraskan. discoveries of valuable metal. Many Nivese herders, Norbarde
Mood in the City: A trade station for business between the various merchants and various villains roam this place. Located in the most
heptarch empires; the Templars control this region while the northeastern part of Aventuria, ice encircles the entire city; only a
population remains surprisingly calm few patches of land are still fit for farming and raising animals.

Llanka Population: Around 5,000


Once an important Aranian port town by the mouth of the Government/Politics: Despotism under the rule of Glorana and
the commander of her personal guard, Halman of Gareth
Tern River where it enters the Gulf of Perricum, this haven has
Garrison: About 25 of Glorana’s personal guards, various mercenaries
become useless to any larger ship after the appearance of a demonic Temples: Until 63 b.H., this was a Norbarde trading post, when
water creature. The city is decaying. Geldana of Gareth (shortly after escaping Perval, her brother-in-law)
announced Paavi to be a duchy; the local population grew rapidly to
Population: 3,300 its current level during the (faked) gold rush of the year 25.
Insignia: A red lobster on silver (now black) Mood in the City: Food is short in supply; everything is unbelievably
Government/Politics: Keresh Bel ben Kerry, son of the former expensive; the only way to ensure survival is to align oneself with
baroness, is the official head of the city; he often drowns his Glorana and the Nagrach cult; the local scene is somewhat a mix
worries in wine between a declining gold-diggers town and a Siberian Gulag.
Garrison: Numerous cutthroats of the Order of the Horned God,
a few Redcapes and Satrap Guards, a few hundred pirates and
Ferkina mercenaries
Shamaham
Temples: Charyptoroth- and Tasfarelel-shrines, Hesinde, Travia Shamaham is an important garrison town of the Xeraanian
Special Features: Since the expulsion of the deonts of Efferd, Empire, located in the northeastern foothills of the Beilunk
the Crusher, a giant lobster and demonic water creature lives Mountains. This small town used to have good relations with the
in the waters by the port, sinking entire ships; the port itself is Amazons of Kurkum.
abandoned except for a few pirates and their fast boats, numerous

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Population: 650 Tulamides; the region becomes a march and is separated from
Government/Politics: Baroness-Archprelate Iolitta of Shamaham, Tobria in 12 b.H.; plagued by the Night Demon in 3 Haal;
Captain of the Mactaleanata Xeraan conquers Warunk during the Borbaradian invasion, but
Garrison: About 600 mercenaries and guardsfolk has to hand it over to Rhazzazor.
Temples: Borbarad, Belhalhar Mood in the City: Omnipresent necromancy saturates the region
Special Features: Ruins of the old Amazon castle Kurkum are with an aura of decay while desperate humans try to maintain a
only a few day-journeys away civil and orderly facade
Prominent Craftsmen and Merchants: Many blacksmiths
Mood in the City: The population lives quite well off the locally Yasairabad
stationed warriors
Since the harbor of Llanka has become practically inaccessible,
Yasairabad has become the naval base of the Mogulate of Oron.
Tuzak Yasairabad sits by the Gulf of Perricum, west of Llanka.
This is a Maraskan port city where the Roab river empties
into the Gulf of Tuzak; the city proper (along with the “White Population: 1,100
Residence;” the former King’s and Prince’s palace) sits on a plateau Garrison: 1 banner Elburian Satrap Guards, a half-banner of
about 150 paces above the port. Redcapes, sailors and naval mercenaries of the imperial fleet
Mood in the City: Many local craftsmen were forced to move here
Population: 9,000 while their families were deported to live somewhere else; yet, this
Government/Politics: Commander Rayo Brabaker; it is a slightly is a business town on the advance
chaotic port mostly used by pirates and smugglers
Garrison: Karmoth Guards, Red Legion, Blood Templars (each Yol-Ghurmak (Ysilia)
one company), many mercenaries, sailors, marines and pirates This former capital of the duchy of Tobria on the shores of
Temples: Belhalhar, Charyptoroth, Tasfarelel, Boron, Rur and
Lake Ysli has had a rough past—after the fall of the city and its
Gror (secularized)
resultant burning and plundering, Galotta has put all his effort
Special Features: It should be possible to enter Maraskan through
Tuzak, since some Tulamides from Khunchom and Thalusa into an insanely thorough large-scale reconstruction to let ‘Yol-
have revived their trade relations with Maraskan. The magician’s Ghurmak’ become the residence and most important estate of
academy just outside of the city is now closed. the Demon Emperor. The sight of the city is marked by bizarre
Important Pubs and Taverns: Several grimy pothouses architecture; demons, goblins and undead creatures walk the
Prominent Craftsmen and Merchants: A handful of blacksmiths otherwise deserted streets.
and printing-houses
Town History: This place is one of the earliest settlements on Government/Politics: Despotic rule under the almost direct
Maraskan and has become known for the “Tuzak-Wyrm,” which control of Emperor Galotta (who is also the architect of the city)
burned the city to the ground several times; for a long time, Tuzak Garrison: 100 fighters of the Irrhalken Guard, 50 manifested
was capital of Maraskan. Heshtothim demons, 3 banners of the Imperial Demonic Guard,
Mood in the City: Busy, dominated by ruthless pirates and the along with them many informers, henchmen and bailiffs
constant threat of Templar roundups; the population suffers Temples: Blakharaz, Agrimoth, shrines of other arch-demons,
under the weight of taxes Borbarad
Special Features: Mostly mad, barely inhabited architecture
Warunk (giant open spaces, sky-high towers built in the style of Gargoyle
Once the capital of the march of the same name, this is the architecture, monstrous barracks and palaces, walk-in statues)
current residence of undead emperor dragon Rhazzazor and his and magical creatures; Galotta’s palace and his private magician’s
school, the Heptagon Academy; most important temples of
necromancers, and also the capital of his empire. Warunk is located
Blakharaz and Agrimoth.
on Newt Mountain in a bend of the Radrom River. It is the only Prominent Craftsmen and Merchants: Master mechanics
option to cross the stream for miles. The city used to be pretty and Leonardo of Havena and Sorp Sanderwick are held captive here
clean, but is now marked by the scent of decay. Town History: Established by the Alhanians (a tribe uf Tulamides
later to become the Norbardes) about 2,500 years ago, this city
Population: 10,000 living individuals was destroyed and rebuilt numerous times (last time during the
Government/Politics: Despotic rule under Rhazzazor and his March of the Ogres in 10 Haal and during the Borbarad’s invasion
henchmen during 27 Haal); the settlement was renamed Y.-G. and declared
Garrison: More than 1,000 troops (main camp of the Dragon capital of Galotta’s empire in 28 Haal; since then, the city is in a
Guard, additional man-hunters, Skeleton Guard, Endless state of hectic construction (with substantial aid of demons).
Column, mercenaries) Mood in the City: Marked by its architecture and demonic
Temples: Thargunitoth, Kor, Rondra population; except for the military forces and numerous courtiers,
Special Features: The Golden Pyramid in Upper Warunk (stronghold the place appears to be deserted; many of the people that were
of Rhazzazor); a part of the Beast of Many Bodies; the Skull Tower of forced to move here have not yet adapted to life in the city; regular
Rakolus by the Radrom cataract; the Summoning Circle of Karasuk military parades and public show trials.
is practically a magician’s school (necromancy, black).
Prominent Craftsmen and Merchants: Despite all hardships, the
production of the famed Sembelquast cheese is still active
Town History: About 2,500 years ago founded by the Alhani

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The Sea “The
ofcurrent
Pearls and the Land o’ Giants
and the constant southwest wind have carried us so far north that,
according to Quadrant and Foliant, we ought to be on the same latitude with Vallusa. If
our sounding and calculations are correct, then those cliffs we spot in the north must be
at least one and a half miles above the sea. Thick, yellow-black smoke rises many miles
into the air while thundering waves foam around the base of these rocks—again, if our
estimations are to be trusted, then we ought to praise Efferd for having led us past this
shore back to the southwest. These breakers must be at least eighty paces high….”
From the log of the Princess Lamea, the flagship of the Red Harika flotilla, specific
locations and times have been removed on the order of Horas admiralty
For ages, the Sea of Pearls has been known for being a itself is a veritable hurricane breeding ground). During recent
difficult, if not entirely impossible, body of water to cross, at times, the danger of passing these waters has doubled because
least for those who are returning from Land o’ Giants. During of emerging demonic monstrosities and many Borbaradian
recent times, only two captains have successfully crossed this pirates—there is no hope for a safe passage. Even just passing
sea: Ruban the Traveller (aka ‘Fares to Land o’ Giants;’ who has Weal Cape and crossing Firepeak Bay is nearly impossible,
not yet arrived in the eastern continent, but has made several as volcanoes throw hot magma miles into the sea, forming
attempts) and Harika of Bethana, who continued her travels countless razor-sharp reefs.
east even after the discovery of the shorelines. The furthest human advance into the Sea of Pearls is
Reports from both ancient and modern times talk of Korelkin Island, an outpost of the Horasrealm, which is
maelstroms, steady southwest winds, large regions in the supposedly located 600 miles east of Maraskan shores (this
southern waters with no wind at all, and a bay which supposedly island is not listed on any map).
brings forth greater storms than the Kaucatan Ocean (which

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About the Land o’ Giants forever; yet, a deont of Efferd in Festum received visual images
showing the few surviving crewmembers as they stood in a foggy
“And thus Ingerimm drove his sword into the ground and
mountain valley, in front of a dark metal gate that barred the
shook the body of Sumu, so that Trolls and Cyclopes alike fell to the
entrance to a cave. Further, he perceived two shipwrecks, one
ground. As they looked up—behold! They saw a wall rise between
Thorwalian Otta and one cog of a much older construction date.
the two people, taller than 3,333 Trolls and mightier than 4,444
Cyclopes. And the children of Ingerimm ceased to fight, for they
could not see each other. The Cyclopes turned west, towards the Brogar Dwarfs and Finsterbingen
water, and the Trolls turned east towards the Fire Mountains, where „But as they saw daylight again, the land of the children of
they found wives among the Black Ogres. In twelve by twelve by Brogar was in praise of Ingerimm, as burning stone flowed from the
twelve years, thus came to be the people of the Dark Mountain ground and the earth shook in all places, except for the places that
Giant, and Sjutusch was their leader.” rose like islands from the magma. In the east, a mile-high mountain
— One of the many variations on the genesis of Brazen rose from the ground, shaped like an Anvil, glittering like gold.
Sword, in this case taken from the apocryphal addition “Cyclops Leaving the gift of Ingerimm behind, the dwarfs moved
Age or Fire versus Water” to the “Annals of Godly Age” east to make the mountain theirs. But as they arrived they found
the mountain covered with foul yellow sulfur, and the mountain
Whether it was the sword of Rondra or that of Ingerimm, itself was made of black pumice. They were about to return when
whether piled bodies of giants turned to stone, or whether Ingerimm punished them for their greed and turned all land behind
Sky Wolves ripped the land apart—it is a fact that the Brazen them into fire and molten rock. He ordered his brother, Dragon
Sword mountain range parts Aventuria and the Land o’ Giants Fuldigor, to drive the dwarfs into the mountain or else burn them
more efficiently than the Rashtul Wall separates Garetia and on the spot. He did as he was ordered, and thus, the Black Dwarfs
Mhanadistan. Like shark’s teeth, these mountains line up in of Darkenbing came to be. Bing stands for „useless rock“ or „hole in
several rows, while their pathways lead through clouds into the the ground,“ where the dwarfs dug farther than they should have.“
sky. We can only speculate what lies beyond them. — Excerpt from the Kosh fairy tale of the Black Dwarfs
Misty Meadows is the only region that has been somewhat
explored; it was discovered by coincidence and shipwreck rather “The tyranny’s end comes with the Grand Master, as he returns
than by calculation and navigation (the passage through the with his thousand armored men from eastern lands.”
fjord is hard to make out, hidden behind cliffs). The Thorwalian — A Needmark saying
mercenaries that once stepped onto this shore disappeared
Dwarfen descendants of Brogar are said to live in Land o’
Giants, as do the last Knights of the Order of the Theater (along
with their treasures). It is not surprising, then, that there are
many tales originating in the Needmark region of warriors from
beyond the Brazen Sword who have mastered the art of sword
and magic to fight the “Uncalled Ones” (who, as the story goes,
may be called upon with the Goblin Drum).
Further rumors center on the civilization of the Maars;
their secret informers are said to constantly survey Aventuria to
prepare for the upcoming invasion. More local hearsay claims
that these very people once established the gigantic metropolis
of Maarhynia, although other cultures have also been accredited
for this settlement—namely a long-gone family of giants that
once attacked Brazen Sword and invaded cities of the elves.

“The old sources refer to this major region of the eastern


continent as Rakshazastan, which simply means Land o’ Giants in
Tulamidya. Countless rivers wind their way through jungles and
isolated plantations. The masters of this land are of Tulamidian
origin; they came to this region almost 2,000 years ago and
defeated the local culture of non-human Maarhys, yet, the subjects
outnumber their masters by far.
The Parhnias are a peaceful human-like people, with colorful
skin and green hair. They think of themselves as children of Earth
Mother Parhini and make a living by gathering and cultivating
fruits. Supposedly, they were living in large tree house settlements
when the Marhys enslaved them to work on plantations. The new
human rulers then adopted that tradition without delay.

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The forest-dwelling Rakshaza giants are bark-skinned The region of Rahyastan (also called Eastland) is home to Aranian
hobgoblins, about 4 paces tall. They have been subdued by the freebooters (especially in the area of Shahana city) who resist the Diamond
smaller races, who make use of their great strength. Today, these cult of Rakshazastan as they have for hundred of years. Rahyastan is the
people are known for being calm and obedient, except during times only country of the eastern part of the continent which generally honors
of war. the Twelvegods and which calls a mighty cavalry its own.
The Maarhys are strange alligator people, whose former capital The coast between northern Rahyastan and Fountland
Maarhynia is a legendary lost city; they live a simple life in the midst of stretches for about 2,000 miles and is commonly referred to as
the jungle, sometimes in alliance with the snake-bodied Naghas, who hate Bone or Brimstone Shores. The Ice Desert is located just north of
all humans. The former home of the Naghas is a boiling hot swampland; it; Firun’s children—the Frost Giants, and his grandchildren—the
the human fortress of Ribukan guards its only access to the sea. Snow Goblins, live in this hostile environment. Several volcanoes
Rakshazastan is not an unified state, but rather a union of rise a mile high out of the ice. The goblins living in those mountains
emirates, mogul and satrap princedoms all ruled by a Adamantine are said to have black fur and a vicious character; presumably, they
Sultan, who derives his power from Khunchom authorities of old. are allies of gloomy Sword Magicians.”
His might is not based on military might, however—the sultan is — Tale told in the bazaars of Khunchom; from the
head of the largest merchant shipping fleet and could easily starve previously unreleased diaries and logs of Ruban the Traveller,
out any revolting prince. The Rakshazastani honor Phex as the ch. 2 ‘Historical Introduction’
God of jewels and shadows. The Shadows, the uncanny magistrate-
priests of the demigodly Adamantine Sultan are so devoted to this .”..We sighted a land in the east that stretched far from North to
aspect of Phex that many have sacrificed their human existence to South, and some wide rivers led into it. We could make out boats by the
become supernatural shadow creatures. shore, which seemed to have three hulls and two masts. Given the color
Most cities carry the names of the sultans that established of the wood, Esindio presumed that it might be Vizrangyi wood.
them (such as Yal-Mordai or Yal-Kharibet). The upper society lives As they recognized us, many of them jumped into their boats
outside the city on a fleet of mighty palace or house boats, which and steered towards us; from about a mile’s distance, they shot at us
may shoot at or move away from the city during revolts or riots. with spear slings and barely missed. As they approached, we noticed

Complete map of Sumu's body Including all thirty-


Measured by Praios' thumb Lan
do
six states, twelve seas
ft

Yesilia
he
Ice
T and all the terrifying
ro

creatures that dwell


lls

Glaci
er S
ea within them
Irfun's Oce
ir an El
fL
fn
a wa
an d
Sh
Se S s Land o'
Lan d of Swelt
Gian
t s ad
ow
n

Salamandra
Sea of
the Dead
lde

Sea
Gy

Or
kL Marhynia
ands
Torrwal
Go
b lin
L Pilckam
Dwarf Lands

an
ds

Havena
S e a of
H jalding

Grangor
am Sea
Garet Zorg
Tr i v i n n a

the S

Vinsalt
enland

Zorgam
arls

Kuslik
hores

Gyldhall
Gyld

even

n
ydia
of Pe
M a r b le S

dl y Tulam s
Dea esert Land
D
Pr om Tutzark
aio s' L and Kh
Win

Sea

Cor
ner
Lan
ds

Mengbyla ds

Al' Anfa

Pirate's Sea
Braback
La le Safyrna
nd op nd
o f t h e F o r e st P e La
A d a m a n ti n e
S o ut k al
a
h S ea Ben b o
s
is t
D rago

Dragora
M
of
nI

Se a
Se
sla

nd
Drawn in the town of ao
f th
Land of the
Fire
Peo
Kuslik in the sixteenth e Los Ingrima
ple
Ef t
fer
dla n
year of the Blessed d

Rohal's reign

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their green hair and a skin color like old brass. They wore nothing tell of an land called Uthuria, a human settlement from where
but long, black skirts, cut open on the sides, and a blackened chest they purchase white jade, purple onyx and head-sized glowing
plate. Almost three quarters of them were women. We cast south and crystal geodes—Uthuria’s ground contains so many rare stones
got away with a good breeze. that the local population trades them away for nearly nothing.
We made out signs and writings on one of the spears stuck to the The Risso know almost nothing about the land itself, which
side of our ship; Esindio assumed they might be for magical purposes. is said to be little more than a dry and barren desert. There is
He could not detect any ‘residual radiation,’ but it should be noted some talk of cone-shaped mountains that rise out of the golden
that a few hours had passed until the examination was conducted.” sand, with sides so smooth and straight-lined that a distant
— From the log of Princess Lamea, the flagship of the Red civilization must have constructed them eons ago. The Uthuru,
Harika expeditionary flotilla; specific times and locations have the current population of this land, grow tall, with dark skin
been removed on the order of Horas admiralty; this excerpt and curled hair; they are said to worship Praios and his griffins,
belongs to one of the least coherent passages, which might while they are governed by a sun priest-emperor (appointed by
indicate that important portions of the text are still kept secret Praios himself), residing in a labyrinthine city made of pure
gold. The Uthurus are presumably distant relatives to the Utulu
Beyond the South Sea population of the outer Forest Islands.
Aventurian scholars speculate that Uthuria was once the
The Aventurian people know little about the islands and land of such legendary people as the Gryphones, Ucarians or the
continents that lie south of Hôt-Alem; unlike Gyldenland and Lucides, Praios’ chosen peoples. Today, nobody knows anymore
Land o’ Giants, few humans ever truly explored this region (and if these people shared the same culture, represented different
the Tocamuyac tribe, which is supposed to cross the region in castes or were entirely separate species altogether. Further, we are
their reed-island boats on a regular basis, makes no fuss of it). not certain if these people had the heads of birds or cats.
The South Sea is perceived to be even more ominous than all the The hostile inner lands of Uthuria (which even the Uthuru
other oceans, and it is difficult to distinguish between authentic avoid) is said to once have been the location of a wonderful fresh
reports and mere sailor’s tales. Many of those familiar with the water ocean; rumor has it that a boiling sea of sulfur now in its
sea south of Forest Islands use it as a hideout—naturally, these place prohibits any life in this area. Nevertheless, there is also
rogues and looters would rather preserve the aura of danger and talk of black one-eyed dwarfs living by its shores, traveling the
mysticism that surrounds the South Sea. sea on glass boats with crystal oars and salamander skin sails).
“The sea seems to boil all around us, almost as if Praios has cursed “The calm zone seems to be the larger than first assumed.
us for sailing on his sacred day and as if he has incited his brother to For three days, we have seen the same strange weather pattern:
turn us all into stew. With all our strength, we are trying to escape this hot fog rises until about noon, then hot winds followed by a fierce
ring of islands, but I am afraid the Mohas will soon be of no use, except thunderstorm. Meanwhile, we have removed about three tons of salt
maybe for salted meat. Only Satinav’s book will show how much from the hull of our ship—some of the copper plates have already
longer our Thorwal rowers will be able to endure such torment….” corroded a great deal. The sailors we sent down to take a look at
— Excerpt from one of the many ‘discovered logs;’ the bottom of our ship had a hard time diving into the water; in
strangely, ship names and report covers have been removed from the sparse light, they also believe in having seen gigantic ray-like
all of these books… shadows in depth.”
— Excerpt from the log of Princess Lamea, flagship of the
We know that there is a group of islands only a few hundred Red Harika flotilla; specific times and locations removed by the
miles south-southwest of Token that southern merchants and
Horas Admiralty
freebooters use as base camp. This archipelago of Efferd’s Tears
is even said to be the home of several thousand humans. Several reports and logs claim that in the Deep South—
An expedition by a Brabak caravel, the Korisande, also approximately on the same latitude with the Risso archipelago—
found another group of islands, located about 1,000 miles the ocean is covered with seaweed fields thick and solid enough
southeast of Benbukkula, which at the time had been used by the to carry entire cities; sea serpents are said to mate on this surface.
Al’Anfa/Charypso Black Serpent pirate gang as secret refuge. Sea According to a prominent tale, Charyptoroth’s first-born
creatures such as the Risso fishmen folk, as well as the human children, Schamaschtu and Bahamuth (the parents of all sea
Ruwangi people—who claim to originate from an even more monsters) meet on these platforms, fighting the Whale King, the
southern region—inhabit these mostly volcanic islands. first of its kind; these claims are based on myth, however, rather
Throughout their home islands, the Risso are known for than fact. We know for sure that portions of such seaweed floats
being mighty seafarers and merchants, as sea creatures pull (sometimes the size of Altoum island) do come loose at times,
them swiftly across the ocean, either above or below the water. floating north and endangering any reckless explorer: a ship
It remains unclear if ‘Efferdland’ is a part of this region (as old caught in it is hopelessly lost, once food and water have run out.
maps would have you believe). Further, it is not certain if this area
is truly home to the Lobsteroids (whose demonized, perverted “After the initial survey of the island, we assume it to be the size of
forms currently work in alliance with the rulers of the Dark a county. We noticed neither two-legged cultural beings nor any larger
Lands to threaten Aventuria’s east coast). The Risso themselves animals, but we did make out very large seagulls nesting in steep cliffs;

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further, we managed to kill a few six-legged marmots. We raised the the deonts to exercise the rites of the Old Unpredictable, so we may
Eagle Standard and called the land Nova Albernia, for its climate and soon hit the Ascanian breeze…”
animal world is so similar to the land of my ancestors. The island is now — Excerpt from the log of the Windsbride, Captain Jastek,
property of Horas, Your Majesty. After climbing a tall mountain (and 227 b.H.
finding some sterling gold in a small stream), we used the Meulenar
scope to scan the surrounding sea; we noticed three icebergs drifting in Without doubt, the Sea of the Seven Winds is Ethra’s
the south. Ordered our new course to be east-north-east.” largest ocean; it stretches from the icy north to the boiling
— Excerpt from the log of the Princess Lamea, flagship of sea in the south, and extends for 3,000 miles from the eastern
the Red Harika flotilla; specific times and locations removed by Prem peninsula to Hjaldingard in the west. Only a few islands
the Horas Admiralty interrupt this vast area of water: the only known ones are the
Wailing Islands, the Swafnirsland and Dragon Island, and
The reports from the travels of the Princess Lamea, reports of these places are based largely on myth rather than
flagship of the Red Harika expedition, also mention sightings of geographic exploration. There are even tales of an island with a
‘albatross’ birds with eight paces of wingspan, as well as horned dimensional portal inside a great and active volcano…
(and apparently quite savory) pearl-biter fish. Further, there is The major local winds are the northern Firun’s Breath,
mention of red sails that appeared on the horizon, shaped like the steady western Beleman (one of the major hindrances for
the claws of a lobster. In the stomach of a krakenewt-like being, the voyage to Gyldenland) and the dreadful Rondrikan from
one could even find the lower arm of a humanoid being: devoid the northwest, which never decreases in fierceness below that
of any hair, the color a stark white, like that of a troll’s… of a storm. Coming from east-north-east, The Askanian Breeze
emerges on the latitude of Mengbilla, somewhere far out on

The Sea of the the ocean and gains strength the further it moves away from
Aventuria; it is a good wind to catch for travels to Gyldenland.

Seven Winds Aside from the unsteady northeastern Brabak Drift, the
Askanian Breeze offers the only opportunity to travel out west,
“We have left behind us the region of the Pailian Maelstrom; while a returning explorer can coast back on the Gyldenland
the thin column of smoke of Amran Nemoras has disappeared below Current. This current starts in the shallow waters east of
the horizon, and for two hours there has been nothing but green- Gyldenland and works its way across the Sea of the Seven
blue water. The triplecross tells us that we are on the latitude of Winds to eventually arrive at the Olport Stones (on its way
Mengbilla. I had the course adjusted to west-south-west and ordered giving rise to the mighty Rondrikan).

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Swafnirsland, Ifirn’s Column camel) and we gradually regained speed. I wrote out a letter of
recommendation that Sister Jandara should be raised into the rank of
and the Island of Yumuda Master of the Surf and raised the pars efferdi to seven-twentieths.”
“After weeks, the shouter calls out an island, — From the log of the Windsbride, Captain Jastek, 224 b.H.
Of blooming trees and white shores all.
In the midst of a golden hall to stand, “The Maelstrom closed as quickly as it had opened; mere debris
Swafnir greets and returns our call.” was left from what once was Beleman II. Oh, how could we have
— From the Song of Jurga, 39th verse shown off the true craftiness of our Gyldenland shipbuilders! One
imagines how we could have displayed our ability to travel the open
This verse and the next, which presents an island of ‘fire seas even with such small galleys, given a determined crew (which,
mountains,’ hot springs, fruit-trees and fish-filled lakes, are really truly, they do not have). It hurts to have lost the cargo to the sea and
the only evidence of what is now known as Swafnirsland. This our comrades to Efferd, yet it hurts more to think of what could
region, according to the travel descriptions of the Song of Jurga, have been done with this beautiful vessel, its two hulls and ten
would be located on the latitude of Yeti’s Land, about 1,000 miles sails… Thus we set the sails of the one long-boat we had left, and
away from Dirad. The existence of the isle itself is in doubt, the nineteen of us were on our way east-south-east.”
however, as not even Captain Asleif “Foggwulf ” Phileasson — From the tales of Gilman Quendt, which were stored at the
(who, according to himself, has traveled the northern route to temple of Efferd (by Bethana) in the years between 2 and 4 Haal
Gyldenland several times) has been able to find this island.
The Island of Yumuda is home to a poor and lonely “…passed a school of sperm whales today, counting more
giant of the same name (and the last female of her kind). It than twenty animals of every size and age. Many older specimens
is located about one-third down the route between Dirad and displayed scars that harpoons, ship’s rams or even large ammunition
Swafnirsland. At times, Thorwalians make their way to this could have caused. At times, we saw dolphins jump in the distance,
rocky island to ask this very wise giant for advice. staying with the whales just as caravels screen the line of shivoons. I
The northernmost island, referred to as Ifirn’s Column, is took this to be a good sign for our return; I had Nanduyan perform
reportedly quite large, with a diameter of several hundred miles; a the rites of Efferd and ordered a sharp eastern course….”
single sky-high mountain sits in its center. The few seafarers that — Excerpt from the log of the Princess Lamea, flagship of
ever reached this place during summer months (in winter, Ifirn’s the Red Harika flotilla; specific times and locations removed by
Column is surrounded by at least 200 miles of pack-ice) talk of a the Horas Admiralty
harsh, barren, yet fascinating landscape, marked by bizarre rock
formations arching over gurgling streams, large hot springs and The mysterious events mentioned here occur in various
even hidden valleys and woods that are home to bears. locations throughout the Sea of the Seven Winds; if the seamen’s
calculations are correct, all of these events happen along a
The Wailing Islands straight geographical line that runs between Ifirn’s Ocean and
the Boiling Sea. This so-called “Wall of Efferd” seems to keep
Similar to the Sea of Pearls’s Korelkin, the position of this
group of islands (discovered in 5 b.H. by Harika of Bethana) is any Gyldenland ship from traveling across it, while Aventurian
still a state secret of the Horas admiralty. Nevertheless, the Red vessels apparently have no problem passing the area. Scholars
Harika expedition claims to have found these islands with the of ancient mythology as well as of late-imperial magical tomes
use of an “Emperor Reto map.” It should therefore be possible relate this phenomenon to a curse Efferd once cast over the
to find the way back to these islands. emperors of the Gyldenland and all their vassals; allegedly, he
Supposedly, the Wailing Islands were named after the cast this spell after an emperor turned towards the worship of
steady howling created by wind breaking through the abundant demons and began honoring Charyptoroth.
rock formations. Those can be found all on all four islands,
along with harpies, bird creatures and singing whales; there is The Great Maelstrom
even rumor of a gigantic screaming fire mountain.
and the Dragon Isle
“This maelstrom is definitely larger than those southwest of
The Wall of Efferd Pailos, yet it is smaller than the ones we encountered off Setokan. It
“About a quarter hour before the hour of Rondra, we felt our seems as if the dragons coming from the northwest are waiting like
ship shake and lose speed; we were worried about a collision with vultures for edible debris, and the smashed bodies of fish indicate
seaweed floats, which would have rendered us helpless against our that there is plenty of supply. Further, they are evidence of sharp
pursuers. It was not a float, however, as the trembling agitated the rocks that must sit just below the surface.
sea greatly, causing a wave to form behind us and pull us backwards, We kept a good distance from the maelstrom and also tried to
despite the wind that was driving us forward. Eventually, the wave stay away from the island with the eyrie of those dragons. Still, I
built itself up to a height of about thirty paces, carrying us on its top. ordered the Lamea and Gylduria to aim their eels and snots at the
Below us, we made out the three enemy galleys—just a short sky, and further had the leaden balls exchanged for grappling bats.”
moment later, the raging wave crushed them all. As the water had — Excerpt from the log of the Princess Lamea, flagship of
finished its destructive work, it sank down (like an obedient Novadi the Red Harika flotilla; specific times and locations removed by
the Horas Admiralty
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The Princess Lamea expedition did manage to locate one forest, where they must have hidden their weapons. We retrieved all we
of the largest and most legendary maelstroms ever mentioned in could carry and hurried to the boats; we were not without casualties,
seafarer’s tales. This obstacle has a diameter at least five miles wide however, as one arrow pierced the leg of mercenary Frenja.
and is located in the heart of a curved chain of islands. Westwind As she died a painful death the next morning (the arrow must
Dragons circle over the outermost of these land formations, the have been poisoned), her lover Thorenja became enraged and tried
largest of these isles. Volcanoes rise from the center of the island, to split Tanarion’s head with an axe to avert the “pointy-eared
and sea around it spouts fire from its bottom—this mostly forest- curse.” I had her put in shackles for 3 days.”
covered region is most likely a product of Ingerimm’s creation. “An addition to the earlier descriptions of those copper-haired,
Even Captain Harika did not dare to find out if this large isle is brown-skinned savages (specific times erased): according to
truly the home of Elder Dragon Umbracor, called The Destroyer. Doctor Lysvalis, an inspection of their jewelry revealed surprising
inconsistencies. A part of them—probably the pieces they made

Gyldenland themselves—are produced in a simple yet artful manner, revealing


that these people are skilled in melting gold yet know nothing about
The following text selections are mostly excerpts from the smelting ore. Some of the jewelry seems to have been acquired by
log of the Princess Lamea, a shivonella under the command of trade from people that are skilled in the art of carving beetle-shells
Harika of Bethana. Under secret orders of the Horas admiralty, and know quite well about the art of smelting ore. The carvings
this expedition explored the Sea of Pearls and the coast of Land suggest that these people ride on strange two-legged creatures with a
o’ Giants, trying to find an eastern route into Gyldenland. On long neck and tail…”
21 Peraine, 29 Haal, the Princess Lamea returned to Grangor — Excerpts from the log of the Princess Lamea, flagship of
after several years of journey. The escort vessels, the shivonella the Red Harika flotilla; specific times and locations removed by
Gylduria of Bethana and the caravel Avesfriend were lost on this the Horas Admiralty
trip; only 27 of the 189 crewmembers of the expedition survived.
It should be noted that the expedition approached
Gyldenland coming from the west, which explains the order in
The Black Nomads
“…recognized a tall tower by the shore and are now steering
which we have listed the following excerpts. towards it.
“Two hours later: the tower is certainly 80 paces high and
Of Steep Cliffs reminds of Mhanadian termite hills. There is a large settlement
“…and finally saw land emerge on the horizon. As we were or city around the base of the tower. We cannot make out any
approaching, the rocky shore seemed to rise mile-high and the land beyond, fortifications; the inhabitants must have noticed us, for we noticed
a barren wasteland, reached even into the clouds. As the clouds opened up, movement throughout the settlement. We anchored all three ships
however, we made out a city in these heights, possibly 200 miles away and by the outer anchorage, as there is no port in sight. I ordered the
gleaming like the citadel of Alveran. But the walls were split asunder… guards to be especially attentive. Along with a few officers and crew
After two days of traveling north, we watched a wide river members, I will row to the shore.
coming down the mountains and raining over the edge of the cliff. At night: I returned aboard despite the hearty welcome
The color was of such radiant green that it colored the sea for miles. and invitation. I left Alrigio and six men behind to represent
Further north, the mountain-like cliffs lower and give way to our expedition.
a primeval forest. Sharp south of us another river joined the ocean, These people call themselves Ban Bargui, which means
this time yellow with clay or mud. An island in the north, covered something like ‘Children of the Wind.’ They are of athletic growth,
with steppe grass, shows no signs of civilization. Continuing along about 9 spans tall (some are even taller) and sport skin as dark as
the coastline ...” the night. Further, they are blessed with an abundance of metallic
— Excerpt from the log of the Princess Lamea, flagship of hair that shimmers in shades of copper and gold (at times also blue
the Red Harika flotilla; specific times and locations removed by and silver). Their faces have sharp features and are characterized by
the Horas Admiralty slightly tilted eyes and slender (but not pointy) ears.
Men and women dress in long soft breeches and boots that seem
A Strange Encounter made for riding, often colorfully embroidered. In addition, they
wear short vests (also lavishly decorated), while women may also
“Nothing but hip-long hair covered the bodies of these savage
men and women (which is to no surprise if one considers the heat wear a chest-cloth – these garments seem to indicate the individual’s
in this land). They embellished themselves with jewelry made of standing in society or perhaps affiliation with a tribe or clan. Except
hammered gold and gem stones the size of pigeon eggs (though for thin silken veils, the Ban Bargui wear nothing on their heads
crudely cut). They were without suspicion and showed genuine (during harsh weather they may wear tight-fitting leather caps).
interest in the knives and scissors we had brought along, and further The body armor they are so proud to show me is made of a solid
seemed willing to trade fairly. steel chest plate to which a coat of mail has been attached, as well as
But when Tanarion stepped ashore to appraise the moon-silver tight conical helmets. As weapons, they use a kind of spear-halberd,
jewelry, the men and women started yelling loudly and ran off, leaving useful also for horsemen (which seems to include almost everybody).
their bargain and all behind. Thoroughly surprised, we were about to The dagger is very similar to ours; last, they use surprisingly strong
gather the valuables when they started shooting arrows at us from the and far-reaching horn or composite bows.

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Their city, Bjongku, appears to be a winter camp or trade “The air is heavy and hot like liquid lead. 21 of my crew are
post for these people, as it contains only a few solid constructions. down with disease. We will return now rather than suffer serious
Instead, we saw countless numbers of large wagons pulled by losses. No doubt, these woods are home to cultural beings that prefer
heavy horses and several pens enclosing two-legged, yellow-furred to hide from us—we found a few artifacts of a foreign culture in the
creatures that carry their masters at wicked speeds, as I have river. Tallest tree so far triangulated about 450 paces high.”
witnessed myself. The high tower, appearing even stranger now that “…following the coastline again. For the last four days nothing
we are close, must truly have been built by insects, for it shows no but jungle along an east-west line, yet the trees are smaller now.
signs of conventional architecture. Humans seem to have altered Lots of smaller islands just off the shore.”
its hallways and chambers to make it fit for living; the Ban Bargui “Found a settlement, which seems similar to the crude jungle
have decorated the inside with furniture and large rugs. forts on the Forest Islands, yet more organized. The population seems
These people claim that ‘out there,’ on those vast grass plains that to be of human descent, if one takes into account their height and
begin behind the city and stretch far to the north and northeast, they number of arms and legs. They dress in baggy trousers, caftans and
own cities that walk on a hundred times hundred legs – despite the wear turbans on their heads. Many visible weapons, mostly sabers.”
tales I have heard about gigantic insects (and on saying ‘hundred legs,’
Tugmak pointed to a tasty centipede), I still cannot quite believe “The ‘Draydal’ seem to maintain a cruel system of slavery,
them. Supposedly, these ‘city-bearing leg worms’ are peaceful but for I have not seen anyone stir a finger unless it is to use the whip.
cannot be directed, and so one follows their path. Their eggs, of which The captives are creatures of all kinds—apparently, all blessed by
they lay hundreds every week, supply not only food but also thread Hesinde with reason—and the veiled, pale Draydal keep them like
for either fine or crude cloth. This silk—may it have fallen from the cattle. Would we not have arrived in such great numbers and so well
sky, been stolen or truly come from the rear-end of a millipede—is armed, we would have probably met a similar fate.
the best commodity for trading we have encountered so far, and it is Among the slaves, we recognized many humans; some of them were
offered at a notably cheaper prize than in foul Al’Anfa. Ban Bargui, others had a pale skin color and again others could have been
The Ban Bargui appear to be at war with an eastern empire Cyclopaean or Moha people. Further, we saw what seemed to be upright
that once ruled the entire continent (but has since lost much land walking cats with short, spotted fur and other small, white-skinned
to rebels). Since our appearance and language seemed to remind creatures with slender arms and legs—initially, we mistook them for
the Ban Bargui of their enemies with their ‘landships’ and ‘artificial children. Last, we made out a group of rude, large pig-like beings whose
birds,’ we hastened to assure them that we have never heard of this
land before. (I assume this place to be the empire of Cantera, an
ancient nation that once subdued the Hjalding people and even sent
ships towards the west).”
— Excerpt from the log of the Princess Lamea, flagship of
the Red Harika flotilla; specific times and locations removed by
the Horas Admiralty

Endless Forests
“The fjord coast is now behind us in the north, and a vast, 200-
pace high endless forest covers the southern coast (almost a straight
line ENE by E). Even though some trees are similar to those from the
vicinity of Brabak and the Forest Islands, most of them are unknown
to us. We have turned back northwest to enter to mouth of a huge river,
which carries yellow-brown water for dozens of miles into the sea.”
“…have now spent the third day on the river, which has narrowed
its stream from seven miles to one mile wide. So far, we have encountered
four large and eleven small streams that join this river, which has by
now turned W. Except for a few sandbanks close to the shore, we have
not had any problems with the passage (our main navigator is on long-
boat of the the Avesfriend, probing the passage). The forest is very thick
and allows no sight between the trees up to a height of some two dozen
paces. There seemed to be some movement in the treetop (triangulated
to a height of up to 300 paces), and some thought they saw a tree house,
but even our smallest boats could not get ashore.
There are all sorts of fish in this river, varying in size from a
finger’s length to three paces; we have encountered many different
birds and multipedes that are somewhat onerous but not aggressive;
in the trees creatures the like of bears and apes, another one looks like
a large, naked mole.”

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upper body was more that of a human while the lower body and head At this point, the log of the Lamea goes on to describe the
resembled that of a spotted, hairy pig, despite the flat nose. Dragon Islands and the Great Maelstrom.
Next day: the Draydal seem to be the rulers of this region and
could possibly obstruct the continuation of our journeys. After seeing
the inside of their temple, a pyramid with inlaid steps, our scholars
The Burning-Hot Desert
“…We have traveled around a few foothills and are now
have realized that these people worship the Nameless with bloody looking at some truly scorched earth, sitting flat between a southern
sacrifices. We have decided to leave today. mountain region and a blue ridge in the north. This desert, mostly
At night: With a few well-placed shots, we set their three ships sand and rocks, stretches all the way to the shore; in the distance we
ablaze and are now heading east-north-east under full sails. made out a flat-top mountain, about 500 paces high and with a
Before us a mountain range, about three miles high both in the small diameter, which reminded us of the Gor… Strangely, a river
south and in the west, divided by fjords. There are fortified castles as wide as a mile enters the sea here, next to which we see the walls
on some of the mountain peaks, and we can make out the golden of a city (about the size of Neetha).
banner of the Draydal waving atop these fortresses. Later on: the population is fairly reserved and uncommunicative;
Disregarding the protests of Captain Jerrago and others however, they granted us permission to refill our fresh water reserves
(attached), I have decided to risk breaking through the lines of these and further sold us some food. All of them are of short growth; they
guarded fjords. Should we encounter serious resistance, then we will veil themselves entirely, but proportions and sound of their voice
have to turn around, but if we succeed, we shall push on forward! have us assume that they are of human descent. The color of their veil
Ordered battle stations for all ships. The longboats are on guard so seems to indicate rank and position in their society; one of the few
they may pull our ships out in any case… “ folks in dark blue (he appeared to be wearing armor plates under his
— Excerpts from the log of the Princess Lamea, flagship of veil) instructed us to leave the city by sundown while pointing to the
the Red Harika flotilla; specific times and locations removed by mountain and making ominous gestures with hands and fingers.”
the Horas Admiralty
“…The coast with its countless rocky and narrow bays is
A precise report describing the advance on the fjord is probably home to many more pirates than we can assume. The
missing; further, the log ceases to mention the accompanying shoreline keeps rising; grass and sparse woods seem to grow on
vessel Avesfriend. It appears that the ship became the victim of the upper side. We somewhat managed to repair the Gylduria—
the so-called “Draydal.” everything is in running order again. We are following the coastline.
Later: the shoreline has suddenly dropped to sea level—there is
“…the south-western arm of the sea seems to lead back west and a giant step of almost 500 paces that reaches into the land as far as
thus separates a large mass of land. I had the course set to north-east…” we can see.”
“…again a narrow strait in front of us, this time leading sharp — Excerpt from the log of the Princess Lamea, flagship of
northeast. Mountainous shores line each side; the northern coast rises the Red Harika flotilla; specific times and locations removed by
higher than the southern…” the Horas Admiralty
“…after passing a basin with a diameter of about 400 miles,
we encounter another narrow passage leading southeast.”
The Isle of Women
“…Above the northern coast we could make out a moving “…steering away from the swampy islands towards northeast,
structure of some kind, which at first we all assumed to be a large we approached a very fertile-looking land after two days. Humans
bird. After examining the flying object through the scope, it became inhabit this land, and they appear civilized: we saw grain fields,
clear to us how it was easily the size of three to four shivoons. Different large plantations, meadows and pastures encircled with boulders as
eyewitnesses from both ships later agreed on having seen a ‘bellow,’ to well as high-rising guard towers and fishing boats by the shore. A
which basket-like objects were fastened with thick ropes; some even port city seems to be located about eight miles straight ahaed.”
reported seeing movement on and around this vessel. Many colorful — Excerpt from the log of the Princess Lamea, flagship of
rags and cloths were blowing in the wind like sails or long banners, the Red Harika flotilla; specific times and locations removed by
smaller flying objects, maybe the size of giant auks and also fairly the Horas Admiralty
bird-shaped, kept swarming around the large structure. The ‘bellow’
was moving further inland, so we decided against a pursuit.” “Eventually, Urguol did help us to return home. That weasel
recommended us to a captain who apparently transports grains. He
“The pirates were determined and skilled fighters and seafarers, must have owed that horned fellow something, for otherwise Urguol’s
and their double-bodied two-mast ships were certainly swift and easy to rude manners would have never convinced him so easily to grant us
maneuver; yet, they withdrew after we sent three of them to Efferd’s grace. passage. That short, stubby fellow with his hilarious tail has quite
Currently following a chain of islands towards east-north-east. If our earned himself the blessing of the gods! Half a moon later we arrive
calculations are correct, then we should already be traveling the Sea of the at the islands and truly, we meet with the Dame of Neetha again.”
Seven Winds—what an amazing triumph for science this would be….” — Excerpt from the travel report of seafarer Progon of Rethis
—Excerpts from the log of the Princess Lamea, flagship of
the Red Harika flotilla; specific times and locations removed by “The island belongs to the empire, even though we never get
the Horas Admiralty to see any officials or authorities of the Thearch outside of the port

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area. The locals pay tribute in the form of grains, vegetables and
wine—they certainly have enough of it. The land is fertile, the soil
dark and heavy; countless rivers and streams run through this land.
A mountain range in the northeast protects this region from rough
sea weather and holds back the rain and warm winds coming from
the inland. The locals grow wine along the lower mountainsides
and tend goats (as well as other animals quite unfamiliar to the
Aventurian eye) throughout the upper regions.
In comparison to Neetha or Kuslik, these island towns are rather
small and usually located by the coast, or at least close to a navigable
river. Mostly families of merchants, fishermen and craftsmen live in
these settlements, while the majority of the human population (along
with their temples and monasteries) live in small hamlets scattered
between fields, meadows, groves and vineyards. The people here highly
respect the art of farming and raising cattle, and so it seems strange The City of Trivina
that there are no pictures of Peraine or the stork (as these activities “The preceding descriptions are correct in that Trivina does
commonly express the worship of Peraine). Instead, the population have a large port, which in size and number of anchored ships exceed
honors The Mother and The Daughter—I cannot say with certainty those of Grangor and Perricum. Moreover, the public buildings,
if these terms refer to an actual deity. The priestesses are not very often decorated with gold-colored roofs, rival in size even the most
communicative, especially since we had only few women among us ostentatious constructions of Gareth; their style seems similar to
(foreign men are not allowed within the temple building at all).” Early Helaian architecture, yet they are more massive and compact.
— From the travel report of Efferdtreu Neethanier, captain Many living and storage houses are scattered in-between; all of
of the Dame of Neetha, 57 b.H., Hesinde archives, Kuslik them are at least three stories high and about a third of them are built
in the style of the previously mentioned ‘termite hills.’ We are making
“I cannot say with certainty if this island has some kind of ruler or these observations from the distance—guards tell us that we are not
not. There is a First Mother of Satu’s Blood. For all I know, she is some allowed to leave the harbor area proper—a few attempts to do so
kind of duchess and descendant of the former imperial family. Further, anyway have quickly taught us that we ought to listen to them.
she is the highest-ranking priestess of The Mother and The Daughter, Judging by the various flags we see, the port is home to many
which would make her the mother of all those living on the island. imperial vessels, some double-bodied ships from the pirate islands
Maybe she is a kind of matriarch, acting similar to the authority figures and a few slim boats that remind us of Thorwalian Dragonships.
of Al’Anfa patriarchy: she is both deont and worldly dignitary. Further, we recognize large row-galleys from the Narkramar
In general, women occupy important clerical positions, yet both and the pirate coast along with grain freighters from Era’Sumu
men and women are temple guards and Warriors of the First Mother traveling under imperial flag.
(the latter train hard at warrior monasteries). These soldiers are With hands and feet, we try to communicate with officers and
held in such high regards that they serve other houses and estates as crewmen, but many of them seem taken by some superstitious fear,
well—one hundred of them are even part of the regular tax duty.” unwilling to talk to us. Some, we noticed, keep pointing to a temple
— From the travel report of Averian Vogelflug, deont of building by the side of the mountain; by looking through the Meulenar
Aves, 57 b.H., Hesinde archives, Kuslik scope, we can make out a large golden eye-symbol on the side.
The enormous dolphin statues by the port entrance, symbols of
“The Mother bore us a Daughter. The Daughter bore us the a successful journey and a safe return, seem rather threatening. The
First. The First gave birth to all of us. Praise the Mother! Love Efferd temple in the port area does also present the Old Unpredictable
the Daughter! Obey the First among us! Dance, you mothers and as ruthless creator of raging floods and maelstroms, bringing about
daughters of Sutu’s blood! With you is The Mother and the power shipwrecks and terrible storms, and so it does not surprise me to see
she brings forth. Dance, you sons and fathers of Sutu’s blood, for sea snakes and giant octopus among his followers—creatures we
with you is The Mother and amongst you is Her.” would usually associate with the Mistress of the Nightblue Abyss.
— a note found by the corpse of Petracus, helmsman of the Our knowledge of Old-Gyldenland language is, to say the least,
Dame of Neetha, delivered by his captain in 57 b.H.; rewritten inept, which makes it hard to communicate with the officials; yet it
copy in the Hesinde archives, Kuslik appears as if Trivina maintains the status of an Imperial Free City,
and is as such subject to the rule of the imperial crown (at Cantara?).
“It seems as if Petracus was executed, as somebody had skillfully It becomes increasingly obvious to us how heavily regulations burden
separated his head from the body. There were no other injuries. the local trade; we are being treated almost like beggars since we
Egnesia found the corpse in the proximity of the temple quarter, left have no Aventurian merchandise left for trade. I am afraid we will
there for the dogs and ravens to fight over; I have not yet been able to have to sell the Gylduria to pay for the repair of the Lamea (and
find out who killed him and why. Believe me, these people can hold maybe to get a few more sample goods to take home with us)…
their tongue to the grave.” We have the opportunity to watch some of those catfolk work
— From the travel report of Efferdtreu Neethanier, captain in their boats, though a conversation is unfortunately not possible
of the Dame of Neetha, 57 b.H., Hesinde archives, Kuslik at all. They seem to subdivide into different races, the same way

