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World of Aventuria

This document provides an overview of the fictional continent of Aventuria from the roleplaying game The Dark Eye. It summarizes the various regions, nations, peoples, armies, societies, calendars, and superstitions found within the continent. The continent is described as having a variety of climates and landscapes ranging from frozen tundras to steaming jungles that are home to humans, elves, dwarves, orcs, and other races. The history and politics of the different nations are also outlined.

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100% found this document useful (1 vote)
1K views194 pages

World of Aventuria

This document provides an overview of the fictional continent of Aventuria from the roleplaying game The Dark Eye. It summarizes the various regions, nations, peoples, armies, societies, calendars, and superstitions found within the continent. The continent is described as having a variety of climates and landscapes ranging from frozen tundras to steaming jungles that are home to humans, elves, dwarves, orcs, and other races. The history and politics of the different nations are also outlined.

Uploaded by

Polo_Pou
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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!

www.thedarkeyerpg.com
www.fanprogames.com

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.

www.thedarkeyerpg.com
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
jeroen vermaning (order #2090064) 6
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
jeroen vermaning (order #2090064) 6
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
jeroen vermaning (order #2090064) 6
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.

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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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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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Aventurian Armies and Navies
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

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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.

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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

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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
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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,

68 World of Aventuria
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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,

70 World of Aventuria
jeroen vermaning (order #2090064) 6
The Nations of Aventuria
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,

World of Aventuria 71
jeroen vermaning (order #2090064) 6
The Nations of Aventuria
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’