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that Thorwal and Moha, Ferkina and Nivese people are different the Iron Hills in the west to the Forbidden Sea in the east. Those
from each other. The shortest of them are about one and a half pace times are long gone, however, and even though some imperial land
tall; the largest exceed a height of two paces. Aside from the hair on galleys and their winged troops still dare to enter the Lost Provinces
their head and neck, their fur is generally short. They wear nothing between the Great Orismani river and the Iron Hills, the land
but a large belt, to which weapons and tools are attached (at times certainly belongs to the Ban Bargui, just as the henchmen of the
they may also wear a cape-like mantle). Their tails are always fully Golden One (an ally of the Draydal) rule the triangle between the
developed and extended to the ground, helping them balance and Orismani and the Desert of Tears.
climb through shrouds and yards in such swift and elegant manner The land of Narkramar, the Sea of Floating Isles, the pirate coast
as no human ever could.” and the islands of Talaminas are supposedly all located in the south—
— Excerpt from the log of the Princess Lamea, flagship of these regions remain independent. Most of the provinces still ruled by
the Red Harika flotilla; specific times and locations removed by the Thearch either govern themselves or function under the order of a
the Horas Admiralty warlord of Sacred and Royal Blood. At least their titles indicate such
heritage—as far as I know, for coups and wars have thinned the royal
The Cat People blood line to such a degree that these individuals hardly are still part
of the Blood Tree. These high-ranking city municipals still behave
“You wish to hear about cats? Is it those small purring mouse
hunters you inquire about, those pets that rub your leg for some the way one would expect, wearing masks and keeping away from
attention over their prey? Maybe you are thinking of noble, wild the common folk, all in the tradition of the Centropolis. In addition,
predators that hunt the steppe and rain forest, deadly and without a their armies and magicians are not much less powerful than those of
sound? Or do you mean to ask about talking two-legged cats with the central power—were two provinces deign to form an alliance,
skillful fingers and upright walk, that may confuse your senses as the Star Throne might be in danger. Imperial informers and spies
dancers and astonish you with their ability to swing the blade like know how to prevent this, however, by means of skillfully dispersed
only a Rondra warrior can? All tales, you say? Oh my dear, your misinformation and undercover intrigues.
father himself has seen them, over there, in Gyldenland!” Dorinthapoles, for almost 2,000 years now capital of the
— Recently overheard at a carnival fest by Khunchom empire, may be about ten times the size of Kuslik, maybe even
larger. The workmen’s quarters (hosting merchants, craftsmen and
“I will talk of the third life of Asuoe, the rebirth of the Fire day workers alike) stretch for miles and miles, surrounding the Pillar
Cat. When I met her in this life, she was glowing with the age of of the Stars that is home to the Thearch’s palace. This royal residence
a blooming orchid: the short, silken hair shimmering red-golden, alone is said to host 20,000 humans: this tally includes members of
a sharp green glance about her observant eyes and upright walk, the Veiled Family, high bureaucrats and their separate courts, the
graceful her pace and wise her words. The elegant wedding Adamant Legion, the White Advisors, the theurgists, elementarists
adornment wound around her supple body and noble brow. The bent and sphaeromancers, provincial hostages, lower-ranking officials,
tip of her tail telling and her ears adjusted towards the White Tom- the serfs and slaves.
Cat of the Azaanuoa, whose wooing praises she had answered.” The military might of the empire rests on the large number its
— Fragment from the Chronicles of Asuoe, of Gyldenland disciplined Myriads. Those consist mostly of foot soldiers supported
origin, very old; Hesinde archives, Kuslik by some additional (cavalry) troops and possibly land galleys and
insectopters (depending on the terrain). Since Dorinthapoles is far
“Cat would be the wrong word—the man was more of a and the roads are bad, however, many commanders started centuries
jaguar, taking bloody revenge and fighting his foes with a slim, truly ago to build up their own power bases, shaping them after the
deadly blade instead of teeth and claws. He had a dark and silky example set forth by the celestial court.
fur, tail and ears as well as split pupils like cat; his teeth were razor The major travel-ways in the empire are rivers and channels on
sharp and he despised clothing. U’aeiisz’s weapons were superior to which pleasure longboats of the nobility, swift courier galleys and
ours, specifically made for him and had his name engraved. Truly, a armored military vessels hurry from town to town—even if all else is
genuine warrior as Rondra would have it!” lost, the empire will hold the rivers to the end, for there is no sea power
— From the reports of seafarer Progon of Rethis that could match the number and construction of these vessels.
The beliefs in this land are manifold, so long as nobody
“Do you see not who rules the Gyldenland? Who was it that threatens the god-given authority of the Thearch (who is also the
came over here and had to give up what we call the Lion’s Helm— supreme priest); even prominent sect members may advance into the
lost it just there where they worship a large panther? And why are highest positions. Aside from the worship of the Thearch, there is no
actual state religion; upper-class citizens honor Chrysir and Brajan,
they all bloody predators—Kamaluq, Rondra and Zerzal? I tell
warriors worship Khorondar and Bal Alar while city officials pray
you: beware of the cats!”
to the deities of Sind and Schemar.”
— From a text fragment found in Khunchom, attributed to
— From the daybook of Nazir ter Vaan; handed to the
the Ilaris sect
High Temple of Hesinde in Kuslik on 6 Ingerimm, 29 Haal

The Empire “Deep in Gyldenland, a river is said to cross the land from
north to south, already as wide as a mile as its springs from the
“Once, the realm of Cantera and Corabis ruled the entire land
earth. It joins another river running east to west and a tower stands
between the southern Sea of Silence to the northern Ice Wall, from

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where those two rivers meet, rising into the sky well beyond the
clouds. Alveranides, creatures of light with white wings, dwell
there together with the mortal saints of Praios. The Veiled Servants,
144,000 of them, have houses along the shore; they eagerly serve the
will of the Twelve as mediated by the Alveranides. The true mystery
of this place, however, is that the tower is the location of Talamisora,
and further holds the name of the Nameless stored in its depths.”
— From a text fragment found in Khunchom, attributed to
the Ilaris sect

“…Despite contrary orders, we have once again turned west;


so far, we have encountered many fishing villages, but no larger
settlements. By the mouth of some river, we had to retreat from
the area as we ran into three large galleys; we did manage to shoot
down one of the pursuing flying machines, though. We are now Captain Thjork refused the offer. Before sailing back north, the pirate
steering towards Cape Trivina to pass it just out of sight and then captain handed us our share and told us to never cross his path again.
turn northeast into the Gyldenland current. With the help of Efferd, Apparently, people from eastern lands fetch a good price in Trivina.”
we shall be home in four weeks.” — From the travel report of seafarer Progon of Rethis
— Excerpt from the log of the Princess Lamea, flagship of
the Red Harika flotilla; specific times and locations removed by “Hjaldingans? You mean the northern city of Jaldingafort, I am
the Horas Admiralty sure. Yes, many hunters and fishermen live there. They trade mammoth
skins and bone of seal, but southern tusks are profitable. Well, there’s

The Hjalding People


“We would have drowned like dogs lest that pirate ship come
supposed to be a few clans that live further north, far off the coast. I
would keep away from this region! These people, mercenaries as we
know them, are bloodthirsty and aggressive, men and women alike.
our way! Slim body, two rows of oarsmen and a seal-like figurehead They hunt humans not even for gold but for sheer excitement!”
in front, pointing straight forward on water level like a ram. This — Written record of a conversation overheard in a Trivina
vessel had rigging like none I had ever seen before! Three masts, with tavern, from a report of Seafarer Progon of Rethis
rectangular sails made of shiny black cloth and hardly any ropes; the
flag pictured the blood red body of a sea serpent. “Isjolf, whom we had captured earlier, told us that many of
Had I not known any better, I could have mistaken Captain his people have turned away from the sea to become warriors and
Thjork and his men for Thorwalians: they were mainly tall, strong soldiers—they wanted to be more than mere fishermen working in
men, pale-skinned with blond or red hair. Men and women were the service of the Thearch. Thus, hunters now live inland by the
impossible to distinguish—due to the horrific cold, everybody was many lakes and birch tree forests below the Ice Wall—these brutal
clothed in thick furs. They helped us off our floe of ice and tied men are in pursuit of everything that will pose as prey or put up a
us immediately, calling us a meager booty. That was when the fight. Further, there are fishermen that still obey the empire; they
fever finally overcame my defenses and raged in my chest like the have mingled with all kinds of southern people and still live in
Nameless itself—of the journey, I know only that it was rough. Hjaldingard. Last, there are the Children of Swafnir, people that
Even during summer time, Ifirn’s Ocean is already a difficult water have stayed truthful to their old ways and thus have spread all across
to navigate—I know what I am talking about—but never have the land. Like the sperm whale, they fight at sea, though rarely will
I seen such rough sea! Over and over again, there was rumbling there be enough of them to staff an entire ship.”
and clumping alongside the hull, as if the ship would rub against — Excerpt from the log of the Princess Lamea, flagship of
icebergs, not unlike the way whales clean their skin of mussels. the Red Harika flotilla; specific times and locations removed by
The storm finally ceased and our ‘hosts’ made out the Pearl the Horas Admiralty
Shimmer, the vessel they must have been after. This boat, already
heavily damaged, had no masts left and leaned so far to the side that
little seemed to keep it from sinking altogether. Captain Thjork gave
The Ice Wall
“In the farthest northern region of Gyldenland, a wall of ice
us two choices: to fight at the side of his men or to sleep with the
rises to a height of about two-hundred paces; Lord Firun himself
fishes. The storm must have taken its toll on his crew, and so we were
erected this bulwark during the return of the Nameless to protect his
his last resort. Thelia, however, was of no use to the captain—her
empire from all creatures of the doomed land. Yet, this frosty rampart
inflamed leg left her with no choice. I never saw her again.
also gives life, for many streams spring forth from it and flow into the
The following battle on the ice-covered shipwreck was worse
land of Efferd, until Praios dries them up in the Deep South.
than all that came before! Thjork’s men were after cargo and captain
Below the Wall of Ice roam those that were once part of
of the ship—all those who dared oppose them were slaughtered or
Firun’s empire; they have forlorn his goodwill and try to regain
sent down the icy sea…
it by hunting huge six-legged mammoths and pursuing the most
A small chest of gold was the payment for the job, and the strange
dangerous creatures of all: humans.”
gnome already proposed another contract. I cannot imagine why, but
— From a text fragment found in Khunchom, attributed to
the Ilaris sect
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Life in Aventuria
Science and Education Archdemons in the lands of the Heptarchies, the tribal culture
of the Novadis with their worship of Rastullah (although
The following text is a translation of parts of a heretofore Rastullah is also honored in the lands of the Tulamidians who
unpublished work titled In Nandus’ Name, Education, Culture also believe in the Twelvegods) and the veneration of ancestors
and Science in the 26th Century. It was collected by the church and spirits in the lands of the Forest People have not been able
of Nandus and printed in parts by Stührmann & Mezzani of to change this.
Grangor. We have adapted some of the texts in minor details and The Cult of Twelve is no monolithic block of mindscapes.
would like to take the time to point out that the perspective of Rather, it offers room for a multitude of schools of thought.
this text might be overly biased in favor of the Horasrealm and These different schools often emphasize different hierarchies
the Church of Nandus. of the gods, attach special importance to some of the children
of the gods or accentuate their workings differently (often
Technological Advancement diverging from the Edict of Silem-Horas or the rules of the
It is hard to describe a world in which magic phenomena Church of Praios). Typical representatives of such sects or of
and divine intervention are rare, but nevertheless existent, (mostly) ethnic preferences are the beliefs held by Norbards and
using terms and expressions of our own Earth—a world Thorwalians as well as the Maraskan dualism.
in which these forces never existed and that was plunged The worship of demons in the Black Lands has been
into centuries of stagnation several times by the decline and mentioned above, but one has also to mention that numerous
fall of empires. Very generally speaking and from a purely cults of the Nameless One are on the rise even (or especially)
technological point of view, Aventuria has entered the Age in these darkest of times; therefore, we have to be ever vigilant
of Enlightenment and Discovery. The Horasrealm is at the against these tempters.
forefront of this development, with some provinces of the There are as many philosophies that attempt to explain
Middenrealm, Nostria and Andergast, as well as Thorwal, the structure of the world, the Mystery of Kha and the role of
being the least developed nations. humans and gods within it as there are philosophers. Especially
worthy of mention are the Neo-Rohalists (who teach a pure
Philosophy and Religion philosophy and world-view without any ethnic judgments), the
Despite all nay-sayers and critics, the worship of the Honorable Servants of Tsa and Simia (whose maxims are highly
Twelvegods is the most widespread Aventurian religion, at moral, but whose followers nonetheless preach constant change
least partly due to the fact that this belief system is the one and renewal), the Warkhomian School of the philosophers of the
that is closest to the cosmic truths and human desires alike state (that develops models for highly functional communities—
since the Edict of Silem-Horas. Even the forced worship of the even Imperial Privy Councilor Dexter Nemrod is an adherent of
this school) and finally the Magician-Philosophers (whose almost
agnostic ideas in regards to the nature of the world and models
of explanation are often the cause of heated arguments with the
Church of the Twelve).
Besides these major schools of thought, a great number of
other philosophies have come into existence, but adherence to
many of those is punishable by incarceration and banishment,
as their theses are simply considered too dangerous and volatile.
Centers of free thought are Brabak, Fasar and Thorwal, where the
locals do not seem to care about the ramblings of madmen and
where freedom of thought has been a long-honored tradition.

Magic
The return of Borbarad and the subsequent forced
cooperation between the rival guilds of magicians (and even the
Daughters of Satuaria and the Servants of Sumu) has furthered
the art and science of magic in the past few years more than in
all the four centuries prior to these fateful times. The largest
advances have been made in the field of Elemental Hexology,
but many spells of the druids, witches and geodes have also
been deciphered and finally put into writing. Even the magic
of the shamans and barbarian cultures has been catalogued

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and archived (at least in part). Furthermore, old spells were
rediscovered, especially those of the ‘Codex 66’ (a collection
Geography and Cartography
It is with some pride that Aventurian explorers note that
of lost and hypothetical spells), and vital information has been
only a few spots on the continent remain uncharted, namely the
spread and exchanged between different branches of sorcery.
highest mountains, the heart of the Khôm Desert and the deepest
Unfortunately, the return of the Demon Master has also
jungles. But although the wilderness surrounding civilized towns
bolstered—often involuntarily—the knowledge of beings
and cities has been named and measured, it has not explored to
called forth from the Netherrealms. Luckily, these advances also
any further extent. Even today, nine-tenths of Aventuria remain
include methods of banishing such unholy creatures.
largely unexplored, although much of this will change if explorers
After long years of stagnation, the art of magic is becoming
like Asleif Phileasson and Harika of Bethana continue to push
ever more recognized as an applied form of science. This is
the borders of our knowledge beyond the horizon, venturing forth
especially the case in the lands of the Tulamidians and Al’Anfa,
farther than any man or woman has ever gone before.
as the use of magic has fallen under strict legal scrutiny in the
The most important descriptions and maps are found in
Middenrealm. The underlying philosophies have not fallen by
the libraries of the Kuslikan temple of Hesinde, the Admirality
the wayside, but few dare to openly apply them, lest they be
of the Middenrealm and the Mapry of the Thorwalian Supreme
accused of heresy.
Hetfolk. Even in these established places of knowledge,
however, many of the maps seem to be works of pure fantasy
Mathematics and Geometry rather than science—only the Thorwalian coastal and river
Since the (re-)discovery of the number zero almost 150 maps are considered to be truly trustworthy.
years ago, the rediscovery of the “Bosparan Squareroot” and Although the findings of most of the exploratory
the publication of the Kuslikan Angular Tables, the field of expeditions of late suggest that Ethra is actually globe-
mathematics as a basic science has not advanced much. The shaped, this knowledge remains purely “academic” for most
influence of this art on daily life is not to be underestimated, inhabitants of Aventuria, as only explorers and adventurers
though—be it in the form of the Festumian Compounded Interest would dare to find out what lies behind the horizon. Few
Tables and the economic fractions, or be it in ship-building and people care if the spices from “down under” grow on a flat or
architecture where geometry is the basis for design. Adding a globe-shaped world—the next game of Imman or the play
machines and interest spindles are true wonders of dwarf performed in the local theater is of much greater importance
mechanics, but the abacus is still widely in use. Of course, these (if one doesn’t have to care for the crops and livestock, and can
machines are of no use for certain mathematical calculations avoid the hardships of war).
(such as the construction of a pentagram using a ruler and
compass or the quadrature of the circle).
Botany and Zoology
The study of animals can be considered almost complete,
Astronomy and Astrology as only very rarely does news of creatures never seen before
Not only the piercing of the spheres, but also their reach our ears. Furthermore, the description of animal
disruption upon the return of Borbarad, has made astronomy behavior appears to be similarly complete, and even the
harder than ever, especially since all the catalogues of stars used different forms of making use of animals seem to have been
for the creation of horoscopes and navigation have to be adjusted exhaustively established.
and revised—not to mention the painstaking work of realigning In the study of plants, we are still far away from reaching
star-maps, astrolabes and orbitariums. These devices, not unlike such a broad base of knowledge, although many trees,
the interest spindles and adding machines mentioned above, are scrubs and herbs of the rain forests and even Maraskan have
dwarf translations of human knowledge into mechanics and been described (and for some, even their effect and use has
describe the course constellations or stars take in the skies. been catalogued).
Much of what we know about the stars is founded on The generalization and categorization of plants and
the research of countless Tulamidian astronomers. In the cold animals into systems without contradiction has yet to be
clear air of the Gorian Desert, a new, gigantic telescope is to be discovered, though, especially as the research of Margrave
erected in the near future. According to plan, it will far surpass Throndwig has been delayed by many years due to the taking of
the heretofore largest telescope of Aventuria, which is situated in his city Warunk by the Black Hordes.
the Goldenrock mountains and features a lens with a diameter The army in service of Borbarad has also introduced many
in excess of two spans. less pleasing species, but all of these aberrations, monstrosities
Astrology, on the other hand (as have many other forms of and demonoids fit far better into demonology than zoology.
soothsaying), has become ever more popular in these troubled
times, despite the lack of a uniform system of evaluating one’s
findings. Because there is no set method of determining the
Mechanics and Engineering
In the field of theoretical mechanics, leverage and its effect,
truth of any given method, however, the gods alone know the
the rotary motion, the buoyant force and friction seem to have
truth of any predictions beyond assessing the character of a
been explained in detail, while the laws of projectiles appear to
client or the shortest spans of time.
be much more complicated than initially expected and are thus
not yet fully researched. Most of these principles have become an

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integral part of daily engineering life, as they provided the basis modern methods of positioning (such as south pointer, log-line,
for new catapults and similar war-machines, for ship design as long-glass, quadrant and Hylailan triplecross) make sailing the
well as the construction of mills and water-powered elevators. high seas less hazardous than a few short years ago.
In recent years, however, all efforts focused on military uses for
new inventions.
It can be assumed that the Angroshim (the dwarfs) have
Land Travel and Communications
Aventurians typically travel on foot or in coaches of various
the most in-depth knowledge in the field of mechanics, but a kinds—riding horses are usually reserved for the affluent.
handful of human tinkerers, specifically Leonardo of Havena, Since the major roads have been extended to allow for coach
Master Sanderwik of Festum (both of whom have been traffic, travel (and doing trade) is still rather easy. It is not overly
abducted and forced to work for “Demon-Emperor” Galotta in expensive to travel by coach, as long as you restrict yourself to
Yol-Ghurmak) and the graduates of the School of Mechanics a sleeping berth in a dormitory and simple fares while you are
in Aldyra have appeared before the public with impressive spending the night at an inn. These well-established traffic
inventions and innovations over the last few years. Most likely, routes, however, only make up for a very small part of all possible
the Little People still guard some secrets they will disclose in the routes (villages and hamlets with less than 500 inhabitants are
future—for a price, that is. often many miles away from the nearest coach route). Thus, the
shank’s mare will probably stay the most important means of
Alchemy and Metallurgy transportation for years to come.
The most spectacular alchemical product is certainly Fast and persistent riding horses are the key to continent-
the flammable oil called Hylailan Fire (or Mengbillan Fire, wide communications. Messenger services such as the famous
depending on where it was manufactured) that saw heavy Beilunk Riders, the Silver Falcons of the merchant house
use in the numerous wars of the past few years. As alchemists Stoerrebrandt or the Blue Arrows (now part of the Mada Basari)
also produce poisons of all kinds and occasionally burn down keep noble and merchant houses connected with a speed of
their laboratories, this profession’s overall reputation has up to 240 middenmiles per day (provided the messengers can
taken considerable damage over the years. This treatment is change horses at changing stations on their way).
not entirely fair, though: after all, the alchemists also invented Furthermore, semaphores or blinking towers are still
porcelain, delight us with fireworks and continually improve the popular, even if they have high maintainence cost and need
average quality of glass. highly trained personnel. They have spread beyond the coasts
Meanwhile, glass even lives up to optical standards and of Fairfield to that realm’s inland, and some can also be found
starts to rival lenses of finely honed crystal—unfortunately, along the endangered coasts of Arania and Fountland. Their
the prices for such glass lenses are still mostly prohibitive. rate of transmission for shorter texts far exceeds that of the
Moreover, the healing arts have profited to a great extent from average mounted messenger.
the alchemists’ methods of boiling, precipitation, distillation Apart from carrier pigeons, conjured messenger demons,
and dilution. signal drums and runners, the Miraculous Collusion available
Only the diverse metals and alloys the alchemists work to most deonts needs to be mentioned. Though this means of
with find rather practical uses and gain broad recognition—all transmission is not always reliable, it is definitely the fastest one
processes that turn iron ore of different qualities into fine steel known in all of Aventuria.
are of special interest to many Aventurians. However, the gentle
arts employed by gong and pipe casters as well as steel smelters
and, of course, smiths are generally treated as jealously guarded
Military and Warfare
The wars of the last few decades (Khôm War, Answin
secrets of a given guild. Crisis, Orkstorm and Borbaradian Invasion) either sped up the
imminent changes in warfare (as new weapons were invented and
Shipbuilding and Seafaring put to use) or foiled them (for example, formations in battle were
Without any doubt, the shivoon (and all its variants) made impossible due to a simple lack of manpower). In troubled
developed in Grangor and Festum a few decades ago has to be times such as these, it comes as no surprise that the militaries in
regarded as the pinnacle of Aventurian shipbuilding. Apart from all nations were the first institutions to profit from the scientific
the shivoon, large carracks and handy caravels sail the Aventurian and technological developments described in this chapter.
seas. The era of rowing boats, however, seems to come to an end; The most important new weapons that appeared on
these gigantic vessels are now only deployed for some special the battlefield over the last few years were the pike—which
military tasks. In Thorwal—a nation that appeared to be stuck brought many cavalry attacks to a bloody end—along with all
for a long time in the ancient tradition of exclusively building kinds of field artillery, ranging from the “snot” (a light torsion-
dragonships—several new designs combing the advantages of driven war-machine mounted on a carriage that unleashes
sailing and rowing vessels are currently tested. a ball of lead or a hail of small stones) to the “cyclops” or
The vast majority of seafaring still takes place along hammerthrower (a gigantic siege engine with which an ox can
the coast, especially as no foolproof method of determining be catapulted over almost a middenmile). In addition, ranged
longitudes has been developed so far. Nevertheless, more weapons usable on horseback such as the Horasian arbalettes
and balestras were invented. Due to their complex mechanics

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and their resulting fault liability, however, these weapons did does not seem to have advanced that much in recent years.
not see widespread distribution. Badly trained barbers, physicians with crude bone-saws, and
There has been a certain trend in military engineering incompetent charlatans still largely dominate the field.
and doctrine towards attaching greater importance to massive Epidemics and diseases, such as the “Red Death” that raged
deployments of lightly armored infantry and mobile versatile across Chababia a short time ago, are not easy to cope with by
cavalry, supported by artillery (and the occasional magic either magical or mundane means. It is common knowledge
spell). Of course, when the Duodecennium of Wars came, that cleanliness, fresh air and clean water help with the recovery
these new principles could be upheld only in the largely process and that they even can prevent a disease from spreading
unscathed Horasrealm. further (otherwise, the streams of refugees from Tobria probably
Despite these recent developments, the heavy losses would have spelled doom for the entire Middenrealm), but
suffered during the Ork War and the repelling of Borbarad epidemics still can only be fought effectively by those blessed
brought the role of the individual fighter and his or her skills by Peraine. With the spread and the growing popularity of
back to the forefront. This attitude is reflected in the extensive Thorwalian and Tulamidian bathhouses, personal hygiene has
training at the warrior academies as well as the spread of “small experienced a definite upswing. Special houses where infected
unit” tactics. The Maraskan resistance fighters employed people can be quarantined have contributed considerably to rob
this specific strategy against the occupying forces of the epidemics of at least some of their imminent horror.
Middenrealm. It is considered to be less pleasing to Rondra, Healing arts focusing on ailments of the soul constitute a
but due to its undeniable efficiency, some militaries have begun new, largely unexplored field, but after many amateurs worsened
to use the hand (a unit of five fighters) or the rout (10 fighters) the mental state of their patients rather than improving it,
instead of the classic banner (with 50 fighters) as the basic competent deonts (particularly of Boron and Rahja) stepped
structural unit of their troops. in and took on the challenge of caring for the mentally ill with
remarkable success.
Printing and Writing
Although most books are still handwritten, the printing Technology and Society
press with movable letters of hardwood or lead alloys was Finally, the question of who benefits from all these
invented on Maraskan sixty years ago. It revolutionized the inventions and innovations remains. Unfortunately, it has
market for books. For the first time in Aventurian history, it to be admitted that only one in ten Aventurians ever has the
is possible to publish periodicals and journals. Furthermore, opportunity to benefit from these novelties. General education
ancient knowledge has become available to a far broader scope is still sorely ignored by most Aventurian ruling classes, ranging
of readers. from Fountlandian bronnjars to Kuslikan manufacture owners,
Books are not printed on parchment (which is still the and even regarded with utter skepticism or conceived of as
material of choice for documents and personal letters), but dangerous nonsense. Moreover, knowledge is expensive, and a
rather on paper made of rags or oaktree bark. Nevertheless, part of power the ruling classes are not fond of sharing.
books are still very expensive as their binding and illumination Only the novices of a religion or a magic school, graduates
requires extensive efforts. As local noble houses own many print from warrior academies, a small number of open-minded
shops, the free distribution of knowledge is still limited to a merchants, and a handful of scholars know about the basic
certain extent. principles of science presented here. Despite all the efforts taken
Since large parts of the populace are still illiterate, scribes by the Church of Nandus, this is probably not going to change
enjoy an excellent standing. Due to efforts taken by the former over the course of the next few decades.
Scribe School at Zorgan and the temple of Hesinde at Kuslik,
certain standards regarding orthography, style and grammar have
become widely accepted, at least for Garethi and its variants). Aventurian Tongues
Medicine and Dialects
The most remarkable innovation in recent years has been The linguistic heritage of Aventuria is a rich and varied
the introduction of magic in the healing arts. Even if only one, with dozens of alphabets and vocabularies used across the
counts, princes and rich merchants can afford this treatment, the face of the land. Language differs by nationality, culture, tribe,
post of “magic court physician” is a highly renowned one (and and sometimes even village. This section talks about some of the
involves less personal risks than that of, say, magic bodyguard). more common linguistic branches and their geographic origins.
Apart from that, physicians and field surgeons still perform
their bloody tasks in the conventional fashion, of course, and Human Languages
the changes of the last few years in that regard can be called Originating in central Aventuria, the most important
marginal at best. Even though some knowledge of the Forest Aventurian language is Garethi, the language of the
People has been incorporated into the Middenrealmian healing Middenrealm. Commonly spoken dialects that derive from it are
arts (and despite the good progress anatomy has seen thanks the native tongues of Andergast and Nostria, the Horasrealm
to the lax regulations in Al’Anfa), medical science in general (under the name of Horathi), the Cyclops Islands, and

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Fountland, as well as in the Svelltian City League. It is spoken the Ferkina tribe that settled in Maraskan. On Maraskan, only
as a trade language in many southern city states, on Maraskan, a minority of the population (philosophers and priests of the
as well as in Khunchom and Thalusa. Twins) still understand this language, which is intricately
Tulamidya has influenced the Garethian dialects of Brabaci interwoven with the Maraskan faith of the Twin Gods.
and Maraskani considerably, whereas Fountlandian and Horathi Many dialects of the Forest People language—which will
differ from High Garethi only in regards to pronunciation and be summarized under the moniker of Mohan here for reasons
a few words in their respective vocabulary. On the other hand, of simplicity, although this does not do justice to the vast variety
Alberned—the dialect used in Albernia—has adopted elements of different dialects—see widespread use in southern Aventuria.
of Thorwalian and Isdira, and the Trahelian language of All variants share an innumerable amount of different syllables,
Gatamo is interspersed with many words from Mohan. clicking noises and the lack of a written form.
Ever since the rule of Emperor Silem-Horas, all variants of Another language lacking a written form is Nujuka, the
Garethi make use of the 31 letters of the Kuslikan Script. Garethi language of the Nivese. Nujuka makes use of several additional
arose in central Aventuria as a new variant of Bosparano, the “high vowels that do not appear in Garethi, and it also contains an
tongue” of the Old Empire (with simplified grammatical structures immense number of terms for objects and events characteristic
and elements from many other old languages incorporated into the for the typical Nivesian environment. Interestingly and very
new tongue). Bosparano in turn is based on Old Gyldenlandian much unlike Mohan, Nujuka is something like a single standard
(or Aureliani), the language spoken by the first settlers from the language used by all Nivese tribes and families.
enigmatic continent to the west of Aventuria. The last living human language worth mentioning is
The second important Aventurian trade language is Thorwalian, which evolved from a Gyldenlandian language
Tulamidya, the main language of the continent’s original spoken by the Hjaldingans at the time of their arrival on the
Tulamidian population. It is still the native tongue in new continent. In recent centuries, the growing number of
Mhanadistan, the Balash, Thalusia, some regions in Arania terms adopted from Garethi has eventually made it possible
(where the number of speakers has started to increase again for a Thorwalian and a Middenrealmian to enter at least a
most recently) as well as the Khôm Desert and its neighboring rudimentary form of communication, even while using their
areas. Moreover, it is used as a trade language all over southeast respective mother tongue. Today, the ancient runic alphabet of
Aventuria including Maraskan. It has many dialects, though the the Thorwalians (and the Saga-Thorwalian closely connected to
most distinctive of these is Khôm-Novadian. Khôm-Novadian it) is known only to the skalds.
is so different from the standard Aranian-Balashidian variant of
Tulamidya that it is almost a language all of its own. All variants
of Tulamidya, however, are rich in consonants and sound rather
Nonhuman Languages
Humans are neither the only nor the oldest inhabitants of
harsh to the average Middenrealmian. Aventuria. They share the continent with a multitude of other
The modern variants of Tulamidya evolved from Ancient races. While some may be tempted to classify these other races as
Tulamidya, which has to be considered a dead language. It died primitive, the truth is far different. Some of these races already
out almost a thousand years ago, although its alphabet was knew poetry, elocution and secret codes while man still dwelled
kept in use much longer. Since the expansion of the Novadi in dark caves, trying to figure out how to master fire.
people, the most recent Tulamidian alphabet consists of the 19 There are two languages spoken by other races that are
Sacred Glyphs of Unau, which are derived from the 56 letters undoubtedly the most important to humans. They are the
of “modern” Tulamidya. In keeping with its ancient traditions, melodic Isdira, used by all elven people (Isdira is almost without
of course, it’s interesting to note that the 56 letters evolved from variant and had been unchanged for centuries), and the dwarfen
the nearly 300 letters of Ancient Tulamidya, which were in turn language—Rogolan—which is the standard language for all
based on the approximately 5,000 letters of Zelemja. Angroshim and has only a few regional dialects.
Zelemja is a mix of Ancient Tuladmidya and Rssahh Isdira is written in 27 intricate letters, while Rogolan uses the
(see Nonhuman Languages), using the Chrmk, the alphabet 24 angular “Dwarf Runes” (of which only 20 are still in common
of Rssahh. Though today it is still spoken only in Selem and usage today). Both languages strike humans as extremely
its neighboring regions, Zelemja has remained unchanged for alien—Isdira due to its flexibility and ambiguity (depending on
nearly 3,000 years. the stress and inflection used, one word can have several different
Another independent tongue that evolved from Ancient meanings as well as different grammatical functions), and
Tulamidya is Alaani, the language of the Norbardes, which is Rogolan due to its vast vocabulary. As a counterpoint to Isdira,
also very rich in consonants. In the course of the Norbardes’ however, Rogolan is typically more comfortable for humans to
migrations, Alaani has lost so many of its ties to Tulamidya use of the two, as its grammar is very rigid and well-structured.
that are virtually no surviving common linguistic structures. Both languages have evolved from ancient forms: Rogolan
Understood by virtually no one outside the Zibiljas, the Alaani from Angram (which has been preserved in form of pictograms),
alphabet is apparently a bastardized version of the Chrmk; the Isdira from the high elven Asdharia (no known written separate
exclusive source and use for this alphabet are the chronicles of form of this language exists); even the elves living today think
the oldest Norbard families. of Asdharia as very complex and hard to learn, and no fluent
Another nearly dead language is Ruuz, also belonging to the human speaker has ever been found.
Tulamidya family. It was originally spoken by the Beni Rurech,

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Another independent ancient language with few existing proper way, due to the rumors of Zhayad being the language of
variants is Orkese. Its dialect, Ologhaijan, is spoken primarily the Seventh Sphere. Zhayad also has a written form consisting
in the Orkland and can be called its “high tongue” to a certain of about 400 letters and ligatures, but only those that can be
extent, while the dialect Oloarkh is used by the marauding orks notated in Kuslikan Script are used regularly.
and has adopted many loan words from Garethi, becoming the Two other secret codes are Nanduria and Arkanil.
common language. The marauding orks even teach this variant Nanduria, also called the Nandus Script, consists of 26 letters
of Orkese to the ogres who have joined their bands. that are used by alchemists and artifact manufacturers for
Just like Orkese, Goblinese is a language that has no engravings and are quite popular among witches as well. More
written form. Among the Redpelts of the Sickle Mountains it is complex than Nanduria, the Rohal Script—another name for
still in widespread use, while most of the nomadic goblins speak Arkanil—stems from the time of the Magician Wars. Its letters
a crude mix of Goblinese and Garethi. are said to harbor such potent magical energies that only a few
The complex, muttering Trollish is used by a very small scholars dare to write them down.
number of speakers. As this language lacks a short means Finally, the Ravenspeak of the Al’Anfan church of Boron
of writing (the trolls mostly “write down” their stories and has to be mentioned. This language, which had originally been
their history in form of three-dimensional petroglyphs), it is derived from Tulamidya, is now slowly beginning to exert a certain
incredibly hard to learn and thus virtually unknown. influence on the local language that sired it in the first place.
The common trade language of the Scaled Folk is called
Rssahh, or Reptilian (which has been in use for many thousand
years). Several dialects of this language exist; it was developed Measures, Money
by the lizard people, and is incredibly hard for humans to
pronounce, due to its bold use of consonants. and Weights
The written form of Rssahh currently in use today employs “Hence we declare as eternal measures the cubit, the stick, the
the letters of Chmrk, a syllabic script with about 5,000 different claft and the march for length; and for weight there shall be the
signs. Chmrk is also the basis for the written form of Zelemja. splinter, the ounce, the pound and the greatpound; and for value
Chmrk in turn evolved from the far more complex alphabet there shall be the golden crown, the silver tenth, the iron shilling;
called Chuchas, the alphabet of the old Lizard Realms (the for now and ever in all provinces of the great empire of Bosparan.
humans know this alphabet under the name of Yash-Hualay Given in the year 1487 after Horas’ emergence, by the hand of Arch
Glyphs or Proto-Zelemja). Chamberlain Bilador, in the name of Her Majesty Hela-Horas,
Two remaining non-human languages of some distinction Empress of the Bosparanian Empire.”
but that are seldom used are the Kobold language and
Dragonnic. The Kobold language is virtually unknown outside This—the third, at the time—attempt to standardize
of the kobold race. It is so fast that it is reminiscent of birdsong, Aventurian measurements and currencies lasted for five years
and only a very few human or elven spell-casters can speak it. (until the end of the Old Empire). Even the Priest-Emperors
Dragonnic is also unknown to the vast majority of humans, were unable to enforce a standard (based on the number
being more a language of the mind than a language of the 12). Hence, merchants still have to convert from Mengbillan
tongue. The Drakned-Glyphs developed by Pher Drodont, Ounces to Warkhome Grans, from Selemian Coppershillings
which are said to be suited to written Dragonnic speech, are to Puninan Doubles. The reformation of measurements, under
used regularly by many magicians as a form of secret language. the reign of Rohal in the year of 454 b.H., finally brought unity
to Aventurian measurements despite fervent resistance, even
Secret Languages and Codes though there are still a few local exceptions.
Apart from several guild languages, which are mainly used
to protect secrets of trade and manufacturing, the secret languages Measures of Longitude,
used by thieves and spell-casters deserve special mentioning here. Area and Volume
The most important thieves’ languages are the finger and The most important measure of longitude is the pace,
hand signs of Atak (originating in the Tulamidian culture and which is divided into 5 spans, which again is divided into 10
still used by many of the local merchants, who are very fond of fingers (“half-fingers” are seldom used). Then there is the
gesturing during negotiations and transactions) and the “beaks” middenmile, which is divided into 1,000 paces. The plummet,
of Vulpinian (or Foxish), astonishingly widespread symbols which is used for heights and nautical measures of sea depth,
used to mark buildings or trade goods in an inconspicuous is approximately 10 paces long; it is divided into eighths for
way. Moreover, Vulpinian also makes use of several code words more precise measures. To determine travel distances, many
and double meanings for Garethi terms that have nothing in regions still use different measures: The baryd of the Novadis
common with the usual meaning of a word, so that they can be (15 middenmiles) and the Nivese day (12 middenmiles) are the
included in any utterance without giving the thief away. most well-known.
Especially popular among magicians is Zhayad, which is All of the measurements are squared to determine the size
in all likelihood an artificial ancient language. It is claimed to of an area. They are called anglepace, anglespan or anglemile.
be the only language in which demons can be summoned the There is also the square (25 times 25 paces), the hectare (100

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times 100 paces) and the acre (2 times 2 middenmiles). The Earthly & Aventurian Measures
latter was also used to measure fiefdoms. In southern Arania,
the morning (about 3,000 anglepaces) is also known—the area Longitudinal Measures
that can be plowed in one morning. 1 finger 2 centimeters
The most common measure for volume are the fingerful or 1 span 20 centimeters
flow (1 finger times 1 finger times 1 finger) and the spanful or 1 pace 1 meter
urn. Innkeepers, as well as wine and beer merchants, prefer to 1 middenmile 1 kilometer
use the quart of 100 flows or the draught (a quarter of a quart),
and the cask of 10 spanful. The large ochs (of 12 casks) is seldom Square Measures
used. (The latter corresponds with the measure used to calculate 1 anglespan 20 x 20 cm
the volume of ship cargo, which, if filled with water, is as heavy 1 anglepace 1 square meter
as a freestone.) 1 hectare 1 hectare (100 x 100 m)
The most common Aventurian weights are the greatpound 1 anglemile 1 square kilometer
and the freestone (1,000 greatpounds), as well as the scruple, a 1 acre 4 square kilometers
thousand of which make a stone. 25 scruples are an ounce. The
fine measures are carat (one fifth of a scruple) and grain (one Dry Measures
twenty-fifth of a scruple), used exclusively by apothecaries and 1 flow 8 cubic centimeters
goldsmiths, who also use the carat to determine the purity of any 1 draught 200 cubic cm (0.2 liters)
material, be it gold or vitriol. 1 quart 800 cubic cm (0.8 liters)
In the Middenrealm (and the Horasrealm), measures 1 urn 8 liters
and weights are regulated by imperial law. Manipulation of 1 cask 80 liters
weights and measures is severely punished (even noblemen 1 ochs 960 liters
are punished), if the tax collectors, sheriffs or palatinate counts
discover it during one of their many controls – correct measures Weights
and weights are the base for a functional tax system. That is also 1 grain 1/25 gram
why barons (who are given exact copies of the imperial measures 1 carat 1/5 gram
as a symbol of their dignity) often control the measures of 1 scruple 1 gram
merchants on the marketplace as well as the duties of the 1 ounce 25 grams
farmers and citizens themselves. In most countries of Aventuria, 1 greatpound 1 kilogram
the matter is handled similarly – but of course there are black 1 freestone 1 ton
sheep everywhere.
Currencies
All attempts to unify currencies have failed utterly, leaving
money exchange a still profitable occupation. The most
widely used currency of Aventuria remains the currency of the
Middenrealm, which is based on the ducat of 1 ounce of pure
(mint) gold. One ducat is 10 silver thalers (of 5 scruples of
silver), which corresponds to 10 bronze farthings (of 5 scruples),
which again equals 10 iron kreutzers (of 5 scruples).
Ducats of the realm may only be manufactured in the mints
of Gareth, Warkhome, Punin and Havena. Despite the succession
from Emperor Haal to Protector of the Realm Brin to Imperial
Regent Emer, the ducats still bear a griffin on one side and the
portrait of Emperor Haal on the other. The coins of Emperor Reto
are still legal tender, while older coins are only valued at 8 thalers.
Silver thalers may be minted by provincial lords. Farthings
and kreutzers may be minted by a count, which is why a vast
number of pictures and insignia appear on different coins.
Only weight and shape are controlled by the taxmen—and
here controls are even more rigid than the control of weights
and measures: every forger, whether he is a noble or a simple
peasant, is thrown into the tower for the rest of his days.
The currency of the Middenrealm is also legal tender in the
Horasrealm, even though many people accuse the Vinsaltic ducats
of having a lower percentage of gold. A peculiarity of the Horasrealm
is the horasdor, a 20-ducat coin, weighing half a greatpound. It is

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hardly used, even in the Horasrealm, because hardly any innkeeper how they are made up, and how and with whose money they are to
or merchant has the appropriate change. be kept intact and which laws are valid on them…”
Most countries and city states of the Tulamides use the —Taken from an edict of the Great Chancellery of Emperor
ducat and the thaler as well. In the Caliphate of Mherwed, Alrik, 298 b.H.
though, the golden maravedi (2 ducats), the silver zechine (2
thalers) and the copper muwlat (5 farthings) are the currencies Although the Realm is now smaller than during the heyday
of choice. The main currencies of Al’Anfa are the golden of the Eslamidians, the classification given in the edict is still valid
doubloon (2 ducats), the oreal or shilling (1 thaler) made out of for all roads, some of which have existed since the Bosparanian era
copper and gold, and the copper dirham (like the kreutzer). and have not been expanded until today. It defines three types of
In Fountland one pays with the lump (1 ducat), the penny roads: imperial roads, imperial highways, and other roads. In the
(1 thaler) and the slighting (1 farthing). Horasrealm, Fountland and Arania, the roads’ legal classification
As a marginal note, one has to mention the local currencies of and banditry is similar to the situation in the Middenrealm.
Vallusa (whites, dusts, flints; will lose their value when Vallusa
belongs to Fountland), of Thrahelia (suvar, hedsh, ch’ryskl), Imperial Roads
the Amazons (amazon crown) and the dwarfs (many different In modern terms, an Imperial Road is a roadway of at least
coins, depending on the clan, usually highly valued). four paces in breadth, plastered with slabs of granite or basalt and
All these different currencies mean that individuals will sporting a slight curve on the sides in order to make rainwater run
have to deal with exchange offices more often than they would off the road and into the ditches. The course of an imperial road
like. Depending on the business they have to pay between 10% is well-chosen, avoiding detours and crossing rivers on bridges
and 30% of the money for changing it to another currency. of stone, with ferries or at specific fords. Every 15 middenmiles,
Whether you want to torture your party with different currencies a (mostly fortified) inn can be found which also serves as a
all the time is your choice, but it can be very useful if the heroes station for messengers, a stable with horses to lease and a base
have just too much money … for the patrols of the Road Watch, sometimes even providing a
It is also important to realize that currencies are not in use blacksmith who performs simple repairs on carriages.
in many, mainly rural, areas of Aventuria. Often communities In the Middenrealm, an imperial road is subject to
rely on the exchange of goods, which might also cause problems imperial law as enforced by the riders and the toll collectors of
when wanting to exchange currencies. Finally, there are banks in the Road Watch. The Road Watch is comprised of troops from
Aventuria who give out checks for deposited sums. the Imperial Seneschal’s Treasure Guard. On those roads, tolls
are only taken on the outer borders of the Realm (by the time a
Cost of Living traveler first steps on an imperial road). The money flows into
Assume that a normal craftsman makes a profit of 5 ducats per the imperial treasury, which also pays for the maintenance of the
month, that a draught of beer in a tavern costs 6 kreutzers, a
roads. Additional income hails from the leasing of the hotels and
greatpound of bread on the marketplace 15 kreutzers, a good
linen shirt 8 thalers, and a sword or simple leather armor 10
inns to local innkeepers.
ducats and up. Banditry on imperial roads, including attacking inns and
waystations, is a serious crime that can easily cost the offender’s
head. It also promises great profit, should one deem the risk
Travel in Aventuria
Aventuria is a very sparsely populated continent. Though
worthwhile, as the roads teem with heavily packed carriages and
mule caravans and the riders of the Road Watch are few and far
some areas seem tamed and civilized, the sight of Gareth’s or between. Rumors even say that some riders boost their pay by
Fasar’s narrow alleyways, the prospering villages and towns of closing one or two eyes to the actions of a generous donor.
Fairfield or the cultivated soil of the Aranian lowlands are the
exception, not the rule. Many middenmiles of deserted land or Imperial Highways
dense forest lie between villages and cities. The stretches of roads known as imperial highways in the
For this reason, trade routes between villages, market Middenrealm and as royal roads in the Horasrealm and Fountland
places and cities are the lifeblood of the continent. Roads that are of lesser quality than the imperial roads. These roads also have
can by used for carriages and navigable rivers not only attract to be broad enough for two carriages, cross rivers on well-suited
merchants and hasty travelers carrying money and goods to the and safe places and sport an inn at least every 20 middenmiles.
individual countries, but also bandits and river pirates eager to In the Middenrealm, the maintenance and safety of imperial
take these resources away. highways lie in the hands of the provincial lords, who take tolls on
the borders of their holdings and lease inns along the road. Mostly,
Cross-Country Travel however, the provincial lords are even more niggardly than the
Empire. The roads are often neglected for many years at a stretch,
“Against the efforts of the provincial lords illegally taking toll
until public outcry becomes great enough or until income from
on the Emperor’s roads, but also against the statements of honorable
the roads drops significantly. This is also true for the Horasrealm
merchants refusing to pay the toll on the provincial lords’ roads, it
and Fountland, but to a lesser degree as these roads are subject to
shall be explained and laid down which roads are the Emperor’s and
the central government in both countries.
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By name and by law, other Middenrealmian stretches are one’s vest or a vial of illegal poison). Deonts of the Twelvegods
also called imperial highways. They do not observe the same who are not traders can cross most borders uncharged.
quality standards, however, and often cause conflicts between On naval borders in the provinces of the Middenrealm and
travelers and toll collectors. the Horasrealm, traders are charged tolls of three to five percent
of the value of their goods, while simple travelers are asked to
Other Roads pay a rather symbolical fee of one farthing.
All other roads often are in a sorry state, assuming they Export duties are very uncommon and are fought by the
actually deserve this title and do not make the terms path, dirt merchants with all legally recognized methods available. They
track or “piece of wasteland trampled by some people” seem are only charged if the country’s coffers are almost empty or if
more appropriate. The best of them consist of hard packed loam certain goods should not leave the country (in the latter case,
partly mixed with rubble and fixed on the edges with wooden export of the goods concerned is typically just forbidden).
stakes or poles rammed into the ground. Some even sport one or Bridge tolls are about one kreutzer per leg and one farthing
two wooden bridges and an inn, while the worst roads—which per wheel, but they are increased if the city or provincial lord
is the condition of almost all “roads” in Aventuria—are furrowed owning the bridge needs more money. About the same amount is
carriage tracks, paths hacked through the woods or frequently- charged for roads that are hard to maintain, like passes, serpentine
used game passes. roads, reinforced dams or tunnels (which are extremely rare). In
In a hard rain, these paths turn into streams of mud and these cases, the toll house is located on a part of the road impossible
bog-holes, making it almost impossible for travelers to continue to avoid, ensuring that no one cheats the lord of his rightful fees.
their journey. During a hot summer, travelers and packing The last place one can be charged for simply traveling
animals have to cope with the dust coating their skin, covering during a journey is on a ferry, which typically charges a fare for
their clothing and seeping into mouths and noses. Basically, if each passenger. The fare varies according to the breadth and the
not for river navigation—or brave merchants leaving the roads if fierceness of the river, lying between one and eight farthings
necessary—many places would be cut off from the outside world. per leg and three and thirty farthings per wheel. The biggest
problem with ferrymen and ferrywomen, however, is that they
Border, Road and Bridge Tolls often refuse to cross the river if the ferry is not fully occupied. A
hasty merchant might have to pay thrice the normal fare to get
No journey would be complete without the widely disliked
his carriages across the river in time.
toll collectors providing reasons to lament at the next inn (a social
action if ever there was, as no traveler can resist commiserating with
a stranger over the common bond they share—a hatred for the toll
collector). Real toll stations—small castles with a watchtower, a
main building, a stable, the toll gate and a low wall stretching about
one middenmile into the hinterlands—are rarely seen in Aventuria.
They are typically found on the borders of larger empires. A toll
station is usually run by a dozen people, with the largest part of
them patrolling the hinterlands in search of smugglers.
Far more common are small toll houses (a hut for the toll
collector and his family) with a turnpike located on secure
borders between individual provinces. Similar buildings can
be found in harbors outside the area where storing or selling
imported goods is free. For the most part, naval toll collectors go
aboard incoming ships in the company of pilots, inspecting the
ship’s load on the spot.
On a country’s borders, typically five to ten percent of the
goods’ worth is taken as import duty, but the debates following
the toll collectors’ charge can take hours. These tolls are
variable, depending on which country the transported goods are
from, how much the country taking the toll needs the goods,
etc. Travelers not recognizable as traders pay tolls measured by
their profession (estimated by the toll collector or proofed with
a document): simple laborers mostly pay one farthing, while
better-off professions like pharmacists, magicians, printers or
goldsmiths are charged up to five ducats. By the way, posing as
a shoemaker while carrying loads of weapons and an expensive
suit of armor will raise the suspicion of even the dumbest toll
collectors—better to pay the ducat charged for mercenaries than
to be strip-searched (the collector might find the gems sewed into

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Important Passes Means of Travel
Wherever possible, Aventurian roads and trade routes are On Foot
built around mountain ranges, even if long detours have to be Wanderers with light luggage—i.e., not carrying more than
made. Roads through the mountains are expensive to build and a walking stick, a dagger, a bread bag and a water skin—can
to maintain, insecure because of sudden changes in weather travel up to 40 middenmiles a day. For the most part, however,
and falling rocks, almost never able to be used in winter, not heroes travel heavily packed, carrying one suit of armor, two or
profitable for innkeepers, and tend to slow down carts pulled by three weapons, supplies for several days and personal items.
oxen or horse carriages. With these heavy possessions, heroes mostly travel about 30
Nevertheless, there are passes mostly used by single middenmiles a day. Always keep in mind that a traveling group
travelers, sometimes by mule caravans and in rare cases by cannot be faster than its slowest member.
trading wagons. Traveling on foot requires good constitution and a decent
amount of rest. During a forced march, it is extremely important
Caravan Routes to stay at an inn and sleep in a bed. Once at that inn, the heroes
need to spend another six hours resting before they can look
Along the routes mentioned above, and also where no
path or track can be found, travelers and traders form traveling forward to the next leg of their journey. Anything less will result
communities known as caravans. For the most part, these in a reduction of speed.
communities comprise two dozen packing animals (karens in As a Highlord, you can ask for Survival tests to determine the
the far north; camels in the Khôm Desert and its outer reaches; quality of a night’s rest in the wilderness and accordingly modify
mules, donkeys or heavy horses in other regions) and a dozen the amount of regeneration. You can also give a bonus point if the
people, some traveling on horseback. Depending on the terrain, heroes are especially careful or stay at a well-kept inn.
a caravan also takes additional animals with it, which carry Apart from particular dangers in different kinds of terrain,
nothing but supplies and water. carelessness is a wanderer’s greatest enemy. One false step can
Even though it is not particularly wise to travel dangerous cause severe injuries, making it harder or even impossible to go
territories in small groups, trading caravans of more than on. Survival tests are suited to simulate some of these dangers
appropriate sizes exist, sometimes exceeding the numbers in play. Avoid asking for too many checks, though; this could
given above by up to five times. At the beginning and the end spoil the players’ mood. Heroes acting at least a little disciplined
of trade routes, one mostly has to wait until enough people have should only get into serious trouble if unusual danger relevant
come together to form a caravan, but patience is almost always to the current adventure is at hand.
rewarded with traveling companions, a good private deal and a
secure trip. There are always travelers who know how to fight, On Horseback
and even if not, everybody can help hire mercenaries A group of travelers on horseback will not be able to bridge
more than 35 middenmiles a day, while a single horseman with
Step and Stone light luggage will be able to ride up to 50 middenmiles per day.
For a group of travelers, it must be noted that horses also have to
You do not have to play out the entirety of a journey if you
eat. On top of that, a horse’s hooves have to be cared for during
don’t want to; you can very easily skip some parts of it, especially
longer journeys. In addition, different kinds of horses are more
those with little or no chance of encounter. If the heroes are
or less suited for certain tasks. There are especially tenacious
about to undertake a long journey—from Havena to Beilunk, for
horses for traveling and exceptionally strong ones with great
example—it certainly is wise to play out only one or several short
carrying capacity.
passages of the journey, leaving the rest to a simple summary.
In some kinds of terrain, travelers will have to dismount
In the portions of the journey that you do choose to focus
and lead their horses, as riding would be too dangerous. In
on, it may be important to note whether a city will be reached
normal terrain, horses are unlikely to trip, but soft ground,
before the sun sets, or if the “shortcut” the heroes took turns out
underbrush and forced speed increase the danger of accidents.
to be a really bad choice. Using events and dangers on different
It’s rarely the horse’s fault if the rider falls, however. Most falls
days of the journey can give your players a good impression of
are caused by carelessness or levity on the rider’s part. You can
the time spent covering the trip as a whole.
use Danger Sense, Perception or Survival tests to see if the rider
pays the attention necessary to deal with difficult terrain.
Encounters Also, from time to time ask for a Ride test, modified
Even if marches through the wilderness are exhausting and according to the present terrain; it is an appropriate way to
dangerous, we strongly recommend not choosing encounters simulate the danger of falling in play.
that will lead to a fight for every single day of a journey. Try to
create a proper image of the dangers of the land the heroes are
traveling through and plan encounters with the local fauna—
Camels
Camels are especially well adapted to desert climates, able
and, of course, encounters with rapacious bandits or people
to store large amounts of water and persevere for many days
carrying information for the hero’s next adventure.
without drinking. These animals are not as fast as horses, but
very tenacious and able to carry heavy loads.

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For journeys through the desert, it is always wise to use If an Aventurian has to go on a long journey, the preferred
camels as packing animals. If necessary, one can even ride these form of transportation will always be the ship—at least for those
animals, giving exhausted or hurt party members an opportunity who can afford it. Firstly, one can stay on the same transport from
to rest. Outside the desert, travelers on camels or packing camels the beginning to the end of the journey; secondly, one can carry
can be found in Arania and Almada, but these animals will not more cargo; and thirdly, there are fewer pirates than highwaymen
survive very long in most northern regions. (except perhaps in the Charybbean Sea or the Bloody Sea).
Most sea journeys follow the coastline for many
Carts, Carriages and Coaches middenmiles, because it helps orientation and salvage is more
Simple oxen carts, merchant carriages, covered wagons likely in case of a wreck. Exceptions are the routes from Selem
used by settlers, stage coaches on the roads of Aventuria: there or Thalusa to Port Stoerrebrandt on Iltoken, or from Selem into
are many different kinds of vehicles that travel the Aventurian the Strait of Sylla. Of course, it is possible to lose sight of the
roadways (even sleds). coast for a day or two if the winds are unfavorable.
An oxen cart can cover about 25 middenmiles a day, a Ships usually anchor at night (a problem, due to the
normal horse cart about 30, and a traveling coach or stage coach proximity to the coast) or try to reach a harbor. The demurrage at
about 50 middenmiles. Carts and carriages need at least simple a given port of call lasts between half a day and a day, depending
cart tracks, while traveling coaches can only be used on well- on how many goods are to be handled. Water and food rations
maintained roads. are always replenished at each stop; you never know when they
If the heroes do not have a coach of their own, they can might become scarce.
rent one (which is uncommon) or travel by stage coach, which North of Thorwal, almost no vessels sail from Travia to
costs about 4 ducats per person per 100 middenmiles. Normally, Peraine. In the northern Sea of Pearls and between Grangor and
a ride on a trader’s carriage will be much cheaper, while a trip Thorwal, boat traffic virtually ceases between Boron and early
on a peasant’s cart is possible in exchange for entertainment and Phex. On all other oceans, boating takes place all year round.
assistance. Assuming sound winds and a travel of 12 hours duration,
a slow cargo sail covers about 120 middenmiles per day; a usual
Messengers and Express Coaches fast sailing-ship (caravel, small shivoon, thalukk, longship), 140
Changing exhausted horses can increase the traveling middenmiles. Fast ships that can sail for 24 hours a day reach up
distance for a rider or a coach. This requires professional to 250 middenmiles per day.
planning and good organization, as is the case for most A galley, which can be operated for 8 hours a day, covers
messenger services. More information on these organizations 70 middenmiles; forced oaring (12 hours of oaring) results in
can be found in on p. 132. about 100 middenmiles; courier-dromones (24 hours of oaring,
Anyone who wants to engage in such express rides without changing shifts, known route) even up to 200 middenmiles.
proper preparations will certainly have many problems; most The cost for a sea journey varies depending on accommodation,
significantly, the horses the traveler needs to continue are ship type and route. An example would be a passage from Havena
often not easily available in small towns or villages. When an to Kuslik, on a hammock in the lower deck of a slow grain-
adventure calls for such improvisational methods to organize an transporting vessel for four ducats. In a cabin on the Oblivious, the
express ride, the players will surely feel a certain thrill at doing luxurious and fast flagship of the shipping company Terdilion of
so. Belhanka, one would surely have to pay 25 ducats. The greater the
For reasons of comprehensiveness, it has to be noted that distance, the lower is the difference between these price levels. The
a mounted messenger can cover an average distance of 180 travel from Havena to Beilunk might cost between 15 and 50 ducats.
middenmiles a day (less in difficult terrain); an express coach Horses are charged the same price as a human—the same applies to
can bridge 120 middenmiles a day on an Imperial Road—always (approximately) a freestone of cargo (of personal belongings).
provided that horses can be changed at regular intervals. The most important—and free—Aventurian seaports and
trade nodes are: Neersand, Festum, Vallusa, Beilunk, Perricum,
Zorgan, Khunchom, Al’Anfa, Brabak, Mengbilla, Rethis,
Sea Travel and Trade Neetha, Belhanka, Kuslik, Grangor, Havena, Nostria, Thorwal,
“I think I will trust in this ship, despite the tight space and the Olport and Riva. All those cities have a good connection to the
low amount of duty-free goods. The markings on the bow below hinterland, docks for all types of vessels or calm anchorages,
the name ‘Admiral of Seweritz’ account for fourteen sunken craftsmen and often even shipwrights. They also offer the type
pirate vessels and nine heavy storms that we survived. Originally of entertainment that you would expect in the docklands (the
we were transporting salt from Unau, but everyone who joined in besieged Beilunk is an exception).
Khunchom invested in spices, which, they say, will draw great profit Ports with a dubious reputation, despite their sometimes
in Festum.” good equipment, are Thalusa, Selem, Port Corrad, Sylla and
—From a letter from Arms Officer Isora Nattelbeck to her Charypso, Hôt-Alem, Chorhop, Prem, Enqui and Harben
mother, relayed by the brotherhood of Efferd; dated 16 Rondra, (which is a military port). The most important ports of the Black
30 Haal Lands (and therefore pirate strongholds) are Mendena, Jergan,
Yasairabad, Elburum and Tuzak.

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Ship Types
When it comes to the transport of goods
and passengers, the most recognized ship
types in northern Aventuria are the cogs
(usually with one mast, square-rigged sails)
and the hulks (similarly built, larger vessels
with three masts), the quick caravels on the
west coast (fast ships with two or three masts,
usually rigged with triangular “Havenan”
(Lateen) sails), heavy carracks (high-sided
ships with three or four masts) and modern
shivoons (galleons; only slightly smaller
ships with three or four masts, but faster
and more maneuverable than carracks). In
southern Aventuria, the bellied potts (ships
with one square-rigged mast and a large
spritsail) as well as the thalukks (smaller,
faster and more maneuverable than caravels)
and zedrakks (quite large ships with three to
five masts and a low gauge, enabling them
to enter estuaries of rivers) and their smaller
relatives, the lorchas, are common.
Seagoing oared vessels (biremes, triremes,
dromones and galleasses) are seldom used for
cargo transport due to the low cargo space and the fact that they have to avoid the open seas. They are usually used as warships, dromones
sometimes as fast couriers.
The same applies to the Thorwalian longships or ottas, which do not have to fear the open seas, but have only little space for trade goods.
The Thorwalians use the half oared, half sailed gnarl for peaceful trading purposes. Both ship types are able to sail rivers for a long way, due
to their low gauge.

Justice and Law The Laws


The oldest preserved code of law is the ancient Ius Divi
inAlthough
Aventuria Horathis, written around 1900 b.H. during the rule of Empress
Dalida-Horas. It was followed by the Lex Imperia by Emperor
all people of Aventuria share certain social and
moral rules, only the Gyldenlandians initially had a specific Yarum-Horas (1437 b.H.). The laws within both are primarily
judicial system in the narrower sense. A number of elements of historical interest, rather than having a continuing impact on
thereof—such as texts of law, a separation of instances, and modern juris prudence.
imprisonment as a form of punishment—were very alien Aventurian jurisdiction is defined primarily by the time-
concepts to the Aventurian natives. All cultures that were not honored, multi-volume Codex Raulis (954 b.H.) by Emperor Raul,
influenced by the Gyldenlandian settlers—Nivese, Mohans, the Ius Concordia (527 b.H.) by Rohal the Wise and the Garethian
elves and dwarfs among others—have still not incorporated Pamphlet (397 b.H.). Moreover, the Imperial (Land) Reform Act
these ideas into their lives. Only the Tulamidians have adopted (11 b.H.) by Emperor Reto and the latest Imperial Reform by
the majority of their legal customs from the settlers, together Protector Brin are of special importance to the Middenrealm
with their worship of the Twelvegods. today. In the Horasrealm, an extensive code of law is in the final
The following text deals with the characteristics of law stages of preparation, with an expected release in about ten years.
and justice as they are typical for large parts of Aventuria— A multitude of individual laws and precedents from
including the Old and the New Empire, the Aventurian south earlier legal proceedings exists, as well as special regulations
and Fountland. Among all other cultures, the sense of justice is for certain legal aspects. For example, the Garethian Trade Law
determined by the customs of the respective clan or tribe. In those Regulations from 299 b.H. have become the binding trade laws
places, law is often considered to be whatever the Nivese shaman, in the Middenrealm and even far beyond its borders.
the Mountain King or the common elven sense dictates.
The legal forms resulting from the large variety of The Judges
Aventurian cultures are so diverse that we refrain from trying The Praios-granted right to hold court is primarily a
to give an overview—the closer study of individual cases is privilege of the noble class. Even though there are other
something we leave to the wanderlust of our readers. institutions that claim the right to dispense justice, noble
jurisdiction is the most widespread and commonly accepted
practice in most Aventurian regions. In Thorwal, however, the
elected hetfolk or the jarls (in more important and far-reaching
cases) ensure that justice is served.

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The Courts proceeding, the damage done does not constitute the violation of
a law—the crime itself is seen as an infringement upon the order
Not every damaged person can appeal to a court: this right
given by the gods and the state, and this order has to be protected
is closely connected to the standard rights of a citizen. Only
not by the damaged person, but rather the authorities themselves.
freemen can sue others; bondsmen, wards and children need a
The victim and his relatives are of negligible importance and are
free or noble patron to go to court in their name.
at best seen as interesting witnesses to the crime.
According to the role of the plaintiff, two different proceedings
As a general rule, any crime has to be pursued. Moreover,
are used in Aventuria. The older court of arbitration is particularly
permanent investigators and plaintiffs are employed by at least
widespread among Thorwalians and dwarfs as well as in Arania
those Supreme Courts that have to deal with capital crimes.
and Tulamidian lands, and in Nostria and Andergast, though the
In the Middenrealm, these investigators are often called
process is losing ground there to more modern judicial methods.
inquisitors. They are often laymen or even deonts of the Church
In many provinces of the Middenrealm (especially in the duchies
of Praios (for example, the court chaplain of a noble judge).
and Almada), it is a form of proceeding that is slowly dying out.
In the Horasrealm, those investigators are nearly all members
In a court of arbitration, the judge is merely an arbiter.
of the bureaucratic State Order of the Eagle whose titles they
There are often no official plaintiffs, as everyone assumes that
assume—most free courts have advocates, while Supreme
relatives and friends will speak in favor of the damaged person.
Courts employ procurators. Both types of proceedings are prone
The case has to be presented as consistently as possible, since the
to bribery, and often the judge accepts gifts from both parties
judge will probably not engage in any investigations of his own.
before finally deciding in the favor of the more generous one.
There is no difference made between civil cases and criminal
In almost every Aventurian region, legal proceedings are
cases: the damaged person sues the person he holds responsible
highly traditional, almost ritualized events during which time-
for the damage done, no matter whether the case is about real
honored customs are followed to the letter. Most start in a religious
estate, stolen cattle or murdered family members.
fashion with a prayer to Praios, the Lord of All Laws and Protector
Unfortunately, the judge in his role as arbiter frequently
of Order. Due to the influence of the Church of Praios, finding the
lacks the power and the enthusiasm to proceed to action after
truth is more important than settling the dispute between victim
he has passed his judgment. If the person who lost the case does
and perpetrator in an inquisitorial court. Therefore, a confession
not accept the judgment, the judge has to allow the person who
by the accused is seen as the hardest evidence possible that can be
won the case to enforce the judgment—even by violent means.
procured, even if it is gained by resorting to torture.
Actually, this often leads to long and bloody feuds between clans
and tribes. Only in semi-feudal Arania—and of course in the
Middenrealm—do noble judges have the necessary means to Breaking the Law
bring misbehaving losers back in line. It is a commonly accepted idea all over Aventuria that there
The younger inquisitorial court formally is the proceeding are different categories of violations of the law that have to be
of choice in the entire Middenrealm, but it has become especially addressed by different courts and punished appropriately to the
popular in Garetia, Darpatia and the Horasrealm. (Under the severity of the crime. In many places, it is far more important
prescriptions of the worship of Rastullah, the Caliphate has a during legal proceedings to determine to which category a crime
legal proceeding quite similar to an inquisitorial court.) In this belongs, rather than pinpointing its exact juristic definition.

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Misdemeanor: These are the most harmless violations with a deterrent sentence in the widespread inquisitorial courts.
of the law, only pursued when a damaged person appeals to a For misdemeanors, humiliating punishments are common,
court. Indecency, disturbance, vagrancy and similar offenses up ranging from public reprimands (the so-called “obloquy”)
to and including unarmed brawling in public are considered to and being put in the pillory, to fines of up to 10 ducats or
be misdemeanors, as well as the so-called “petty theft” (with incarceration for up to a month; moreover, corporal punishment
goods not exceeding 5 ducats in value) during which nobody “on hair and skin” is also possible (which means that the culprit
must have been threatened or hurt, and nothing must haven is either shaved bald or flogged).
forcibly opened or otherwise damaged. In the case of crimes, prison terms and fines without any
Crimes: This category includes the largest number of upper limit are permitted and often combined with humiliating
offenses, such as grand theft (with goods exceeding 5 ducats sentences and/or corporal punishment. Thieves or cheats can
in value), breaking and entering, arson, fraud, libel, insult and have their “wicked body part” (the hand or the tongue, for
defamation. The everyday activities of many adventurers can be example) mutilated, although this is only permitted when
found in this category… dealing with repeat offenders.
Capital Crimes: Traditionally, this category takes in acts Capital crimes are either punished with long prison terms
of violence such as rape, bodily injury, robbery, piracy and and heavy fines or, more frequently, with forced labor in a
kidnapping, arson that has led to injury or death, murder quarry or mine or even banishment to a penal colony (set up
and manslaughter. It also includes seditions like poaching, by the Middenrealm in the jungles near Hôt-Alem). Brands as
smuggling, false return of income, counterfeiting, conspiracy accompanying measures are not uncommon. The death penalty
against the monarch and high treason, as well as crimes against is also permitted; nobles are beheaded, while all others are
the natural order (entering a pact with demons, disavowal of hanged. Occasionally, the body of the executed culprit is burned
divine truths and insulting or speaking disdainfully about the after the sentence has been carried out (some special cases
gods or their servants and representatives). The latter kinds of apply; arsonists, for instance, are burned alive, well poisoners
crime are often described as “unwholesome trouncing on the are drowned, etc.).
fundaments of Realm, Ethra and Alveran.” Horasrealm: Punishments are very similar to those of the
As a general rule, even an attempted felony is punished as Middenrealm, but mutilating criminals is seen as barbaric. The
harshly as if the actual deed itself had been committed. Horasrealm has set up several penal colonies on the Cyclops Islands.
Fountland: The Fountlandians follow the example set by
Punishments the Middenrealm as well, but the punishments for non-nobles
There is a multitude of possible punishments that can be are harsher, and many bronnjars are fond of mutilations and
enacted in Aventuria. The degree of punishment mostly depends floggings even in the case of minor offenses.
on the severity of the crime. The assumed or testified motivation Svelltland: The earlier inquisitorial courts so pleasant to
of the culprit is also very important in that regard: anyone who Praios have nearly vanished; they have been replaced by the
breaks the law because of an error, temporary irresponsibility or ruthless enforcement of some sort of order dominated by bounty
even thoughtlessness will probably get away with a mild form of hunters and lynch mobs. The only common punishments are
punishment. Anyone who displayed selfishness, premeditation fines, flogging and hanging.
or cruelty can expect to be punished more harshly. Repeat Arania: Courts of arbitration are the standard of Aranian
offenders and strangers also have to cope with an especially jurisdiction; it is assumed that a judgment has to make even
merciless judgment. In the Middenrealm, it is regarded to be the damages done to the victim of a crime. Hence, virtually all
particularly reprehensible when magic was used during a crime. violations of the law are punishable with an appropriate fine, paid
In courts of arbitration, there is also a “justified violation of by the culprit to the victim or the latter’s relatives. In the case of
the law.” Whether it is manslaughter in self-defense or petty theft crimes, the entire property of the culprit is commonly confiscated
to keep oneself from starving to death, anyone who can deliver and the culprit himself can lose social rank, so a noble can end
proof (probably through eye witnesses) that he was forced to up as a freeman or even a servant. Capital criminals can either be
break the law to prevent a greater evil is frequently found not turned into slaves that have to work for the victim or the crown
guilty at all. In inquisitorial courts, however, many rigorous (in a quarry or on a galley) or they are put to death.
judges and deonts of Praios claim that Thorwal: Courts of arbitration are the rule here as well.
there is no such thing as The judge determines an appropriate fine to be paid to the
a justified violation of victim (the so-called thurgold) in the case of misdemeanor or
the law. These hardliners petty crimes. When it comes to capital crimes, either a heavy
always demand at least fine (that often ruins the culprit and his entire clan) has to be
a symbolic punishment paid or the culprit is outlawed and banished (usually the hardest
whenever a law has been sentence), beheaded, hanged or drowned (only for the most
broken. notorious offenders).
Middenrealm: Southern City-States: The legal system is a wild mix of
Any possible violation inquisitorial courts and courts of arbitration. Most of the time,
of the law is punishable the judge chooses the kind of legal proceedings he can profit
from the most.

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Communication Courier Services
The usual methods to transfer private messages or to make
and the Press information widely known are the courier services based all over
Aventuria. They rely on their steadfast riders, which again rely
on a dense network of way stations where they can exchange
Communication, Envoys horses or transfer the message from one rider to another. The
and Newspapers way stations are usually combined with inns along the imperial
“Aventurian nations depend on armed legions and filled roads, at all estates of counts and more important nobles, and
granaries, but they depend even more on information. Even though at the gates of most cities. In the wilderness they use a common
the value of a single message may often be underrated, it can decide (and usually well-defended) station. In all cases, they also
prosperity and poverty, profit and loss, war and peace.” collect local information and take it from one area to the next.
— From Middenrealm for 1000 Years, from the temple of Apart from the riders, most courier services employ runners in
Hesinde in Punin; 7 Haal the cities, in mountain ranges and in bogs, as well as company-
owned or leased ship connections.
Since the beginning of time, all cultural races have The speed of a message heavily depends on weather
striven to communicate not only from face to face, but also and season, but is usually twice as fast as a normal rider can
over long distances. Whether to administrate and maintain a travel in a forced ride. Records like Havena to Beilunk in four
vast commonwealth or the simple desire to converse; gossip days (which means a daily mileage of over 250 miles!) are the
and mysterious messages from faraway countries are always exception, but are quite possible in case of emergency.
welcome. It is said that the old lizard rulers used methods The prices for transferring a message by express delivery are
reminiscent of the Dark Eyes used today, but that may also just exorbitantly high, so that only noble houses and rich merchants
be the stuff Tulamide tales are made of. can afford it: the approximate price is one silver thaler per mile
The traditional means of communication of the elves for most couriers. (These mile specifications are written down,
and dwarfs are very reliable. The former use the renowned together with the route suggestions, in the logbooks of the
treetoppers, who can relay messages even through howling wind courier services—a useful compendium for any traveler, but not
and storm, as well as arrows to which messages are attached and available for sale.)
even far-reaching magical songs. The dwarfs employ tube callers The larger courier services (Beilunk Riders, Blue Arrows, Silver
and courier runners in their tunnels. Falcons, Postservice Pertakis) have come to an agreement among
Many human cultures (Forest People, Maraskanians and each other and with all important dynasties, condemning any
Nivese) use often complex drum signals to transmit messages. assault on a courier and even excluding the sovereign or merchant
The latter people also employ horns for communication. who ordered the assault from any further use of any courier service.
Such horns were also in use for a long time in the lands of the For a sovereign or merchant, this means being virtually blind and
Tulamides and in Gyldenland, and are still used in mountainous deaf to the world around. In many places, couriers have a sacred
areas. The Tulamides also rely on a system of carrier pigeons that status and may not even be attacked in times of war.
is over a thousand years old. It is also used in other places, but is If needed, messages can either be written in a secret script
considered less reliable due to birds of prey and bad weather. or encrypted by a Cryptographo spell, which can only be read by
The newest method for the transmission of messages is the recipient. This is expensive, but creates even more security.
used in Fairfield. A system of towers, called clatter towers or The most well-known courier services are as follows.
semaphores, uses widely visible signals to relay short messages
from one tower to the other. The messages are transferred The Beilunk Riders
in a speed that is only exceeded by magic or the miraculous They lost their main office due to the Borbaradian invasion
communication that deonts employ. The biggest problem and suffered great losses in the battle of the Trollgap, including
with semaphores is the dependency on the weather. If rain, their long-time leader, Colonel Leon Rukaris. Despite their
snow or fog obstructs visibility, messages cannot be transferred. losses, however, they could soon regain their former numbers.
Semaphore routes can be found in Fairfield along the coast from The Beilunk Riders are known to be the fastest and most reliable
Grangor to Drôl, along the Yaquir from Kuslik to Uppercrags, courier service. They own way stations and offices in almost all of
and from Pertakis via Arivor and Silas to Methumis. Outside the free Aventuria, as well as several ships. There is even a special boot
Horasrealm there are routes under construction along the coasts camp for couriers who are bound to travel to inaccessible regions.
of Fountland and Arania and from Perricum to Gareth. One is
Price: 1T/mile plus 1D/day, min. 5D, max. 75D
even planned along the coasts of Thorwal. Average daily distance: 180 middenmiles
The already mentioned miraculous communication is Weight: Max. 10 ounces
also a widely used method of spreading news from one point Encryption: Depending on method, 1F to 1T per word
to the next, especially where church business is concerned. Reliability: 99.5%
Many newspaper reports start with “As voiced by usually well- Special services: Transport of goods via express carriage
informed deonts…” (120 miles/day), extra fast delivery (200 miles/day
guaranteed) for a much higher price

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Life in Aventuria
The Blue Arrows The center of the art of printing and typography is Fairfield,
They were once a part of the Royal Aranian Trade Company, especially after the conquest of Maraskan by the Black Hordes.
but are now part of its successor, Mada Basari, a joint venture of Many large cities of the Middenrealm (Gareth, Havena, Punin)
the Mhaharanyate Arania, the RATC and the Church of Phex. employ this new technique, as well as Festum and Khunchom.
The Blue Arrows have offices south of the Gareth-Beilunk line Printers have a high social standing, especially if they print
(but in Festum as well) and north of the Selem marches. They schoolbooks, periodicals, government decrees or communiqués.
mainly rely on courier riders and are known to be very reliable. There are also pamphletists, however, who ramble from town
to town equipped with a portable printing press and a case
Price: 8F/mile, min. 5D, max. 100D of letters. They make their living by printing decrees of local
Average daily distance: 160 middenmiles authorities or flyers.
Encryption: Depending on method, 2F to 8F per word The most famous periodicals are the Garethian Aventurian
Weight: 1 greatpound Courier (it has the highest circulation), the Horasian newspapers
Reliability: 98%
and gazettes Bosparan Herald and Bosparan Gazette, the urban
Special services: Transport of goods up to 10 greatpounds
by courier (double price)
Havena Fanfare, Hesinde’s Mirror (the quarterly publication
of the temple of Hesinde in Kuslik), the Flag of Festum, the
Al’Anfanian Templecrier and the Seawind, a publication of
The Silver Falcons the Brotherhood of Efferd and the temple of Bethana, for all
The Silver Falcons of the merchant house Stoerrebrandt
nautically interested readers.
deliver messages and smaller quantities of goods all over
There are other traditional means of distributing news,
Aventuria (excluding Al’Anfa and its allies, as well as the
specifically town criers who talk through town and use bells
Heptarchies). Even though their network is not as elaborate as
for attention (and are also available for private advertisements).
that of the Beilunk Riders, their lower fees make them accessible
There are also bulletin boards (usually near temples) and
for the middle classes.
announcements inside the temples, which point out the latest
Price: 1 farthing per mile and ounce for “slow delivery”
decrees or upcoming events.
(100 miles/day) up to 5F/mile/ounce for guaranteed One has to note that, besides newspapers, there are
maximum speed (at least 180 miles/day); at least 1D other services in Aventuria that gather information instead
Avg. daily distance: 160 middenmiles of disseminating it. Because of that, they are often referred to
Encryption: Depending on method, 1F to 1T per word as “information agencies.” There are the Imperial-Garethian
Weight: Max. 10 greatpounds Information Agency or IGIA, the “secret service” of the
Reliability: 95% Middenrealm. It also operates the Aventurian Courier. The
Special services: Transport of goods, storage for retrieval, Horasian Order of the Eagle also has a branch known as the
carrier pigeon delivery across certain areas if needed, secure
Directorate for Peculiar Affairs, the Vinsaltic equivalent to the
transport (99.5%) for triple price
IGIA. Additionally, the churches of Praios, Hesinde, Nandus
and Phex (the latter more or less secretly affiliated with the
Besides these companies there are other, smaller ones who agency Nanduria from Fairfield and the Aranian Mada Basari)
usually belong to the sovereign of their country of origin—for are exceptionally interested in various kinds of information.
example, the Middenrealmian Imperial Courier Service (ICS),
which also delivers private messages (only slightly slower than
Beilunk Riders, similar prices), but is related to the Imperial
Garethian Information Agency (IGIA). Others are limited to a
certain region, such as the Postservice Pertakis, which transports
mail with regular carriages throughout the Horasrealm—slow
(50 miles/day) but cheap (1F/mile up to 5 ounces of weight).

Newspapers, Flyers
and Periodicals
Due to the advent of the letterpress, information, rumors
and gossip are all now widely available to the public at large.
This technique employs moveable type made of wood, lead
alloys or brass. In the beginning it was used primarily for civic
decrees, but by now the technique is wide-spread and even some
regular newspapers have appeared. They have a circulation of
up to 1,000 and are not only read in academic circles but also—
mainly as placards—in small towns and villages. Wherever the
papers are distributed there usually is a person who can read it,
even if it is only the mayor or the local deont.

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Calendars and Holidays

Calendars and Holidays


The common human calendar consists of 12 months of The Dark Eye Dating Conventions
30 days each (also called god’s name or moon, even though it The Das Schwarze Auge game products currently in print
does not fully correspond with the cycle of Mada, the moon). in Germany use two different dating conventions, one
Each month is assigned one god of the pantheon of twelve corresponding to Bosparan’s Fall and one corresponding to
(Praios, Rondra, Efferd, Travia, Boron, Hesinde, Firun, Tsa, Emperor Haal’s inauguration. While we have chosen to use the
Phex, Peraine, Ingerimm, Rahja, in that order). The year begins Haal dating convention, both can be used interchangeably. The
Fall of Bosparan occurred in 993 b.H., and thus the inauguration
midsummer on the first of Praios, which corresponds with July
of Haal occurred in 993 BF, 993 years after the Fall of Bosparan.
on Earth. Both reckonings know a “Year Zero.”
Each year, five days between the 30th day of Rahja and the
1st day of Praios are not assigned to any god; they belong to the
Nameless One and are commonly feared. At this time no stars
are visible on the meridian. If possible, one should not leave the
Holidays
The list below shows some of the holidays that are
house, trade goods or start any type of work. A birth at this time recognized all over Aventuria. It is not complete, but offers a
is always a bad sign, and those children are typically either killed good overview. The most important regional holidays can be
or abandoned. Generally, one should spend this time praying found in the respective country’s descriptions, beginning on
and waiting for the 1st day of Praios. p. 34. Note that the following table shows the actual terrestrial
Additional to this division of time, there is another calendar months (as shown in the Basic Rules, beginning on p. 149) that
that follows the phases of Mada, which divides time into weeks each of Aventuria’s months corresponds to (in terms of climate
of seven days each. The days are usually known as Windday, on the northern hemisphere, that is).
Earthday, Marketday, Praiosday, Rohalsday, Fireday and
Waterday (in that order; there are regional differences). The
phase changes of Mada are always on an Earthday.
The Novadis are an exception: they do not divide the
The Skies of Aventuria
All Aventurian cultures view the celestial bodies above as
year into months and weeks, but in 40 segments (the so-called an expression of divine will and order. The most important
Names of God) and five extra days named Rastullahellah, elements of the Aventurian sky are:
which follow each eighth Name of God. The 23rd of Boron in
common reckoning marks the beginning of the Novadi year, • The Sun. Its steady course marks the beginning and the
which corresponds to the advent of Rastullah in Keft. end of all days (the term “Praios’ Run” is synonymous with
The calendars of the orks, goblins and elves are fully based day).
on the phases of the moon. None of these cultures use a 365-day • The Moon. Mada’s Mark and its waxing and waning
year. The dwarfs, though, know a year of twelve months of 30 phases. The course of the moon cannot be completely
days each, even though they associate the Nameless Days with calculated, as it casually diverges to the north and south.
the power of “The Dragon”. • The North Star. It never moves.
• The Circle of Twelve. It comprises conspicuous
Calendars constellations whose slow movement across the Aventurian
sky corresponds exactly with the annual coming of sowing
Different countries relate the beginning of their calendar and harvest.
to various rulers or historical events. Hence, one counts the • Eight very bright cursory stars or planets. They seem to
years after Golgaris’ appearance in Al’Anfa, the appearance of choose their path across the sky at their own whim.
Horas in the Horasrealm and the Novadis see the advent of • Uncountable other stars and constellations. They rise
Rastullah as the beginning of their times. Arania, Nostria and regularly from the east, but the time it takes them to
Andergast count the years after their respective independence, complete their way to the western horizon differs. (The stars
and the Middenrealm counts the years of rulership of its current of Ethra do not rise every night. Like the constellations of
emperor. The only calendar that is recognized all over Aventuria the Circle of Twelve, it mostly takes them one year to cross
is the “Fall of Bosparan,” but only the Fountland and some the sky, but there also are faster and slower stars as well.)
Tulamide city states actively use it, though. Some calendars
know the year zero, others do not.
According to the Theory of the Spheres, which was
We are using the year 30 Haal as the year of this book’s
established by Rohal the Wise and the astrologer Niobara,
publication. It corresponds to: 2515 Horas, 1023 BF (Bosparan’s
stars and planets lie even beyond the spheres of the dead and
Fall), 1877 o.i. (of independence of Nostria and Andergast), 338
the gods. In this Sixth Sphere, the order of heavens is visible to
GA (Golgaris’ Appearance), 264 Rastullah, and 29 of Aranian
all eyes able to perceive it. Power, influence and competences
and 27 of Thrahelian independence.
of gods, demigods, Elder Dragons and other beings are given

134 World of Aventuria


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Calendars and Holidays

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World of Aventuria 135


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Calendars and Holidays
Praios (Pra.) [July]
1 Praios Midsummer; most important holiday for all who believe in the Twelvegods; processions with large statues of griffins, homage to all sovereigns, emphasis of the
god’s order
2–3 Praios Festival of Praios and Griffin Festival in Middenrealm; traditionally nobility is given on this date
1st Praiosday in Praios an eight-day-long tournament in Gareth; jousting, games for the people, bard competitions, Imman tournament

Rondra (Ron.) [August]


1–30 Rondra (except 8) Theater festivals; Arivor, Kuslik, Vinsalt; theater plays, trickster procession
5 Rondra Day of the Oath in the lands of Twelvegod faith; most important holiday of the church of Rondra, ordination of new deonts; fasting, meditation
6–9 Rondra National holiday in the Middenrealm; memorial of the victory of the Second Demon Battle and the exclamation of the Middenrealm
8 Rondra Bosparan’s Fall; Fairfield; black day
15–16 Rondra Sword-Celebration; lands of Twelvegod faith; lesser holiday of the church of Rondra; tournaments, contests, profane entertainment

Efferd (Eff.) [September]


1 Efferd Day of Water; mainly coastal cities; most important holiday of the church of Efferd; processions, i.e. Colorful Lights of Perricum (with fairs, games and lantern processions)
9 Efferd Fourth Rastullahellah; Novadis; rest and prayer
16 Efferd Celebration of the Fog; lands of Twelvegod faith; sacrifices and prayers to Phex; mainly thieves and merchants
30 Efferd Fishermen’s Holiday; coastal areas, important holiday of the church of Efferd; sacrifices and prayers to the souls of the drowned
30 Efferd Examination Day; centers of the cult of Hesinde; ritual arrangement and assessment of the temple’s treasures; final exams in many wizard academies

Travia (Tra.) [October]


1 Travia Day of Return; mainly for Thorwal, Norbardes, Fountland; visits to friends, reception of strangers
1–3 Travia Celebration of Harvest; lands of Twelvegod faith; important holiday of the church of Travia, blessing of granaries, assessment of the fields, ritual feeding of
geese
4 Travia Day of Heroes; centers of the Rondra cult; memorial day, holy to Rondra, of the Harvest Feast Massacre, demonstration of determination and strength
12 Travia Day of Loyalty; lands of Twelvegod faith; lesser holiday of the Travia faith, oaths between friends and many weddings
29 Travia Day of St. Gilborn; centers of the Praios church; memorial of Gilborn from Punin, who was killed 400 years ago by Borbarad

Boron (Bor.) [November]


1 Boron Day of the Dead; lands of Twelvegod faith; memorial day for all of the faith of Boron; prayers for the souls of the deceased, deonts are loose of their vow of
silence
2–8 Boron Jesterdays in Khunchom; processions, official trickster tournament
22 Boron Fifth Rastullahellah; most important holiday for the Novadis, wild riding games, feasts, election of the new Hairans
30 Boron Day of Great Sleep; Al’Anfa; most important holiday for the Al’Anfan rite, ritual sacrifices (Flight of the Ten)

Hesinde (Hes.) [December]


7 Hesinde Rohal’s Veiling; centers of guild wizardry; official expositions for education of the people; display of fireworks
20 Hesinde Beginning of the opera season in Vinsalt
30 Hesinde Festival of Enlightenment; lands of Twelvegod faith; most important holiday of the church of Hesinde; processions, symbolic lighting of houses and temples,
burning of the “straw of stupidity”

Firun (Fir.) [January]


1st Firun Day of the Hunt; north and Middenrealm; festivals for midwinter, processions with masks
8th Firun National holiday of Fountland; election of the Noble Marshal every 5 years
30th Firun Day of Ifirn; wherever snow covers the lands; sacrifices and prayers for the end of winter; sacrifice of the “winter monster” (a straw figure) caught on the First of
the month

Tsa (Tsa) [February]


5 Tsa First Rastullahellah; Novadis; fasting and asceticism; voluntary stay in the desert
19 Tsa Independence Day; national holiday of the Horasrealm
30 Tsa–1 Phex Day of Renewal; northern Aventuria; holiday of the cult of Tsa; prayers; launch of ventures of all kinds, welcoming spring; for adherents of Simia and dwarfs,
ritual lighting of a fire at The Gorge

Phex (Phex) [March]


16 Phex Day of Phex; lands of Twelvegod faith; holiday of merchants and thieves: trade with the God of merchants
24 Phex Day of Luck; lands of Twelvegod faith; lesser holiday of the church of Phex, jokes and pranks between the people
30 Phex Holiday of Engrossing; faith of Hesinde; meditation and consciousness of the self

Peraine (Per.) [April]


1 Peraine Festival of Seeds; mainly in rural areas; important holiday of the church of Peraine, blessing of the fields and ritual sowings
4 Peraine Day of Thalionmel; western Aventuria, esp. Neetha; holiday of the church of Rondra, believers dip their weapons into the river Chabab, where St. Thalionmel
died defending Neetha against the infidel Novadis
7–12 Peraine Annual convention of bards; alternating between Honeyngton, Norcastle, Bethana and Zorgan; competitions and performances
18 Peraine Second Rastullahellah; Novadis; Loyalty, oaths that are voiced on this day are valid for one year; military shows and processions

Ingerimm (Ing.) [May]


1 Ingerimm Day of Fire; most important Ingerimm-holiday for the dwarfs; construction of a furnace, ritual consecration of weapons and machines; processions
First Marketday
of Ingerimm Trade Fair in Festum for one week
8 Ingerimm Day of Departure; mainly among dwarfs; end of the festivities that started on the 1st; ritual departure of warriors, craftsmen and miners
21 Ingerimm Day of Weaponsmiths; mainly in cities guild festivals, release of apprentices, important holiday of the church of Ingerimm for humans
22 Ingerimm Battle of Troll’s Gap; Middenrealm; memorial of the Third Demon Battle

Rahja (Rah.) [June]


1–7 Rahja Festival of Pleasures; lands of Twelvegod faith; festivals on the roads; processions with all fathomable joys of Rahja, election of the Lover of the Goddess

Nameless
1 Nameless Third Rastullahellah; Novadis; Day of Revenge

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form in celestial bodies and constellations. Every one of them is of summer. It is part of the axis all other celestial bodies revolve
attached to a subsphere. The Mystery of Kha, the ancient pact of around. All Aventurian cultures know the directions by the light
the celestials, lays down one common axis of rotation for all the of the North Star. From the center of the continent, it hovers
subspheres, but their rotational time still varies. about two hands’ breadth above the horizon.
Next to this rather complex view of the world, there are Since the era of Rohal, bards and magicians call it the Star of
countless other religions and theories that often grasp only Los, while even older texts use the term Polar Star. Thorwalians
a tiny part of the truth. It cannot be denied that astrologers use the Star of Ifirn to navigate their ships through storms, night
succeeded in drawing accurate maps of the movement of the and fog. Nivese perceive it as the reproachful Eye of Liska.
stars, but they were never able to figure out the precise course Tulamidians and Novadis call it Al’Khashema (the “Star of
of the constellations, as they always shift their position towards Shelters”), a name that could hail from ancient stories speaking
each other. Additionally, maps drawn by the greatest sages of of Kha, the Diamond Turtle. Maraskani see Rur hurling the
Aventuria lost their accuracy during the recent Spherequakes Ethran Disk towards his brother Gror, the Catcher, whose
and the Third Demon Battle. Apparently, this event triggered star remains hidden somewhere beyond the southern horizon.
changes in the rotational times and courses of the celestial The Mohans see the light shining from Kamaluq’s Hut. The
bodies. For this reason, all astronomical knowledge might need language of the dwarfs speaks of Agam Bragab (“Shiny Apple”),
to be retouched in the near future. the first of all diamonds. Elves use the term Dha, which means
both “reliable” and “trustworthy.” Many scholars tend to classify
The Course of the Sun sentient races by their ability to perceive the North Star and its
peculiarities, such as orks, goblins, trolls and ogres.
The most important part of the sky is dominated by the
course of the sun and the twelve constellations. This Circle of
the Sun, also known as the Circle of Twelve, needs one year for The Northern Sky
one complete rotation. Each month, a different constellation is The northern sky comprises all stars whose courses lie
on top of the circle. The plane the constellations move in is not between the Circle of Twelve and the North Star. While all these
parallel to Ethra; it diverges slightly to the south. The Circle stars rise north of this line, the curvature of the sky leads the
presumably rotates around a diverging axis, which is fixed by the most southern stars to a zenith above the Aventurian south. In
North Star and an invisible southern spot below the horizon. astrological terms, the northern constellations are attributed to
The day the sun reaches its highest point at noon is called the virtues of trade. Well-known constellations are the Hound,
summer solstice (1 Pra); the lowest point is reached on the day Hero, Dragon, Emperor’s Star, Elvenstar, the Antlers, Ogre’s
of the winter solstice (1 Fir). Cross and Uthar.

The Circle of Twelve


The Circle of Twelve comprises about 100 stars that form
The Southern Sky
The second half of the sky stretches between the Circle of
twelve constellations (the Griffin, Sword, Dolphin, Goose, Twelve and an imaginative counterpart of the Star of Los. Due
Raven, Snake, Ice Bear, Lizard, Fox, Stork, Hammer and Anvil, to the curvature of the axis, it is smaller than the northern sky,
and Steed). They are attributed to the Twelvegods; every month, and its stars are harder to see. In astrological terms, the southern
the symbol of another patron-deity is at the top of the Circle. constellations (prominent are: the Boat, the Rings, the Harp, the
Hidden by the bright light of the sun, it cannot be seen during Dagger, the Rubies, Satinav, the Goblet and the Unknowable)
the day, but when night falls, the governing constellation shines are linked to inner virtues.
in all its glory. The movement of the stars during one night is
too small to notice, but during the passing of one month, the
passage of each constellation through the sky becomes visible. Mada’s Mark
The influence of these constellations on birth and history is Next to the sun, the moon is the second largest celestial
incontestable. Even children can guess the order of the world body. But, unlike the sun, Mada’s Mark does not rise in one
by the six feral animals of winter and the six signs of cultural fixed line, but strays from it in complex cycles. For this reason,
advancement of summer. All Hesindian texts speak of the Wall its zenith sometimes lies above the southern islands, but mostly
of Stars, the only defense against the cold, black void of the somewhere above Aventuria, with its northernmost reaches
Netherhells below. somewhere in the area around the Misty Peaks.
Mada’s Mark is primarily found in the northern sky. For
this reason, the term “midnight” can mean the same as “north.”
The North Star Using the distance between the course of the sun and Mada’s
The most prominent star in the sky of Aventuria is the Mark, some astronomers try to measure the present power of
white glow of the North Star. It is the brightest of all stars and the Nameless One or the Netherhells. If Mada’s Mark strays
can be seen even at daytime, except during noon in the months closer to the divine Circle of Twelve, the dark forces are weak,
but if it moves towards Uthar’s Portal or Satinav, respectively,
destruction reigns freely. Approaches to the Ogre’s Cross in
the North are linked to forces of nature and monsters, while
southern positions are believed to foretell arcane catastrophes.

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The second peculiarity of Mada’s Mark is the phases of position of the constellations also changes considerably). With
the moon, constantly waxing and waning. During one week, a Rohal’s help, the famous Niobara is said to have succeeded in
small crescent appears on the lower end, followed by the lower drawing a horoscope for the movement of the planets which
(Chalice) and the upper half of the disk (Wheel, full moon). remained valid for 58 days. Even the greatest scholars were and
After that, the lower half diminishes to a thin crescent (Helmet) are still not able to provide any forecasts exceeding this period.
before disappearing (new moon or Phase of Mada Dead and Ancient documents also mention a group of shiny pieces
Reborn). A few days later, a new crescent appears, forming the that may yet be discovered. Said texts claim that the dragon
beginning of a new chalice. Fuldigor named them Mahrya and linked them to the virtue of
This impressive spectacle might have lead to the first steps sacrifice. Are they an unknown godlike being, a shattered planet
towards accurate chronology: all native Aventurian cultures— or the meaningful relict of an era long forgotten?
Nivese, Tulamidians, Mohans, elves, dwarfs, goblins and orks—
know the phases of the moon (one week) and the moon’s orbit
as a means of measuring time (28 days, not one month). Eager
Stardust and Comets
Next to planets and constellations, the Aventurian sky
to harmonize chronology with the Circle of Twelve, settlers from is dotted with a countless number of hardly visible stars and
Gyldenland replaced the moon with the month (30 days). celestial clouds. No mortal knows all the celestial lights between
Mada’s Mark appears as an uneven disk or ball. According and even inside the constellations. From time to time, one of
to common belief, it is a giant topaz created by Praios to imprison them falls down to Ethra as a meteor, possibly forming another
Mada’s mind. The Nivese view it as a silver plate carrying the Dark Eye, a meteorite (also called “Shard of the Wall of Stars”
murdered whelps of the celestial she-wolf Liska. Regardless of or “Spark from Angrosh’s Anvil”) or a shooting star, granting
their individual views, almost all cultures perceive the moon as wishes and gifts by the hand of Phex. Sometimes, even new
a memorial of some sort, be it the first murder of wolves or the stars appear in the sky. Are they heroes made immortal by the
crime of Hesinde’s daughter, who bestowed the gift of magic supreme will of the gods, loot gathered by Phex or the eyes of
onto mankind. infant Celestial Wolves? The elves claim that stars are born and
die like every living being. Could they be right?
The Planets An equally unusual sight are comets crossing the sky in a
The eight known planets (Horas, Ucuri, Simia, Kor, few days, hours or even shorter periods. Sometimes, they are
Nandus, Aves, Marbo, Levthan) can be discerned by their called lion stars or dragon tongues. According to old tomes,
luminosity (three of them shine even brighter than the North comets like Al’Nazir be’Rashtul, the Bosparan Comet or
Star), but also by their exceedingly confusing courses, though Al’Turum Zhamorrai even return after fixed periods of time.
some astrologers claim them to be perfectly logical. Mostly,
the planets cross the constellations on straight or slightly
curved paths, sometimes changing their speed and suddenly
Eclipses
Unexpected solar or lunar eclipses (unlike the more or less
performing so-called epicycles, moving in circles or in opposite regular ones) are terrifying to Aventurians, violating the most
directions. It is the seemingly free-willed course of the planets basic of natural laws. These eclipses always involve supernatural
that makes them so interesting to Aventurian astrologers. interference, the actions of the Nameless One, demons or
Through the Goldenrock Telescope, the planets appear celestial powers. The time of the three Demon Battles has seen
as spherical figures of bright light (a theory concerning this solar eclipses casting black, green or red light on the battlefield.
phenomenon is currently being tested by the Hall of Wisdom). Sages and deonts explain these phenomena with demons
Attempted observations using Dark Eyes could not provide crawling out of Limbo or the gathering of malevolent forces.
hard facts. Guessing from ancient documents, there could Legends from the Dark Ages speak of the blackening of Praios’
have been more than eight planets in the past. The signs in Disk. During the Nameless Age, the sun was said to have been
the Draconian Room of Spheres in the Wall of Rashdul even veiled for thirteen years, a phenomenon that almost wiped all
picture twelve planets. sentient races from the face of Ethra.
Masters of astronomy can calculate the position of one or
more planets up to one month in advance (during this time, the

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Aventurian Superstition
and Fortune Telling
This chapter should help clarify what Superstition are believed to contain magical potential—pendants, earrings,
means to both players and heroes within the game setting. To rings or brooches. In Nivese, Tulamidian and Mohan cultures,
players, Superstition is a flaw noted down on their character talismans that consist of many pieces and that have been put
sheet, offering points and helping to learn more about the together by a friend without the knowledge of its bearer are
hero’s personality. To Aventurian heroes, though, there is no believed to be especially potent.
superstition as we understand it. In Aventuria, divine and arcane Religious or arcane symbols can be used in the process—
phenomena are real. small animal statues, pieces of living creatures (like hair from
Believing in miracles and magic is not superstition, but a the mane of a lion), a foxtail (an all-time favorite) or the
willingness to accept Aventurian reality. A hero with Superstition mummified hand of a kobold (which, in truth, mostly stems
is even more aware of these phenomena and explains to what from a small monkey). Relics—(reputed) mortal remains of
extent he heeds traditions, ghost stories and intuitive thoughts, saints or pieces of holy artifacts kept in small boxes or bags—are
or whether he clings to more tangible facts and reason. extremely popular with the average churchgoer but less so with
Regardless, to him, a realization gained from superstition will the churches themselves. This is not because the churches
be just as plausible and logical as Hesindian science. forbid venerating these things, but because the black markets
Remarkably, superstitious natures are more susceptible of Almada, the Horasrealm and the regions close to the Dark
to magic. Opening their minds to the supernatural by their Lands are running rampant with false relics.
thoughts and actions, superstitious Aventurians almost seem Not only the shape or the images of charms are meaningful,
to hurl themselves into the effects of Heptessence, while but the materials they are made from are also chosen with equal
knowledgeable people recognize the true nature of things, being care. Gold or amber is used to form an Eye of Praios, which
able to face them more effectively. protects its bearer from injustice and lies; dark onyx, the stone of
For players, it is hard to differentiate hidden knowledge Hesinde, depicts the closed Dark Eye that drives off demons; wood
from superstitious beliefs. In superstition, there always is a from an apple tree is carved into the shape of small stork statues
spark of truth; in Aventuria this is especially true, even if the that are supposed to offer healing through the blessing of Peraine.
hidden truths behind a superstitious warning can be hard to
read. Nevertheless, completely absurd traditions also are widely
spread. Mostly, the inventors of these traditions only intended to Hairstyles, Tattoos
mollify fate and protect themselves from harm.
Innumerable superstitious beliefs exist on Ethra; even and Luloa-Paintings
the superstitions relevant for the players’ heroes are far more Not only is hair color subject to superstition—everybody
extensive than these pages could possibly contain. What your knows that all red-haired people are witches and tend to be
hero believes depends on his place of birth, his parents, his aggressive, dishonest and malevolent—but also the way people
education and the experiences he had in his life. View an wear their hair or beards. Many Aventurian cultures attribute
existing Superstition score as a means to measure how strongly different meanings to the way the hair is braided or if it is
your hero clings to his superstitious beliefs and his willingness to covered with a hat or cap, and whether the number of braids in
accept even the most insane of superstitious customs. It is your a man’s beard is even or uneven. This is not only a question of
task to decide which superstitious beliefs your hero heeds. social standing; everybody knows that kobolds are sometimes
In addition, a Superstition score expresses his susceptibility caught in a young man’s or woman’s uncovered or unbraided
towards the supernatural. As an example, a Thorwalian with hair, seducing them to perform immoral acts.
high Superstition traveling a demonic frozen desert will not wait Thorwalian tattoos are intended to not only adorn the
for cats, floods, half-elves or gnomes showing up to play out his body, but also to protect their bearer. Of course, how much a
superstitious tendencies. His surroundings will shake him to the Thorwalian’s tattoos are supposed to adorn or protect depends
core; there is no way for him to remain totally calm. on the superstitious tendency of the individual, but at least the
sign of his otta can always be found on his skin. The signs and
pictures of Luloa, a way of adorning the skin with permanent
Fetishes, Talismans colors invented by the Forest People, have both ritual and

and Charms superstitious meanings, as they are believed to protect from bad
luck, the evil eye and curses.
These things are supposed to bring good luck and drive
off bad luck, to heighten the abilities of their bearer or to make
up for his weaknesses. In Aventuria, some pieces of jewelry

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Magic Numbers poisonous plants or magical beasts. Thrashbeard grows where a dwarf
died by magic. Kobolds hiding in mines change precious silver into
and Symbols worthless metal. Whoever touches a unicorn will attain immortality.
Stylized emblems of gods, letters resembling the arcane language
Zhayad or ancient runes whose meanings have already been lost to
the mists of time are often used as symbols. To the superstitious
Rites of Beginnings
Thorwalians, circles are believed to protect lives, while spirals depict
death. On the contrary, the spiral means life to Albernians, but the
and Endings
Of course, Aventurians also cherish the moments able to
circle of Praios is also believed to offer protection. change their lives profoundly. At birth a parent or other close
These symbols adorn rune stones used for fortune telling relative says a prayer of thanks or help to Tsa, and Boron’s name
and amulets. People carve them into their possessions, brand is called on when a loved one dies. Tsa and Ingerimm deserve
their livestock or draw them into the air with their bare hands to special sacrifices during the building of a new house, as do Tsa
dispel magic or bad luck. and Efferd at the launching of a ship, Aves before the beginning
The numbers 3, 7 and 12 are lucky numbers in the and Travia after the ending of a long journey.
Middenrealm; 6 and 12 are said to be perfect numbers. It is not Moreover, there are different rules to be followed in order to
just adherents to the faith of the Twelvegods that take 13 for an placate fate. Bad luck can be avoided by crossing borders, thresholds
evil number; many Aventurians treat the number as Nameless and portals right foot first. Stepping over the line that marks a future
and refuse to utter it. An exception is the Novadis, who take 13 wall of a newly built house creates a “kobold portal.” A dead person’s
for a lucky number and believe that 12 is a symbol for bad luck. mouth has to be opened so that the soul can find her way home (Forest
The Tulamidians believe in the magic number 5, the People). A dead person’s mouth has to be closed with a piece of cloth
elemental number 6, the demonic number 7, the holy number 9, so that his spirit cannot rise as a restless ghost (Middenrealm).
the powerful number 12 and the lucky number 13, always trying
to relate even higher numbers (the bells on a dancer’s dress, the
price of a Shadif stallion) to them through multiplication. 2 is
believed to be the pure expression of perfection, a very powerful
Cultural Superstitions
As mentioned above, an Aventurian’s superstitious beliefs
number able to bring both good and bad luck. Many Tulamidians strongly depend on his people and the country he was born in.
tend to make mistakes twice, trying to make up for the first time. Everything important to a certain people is deeply routed in
The dwarfs are masters of numerology, making contact to their superstition: Thorwalians attribute special meaning to the
divine powers and calculating all aspects of the world. weather and the sea; Nivese superstition is strongly linked to
their worship of wolves; the Novadis venerate the animals of the

Animals, Plants and desert, especially birds and their flight. Elves know badoc, which
disturbs one of their most precious values, the harmony of the

Strange Creatures soul, and the Forest People fear all things taboo.
Dwarfs are, perhaps because of their deep mistrust
An Aventurian’s knowledge of the rules governing his world is towards all things magic, one of the most superstitious people
very limited in most cases. He does not know about the anatomic of Aventuria. “He who washes Mother Earth off his skin will
structure of cat’s eyes, but he sees them glow at night and notices be washed off Her skin in turn! Grolms are dwarf children
that a cat does not trip in the dark. It is not unlikely that the abducted by gnomes and disfigured by magic. He who feels the
superstitious belief of cats being able to see in the dark and look into ground shake without all others noticing will die soon”—all
the very souls of humans by the light in their eyes hails from this these sayings are accurate examples of dwarf superstition.
observation. In addition, every wise Aventurian knows that witches
keep cats as familiars, that elves speak to them and order them to
carry messages to their loved ones and that cats in heat concentrate
the power of the earth in their bodies, making it possible for humans
Fortune Telling
It does not matter if an Aventurian believes that his future
to use it by stroking them. Similar beliefs concern ravens (which are lies in the hands of the gods or that it is shaped by his own
regarded as witches’ animals or Boron’s messengers), toads, snakes deeds—gazing into the future will never be possible for him.
and even fleas, which always find itchy places to scratch. Few Aventurians claim to be able to tell the future or to be
Potent plants are the plants linked to deities, such as knowledgeable in the art of prophecy. Even rarer is the fortune
Peraine’s garlic. Ebony grows where dwarfs lost their gold. teller who really knows how to part the mists of time.
Mandrake grows under trees that have witnessed a murder. Characters with a desire to know their fates should not waste
The mandrake draws its magic from the hate that lead to this their breath on charlatans. These “soothsayers” rely on wits and
dreadful deed, but if the murderer pulls it out of the earth, sweet words, foretelling a glorious future to young heroines and
it has to serve him. Another superstitious belief states that a beautiful and brave maiden to handsome peasant boys. Of
exceptionally big and strong plants are enchanted humans or course, these common fortune tellers cannot be expected to tell
elves; for this reason, they must not be harmed. the truth—prophecies of pain and sorrow do not fill one’s purse or
There also are innumerable explanations for the miraculous draw new customers into the fortune teller’s tent, regardless of how
powers attributed to certain creatures, such as healing herbs,
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brooding and mysterious it looks. People closely observe the behavior of their
celebrating at fairs do not search for geese. The predictions gained from
answers to their most urgent questions, this mostly concern a given region or
but rather the exotic flair of glittering temple.
glass spheres, colorful Inrah cards and Far more complex is the art of dream
the excitement of the mysterious. interpretation. Mostly, only deonts of
Astrology is another means of the Twelvegods are able to perform it
trying to foresee the actions of the successfully. The Bishdarielite branch of
hand of fate, using the progress of the the Church of Boron and the Noionites,
planets and the stars through the sky an order associated to the cult, are the
to prophesy the forthcoming. It is a true masters of this art. Witches and
‘scientific’ form of prophecy and can shamans also have access to this method,
mostly be found in places adhering to but they have a harder time telling
the Hesindian faith—in the temples of true dreams sent by the Twelvegods
the goddess, in magic academies and in apart from the nightmares sent by the
the towers of magicians. archdemonic counterparts of Boron and
The heroes will often be confronted Hesinde—or from profane dreams.
with the art of prophecy in the form of Runecasting is closely related
talented mountebanks, clear-sighted witches or shamans. It is to bonecasting. Sometimes, the bones used by a shaman are
an individual talent, depending on the aptitude and the (often also carved with symbols resembling runes. Runecasting can
very) personal teacher of the fortune teller. be subject to very different rules. Thorwalian runes are only
Although tradition mostly dictates the objects or natural carved on one side, while druidic runes use both sides. On top
phenomena used for prophecy, the exact way the fortune teller of that, there are many alphabets which vary greatly regarding
performs his task varies individually. A very gifted fortune teller the number of their letters.
will, from time to time, know the true meaning of seemingly Many fortune tellers cast all runes available; others cast a
accidental events—a bird’s cry, a sudden gust of wind, etc. Mostly, random number, and few choose the runes by chance. Some cast
prophecies rely on means which are (at least in common belief) them on an empty surface, others draw stars with five or six tips or
linked to divine or magical powers. A great number of professional use a special cloth. Many only interpret the runes that fall around
fortune tellers tend to specialize in three or fewer means of a central spot, while others spend hours observing the position of
prophecy, truly excelling in only one of them. Aventurians trying each and every rune, the relation to other runes and the meaning
to tell the future on a more casual basis—which is certainly true of runes overlapping each other. If bones are used instead of
for your hero—usually are limited to one way of prophecy. runes, it generally is the geometric structure that is being used for
clairvoyant prophecies. There are very few shamans who are able
Different Forms to interpret the position of individual bones.
Inrah cards are most common among mountebanks,
of Fortune Telling both for charlatanry and for real fortune telling. Thanks to
Observing the forms and intensity of hand lines, the art of the invention of printing, almost every traveling group of
hand reading is widely known, as hands are both an instantly mountebanks owns one or two decks and has at least one person
available and very individual means to tell the future. Talented familiar with interpreting them. Nevertheless, many fortune
charlatans are also very successful with hand reading, as calluses, tellers prefer hand-drawn cards fixed onto thin wooden plates.
dirt or jewelry on a customer’s hand can tell much about him. Inrah was first mentioned in Thalusa over 500 years ago.
Another possibility is the art of the Tulamides to read a The motifs depict a fusion of many peoples’ legends. These
person’s eyes, observing the tiny veins, the pattern of the iris, often gaily colored cards depict the thirteen known gods, the
the color of the eyeball and the wrinkles on the lid. Both kinds eight planets (demigods) and Mada’s Mark, Sumu and Los,
of fortune telling can give information about the nature and the symbols of life and death, signs from day-to-day life (the Sultan/
future of a given person, but cannot provide universal prophecies. the Emperor, the Bull or the Bread) and, in the Khôm Desert,
This is also true for drink reading, which is very common in Rastullah and Rur and Gror on the island of Maraskan.
southern Aventuria and concentrates on the patterns of tea These 49 cards form the occult part of the game, the so-
leaves or wine spices remaining inside the drinking vessel. called symbol cards. The profane part consists of the 72 trump
Prophecies from a crystal sphere sprang from the legends or elemental cards in the lines of the six elements, with the
surrounding the rare Dark Eyes. Very few spheres—the crystal balls picture cards of the Prince, the Magician, the Fortune Teller, the
of the true illusionists and the cristallomancers of the lizardfolk—are Knight and the Squire and the number cards from ace to seven.
more than a precious masterpiece of craftsmanship, but the reflections Prophecies using Inrah cards employ a variety of different
of the light inside the sphere can be a viable means to assist in methods. The most common formation is the Tree, which consists
meditation. Additionally, they are the most common tool of charlatans. of 12 cards, but the small and the large Wheel of Fate are also
The behavior of animals is interpreted in various ways. applied. If the master of Inrah does not wish to see the future itself
The Novadis rely on the flight of birds, while followers of Travia but seeks help with a difficult decision, he uses the Star instead.

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Plagues and Diseases
“What, brothers and sisters, do we know about the will of the disease, even if there are extenuating circumstances (like
Goddess? Are we in the position to determine who rightfully carries environment (appropriate or not), hygiene (good or poor),
the burden of an illness and who does not? Who shall we help? Thus missing or improvised aids, treatment in a good sanatorium,
it is written: thou shalt help one ill person for all ill people, and all etc.) modifying the test. If this test is successful, the patient
ill people for one ill person!” receives as many VP as the healer has unused talent points left.
— From a passionate speech of Brother Jodewin, a deont of A day later (and every day after that) a consecutive test
Peraine from Perricum, in the year 71 b.H. on the epidemic of (taking half an hour) can be made, with a difficulty increase of
Zorganpox of that time one-half a level. Unspent talent points raise the VP (of course,
only those lost to the disease).
The air of Aventuria is said to have healing effects of A failure of the second test means that the patient does
its own—an it is true that plague and pestilence have had not regain any extra VP and still has to cope with the disease;
significantly less effect on Aventurian (compared to, say, a failure in one of the consecutive tests means the healing stops
European) history. But still there are illnesses in Aventuria, and the patient suffers D6 DP extra. Unsuccessful tests cannot
filling the whole spectrum from simple nuisances to deadly be attempted again the same day. Several daily treatments (even
epidemics. Some may be caused by poor hygiene, some by if performed by different healers) have no additional effects.
animal bites or parasites, while the most dangerous are thought
to be possessions by demons or even godly curses. Regeneration
The following chapter provides a short overview of
Aventurian illnesses, their use in the game as well as rules for and Natural Healing
handling them. See The Dark Eye Basic Rules, p. 88 for the Treat All diseases are the same in that the hero cannot regain
Disease talent. vitality points or remove exhaustion points naturally for the
duration of the disease (spellcasters regain one ASP per night).
Instead, the patient regains as many VP as the healer has unused
Healer Heroes talent points left from his treatment test (see above).
Even though every character can employ the talent Treat
Diseases, only characters with training can treat diseases The diseased can roll CN (difficulty increase of the level of
effectively. As a Highlord, you can apply difficulty decreases for the disease) once per damage roll to halve the damage effects. If
test made by professional healers. A trained person is someone the test succeeds by an additional +10, no damage is taken with
who has professionally worked with different kinds of illnesses this roll / this day. This CN roll is modified by circumstances
(also wounds, poisoning and mental conditions). Hence, the (e.g. Resistance to Disease, Prone to Illness).
character professions of barber-surgeon, apothecary, medical The damage of a disease should be evenly distributed over a
scholar, physician, magician (if from an academy that focuses on day. Unless otherwise stated in the description of a given illness,
healing), witch (if toad is the familiar), geode (servant of Sumu),
natural regeneration starts after recovery.
Zibilja, and deont of Peraine, as well as members of the healing
orders, like the Therbûnites or the Anconites can be considered
“professionals.” This is also true for heroes with a TP of 10+ in Magical Healing
three healing talents. For treatments with spells, the disease level is generally
used as difficulty increase. Note that general healing spells

Diagnosis and Treatment (balm of healing, witch’s spit) do give the patient vitality points,
but do not cause recovery. Only special healing spells (such as
In order to recognize and to treat a disease, the hero has a reversed curse of pestilence) are able to remove the disease.
to make two Treat Disease tests. The healer can take both tests The rest, body and mind spell allows the patient to roll CN with
to heal himself, which may be more difficult than treating a difficulty decrease of SP*/2. The healing effect of hibernate
another person. like bear stops all diseases of a level up to SP* for the duration
A diagnosis can be made by succeeding at a simple test of the spell, stronger illnesses are slowed down ten times.
with no difficulty increase (but see below for lingering diseases). The use of healing herbs that have previously been charged
Success at this test grants all knowledge of the methods given by elixirs of sumu should result in a corresponding difficulty
under treatment and remedies; a failure means that the healer decrease of the treatment test. Reckon pestilence (difficulty
cannot diagnose the disease; a spectacular failure means that the increase of 1/3 level) can be substituted for the first Treat
diagnosis is wrong. The latter may cause additional damage to Disease test. A successful band of pain makes the spellcaster
the patient, if the Highlord chooses. A diagnosis takes one game take the first damage roll without having the chance to reduce
turn, three game turns for lingering diseases. it with a CN roll. Diseases caused by still-active Hektabeli
Given that the necessary aids are available, a second test (sickness demons) can be cured by applying the penatgramma
(taking half an hour) determines if the treatment is successful. or revert invocatio maior exorcisms.
The difficulty increase always equals at least the level of the

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Divine Influence patience, warm blankets and a weatherproof resting place. Any
damage reductions due to medication are applied to the damage
The deonts of Peraine have taken the role of disease
reduction of the CN roll (reduce, then halve).
fighters (because many diseases are believed to be caused by
Level: This is both the severity of the disease (see above)
Peraine’s adversary, Mishkara). Miraculous healing caused by
as well as the chance to know the sickness (Treat Disease test):
deonts of Peraine (or of the Therbûnite order) is therefore not
If a D follows the level, a lingering disease is hard to discern
a rarity. This can be done applying miracles (raising the Treat
(difficulty increase of one-half level)
Disease TP of the deont) or special liturgies. In the latter case,
demonic influence inflicts a difficulty increase according to
the level of the disease. Additional Notes
Other than Peraine-deonts and their respective orders, First, if the disease is not a central part of the adventure or
servants of Travia, Boron, Hesinde, Tsa and Rahja should an important, signifying a role-played event for the hero, the
also be able to cause the necessary miracles or perform said Highlord should usually not follow all of the dice-intensive
liturgies (deonts of Boron and Rahja are specialized in the procedures but rather use general judgment.
treatment of addictions). Second, we ask you to think carefully about the inclusion of
Direct intervention of the Goddess is not unheard of (in diseases in your game. Many players are deterred by such a realistic
legends and lectures), though the chances of such happening style of play. It is not much fun to role-play diseases. If there is a
during gameplay should be rare and preceded only by an physician in the group, though, he should not be unemployed
appropriately complex adventure. throughout his life, even if he only works his art on NPCs.

Children’s Diseases
Aventurian Diseases and Harmless Sicknesses
On the following pages you will find a list of common
There are many sicknesses that may be noteworthy in
Aventurian diseases.
everyday life of common Aventurians, but are merely a minor
annoyance to most heroes.
Terms Adult Aventurians have usually survived all of the (highly
Most terms are self-explanatory; the following rules cover contagious) children’s diseases, such as crimson (level 2D),
the majority: gooseblains (level 1), autumnpox (level 3D) or redcheek (level 2)
Duration: incubation time / actual duration of sickness (or and are usually immune to them. It seldom happens that these
until premature healing or death). illnesses reappear during adulthood, but are usually over after
Cause: standard causes for this infection. Contact means a few days in bed (duration: level days, damage: level points of
touch, proximity means arm’s length, nursing means prolonged exhaustion per day; effects doubled if not resting). They usually
proximity. Remember: 5% equals one point on D20. If ever a do not cause noticeable damage and the fever accompanying them
cause is present, heroes can roll CN with a difficulty increase of can be treated everywhere. For orks and goblins, human children’s
one-half of the level of the disease (be sure to include Resistance diseases are much more severe, often deadly (crimson and
to Disease, lowered CN due to overexertion and so forth); autumnpox: level tripled, contagious on 25% if sick person is near,
if successful, the hero is unaffected. In especially dangerous damage D6+2 DP / day, duration D6 plus tripled level days).
areas or following direct contact, rolls should be made once per Simple illnesses such as dripnose (level 1), the bowelflow/
day; prolonged exposition to the disease should increase the swift difar (level 2) or the grassa (level 3) usually cause a lowered
difficulty. The probabilities of infection can be converted to DIs endurance and strength without any noteworthy loss of vitality
as follows: 5%: –2, 10%: –1, 15%: +/–0, 20%: +1, etc. points (duration: D3 plus level days, damage: D3 plus level DP
Treatment: All manner of tending to the patient without per day, level times D3 points of exhaustion per day). Strenuous
applying special herbs or brews, along with any damage hikes, combat and drunk nights are not advisable during
reductions. Identification of the disease and knowledge of the sickness (duration doubled, Highlord’s choice). These
treatment (Treat Disease test) is necessary. Rest means no sicknesses are only seldom treated, and even then only with
exertions: no hiking, climbing or combat; bed rest requires household remedies.

Common Diseases Duration: 3 days/7 days


Damage and Consequences: 1D, 1D+1,
Peculiarities: Elves suffer seriously from this
illness (+1D DP per day, death by jaundice
Battlefield Fever (also Jaundice 1D+2, etc. DP plus 1, 2, 3 etc. points exhaustion 30%)
or Seven Day Fever) on the 1st, 2nd, 3rd day and so on. ST, AV and Treatment: Bedrest and general fever
Symptoms: Constantly rising fever PV drop 5 points. On seventh day possible death treatment (1DP less per day), plentiful
accompanied by strong body pain and sudden by jaundice (20%), with D6, 2D6, 3D6, etc. DP lukewarm drinks (danger of death by jaundice
cramps. After seven days either less fever in the 1st, 2nd, 3rd, etc. hour. Sometimes a lowered by 10%)
or yellowish lips, the latter signifying death yearly fever occurs as a late effect. Remedies: Alcoholic potion made from
in a short while. If the patient survives, the Cause: Bite of scavengers or touch of their yoruga and golmoon (prevent death by
negative effects recover within two days. excrements (10%), damage by ghouls (15%), jaundice). Daily use of thrashbeard ointment
nursing a diseased (5%) on the diseased (prevents yearly fever).
Level: 6 / 8 (elves)

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Black Fury additional loss of one permanent VP. From the Dullskull (Heavy Head)
Symptoms: Similar to rabies, but lower fever third day on chance of sudden recovery (5% Symptoms: Tiredness, faintness, weakness,
and more rage. An enormous use of power can be per day). Then the fever ceases and the facial headaches, low to medium fever, seldom high
observed during the first three days. Additionally, color usually regenerates after three days of fever (5%), coughing, sore throat, runny
black scales appear all over the body, which are tranquil sleep. (DP decrease by 2/4/6 on nose, sometimes dizziness of varying severity
also called black spots or fury spots. 1st/2nd/3rd following day). Then the patient (50%, on rolling 20 on D20, short-time
Duration: D20 times 10 days/2D+6 days regains 1 point of AG, DE and combat values, unconsciousness)
Damage and Consequences: Fits of rage as well as 1 point of ST per day. Duration: 2 days/D3+4 days
(10%, hourly chance). ST is doubled during Cause: Falling ill of dullskull or bloody Damage and Consequences: D6–1 DP
such a fit. Otherwise like rabies, but only snot (see above), nursing someone who fell ill and 1 point of exhaustion per day. IN, CH –1
2D+4 DP from the third day on. Recovery of blue wheeze, bloody snot or dullskull (5%) each. AG, CN, AV, PA –2 each, ST –4. Severe
like rabies, the scales recede slowly over the Treatment: No hiking or combat (1 DP less fever means additional 2D6 DP. Danger to fall
course of four weeks, until then appearance is per day, probability of recovery from the 3rd ill with Blue Wheeze (5% per day).
reduced to ugly. Appearance lowered by one day on 10% per day), full rest in bed (2 DP less Cause: Lack of sleep (20%), proximity to a
level if spots remain (25%). per day, 25% probability of recovery from the sick person (20%), no appropriate clothes in
Cause: Getting bitten by a person with 3rd day on) spring or fall (10%), excessive lying in a Praios
black fury (80%), nursing someone who fell ill Remedies: None known. Preparations or Hesinde temple (20%, curse)
of rabies (10%). made from sansaro and olginroot give Peculiarities: Dwarfs who are ill of
Peculiarities, Treatment, Remedies: Like strength and delay weariness (CN reduction dullskull become totally intolerable and have
rabies. every 5 days) a tendency for fits of rage (violent temper
Level: 10 (S during incubation period) Level: 9 +5)
Bloody Snot Treatment: General rest (duration –2
Symptoms: Mucous membranes in mouth
Brabak Sweat (Swamp Fever) days), bedrest (duration –2 additional days)
Symptoms: Hallucinations, panic and
and throat swell and secrete red-brown slime, Remedies: Many household remedies,
fear at onset, followed by an extensive doze
coughing, low fever thrashbeard (1 DP less per day, with rest in
with fevers of varying strength a few hours
Duration: 3 days/D6+6 days bed duration –1 additional day)
later. The fevers are highest on the third day
Damage and Consequences: D3+1 DP Level: 4
and then wane. The diseased is unconscious
plus 1 point exhaustion per day; ST, AG, AV
and PV –2 points each; danger to fall ill with
most of the time, but has some periods of Efferd’s Syndrome
consciousness. (Dungeon Syndrome)
Blue Wheeze (20%).
Duration: 1 day/5 days Symptoms: Insidious illness that is
Cause: Long stay in the rainforest (20%),
Damage and Consequences: 1D6 DP on accompanied by clouded senses. The diseased
proximity to a sick person (30%), leaves and
the 1st day, 2D6 DP on the 2nd day, 3D6 feels exhausted and suffers light fever,
branches of the rainforest sometimes carry the
DP on the 3rd day, etc. negative attributes followed by clouded vision and later even
contagion (5%, 10% if touched)
(if applicable) tripled, while CO drops to hallucinations.
Treatment: Rest in bed (duration –D6 days,
zero. Possible lasting damage (10%, one Duration: Usually until reaching land or
danger of aftereffects lowered by 10%)
roll for each possible effect), lasting fears being freed
Remedies: Only Moha-shamans know of it,
(permanent increase of negative attributes by Damage and consequences: ST and CN
and they keep it a good secret
D6, maximum 2 attributes). After awakening, are halved over the course of the disease. Per
Level: 3D (for Forest People: 3)
the diseased is totally weary and apathetic, day the patient suffers D6–1 DP and 1 point
Blue Wheeze but fully recovers within a day (including all exhaustion; additionally (25%) Perception is
Symptoms: Strong pain in the thorax, effects). Most victims will never forget their lowered by D6, AG and DE by 1 point.
medium fever, restless sleep, feeling short of dreams during this disease. Cause: Longer sea journeys or
breath; from the second day, coughing and Cause: Bites of swamp animals (5%), imprisonment (at least 6 weeks, then 5%
wheezing with blue-violet phlegm. Pale, mosquito bites (10%), nursing a diseased chance per week, +5% per additional week),
slightly blue facial color and blue tongue, (5%) side effect of being cursed by deonts of Efferd
blue lips in the course of the following days. Peculiarities: One can only fall ill of swamp or Praios (20%)
Increasing weariness over several weeks up to fever once in a lifetime. (Exception: Mohas, Treatment: General fever treatment,
total enfeeblement. Once the victim is greatly who are immune to this disease.) prayers and conversations
weakened, it can be deadly within hours, Treatment: Bedrest and general fever Remedies: Dungeon Syndrome: Fresh
usually with dropping fever and euphoria, treatment, for example employing thrashbeard sansaro lessens the effects of the disease (no
later sudden sweats, vomiting, extreme feeling (1 DP less per day), golmoon tea, professional effects on Perception, AG or DE), if taken
of oppression and tachycardia. Sometimes psychological care after the disease, Treat daily over the course of two weeks, the disease
sudden recovery in the course of the disease. Psyche with a difficulty increase of the highest ceases. Per fresh leaf of mermansweed taken,
Duration: 1 day/usually 7–21 days, negative attribute value to prevent a lasting the probability for both illnesses is lowered by
sometimes longer trauma. 20%.
Damage and Consequences: ST, CN, DE, Remedies: Chew fresh or dried donf-stems Level: 10D
AG, AV and PV quickly halved on first day, (duration –2 days, faster recovery, fears only
from the fourth day on loss of one point each with 5% chance)
every four days. If CN drops to 1, patient loees Level: 4/7
one point CN permanently after recovering.
If CN is at zero, death occurs within D6–1
hours. Per day 1D+1 DP; every 5 days

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Plagues and Diseases
Lutanas Rabies Treatment: Impossible. It is recommended
Symptoms: Strong constriction, shortage of Symptoms: At first pain when swallowing, to lay the sick person into a warm bed to
breath, fear; the diseased feels paralyzed by fear. then cramp-like fits of suffocation, from prevent other diseases.
Duration: 2 days, at night/2D6 days the third day on light to severe fever, Remedies: Oil of a yagan-nut, doubles
Damage and Consequences: D6 DP hallucinations, often fits of rage, which occur chance of awakening if applied onto the
per day, CO, ST, AV and PV halved; more seldom due to increasing weariness. eyelids
claustrophobia +2D6 points (not lowered by Usually death after sordid lingering illness Level: 4D
CN roll). It is possible to retain permanent from the sixth day on.
strong claustrophobia (10%) of +1D6, which Duration: D20 times 10 days/1D6+6 days
Swift Delusion
Symptoms: At first hasty and hectic
often goes along with constriction and feelings Damage and Consequences: Fits of rage
movements, then fierce fits of rage and
of suffocation (then 50%). After the end of the (5% chance every hour), 1D DP on the 1st,
tendency to violence, even towards friends.
disease all values rise by one point per day. 1D+2 DP on the 2nd, 2D+2 DP on the
On the second day total rage, followed by
Cause: Rat or bat bite (DP taken in %), bite 3rd day, then 3D+2 DP per day for another
coma, which is only broken by short frenzies.
of a diseased person (30%) D6+3 days. Daily reduction of Perception
Duration: 3 days/7 days
Treatment: Careful psychological help by 3 points, ST drops by 1, 2, 3, etc. point on
Damage and Consequences: 1D DP on
(Treat Psyche lowers chance of lasting damage the 4th, 5th, 6th, etc. day. As soon as ST has
the first, 2D DP on the following days. CL
to 5%), professional psychological help (Treat reached zero, the fits of rage cease and the
is halved (round up) each day; if applicable,
Psyche test with a DI of +5 +claustrophobia) heart can stop beating any time (25% per day).
violent temper rises by as many points as CL is
lowers claustrophobia to normal level, no The survivor regains 2 points of ST and 3
lost. Frenzies with tripled ST in coma every D6
danger of a lasting trauma. points of Perception per day of rest in bed after
hours. Seldom (10%) permanent loss of 1 CL
Remedies: Pollen of a lulany, administered recovery. Permanent loss of 1 point of ST and
point. After awakening the recovering person’s
as a potion (damage halved, duration –2 D6 points of Perception.
consciousness is slightly clouded. Per day 1 point
days). Cause: Bite of a rabid animal (80%)
of CL is regenerated.
Level: 5 Peculiarities: One can only fall ill of rabies
Cause: Sacrilege (5%), especially if against
once. If survived, one is immune to both
Paralysis (Basilisk’s Gaze) rabies and black fury (this is true both ways).
Hesinde (20%)
Symptoms: One week after infection, a slow Treatment: Intercession of a deont,
Elves, though, cannot fall ill of either disease.
paralysis commences, which also affects the especially of Hesinde (decided by the
Treatment: Golmoon tea reduces damage
eyes. Thus the diseased has a piercing stare, Highlord)
rolls by 4 points if drunk dailay after the
also called “basilisk’s gaze.” Three to five days Remedies: Pollen of lulany in a solution.
fourth day of sickness
after complete external petrification, the inner If given in the early stage of disease, 2 DP
Remedies: None known. Taking an oily
organs quickly become petrified as well and less per day. Otherwise halves damage of
drink make of yoruga prevents the disease
the victim dies at full consciousness. If the the following day and shortens disease by
for D3+3 months. The speedy intake of a
victim survives the disease, the petrification D2 days.
triple dose after a bite lowers the risk of falling
completely ceases within half a day. Level: 9
ill: 100% in first week, 95% in second week,
Duration: 7 days/D6+3 days etc., down to 10%. Surviving incubation time
Damage and Consequences: AG and ST
Traumatic Fever
without falling ill results in immunity from Symptoms: Loss of control of speech
drop by one point per day. Once both values rabies (but only rabies). in the beginning, progressing to totally
have dropped to zero, the victim loses 2D6 VP Level: 10 (S during incubation period) incomprehensible words and sentences, then
per hour.
breaking down into a feverish, restless doze.
Cause: Demonical (Belzhorash, Sleeping Sickness
The sick person feels weary and can only be
Thargunitoth). Touched by undead (10%), Symptoms: Deep sleep of indefinite
transported on a stretcher. In the following 2
damage by undead (20%), stay within duration, heartbeat and breath are very low,
weeks, frequent but lessening fevers, increasing
wastelands caused by a basilisk (20% per day) the sick person can easily be mistaken for
weariness, sometimes unconsciousness and
Peculiarities: Whoever looks into the a dead person (Perception test, difficulty
deep sleep (if ST is at zero). After the fever
eyes of the diseased can temporarily be increase of 15)
is over, normal regeneration starts; the sick
paralyzed—if a D20 roll is higher than the Duration: 1 hour/indefinite. Each day there is
person regains one point of ST per day.
sum of the current AG and ST of the diseased a 10% possibility that the sick person awakes, after
Duration: 1 day/2D6 days
person, the onlooker will be paralyzed (as for that recovery is quick. ST and CN then regenerate
Damage and Consequences: 2D6, 2D6–1,
the paralyze spell) for a number of GT equal to with 1 point/hour during fits of shaking.
2D6–2, etc. DP and loss of endurance on the
the excess of the D20 roll over the sum of AG Damage and Consequences: D6–2 DP
1st, 2nd, 3rd day, and so forth. Each day ST
and ST minus RM of the person watching. and 1 point overexertion per day, CN and ST
drops by 1 (not if CN roll successful).
Treatment: Nonsense. drop 1 per day
Cause: Dirty wounds (see table)
Remedies: Chew fresh preserved donf- Cause: Magical disease. Nightly visit of
Treatment: Bedrest and general treatment
stems (stops the process of paralysis within a grave, disturbing a druidic ritual or witch
of the fever (1 DP less per day)
D6 hours) circle, bat bites, touching undead, some
Remedies: None known; can be prevented
Level: 8 (D during incubation) parasites (10% each)
by correct treatment of wounds with herbal
Peculiarities: Sick elves often start
bandages (successful Treat Wounds test)
sleepwalking (20% per day) for D6 hours;
Level: 6
it seems as if he is totally awake until he
suddenly falls asleep again.

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Plagues and Diseases
Traumatic Fever Table by 3 points. After fever almost immediate down) of their normal value on the 3rd day.
If a hero has suffered more than 5 regeneration of attributes. On the 13th day there is a fever of D20+10
DP from open wounds in one day (due Cause: Result of jaundice (10%) DP. Lost attribute points are regained within
to combat, animal bites, thorns, etc.), a Treatment: Rest in bed and general fever one day, scars appear within three days.
CN test has to be made in the evening treatment (1 DP less) The remaining scars deface the survivor,
to determine if the hero may get sick. Remedies: Incurable except by a miracle of reducing his appearance by two levels (on the
(‘Wound’ means ‘open damage,’ not Peraine, but a brew of sansaro, quinja and donf scale of Beautiful/Good-Looking/Normal/
just wounds as per combat rules). prevents the fever for 6 months. Unattractive/Ugly); at the same time, the
Modifications to the CN test are: Level: 12 survivor gains 1 courage point.
+1 Lost more than 25% of VP Cause: Challenging the Nameless (up to 10%,
+2 Lost more than 50% of VP
Zorganpox up to the Highlord), contact with a diseased
Symptoms: At first pale, pea-sized pox on (25%), nursing a diseased (50%)
+3 Wounds caused by fangs, teeth
face and body, after two days increasing fever, Peculiarities: After surviving zorganpox,
or dirty weapons
nausea and severe weariness the pox turn one is immune to the illness.
+4 Wounds caused by undead
red. Then the (non-itchy) pox swell with first Treatment: Unsuccessful physicians and
–7 Hero has Resistance to Disease
watery liquid, then with pus. On the 13th day quacksalvers often try their skills at this
Yearly Fever the pox break open, accompanied by severe disease. General fever treatment and rest in
Symptoms: recurring sudden fever, similar fever which usually causes death. If the diseased bed are advisable (2 DP less per day).
to jaundice (10% per quarter) with medium survives the fever, recovery is quick but leaves Remedies: Applying xordai-brew to the pox
body ache, seldom (20%) with cramps. scars of the pox. (1 DP less per day, 90% recovery from the pox
Usually for a lifetime. Duration: 13 days/13 days without fever and scars)
Duration: D6 days each time Damage and Consequences: From 3rd Level: 10
Damage and Consequences: Per fever to 12th day 1D+2 DP per day, all physical
D3 permanent VP loss. ST, AV, PA lowered attributes are lowered to a third (round

Various Addictions The addicted person requires rest and seclusion for a
longer period of time than someone who simply has a disease.
Addictions to low dosages of poisons and other drugs of any
The healer can try one test per week on each Treat Poison, Treat
kind, including healing herbs, are widespread in some regions
Disease and Treat Psyche. The difficulty increase for all tests
of Aventuria. Alchemists seem to suffer heavily from addictions,
corresponds to the level of the disease. If both Treat Poison and
given their ease of obtaining such substances, but addictions are
Treat Disease are successful, the physical effects are suspended
also prevalent among common people.
for one week; on a success of Treat Disease and Treat Psyche, the
Addictions (if not noted otherwise, their level corresponds
mental effects are suspended for one week. The addiction is only
with the poison level; the Highlord must determine the level
cured if all tests are successful. If the cured person ever takes the
for herbs) are very complicated diseases. They require intensive
drug again, though, his addiction is renewed.
treatment and there are usually no remedies.
Addiction means that the addicted person has to take a dose of
his preferred drug every d3 days. If he cannot do so, he suffers from Other Diseases
a difficulty increase to all his talent tests of one-half the poison Some states of physical and mental health can only be
level, and a difficulty increase of one-third the poison level to all his seen as diseases in a broader sense. Apart from various mental
attribute tests. After another d3 days, these effects are doubled; d3 confusions and the mysterious Duglum plague, which is
days later the difficulty increases rise to one-and-one-half times the transmitted by Demons, there is Lycanthropy. The latter disease
poison level for talent tests and the poison level for attribute tests; cannot be fully healed by the use of talents, but it is more of a
the patient also suffers from a loss of half the poison level in VP per curse than a disease.
day until he takes another dose of the drug or else the addict dies.

Availability and Occurrence of Plants from the Text


Plant Test Area of Growth Parts used
Thrashbeard +6 Stoneoak Forest, Mirkridge, Kosh whole lichen
Yagan-Nut +6 Maraskan, Arania squeezed oil
Lulany +18 Central Aventuria pollen
Mermansweed +4 West Coast leaf
Donf +8 South of Gerasim stem
Yoruga +10 Nostria, Albernia root
Golmoon +8 North of Nostria-Vallusa tea of leaves
Sansaro +18 Sea of Pearls between Selem and Charypso fresh, whole plant
Quinya +10 South of Harodrol berries
Olginroot* +25 Rashtul’s Wall root
Xordai +21 Maraskan bark
*special: a brew of olginroot protects the user from non-magical and non-demonic diseases for one week (if taken prior to infection).

146 World of Aventuria


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Aventurian Poisons

Aventurian Poisons
Heritage disputes, unbearably loud neighbors, rivals in in a Cook test, in order to modify the food to suit the poison. The
love—all those problems occur in Aventuria as they do everywhere victim can try to detect the poison with a Perception or Danger
else, and are sometimes solved with one of the preparations below, Sense test in order to notice it before eating a deadly dose, with a
if an honest blow or a Rondra-complaisant duel are not an option. difficulty increase of the level of the poison plus the Cook talent
Naturally, this way of solving problems is illegal in almost all points that the assassin has left.
parts of Aventuria. The Warkhome Index (which is not only part Contact Poisons: The poison takes effect upon contact with
of Middenrealmian law, but also in the Horasrealm, in Fountland, skin. Contact poisons are especially suited for traps (or deadly
Arania, Nostria, Andergast and the Caliphate of Mherwed) door handles!), but usually a thin leather glove suffices to prevent
outlaws the use of velvet whiff, shurin bulb, tinzal, swampnode, poisoning. Cloth is typically not a suitable substitute. Contact
gonede, sunsura, black lotus, omrais, coucris, tulmadron, boabungaha poisons are also easily useable as weapon poisons.
and purple flash, and punishes any offender severely. Breath Poisons: Breath poisons made of fine dust or pollen,
Whoever kills or permanently damages his victim counts as a which the victim has to inhale. (Poison gas for means of an
poisoner (for whom there are no mitigating circumstances) and is assassination is unknown in Aventuria.) If handled carelessly they
put to death by the most disgraceful and painful means. Production are as dangerous for the assassin as for the victim. They are best
of such poisons is punished with 30 years in the dungeon—and suited for traps. Some breath poisons are used in low dosages to
possession of such a substance carries a sentence of 5 years. act as narcotic drugs. In order to apply a breath poison in close
Besides perfumes, love elixirs or healing potions, alchemists combat, the assassin has to succeed an DE+8 test. If the test fails,
are still diligently distilling poisons, for this is still a most lucrative the poison has no effect; if the unmodified test would fail, too, the
practice. Usually substances from poisonous plants or animals assassin has poisoned himself. Small funnel-shaped blowpipes
are extracted, distilled, concentrated and then mixed with other make the test easier by 5 points.
components that increase the poison’s effect. Some mixtures are
even empowered with astral energy or particular spells.
Weapon Poisons: Small wound, great effect: weapon poisons, Poisons
Prices, durability, and effect of the poisons listed below vary,
usually stiff pastes, are basic equipment for any assassin, but are
sometimes also used for hunting. They are applied to the blade or depending on the quality. We use average values here. The prices
tip of the weapon, and enter the bloodstream of the victim as soon are given for one application/use and usually include the bribe
as one damage point is done with the weapon. needed to obtain illegal substances. The code after the name of the
Food Poisons: In this case the poison is mixed with food and poison describes its level as well as whether it is a weapon, food,
consumed. Only rarely is the victim actually willing to do so or contact or breath poison. If you, as the Highlord, want to improvise
cognizant of what he is doing. In order to be effective, then, the a poisonous substance, apply D6 times level DP (start and duration
mixtures or powders have to be secretly mixed with wine or a meal, earlier/faster for higher-level poisons). If the poison is to reduce
and are preferably muted in odor or taste. In order to poison food attributes, apply three times the level as ‘point-hours’ (e.g., a loss of
or drink without the victim noticing, the assassin has to succeed 2 points ST for 3 hours for a lvl 2 poison).

Level: Make a CN test with a difficulty of the in Al’Anfa or Mengbilla. Effect: Paralysis, as above/lighter paralysis
poison level as soon as the hero is poisoned. If Production: The difficulty increase to an (–1 each)
the test is successful, the hero takes only half alchemy, plant lore or cook skill, as stated Duration: 1 day/12 hrs
the rolled damage. If the roll succeeds, even Start: 2 GT
on a difficulty increase of poison level plus 10 Arachnae (1/W) Durability: 6 months
points, the hero takes no damage at all from A weapon poison that is distilled from the Price: 30 D
this (single) act of poisoning. The test can be digestive secrete of the cave spider. Arachnae Production: Alchemy +10
modified by immunities or resistance against slightly paralyzes the victim (AV/PV –2 each)
special types of poisons. and is thus popular with kidnappers. Banedust (15/F)
Effect: The numbers or text before the slash Effect: Paralysis, as above/lighter paralysis A very rare and peculiar alchemical food
shows the full effect of the poison, that listed (–1 each) poison. Its recipe is known to only few
after the slash is the halved effect. Duration: 1 hour/6 GT magicians and deonts.
Start and Duration: When the effects begin Start: Immediately Effect: No ASP-regeneration the following
to take place and how long they last Durability: 3 months night; loss of 1D6+2 ASP/GT/no ASP
Durability: The time span (under normal Price: 5 D regeneration; one-time loss of 2D6 ASP
circumstances) after which a poison works Production: Alchemy +3 Duration: 3D6 GT/immediate
only with half effect (as per successful CN Start: 1 GT
test); after double that time span, the poison
Arax (5/W) Durability: 12 months
A distilled version of arachnae, which Price: 250 D
is rendered harmless.
has stronger effects (AV, PV, AG, DE, ST Production: Alchemy +10
Price: The average market price where
–2 each) and is used as weapon poison as
available (see above), for one dose, includes
well. Counts as animal poison for purposes
cut for a fence—prices are significantly lower
of immunity/resistance.

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Aventurian Poisons
Black Lotus (10/B) Fear Poison (4/W) Effect: CO, AG, ST, AV, PV, INI halved/–3 each
One can extract the pollen of black lotus This alchemical weapon poison is made Duration: 7 GT/1 GT
(see below), but only by taking extreme from mandrake root, berserk’s spit, dust from Start: Immediately
precautions—even the slightest inhalation a crypt, bunny feet and shark teeth. It does Durability: 3 months
might be lethal, for poisoner as well as victim. not physically damage the victim, but rather Price: 60 D
A deadly herbal breath poison. causes him to flee in panic from the first being Production: Alchemy +8, plumbumbarum
Effect: 2D6 DP/GT, hallucinations (CL, it perceives after being poisoned. spell cast onto brew
IN halved; no perception tests allowed)/half Effect: Similar to horriphobus spell/slight
damage; CL, IN –3 each fear (all fears +2, CO –2)
Kelmon (5/CW)
This herbal weapon and contact poison is
Duration: 2 hours Duration: 7 GT
extracted from the nettles of the carnivorous
Start: 5 CR Start: Immediately
disdychonda plant.
Durability: 2D6+15 days Durability: 18 months
Effect: 4D6 DP and complete paralysis/
Price: 100 D Price: 25 D
2D6 DP, AG, DE, ST halved
Production: Plant Lore +10 Production: Alchemy +5, horriphobus cast
Duration: 6 GT
onto brew
Boabungaha (19/B) Start: 5 CR
A very dangerous herbal breath poison, Firetongue (5–6/F) Durability: D6+9 months
which the only forest people and a few This clear liquid is extracted from the spleen Price: 30 D
alchemists of the south know how produce. of the firetongue fish, which has its habitat in Production: Alchemy or Plant Lore +8
A diminutive pinch suffices to kill the victim the South Sea and off Maraskan. In the past this
unless it receives help immediately, which is clear liquid was rare, but recently exceptionally
Mandragora (2/W)
A light herbal weapon poison, extracted from
probably only possible through magic. poisonous and misshapen firetongue fish have
mandrake root.
Effect: Suffocation (1D6 DP/CR)/coughing appeared in the bays of Maraskan (lvl. 6; 2D6
Effect: 1D6 DP; vomiting (take no actions
(1D6–2 DP/CR) DP/hour). This food poison tastes slightly sour.
during combat)/1D3 DP; +3 difficulty increase
Duration: until death/30 CR Effect: 2D6–2 DP/hour, swollen tongue,
on all tests/actions
Start: 5 CR impossible to talk/halved
Duration: 30 CR
Durability: 6 months Duration: 5 hours
Start: 5 CR
Price: 250 D (Mohas exchange for high-quality Start: 5 GT
Durability: 8 months
metal weapons) Durability: 36 months
Price: 3 D
Production: Plant Lore +12 Price: 25 D
Production: Alchemy +3
Production: Alchemy +7
Coucris (12/FW)
This herbal poison is extracted from Goldglue (5/CW) Omrais (11/WF)
Produced from the poison of the desert
Mirhamian silk lianas. It is deadly even for a This plant extract of the naftan shrub can be
scorpion, it is sold as food and weapon poison.
troll, and easy to handle (available as food and processed into a pale yellowish, honey-like glue
Omrais is disapproved of by assassins, because
weapon poison). Aventurian assassins often that dissolves any living tissue with which it comes
many victims are said to have survived the attack.
call it “kingmaker.” into contact. Even small spots of this poison on
Effect: 1D6–1 DP/CR, stings in the body
Effect: 1D6–1 DP/CR, itching (CL, DE –1 the skin can cause serious injuries. As a weapon
(+4 difficulty increase on all actions)/half
after 10 CR), spasms (ST, AG –3 after 15 CR)/ poison, it only does half damage (round down).
damage, +2 on all actions
1D3 DP/CR, twitching (AG, ST –1) Effect: 2D6–3 DP/hour/halved
Duration: 100 CR/50 CR
Duration: 2 GT/50 CR Duration: 2D6 hours
Start: 1 GT
Start: 10 CR Start: Immediately
Durability: 6 months
Durability: 3 months Durability: 1D6+6 months
Price: 80 D
Price: 90 D Price: 30 D
Production: Alchemy +8
Production: Alchemy +12 or Plant Lore +9 Production: Alchemy or Plant Lore +6

Dragonspit (7/WF) Gonede (8/W) Purple Flash (20/F)


An odorless and tasteless soluble
This heavy green liquid is brewed from This weapon poison is processed from
alchemical powder (which can be mixed with
several disgusting ingredients (Unauan salt the poison of the yellowtail scorpion, and is
food as food poison), for the sophisticated
brine, mercury, wolfrat’s dung, viper’s blood, popular among desert raiding parties.
assassin. Purple flash is made from purple
etc.). Because it is seldom deadly, it is one of Effect: 1D6+5 DP/GT, cramps, twitching,
lotus, stings of Maraskan tarantulas, saltarel
the few legal poisons. Duration and effect choking/halved
oil, vermilion and much more. The victim
strongly depend on the varying quality of this Duration: 5 GT
is often unaware of what is happening; the
alchemical weapon and food poison. It is also Start: 10 CR
only symptom of poisoning is foggy-purple
used in traps for hunting. Durability: 9 months
eyesight. Even an autopsy of the body (a
Effect: 1D6+1 DP/GT, swelling, pain, Price: 70 D
process forbidden in many places) usually
dizziness/halved Production: Alchemy +9
does not give any clues.
Duration: 1D6+1 GT
Start: Immediately Halfpoison (8/WF) Effect: 1D6 DP/CR/halved
This alchemical weapon and food poison Duration: Until death/2D20+30 CR
Durability: 12 months
is created from red lotus, the wood of a tree Start: Immediately
Price: 40 D
split in half by a lightning and Brabakian Durability: 12 months
Production: Alchemy +6
vitriol. It seems to be able to halve the physical Price: 300 D
capabilities of the body. Production: Alchemy +10

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Aventurian Poisons
Sleep Poison (5/WB) Tinzal (7/W) Velvet Whiff (5/B)
This poison is made from mandrake, elm Distilled nettle viper poison; weapon poison. The pollen of creeping death (see below)
leaves and marmot milk. It causes a deep Effect: 1D6+1 DP/GT, suffocation (ST can cause pleasurable dreams, but if overdosed
sleep from which the victim can only be –4; no athletics tests allowed)/half damage, (2.5x the normal dose in a 24-hr period) it is
awakened magically. It is an alchemical food athletics tests +3 often deadly. It is a very popular herbal breath
and weapon poison. Duration: 2D6 GT poison in Al’Anfa.
Effect: As above/victim is stunned and Start: 1 GT Effect: 2D6 DP/hour, sleep and wild
unable to move, but can perceive hazily Durability: 12 months dreams/half damage, dizziness, intoxication
Duration: 7 GT/1 GT Price: 40 D Duration: D6 hours/D6–1 hours
Start: Immediately Production: Alchemy +6 Start: 1 GT
Durability: 1 year Durability: 2 months
Price: 35 D Tulmadron (15/FW) Price: 20 D
Production: Alchemy +5, sleep of a thousand It is mined from very rare rock in the Production: Alchemy +9 or Plant Lore +6
sheep spell cast onto brew Khoram Mountains. There is hardly any need
to process it, if it is used as weapon or food Wurara (4/W)
Sunsura (9/WF) poison. Only known mineral poison. Dwarves The Mohas extract this arrow poison (weapon
Refined from the poison of the Maraskan are immune to tulmadron. poison) from the sap of hellweed. Is rendered
tarantula, it is a virulent weapon and food poison. Effect: 1D6 DP/CR, hallucinations, pain (all harmless in the bloodstream after duration and
Effect: 1D6+3 DP/GT, rage (treat as the attributes –4)/half damage, all attributes –2 is therefore used for hunting big game.
disadvantage), then delirium/half damage, Duration: 3 GT/50 CR Effect: 1D6 DP/hour, shivering, impaired
rage, then delirium Start: 20 CR vision (EN lowered by 2/3; perception tests +5)/
Duration: 10 GT Durability: Unexposed to light and air: 1D3 DP/hour; EN–10, perception tests +2)
Start: 1 GT unlimited Duration: 1D6 hours
Durability: 9 months Price: 200 D Start: 1 GT
Price: 90 D Production: Alchemy +9 Durability: 4 months
Production: Alchemy +6 Price: 15 D
Production: Alchemy +5 or Plant Lore +4

Poisonous Animals In the following list, we have presented the most commonly
encountered specimens. Raw animal and plant poisons can be found

and Plants in every good apothecary and can be refined to be used as weapon
poisons (animal poisons) and food poisons (plant poisons). Their
durability is very limited, however; no longer than a week, at best
The easiest method of being poisoned is simply being bitten by
a venomous animal or unwittingly eating a poisonous plant. Such (which is why they aren’t available outside of their home regions).
animals and plants exist all across Aventuria, though they are more As stated above: A successful CN test (with a difficulty increase
common in the south and on Maraskan. of poison level) halves the effect of the poison.

Avicularia (3/W) Emerald Spider (5/W) hour, if not 1 is rolled as damage. Additionally:
Found in southern Aventuria, south of the Found in Thorwal, Orkland, and Svelltvale. hallucinations (courage test, if failure CO –1).
Yaquir river. 1D20 DP after bite, distributed CN test or the victim is unconscious for 3D6x5 The attributes regenerate within D20 hours
over the same number of CR. CR. If CN test is successful, then slight nausea after the poison effect is over.
(all attributes –2) for 10 CR.
Blind Fish (1*/W) Maraskan Tarantula (Age*/W)
Found in the Southern Sea, Sea of Pearls, Fire Newt (9/W) Found in Maraskan, Arania, and Mhanadistan.
and Sea of Seven Winds. 1 DP, CL and RM –1. Found in Thorwal, Orkland, and Svelltvale. The poison level depends on the age of the animal.
If CL is 0, the victim falls into a coma for D20 Insidious poison, caused by bite (1 DP per hour), Age (usually 2D6 years) x D6 DP per bite.
GT. Poison level rises by 1 per bite. which results in death if antidote is not taken.
Moray Eel (2/W)
Boron Viper (10/W) Fire Scorpion (8/W) Found in Southern Sea, Sea of Pearls, and
Found in southern Aventuria and Maraskan. 2 Found in Khôm, Mhanadistan and Southern Sea of Seven Winds. 1 DP/GT, 2D6 total.
DP/CR, AV/PV/AG/ST –1/CR for 3D6 CR, then Aventuria: Effect like the hellpain spell (with
regeneration of combat values and attributes by 7 points left: intense pain, uncontrollable
Morfu (5/W)
Found all across Aventuria, except in
1 per hour. If ST is 0, then paralysis; per GT a muscle twitching, loss of 7 endurance points
Maraskan. It shoots (numerous) horn splinters
D20 roll, if 20, the heart stops beating. per CR until unconscious, 4 points exhaustion
(1D6–1 HP), which cause 1D6 DP each.
afterwards), lasts D6 x D6 CR.
Cave Spider/Tree Spider (5/W)
Found over all Aventuria. AV, PV, AG, DE, Kvill Viper (6/W) Mysob Viper (5/W)
Found in southern Aventuria. 1D6+2 DP
CN, ST –1 each per bite. Regeneration of 1 Found in Svelltvale, Meadows, Salamander
on the first bite, 2D+4 on the second bite, and
point each per day. Stones, and Green Plains. Per CR 2 DP and
so forth.
ST–1 for 3D6 CR.
Desert Scorpion (7/W)
Found in Khôm, Mhanadistan, and Arania. Leafhead Viper (12/W) Nettle Viper (3/W)
Found in northern and central Aventuria.
2D20 DP after bite, distributed over the same Found in southern Aventuria. Effect comes
D20 DP (first bite), D6 DP (second bite);
amount of CR. 2D20 hours after the bite, D6 DP/hour for
takes effect immediately after bite.
D6 x D6 hours. CL and IN lowered by 1 per

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Aventurian Poisons
Noralec Viper (20/W) Spitting Viper (5/C) Black Poppy: The black poppy, located in
Found only in Maraskan. All 2 months Also known as the spitting cobra, it is found Pailos (and only in the ruins of Palakar (test
the victim rolls a CN+2 test. If it fails, ST is in Mhanadistan and southern Arania. 2D20 +12, or 5 thalers), causes calm sleep with
lowered by 1 and VI is lowered by 1D3, both DP directly after hit. double regeneration.
permanently. Can only be stopped by a special Pale Poppy: This flower is found all across
brew together with a clarum purum spell (20). Spotted Shark (12/W) Aventuria (test +12, or 7 ducats). It is generally
Found in the South Sea and the Sea of good against pain of any kind. Ignore wound
Palm Viper (3/W) Pearls. 1D6+2 DP, AV/PV/AG/DE/ST penalties or penalties inflicted by low VI.
Found in southern Aventuria. Inflicts 5D6 –1 each after every 2nd bite. Regenerate each Needhelp: This grows near the Salamander
DP, immediately after the bite. with 1 point/hour. Stones (test +15, or 50 ducats) and is a potent
antidote for tulmadron.
Pseudo-Basilisk (1/C) Yellowtail Scorpion (3/W) Owlingroot: An herb that grows near
Found in northern Aventuria. Inflicts 1D6 Found in Khôm, Mhanadistan, and Rashtul’s Wall (test +10, or 3 ducats per dose
SP and a cough that puts the victim out of southern Aventuria. Single 3D6 DP. (fresh) or 50 ducats per dose of brew), it is
action for 2D6 CR. Disadvantage evil stench, the “universal remedy” against all kinds of
until washed thoroughly. Herbal Antidotes poisons and diseases. Freshly taken, it lowers
Rattlesnake (2/W) Here are a few herbs which have favorable the level of all poisons up to level 19 by 1; a
Found in Khôm, Mhanadistan, Arania, and effects against poisoning. brew strengthens the immune system, making
Almada. 2D6 DP immediately after bite. Hiradroot: This is found in Mhanadistan the user almost immune to poisons.
and Arania (test +10, or 12 ducats), and stops
Saguara Spider (8/W) the effect of any snake poison. Important Poisonous Plants
Found in northern and central Aventuria. Menchal Cactus: The sap of this plant, In the table below we give the most
3D20 DP and CL–5, IN–3 for 1D6+3 GT. found in the Khôm Desert (test +8, or 18 important effects of the untreated plants. You
ducats), halves the effects of all poisons. can find more effects above in the section on
Aventurian poisons.

Name Level Main Effect Poison Parts Occurrence


Cheria Cactus 1/F CL, IN –2 each for Thorns, fruit Around Khôm, Shadif, Szinto
2D6 GT, hallucinations
Creeping Death 2/B 1D6 hours ecstasy in delirium, Blossoms south of Loch Harodrol
then 3D6 hours hangover (attributes –2)
Demon Claw 8/F 1D+2 DP/GT for 3D+3 GT Whole mushroom All Aventuria south of Riva, rare
Disdychonda 5/C 4D6 DP after 5 CR Nettle leaves All rainforests
Firemoss 1/C 1DP per 5 CR; total up to 5D20 DP Sap Northern and central Aventuria
Hellweed 4/F 1D6 DP/hour for 1D hours Tendril Southwestern Aventuria, Forest Isles
Horush 3/F 1D6+4 DP, per pip, from the Seed from pod Southern Maraskan
2nd pip on
Ivigor 1/C 1 DP when touched swiftly Whole plant Northern and central Aventuria
Lotus, black 4/B 1D6+3 DP, CL, IN –1 each for Blossom, pollen All Aventuria south of
1 GT per breath Havena-Perricum
Lotus, purple 3/B 1D6 DP, CL, IN, AG –1 each Blossom All Aventuria south of
for 1 GT per breath Havena-Perricum
Lotus, white 1/B 1D6–1 DP, CL, IN –1 each for Blossom, pollen All Aventuria south of
1 GT per dose Havena-Perricum
Malomis sp./B Hallucinated smells Blossoms Not in nature
Merach Bush 10/B* 5D20 DP, if alcohol is drunk Fruit Thalusia, Unau Mts., Rain Mts.
3 days before or after
Mirblereed 8/F Disease: addiction Blossom cobs West coast between Salta &
Mengbilla
Naftan Shrub 5/C 2D6 DP on touch Sap All Aventuria south of Riva
Orkland Puffball sp./B Disease lvl 7: 2D6 weeks Spores Orkland, Svelltvale, Andergast
1D6 DP/week, no regeneration
Poppy, purple 1/F Intoxication for D6+12 GT, then Seed capsule Almada, Arania, Fairfield,
violent temper +5 for same southern Aventuria
time period, CO/2, causes addiction
(disease lvl 13)
Poppy, grey 2/F as purple poppy, but stronger: Seed capsule All Aventuria
effect 2D6+6 GT, separation of
soul and body
Poxporeshroom 1/F 3D6+4 DP on breath Spores North of Nostria-Vallusa
Shurin Bulb 2/F 1D6+4 per corm Corm All Aventuria south of Riva
Slimy Swampnode 1/C 3 DP on contact with skin skin Fountland, northern Tobria
Suppurating Toadstool 4/F 1D6 DP, ST, IN –1 each, Skin All Aventuria south of Riva
stomach ache, vomiting
Funnypickle 1/E ST+3, CL–1D6+2 for 2D6 hours Fruit Maraskan
Hangover (attributes –2) afterwards
Vragisroot 1/F 2 DP, overexertion +1 per root, dreams Boiled roots All Aventuria south of Havena
Floating death 1/F Euphoric intoxication, increases Fruit, blossom Fountland, northern Tobria
Rahja’s desires

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Folios and Parchment Collections

Folios and
Parchment Collections
Since the invention of the printing press 50 years ago, the
circulation of written work has increased in a way that would
not previously have been possible using ink, pencil and gold-
leaf. This does not mean, though, that every citizen can enter a
bookstore and buy the title of his choice (the Horasrealm may be
an exception to the rule). Most printing presses are in the hands
of sovereigns; those books that contradict the contemporary
ideology still have to be written by hand—as is also the case for
magical works.
On the following pages we are going to present to you a
sample of Aventurian works. The tomes listed here are merely
a section of the books in circulation, and is not a complete
directory of Aventurian books.
In order to improve a Talent from a book, the hero has
to have a TP in Read/Write of at least 4 and understand the
language of the book.
The availability indicates where the book can be acquired—
from a merchant, at a bookstore or in the library. A d20 roll vs.
availability quickly determines if the book is available at the
current location.
The given value of the book strongly depends on its
condition. Often books in a bad condition are sold at 50% of
their value. One has to note, though, that used books are seldom
for sale—books are still such a rare commodity that their owners
typically do not wish to part with them.
The subject tells the reader what talents can be improved
by reading the book, as well as in what range the improvement
can take place. If the reader has a TP of at least the first
bracketed value, he can use the book as a teacher (see Teaching
Yourself, The Dark Eye Basic Rules p. 127), thus using the
standard column although he is teaching himself. Once the he possesses two books of the same subject, the modifiers for
talent prowess exceeds the second value given, the book is only the improvements are cumulative. For example, whoever is in
interesting to the reader as a reference. Hence, the entry “Dance possession of the Herbarium Kuslikum and the Folio of Herbal
(3/11)” means that a hero who has a TP of 3 in Dance gains a Lore and wants to improve his TP from 8 to 9 can do so using
bonus to his improvements until he has reached a TP of 11. If the A column of the ACT.

1000 Years of the Printing, Trade (each 3/5); CL 12 needed to in the academies of Fasar and Khunchom, while
Middenrealm gain bonuses another one is in private possession in Methumis)
(Temple of Hesinde in Punin, 1000 BF, Value: 200 D (original)/5–15 D (copies)
500 pages)
Al’Emazzin Subject: Animal Lore (12/14); CL 13
(Omar bin Kasim, Khunchom, 912 b.H., and Ancient Tulamidyan 12 needed to
A special edition of the temple of Hesinde
240 pages) gain bonuses
in Punin, with splendid illustrations as well
A complete, though difficult to understand,
as numerous cuttings and engravings. A
compendium of all areas of Aventurian life,
dissertation on lizardfolk and saurians in general. Almanac of Popular Belief
It includes numerous descriptions and a theory (Gilda of Honeyngton-Salperin,
interesting even for the already well-educated
that interconnects amphibians with lizardmen Honeyngton, 72 b.H., 180 pages)
Aventurian. Manuscripts are in the temple of
and dragons. Only fragmentary translations A comprehensive collection of superstitions,
Hesinde in Punin; 500 numbered originals,
exist, which all miss the main points of the book. carefully researched with few comments.
no copies.
The manuscript is lost; of the 20 originals, 17 Entertaining reading not only for magicians
Availability: 4
are unaccounted for. There are about 150 copies and deonts, but anyone with an interest
Value: 150–250 D
total of four different translations. in such matters. The manuscript is in the
Subject: All Lore Talents (6/8), Alchemy,
Availability: 1 (for a copy; the originals are family’s private collection. 120 first copies,
Cartography, Light Engineering, Mining,

World of Aventuria 151


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Folios and Parchment Collections
about 500 excellent copies. Camels and Caliphs: My Availability: 6
Availability: 6 Travels through the Khôm in Value: 50 D (new print)
Value: 12 D (original)/5–8 D (copies) the Year 982 to 988 Subject: Herbal Lore (2/10)
Subject: Treat Psyche (0/3); after reading (Ardo Stoerrebrandt, Festum, 1 Haal, 84
the book, make a CL test; if the character fails Great Aventurian Atlas: New
pages)
the test, increase superstition by 1 (or gain Private print of the travel journal of Ardo
Lore and Truthful Report
superstition 1) Stoerrebrandt. A description of the Khôm
of all Peoples and Countries
desert and Mhanadistan from an economic from Ifirn’s Ocean to the
Annals of the Godly Age Isles of Fire Mountains
(also: From the Beginning of Time or The point of view. Colorful and humorous
descriptions—mainly entertainment. 100 (About 80 pages)
Brazen Sword; various authors, first versions
numbered originals, about 20 copies. A constantly revised atlas, which is based
from the Settlers Age, 250 to 600 pages)
Availability: 2 on reports and maps of the expeditions
At times crude, at other time Hesindial,
Value: 25–50 D (original)/5 D (copy) of Admiral Sanin III (1812-1795 b.H.). It
this is a collection of legends, myths, tales
Subject: no special subject includes maps and descriptions of the most
and heroic epics; often biased depending on
important coastlines of Aventuria and the
the political situation at the time of writing. Edifying Oeuvre on Birdery surrounding islands, older editions contain
About 3,000 extant copies exist, of which 2,000
are printed; about a dozen author originals
for Youngman and Youngwife almost exclusively the west coast and the
(Rover Bronnengeeser, Festum 224 b.H., south. Many editions have been ‘corrected’
still exist.
120 pages) by local authorities. Original maps and texts
Availability: 18 (any copy)
A complete dissertation on birds in Aventuria. of Sanin are lost; about 100 editions dated
Value: 5–50 D (depends on version)
In parts it has a quite eccentric style of writing, before BF; 300 modern editions of good
Subject: History (0/2), Religious Lore (2/5)
but it is as entertaining to read as it is amusing. quality; about 1,000 copies with a sometimes
Bestiary of Belhanka: There are many marginal notes on hunting and remarkable loss in quality.
The Knowledge of Plants survival, as well as an appendix of 20 pages Availability: 1 (all editions), 2 (newer
with brilliant theories on the technical aspect editions), 8 (second copies)
and Animals of flying. The manuscript is in the family’s Value: 300–500 D (originals)/200–400 D
(Belhanka at the time of the Peace
private collection. 50 first copies; as well as 50 (first copies)/50–200 D (second copies)/120 D
Emperors, 70 pages)
shortened copies (without appendix). (contemporary editions)
Believed to have originally published in
Availability: 1 Subject: Geography (8/14)
two volumes (one can deduct it from the
Value: 25 D (original)/10–15 D (copies)
references), the volume concerning plants is
Subject: Animal Lore (5/7), Survival (5/7), Herbarium Kuslikum:
lost. The remaining text of the first volume Aventurian Flora
Fly (4/8; original only)
describes the most important animals and (Temple of Hesinde in Kuslik, Kuslik, 12
beasts of Aventuria. A naïve text, full of Of the Essence of the Haal, 9 volumes at 200 pages each)
superstition, but the basic information is still State, its Preservation and Clearly the fundamental collection on the
valid. All originals have been destroyed, but
roughly 800 copies and translations from
Advancement flora of Aventuria. In parts it is very legible
(Dexter Nemrod, Rommilys, 15 Haal, and contains many sources, sketches and
Bosparano remain and are considered close to drawings, which makes it obligatory for every
320 pages)
the original. botanically interested person. A collection of
The most extensive and probably best book
Availability: 10 various versions of the manuscript is in the
on state lore. Many pragmatic strategies, judicial
Value: 10 D temple of Hesinde in Kuslik; the first edition
principles, criticisms, old and new theories and
Subject: Animal Lore (0/3) with 50 subsequently added drawings (all
theses, references and quotations. Dynamically
Breviary of the Twelve- written, but hard to read without prior in the possession of the temple); 200 exact
knowledge. Good lecture for the contemporary copies, about 500 copies of an abbreviated
Godly Order version with varying quality of the drawings.
(College of the Twelvegods, Gareth, since politician. The manuscript is in the imperial
archives in Gareth; 200 originals (said to be Availability: 5 (2nd copy), 2 (1st copy), 1
312 b.H., about 70 pages)
abridged by imperial and clerical decree; mainly (original)
The first edition was written and compiled
in the hands of ruling sovereigns). Value: First copies are worth 25–30 D per
by order of Emperor Eslam III; later editions
Availability: 1 volume, other copies between 50 and 200 D
were (heavily) revised by the college. It is the
Value: 60 D for all volumes
schoolbook of the Middenrealm: it covers
Subject: Statecraft (9/14); CL 12 to gain Subject: Plant Lore (3/4 for any one
correct belief and resulting civil duties, with
bonuses volume, complete 3/12). Second copies
a foreword by the current emperor. Many
significantly worse.
manuscripts and originals of various editions Folio of Herbal Lore
(all locked in the imperial archives); about (Sisterhood of Mada, Grangor, 12 Haal, The Horas Apocrypha
5,000 copies. 400 pages) (Anonymous, Bosparan or Bethana, ca.
Availability: 1+ (originals—only in closed Printed edition of a collection of copies, 1800 b.H., 50–150 pages)
archives)/19 (copy) which has circulated since the dark ages and This book compiles legends that circulate
Value: 5 D has been continuously updated. Illustrated regarding the works of the Godly Emperor
Subject: Religious Lore (0/5) encyclopedia of all known plants, harmful and Horas. Sometimes pictures, sometimes old
helpful. About 200 older copies and variants, city maps, often complete text passages in
by now well over 700 prints (first print in the Bosparano, frequently commented. No other
temple of Rahja in Grangor). work exists in so many different variants; the

152 World of Aventuria


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Folios and Parchment Collections
origin of the book is still dubious. Some people Prem’s Animals The manuscripts are in the temple of Hesinde
claim to possess originals, or such possession (several authors, Prem, 70 b.H., 120 pages, in Kuslik; about 300 first copies.
is attributed to them, but it has never yet been 30 drawings) Availability: 4 (single volume), 1 (full
proven for anyone. There are about 200 copies It is possible that Hetman Ragnar himself collection)
in about 30 different variations. is the author of this text. This volume is a Value: 30–60 D, complete about 250 D
Availability: 0 (original), 2 (any variation) comprehensive account of the zoology of the Subject: History (4/6 per volume),
Value: Between 50 and 250 D west and north coast, the Orkland, Albernia, Geography (6/8 per volume), Religious Lore
Subject: Religious Lore (12/14), History Fairfield and the Cyclopean Isles. It is strongly (6/7 per volume); complete volume: as Special
(12/14), State Lore (10/12) slanted by a Thorwalian viewpoint. The Experiences (The Dark Eye Basic Rules, p.126)
original is in Prem; about 200 first copies up to TP 9.
How to Fight, Ride and are available, usually commented; about 100
Drink Beer uncommented copies of commented versions
The Small Difference
(Anonymous, probably Havena, 14 Haal, (Praiowyn Lightenstone, Warkhome, 15
are also available, more pages, but less original
60 pages) Haal, 80 pages)
content.
A very unconventional book that is full A complete dissertation of all cultural
Availability: 2
of strange grammar and spelling mistakes. beings of Aventuria, but racially biased. It
Value: 25–35 D for first copies, otherwise
A collection of lively tips and tricks for should be read with great care, and not taken
10 D
adventurers, mainly on the subjects described at face value. The manuscript is in the temple
Subject: Animal Lore (3/6; second copies:
in the title; astonishingly helpful. Manuscript of Praios in Warkhome; 100 first prints, few
4/5)
unknown; 3 known first copies, about 600 copies.
copies, often with additional comments and The Rahjasutra Availability: 1; in libraries of temples of
additions—the most voluminous copy has (Khunchom, probably 648 b.H., 160 Praios 5
152 pages. pages) Value: 10 D
Availability: 7 (any copy) A very vivid dissertation on the numerous Subject: Useless
Value: 3–12 D (depends on copy) ways to please Rahja, with an emphasis
Subject: Carouse (0/6), Ride (2/4), on imagery. Also contains an introduction
The Vademecum of
Brawling (0/8) on the techniques of seduction. Probably a Combative Crafts
compilation of other works on the same topic. (Krona Adersin, Gareth, 8 b.H., 128
The Inexpensive Breviary for No manuscript, 10 originals, about 40 first pages)
the Traveling Merchant copies, about 300 second copies of varying The Adersin-Vademecum almost landed its
(Various authors commissioned by quality (especially the pictures). author to jail for high treason, for it explicitly
Stoerrebrandt, Festum, 4 Haal, 64 pages) Availability: 1 (original or first copy); 3 details the known arts and styles of fighting,
Short, but solid overview of the economy (second copy) specializing on the style with sword and
and infrastructure of the most important cities Value: 500 D (original)/200 D (first copy)/ shield. Numerous illustrations of fighting
and regions of Aventuria. By now there are 20–120 D (second copy) stances, and many accompanying comments
almost 5,000 printed copies. A revised edition Subject: Seduce (3/7), Erotic Arts (8/10) and criticisms. Is, in a way, the ‘manifesto’
that recognizes the current political landscape of the ‘Apprentices of the Sword.’ Expanded,
is bound to be released soon. Rastullah in Keft printed edition (by Krona’s sons) awaited.
Availability: 18 (Hahmud Dhach’gamin, Keft, 233 b.H., Availability: 8
Value: 5 D 48 pages) Value: 15 D
Subject: Appraise (2/6), Fast Talk (Haggle) The holy book of the followers of Rastullah, Subject: Bastard Sword (4/6), Swords (4/6);
(4/6), Geography (3/6) and revelation of the god. The manuscript in special abilities Off-hand Fighting and Shield
the prayer-house of Keft; about 100 first Fighting I can be learned at 75% AP cost.
Of Paths and Ways copies, about 300 second copies, and 40 copies
(Dhara Tuzirim, Beilunk, 37 b.H., 80 in Garethi from 3 different translations. Other popular titles of the last few years
pages) Availability: 1 (first copy), 3 (second (all printed by now, at least in low numbers)
Basic knowledge for every traveler. It copy)—about 6x higher in the Caliphate are: In the Tents of Nivese Shamans of the
lists roads, routes, passes, shortcuts, fords, Value: for Rastullah believers between former Margrave of Beilunk Hagen, a second
bridges, boat connections, etc., together with 50–400 D (depending on the credibility of the edition with woodcuts of the Monster Manual
dissertations on road conditions, weather, as copy), otherwise about 10 D (obscure, old collection of horrid monsters),
well as useful hints on dangerous situations. Subject: Religious Lore (8/10) the Manual of Construction, which presents
Concise descriptions for orientation in old dwarfen knowledge on construction to
civilized parts of Aventuria, but inaccurate Sand, Salt and Sun/Between the reader, as well as the political works as
sketchy maps in the appendix. The Bodir and Wealbeck/The The Wrestling Master, the Novadi collection
manuscript is in a private collection; 200 first Steaming Forests/Homeland, of laws Thus Spoke Rastullah (very practically
editions with hand-drawn maps; about 500 Foreygn Lande oriented exegesis), Comtessa Tegalliani’s On
copies, sometimes with better maps than the (Bastan Munter, Kuslik, 334–328 b.H., Dance, a courtly book on manners. There are
original. 120/250/330/280 pages) also a vast number of hymnbooks for deonts,
Availability: 6 Races, cultures, religions, languages, songbooks for soldiers and travelers, as well as
Value: 16 D customs, history of all Aventuria—informative The Sayings of Emperor Haal, which has been,
Subject: Geography (5/7), Orientation (2/5) and intriguing to read. Every deont of after the Breviary, the most-read book of the
Hesinde has to know this famous tetralogy. Middenrealm for the last 20 years.

World of Aventuria 153


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Personalities of Aventuria

Who’s Who?—
Important and Notable
Personalities of Aventuria
The following chapter on special personalities of Aventuria Peculiarities: Personal notes and idiosyncrasies.
is an overview and orientation for the Highlord as well as for Connections and Financial Power: Here we categorize
the players. The entries consist of a concise description and connections and financial power of persons, which represents
the usual set of attributes, talents and spells. It will help you the hierarchy in the relevant region. It is important to know
understand the person’s strengths and weaknesses, as well as that for some countries there is only limited information—
their use in the game. Ashim Riak Assai has “immense connections” among orks, but
so has the Patriarch of Al’Anfa in the south and Nahema all

Character Information over Aventuria.


The same applies to the categorization of financial power:
Short Characterization: This should be self-explanatory; there is a difference between the Messenger of Light, the
the terms inexperienced, experienced, average, competent, Horasian Empress and Nareb Emmano Wrathbreak. Still, all
masterly, brilliant and perfect are meant to define a general level these people are holders of ‘immense financial power within
of skill, so that you can assign other attributes or talents to the their sphere of influence and their geographic area. The levels
character with appropriate levels, if needed. used are: minimal, low, sufficient, considerable, great, very
Outstanding Attributes, Outstanding Talents and Important great, and immense.
Spells and Rituals: Those skills that determine the character’s Game Use: Ideas on how to connect these people with the
style—there may be other Talents with a high value as well. heroes.

Lost in Translation
Translating a game from one language into another is more conform to the rules presented in The Dark Eye Basic Rules, or do
difficult a proposition than you might expect. It’s one thing to we do nothing? Or perhaps a little of all three?
take a stand-alone board game and translate its rules (and other What we’ve chosen to do here is a little of all three. Perhaps it’s
associated text) into a different language. It’s entirely a different not the choice that you would make, but it does give you the most
feat to take an existing game line, with dozens of supplements, and amount of flexibility in using these characters in your campaigns
bring it to a different country, especially one where the market is without having to wait to get those rules in your hands.
significantly different. So, with that said, here’s what we did (in general terms): we
Those are the problems we’ve run into with the World of have left the listed professions unchanged; we have either deleted
Aventuria. Das Schwarze Auge has been in print in various or changed the Advantages, Disadvantages and Talents that are
editions for over twenty years now, but this is the first translation not covered in the Basic Rules (though we have included two of
into English. It’s not the fact that we’re translating a book from the most commonly used Talents and one new Advantage; see
German into English that’s causing us the problems, it’s that the Missing Pieces sidebar on p. 155); Important Spells causes
we’re translating a book that references half a dozen others— us more problems as only a handful of the hundreds of available
books that are currently not available in English—that’s causing spells have been translated into English, so we have kept the
the problems. entire information block (which means that you will either have
For the most part, it wasn’t until this chapter that we ran into to use the most applicable of the currently available spells or make
the problems. As we pointed out in the introduction to this book, up your own, at least until we can get the books that contain
we cut some material that either directly referenced other Das all of that information translated and published!). Spells and
Schwarze Auge products or that we felt would only make sense powers that are not described in the Basic Rules are set off within
once we’ve translated more of the extensive library of game brackets to aid you in determining what they are; the magical
products into English. But no other section directly referenced disciplines available include: Abilities, Anti-Magic, Clairvoyance,
other products as much as this chapter does. Communication, Damage, Demonic, Domination, Elemental,
And therein lies the problem. There are literally hundreds of Force, Healing, Illusion, Influence, Invocation, Limbo, Meta-
new professions, talents, spells and the like that have been added Magic, Object, Spirits, Summoning, Telekinesis, Temporal,
to the game within those dozens of DSA products that aren’t yet Transformation and Transmutation.
published in English, and this chapter makes wide use of those Good luck, and keep an eye on the official The Dark Eye website
new elements. (http://www.thedarkeyerpg.com). We’ll keep you informed on the
That presents us with a quandary. Do we just cut out those progress of the sourcebooks we still have coming!
entries that use these new elements, or do we change the entries to

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Missing Pieces
As we said previously, a good majority of the notable temporary increase of the Negative Attribute by d6 points. Such a
personalities in this section were generated using rules and game test takes one Game Turn.
elements not yet available in English-language Dark Eye products. For permanently removing points of Negative Attributes,
Now we don’t have the room in this book to publish all of that the Difficulty Increase for the test is (18 minus the value of the
information, but we can provide you some of the most commonly Negative Attribute). A success lowers the Negative Attribute by
used ones. TP* points for d6 weeks. If the Negative Attribute is reduced to
So, below, you will find two brand new Talents and one new 0 or lower, it is permanently reduced by 1 point. Failures may be
Advantage to help you use these personalities, and to better catastrophic for the patient: the Negative Attribute isn’t reduced
customize your own characters. and one of the Mental Attributes (CO, CL, IN, CH) is reduced
by one point for d6 days and the Negative Attribute in question
Statecraft (CL/IN/CH) (Specialized) is increased by d6 points for d6 days. If the Negative Attribute is
This is a talent that few travelling adventurers need, but if he’s raised over a value of 12, it is raised permanently by 1 point. Such
a young noble, he might have some knowledge in this field—and a test takes one full day, during which the therapist and the patient
if he’s planning a career as diplomat or imperial official, he simply must be in complete seclusion.
has to have more than basic understanding in this field. Notes: Treat Psyche cannot heal any physical damage done to
Specializations: Diplomacy, Intrigue, Administration a victim by a spell. A healer cannot use this talent on himself.
Related Talents: Housekeeping (+10), Law (State Law) (+10) Treat Psyche can be a profitable profession: a specialist can charge
between 10 to 100 ducats per session (talent test), to be paid in
Treat Psyche (IN/CH/CH) (Professional) advance—depending on his social standing, not on his quality!
A professional therapist can reduce psychic damages done by Reducing a Negative Attribute by a Treat Psyche test requires no
harmful magic and can (temporarily or permanently) reduce spending of AP (otherwise see The Dark Eye Basic Rules, p. 129).
Negative Attributes. With a successful test, an enchanted or Related Talents: Human Nature (+10), Persuade (+10)
enslaved mind (such as caused by the spells Be My Friend and
Horriphobus) can be set free again. Treat Psyche is hard to master— Prophecy (12 GP, gift): With this gift the character achieves
and can be harmful to the patient: insight for far-reaching future developments. Whenever he uses
For treating the ill effects of a spell, the Difficulty Increase of the his chosen method of divination (be it astrology, card-reading,
test is the SP* of the spell, tripled. The Highlord must determine drug-induced visions, runecasting, reading the entrails of sacrifices
which specific effects of the spell can be reversed. If the test fails, or the flight of birds), the Highlord should make a hidden roll to
the patient usually suffers from a Negative Attribute: the patient determine what the character sees; additionally, the Highlord
gains d6+5 points in an appropriate Attribute of the Highlord’s can activate this gift in suitable situations during the campaign
choosing for d6 days. A test takes two hours, during which the and/or when the character is ‘in the right mood.’ Successes, even
therapist and the patient must be in complete seclusion. critical successes, shouldn’t mean that the character sees the future
For treating the momentary effects of a Negative Attribute (to clearly; the Highlord should keep the ‘glimpses of the future’
talk a comrade with Fear of Heights into crossing a shaking rope- ambiguous and shady at best—there is no single future, only a
bridge, for example) the Difficulty Increase to the test is double host of possibilities.
the value of the Negative Attribute in question. On a success, the This gift’s starting value is 3; tests are made against IN/IN/
Negative Attribute is lowered by d6 plus the remaining TP for one CH; use of this gift costs 2d endurance and 1 point exhaustion.
hour. Only one test is allowed per situation. A failure results in the Possession of this gift should be discussed with the Highlord.

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Personalities of the Far


North and the Nivese Lands
ALEKS BOLSHANJEFF, Outstanding Talents: Bow 23, Perception 17, Hair: White
NORBARD FENCE Bowyer 17 Eyes: Grey
Aleks Bolshanjeff has a bald pate, a hip- Important Spells: eye of the eagle 17, unseen Profession: Perfect Nivese shaman
long ponytail, strong muscles, a tall frame 16; [trackless stepless 16, icewalk 16, body of Outstanding Attributes: CL 16, IN 17, CH 17;
and always wears a winning smile. He roams the wind 13, eye of hawk 18, eagle’s wings Gift: Prophecy 18; Claustrophobia
the lands between Wealbeck and Kvill, alone (blue falcon) 15] Outstanding Talents: Treat Wounds 16, Treat
and clanless. Apart from his usual business, he Connections: Considerable, but never used Psyche 14, Plant Lore 17
also trades stolen goods, which he obtains in (royal families of Albernia and Gareth) Important Spells and Rituals: [Perfection of
Fountland and sells in Riva for a good price. Financial Power: Minimal all Nivese shaman’s rituals; blessed by the
Only his debauched lifestyle prevents him Game Use: Last survivor of her clan, a tragic Sky Wolves with the Gift of the Skies (can
from accumulating vast riches. existence; last savior from emergencies, use Karmic Energy)]
If the Norbard is drunk or believes that he archery teacher or mystical-sorrowful Peculiarities: Medium-sized bone club with
can trust his companion, he will talk about the encounter in the ice over 30 ASP
love of his life—a blonde, slender woman, a Connections: Very great (Nivese), otherwise
few years older than he but who looks not a ILOÏNEN SWANDAUGHTER sufficient
day over 25. They met more than 10 years ago The blood of Firun, Ifirn and the celestial Financial Power: Minimal
near Norburg, lived in a log cabin for several wolf Wrenchgram flow in the veins of this Game Use: He can ask the heroes to track
months and fell madly in love before she woman, who still looks like she is a fourteen down blasphemers and/or to undo a
mysteriously vanished one morning. He is still year-old girl. She has decided to lead a life sacrilege. Can be helper and prophet against
searching for her today. in Aventuria in order to fight the unholy the inexpressible in the farnorth, but can also
Born: 2 b.H. powers of the arch-demon Nagrach in the act as a conscience for dishonest heroes.
Hair: Black ice realm of Glorania.
Eyes: Light brown Born: Around 90 b.H. PARDONA
Profession: Master merchant and fence Hair: Copper-red with white strands This 5,000 year-old elf became a monster to
Outstanding Attributes: CL 14, CH 14, Eyes: One amber, the other blue her own kind through her ambition and lust for
Greed 8 Profession: Master magician, brilliant ranger power. Her supernatural strength of will led
Outstanding Talents: [Trade 10], Treat Outstanding Attributes: CL 18, IN 20, DE her into studies that were shunned by her race,
Wounds 9, Fast Talk 14, Survival 11 17; Gift: Danger Sense 17 and thus led her people into disaster. Blinded
Peculiarities: The woman for whom Aleks Outstanding Talents: Javelins 17, Survival 18, to the world as a whole, she fell into delusion
searches desperately is Selinde… better Perception 17 and became paranoid. She closeted herself
known as Haal of Gareth. Important spells: Mastery of survival spells with her research and became the greatest
Connections: Sufficient from satuaric (witches’) and ice elf origins chimaerologist of all times.
Financial Power: Sufficient Peculiarities: Divine ancestry, ageless, deont After she was cast into the netherhells in a
Game Use: Aleks is a very smart businessman, of Ifirn summoning accident, she made a pact with the
but no brute. He may help the heroes out of Connections: Worldly low, divine immense Nameless, who helped her escape. She is now
a mess, but in doing so, he looks for help in Financial Power: Minimal his agent on Aventuria and sees the humans
his search as a reward. Game Use: She and her Ifirnspack fight as tools for her evil schemes. She has grown
Glorana and her minions, who devastate impatient and ambitious, especially after
ELDORION CRYSTALSHINE, the lands of Firun. The characters might Borbarad rejected her as a threat to his own
“THE HUNTRESS” wish to join her in this cause. power. Her hatred for all who do not bow to
The ice elf fought on Maraskan, side by side her will has grown, and will not be restrained.
with her lover, Prince Halman of Albernia. KAILÄKINNEN, Born: Unknown
Her hail of arrows caused the enemy’s defense GREAT SHAMAN OF THE NIVESE Hair: Silver-white
to fall, but at great cost to her innocence. The body of this shaman of the Nivese Eyes: Golden
Shocked by this slaughter, she turned away tribe Lieska-Leddu may show signs of his Profession: Perfect chimaerologist, brilliant
from humans and lived in seclusion after age, but his mind does not. He was the first summoner and master of intrigues
many years’ journeys. Now, she tries to teach one to warn of the return of the Inexpressible. Outstanding Attributes: CL 20, CH 21
her half-elven daughter Madayra the customs The aims of this traditional Nivese medicine Outstanding Talents: Willpower, Fast Talk,
of her people. man are the reconciliation between men and Arcane Lore (perfection), many physical
Born: Around 90 b.H. wolves as well as peace between the tribes. His and social talents, intuitive and lore talents
Hair: Silver-white actions are subtle, but effective; even though masterly
Eyes: Amber this vivid, friendly man may seem harmless, he Important Spells: [Abilities, Demonic,
Profession: Perfect markswoman is a merciless enemy of every blasphemer. Domination, Influence, Invocation,
Outstanding Attributes: IN 17, AG 21 Born: Around 63 b.H. Transformation—almost all spells of these

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disciplines have been mastered, along with war-ogres make up his personal guard.
all Elven spells; knows even some Temporal Born: Around 25 b.H.
spells] Fur: White
Peculiarities: Pact with the Nameless and Eyes: Yellow
‘acquaintance’ of several archdemons, thus Profession: Perfect shaman and masterly
great summoning advantages brigand leader
Connections: Low (few spies, the nightelves Outstanding Attributes: CO 17, CH 17, Gift:
that she created) Prophecy 15; Greed, Vengefulness
Financial Power: Low Outstanding Talents: Orkish History 17,
Game Use: Probably the most powerful masterly Wilderness Talents
chimaerologist of Aventuria, whose plans Important Spells and Rituals: [Perfection
(right now mainly for the Ice Realm) are of orkish shaman rituals, knowledge
laid out for centuries in advance, and of Nagrach-pleasing invocations and
in which the heroes might play a part necromantic rituals]
without noticing. Peculiarities: Owns the Black Staff, an item
which dramatically increases his casting
RASTAR “OGRESCARE” BREN powers
MORVED, A GJALSKLANDISH Connections: Sufficient (brigand leader)
Financial Power: Low
CHIEFTAIN
Game Use: The mysterious sorcerer king at
The best-known chieftain of the Gjalskian
the end of the world, who obviously craves
barbarians gained fame in the Thousand-Ogre
for world domination
Battle (hence the name), in the Thunderstorm
race, in the Ork War and the Third Demon
Battle. Age has taken its toll on him, but he’s THE WHITE MAN
still not content to settle down. The highest deont of Firun wears a snow-
Born: 17 b.H. white polar bear hide, and is never seen
Hair: Red-brown without it. The head of the pelt acts as a hood,
Eyes: Black covering his face so effectively that his visage
Profession: A master axe-fighter, charioteer and identity were always veiled, even to his
and brawler closest associates. He has not been seen since
Outstanding Attributes: ST 20, CO 20; the Crystal Palace of Bjaldorn fell under siege
Violent Temper of the Ice Realm, but it is said that a swift, tough
Outstanding Talents: [Drive Chariot 14], polar bear still fights the minions of Glorana.
Brawling 17, Carouse 12, Wrestling 16 Has Firun given his highest servant the shape
Peculiarities: A chariot drawn by two wooly of an animal and the power to withstand the
rhinoceroses demonic cold to hunt his antagonist?
Connections: Sufficient (great in Gjalskland Born: Unknown
and Svellt Valley) Hair: Unknown
Financial Power: Low Eyes: Unknown
Game Use: The classic lout, who may be a Profession: Perfect deont of Firun: a taciturn
challenger or rival but gains friendship due and pious soul marked by the merciless
to his kind and unreserved nature. hunt in the north— unpitying of the weak
but appreciating the brave.
Outstanding Attributes: High physical
UIGAR KAI, ORKISH SHAMAN
toughness
Uigar Kai was the former high shaman of
Outstanding Talents: Wilderness and hunting
the orks, disgraced when he tried to overthrow
talents masterly or perfect
the Aikar Brazoragh a few years ago. The coup
Peculiarities: In human form, he wears the
failed and he fled to the Frozen Peaks, where
polar bear’s cloak, a hunting spear and a
he has gathered more orkish warriors. He now
golden ring with the Gleaming Quartz, the
wages war against Glorana as well as ice elves
artifact of Firun
and the human settlements.
Connections: Minimal
Uigar Kai is desperate for power and
Financial Power: None
willing to sacrifice anything to achieve it. He
Game Use: Thanks to Ifirn, he might help
and his minions made a pact with a demon,
heroes of good heart that are in need.
probably Nagrach, which brought them a long
Demonists and blasphemers will be hunted
life, immunity to the cold and a dense coat of
and killed – he may even accept the help of
white fur. Two armored and heavily armed
the heroes for this task.

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Personalities of Fountland
DRAVUVO KAIBA, ‘MAYOR’ OF MANTKA RIIBA, THE KUNGA SUULA STOVER REGOLAN
THE FESTUMIAN GOBLIN The matriarch of the goblins of Festum is STOERREBRANDT, MERCHANT,
QUARTER AND ‘CAPTAIN’ OF exceptionally wily for a goblin. She is also a SHIP-OWNER AND PATRON
THE GOBLIN BANNER OF THE shaman, giving her arcane powers with which He is probably the richest man of Aventuria
to awe her followers. She has not only secured and the current, long-standing patriarch of the
FESTUMIAN MILITIA
the professions of clearers, rat-catchers and trash trade house with the same name. He cultivates
Dravuvo Kaiba is the contact of choice for
collectors for her people, but has also managed his jovial, uncle-like image, but has the power
the Festumian magistrate concerning the red-
to control smuggling and fencing in Festum. to force concessions out of sovereigns through
pelted population of the city. He has proven
Born: Around 1000 b.H. a myriad of methods (trade boycott, buying
to be a tough negotiator, even though he often
Hair: Red-brown up debts, marriage politics) giving him power
has to ask for time to think things over. Usually
Eyes: Red-violet unequalled in Aventuria.
he roams western Fountland in search of herbs
Profession: A brilliant shaman with a strange His empire consists of 68 offices, 25 ships,
and pelts, officially commissioned by Festumian
charisma 150 wagons, as well as shipwrights, cartwrights,
tanneries. On his journeys he exchanges news
Outstanding Attributes: CO 18, IN 17, CH mines and plantations. He promotes art and
with messengers of various goblin tribes.
18; Local Knowledge (all of Festum) the exploration of magic, is known to be a
Sometimes he can be found in the remote city of
Outstanding Talents: Fast Talk 18, Persuade Fountlandian patriot and a loving father—all
Uhdenberg—nobody knows how he manages most profitable pursuits, indeed.
12, Streetwise 12
to cross the Red Sickle that quickly. Born: 16 Phex, 42 b.H.
Peculiarities: The Mantka Riiba really is the
Born: 6 Haal Hair: Grey-white
Kunga Suula, high shaman of the goblins
Fur: Red Eyes: Brown
with a knowledge (own or inherited) from
Eyes: Yellow Profession: Perfect merchant, brilliant politician
2,000 years of goblinic history
Profession: Masterly chieftain, competent Outstanding Attributes: CL 17, CH 14
Connections: Considerable
local politician Outstanding Talents: Persuade 14, Etiquette
Financial Power: Considerable
Outstanding Attributes: IN 13, DE 15 12, Fast Talk (Haggle) 17 (19), Appraise 20,
Game Use: Even in the role of Mantka Riiba,
Outstanding Talents: Streetwise 14, Human Calculate 14, Law 13, Trade 20
she is an eerie informant, rival or employer.
Nature 9, all Wilderness Talents 7+; Peculiarities: Can always call on mercenaries,
speaks Garethi fluently with a strong magicians and artifacts for protection
Fountlandian accent SEPHIRIM ISYAHADAN, Connections: Immense
Connections: Sufficient (humans HIGH DEONT OF THE NAMELESS Financial Power: Immense
considerable (goblins) Sephirim, a man of many faces, was born Game Use: Employer for really big expeditions,
Financial Power: Sufficient (thus probably the in the Nameless days of the year to an awful a patron for artists and scientists
richest goblin of Aventuria) destiny. An early prophecy predicted that this
Game Use: Contact for both the ‘civilized’ man would cause great peril, and thus far THESIA J. ELMSTONE, COUNTESS
goblins of Festum and Uhdenberg and it seems all too true. Sephirim is skilled at
OF ELMSTONE, NOBLE MARSHAL
some tribes of the Red Sickle; speaker for playing fair when he means foul, of charming
his victims into his clutches. By the time he OF FOUNTLAND
Mantka Riiba
After her valiant performance on the
drops the façade of the charismatic noble and
Vallusian Meadows, where the army of
LINDION DARKHAIR, SILVAN ELF reveals the true face of the powerful deont of
the ‘winged’ riders turned the fate in favor
Lindion is an amoral, merciless hunter, who the rat-child, it is usually too late.
of the allied forces, Jadvige was quickly
heeds only the laws of nature. He is totally Born: 20 b.H.
been promoted to Noble Marshal by the
disinterested in financial matters: He takes what Hair: Black
Fountlandian nobility. Since then, the most
he needs and keeps it for as long as he needs it— Eyes: Blue and green famous Sewerian bronnjar in modern times
equipment and company alike, as he has proven in Profession: A charming seducer and masterful can be found leading the Fountlandian army.
his loveless affair with the Amazon princess Gilia. man of intrigue She has the austerity and competence of a
Born: Unknown Outstanding Attributes: CO 16, CH 16 veteran commander and uses all her power to
Hair: Black Outstanding Talents: Willpower 15, Persuade prevent any Borbaradian infiltration.
Eyes: Brown 16, Human Nature 14 Born: 29 b.H.
Profession: Perfect ranger and hunter Peculiarities: Glass eye (green, on the right), Hair: Light blonde
Outstanding Attributes: DE 16, AG 17, IN 17 a birthmark on his chest shaped like the Eyes: Blue-grey
Outstanding Talents: Survival 18, Traps 14 horned demon head Profession: Brilliant fencer, witty public
Important Spells: be my friend 16; [eagle’s Connections: Great speaker and politician
wings 15; lightning find you! 12] Financial Power: Great Outstanding Attributes: CO 17, CL 15, CH 18
Connections: Low Game Use: Sephirim is the man in the Outstanding Talents: Swords 18, Willpower
Financial Power: Low shadows; a puppetmaster obscured behind 15, Warcraft 15, Ride 14, Carouse 14; a
Game Use: Lindion first thinks of himself, then countless lies and intrigues. His methods number of special combat abilities
of other elves. He is neutral to disapproving and plans can be discerned, but never fully Peculiarities: Her age does not touch her beauty
towards humans and would only help them seen—or exposed. He is the symbol of an Connections: Very great
if it coincides with his interests. immense, unfathomable danger. Financial Powers: Great
Game Use: Employer of Rondra-pleasing heroes,
mostly on expeditions against Glorania

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Iloïnen Swandaughter Kailäkinnen

Stover R. Stoerrebrandt Iskir Ingibjarsson Thesia J. Elmstone

Tula of Skerdu Aleks Bolshanjeff Sadrak Whassoi

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TJEIKA OF NEEDMARK, Neersand and defected to the defenders’ side, Outstanding Attributes: CL 15, IN 14; vanity
earning the title ‘Savior of the City.’ In Rahja, Outstanding Talents: Seduce 13, Etiquette
CROWN WARDEN OF NEERSAND
29 Haal, she declared her former husband 15, Fast Talk (Lie) 15 (17), Statecraft 10
Tjeika is the charismatic (and usually
dead and married Squire Orshin of Sumovicz- Connections: Great in southern Fountland,
pitied) daughter of the despotic Count of
Suddingen, whose influence might help her to not that good in Seweria due to her father’s
Needmark, and has been the Noble Marshal
be re-elected as Noble Marshal yet again. infamy
for two times running. She accompanied her
Born: 3 b.H. Financial Power: Very great
father in his cruel campaign towards Tobria
Hair: White-blonde Game Use: A secret planner, who changes
to support Borbarad, but did not take part in
Eyes: Grey attitudes quickly and convincingly, asks the
any of the cruelties inflicted there. Instead,
Profession: Brilliant, wily politician heroes for help; or just someone who wants
she quarreled with Count Uriel at the gates of
to gain power, one way or another.

Personalities of Thorwal, the


Orkland and the Svelltland
ASHIM RIAK ASSAI, as well. He participated in the front line during tribe for one year. He fought his way up into
THE AIKAR BRAZORAGH the conquests of Enqui and Salta, in the raids in the hunter’s caste, then fled as the clan he
This mysterious leader of the black furs the Horasrealm, as well as in the battles against lived with changed chieftains. He is married
united the clans of all orks in 10-15 Haal, the Hranngar-Beasts in the Sea of Pearls. He is to the Norbard Javanka and spends most of his
then proclaimed the beginning of the Ork Hetman Tronde’s advisor concerning questions time in Tjolmar, but he is sometimes seen in
Storm in the beginning of the great year 2000 of tradition and law, and he is also very fond of Lowangen or Northern Meadows.
(17 Haal). He resides in Khezzarra, where drinking and brawling. Born: 14 b.H.
he has gathered the chieftains of all the clans Unfortunately, his lofty plans for the future Hair: Blond/grey
around him. According to former captives, he of Thorwal may not only conflict with those Eyes: Grey
is a warrior by nature but also able to speak of Tronde, but may also cause a war against all Profession: Brilliant tracker and ork expert
various languages. Aventuria; the Thorwal of his dreams reaches Outstanding Attributes: CO 15, AG 16
Born: 15 b.H. from the Gulf of Riva to the Southask—and Outstanding Talents: Bow 16, all wilderness
Hair: Black Hjaldingard is next. and physical Talents competent or better,
Eyes: Red Born: 2 b.H. Orkish Nature 15, Warcraft 10
Profession: Brilliant prophet, perfect warrior- Hair: Ginger Connections: Sufficient (limited to Meadows
priest, with an air of divinity Eyes: Blue and the former Svelltian League)
Outstanding Attributes: CO 21, ST 21, CN Profession: Brilliant skald and historian; Financial Power: Low
21, IN 18; Gift: Prophecy 21, no notable masterly politician and fighter Game Use: An important informant regarding
disadvantages Outstanding Attributes: CO 15, CL 14, CH 16 orks, possibly a guide into the eastern
Outstanding Talents: History (Ork) 18, Outstanding Talents: Axes 16, Carouse 14, Orkland, also suitable to get heroes out of
Tongues 18, Statecraft 14, several masterly Teach 16, History (Thorwal) 17 (19), “ork problems.”
combat and nature talents, speaks several Geography 14, Religious Lore 12, Law
tongues of the north (Thorwal) 15 (17), Statecraft 10, Legend SADRAK WHASSOI,
Important Rituals: [Brilliant in all orkish Lore (Thorwal) 17 (19) THE BLACK MARSHAL
shaman rituals] Connections: Great Once was a mercenary in the Uhdenberg
Peculiarities: is a priest of both Brazoragh and Financial Power: Sufficient Legion, he soon left all pretence of a ‘civilized
Tairach; combines abilities of a fighter and Game Use: Iskir is not only a troublemaker life’ behind. Whassoi murdered the Guard
a shaman; despises cowardice or hypocrisy, in the otherwise harmonic Thorwalian Captain von Arpitz of Meadows, and served the
but shows no mercy as victor either. family life, but also an employer when it invading orkish armies as strategist and human-
Connections: Immense (chief of all orks) comes to collecting Thorwalian history all knowledge advisor during the Ork Storm. The
Financial Power: Very great as Aikar over the continent—and in bringing his Zholochai-warrior is a chosen of the Aikar
Brazoragh; private finances unknown dreams to fruition. Brazoragh, which may also be reason why he
Game Use: The brain of all orkish activities is still living at his advanced age. Whassoi is
in north-western Aventuria; the heroes may JOOBST STONEBRIDGER, TRACKER a warrior in body and soul, who proved his
only meet him in a diplomatic mission to The taciturn, ragged-looking man from abilities during the ork storm—and who is
Khezzarra Stonebridge in northern Meadows once was a intent to show them again…
tracker and a fighter in the Uhdenberg Legion, Born: 15 b.H.
ISKIR INGIBJARSSON, the “pack comrade” of Sadrak Whassoi. In Hair: Black-brown
THE “LAST HJALDINGAN” the Svelltian League, he is known for his Eyes: Grey
The older brother of the hetman on Enqui knowledge on orks; very few Aventurians have Profession: Brilliant fighter and strategist
is a role-model for many young Thorwalians, fought as many battles against them as he has, Outstanding Attributes: ST 18, CO 16, IN 15
because he can not only tell tales of his ancestors and ever fewer have lived with them. Outstanding Talents: Warcraft 18, mastery of
but of his own deeds – reflecting the old sagas – Stonebridger was a slave of the Zholochai several combat and nature talents

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Connections: Great (high commander of Hair: Ginger Hair: Red (bald)
the orks) Eyes: Blue-grey Eyes: Green
Financial Power: Considerable Profession: Seemingly uncivilized, but an able Profession: Brilliant high witch, impressive
Game Use: The symbol for orkish menace; if diplomat and politician with good common and dangerously alien
the orks have any military victories in the sense Outstanding Attributes: IN 16, ST 17, AG
north-west, he planned it. The heroes will Outstanding Attributes: CL 15, IN 16, ST 17 16; ageless
probably meet him on the battlefield. Outstanding Talents: Carouse 13, Human Outstanding Talents: Bind/Escape 14,
Nature 14, Statecraft (Thorwal) 13 (15), Helmsman 14, Seduce 13, Perception
TRONDE TORBENSSON OF THE Seafaring 10 17, Throwing Axes 16, Weather Sense
FOAMRIDER-OTTA, Connections: Considerable 12, almost all physical talents competent
Financial Power: Low or better
SUPREME HETMAN
Game Use: Mainly as an employer for Important Spells and Curses: [All witch
For 15 years, he has been the hetman of the
adventures in Thorwal and an initiator of curses, some ice elven and druidic spells;
hetmen, and thus chief of all Thorwalians. His
expeditions for curious heroes favorite curses: infertility, restless, hail
build is average for a Thorwalian. Although
(especially against enemy ships)]
he is muscular and of one pace and four and
TULA OF SKERDU, Peculiarities: Height: 1.92 paces; wild cat
a quarter span tall, his lack of a beard (he is
POWERFUL WITCH familiar ‘Dewman’
neatly shaven) makes a bigger impression on
The ageless Thorwalian high witch with Connections: Great among northern
most that see him.
her tattooed bald skull, the heavy golden Aventurian witches, considerable in
Wearing his war coat and his barbarian war
jewelry and her fur clothing may be the most Thorwal
axe, he looks like an uncivilized daredevil,
terrifying ‘beauty of the night.’ She lives on Financial Power: Considerable
but his real aim is to transform the loose
Skerdu in an old longhouse and usually steers Game Use: Tula is someone who uses others
confederation of the Thorwalians into a
her longboat Al’Anfa-bound. Its crew is said for assistance without asking them, and
‘real’ state. He is supported in this endeavor
to have fallen into sinister, slavish love with seldom helps anyone in return. To meet
by his wife, Bryda Garulfsdottir, his young
her, and every once in a while sailors follow the most-feared witch of Aventuria is
daughters, Jurga Trondesdottir and Kjaska
her sinister, sorrowful singing to a mysterious, one adventure, and to gain her trust is
Byrdasdottir, and the men and women of the
possibly sinister demise. yet another—and one that requires they
Foamrider-Otta.
Born: Unknown sail with her through the netherhells and
Born: 26 b.H.
back again.

Personalities
of the Middenrealm
the most expensive beauty ointments in all young ladies—and often seems to be more
ALARA PALIGAN, Aventuria, including some magical ones liked by Aves than by Rondra. It is said that he
WIDOW OF THE EMPEROR Connections: Immense—has had Rahjaic has even visited the fairy realms.
The wife of the missing Emperor Haal has relations with many powerful people of the Born: 4 b.H.
shared her bed with more men than a prostitute realm, and family relations to Al’Anfa Hair: Blonde
in the harbor of Havena, a well-known secret Financial Power: Immense Eyes: Deep green
that has been the scandal of the court for years. Game Use: Alara can be a dubious employer Profession: Brilliant cavalry officer, competent
Whomever the lady from Al’Anfa grants the or the focus of an adventure, as many strategist
favor of her charms cannot be sure whether it influential people have a grudge against Outstanding Attributes: CO 18, AG 16, ST
is a blessing or a curse. He might be rewarded the empress. 15; Gift: Danger Sense 10
by riches, but he might also be entwined into an Outstanding Talents: Jousting 17, Swords 17,
intrigue that otherwise would cause her head to ALRIK OF BLUEFIR AND OF THE Ride 16, Etiquette 10, Human Nature 10
roll… The former empress knows that she isn’t MOUNTAIN, GUARD COLONEL Peculiarities: He doesn’t seem to be so well-off
getting younger and that make-up cannot veil with Ingerimm, for it is said that he returns
FOR SPECIAL DUTIES
her age for much longer, but that doesn’t stop from every battle with a broken sword.
As a young captain, he saved the Imperial
her from dreaming of a fountain of youth. Connections: Considerable (one of the heroes
army on the Silk Meadows and was promoted
Born: 26 b.H. of the Middenrealm)
by Prince Brin to be the highest commander
Hair: Black Financial Power: Considerable (if not in
of his age ever present in the Imperial forces.
Eyes: Dark brown service, he is living off a nice pension)
Ever since, he can be found in the front lines of
Profession: Master of intrigues Game Use: Employer or commander of
daring cavalry attacks, making the difference
Outstanding Attributes: CH 16, Superstition, daring, Rondra-pleasing endeavors, usually
between victory and defeat.
Greed under the direct command of the Imperial
Alrik fought in the battle of Griffinsford
Outstanding Talents: Seduce 13, Etiquette Regent; alternatively, the commander of the
and against the hordes of Borbarad. Bluefir
14, Fast Talk 12, Statecraft 10 proverbial cavalry that rescues the heroes
is quite young for a colonel, and wherever he
Peculiarities: Alara possesses a number of from danger.
appears (he travels a lot) he is the heartthrob of

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Alara Paligan Archon Megalon

Ayla of Shadevale Regent Emer ni Bennain King Cuanu of Albernia

Djindar of Falconberg-Ravensmouth The Revered Couple of Rommilys Count Dexter Nemrod

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AMANDO LACONDA DA VANYA, ARRIUS OF WULFFEN, BALDUR GRIFFAX OF
SECRET INQUISITION COURT DEONT OF THE ROYAL RIDGESROCK,
COUNSELOR GARETHIAN COURT FORMER COUNT OF RIDGESROCK
Probably nobody within the church of From ‘simple’ (lesser nobility) Once a powerful count, Baldur was driven
Praios knows more about the machinations circumstances, he has made his way into the by visions and dreams into “putting up a great
of the Borbaradians than his eminence, by high society of Gareth. He drew attention army against the enemies from the east,”
now Illuminatus and High Deont of the by organizing the heroic resistance against which was ruinous for the treasury of the
temple of Praios in Punin. He has closely the Tordochai attack on Gareth during the county of Ridgesrock. He lost his position,
observed the development of the marked battle on the Silk Meadows. His courage and but escaped prosecution. He now roams
ones from the very beginning. In questions charisma have led him to become a counselor the woods as a hermit for 15 years now. His
of church-politics he seems to side with the to Regent Emer. brother, Guardian of Order Pagol Griffax, has
Prince-Illuminata of Beilunk, but he avoids Wulffen, who is mainly the Regent’s personal put up quite a sum for his capture, to be paid
expressing his political views. guard (officially he is Captain of the Sun so long as he is basically unharmed.
Born: 43 b.H. Legion), always tries to be up to date with the Born: 36 b.H.
Hair: Grey happenings of Gareth city, in order to be able to Hair: Black
Eyes: Black give counsel to the Regent—even in complex Eyes: Black
Profession: Brilliant inquisitor and expert of matters. He is known to be one of the strongest Profession: Brilliant prophet, inexperienced
black magic supporters of the neo-Praiotic (‘Braniborian,’ magical dilettante, maniac
Outstanding Attributes: CO 17, CL 15 after the Celestial Dragon of Justice) ideology, Outstanding Attributes: IN 17; Gift:
Outstanding Talents: Religious Lore 16, which emphasizes justice above all—a law Prophecy 15; Superstition, Delusions
Arcane Lore 15, Law 14, Human Nature 12 which is also binding for the nobility. Outstanding Talents: Hide 16
Connections: Great Born: 3 b.H. Spells: (Magical Dilettante) See true and
Financial Power: Considerable Hair: Light brown pure; Protective Spirit
Game Use: Even though he is an arch- Eyes: Green Connections: None
conservative hardliner, he can be a vital Outstanding Attributes: CO 15, CL 14, CH Financial Power: None
source of information for the heroes; if it 14, ST 15 Game Use: Mad prophet who always escapes
serves a good purpose, he might overlook a Outstanding Talents: Willpower 13, Persuade his prosecutors, but his visions might
few religious mistakes of the heroes. 12, Etiquette 11, Teach 12, Human Nature become important (but cryptic) clues.
12, Religious Lore 12, Arcane Lore 10, Law
ARCHON MEGALON, DRUID 12, Statecraft 10, Treat Poison 14 BAHRAM NAZIR,
For a druid he is very scientific, more Connections: Considerable (contact with the THE RAVEN OF PUNIN
interested in the secrets of the human soul royal court, many deonts and guildsfolk) The Exalted, who has acted as the head of
than the forces of nature. Archon is quite a Financial Power: Sufficient the Rite of Punin for almost half a century,
bookworm and often appears in the most Game Use: A sociable Praiotus, and also one was an irreconcilable enemy of the heretical
unlikely places, where he seeks answers or with many connections. He might be the Al’Anfan Rite of Boron worship for most of
tries to manipulate a large number of people heroes’ key to a royal audience. his life. Now, though, he has become more
according to his will. All the same, he was the moderate and has even cooperated with
(secret) court wizard in Havena! AYLA OF SHADEVALE, Al’Anfanians against Borbarad. He has long
Born: 38 b.H. THE SWORD OF SWORDS served his god, but nothing indicates that
Hair: Grey Since the year 23 Haal, Ayla has been Boron intends to call the 90-year-old priest
Eyes: Blue-grey recognized as the highest ranking deont of anytime soon.
Profession: Brilliant caster of domination- Rondra in all of Aventuria. Yet, she still seems to Born: 58 b.H.
spells, and master of human psychology be haunted by the experiences of the quests of Hair: White
Outstanding Attributes: CL 19, CH 18, CO her youth: Even though she does not allow any Eyes: Dark brown
17; Gift: danger Sense 14 compromises regarding faith, she is quite open- Profession: Perfect prophet and rhetoric,
Outstanding Talents: Human Nature 15, minded—towards magic, for example—which masterly religious leader
Willpower 13 has caused some criticism among her peers. Outstanding Attributes: CO 17, IN 20; Gift:
Important Spells and Rituals: [Almost all Born: 19 Peraine, 10 b.H. Prophecy 18
druidic spells and rituals brilliant, some Hair: Medium-blonde Outstanding Talents: Religious Lore 18
perfected; numerous domination and Eyes: Green Connections: Very great
influence spells] Profession: A strict, but open-minded high Financial Power: Great
Peculiarities: Silver snake-circlet of Ashin of deont Game Use: The Raven of Punin rarely
Springs, which provides him with various Outstanding Attributes: CO 18, CH 16, ST appears in public. He could very well call
divinations; always wears an amulet to 19 for the heroes, however, if Boron sent him a
increase his RM Outstanding Talents: a lot of armed melee vision that is related to the heroes.
Connections: Considerable (a suspect person, talents masterly and better; Persuade 14,
who is probably prosecuted in various places) Human Nature 14, Willpower 14, Teach 10 BLASIUS OF BOARSTEM,
Financial Power: Sufficient Connections: Immense PRINCE OF KOSH
Game Use: The classic “joker” for everything Financial Power: Very great Being a traditional sovereign, he highly
related to magic—there’s always a reason Game Use: The Sword of Swords will always values the church of Rondra and its ideals—
why Megalon might be interested in a listen to an honorable hero, and she will less by deeds than by flowery tales of his deeds
location or an artifact … often find ways to help them. in the ork wars. He is almost closer to Travia

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than to Rondra, for he loves visitors, every kind Invher ni Bennain, as Queen by his side in aids the High Privy Councilor of the Realm’s
of good food and drink and homely coziness order to let her rule the country. investigations, speaks publicly in his name and
more than anything. Born: 36 b.H. also negotiates with “private detectives.”
Born: 25 b.H. Hair: Grey Born: 5 b.H.
Hair: Grey-brown Eyes: Brown Hair: Brown
Eyes: Blue Profession: Perfect warrior, brilliant politician Eyes: Grey-green
Profession: A leisurely, hardly ambitious and diplomat Profession: Masterly bodyguard and
sovereign Outstanding Attributes: CO 15, CL 15, ST 15 investigator, competent politician
Outstanding Attributes: ST 15, CH 14, CL 11 Outstanding Talents: Statecraft 13, Etiquette Outstanding Attributes: All good
Outstanding Talents: Carouse 16, Axes & 10; diverse armed melee talents masterly Outstanding Talents: Various fighting
Maces 10, Cook 10 and better techniques masterly; Statecraft 10,
Connections: Great Peculiarities: Took part in ‘pretty much Persuade 12
Financial Power: Great everything’ Peculiarities: Heavily increased RM due to a
Game Use: Blasius dreads politics, and may be Connections: Very great (but usually not Praios amulet
a stressed (and stressful) employer. used; father of two queens, grandfather of Connections: Considerable (one of the ten
a future empress) most important members of the IGIA)
Financial Power: Very great Financial Power: Sufficient
BRIN OF RHODESTONE,
Game Use: Cuanu can serve as example for Game Use: The contact to the IGIA for heroes
ABBOT-MARSHAL OF THE of medium level who want to bypass all
the horrors of the Demon Battle, as an old
ORDER OF KEEPING, MASTER the bureaucracy; generally suspicious (due
sentimental hero who wants one more wish
OF THE COVENANT OF THE to be fulfilled, or as a desperately fighting to his profession), but flexible enough to
MIDDENREALM lion if his family is in danger. approve “unusual measures”
The squire of the heretic predecessor of Ayla
of Shadevale was chosen by the high deont DJINDAR-FRITJOFF OF
herself to be the leader of the church province
COUNT DEXTER NEMROD
OF WARKHOME, HIGH PRIVY FALCONBERG-RAVENSMOUTH,
(an ‘archbishop’) of the Middenrealm. By
COUNCILOR OF THE REALM HIGH CHAMBERLAIN OF ALMADA
now he has succeeded in silencing most of
By now almost seventy years old, the count The half-Maraskanian is reputed to be
his enemies. His courage and youthful fire
of Warkhome is still known for his loyalty with one of the most able judicial experts of the
have caused many swordsmen to renew their
the Realm (not necessarily with the Royals, Middenrealm. He became High Chamberlain
faith for not only war, but also tedious exercise
though), and notorious for his harsh treatment of Almada because of his conscientiousness
and the willingness to wield the sword to do
of enemies of the state and black magicians. and his keen logic, both of which are essential
good to please the goddess. During times
After long years of being a warrior, investigator in order to survive the undergrowth of
of war, these views have come into fashion
and even Grand Inquisitor, he now dedicates Almadan vanity and intrigues. Thus strictness
throughout the Middenrealm.
his time to politics and counter-espionage and pragmatism define his public appearance,
Born: 2 Haal
against Borbaradians. while in private he is a kindly man.
Hair: Red
Born: 36 b.H. Born: 5 b.H.
Eyes: Green
Hair: Grey Hair: Dark blonde
Profession: A hot-blooded young man, who is
Eyes: Ice-grey Eyes: Brown
often criticized by members of the church
Profession: Perfect head of secret service Profession: Strict ruler, free-thinking
for his views
Outstanding Attributes: CO 16, CL 16 philosopher
Outstanding Attributes: CO 13, AG 14;
Outstanding Talents: Human Nature 18, Outstanding Attributes: CL 17, IN 15;
Violent Temper
Statecraft 17, Crossbow (Balestrina) 16; Curiosity
Outstanding Talents: Ride 10, Carouse 11,
many social and lore skills masterly Outstanding Talents: Law 18, Statecraft 12,
Religious Lore 12, Persuade 10
Peculiarities: More and more estranged to Etiquette 11
Connections: Great
imperial politics Peculiarities: Fine humor, surprising
Financial Power: Sufficient
Connections: Immense (as count, commander thundering laugh
Game Use: Employer for Rondra-pleasing
of the IGIA and counselor to the Regent) Connections: Very great
quests
Financial Power: Great (private wealth) Financial Power: Great
Game Use: The grey eminence in the Game Use: One will hardly encounter Djindar
CUANU UI BENNAIN, under normal adventuring circumstances.
shadows; if Nemrod appears in person,
KING OF ALBERNIA one can be sure to be involved in a realm- He might approach the heroes to seek a lost
As comrade-in-arms of Raidri Conchobair, philosophical manuscript or to research the
wide ‘situation’; otherwise one contacts his
Brin of Gareth, Waldemar of Meadows and Almadan nobility—in the latter case, he is
adjutant Drego of Narrowfens
Helme Haffax, he fought the 1,000 ogres, more interested in frightening the observed
fought Ansvin of Ravensmouth, drove the person than to receive information.
phony sovereign Isora of Elenvia out and DREGO OF NARROWFENS,
finally led the militia into the Third Demon IGIA AGENT
Obviously, not much is known about THE REVERED
Battle. From this battle, the once luminous
the personal adjutant and commander of COUPLE OF ROMMILYS
hero returned as a sorrowful fighter, the last
Dexter Nemrod’s guards. Nominally, he is Traviata definitely is the more prudent one
of his generation (Raidri, Brin and Waldemar
commander of the notorious ‘11th Squadron,’ of the Holy Couple of the church of Travia
dead, Helme Haffax a turncoat). Back in
but his activities exceed his official duties. He and—despite her young age—emanates an
Albernia he crowned his heir and daughter,

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almost mystical aura, with which she heads Outstanding Talents: Statecraft 14, Persuade Eyes: Blue
the sacral branch of the church. Trautman, 16, Etiquette 12; some armed melee talents Profession: Brilliant animal expert, master of
on the other hand, is more of a rhetoric and masterly nature lore
diplomat who oversees the worldly matters Peculiarities: Depending on the Highlord’s Outstanding Attributes: CO 16, CL 15; Gift:
of the church. Both are known to be very decision, Emer can possess almost any Danger Sense 10
religious and they jointly control the fate of magical artifact, wondrous weapon, Outstanding Talents: Animal Lore 17,
the church of Travia. precious items, etc. Plant Lore 15, all other nature Talents at
Game Use: the Revered Couple might initiate Connections: Immense; Emer is sister of the least competent, all Treat Talents masterly
the construction of a temple or ask for Albernian Queen Invher Ni Bennain, by and up
support of refugees the way Important Spells and Rituals: (Elemental/
Financial Power: Immense Earth) [All common druidic spells
TRAVIATA OF RAVENSMOUTH Game Use: Can be used as an employer, if the masterly, some witch and elven spells, few
Born: 4 Haal heroes either reached a high level and have guild magician spells; all druidic rituals]
Hair: Brown a good reputation or have rendered great Connections: Minimal
Eyes: Brown services to the Middenrealm. Financial Power: Low
Profession: Obliging and attentive—a brilliant Game Use: Can be used as adventure-hook
deont and host ESLAM OF ESLAMABAD ‘AND for low- to mid-level heroes, who turns
Outstanding Attributes: IN 16; Gift: ALMADA’ out to be better than his reputation and
Prophecy 13 For some he is the anticipated offspring of can become a contact for druidism and
Outstanding Talents: Religious Lore 14, royal blood who deserves the throne, for others nature lore
Cook 12 he is a dangerous rogue and demagogue.
Connections: Great Nevertheless, he divides the most hot-blooded HARTUWAL GORWIN OF THE
Financial Power: Immense province of the Middenrealm in two fronts. GREAT RIVER, LORD HIGH
Nobody who met him can deny his strong CHANCELLOR AND HEIR
TRAUTMAN OF FALCONBERG- charisma, not even Queen Rohaja of Gareth. APPARENT OF THE NORTHERN
RAVENSMOUTH What that means for the realm as a whole, MARCHES
Born: 1 Haal however, is anyone’s guess. This student of warcraft in Warkhome was
Hair: Dark blonde Born: 6 b.H. also one of the most successful graduates of the
Eyes: Brown-green Hair: Black-brown law seminar in Beilunk. With the adaptable
Profession: Obliging, attentive and Eyes: Blue arrogance of a nobleman, his conversations
eloquent—a brilliant diplomat Profession: Brilliant rhetorician and diplomat can feel like an interrogation. He is not entirely
Outstanding Attributes: CL 16 Outstanding Attributes: CH 16 cold blooded, however, and occasionally the
Outstanding Talents: Persuade 14, Etiquette Outstanding Talents: Persuade 16, Human hot temper of his ancestors may cause others
12, Persuade 12 Nature 14 to question his public image of a smart fox.
Connections: Very great Peculiarities: Is said to be in the favor of Born: 9 b.H.
Financial Power: Immense Madalena, the head of the temple of Rahja Hair: Brown
in Punin Eyes: Brown
Connections: Great Profession: Tactician and reformer, who
EMER NI BENNAIN,
Financial Power: Considerable is firmly loyal to the Realm—the only
REGENT OF THE MIDDENREALM Game Use: The agitator of Almada can either
The popular and beautiful regent of the question is whether he may be even more
be an employer of the heroes or a victim of loyal to the Northern Marches …
Middenrealm is not only a good ruler, but also
their secret observations. Outstanding Attributes: CL 15, IN 17;
a masterly fencer. During the Third Demon
Battle, she wielded the legendary sword Violent Temper
Sevenstroke against Borbarad’s Black Hordes, GARUL THE BLACK, DRUID Outstanding Talents: Human Nature 14,
which only increased respect for her in the eyes In the hamlets of the Ironwood in the Law 16, Statecraft 15
of warriors and deonts of the Celestial Lioness. Northern Marches, it is a known fact that Peculiarities: It is a public secret that the
Tragically she lost her husband, Brin of all missing children “were taken by Black chancellor believes the time for his plans
Gareth, in this battle. Now she is courted by Garul.” It is said that he is a sinister sorcerer, has come, now that his father Duke Jast
various nobles and wealthy merchants, but she who spies the lands through the eyes of black Gorsam has become Steward and his uncle
shows no sign of accepting any suitor any time crows, lives with bears and wolves and has Hilberian has become Messenger of Light.
soon. Surrounded by favorites, flatterers and driven many charcoal-burners insane. Indeed, He will not use all means possible, but
the powerful of the Realm, she tries to secure Garul cultivates the druidic practice of taking most of them in order to bring his plans to
the heritage of her daughter Rohaja, the future apprentices without asking the parents (or even fruition.
empress, with lion-like directness. the apprentice himself) and to abandoning Connections: Very great
Born: 18 Rondra, 8 b.H. ungifted or resisting apprentices in the woods. Financial Power: Great
Hair: Blonde He is not responsible for all kidnappings in Game Use: The chancellor can be an
Eyes: Deer-brown the Northern Marches, however, nor does he employer for difficult and secret missions of
Profession: Brilliant regent with a good sense practice necromancy or demonology. He just political nature, usually targeted at discreet
of justice prefers animals and plants as familiars, and and unknown helpers. He may also be an
Outstanding Attributes: CL 15, CH 17; Fear dislikes unsteady and moody humans. adversary of an intrigue being carried out by
of Heights Born: 39 b.H. a noble of the Realm.
Hair: Grey

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HILBERIAN PRAIOGRIFF II, Game Use: Righteous mystic who has to be Connections: Very great
protected from the intrigues of the guilds— Financial Power: Very great
HELIODAN, MESSENGER OF
or who seeks honest adventurers to explore Game Use: Taking her father as her model,
LIGHT she is a just queen who uses force only if
He is notorious for his self-appointment as the ancient secrets of the dwarfs for him.
necessary. She may be an employer in the
an ‘Anti-Messenger’ after a griffin-vision, but name of Albernia, or might influence the
famous for his renunciation of all positions and IFIRNJA OF MUNTCREEK,
game as a matron or judge.
ranks and his enclosure for several years. This PROTECTOR OF TOBRIAN
bastard of the Northern Marches ducal line REFUGEES
is a man of balance, peace and order for the IRMEGUND OF RAVENSMOUTH,
That the good lady’s real name is Ifirnia
common welfare of all Ethra. He encourages Breekscutter will interest those who deal PRINCESS OF DARPATIA
individual meditation to achieve this order, with the competing gangs of the Garethian Even though she is highly respected in
but also knows that one can falter on the way underworld (Almadanians, Old Family and her homeland, the sovereign of Darpatia
to reach it, like he did himself, blinded by Tobrians) less. It might be more important, also carries the unofficial title of “Snake of
Praios’ radiance. To help the faithful go this however, to know that the heavy-muscled gang Rommilys,” due to her tactics of securing
path, he believes, is the mission of the Praios chief often forces her personal ideas with brass her family’s position all over Darpatia using
church. Of course, he also prioritizes the fight knuckles and short swords. Originally thought witty marriage politics. Her most recent
against demonic evil. to protect Tobrian refugees, the project has plans to take Dexter Nemrod’s position as
Born: 32 b.H. turned into a gang which has its place in the Count of Warkhome may be doomed to fail
Hair: Grey business of blackmailing, forgery and trade utterly, however.
Eyes: Blue with stolen goods. Hence Ifirnja now has a Born: 6 b.H.
Profession: Brilliant visionary and preacher, respectable position, even though her orkish Hair: Black
average politician manners and her lack of education prevent her Eyes: Grey
Outstanding Attributes: IN 17, CH 16; Gift: from entering the highest circles. Profession: Brilliant in intrigues with a strong
Prophecy 17 Born: 1 Haal family sense
Outstanding Talents: Persuade 17, Human Hair: Blonde Outstanding Attributes: CO 16, CL 15, IN
Nature 12 Eyes: Light blue 15, Greed 6
Peculiarities: Has a mysterious direct Profession: Brilliant blackmailer and gang Outstanding Talents: Swords 14, Statecraft
connection to griffins leader, masterly fighter 14, Etiquette 14, Law 12
Connections: Immense (head of Outstanding Attributes: IN 15, ST 17; Greed Connections: Very great
Aventurian Praios deonts and all of their Outstanding Talents: Brawling 16, Swords 16, Financial Power: Very great
orders, great influence with sovereigns of Throwing Knives 17, Streetwise 16, Human Game Use: As employer for anything that
Twelvegod faith). Nature 14; diverse combat special abilities benefits the Ravensmouth family, or
Financial Power: Immense Connections: Considerable adversary in all matters that hurt them;
Game Use: A visionary who tries to save Financial Power: Considerable priorities are definitely Ravensmouth,
the unity of the Praios church; represents Game Use: A ‘godmother, rough style’; being Darpatia and the Realm (in that order)
the mystical-philosophical branch of the the leader of the Tobrians in Gareth makes
church her a potential problem for aspiring rogues, IRMENELLA OF WORTHINGTON,
but also a contact to the Tobrian population MARGRAVINE OF GRIFFINSFORD
HILPERTON ASGAREOL, KEEPER of Gareth The youngest sovereign of a Middenrealmian
OF THE FLAME OF ANGBAR province has experienced enough to shape
The faithful severity of the rite of Xorlosh INVHER NI BENNAIN, a noble lady into a determined ruler: her
has always impressed the Exalted one. Slowly, QUEEN OF ALBERNIA husband Dragosh Corrhenstone was a traitor
the reverence with which he studies the arts Due to Albernia’s call, the second-born of the Rondra-church, she was kidnapped by
of the old dwarf masters has started to irritate child could not pursue a career as Rondra- orks and then freed, her city captured by orks
the more progressive members of his church. deont, but had to co-rule Albernia, for Emer and freed, and her father banned from the
They are supporters of guilds, and more and relinquished her right to the throne in 24 country. She is currently using her political
more guild masters from Gareth or Punin Haal. Since 30 Efferd, 29 Haal, she has skills to restore Griffinsford’s respectable
visit him to draw his attention to the needs been Queen of Albernia. Wedded to Prince position in the Realm.
and chances of guilds. They usually return Romin Galahan, living in exile from Kuslik, Born: 6 Haal
more infuriated with the head of the church, she conveys the image of a traditional and Hair: Brown
however, who always wants to leave it up to nationalistic woman. Rumors even say that Eyes: Green
the power of the eternal flame. she longs for the independence of Albernia. Profession: Competent sovereign
Born: 36 b.H. Born: 3 Boron, 4 Haal Outstanding Attributes: CO 15, CH 15
Hair: Iron-grey Hair: Dark brown Outstanding Talents: Etiquette 13, Statecraft
Eyes: Pale blue Eyes: Brown 10, Fast Talk 10
Profession: A masterly smith and conservative Profession: Masterly regent, competent Connections: Great
head of church diplomat Financial Power: Considerable (private)
Outstanding Attributes: ST 17, DE 16 Outstanding Attributes: CL 15, IN 16, CH 15 Game Use: As employer (also for
Outstanding Talents: Blacksmith 19, Outstanding Talents: Human Nature 15, inexperienced heroes) in the region of
Engineering 14 Statecraft 14, Etiquette 12 Griffinsford, where there are still many
Connections: Very great Peculiarities: Due to her high intuition, she remainders of orkish occupation.
Financial Power: Very great always knows a lie from the truth

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JAST GORSAM OF THE GREAT Born: 3 Haal the Khôm war, but those who know have
RIVER, DUKE OF NORTHERN Hair: Blonde sworn to remain silent—for the honor of
MARCHES Eyes: Grey-blue the Realm.
Jast Bedient is known to be obstinate and Profession: Brilliant preacher; a fierce fighter Connections: Very great
awkward. In the Ansvin-year, he was not for justice Financial Power: Great
with King Brin; while his brother appointed Outstanding Attributes: CO 14, CH 15, CL Game Use: Employer for commando-missions
himself Messenger of Light, he was fighting 13; Violent Temper in the Dark Lands, which are cold-blooded
Inquisitor Rapherian; he was late for the Outstanding Talents: Persuade 14, Law 12, enough to make the heroes think twice.
final battle of Troll’s Gap. Yet he advanced to Treat Psyche 11
become one of the most powerful sovereigns Connections: Sufficient NAHEMA AI TAMERLIN, THE
of the Realm. The Northern Marches (and its Financial Power: Low GREY RAVEN, VEILED MASTER
troops) were spared by war, his brother is the Game Use: Due to her passionate appearances She is known to be the most famous, the
Messenger of Light and his son is Lord High and unconventional teachings, she has run most beautiful and the most feared magician
Chancellor of the Realm. into many problems. She needs more in Aventuria: for over three hundred years, she
Born: 28 b.H. righteous diplomatic help than she admits. has influenced the history of Aventuria, be it
Hair: Grey the sea-quake in Havena, the elven settlement
Eyes: Green LEOMAR ALMADERIC SIGISWILD of the Orkland, the Ogre-storm, the fall of Tar
Outstanding Attributes: CO 17; Violent OF THE MOUNTAIN, LORD Honak, or Gilia of Kurkum’s victory on the
Temper GRAND MARSHAL OF THE REALM Vallusian Meadows.
Outstanding Talents: Swords 16, Jousting 15, After a successful career that cumulated in It is believed that she is the offspring of a
Brawling 15; Statecraft 16 Grand Marshal, this member of one of the powerful witch and a wizard. She obviously
Connections: Very great Realm’s oldest noble families was defeated by knows the secret of immortality, which she may
Financial Power: Very great his predecessor Helme Haffax on the Vallusian have gained through research or even the favor
Game Use: Because he is very powerful and Meadows. Yet, he could still hurt the Dark of a god. Like a young hot-blooded Tulamide,
unscrupulous, he will be a real problem Lands by the use of small, well-trained war she is full of high spirits, curiosity, moodiness
for the heroes. He is not really evil, but just bands. It goes without saying that this man, and temperament. Her life is restless, and she
greedy for power. favored by birth, believes in Firun’s concept dwells in luxurious houses all over Aventuria.
of the survival of the fittest: it is his duty to She is fond of keeping herself in proximity to
LECHMIN LUCINA OF strengthen his troops, yet he does not believe the people in power, but rarely gets involved
HARDSTONE, REBELLIOUS in the need to help the weak and fallen. in society with any beneficial goal in mind.
PRAIOTA Born: 11 b.H. Creating hate and a lust for revenge against
Hair: Blonde her seems to be her favorite pastime—at least
As early as the Ork Wars, she became
Eyes: Blue she has shown no consistent agenda.
famous for meticulous missionary work, which Born: At least 350 years ago
Profession: A pragmatist who knows no
gave many homeless people something to hold mercy; a brilliant and loyal marshal Hair: Black as a raven
on to. For her, justice given by Praios is the Outstanding Attributes: CO 17, CL 15; Gift: Eyes: Black
highest law, to which both nobles and common Danger Sense 12 Profession: Perfect magician and lover,
people are subordinate. Her teachings are Outstanding Talents: Warcraft 18, Orientation brilliant master of intrigues
often misunderstood as a call for rebellion by 14, Willpower 16; various combat talents Outstanding Attributes: CL 20, IN 20, CH
the people, and as demagogy by the nobles. Yet and special abilities (mainly mounted) 21; Gift: Prophecy 16; Curiosity
she will not yield—what can happen to her, Peculiarities: Only few know that he ordered Outstanding Talents: Seduce 17, Treat
the slaughtering of a caravan for supplies in Psyche 18, Fast Talk 16, Arcane Lore 18,
dwelling beneath Praios’ brilliant light?
Starcraft 17, Human Nature 17, Dance 15,
Willpower 16, History 16; speaks a lot of
Other Important Personalities ancient and living tongues
of the Realm’s Administration Important Spells and Rituals: [Almost
• Lord High Steward Fingorn of Mersingen, master of the royal court and responsible for all spells of the domination, influence,
financial matters of the crown transformation and illusion disciplines
• The Lord Grand Admiral Rudon of Mendena, who recently moved the Admiralty to at the masterly (or greater) levels;
Gareth additionally a host of guild magic and
• High Keeper of Seals Count Orsino of Falconhague witch spells (even rare ones); multiple
• Keeper of Secret Seals Praiodan of Luring variants of eagle’s wings; can be regarded
• High Judge and Royal Attorney Countess Efferdane of Honor’s Rock to Eslamsground as a freewiz in the field of illusion;
• The Royal Standard Bearer Rudegrim of Strifey numerous magical special abilities]
Peculiarities: Nahema has the most
powerful enemies, and the most powerful
Honorary Posts of the Realm friends (numbers declining) of any
The highest titles with merely formal meaning are held by:
woman in Aventuria.
• King Cuano of Albernia (Standard Master of the Realm),
Connections: Very great
• Duke Jast Gorsam of the Great River (Seneschal of the Realm),
Financial Power: Great
• Duchess Walpurga of Meadows (Chamberlain of the Realm) and
Game Use: Can be used as a mysterious
• Duke Bernfried of Tobria (Chivvy Master of the Realm)
master of intrigues who wants to ridicule a

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Princess Irmegund of Darpatia Queen Invher of Albernia

Lechmin Lucina of Hardstone Nahema ai Tamerlin Queen Rohaja of Gareth

Prince Romin Galahan Storko of Gareth Duchess Walpurga of Lionhead

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Aldare Firdayon of Vinsalt Aillil Andara Galahan Xenos of the Flames

Empress Amene-Horas Landgrave Croenar of Marvinko Archduke Hakaan of Horasia

Isora of Elenvina Captain Harika of Bethana Haldana of Elmstone

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sovereign, or as employer for missions with Connections: Considerable Connections: Very great (he commands the
the same outcome. She can also be the last Financial Power: Considerable inquisition, strong influence among the
savior of mankind, for she can cause the Game Use: A kind rogue, good to steal money Banishing Light, influence of the imperial
unfathomable with her magical powers—if from rich heroes and to cause problems over house)
she chooses to do so. and over Financial Power: Great
Game Use: One of the “grey eminences” in the
background of the Realm’s politics, mainly
PAGOL GRIFFAX OF RIDGESROCK, PRISHYA OF GARLISHGROTZ TO
fighting the Dark Lands and Borbaradian
GUARDIAN OF ORDER OF THE GRANGOR, CONVOCATA PRIMA infiltration attempts; he is part of the most
MIDDENLANDS OF THE GREAT GREY GUILD OF radical and arch-conservative faction of the
At the age of twelve, the youngest member THE MIND church of Praios.
of the Ridgesrock family joined the Praios A respectable leader, Prishya is both related
church as a novice. The studies of holy to the counts of Grangor and Spectability of RHIANNA CONCHOBAIR,
scriptures and prophesies, which he eagerly the Academy of High Magic in Punin. She
pursued, made him recognize that Praios COUNTESS OF WINHALL
represents the interests of magicians all over
is not only the mercilessly punishing god, The bastard daughter of Raidri Conchobair
Aventuria, even though she often longs to
but is also the lord of justice. His loyalty to (and Isora of Elenvina, living in Horasian
return to her times of research.
the Heliodan is imperturbable: just like he exile, q.v.) is destined to become trouble for
Born: 38 b.H.
supported Jariel Praiotin XII in the times of Albernia. Raised more by her mother than by
Hair: Silver-grey
the schism, he now supports Hilberian. Still, her father, she has little sense of morality or
Eyes: Blue-grey
he claims and ameliorates his own position in honor and prefers power and influence.
Profession: Brilliant meta-magician, rhetoric,
the church of Praios, and because of the fact Born: 1 Praios, 1 Haal
organizer and perfected teacher of magic
that his belief is usually close to Hilberianism, Hair: Dark blonde
Outstanding Attributes: CL 19, CH 16
many archconservatives contest him. Eyes: Brown
Outstanding Talents: Teach 18, Arcane Lore
Born: 13 b.H. Profession: Competent ruler, brilliant liar
19, Language Lore 14; speaks a host of
Hair: Black/grey Outstanding Attributes: CO 15, CL 15
recent and knows a lot of ancient tongues
Eyes: Grey-blue Outstanding Talents: Statecraft 12, Fast Talk
Important Spells: [Masterly in the
Profession: Brilliant theologian, masterly 15
Clairvoyance, Meta-Magic and Illusion
politician; mouthpiece of the Messenger Peculiarities: (Almost unknown) daughter of
disciplines, if ‘a bit rusty’ concerning the
of Light exiled Isora of Elenvina
practical use of spells; knows even esoteric
Outstanding Attributes: CL 14, IN 15, CH 14 Connections: Considerable
magical special abilities]
Outstanding Talents: Persuade 16, Law 16, Financial Power: Great
Connections: Immense (in circles of wizards
Human Nature 14, History 14, Willpower 15 Game Use: Rhianna is a factor of unrest in
and academics)
Connections: Very great the province. She would do anything to
Financial Power: Great
Financial Power: Very great (of the church) increase her influence, but is very good at
Game Use: Prishya may be a counselor,
Game Use: His eminence is the way to the paying lip service to Queen and Realm.
she may aid the heroes with magical
Heliodan, and waiting times could become phenomena, but will always be one thing:
bearable if meetings are arranged by him. a strict teacher ROHAJA OF GARETH,
On their travels, they might encounter him CROWN PRINCESS OF THE
giving a sermon beneath the face of Praios. RAPHERIAN OF ESLAMSHAGUE, MIDDENREALM, QUEEN OF
GRAND INQUISITOR OF THE GARETIA, KOSH, ALMADA AND
PAMMI PLOTS, IMPOSTOR MIDDENREALM DARPATIA
Hesindiane of Dallenthin, alias Pamina The ascetic and skinny former member Regarding her sense for politics and justice,
Paligan, aka Pamina Pollenfy—names change of the Order of the Banishing Light with the heiress resembles her mother, which is
as quickly as the objects that the rogue sells, long hair made a dramatic appearance in very beneficial for the Realm. Additionally,
usually for strange sums like 99.99 ducats. public life: after being named successor to Rohaja has inherited the fierceness of her
Empress Alara, King Miziron and Margrave Dexter Nemrod, he instantly dueled Count ancestors Perval and Reto. Her commands are
Throndwig are among her victims, as well as Jast Gorsam (back then party member of given in a diplomatic way, but her tone of voice
those who played the Hail of Ducats lottery Hilberian). He made many enemies because make it clear that there will be no discussion.
in the Answin crisis, as well as those who buy of this uncompromising behavior in nobility On 1 Praios, 36 Haal she will be crowned
Gyldenland stocks and shares of Islands in the and bourgeoisie, and not much has changed Empress of the Middenrealm. Any who might
Sea of Fire. since. Maybe his sense of justice and paranoia wish to disrupt this ceremony, however, would
Born: Unknown, but possibly about 40 are a little extreme, but his skill in uncovering do well to remember that she was trained in
years ago black magic has gained him a great deal of the use of swords, just like her mother.
Hair: Variable leeway among his peers. Born: 26 Rahja, 15 Haal
Eyes: True blue Born: 27 b.H. Hair: Blonde
Profession: A brilliant trickster and impostor Hair: Blue-black Eyes: Deer-brown
Outstanding Attributes: CL 16, CH 17; Eyes: Black Profession: Competent ruler, boisterous, but
Greed Profession: Competent deont, brilliant lawyer just
Outstanding Talents: Fast Talk 20 Outstanding Attributes: CO 17; Violent Outstanding Attributes: CH 14; Violent
Peculiarities: Magical dilettante without Temper, delusions Temper
knowing it (be my friend, silken tongue; Outstanding Talents: Swords 14, Human Outstanding Talents: Etiquette 10, Ride 11,
Craft Mastery Fast Talk) Nature 13, Persuade 13, Law 17 Statecraft 10, Persuade 10

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Peculiarities: Rohaja and her sister Yppolita Peculiarities: Not very popular among dwarfs, Important Spells: (magical dilettante) breath
are inseparable. If they are separated, one for they believe that it is typically humanly- of magic; [memorans 8, Craft Mastery (and
immediately feels whether the other is hurt foolish to put ‘such a young lad’ into such a alchemistic charging of potions)]
or not. Otherwise, see Regent Emer. high position Peculiarities: Can possess various (also rare)
Connections: Immense Connections: Very great (in the Order of the potions, if the Highlord requires it
Financial Power: Immense White Pentagram, considerable with other Connections: Sufficient (influential
Game Use: As a real princess, Rohaja can be magicians) customers)
rescued by the heroes (once in the life of a Financial Power: Great Financial Power: Considerable (and eager to
hero!); otherwise see Regent Emer. Game Use: A tough ally; as counselor for show it)
fighting black magic or as savior in bad Game Use: A responsible if somewhat vain
ROMIN GALAHAN, CONSORT OF situations scientist; useful as either an employer to
THE ALBERNIAN QUEEN, PRINCE retrieve rare items, or as a source for potions
OF KUSLIK (IN EXILE) SELINDIAN HAAL OF GARETH,
The son of the overthrown Princess IMPERIAL PRINCE STORKO OF GARETH,
Kusmina of Kuslik and consort of Invher, The circumstances of his birth are quite IMPERIAL PRINCE
Queen of Albernia, still proclaims his right remarkable: Regent Emer gave birth to him The youngest brother of Emperor Reto is
to the throne of Kuslik and honors the shortly after a battle against blackfurs in a brilliant personality. His cousins Bardo and
banner of the house Galahan—no matter Meadows. Who would be surprised to hear Cella deported him to Al’Anfa—a fate shared
whether this might strain relations between that his further development was not normal by many disliked members of the family, as it
Gareth and Vinsalt or not. Mutely tolerated either? Selindian Haal is intelligent, but shy, was unlikely that any outsider would succeed
by his independence-seeking wife, he often sensitive to sound and suffers from insomnia; in surviving to return from exile. The “velvet
hires men in order to raid the Horasrealm or he speaks to ghosts and has developed a taste prince,” though, managed to survive and has
Nostria, but usually with little success. for raw meat. learned to skate on thin ice. He returned while
Born: 6 b.H. Born: 12 Phex, 18 Haal his brother Reto was in power. Storko has
Hair: Blonde Hair: Blonde no official function in the royal court, but he
Eyes: Green Eyes: Dark brown sometimes leads tricky diplomatic negotiations.
Profession: A masterly recruiter for his goals, Profession: A competent diplomat, despite Born: 41 b.H.
but inexperienced military commander his youth Hair: Grey
Outstanding Attributes: CH 16 Outstanding Attributes: CH 12; Eyes: Brown
Outstanding Talents: Persuade 14 Claustrophobia Profession: Brilliant diplomat
Connections: Great Outstanding Talents: Sneak 10, Hide 11, Outstanding Attributes: IN 15, CH 15; Fear
Financial Power: Considerable Persuade 10 of the Dead
Game Use: Prince Romin is a charming but Important Spells and Rituals: Can contact Outstanding Talents: Human Nature 15,
stubborn person, who cannot accept peace ghosts Statecraft 15, Etiquette 16
without justice for his family—which Peculiarities: Magicians and medici argue Peculiarities: Storko can possess any kind of
makes him an easy employer, as well as whether he is cursed by orks or not item, document or treasure, if the Highlord
adversary, for the heroes. Connections: Immense deems it necessary.
Financial Power: Immense Connections: Very great
SALDOR SON OF SABLON Game Use: The heroes might accompany the Financial Power: Very great
prince when traveling, but otherwise he will Game Use: Storko is the ideal employer from
FROM THE FOSLARIN CLAN,
only be encountered in the royal court. the royal court, or he can play a mysterious
CONVOCATUS PRIMUS OF part in an intrigue-driven adventure.
THE ORDER OF THE WHITE
SIDRONA MENGREYTH,
PENTAGRAM TALIMEE FOGSTAR,
This loyalist, who headed the former
ALCHEMIST
Beilunkian war-wizard-academy for over 30
The daughter of the notorious Aluris MASTER THIEF
Mengreyth, who by now is likely a minion The half-elf is called Silvercat, and
years, used dwarfen determination to reach
of the Black Dragon, she spent her youth in sometimes one can see her dart, cat-like, over
the top of the guild. He is known to be very
Brabak together with her mother. There she the roofs of Gareth. During the Ork Storm she
conservative and tolerates disobedience even
studied her craft in the laboratory of the Red commanded the “Robber Militia” and was
less than failure.
Salamander, where her magical aptitude was named a Heroine of Gareth, yet today she
Born: 41 b.H.
discovered—too late. Since her release as an evades publicity in order to pursue her main
Hair: Brown
apprentice, she restlessly roams throughout trade: burglarizing rich and important people,
Eyes: Grey
Aventuria in order to practice her art in various where she has to use wit and agility to evade
Profession: Brilliant war wizard; stubborn
cities—and to learn from scholars if she can the guards and the traps.
fighter against black magic
save the soul of her father. Her stolen goods are sold outside the city—
Outstanding Attributes: CO 17, CL 15, ST
Born: 1 Haal as a foreigner, she is not interested in dealing
15; Violent Temper
Hair: Blonde with the influential gangs of Gareth. Also, her
Outstanding Talents: Staves 14, Willpower
Eyes: Grey dealings in Punin have already caused a feud
12, Teach 13, Arcane Lore 14
Profession: Brilliant alchemist with the so-called Almadanians.
Important Spells: [Damage, Attributes and
Outstanding Talents: Alchemy 16, Plant Lore Born: 7 b.H.
Anti-Magic disciplines; almost all damage
14, Treat Poison 13, Appraise 10 Hair: Silver-white
spells masterly to perfect]
Eyes: Blue

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Outstanding Attributes: IN 15, AG 17, become a reporter for the Aventurian Courier. YPPOLITA OF GARETH,
DE 17; Gift: Danger Sense 11; Curiosity, Since the Ork Storm, he is present on all IMPERIAL PRINCESS
Greed battlefields of modern times. He does not Her appearance perfectly resembles her
Outstanding Talents: Many physical talents hesitate to go with reconnaissance parties, (first-born) twin sister Rohaja, but in spirit,
masterly to brilliant; Fencing Weapons 15, couriers or the ‘forlorn hope’ if it will make a the two are very different. Where Rohaja is
Throwing Knives 15, Streetwise 14, Fast good story. fiery and bold, Yppolita is quiet and sincere.
Talk 14, Appraise 14, Pick Locks 20, Pick Born: 2 b.H. Once Rohaja is crowned empress, Yppolita
Pockets 12, Perception 15 Hair: Brown will receive nothing; nonetheless she does not
Important Spells: (magical dilettante) Eyes: Brown seem to be jealous, but rather would die for
Move as the lightning, Steady Stand, Profession: Masterly war correspondent Rohaja if necessary.
Expose Creature; Craft Mastery (Climb, Outstanding Attributes: CO 15, CL 14 Born: 26 Rahja, 15 Haal
Body Control, Orientation, Pick Locks); Outstanding Talents: Geography 12, Warcraft Hair: Blonde
Protective Spirit 12, Cryptography 10, Legend Lore 13, Eyes: Deer-brown
Connections: Sufficient (has good contacts Writing 14 Profession: Competent counselor to her sister,
to Arrius of Wulffen, knows some fences Connections: Sufficient (due to his articles; magicienne-in-training
outside Gareth) as correspondent for the courier he is also a Outstanding Attributes: CO 15, CL 15;
Financial Power: Considerable member of the IGIA) Curiosity
Game Use: The classic independent thief, Financial Power: Sufficient Outstanding Talents: Starcraft 8
who fully trusts Phex and performs the Game Use: Contact to determine the tactics Important Spells: Since her early youth,
most difficult tasks; can acquire or retrieve of enemies or to obtain background she is schooled in antimagic.
items for the right price; maybe she can be a information on the military of foreign Peculiarities: See Rohaja of Gareth
mentor of a young hero-thief countries; hard to find, because usually on Connections: Immense
the road Financial Power: Immense
WALPURGA OF LIONHEAD, Game Use: See Rohaja of Gareth
DUCHESS OF MEADOWS YOLANA OF THE REDWATERS,
The war against the demon master cost WITCH ZADIG OF VOLTERACH,
the lives of Walpurga’s husband, father and The old witch lives together with her “EYE OF THE NAMELESS”
many serfs. As bringer of Borbarad’s griffin- daughter Raxia in a ruin at the western slope It is said that the Eyes of the Nameless carry
skin and the corpse of Brin of Gareth, her of the Black Sickle, near the source of the their birthmark in the form of one of their
name is widely used in the Middenrealm— Redwaters. A long time ago she faced Luzelin eyes. Hence one of Zadig’s eyes is a gloomy
ill tidings are referred to as “Walpurga’s of Meadows—now Luzelin is dead and the abyss. Those who meet his gaze usually die.
News.” She almost lost her mind during demonologist is dancing upon the grave of a Zadig, he who sacrifices on other’s altars, is led
those events; rumor says she still talks to her once-powerful enemy. Rumors say that Yolana by dreams and visions and is one of the highest
deceased father. and her circle made a pact with the Desecrator servants of the Nameless on Aventuria.
Born: 10 Efferd, 3 b.H. of the Elements (Widharcal), with whose help Born: 72 b.H.
Hair: Light blonde she turned her domicile into a fortress. Hair: Black
Eyes: Blue Born: 11 Ingerimm, 29 b.H. Eyes: Black
Profession: Competent ruler, masterly Hair: Ice-grey Profession: Manifest evil, the mercilessness
warrior Eyes: Blue and vengefulness of his godly master
Outstanding Attributes: CO 16, ST 15 Profession: A witch, who is allied with become flesh
Outstanding Talents: Willpower 14, Law 12, demonic powers; masterful conjurer Outstanding Attributes: CO 20
Jousting 14, Two-Handed Swords 15 Outstanding Attributes: CO 18, CH 16 Outstanding Talents: Knows the names of
Peculiarities: Scholar of law Outstanding Talents: Fast Talk 16, various demons of the Nameless.
Connections: Very great Masquerade 14, Arcane Lore 13, Starcraft Peculiarities: Mount: black unicorn. The Eye
Financial Power: Great 12 of the Nameless.
Game Use: A duchess to touch: as employer, Important Spells and Rituals: [Invocation Connections: Considerable; if he has created
companion during an (important) quest or and Demonic disciplines; Greed be great a local cult: very great!
as judge 12, harmless guise 12; many invocations Financial Power: Great
masterly] Game Use: A powerful enemy, who can only
YANGOLD DI LAZAAR, REPORTER Peculiarities: Wooden skin (only at her feet be overcome by a group of true heroes. Yet
OF THE AVENTURIAN COURIER for now) he may return, driven by the hate of his
Kuslikan by birth, Yangold served as a Connections: Considerable among witches master.
drummer and courier for the Kuslikan Sea Financial Power: Sufficient (due to demonic
Mercenaries starting at the age of 14. In the powers)
harbor of Havena, however, he deserted his Game Use: Due to her demonic powers,
unit to make his way on his own. His clear Yolana causes storms, heat or miscarriages
writing and good perception, as well as his in those villages that she dislikes for one
talent to write encouraging, patriotic text reason or another. She sends demons into
(despite his love for the truth) soon led him the swords or tools of those who wish to
harm her.

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Personalities of the Dwarfs


ALBRAX SON OF AGAM, AROMBOLOSH SON OF AGAM lively, likes to drink and enjoys company on
HIGH KING OF DWARFS The old king of the anvil dwarfs is the his journeys. Usually he is seen together with
The young brother of Ambrolosh lived unofficial judge of all dwarfs, and thus the beautiful ice elf, Ayalamone Silverstreak,
as mercenary captain of the “Kor-Boys” and complements the feats of his brother, High and the white mountain dog Tark. He is one of
King Albrax. Arombolosh is a wise and the most powerful Geodes of Aventuria, fully
learned much about strategy and tactics. He
fatherly counselor of the other dwarfen kings, dedicated to the erratic powers of fire. The
was elected by all dwarfs as commander of brilliant dwarf is eyed suspiciously by other
but also the best weaponsmith of his people.
the dwarfen army against the Black Hordes. Born: 255 b.H. dwarfs because of his loving relationship with
His new camp is in Meadows, near Palatinate Hair: Grey Ayalamone, yet he always is a loyal servant of
Thundershack in the Black Sickle. His Eyes: Blue the earth and fierce adversary of all evil.
specialty is the use of ranged combat troops. Profession: Perfected weaponsmith and Born: 872 b.H.
Born: 236 b.H. masterly mediator Hair: White
Hair: Grey Outstanding Attributes: CL 16, DE 20 Eyes: Grey
Eyes: Blue Outstanding Talents: Law 16, Blacksmith Profession: Perfected Geode of Fire (Servant
Profession: Brilliant strategist and (Weaponsmith) 22(24) of Sumu)
commander Connections: Very great Outstanding Attributes: CO 17, CL 19, CH
Outstanding Attributes: CO 18, ST 21 Financial Power: Immense 17; Gift: Prophecy 11
Outstanding Talents: Crossbow 18, Warcraft Game Use: Arombolosh possesses the wisdom Outstanding Talents: Willpower 18, Carouse
17, Siege Weapons 14, Engineering 12 of great age and can be a good counselor to 14, Survival 17, Treat Psyche 15
Connections: Great humans – especially because he can hope Important Spells and Rituals: [He is the
Financial Power: Very great to not to outlive his human friends as he unchallenged master of fire; additionally he
Game Use: Albrax is an old campaigner who always has before. has mastered most druid spells and many
would love to fight in the first row, but has witch spells; all druidic and geodic rituals
to get used to the role as high commander. XENOS OF THE FLAMES, SON OF and some old, lost spells]
Heroes will most likely encounter him XONIOSH, GEODE Game Use: Xenos can be counselor, employer
commissioning “special tasks” or drinking Xenos is an aged, awesome dwarf with and sometimes a (difficult) companion
with other veterans. white beard and hair; only the eyes in his
stone-like face confirm that he is alive. He is

Personalities of the Horasrealm


and the Cyclopean Isles
ABELMIR OF MARVINKO, Eyes: Pale blue most promising deont of the goddess—with
MINISTER OF STATE OF THE Profession: Brilliant statesman and planner the chance to be re-elected Beloved of the
HORASREALM, ARCH-KEEPER OF Outstanding Attributes: CL 17 Goddess many times in the future.
KNOWLEDGE OF THE CHURCH Outstanding Talents: Statecraft 15, Writing 11 Born: 1 Rahja, 3 Haal
Peculiarities: Before his ordination he was a Hair: Black
OF HESINDE
white magician, but has lost all his astral Eyes: Blue
The minister of state is the deputy for
powers. Profession: Competent in intrigues, masterly
the empress and heads Horasian foreign
Connections: Immense diplomat, perfected seductress
policy, state politics and intelligence. Count
Financial Power: Immense Outstanding Attributes: IN 15, CH 17
Croenar’s younger brother is known to be a
Game Use: Abelmir embodies Horasian Outstanding Talents: Seduce 16, Human
Hesindian patriot and is absolutely loyal to the
politics and therefore is initiator or target of Nature 12, Dance 15, Sing 12, Statecraft 11,
empress. He cunningly tends toward a carrot-
all kinds of intrigues. Erotic Arts 12
and-stick approach to politics, in order to lose
Peculiarities: Sister of the Countess of
neither the people’s loyalty nor their respect.
AILLIL ANDARA GALAHAN, Honeyngton, one quarter elven
Additionally, he uses flyers and press releases
BELOVED OF THE GODDESS Connections: Great
to influence public opinion. The big and
The charming and stunningly beautiful Financial Power: Immense
strong-necked man likes to wear green and
Comtessa of Honeyngton was always known Game Use: As Beloved of the Goddess, Aillil
golden robes—true Horasian and Hesindian
to be unconventional, so it was little surprise has to visit many Aventurian temples. She
colors.
she became a diplomat for the Albernian can be used as employer for Rahja-pleasing
Born: 15 b.H.
Kingdom. In her early twenties she was called missions, or as seductress (who follows the
Hair: Brown
into Rahja’s ordination, and by now she is the will of Rahja).

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Personalities of Aventuria
ALDARE FIRDAYON OF VINSALT, Game Use: A respected commander who one CUSIMO OF GARLISHGROTZ,
CROWN PRINCESS OF THE of the heroes may have served for; employer DUKE OF GRANGOR
HORASREALM for reconnaissance missions around Loch The duke is a foolhardy daredevil who
The Crown Princess of the Horasrealm, Harodrol; mainly used to give a more appreciates fencing and riding, carousing
Baroness of Aldyra, etc., aborted her career distanced view on Horasian issues. and partying, betting and playing, affairs and
as deont of Hesinde (she is a High Magister) contests, but detests government affairs. He
in order to prepare herself for her expected AMENE III, FIRDAYON OF likes contact with the common people. His
ascent to the throne. Still, she is very active VINSALT, HORAS, EMPRESS OF tendency to try to solve all problems with his
in all Hesindian matters and advocates THE HORASREALM, QUEEN OF charms often destroys the carefully devised
cosmopolitan policies. She is married to the YAQUIRIA plots of his advisors in an instant.
sovereign of Khomview, the dragon Shafir, The intelligent and energetic ruler of one Born: 20 b.H.
and has a son—named Khadan Varsinian— of the strongest countries of Aventuria is a Hair: Black
with him. In court she is usually seen together passionate politician, who has devoted her Eyes: Green
with her companion Rinaya of Punin or some whole life to the country and has transformed Profession: Competent rake, bad politician
other favorite. a disputed kingdom into the most modern Outstanding Attributes: CH 16
Born: 4 b.H. colonial empire. She views the pomp and Outstanding Talents: Fencing Weapons (Foil)
Hair: Light blonde splendor around her more as part of her power 18 (20) (plus several combat special abilities),
Eyes: Grey as ice than as luxury. Even her courtly lovers were Seduce 13, Streetwise 10, Carouse 12
Profession: Competent deont of Hesinde and always chosen for political reasons. Connections: Very great
crown princess Born: 27 b.H. Financial Power: Very great
Outstanding Attributes: IN 16, CH 15 Hair: Dark brown Game Use: Duke Cusimo is a skilled fencer
Outstanding Talents: Etiquette 14, Statecraft Eyes: Green with the foil and known amorist, whose
14, Law 12, History 11; speaks several Profession: Perfect politician and sovereign “victories” are almost legendary. Generally,
ancient and living tongues Outstanding Attributes: CL 16 he is the most accessible sovereign on the
Connections: Very great Outstanding Talents: Etiquette 16, Human Horasrealm, who befriends everyone he
Financial Power: Very great Nature 16, Statecraft 18 likes—which causes problems in affairs of
Game Use: A non-intrigant member of Connections: Immense political nature.
Horasian politics; usually she awards Financial Power: Immense
people with imperial honors; present at ship Game Use: The Horas Empress does not EOLAN OF BERLINGHÂN,
launchings or other official matters; seldom act, but makes selected people act on her DUKE OF METHUMIS
found in academic salons. behalf; one can behold her on political Being the Legal Advisor of the State, the
occasions, or may—most unlikely—be duke is the highest judge at the Supreme
ALRIGIA COSTERMANA YA selected for a task. Court—a suitable position, for he is a political
GRAVINELLA, SIGNORA, philosopher with practical experience. He is
COLONELYA OF THE ‘WILD BAND’ CROENAR OF MARVINKO, very popular in his duchy due to his great
Her real name is Alrike Kostermaan, but LANDGRAVE OF SIKRAM ability to mediate in disputes and the fact that
the wiry Grangorian daughter of Phecadi The elder brother of the minister of state he fosters education, peace and wealth.
boatmen has made a successful Horasian is proud, egoistic and boundlessly ambitious, Born: 12 b.H.
career: she was a private in the Grangorian for once the house Marvinko was defrauded of Hair: Grey
regiment “Phecadi Guard,” then served in the the royal crown by the house Firdayon—or so Eyes: Grey
Horas Legion. She became Archduke Timor’s he believes. The count was involved in several Profession: Brilliant political and law
bodyguard, took the position of Cavalry attempted coups and it is still said that he has philosopher
Captain of the Drôlean Guard and now leads good connections to influential people such as Outstanding Attributes: CL 16
her own unit—the Wild Band—after she took Amir Honak, Hasrabal of Rashdul or Prince Outstanding Talents: Law 17, Statecraft 14
it from her predecessor in a challenge. It is Romin Galahan. Connections: Great
stationed in Chababia, but currently hired by Born: 15 b.H. Financial Power: Very great
the senate of Drôl. Hair: Brown Game Use: Due to his strong sense of justice,
Born: 2 b.H. Eyes: Blue he often is the victim of intrigues.
Hair: Dark brown Profession: Brilliant master of intrigues
Eyes: Brown Outstanding Attributes: IN 15; arrogance, EFFERDAN UI BENNAIN, KEEPER
Profession: Masterly mercenary commander, prejudice OF THE CIRCLE AND PRINCE OF
brilliant duelist Outstanding Talents: Fast Talk 16, Statecraft 12 ALBERNIA
Outstanding Attributes: CO 16, CH 15, AG 16 Connections: Great In the past, Efferdan was known to be a
Outstanding Talents: Various combat talents Financial Power: Very great dreamer and pigheaded scholar of oceanic
competent and better (prefers combination Game Use: This perpetual schemer has flora and fauna. For all his life he fought
Kuslikan saber and buckler, or her two contacts to various conspirators in order to merfolk-slavers and -keepers, rumor says that
balestrinas), Human Nature 13, Ride 11, use them for his goals while staying safe. he is even affiliated with a mermaid. Since
Etiquette 10, Warcraft 11 He is perfectly capable of unconscionable Travia 29 Haal, he is the Keeper of the Circle
Connections: Considerable behavior towards his confidants in order of the Brotherhood of Wind and Waves and is
Financial Power: Considerable to survive. seen as a true gift from Efferd by the faithful.
Born: 1 Efferd, 9 b.H.
Hair: White-blonde

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Eyes: Blue as the sea Profession: Brilliant master of intrigues Connections: Very great
Profession: Perfect scholar of oceanic flora Outstanding Attributes: CL 17, CH 16 Financial Power: Immense
and fauna Outstanding Talents: Seduce 16, Statecraft Game Use: A wise counselor or oracle-like
Outstanding Attributes: IN 18 17, Etiquette 15 organ of Hesinde.
Outstanding Talents: Swim 16, Animal Lore Connections: Very great
(Sea animals) 16(18), Plant Lore 16 Financial Power: Immense HARIKA OF BETHANA,
Peculiarities: Still appears to be in his mid- Game Use: Gylvana is very dedicated to the CAPTAIN AND BUCCANEER
twenties. worldly side of the church: her involvement Since the Albernian captain in the service
Connections: Very great in the trade with Rahjaic drugs may interest of the Horasrealm (because she lost the
Financial Power: Great (head of the Church spies or fanatics, her involvement in politics Bennains’ favor due to too harsh dealings with
of Efferd) may make her the focus of intrigues. Al’Anfa) has returned from her legendary
Game Use: The highest priest of Efferd on voyage through all oceans, she is more
Aventuria can be an employer for extremely HAKAAN OF FIRDAYON-BETHANA, of a popular hero than she was when she
delicate adventures involving the church of ARCHDUKE OF HORASIA discovered faraway places and cultures. The
Efferd or inhabitants of the sea. He is often The duke of the central Horasian province is captain (probably admiral soon) leads her
found in Havena and Bethana. a cousin of Amene and a pawn of the Horasian ships in the “Thorwalian manner”—she is the
patriots—a supporter of expansionistic plans daughter of a Thorwalian and a Havenian.
FIAGA YA TERDILION, and nationalistic organizations. He is a jovial Born: 33 b.H.
COUNTESS OF BELHANKA charmer, an enthusiastic gambler in imman Hair: Red/grey
This former adventuress and ship owner games and horseracing. The witty planner Eyes: Green
had a fast-paced career that culminated in has put all his seven children in influential Profession: Brilliant seafarer and navigator,
marriage with the power-deprived Count positions. legendary explorer
Mondino Torbenias of Crasulet of Belhanka. Born: 35 b.H. Outstanding Attributes: CO 16, CL 14, IN
The liaison between the snobby nobleman and Hair: Black 14, CH 14
the down-to-earth merchant was beneficial to Eyes: Dark brown Outstanding Talents: Throwing Axes 14,
both: he gained desperately needed gold and Profession: Competent statesman and schemer Body Control 11, Human Nature 12,
she gained the looked-for noble title. Now Outstanding Attributes: CL 13 Weather Sense 10, Boats 13, Orientation 14,
Fiaga devotes her time to the arts, gazettes and Outstanding Talents: Statecraft 14 Geography 16, Seafarer 18, Helmsman 15
the temple of Rahja, while having her directors Connections: Very great Connections: Considerable
manage the company. Financial Power: Very great Financial Power: Considerable
Born: 28 b.H. Game Use: The companionable Duke Game Use: Probably the most experienced
Hair: Blonde Hakaan is involved in many plans that are person regarding adventurous ocean
Eyes: Green advantageous for the Horasrealm—at the voyages at the time; source of information
Profession: Masterly merchant cost of other powers. He does not really care on faraway continents; for experienced
Outstanding Attributes: CL 15 whether he undermines the careful foreign heroes, maybe employer for her next voyage
Outstanding Talents: Fast Talk 17, Trade 16 policy of the empress or the minister of state
Connections: Great or not. ISORA OF ELENVINA,
Financial Power: Very great TEMPORARY SOVEREIGN OF
Game Use: The countess is one of the richest HALDANA OF ELMSTONE, ALBERNIA (IN EXILE)
merchants, but as a social upstart she is MAGISTER OF MAGISTERS OF THE “Three-Year-Princess” is what mockers call
a mockery of nobility; many Belhankan
HALL OF WISDOM IN KUSLIK Isora, who claimed the throne of Albernia in
citizen are also alienated by her ambition.
The Fountlandian Haldana is the most the year 18-20 Haal—while being in Horasian
Her spouse, Count Mondino, mainly
powerful, but some say also the wisest, exile. The sister-in-law of King Cuanu has
devotes his time to unusual arts, so that he
woman in the church of Hesinde. Under her always been good at caballing against her
often launches “expeditions.” Politically,
leadership the church has become an essential relatives. The peak of her intrigues is currently
the count is the toll of the Libertarians—a
part of Horasian academic life more than growing up in the form of her daughter
precious ally, if one craves social
ever, but this seemingly ageless matriarch Rhianna, who was recently appointed
acceptance.
is becoming more and more peculiar in the Countess of Winhall.
opinion of the Horasian nobility. Born: 29 b.H.
GYLVANA OF BELHANKA, Born: 48 b.H. Hair: Honey-blonde (dyed)
KEEPER OF THE CHALICE Hair: Blonde/grey Eyes: Green
Now in her mid-fifties, the Keeper of the Eyes: Blue Profession: Brilliant at intrigues
Chalice is still an impressive beauty. As a Profession: A wise and knowledgeable woman Outstanding Attributes: CL 17, CH 16
politician, she strove for mundane power who is strictly neutral Outstanding Talents: Statecraft 15, Seduce
within and outside of the church of Rahja. She Outstanding Attributes: CL 20, Curiosity 7 12, Fast Talk 13
has wittily used competences and now heads Outstanding Talents: Persuade 17 Connections: Great
the archive (and the network of spies). Due Important Spells and Rituals: [Haldana is Financial Power: Considerable
to her increasing age and decreasing beauty, a deont of Hesinde and magician; Field of Game Use: Deviser of complots against
wishes for her resignation have been voiced. study: Transmutation (Festum/Kuslik)] Albernian royal house, in order to restore
Born: 21 b.H. Peculiarities: Even though it is said that her throne.
Hair: Golden blonde she had no affairs with men, she has two
Eyes: Green daughters that look perfectly like her.

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Caliph Malkillah III Patriarch Amir Honak

Niam of Bosparan Sea King Palamydas Abu Khomchra

Sultan Hasrabal Shah Arkos and Shahi Eleonora of Arania

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Captain Rateral Sanin Prince-Commander Helme Haffax

Demon Emperor Galotta Moghuli Dimiona Portifex Maximus Xeraan

Duke Bernfrey of Tobria Queen Glorana Gilia, Queen of the Amazons

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JUCCO D’ALENTINO-FIRDAYON, NIAM OF BOSPARAN, THE DOCTOR PRAÏOKLES
GRANDUCO “GODMOTHER OF VINSALT” BALTRAÏKOS, PHYSICIAN OF THE
The originally Sewerian Duke Jucho of The uncrowned queen of Old Bosparan RICH AND THE BEAUTIFUL
Dallenthin and Persantsy was appointed to the (the dilapidated borough of south Vinsalt) The Cyclopean doctor with the “healing
honorable retirement post of the Fountlandian has been ruling for a dozen years, by means hands,” his black curly hair and athletic tanned
ambassador in Vinsalt, after he served for four of magic as well as subtle influence. It has not body is every lady’s dream. Over the last few
consecutive terms as Noble Marshal. Being ‘a been possible to prove any of her many crimes years, he became famous in Kuslikan society
distant relative’ of the imperial house, he was (mainly smuggling and fencing, seldom and has amassed considerable wealth by
able to acquire Signory Alentino as well as the assassinations) – and no sane person would performing “miracles” in the areas of plastic
title of Archduke. Granduco Jucco appears to want her as an enemy, anyway. surgery and artificial limbs. The fact that he
be a vain and venal diplomat. His political Born: 16 b.H. spends his pastime in his country house outside
advice is as sought after as his comment and Hair: Black of Kuslik, performing alchemistic experiments
analyses, however, which he writes for gazettes Eyes: Black on kidnapped pregnant women and children
and agencies. Profession: Masterly domination wizard, from the Kuslikan lower classes in order to
Born: 27 b.H. brilliant crime queen create the perfect human, is only known to two
Hair: Fox-red Outstanding Attributes: CH 18, IN 17 of his (wealthy and influential) patrons. If this
Eyes: Green Outstanding Talents: Daggers 16, Alchemy would be known, he would probably lose his
Profession: Perfect actor and multiple agent 10, Law 10; many social talents masterly good reputation—as well as his head.
Outstanding Attributes: CL 18; Greed and better Born: 14 b.H.
Outstanding Talents: Etiquette 15, Fast Talk Important Spells and Rituals: Be my friend Hair: Black
16, Human Nature 14, Statecraft 14 19; [horriphobus 16, imperavi 15, geas 11, Eyes: Black
Peculiarities: Deont of Phex, since his almost all other Domination and Influence Profession: Brilliant scholar of medicine and
youthful days as rogue spells as well as the accompanying Anti- anatomist
Connections: Very great Magic masterly; knows various spells of Outstanding Attributes: CL 15, DE 17
Financial Power: Great Illusion, Communication and Personal Outstanding Talents: Treat Wounds 17, Treat
Game Use: Jucho is a well-informed agent Transformation.] Poison 14, Treat Disease 14, Alchemy 12,
for political business. He is also a secret Peculiarities: Likes to use poisoned or magical Plant Lore 12, Etiquette 11, Arcane Lore
participator in the Agency Nanduria, which weapons, if needed 10, Anatomy 17
he created as his personal secret service. Connections: Considerable Important Spells: magic dilettante; Balm
Financial Power: Great of healing 8; [transmutare 4; Craft Mastery
NEPOLEMO YA TORESE, Game Use: The “godmother” of Vinsalt, a Treat talents, anatomy, alchemy]
ARCHREGENT OF ARIVOR, lady with style and without scruples; it may Connections: Considerable
be advantageous to be in her favor Financial Power: Great
GRAND MASTER OF THE
Game Use: For wealthy and high-level heroes,
ARDARITE ORDER, ETC.
PALAMYDAS THALIYIN OF he is the contact for all above-mentioned
The long-time deputy of the diseased
HYLAILOS, SEA KING OF THE surgery; his double-life might create an
Archregent Dapifer ter Bredero is an honest,
CYCLOPEAN ISLES adventure: if it is found out, he might flee to
upright man who opposes Horas worship
The athletic ruler of the Cyclopean Isles is a Elburum or Al’Anfa.
and all other modern reforms. Being Grand
Master of the Ardarite Order and sovereign frank and honest man, like a warrior of ancient
of Arivor, he possesses enough power to times, and thus quite lost in the Horasrealm. PRAIONOR DI BALLIGUR,
stop quite a few of these dreaded reforms. This is the reason he dislikes traveling to the MARCHESE, GUARDIAN OF
As a politician, he is a solid and uncreative mainland. ORDER IN DRÔL
person—as a person, wearing the robes of his Born: 88 b.H. As a son of an age-old family of worldly and
order and a glittering longsword, he appears Hair: Black ecclesiastical dignitaries, he was prepared for
to be a hero of forgotten times. Eyes: Dark green the priesthood from birth. He is a good orator,
Born: 30 b.H. Profession: Competent king and seafarer actor and philosopher, who longs for the
Hair: Light brown Outstanding Attributes: IN 14 crown of Drôl. He sees his position in church
Eyes: Grey Outstanding Talents: Swim 14, Seafarer 14 as a step in the hierarchy, not as a vocation.
Profession: Competent statesman and Peculiarities: He spent 85 years in a dryad Born: 10 b.H.
masterly swordsman forest (without aging) and knows the life of Hair: Golden blonde (dyed)
Outstanding Attributes: AG 16 nymphs and cyclopes. Eyes: Sky-blue
Outstanding Talents: Swords 16, Religious Connections: Great Profession: Masterly manipulator
Lore 13 Financial Power: Great Outstanding Attributes: CL 13, CH 15;
Connections: Very great Game Use: Palamydas is a decent regent who Greed
Financial Power: Very great is unable to cope with intrigues. He will Outstanding Talents: Fast Talk (veiling and
Game Use: Ya Torese is the honorable appreciate virtuous heroes who help him. concealing, that is) 11, Statecraft 11
opponent of all reforms, who loathes Connections: Great
intrigues and even shelters “decent” Financial Power: Great
enemies of modernization in the keeps of Game Use: Di Balligur is the classic
his order. renaissance prelate; cultivated, intriguing
and deadly. He does not restrict his plots
to Drôl.

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REO CORDOVAN SAPALLYO, church of Hesinde, DPA) Financial Power: Very great
MAGUS, SPY AND PLAYBOY Financial Power: Considerable Game Use: High-level heroes might seek the
Under his real name, Horasio Halman ya Game Use: As a joker or last-minute rescuer dragon in order to hear of long-forgotten
Dascovia, he has graduated with honors from for the heroes, for he often roams the lands; secrets; thieves should not survive an
the academies of Methumis and Belhanka. various spying and amorous affairs in the encounter with Shafir
By now, he has gained enough experiences typical “secret agent” style.
in “field studies” that it is a terrible mistake TIMOR HORATHIO FIRDAYON
if one takes his blasé appearance (that of the SHAFIR THE MAGNIFICENT, OF VINSALT, ARCHDUKE OF
typical Vinsaltic dandy) seriously. He enjoys SOVEREIGN OF KHOMVIEW, AN CHABABIA
secrecy and masks, detests violence, but likes EMPEROR DRAGON Empress Amene’s youngest son is known to
women and good wine. Generally he is quite For several dozens of years, the dragon be a liberal playboy who likes to be surrounded
modest and knows the limits of his (magical) Shafir has settled down in the northern High by flatterers and conspirators. Because of this
skills, which is why he often prefers worldly Eternans. He was conferred the title Sovereign quirk, he has been removed from court several
solutions to his problems. of Khomview by King Therengar—mainly for times. The duke of Neetha’s court is luxurious
Sapallyo usually travels on behalf of the his services to the country by guarding the and decadent. It is said that he is involved in
temple of Hesinde in Kuslik or the Nandus Kabash Gap against Novadi raids, but also for various intrigues there, most of which are
temple in Vinsalt, but is also happy to spy for keeping dangerous magical artifacts, which designed to make him the next emperor,
the DPA (Directorate for Peculiar Affairs), his are brought to him by a yearly delegation instead of his older sister Aldare.
country’s secret service. from the Hesinde church. The easy-going (at Born: 1 b.H.
Born: 17 b.H. least for a dragon) and philosophical Shafir is Hair: Red-brown
Hair: Dark brown wed to the crown princess of the Horasrealm, Eyes: Green
Eyes: Brown Aldare of Vinsalt. Profession: Brilliant master of intrigues and
Outstanding Attributes: Generally good; Born: About 1800 b.H. playboy
Curiosity Scale Color: Red-gold Outstanding Attributes: IN 14, CH 16
Outstanding Talents: Numerous social and Eyes: Black Outstanding Talents: Seduce 13, Fast Talk 16,
lore talents from competent to masterly, Talents: Perfect knowledge of languages; Etiquett 16, Statecraft 10
combat and physical talents also competent masterly knowledge of history and arcane Peculiarities: Timor secretly is a deont of
Important Spells and Rituals: [(attributes, lore, excellent analyst of humans Phex
clairvoyance, telekinesis) has mastered all Important Spells: [Practically all spells Connections: Very great
clairvoyance and movement spells available with the criteria clairvoyance, domination Financial Power: Very great
to him, also experienced in communication and influence masterly and better] Game Use: Timor promotes any intrigues
and illusion magic.] Peculiarities: Probably possesses Aventuria’s that either ameliorates his position or might
Peculiarities: Due to his connections he can largest treasure of (dangerous) artifacts please Phex – he has even conspired against
possess minor magical artifacts Connections: Great (son-in-law of the his mother and then denounced his fellow
Connections: Considerable (magicians, empress) conspirators.

Personalities of Arania
ARKOS II, SHAH OF ARANIA Game Use: He loves to appear incognito as Outstanding Attributes: IN 12; Curiosity
Formally, Princess Sybia’s son rules a “Red Knight” of the rahjaic Order of Outstanding Talents: Persuade 10, all Treat
Arania at the side of his consort, Mhaharani the Rose, and seeks contact with beautiful talents masterly
Eleonora of Arania. The talented bard lets his and noble women as well as with other Peculiarities: [Eleonora is a magical dilettante
wife govern the country, however, while he is adventurers who he inspires to valor and (balm of healing, sense pestilence)]
more interested in fine arts, heroes, beauty to see beauty. Connections: Great
and charm. He never takes initiative in Financial Power: Very great
flirtations, though, forcing would-be partners ELEONORA, Game Use: Eleonora is only seldom caught
to come to him. MHAHARANI SHAHI OF ARANIA in an adventurous situation, but she might
Born: 1 b.H. The daughter of the count of Baburin is the happen to be interested in a strange sickness
Hair: Black true ruler of Arania. She feels a strong affinity or wound.
Eyes: Brown to Peraine and can often be encountered
Profession: Masterly bard and competent traveling the lands to help and comfort the LEATMON PHRAISOP II,
warrior diseased. The spinsterish healer only recently SERVANT OF LIFE
Outstanding Attributes: CH 14 learned to appreciate the pleasures of life As a minor, the grandnephew of the former
Outstanding Talents: Swords 14, Sing 16, from Arkos: now she wants to make up for Servant of Life in Zorgan, he was the only one
Play Instrument 12 many lost years, and is not averse to informal to survive when Oronian assassins massacred
Peculiarities: Arkos wields the ‘Amethyst Lion’ relationships or short affairs. his family—only because the goddess created
Zhimitarra, one of the twelve legendary Born: 3 Haal an apple tree in which he could hide. The
swords of the Order of the Theater Hair: Red-brown church of Peraine proclaimed him to be the
Connections: Great Eyes: Green new Servant of Life, but he will only be
Financial Power: Great Profession: Masterly healer and representative able to assume office when he turns 18 (40

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Haal). Until then, he lives under custody of MARA AY SAMRA, SYBIA OF ZORGAN,
Mhaharani Eleonora, while his ecclesiastical GRAND VIZIER OF ARANIA SULTANA OF ZORGAN,
office is held by Abd-al-Ibis, the master of the Mara, Sultana of Goria and Great Vizier QUEEN MOTHER OF ARANIA
Therbûnite Order in Nasir Malkid. at the same time, is a close counselor to The resolute but warm-hearted daughter
Born: 22 Haal Mhaharani Eleonora. She does not feel like of Tulamide merchants was given the
Hair: Dark brown a court executive, but rather eyes and ears honorary title Sultana of Zorgan after many
Eyes: Green with silver specks for her friend, for whom she often journeys. years of good rule over Arania. Also being
Profession: Inexperienced heir of one of the Despite her pride, she is a hot-blooded beauty, the “Moonsilver Sultana,” she is the highest
highest church offices cat-like and aggressively attaching if it serves (official) deont of Phex and praises clever
Peculiarities: Since his rescue, Leatmon her purpose. and determined merchants. She usually wears
Phraisop possess healing powers that exceed Born: 2 Haal splendid vestments in silver and turquoise
a magical dilettante’s balm of healing Hair: Fiery red blue.
Connections: Considerable Eyes: Poison-green Born: 31 b.H.
Financial Power: Sufficient Profession: Perfect beauty of the night Hair: Red-blonde
Game Use: The designated Servant of Life is Outstanding Attributes: IN 18, CH 18; high Eyes: Brown
good for all adventures that revolve around Curiosity Profession: Brilliant negotiator for Arania
a godly child. Outstanding Talents: Statecraft 12, Erotic Outstanding Attributes: CL 17
Arts 14 Outstanding Talents: Persuade 14, Train
Peculiarities: Mara is an ageless witch who Animals (Falconry) 14 (16)
always appears together with her familiar, Connections: Immense
the hunting-leopard Shiko. Financial Power: Immense
Connections: Very great Game Use: Sybia usually appears in the
Financial Power: Very great service of the Mada Basari, a lay order of
Game Use: She knows all about Aranian Phex, in order to employ heroes for spy
politics and is a good way to include the missions. She can also just represent how
heroes without the usual bureaucracy. much a clever person can achieve.

Personalities of the
Caliphate, Mhanadistan
and the Lizard Marshes
ABU KHOMCHRA Financial Power: Minimal Profession: Master wizard and competent
Abu Khomchra is the hereditary title of a Game Use: Abu Khomchra embodies the tyrant
Novadi mystic, who has always lived in the Wal- magical side of the Novadis—mysterious Outstanding Attributes: AG 17; Superstition
el-Khomchra mountains north-west of Keft. He and shunned, but in times of danger ready Outstanding Talents: Anatomy 12
shelters children who have been expelled from to do all it can for the people, even though it Peculiarities: Dolguruk only reluctantly uses
the desert tribes due to their magical aptitude. does not even understand his methods. magic (domination, influence), because he
He is seen as an eerie, yet Novadi-friendly fears Blakharaz’ revenge.
authority. The skinny hermit can only seldomly DOLGURUK, Connections: Considerable
be seen in “civilized” oases, and he never enters SULTAN OF THALUSA Financial Power: Considerable
the cities of the infidels. His word is held in high The ostracized Lea Elf joined the Cult of Game Use: Dolguruk is an evil tyrant who
esteem by the order of dervishes, second only to the Lord of Revenge in order to gain power. capriciously governs his city
the teachings of the Mawdliyat. After a failed ritual, however, he fled to
Born: 30 b.H. Thalusa where he became executioner. His HASRABAL BEN YAKUBAN,
Hair: White-grey demonic mark, the inky black skin that covers SULTAN OF RASHDUL
Eyes: Black his whole body, helps him to have an aura The chieftain of the Beni Avad always
Profession: Brilliant dervish and perfect of dread. It was especially helpful when he dreamt of a new Realm of Goria—he is already
hermit overthrew the paranoid sovereign Ras Kasan ruling the city, the land and the academy of
Outstanding Attributes: IN 19, AG 15 and seized power. He is a despot who collects Rashdul and the Chaluk Valley, and nobody
Outstanding Talents: Survival (Desert) torture devices and loves to see fear in people’s knows where his golemides will march next.
18(20) eyes. He is reluctant to make an official Being a typical Tulamide potentate, the
Peculiarities: Abu Khomchra is master of pact with Oron until his city-state becomes wizard sultan fancies luxury and uncontested
ancient Tulamidian magic. He believes in stronger. power. Alongside Dimiona, he must be seen as
the unity of the sleeping giant Rashtul and Born: 20 b.H the most dangerous enemy of Arania.
the awakened Rastullah. Hair: None Born: 40 b.H.
Connections: Sufficient Eyes: Black Hair: Grey

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Personalities of Aventuria
Eyes: Grey Okharim (head of the Khunchom academy) THOMEG ATHERION,
Profession: Brilliant master of djinns and has prevented the authorities from exiling him ARCHMAGE, SPECTABILITY OF
intrigues as well. THE ACADEMY OF FASAR
Outstanding Attributes: CH 18, CL 17 Born: Around 50 b.H. At first glance, the head of the domination
Outstanding Talents: Arcane Lore 14 Hair: Grey academy—who appeared at the All-
Important Spells and Rituals: [Many spells Eyes: Grey-green Aventurian Magician’s Convent with a
of the Invocation, Summoning, Elemental, Profession: Brilliant transformationist, and sack full of severed Borbaradian heads—is
Illusion and Transmutation disciplines conspiracy theorist a Magician-Mogul reborn, an alien, manly
at the masterly level or better, plus the Outstanding Attributes: CO 16, CL 17; Tulamidian potentate with a certain animal
‘standard’ guild magic spells; he is one of delusions, prejudice (all scaled beings) magnetism. He is passionate, ruthless, even
the few Sahib-al-Sitta, having mastered all Outstanding Talents: History (especially possessed by everything he does. Moral
six elements] lizard, whatever is known to humans) 18, bounds are unknown to him; he researches
Connections: Very great Starcraft 17, Arcane Lore 17, Language sexual magic together with the Fasarian High
Financial Power: Great Lore 17; knows a lot of old tongues and Deont of Rahja while testing the limits of the
Game Use: Hasrabal is the King of Wind lizardic dialects imperavi spell on unfortunate victims.
(from the Inrah fortune telling cards), Important Spells and Rituals: Born: Unknown, looks in his mid-forties
whose eyes and influence are omnipresent. [Transformation, Transmutation and Hair: Black, balding
He craves control over all Tulamide lands. Object disciplines; many spells of his field Eyes: Black
of study nearly perfected; mastery of many Profession: Brilliant across-the-board black
MALKILLAH III OF UNAU, CALIPH, guild-wizard spells] magician
RULER OF THE FAITHFUL Connections: Low (many think he is insane) Outstanding Attributes: CO 18, CL 17
Born as Crown Prince Mustafa of Unau, Financial Power: Sufficient (and decreasing) Outstanding Talents: Climb 17, Arcane Lore
the Caliph now has returned to Unau after Game Use: An employer who honestly wants 17, Language Lore 15, Fast Talk 15; many
leading an eventful life abroad. Over the years to do good but still cannot be trusted; physical and lore talents masterly
he has learned to only trust the desert nomads, counselor for archaeological questions (if Important Spells and Rituals: [All spells of
and his former tolerance of ‘infidels’ has one is willing to listen to his tirades) the Domination, Influence, Demonic and
been replaced by a certain ruthlessness, even Invocation disciplines masterly/brilliant
cruelty. This is very noticeable in his favorite SKAR SHR SHZINTH, AN ACHAZ and up; the same with all guild-magic and
pastime: the hunt. The former chieftain of the Zansh’Jrr in common-knowledge spells; spherologist]
Born: 8 b.H. the eastern Lizard Marshes resigned from Peculiarities: Claims to be non-Ethran
Hair: Black office in order to follow an old prophecy and Connections: Great (independent black
Eyes: Black to search for Krsh Tssh’Kt, “the one who magicians, great influence in Fasar)
Profession: A quite young but competent proclaims renewal.” During his journeys he Financial Power: Very Great (coffers of the
ruler had contact with humans and thus learned academy, he is one of the Eminencies of
Outstanding Attributes: CO 14 their language. Fasar)
Outstanding Talents: Ride 15, Survival Born: 10 b.H. Game Use: A role-model black magician,
(Desert) 12, Statecraft 11, Religious Lore 10 Scales: Dark green who pursues his research (and intrigues)
Connections: Very great Eyes: Yellow unscrupulously, but is not ‘rotten to the
Financial Power: Great Profession: Mysterious, thoroughly alien—yet core.’ Knows many mysteries from the
Game Use: Caliph Malkillah is a determined extraordinarily open-minded Rashtul Wall, of the Magician-Moguls and
ruler who can not be bullied by either Outstanding Attributes: CO 13, IN 16 of otherworldly realms.
infidels or desert sultans. He increasingly Outstanding Talents: Survival 16, Ride
uses his marshal and executioner, the (Flying Lizard) 14; Swamp Ken
Mautaban. Peculiarities: Mount: Flying Lizard, speaks
Garethi and Tulamidya.
RAKORIOM MUNTAGONUS, Connections: Considerable (in the Lizard
Marshes)
ARCH-MAGE, LIZARD
Financial Power: Low
RESEARCHER Game Use: Skar is the ideal “contact” to the
The grand old master of the Magica
achaz. He can be either an ally of the heroes
Transformatorica knows as much about
if they are in need of help in the Lizard
ancient lizard secrets as any man living; it is
Marshes, or an adversary if the heroes enter
unfortunate that he is also insane. He is caught
taboo sites. Other lizards could also be a
up in the paranoid belief that lizards all over
contact to the achaz: Brother Chriazzl of
Ethra conspire to restore the old empires of the
the Noionites in Selem; Ssarcha, a Forest
scaled folk. After he was relieved of heading
Isle achaz who traveled alongside a deont
the academy in Festum, the skinny, grungy old
of Aves; He’Itsiz, a Maraskanian achaz;
man took up residence in Khunchom, where
Tziktzal, achaz-witch and servant of
only the influence of his old friend Khadil
Salpikon Savertin.

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Personalities of the Deep South Game Use: He-She can ask for help from the Connections: Minimal
AMIR HONAK, PATRIARCH
heroes, secretly or openly protect them, or Financial Power: Low
OF AL’ANFA, HEAD OF THE try to include them in his ambitious plans. Game Use: A famous swordfighter who
AL’ANFANIAN RITE OF THE emanates a divine aura
BORON CHURCH IRSHAN PERVAL,
The pleasure-addicted son and heir of MIZIRION III, KING OF BRABAK
GRAND EXECUTOR OF AL’ANFA
Patriarch Tar Honak is slowly growing into a No other monarch is so often frowned upon
The man behind the scenes of the
leader of the city. Deeply faithful to Boron, his for being bankrupt; no other monarch has to
Patriarch’s throne is very knowledgeable in
goals are diverging more and more from the fight such a rebellious council of nobility, which
arcane lore as well as in intrigues. Due to
materialistically-oriented Council of the Twelve, controls government spending. Mizirion’s
his charisma, it is said he can even convince
but he lacks the sinister aura of his father, strongest weapon is unpredictability, which
people to stab themselves in the heart.
preventing him from fully seizing power. keeps him one step ahead of his adversaries.
Born: 14 Hesinde, 18 b.H.
Born: 8 Boron, 6 b.H. The country is more important to him than
Hair: Black
Hair: Dark brown morale, even though he is well aware of the
Eyes: Black
Eyes: Grey-green power and reputation of Brabak abroad. His
Profession: Perfected intrigue-master and
Profession: Master of intrigues, brilliant greatest dream is the ‘Golden Alliance’ with
diplomat, masterly magician
rhetoric, brilliant seducer the Horasrealm, which would also fill up his
Outstanding Attributes: CL 16, CH 17
Outstanding Attributes: CO 15, CH 17 treasury.
Outstanding Talents: Fast Talk 15, Seduce
Outstanding Talents: Seduce 15, Human Born: 34 b.H.
12, Arcane Lore 16, Human Nature 13,
Nature 13, Statecraft 13 Hair: Grey
Statecraft 15
Connections: Immense Eyes: Blue
Important Spells and Rituals: (Domination,
Financial Power: Immense Profession: A competent but unpredictable
Influence, Object) Be my friend, horriphobus;
Game Use: He is a collector of cursory love monarch
[hellpain, hard melt!, burn dead matter]
affairs, initiator of Boron-pleasing quests or Outstanding Attributes: CL 17
Peculiarities: Lover of the patriarch of
the brain of intrigues. Outstanding Talents: Fast Talk (Haggle) 20,
Al’Anfa
Connections: Immense Statecraft 12
HEY-SHEY, MOHA-ADVENTURER Financial Power: Very great Connections: Great
Hey-Shey (Sun) of the Oijaniha tribe was Game Use: Irshan Perval is the ultimate Financial Power: Sufficient
saved from a painful death in Al’Anfa by a puppeteer behind the scenes of Al’Anfa and Game Use: Mizirion of Brabak always needs
handful of adventurers. Together with the the whole south; his intrigues can extend money, and therefore supports everything
beautiful Moha youth, the adventurers traveled into the northern realms. that seems to be lucrative. At the same
to Thorwal, where a jealous drunkard stabbed time, he is always in need of help against
the boy. Having pity on him, the goddess of life his “loyal counselors,” the noble families of
LUCAN QUESEDA,
saved him; since that time he has worshiped the country.
both rainbow and jaguar. He respects life, ALANFANIAN SWORD MASTER
both that of his allies and his enemies. Due to After a long and glorious career as famous
gladiator in the arena of Al’Anfa, Lucan lost the NAREB EMANO WRATHBREAK,
many recurring dreams, he has gained a vast
favor of the patriarch and took part in the Flight ALANFANIAN GRANDE
knowledge of, and talents in, healing.
of the Ten on the day of big sleep in 29 Haal. Being an heir of the founder of the
Back in the rainforest, the healer helps
When he survived the jump (but became blind), former South Kingdom, Nareb embodies
his people in any possible manner. The
the event of a century had happened—much to the disrespect, brutality and greed of the
Al’Anfanian grandes have spent much money
the displeasure of the patriarch. Yet, following Wrathbreak family. Less with intrigue than
trying catching him, without any result.
Boron’s will, his life was spared and he was with despotism, he enforces his plans with
He now dreams of uniting the jungle tribes
freed. Despite his blindness, Lucan Quesada effective violence.
against slavers.
is one of the most-feared swordfighters of the Born: 32 b.H.
Born: 7 b.H:
south, and he claims that Boron has opened his Hair: Bald
Hair: Blue-black
eyes. He has embarked on a quest through the Eyes: Blue
Eyes: Black
Aventurian south, though whether for wisdom Profession: Despot, master of intrigues
Profession: Masterly Oijaniha-warrior
or for glory, no one can say. Outstanding Attributes: CH 8, ST 19; Greed
Outstanding Attributes: CH 17; Curiosity,
Born: 3 Haal Outstanding Talents: Wrestling 16, Statecraft 14
Pacifist
Hair: Black Peculiarities: Comes from the bloodline of
Outstanding Talents: Treat Wounds 18, Treat
Eyes: Black the Kings of the South and Fasarian nobles;
Poison 12, Treat Disease 12, Treat Psyche
Profession: Brilliant swordfighter he weighs over 200 greatpounds and moves
13, Brawling (Hruruzat) 15
Outstanding Attributes: IN 18, AG 17 about in a flamboyant two-person sedan.
Peculiarities: Rainbow lizard amulet, which
Outstanding Talents: Many combat talents Connections: Immense
prevents Hey-Shey from dealing deadly
brilliant to perfect; numerous accompanying Financial Power: Immense
blows in combat
special abilities (blind fighting, of course, Game Use: Being a brutal blackmailer and
Connections: Low (great among Moha-
among them) quasi-despot of Al’Anfa, many adventures
tribes)
Peculiarities: Despite his blindness, Lucan can revolve around him and his fight with
Financial Power: Low
‘feels’ his environment the Honaks or Paligans.

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ODERIN DU METUANT, MARSHAL- and tries to color the image of the evil black Bohantopa reconquered the jaguar-temple
GUBERNATOR OF AL’ANFA magician a little more grey. that was desecrated by Borbarad and he is the
The commander-in-chief of the Born: 49 b.H. (but quite vital) new High Shaman of Gulagal (the spiritual
Al’Anfanian army is known to be absolutely Hair: Black or rainbow-colored center of the Mohas) ever since. Then he
loyal to Al’Anfa and the patriarch. Intrigues Eyes: Black departed from the rainforest in order to find
and diplomacy are not part of his vocabulary, Profession: Gifted linguist and rhetoric, the demon master himself. While traveling he
and thus he does not even notice how he is unscrupulous scientist and anatomist; acquainted Arch-Mage Carolan Serpentstaff
being maneuvered out of serious politics. He fierce adversary of Borbaradians. of Kuslik, but quickly returned home in order
would not hesitate to kill, however, in order to Outstanding Attributes: CL 18, CH 15, DE 15 to protect his people.
maintain his position and the glory of the city. Outstanding Talents: Orientation 18, Anatomy As with most Mohas, the High Shaman’s
Born: 24 b.H. 20; a host of living and dead languages body is very short, yet lithe. When visiting
Hair: Brown-grey (streaked) Important Spells and Rituals: civilization he wears a red coat with a long
Eyes: Brown [(Transformation, Attributes, Object) train and an apron made of jaguar hide.
Profession: Brilliant commander, Analytica 14, eagle’s wings (flying lizard) 13, Born: 12 b.H.
inexperienced in intrigues granite and marble 14, imago 13, arcanovi 15] Hair: Black
Outstanding Attributes: CO 17, ST 17 Peculiarities: His achaz servant Tziktzal; Eyes: Dark brown
Outstanding Talents: Warcraft 17; master of studies lizard magic Profession: Perfect Moha-shaman and
several combat talents and special abilities Connections: Very great in Mirham, otherwise masterly Moha-warrior
Connections: Great considerable Outstanding Attributes: IN 18, AG 15; Gift
Financial Power: Great Financial Power: Great Prophecy 18
Game Use: Oderin can be a desperate victim Game Use: Can be used to fight the “fire” Outstanding Talents: Alchemy 12
of Al’Anfanian intrigues, or the merciless of Borbaradiansim with the effective “fire” Important Spells and Rituals: [In addition
commander of one of Aventuria’s largest of ruthless black magic, or as mysterious to shamanic rituals, he can also cast some
armies. suspect, or as employer. other spells; ‘touched by the jaguar,’ he can
also use karmic energy]
SALPIKON SAVERTIN, TONKO-TAPAM BOHANTOPA, Peculiarities: Shaman club of tiger-thighbone,
MOHA-SHAMAN wears 4 shrunken heads on his belt
CONVOCATUS PRIMUS OF
Bohantopa of the tribe of the Moha says Connections: Very great among the Forest
THE BROTHERHOOD OF People, negligible otherwise
KNOWLEDGE that he was born at the last day of the great
rain – he knows that because he can remember Financial Power: Low
Savertin, Spectability of the School of Game Use: The shaman represents the desires
Variable Shape in Mirham, has used his his birth! As a sixteen-year-old, he told his
surprised mother about it, and the local of his people with all his power. He can be
diplomatic wit to unite and to lead the an ally or antagonist of the heroes.
individualistic wizards of the left hand. He shaman quickly found out that the boy has
is always traveling on behalf of the guild, considerable talent for dream journeys.

Personalities of the Dark Lands


APEP, OF UNGOLFSFIR, WARDEN Important Spells: [Master of transmutation Hair: Black
OF DRAGONSTONE MARCH, and transformation] Eyes: Brown
HOSTKEEPER OF TOBRIA, AN Peculiarities: A fabulous hoard Profession: Brilliant agent, masterly prophet
EMPEROR DRAGON Connections: Important and Borbaradian of the ‘old school’
After Shafir, he is probably one of the oldest Financial Power: Overpowering Outstanding Attributes: CH 17, AG 16; Gifts:
emperor dragons in Aventuria. Only a few years Game Use: A threat, if the heroes enter his Danger Sense 17, Prophecy 16
ago, Apep allowed human refugees to settle in territory without his consent; possibly Outstanding Talents: Persuade 15, Seduce
his Dragonstones (a realistic claim)—even an awkward counselor and demanding 13, Teach 15, Arcane Lore 13, Fast Talk 15,
more, he entered a pact with the Duke of Tobria employer; for an audience, one should speaks many languages
and the Middenrealm and agreed to protect the definitely consult Dracodan. Important Spells and Rituals: [All
humans of Tobria against Borbarad’s minions. common elven spells, many guild magician
His emissary in Perainefords is Dracodan of AZARIL CRIMSONWEED spells and all Borbaradian spells, at least at a
Misasprings. Apep’s son, Lessankan, resides in Once Rohezal’s mole within the master level; also knows several satuaric and
the nearby Black Sickle and is barely tolerated Borbaradians, she was first forced and then druidic spells; is able to derive Borbaradian
by his father. persuaded to comply. Now, the elf is the advocate spells from existing guild spells]
Born: About 1800 b.H. of “philosophical Borbaradianism.” Because she Connections: Great (but secret)
Scale Color: Reddish gold is disturbing Xeraan in his plans to create a Financial Power: Sufficient (private)
Eyes: Gold profitable Borbarad-religion, she is sent out Game Use: A religious fanatic, seductress
Profession: Draconic potentate into the free lands on espionage and infiltration and agent for the (philosophical) cause of
Outstanding Attributes: Draconic strength missions. She slowly garners strength as the late Borbarad; with a little bit of luck
and cleverness; Violent Temper Xeraan’s influence in Mendena weakens. a future heptarch; she is a public menace,
Outstanding Talents: Master knowledge of Born: 10 b.H. because she is so persuasive (and on first
history and perfected arcane lore sight not evil at all)

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BERNFREY OF HONOR’S ROCK, G.C.E. GALOTTA, DEMON Peculiarities: Gilia is said to be a favorite of
DUKE OF TWELVE-GODLY EMPEROR OF YOL-GHURMAK Rondra
TOBRIA Gaius Cordovan Eslam Galotta is a graduate Connections: Very great (to the Middenrealm,
Since the invasion of the Black Hordes, this (with honors) of the academy of Elenvina Fountland and the church of Rondra)
tall man in his mid-thirties has lost all that he and former imperial court magician, but he is Financial Power: Sufficient
loved: his father fell in Mendena, his brother famous as a high traitor of the Middenrealm, Game Use: Gilia is as proud as is appropriate
in Eslamsbridge, his mother and his wife instigator of the Ogre War in 10 Haal, most- for an Amazon queen, but also quite
both died during the siege of Ysilia, and only wanted criminal all over Aventuria (last of is pragmatic. From Castle Yeshinna in the
a small strip around Perainefords is left of his crimes was the kidnapping of the Imperial Dragonstones, she battles the heptarchs and
former duchy. Still, the ‘young’ duke (as he is Twins), Blakharaz-pactist, follower of Borbarad sides with all those she deems honorable
called by the people) is widely popular. There and finally the obviously megalomaniacal, and loyal to the Twelvegods.
is no vassal who does not feel with him and self-declared “Demon Emperor” of the
would give his life for the lost home. If only Middenrealm (of which he only rules the GLORANA THE BEAUTIFUL,
he’d do more than sit around brooding … occupied part of Tobria). He is the mad QUEEN OF GLORANIA
Born: 7 b.H. architect of his palace-city Yol-Ghurmak. Black witch, Nagrach-pactist, queen of
Hair: Red-blonde Born: around 50 b.H. the Ice Realm—Glorana is one of the most
Eyes: Green Hair: Bald head, painted red powerful daughters of Satuaria, who was
Profession: Strict ruler and highly motivated Eyes: Green tempted by demonology. Now she is the despot
warrior, inclination to melancholy Profession: Perfect Dominator, brilliant of Glorania and hunts all who resists her.
Outstanding Attributes: IN 16, ST 15, CL 14; demonologist and artifact magician Born: Nameless days, 24/25 b.H.
Gift: Prophecy: 14; manic-depressive Outstanding Attributes: CL 18, DE 14; Hair: Red
Outstanding Talents: Statecraft 15, Warcraft delusions, pathological hatred for the Eyes: Poison-green
15, Ride 14 Middenrealm Profession: Brilliant demonologist and witch
Peculiarities: Sometimes the duke has the gift Outstanding Talents: Arcane Lore 16, History Outstanding Attributes: CO 18, CH 17
of second sight 14, Human Nature 11, Engineering 11; Outstanding Talents: Seduce 12, Arcane Lore
Connections: Very great knows many ancient tongues 14, Treat Poison 13
Financial Power: Minimal Important Spells and Rituals: [Almost Important Spells and Rituals: [Greed be
Game Use: There is a chance that the duke all spells of the Domination, Influence, great 18, scuttling scare 15, fury blood 11,
will welcome the heroes returning from an Invocation, Object and Transmutation heptagon 9, pandaemonium 15, levthan’s
adventure in the Black Lands, seeking for disciplines masterly; all summoning of fire (also permanent) 13, firebane 14, burden
information on his former home demons from Blakharaz’ domain perfected of age 8, and other spells as the Highlord
(pact); can cast almost all guild magician pleases]
DIMIONA OF ZORGAN, MOGHULI “standard spells”] Peculiarities: Ageless due to Nagrach’s
Peculiarities: Bearer of the Agrimoth-shard influence, bearer of the Nagrach-shard
OF ORON
of the demon crown; basically unlimited Connections: Considerable
The breathtakingly beautiful and sly
access to various cursed artifacts Financial Power: Great
daughter of Sybia of Arania has lost all sense
Connections: Great (as heptarch, usually Game Use: A fully corrupt yet fascinating
of right and wrong. She believes to be the right
underestimated and not taken seriously) adversary in the Ice Realm, who uses the
ecclesiastic and worldly ruler of Oron. Being
Financial Power: Very great cold of the netherhells against opponents
the High Priest of Belkelel, she is a mystic who
Game Use: One of the heptarchs; tries to and subordinates.
can conduct orgies of pain that last for several
infiltrate the Middenrealm through the
days, only to ponder about their philosophical
use of artifacts, threats and intrigues; the GWIDÛHENNA OF FALDAHON,
meaning. Still, she is able to always have her
often (unreachable) schemer of complex
orders obeyed. PRINCE-ILLUMINATA OF
Borbaradian plots
Born: 1 Haal BEILUNK
Hair: Black Her appointment as Margrave of Beilunk
Eyes: Black (THESIA) GILIA OF KUKRUM, was quite surprising for Gwidûhenna, who
Profession: Brilliant demonist QUEEN OF THE AMAZONS was born into the march’s lesser nobility. Of
Outstanding Attributes: CH 19 Queen Gilia is the most cosmopolitan ruler course, following her time with the Order of
Outstanding Talents: Seduce 18, Erotic Arts of the Amazons ever. She has seen trouble: she the Banishing Light, her graduation from the
18, Anatomy 12 was disgraced, pardoned by Rondra and finally Beilunkian law seminar, practice as an attorney
Peculiarities: Bears Belkelel’s shard of the regained the trust of the Amazons. Yet she is for state and church, and connections to the
demon crown, she combines the powers of understood to be an almost holy successor of Jarielitic fraction of the Praios church, the
a Laraans-Master with those of a witch and her mother Yppolita—especially since she led appointment wasn’t unpredictable, either. The
those of a lamijah (a vampiric demon). the Amazons into the Third Demon Battle height of her career, though, came with the
Connections: Great and returned with only few casualties. invasion of the Black Hordes: after many fiery
Financial Power: Very great Born: 3 Rondra, 3 Haal sermons and a Praios-miracle, she was able to
Game Use: She only appears in public Hair: Light blonde enforce arcanum interdictum in Beilunk.
for exceptional executions or important Eyes: Blue Born: 31 b.H.
festivals of Belkelel. She is more of a Profession: Masterly ruler, brilliant fighter Hair: Blonde/grey
mysterious plotter in the background. Outstanding Attributes: CO 17, CH 16, AG 16 Eyes: Grey
Outstanding Talents: Wrestling 15, Sabers 18, Profession: Brilliant preacher, competent
Statecraft 11 politician

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Outstanding Attributes: CO 16, CH 15 Eyes: Amber-yellow Sense 15, Geography 17, Cartography 12,
Outstanding Talents: Persuade 16, Law 15, Profession: Perfect Nagrach-demonologist Seafaring 14, Helmsman 14
Statecraft 14, Human Nature 11 and huntress Connections: Considerable (even though
Connections: Great (Margrave of Beilunk; Outstanding Attributes: Extremely most of them not officially anymore)
influences radical circles of the Praios courageous and sly, demonic physical Financial Power: Considerable
church) abilities Game Use: The honorable buccaneer; savior
Financial Power: Considerable Outstanding Talents: A master of search and from disaster on the Bloody Sea; seafarer
Game Use: Being an awkwardly intransigent, destroy, who prefers a long and cruel hunt heroes of medium level could sign on
almost fanatical deont of Praios, she Important Spells and Rituals: [Casting
represents the part of the church that also powers comparable to those of sinister RHAZZAZOR,
longs for more worldly power. druids and witches with Nagrach- THE LORD OF WARUNK
component] If one believes the rumors, the former
HELME HAFFAX, PRINCE- Peculiarities: Shapeshifter (silver wolf and emperor dragon has been dead for longer than
COMMANDER OF MARASKAN human woman) humans have lived on Aventuria. That didn’t
He was the commander when the Tuzak Connections: Low prevent him from serving Borbarad after each
riots were suppressed; he was victor of the Financial Power: Low of his resurrections, though. At the moment,
Ogre Battle and hero of the Ork Storm, Game Use: Adversary of Glorana and Iloïnen he controls Warunkia and eastern Darpatia,
former Imperial Grand Marshal and Count in the battle for the Ice Realm including basically all lands between Radrom
of Warkhome. Maraskan could be part of the and Troll Peaks. His pact with Thargunitoth
Middenrealm today, if Haffax had not noticed LEONARDO, “THE MECHANICUS” gives regular nightmares to not only him, but
that his honest, military nature did not The architect of the famed Princess Emer to all the inhabitants of these lands as well. It
further his career at the royal court. He soon Bridge in Havena and inventor of various is only a question of time until the archdemon
defected to Borbarad and now strictly rules strange gadgets, like flying machines and takes him into her realm.
Maraskan—”his country”—from Jergan. The diving bells, was abducted by the insane Profession: Dragolich, perfected necromancer
pact with Asfaloth (which keeps him alive), “Demon Emperor” Galotta. Now he is forced Important Spells and Rituals: [Invocation,
the Belhalhar-shard of the demon crown and to devise demonic war machines in Yol- Demonic and Spirits disciplines;
the sword of Agrimoth constantly battle for Ghurmak. Thargunitoth-pactist in the sixth circle of
his soul, causing the usually calm strategist Born: 42 b.H. damnation; almost a freewiz in the area of
to have fits of violent temper that can only be Hair: Grey necromancy]
soothed by blood. Eyes: Green Peculiarities: Bearer of the Thargunitoth-
Born: 52 b.H. Profession: Perfect mechanist, brilliant shard of Borbarad’s crown
Hair: Grey inventor Connections: Great (subordinate
Eyes: Blue Outstanding Attributes: CL 19, DE 16 necromancers, diplomatic connections to
Profession: Perfect strategist, competent Outstanding Talents: Alchemy 14, Anatomy the other heptarchs)
military dictator 15, Calculate 18, Construction 12, Financial Power: Great
Outstanding Attributes: CO 19, CL 15; Engineering 22, Light Engineering 14, Game Use: One of the heptarchs; spreader of
Violent Temper, sometimes delusions Metallurgy 12, Shipwright 10 nightmares; spiritual leader of the Endless
Outstanding Talents: Warcraft 20, a host of Connections: Sufficient (in- and outside the Column
combat talents and special abilities Dark Lands)
Peculiarities: Bearer of the Belhalhar-shard of Financial Power: None THE SKRECHU
the demon crown, the demonic armor Argul- Game Use: The benevolent, crazy scientist The “Great Wyrm of Maraskan,” herself
Vhor and the Agrimoth-sword Athai-Naq who is forced to invent horrible cruelties the result of a chimaerological experiment,
Connections: Great is only known to a handful of insiders. For
Financial Power: Great RATERAL SANIN, BUCCANEER- hundreds, if not thousands of years, she has
Game Use: One of the heptarchs; a tragic CAPTAIN, FORMER MARGRAVE tried to recreate the old race of Ssrkhrsechim
anti-hero who cannot escape his pact with AND IMPERIAL ADMIRAL by means of chimaerological experiments,
the demonic transmutator Asfaloth; almost The captain from the famous Albernian trying to create a new lizard empire. For now,
unapproachable ruler of Maraskan, who discoverer-family and youngest admiral of the she hides in Borbarad’s former black fortress
sometimes is the cause of military missions Middenrealm made his living on the Eagle of in the heart of the Maraskan mountains.
against the free lands. Beilunk, with which he charted the coast of the Profession: Brilliant chimaerologist and
Sea of Pearls. He then was promoted to be the conspirator
KYRJAKA, CALLED MADAYRAËEL, Margrave of Windhague and Great Admiral of Outstanding Attributes: Unknown, but
CURSE OF THE WOLVES, the Western Fleet—shoved away, he thought. believed to have outstanding mental
CORRUPTOR OF FIRUN’S PEOPLE In Rahja, 28 Haal, he seized his former ship attributes
The free demon possesses powers and and is now roaming the Sea of Pearls as a Important Spells and Rituals: [None in the
creatures that seem to originate in Nagrach’s buccaneer hunting the ships of the heptarchs. human sense; can create chimaeras at will,
domain. Fed by Sumu’s blood, the theriak, she Born: 29 b.H. exceptional knowledge of transformation magic,
can manifest in the third plane for a long time. Hair: Red/grey Asfalothic creature and Asfaloth-pactist]
At the moment her plans led her into the Ice Eyes: Dark brown Peculiarities: Bearer of the Asfaloth-shard of
Realm, where she wrestles with Glorana for Profession: Brilliant captain and geographer Borbarad’s crown
control of theriak-sources. Outstanding Attributes: CO 16, CL 15 Connections: Considerable (many cultists,
Hair: Silver-white Outstanding Talents: Orientation 15, Weather various lizard beings)

World of Aventuria 185


jeroen vermaning (order #2090064) 6
Personalities of Aventuria
Financial Power: None always disregarding it), Persuade 13; speaks Hair: Bald
Game Use: The most mysterious (and least almost all living tongues Eyes: Blue
known) heptarch; involved in various lizard Important Spells and Rituals: Various Profession: Perfect dominator, brilliant
cults and orders, whose goal is to recreate supernatural abilities due to his Lolgramoth prophet and creator of a religion
the old lizard empires. pact, [all jester spells at least masterly[ Outstanding Attributes: CL 20; Gift:
Connections: Sufficient (but not lasting) Prophecy 16, extreme greed
Financial Power: Low Outstanding Talents: Fast Talk 16, Human
TORXES OF FREE SPIRIT,
Game Use: An abortive existence; avenger Nature 14, Arcane Lore 14, Appraise 17,
JESTER AND DIPLOMAT Statecraft 10
Why the jester once took part in the Ogre for his own cause, plotter of evil intrigues,
part-time herald for any heptarch; a “joker” Important Spells and Rituals: [Domination,
Battle will probably never be known, but the Influence, Demonic and Invocation
death of his girlfriend Aske broke his heart for both sides
disciplines; almost all domination and
and confused his mind so much that he swore influence spells masterly or better, various
revenge on the gods and the world in general XERAAN, PORTIFEX MAXIMUS OF
illusions and many invocations masterly as
(and especially Galotta, whose court jester he THE BORBARAD CHURCH well; suspected multiple pactist (Tasfarelel,
is right now). He then entered a pact with He is notorious for his greed, and was driven Belhalhar)]
Lolgramoth, which also caused him to be to perform infamous actions by it. Hunched Peculiarities: Bearer of the Charyptoroth-
known as the ‘Eternal Rover.’ over since a summoning accident, he now is shard of the demon crown
Born: Around 28 b.H. the master of eastern Tobria, High Prophet of Connections: Great (his minions and
Hair: Red the church of Borbarad (created by himself), lickspittles, diplomatic connections to the
Eyes: Green creator and commander of a demonic cross of other heptarchs)
Profession: Master of intrigues and abducted Fairfieldian children and Zantim- Financial Power: Immense (but too greedy
diplomacy demons—and as greedy as ever. One has to to use it)
Outstanding Attributes: IN 16, AG 20, DE admit, though, that he foresaw the coming of Game Use: Probably the most vulnerable
16 Borbarad and used it to his own advantage. At of the heptarchs; trying to increase his
Outstanding Talents: Acrobatics 20, Body the moment, he resides in Mendena. wealth by controlling many pirates in the
Control 18, Etiquette 14 (even though he is Born: 43 b.H. Sea of Pearls

186 World of Aventuria


jeroen vermaning (order #2090064) 6
Personalities of Aventuria

Crowned Leaders
In the following tables, you will find the most important emperors 1528–1502 b.H. Alef-Faizal
and kings, sultans and caliphs of the various Aventurian periods and 1502–1408 b.H. Sheranbil V al-Shahr
provinces.
THE ADAMANTINE SULTANS,
Tulamidian Rulers 1297–1263 b.H.
IV DYNASTY
Mustafa ibn Abu Nuwas
1263–1248 b.H. Nahema saba Mustafa
THE SHEIK-AL-SHEIKS OF THE TULAMIDES
3002–2772 b.H. Rashtul al-Sheik
2772–2750 b.H. Batsrabun ibn Rashtul THE ADAMANTINE SULTANS,
V DYNASTY
THE SULTANS OF KHUNCHOM 1248–1205 b.H. Yadail al-Musaf
2750–2731 b.H. Bastrabun ibn Rashtul 1204–1183 b.H. Kalkarib ibn Yadail
2730–2709 b.H. Perhiman ibn Bastrabun 1183–1106 b.H. Interregnum
2709–2674 b.H. Yadda ibn Perhiman 1106–1051 b.H. Bheraimi ibn Shahr
2673–2631 b.H. Nabatil al-Waqih 1045–1010 b.H. Najari ibn Bheraimi*
2631–2599 b.H. Manoyla saba Nabatil
2599–2576 b.H. Ifriqis ibn Omeid *In 1011, Murak-Horas defeats the Tulamides. The lands of the
2576–2536 b.H. Waddif al-Sadiq Adamantine Sultans become provinces of Bosparan and, subsequently,
2536–2505 b.H. Waddif al-Retef the New Empire.
2504–2458 b.H. Waddif al-Nabti
2458–2423 b.H.
2423–2398 b.H.
Waddif al-Karibi
Waddif al-Yarush
The Old Empire
2398–2358 b.H. Waddif al-Wakiah
THE MYTHICAL RULERS
2358–2317 b.H. Sulman al-Nassori
2485–1940 b.H. Horas
1893 b.H. Dalida-Horas
THE ADAMANTINE SULTANS, 1878 b.H. Seneb-Horas I
I DYNASTY 1873–1849 b.H. Belen-Horas
2317–2306 b.H. Sulman al-Nassori
2306–2278 b.H. Rhukeyef ibn Sulman THE PEACE EMPERORS
2278–2249 b.H. Omar Shadif 1849–1814 b.H. Seneb-Horas II
2248–2216 b.H. Gassir al-Tarifa 1814–1792 b.H. Asmodena
2216–2168 b.H. Amir al-Dhubb 1792–1734 b.H. Nasul
2168–2125 b.H. Toba al-Akran 1734–1712 b.H. Arn
2124–2085 b.H. Kharibet I 1712–1691 b.H. Yulag
2085–2053 b.H. Quasran Yanuf 1691–1656 b.H. Isiz
1656–1624 b.H. Svelinya
THE ADAMANTINE SULTANS, 1624–1612 b.H. Thuan
II DYNASTY 1612–1211 b.H. Haldur
2053–2011 b.H. Rufis Riyyam al-Muktar 1611–1557 b.H. Fran
2011–1967 b.H. Sheranbil I al Yakrub
1967–1963 b.H. Sheranbil II THE DARK AGES
1963–1902 b.H. Sheranbil III 1557–1522 b.H. Olruk
1902–1865 b.H. Morbai ibn Dhuri 1522-1483 b.H. Olruk II
1865–1832 b.H. Yasmal ibn Mordai 1483 b.H. The overthrow of Olruk II by
1832–1795 b.H. Kharibet II Imperial Marshal Halmar
1795–1781 b.H. Sheranbil IV al-Wazzif 1483–1475 b.H. Halmar
1781–1729 b.H. Shahr Halel 1475–1474 b.H. Bender
1792–1687 b.H. Haidan ibn Shahr Halel 1474–1470 b.H. Dozman
1687–1635 b.H. Abu Shadad 1470–1419 b.H. Yarum
1419–1394 b.H. Niotha
THE ADAMANTINE SULTANS, 1394–1363 b.H. Dalek
III DYNASTY 1363–1322 b.H. Dalek II
1635–1579 b.H. Hasrabal al-Milta 1322–1293 b.H. Jel
1578–1553 b.H. Hailif ibn Sinhedi 1293–1252 b.H. Usim
1553–1536 b.H. Khorim ibn Hailif 1251–1184 b.H. Usim II
1536–1529 b.H. Erkhaban ibn Hailif 1184–1155 b.H. Dalek III

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Personalities of Aventuria
THE KUSLIK EMPERORS THE GARETH DYNASTY
1155–1103 b.H. Brigon 60–45 b.H. Perval
1103–1080 b.H. Silem 45–18 b.H. Bardo and Cella
1080–1052 b.H. Obra 18 b.H.–0 Haal Reto
1052–1010 b.H. Murak 0–36 Haal Haal*
1010–993 b.H. Hela* From 36 Haal on Rohaja

*The Old Empire fell after the victory of the rebellious Garethians *Haal disappeared under mysterious circumstances during a hunt in
during the Second Demon Battle. Fountland in 17 Haal. His son Brin was awarded the title of Protector
of the Realm by the Imperial Grand Council, to rise to Emperor 12 years
The Emperors after Haal’s disappearance. Brin died 28 Haal in the Third Demon
Battle; his wife Emer assumed regency for her daughter Rohaja.
of the New Empire
993–940 b.H. Raul KINGS OF VINSALT / HORASREALM
After many years of small-scale war and quarrel, Fairfield, once the core
THE WISE EMPERORS province of the Old Empire, regained its independence and recognition
940–895 b.H. Debrek in the Peace of Kuslik.
895–874 b.H. Nardes
874–873 b.H. Sigman 241–224 b.H. Khadan
873–821 b.H. Sighelm 224–193 b.H. Dettmar
821–780 b.H. Gerbal I 193–180 b.H. Alborn
780–738 b.H. Menzel 180–170 b.H. Kusmara
738–718 b.H. Gerbald II 170–152 b.H. Alborn
718–684 b.H. Rude I 152–127 b.H. Elissa
684–660 b.H. Ugdalf 127–107 b.H. Amene
Rude II* 107–81 b.H. Barjed
*Rude II was too young to assume the throne after his father, and was 81–54 b.H. Amene II
placed in the guardianship of a council of deonts. Rude II was killed 54–22 b.H. Therengar
before coming of age. 22 b.H.–3 Haal Tolman
Since 3 Haal Amene III (assumes the title of
THE PRIEST-EMPERORS AND THE REGENCY OF ROHAL Horas in 17 Haal)
658–645 b.H. Aldec NOVADI CALIPHS
645–581 b.H. Noralec The desert tribes separated from the New Empire and renounced the
581–579 b.H. Kathay Twelvegods belief after the appearance of Rastullah by the Keft oasis.
579–541 b.H. Gurvan
541–538 b.H. Amelthona 218–207 b.H. Malkillah ibn Hairadan
538–528 b.H. Gurvan II 207–201 b.H. Omar al-Karim
528–527 b. H The great riot led by Rohal 201–179 b.H. Mukarib al-Kafur
527–404 b.H. Rohal the Wise 179–174 b.H. Sahir-Ilram
404 b.H. The beginning of the Wizard 174–173 b.H. Abu Marwan
Wars, following Rohal’s 173–161 b.H. Yerdawan al-Nadab
resignation 161–140 b.H. Khusrau ibn Schiram
140–100 b.H. Haschabnah, ‘al-Schaddai’
100–36 b.H. Malkillah II al-Yanuf
THE ALMADAN DYNASTY (ESLAMIDES)
36–12 b.H. Chamallah al-Ghatar
391–348 b.H. Eslam
12 b.H.–12 Haal Abu Dhelrumun
348–330 b.H. Tolak
Since 17 Haal Malkillah III
330–296 b.H. Alrik
(Mustafaibn Khalid)
296–265 b.H. Eslam II
265–246 b.H. Eslam III
246–221 b.H. Eslam IV
221–184 b.H. Bodar
184–150 b.H. Bodar II
150–113 b.H. Eslam V
113–91 b.H. Valpo*

*During the governance of the Eslamides, the New Empire starts to fall
apart. After the death of Valpo, the empire plunges into a 30-year war of
succession—the Emperorless Age— from which eventually Barduron
of Gareth emerges as victor. After his sudden death, his son Perval
attains the crown.

188 World of Aventuria


jeroen vermaning (order #2090064) 6
Index
Abatrox 9 Boron, Hand of 93
Aboralm, Tribal Father 9, 10, 70 Bosparan 12, 13, 14, 45, 72, 78, 88, 187
Adamantine Sultanate 13-14, 15, 16, 78, 88, 187 Age 16, 71, 94, 96
Aghira 9-10 Army 13, 15, 66, 94
Al’Anfa 13, 16, 17-18, 19, 45, 80, 85, 88, 91, 93-95, 96 Empire 15-16
Army 29-30 Bosparan’s Fall 14, 16, 62, 64, 71, 72, 72, 134, 136
Life and Society 26 Brabak 16, 17-18, 22, 94, 95-97, 98
Navy 31 Life and Society 23, 118, 128
Rite of 17 Brandan, son of Brodosh 9, 10
Al’Hani 14, 88 Brig-Lo, Battle of 15, 62, 64
Albernia 17, 48, 60, 65 Brin of Gareth 18-19, 62, 64, 129, 164, 165, 188
Language 122 Brogar
Alhania 13, 88, 105 Tribe 70, 107
Almada 14, 60, 61, 62, 66-67, 85, 130 Tribal Father 10
Almadan Dynasty 188 Burning Sky, Battle of the 70
Alphana 18, 94, 96 Burntgrub 42
Altoum 98, 101 Calaman, son of Curthag 10, 13
Alveran 7-8 Caliphate of Uanu 18, 19, 84-86, 88, 92, 96, 97
Alveranides 117 Army 28, 30
Ancarion 9 Life and Society 130
Anchopal 78-79, 88 Navy 32
Ancient history 6 Personalities 180-181
Andergast 16, 33, 55, 56-57 Cave of Gron’gu’mur 12
Army 31 Cella 18, 64, 188
Life and Society 23-24, 27, 118, 121, 130, 134 Charypso 93, 97, 98, 99, 128
Angbar 62 Charyptoroth 32, 101, 109, 111
Lake 20, 21, 61, 69 Shard of 32, 100
Angrosh 8-10, 61, 69, 70 Children of the Wind 21, 52, 112
Angroshim 8-10, 15, 60, 69-70 see also Elves, Steppe
Life and Society 120, 122 Chorhop 16, 18, 26, 33, 85, 96, 97, 128
Anoiha 12, 92 Colonies, Southern 33, 71, 73
Answin Crisis 30, 64, 120 Corapia 16, 17, 18, 96, 97
Answin of Ravenmouth 19, 62, 67 Council of the Twelve 17, 94, 95
Anvil 21, 61, 67, 69, 70 Curoban, Tribal Father 10
Arania 13, 14, 18, 19, 77-79, 88, 96, 100, 101, 102, 103-104 Cyclops 7, 22, 76
Army 28, 29, 30 Cyclops Islands 71, 72, 76-77
Life and Society 23, 25, 27, 87, 88, 122, 124, 128, 130, 131, 134 Life and Society 121-122, 131
Navy 32, 33 Personalities 173-179
Personalities 179-180 Danutja 14
Arivor 72, 73 Dark Ages 15, 16, 48, 72, 138, 187
Arkos II, Shah of Arania 19, 77-78, 179 Dark Eye 132, 138, 139, 141
Assaf 10 the First 8
Atmaskot “Blood Guzzler” 42, 45 Dark Lands 22, 32, 66, 80, 100-105, 109
Aventuria, the Continent of 20 Life and Society 139
Baburin 13, 77, 79, 88 Personalities 183-186
Baliho 16, 48, 62-63 Darkencrest Mountains 20, 61, 69
Baliiri, Oath of 17, 72 Darpat River 9, 66, 67
Bardo 18, 64, 171, 188 Darpat River Bend, Battle of the 15, 16
Bastrabun 9, 13, 14, 88, 91, 187 Darpatia 19, 60, 61-62, 63, 67, 68, 100, 130
Beautiful Empress 15 Dassareth 13, 14, 78
see also Horas, Hela- Day of Wrath 10, 70
Beilunk 19, 102, 128 Deep South 26, 109
Beilunk Mountains 70, 100, 104 Personalities 182-183
Beilunk Riders 120, 132, 133 Deepenborg 50, 51
Belenas 16, 94, 95 (as Mengbilla) Demon Battle
Belhanka 73, 128 First 16, 61, 64, 76
Beni Nurbad 14, 88 Second 16, 62, 64, 136, 188
Bennain Third 45, 62, 102, 136, 137, 188
Efferdan ui 174-175 Demon Crown 101, 102
King Cuano ui 65, 68, 164 Demon Master 62, 119
Queen Inver ni 60, 65, 164, 165, 166 Dimiona 19, 22, 32, 78, 101, 102, 103, 184
Regent Emer ni 18, 22, 60, 62, 165 Dragon Island 110, 111-112
Bethana 73 Dragon War
Bethanians First 7, 8
see Borbarad Second 8, 9-10, 11, 13
Bjaldorn 100, 102, 157 Dragon, Elder 7, 8, 13,
Black Alliance 93-95, 96, 97 Drôl 15, 71, 72, 73-74,
Army 29 Dwarfs
Navy 31 Anvil 69, 70
Black Sickle Mountains 20, 21, 60, 61-62, 100 Diamond 10, 21, 69, 70
Bloody Sea 101, 128 Forefathers of the 8-10
Bodir River 20, 44, 46, 47, 48 Hill 21
Boran 18, 101, 102, 103 Ore 69
Borbarad Personalities 173
Religion 20, 22, 103-104 Wild 69, 70
Master of Demons 13, 19, 21, 22, 42, 44, 101-102, 118, 119 Dwarrow 63
Borbaradian Eestiva 100, 103
Invasion 30, 33, 53, 61-62, 70, 102, 103, 105, 120, 132 Efferd 6-7, 8, 16, 22, 45, 134, 136, 140
Movement 22, 42, 44, 80, 93, 104 Brotherhood of 128, 133
Boron 22, 55, 93, 140 the month 134, 136
the month 134, 136 Wall of 111

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jeroen vermaning (order #2090064) 6
Index
Efferdan I 31, 56-57 Goldenrock Mountains 21, 22, 70, 119
Elburum 13, 78, 88, 93, 101, 103, 128 Goldenrock Telescope 138
Elem 13, 14, 16, 88, 91, 92, 94 Gorfang 11, 38
Elenvina 20, 61, 63 Goria 13, 78, 88
Eleonora, Shahi of Arania 19, 32, 77-78, 179 Gorian Desert 21, 77, 101, 119
Elvenhus 20, 61, 63 Grangor 45, 74, 112, 120, 128
Elves 10-11, 14, 15, 52-54 Great Maelstrom 111-112, 114
Army 30 Great Plague of Al’Anfa 17, 19, 94
High 11, 61 Great River 20, 33, 48, 60, 61, 63, 65, 66
Ice 11, 21, 35, 52 Great Swarm 13
Lea 11, 21, 52 Green Plains 11, 21, 40, 43, 52, 53
Life and Society 21, 27, 122, 129, 132, 134, 137-138, 140 Griffinsford 15, 19, 48, 60, 61, 65, 70
Light 10-11 Grimmfrost Wastes 20, 21, 35, 52
Silvan 11, 21, 39, 52, 53 Grolm 22, 48, 140
Steppe 11, 21, 52, 53 Gron’gu’mur 12
Enqui 45, 49, 50, 128 Gror 78, 137
Eslam of Eslamabad 165 see also Rur and Gror
Eslamides Gulaghal, Jaguar Temple of 12, 13
see Almadan Dynasty Gulf of Riva 38, 39, 51
Eslamsbridge 102, 103 Gurthar, Tribal Father 10
Eslamsgrub 63 Gwen Petryl 7
Eternan Mountains 21, 22 Gyldenland 14, 45, 109, 110, 112-116, 117
Fairfield 14, 16, 17, 18, 21, 22, 71-75, 76, 85, 188 Life and Society 122, 129, 132, 138
Life and Society 120, 125, 132, 133 Settlers 11-12, 14, 21, 50, 70, 72, 76, 129
Famerlor 7 H’Rabaal 8-9, 13, 16, 17, 94, 96, 97
Far North 19, 20, 34-35, 102 Haal, Emperor 18, 19, 62, 64, 124, 134, 156, 161, 188
Personalities 156-157 Half-Elves 52, 139
Farlorn 39 Haranija 13, 78, 88
Fasar 13, 26, 31, 78, 87-88, 89, 118 Harben 32, 60-61, 65, 128
Fatas 6 Harbosh, Tribal Father 10
Feqz 13 Harika of Bethana 76, 106, 111-112, 119, 175
Ferdok 15, 17, 48, 64 Harvest Feast Massacre
Ferkina Tribe 13, 21, 80, 81, 87, 116, 122 See Gareth, Harvest Feast Massacre of
Festum 16, 20, 25, 32, 41, 42, 45, 80, 81, 120, 128, 133, 136 Havena 15, 17, 19, 32, 53, 60, 65, 66, 124, 128, 133
Festum, Edict of 12 Helme Haffax 22, 32, 80, 101-102, 103, 104, 185
First Sun, Land of the 13 Hemandu 103
Firun 6-7, 22, 35, 52, 100 Heptarchs 19, 30, 32, 93, 100, 102, 118
The month 134, 136 Heptarchy 22, 30, 100-101, 133
Firun’s Empire 34-35 Hesinde 7, 8, 22, 41, 70, 133, 138, 141, 143
Firun’s Wall Mountains 48, 50 the month 134, 136
Firunen 43 Hesinde’s Wisdom 7
Firunia 40 Hetman 22, 23, 26-27
Fog Moors 20, 53, 68 Supreme 22, 23, 27, 33, 161
Forest Islands 21, 31, 71, 93, 98-99, 109 High Eternan Mountains 85
Forest People 11, 12-13, 92, 94, 96, 98 Hjalding People 14, 45, 46, 48, 113, 117, 122
Life and Society 21, 22, 26, 118, 121, 122, 132, 139, 140 Hluthar 15
Fount River 16, 20, 38, 40-41, 42, 43 Honeyngton 60, 65-66
Fount Stronghold 30, 40 Horas 19
Fountland 11-12, 14, 18, 19, 20-22, 40-44, 45, 53, 62, 100, 102, 108, 188 Amene- 19, 22, 72, 76, 174, 179, 188
Army 30 Belen- 15, 16, 187
Life and Society 23, 25, 120, 121-122, 125, 131, 134 Fran- 15-16, 64, 187
Navy 32 Haldur- 15, 187
Personalities 158-160 Hela- 14, 15-16, 17, 64, 72, 88, 188
Frisov 35, 64 Murak- 13-14, 88, 187, 188
Frisund River 35, 39, 52 Svelinya- 16, 187
Frozen Peaks Mountains 20 the planet 138
Fuldigor, Elder Dragon 6, 8, 40, 107, 138 Horasrealm 14-16, 21, 71-75, 76, 96, 98, 106, 118
Furalm, Tribal Father 10 Army 28, 29, 30
Gadang 13, 14, 78, 88 Life and Society 23-24, 121, 124-125, 126, 129-131, 132, 134, 139, 151
Battle of the 14, 15, 88 Navy 32
Magician-Moguls of 13, 14, 77, 78, 88 Personalities 173-179
River 13, 87 Hôt-Alem 18, 33, 91, 96, 97, 109, 128, 131
Galotta 19, 22, 30, 61, 100, 102, 105, 120, 184 Human People 6, 7, 8, 10, 14-18, 21, 27, 121-122
Gareth 15-17, 19, 20, 24, 27, 45, 48, 60, 62, 64, 72, 124, 133 Hylailos, Kingdom of Both 71, 76-77
Dynasty 188 Ibonka 99
Harvest Feast Massacre of 16, 136 Ice Barbarians 35
Pamphlet 17, 129 Ifirn’s Column 111
Garethian Age 78, 88 Ifirn’s Ocean 21, 46, 71, 117
Garetia 33, 52, 60, 61, 71, 107, 130 Ilsur 100, 103-104
Gashok 50 Ilumnestra 8
Geode Revolt 9 Imperial Twins 64, 184
Geodes 9, 10, 61, 69, 118 see also Bardo and Cella
Gerasim 39, 52 Ingerimm 6-8, 16, 22, 69, 107, 112, 140
Giants 6-7, 21, 48 the month 20, 134, 136
War of the 6-7 Ingra Knolls 61, 69
Gilia of Kurkum 184 Iron Forest 20, 21, 61, 63, 67, 69, 70
Gjalska 44-46 Island of Yumuda 111
Glorana 19, 20, 22, 39, 100, 184 Jaguar Temple of Gulaghal 12, 13
Glorania 30, 100 Jergan 93, 101, 104, 128
Goblins 11, 14, 15, 16, 22, 27, 41, 53, 102, 105, 108 Battle of 18
Life and Society 123, 134, 137, 138 Jilaskan 17, 101

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Index
Joborn 55, 57 Mohaha
Jukuk-Speaks-With-Beasts 11 see Moha
Kahet Ni Kemi 98 Moonsilver Age 78
Kamaluq 12, 22, 92, 137 Mysob River 12, 21
Kauca 6 Mystery of Kha 7, 118, 137
Keft 18, 84, 85, 134 Nagrach, Archdemon 20, 100
Oasis 18, 188 Nagrach River 40
Kemi Forest People 12 Nandus 138
Kendrar 45, 46 Nations of Aventuria 34-105
Kettle of Rebirth 13 Nebachot 13, 16, 66, 78, 88
Kha, Mystery of 7, 118, 137 Needmark 40, 42, 43, 107
Kharkush 48 Neersand 16, 32, 42, 43, 128
Khefu 18, 96, 98 Neetha 75, 85, 128
Khezzara 48 Nemeka 12, 94
Khôm 18, 62, 85 New Empire 8, 14, 16-18, 64, 80, 88, 187, 188
Desert 8, 18, 21, 26, 84, 85, 119, 122, 141 Niobara of Anchopal 8, 134, 138
Khoram Mountains 21, 87 Nivese 11-12, 14, 20, 21-22, 38-39, 41, 100, 103, 104
Khunchom 13-14, 18, 31, 33, 78, 80, 87, 88, 89, 93, 122, 128, 133 Life and Society 122, 123, 129, 132, 137, 138, 139, 140
Sultans of 187 Personalities 156-157
Knights of the Order of the Theater 14, 16, 17, 42, 78, 107 Steppe 138
Kobolds 22, 123, 140 Norbardes 14, 21, 41, 45, 88, 100, 103, 104
Korogai (ork tribe) 47, 48, 49, 50 Life and Society 27, 118, 122
Kosh 21, 60, 61, 62, 67 Norcastle 42, 43
Kosh Mountains 20, 21, 61, 63, 67, 69 Northern Marches 60, 61, 63, 66, 67
Kunga Suula 14 Northland Barbarians 21
Kun-Kau-Peh 12 Nostria 11, 15, 16, 20, 22, 45, 55-56, 57, 68, 128
Kuri 38 Army 31
Kuslik 14, 56, 74, 75, 119, 128, 132 Life and Society 23, 24, 118, 121, 130, 134
Dynasty 15, 16, 72 Navy 33
Emperors 16, 94, 188 Novadis 18, 21, 84-86, 87, 88
Kvill River 11, 20, 21, 38, 51, 52 Army 30
Kvirasim 52, 54 Life and Society 26, 27, 118, 122, 123, 134, 137, 140, 141
Kyndoch 66 Nuran Riva River 38
Lamprey, Lake 10, 20, 53, 68 Oblarasim 39, 52
Land o’ Giants 106-109, 112 Oblomon River 20, 21, 39
Land of the First Sun Ogeron 7
see First Sun, Land of the Ogre Wall 100, 102
Leskari 39 Ogres 7, 15, 16, 18-19, 22, 62, 64
Letta River 38, 52, 103 Life and Society 123, 137
Light, World of 10 Oijaniha 12, 92
Liska 11, 38, 138 Old Empire 14, 16, 91, 122, 123, 187-188
Lizard Marshes 91-92 Old People 10
Personalities 180-181 Oldtoll 102
Llanka 13, 104, 105 Olport 14, 45, 46, 128
Lord of Ore 9, 10 Ordamon the Brave 8-10
Los 6, 141 Order and Stagnation (First Sphere) 6
Lowangen 20, 50, 51 Organa, daughter of Ordamon 9
Mada 11, 134, 138 Ork Skull Steppe 20
Mada Basari 78, 87, 120, 133 Ork Storm 30, 31, 54, 62, 63, 64, 65
Mada’s Mark 134, 137-138, 141 Orkland 8, 10, 20, 22, 47-49, 51, 70
Madaya 10-11 Personalities 160-161
Magician-Moguls of Gadang Orks 11-12, 15-16, 17, 19, 20, 22, 45, 47-51, 53, 56-57, 60-61, 64, 70
See Gadang, Magician-Moguls of Army 31
Ma’hay’tamim 32 Life and Society 27, 123, 134, 137-138
Malkillah III, Caliph 18, 30, 84, 85, 181, 188 Oron 13, 19, 22, 78, 88, 100-102, 103, 105
Manakus Riots 12, 13, 17, 94 Army 32
Manaq 12, 13 Orrakhar 48
Maraskan 8, 9, 13, 16, 17, 18, 19, 21, 22, 78, 80-81, 88, 101-105, 106 Ouvenmas 43-44
Life and Society 118, 119, 121-122, 132, 133, 141 Paavi 22, 35, 39, 100, 104
Mountains 101 Pale-as-death Prophet
Meadows 19, 60, 62, 101 see Nemeka
Mendena 32, 93, 100, 102, 104, 128 Paligan Family 17, 94
Mengbilla 13, 16, 17, 18, 26, 31, 72, 91, 93-95, 128 Peace Emperors 15, 16, 72, 187
Meridiana 18, 94, 96 Peace of Kuslik 18, 19, 76, 188
Methumis 74, 132 People of Aventuria 21-22
Mhanadi, Guardians of the 33 Peraine 6-7, 22, 65, 77
Mhanadi River 13, 21, 25, 78, 87, 88, 89 the month 134, 136
Mhanadistan 13, 14, 87-90, 107 Perainefords 61, 66
Life and Society 29, 122 Perricum 13, 16, 32, 62, 66, 78, 88, 93, 128, 132
Personalities 180-181 Gulf of 102, 104, 105
Mherwed 85, 86, 87, 88, 94, 125 Perval 18, 188
Middenrealm 7, 16-19, 20-21, 22, 42, 48, 53, 60-68, 70, 71, 72, 76, 80, 88, 96, Phex 7, 8, 22, 70, 87-88, 97, 101
97, 98, 100, 101 the month 134, 136
Army 28-32 Phexcaer 48-49
Life and Society 23-24, 25, 27, 118, 119, 121-122, 124, 125-126, 129-131, 133, Port Corrad 17, 18, 94, 95, 128
134, 140 Port Stoerrebrandt 98-99, 128
Navy 32-33 Praios 7-8, 16, 22, 61, 129, 138, 139, 140
Personalities 161-172 the month 134, 136
Mirham 8, 13, 16, 17, 18, 23, 31, 91, 94, 95, 96 Prem 22, 45, 46, 128
Misty Peaks Mountains 20, 35, 137 Priest-Emperors 14, 17, 42, 45, 62, 80, 123, 188
Moha 12, 39, 92, 113, 116, 129, 137, 138, 139 Protector of the Empire 19, 62, 64, 124, 188

World of Aventuria 191


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Index
Punin 15, 22, 61, 66-67, 124, 133 Army 31
Pyrdacor 7, 8-10, 11, 13, 21 Life and Society 23, 26-27, 118, 120, 121, 122, 129-131, 137, 139-140, 141
Ragath 67 Navy 33
Rahja 7, 21, 22, 77, 79, 101 People 14, 21, 22, 50, 60
the month 134, 136 Personalities 160-161
Raidri Conchobair 19, 68, 164, 170 Thousand-Ogre Battle 62, 157
Rain Mountains 9, 12, 21, 26, 88, 92 Thunderbrook 22, 50, 52, 54, 68
Raller River 20 Tjolmar 45, 50, 51
Rashdul 30, 31, 85, 87, 88, 90 Tobria 14, 19, 41, 44, 53, 60, 61, 62, 66, 100, 102,105, 121
Rashtul 7 Tobrian Sea 20, 32, 44, 103, 104
Wall of 9-10, 13, 21, 70, 87, 107 Tocamuyac 12, 92, 109
Rastar “Ogrescare” 45, 157 Tonko-Tapam Bohantopa 13, 183
Rastullah 18, 21, 22, 26, 84-85, 87, 118, 130, 134, 141, 188 Torbensson, Supreme Hetman Tronde 33, 45, 161
Rastullahella 134, 136 Trahelia 30, 96, 98, 122
Rat Child 22 Trallop 50, 62, 68
Raul of Gareth 16, 17, 62, 96, 129, 188 Treaty of 11, 54
Red Sickle Mountains 22, 41, 53, 54, 62 Travia 7, 22, 62, 140
Red-Haired People 11, 38, 139 the month 134, 136
Religions 22 Trivina 115-116
Rethis 76, 77, 128 Troll Peaks 100, 102
Rhazzazor 22, 100, 102, 105, 185 Mountains 7, 10, 19, 21, 22, 62
Ridgesrock 67 Troll Wars 15, 16
Riva 21, 45, 49, 50, 51, 128 Trollgap 19, 62, 100
Rogolan 9, 10, 70, 122 Battle of 19, 30, 62, 102, 132
Rohal the Wise 8, 17, 62, 72, 88, 94, 123, 129, 134, 188 Trolls 7, 15, 22, 107, 123, 137
Rommilys 61, 67 Tsa 6-7, 22, 140
Revered Couple of 164-165 the month 134, 136
Rondra 7-8, 16-17, 22, 29, 45, 73, 79, 107, 121 Tulamides 9, 11, 13-14, 16, 17, 21, 22, 41, 61, 66, 77, 80, 87-88, 89, 91,
the month 134, 136 94, 125, 132, 134, 141, 187
Rorkvell 51 Tundra 20, 38
Rude 16, 188 Tuzak 18, 19, 101, 105, 128
Rur and Gror 22, 103, 141 Twelvegod belief 21, 22, 38, 72, 87, 101, 118, 129, 140
Sala mandra 10 Two Hundred Days of Gareth 15, 16
Salamander Stones 10-11, 20, 21, 38, 52, 53 Ucuri 7, 138
Saljeth, Battle of 15, 16, 48, 70 Uhdenmount 54, 68
Salta 45, 56 Umbracor, Elder Dragon 112
Battle of 45 Umrazim 10, 48, 50, 70
Salterhaven 56 Unau
Sanin d. A., Admiral 14, 15, 33, 45 see Caliphate of Unau
Satinav 6, 53, 87, 137 Uriel of Needmark 19, 42, 102, 160
Satraps 13, 78 Uthuria 12, 13, 21, 109
Scorpion Wars 14, 78 Vae 11
Sea of the Seven Winds 20, 46, 55, 60, 110-112 Valley of the Walking Thunder 35
Selem 9, 13, 16, 21, 26, 88, 91-92, 94, 122, 128 Vallusa 22, 44, 100, 101, 125, 128
Sevirya 30, 40, 41, 43 Vallusian Meadows, Battle of the 19, 42, 44, 102
Shamaham 104-105 Valpo the Drinker 18, 188
Shikanydad 80-81, 101 Velvenya Karinor 17, 94
Ship of Time 6 Vinsalt 18, 22, 72, 75, 76
Silas 75, 132 Visar 12
Silk Meadows, Battle of 19, 48, 64 Wahjad 91
Simia 11, 138 Wailing Islands 110, 111
Sinoda 80-81, 93, 101 War of Succession 18, 188
Sky Wolves 11, 22, 38, 107 Warkhome 48, 68, 123, 124
Song of Jurga 14, 111 Warunk 19, 22, 61, 100, 102, 105, 119
South Sea 32-33, 109 Waskir 46
Spheres 6, 7, 8, 53, 119, 123, 134 Wealbeck River 20, 40, 43
Starpnika 14 Wide River 20
Stoerrebrandt, House 21, 32, 42, 98-99, 120, 133 Windhague 60-61, 65, 66
Stone Oak Forest 20 Mountains 20, 60
Sulman al-Nassori 13, 88, 187 Winhall 60, 68
Sumu 6, 141 Wise Emperors 16, 17, 188
Svellt Wolves, Children of the 38-39
City League 19, 22, 31, 45, 48, 49-51, 122, 131 World’s Creation 6
Mountains 20 Wudu 12, 13, 16, 94
Personalities 160-161 Xagul 9, 10
River 51 Xeraan 22, 30, 32, 41, 100, 104, 186
Valley 12, 19, 20, 47, 50, 92 Xoldarim, Tribal Father 10
Swafnir 22, 45 Xorlosh 9, 10, 21, 61, 70
Swafnirsland 110, 111 Xuragosh 10
Sylla 16, 17, 33, 94, 96, 97, 98, 128 Yaquir River 9, 13, 14, 15, 16, 21, 66, 85, 132
Taiga 20, 38 Yasairabad 105, 128
Taladur 67-68 Years without summer 11, 12
Taya 12 Yetis 22, 35
Tenjos 38 Yeti’s Land 8, 20, 22, 35, 111
Teremon 76, 77 Ymra 6
Teshkal 57 Yol-Ghurmak 22, 100, 105, 120
Thalusa 13, 26, 31, 88, 90, 91, 93, 94, 100, 122, 128, 141 Ysilia 13, 22, 62, 88, 100, 102, 105
Thalusia 13, 87-89, 122 Zhamorrah 77, 88
Themodates of Shoy’Rina 17, 94 Zholochai (ork tribe) 47, 48
Thesia of Elmstone 19, 41, 158 Zorgan 13, 79, 121, 128
Thorwal 16, 20, 22, 44-46, 48, 55, 128 Zorrigan 13, 14, 78
Zze Tha 8, 13

192 World of Aventuria


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