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Page 1: Svimohzia:The Ancient Isle (preview)
Page 2: Svimohzia:The Ancient Isle (preview)

Svimohzia:

the Ancient Isle

CreditsAuthors: Mark Plemmons and Robert Schwalb

Additional Contributors: Lloyd Brown III, Brian Jelke, Steve Johansson, David S. Kenzer, James MishlerEditors: Brian Jelke, David S. Kenzer, Mark Plemmons

Art Director/Graphic Design: Mark PlemmonsCover Illustration: Talon Dunning

Interior Artists: Thiago ‘Grafix’ Carvalho, Caleb Cleveland, Thomas Denmark, Allan Ditzig, Talon Dunning, Marcio Fiorito, Mitch Foust, Jacob Glaser, Ginger Kubic, Darrell Langley, Patrick McEvoy, Chris Malidore, Jeremy Mohler,

David Esbri Molinas, Travis Moore, Eric Olsen, Philip Renne, Joe and Rob Sharp, and Jean-Francois TrudelCartography: Bob Burke, Brian Jelke, Steve Johansson, David S. Kenzer, Mark Plemmons, D.M. Zwerg and Rob Lee

Project Manager: David S. KenzerProduction Manager: Steve Johansson

Playtesters: Rob Lee, Benjamin Lott, John WrightDesign Team: David S. Kenzer, Brian Jelke, Steve Johansson and Jolly R. Blackburn

Table of Contents

1

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Chapter 1: Races and Regions . . . . . . . . . . . . . . . . . . . .3

Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Hobgoblins and half-hobgoblins . . . . . . . . . . . . . . . . . .7Other Humanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Special Humanoids . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Character Description . . . . . . . . . . . . . . . . . . . . . . .14

Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Food and Drink . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Currency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Style of Dress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Language and Naming . . . . . . . . . . . . . . . . . . . . . . .16Age . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Height and Weight . . . . . . . . . . . . . . . . . . . . . . . . . .19

Pronunciation Sampler . . . . . . . . . . . . . . . . . . . . . . . .20Chapter 2: Classes and Paths . . . . . . . . . . . . . . . . . . . .21

Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Career Paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Prestige Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27

Chapter 3: Weapons, Equipment and Magic . . . . . . . .35Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40Musical Instruments . . . . . . . . . . . . . . . . . . . . . . . . . .41Special Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42Mounts and Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . .44Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45

Chapter 4: the Kingdom of Meznamish . . . . . . . . . . . .51Chapter 5: the Confederacy of Ahznomahn . . . . . . . .91Chapter 6: the Kingdom of Ozhvinmish . . . . . . . . . .123Chapter 7: the Kingdom of Ul-Karg . . . . . . . . . . . . . .165Chapter 8: the Kingdom of Zazahni . . . . . . . . . . . . . .185Chapter 9: Western Svimohzia and Vohven Jungle . .215Chapter 10: Svimohzish Adventures . . . . . . . . . . . . . .237Appendix A: Glossary . . . . . . . . . . . . . . . . . . . . . . . . .243Appendix B: Key Monsters and NPCs . . . . . . . . . . . .248

Questions, Comments, Product Orders?Phone: (847) 662-6600

Fax: (847) 680-8950email: [email protected]

Visit our website atwww.kenzerco.com

© Copyright 2007 Kenzer and Company. All Rights Reserved.

This book is protected under international treaties and copyright laws of theUnited States of America. No part of this book may be reproduced, without theexpress written consent of Kenzer and Company. Permission is granted to thepurchaser of this product to reproduce sections of this book for personal useonly. Sale or trade of such reproductions is strictly prohibited.

PUBLISHER’S NOTE:This is a work of fiction. Names, characters, places and incidents either are theproduct of the authors’ imaginations or are used fictitiously, and any resem-blance to actual persons, living or dead, events or locales is entirely coincidental.

Manufactured in China

Kenzer and Company511 W. Greenwood Avenue

Waukegan, IL 60087

With respect to trademarks:Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Svimohzia and the Kenzer and Companylogo are trademarks of Kenzer and Company. © 2007 Kenzer & Company, Inc. All Rights Reserved.

Page 3: Svimohzia:The Ancient Isle (preview)

Introduction

WHAT IS KALAMAR?The Kingdoms of Kalamar campaign setting provides a vibrant

land alive with rich cultures, imminent danger and complex

intrigue. It is also a world rife with adventure, where fantastic

creatures roam the wilderness, evil clerics worship deities hell-

bent on destruction, and the dead rise again to spread terror

throughout the world. Here, complex political alliances mix

with marauding bands of humanoids, and technology and

industry come face to face with magic and the fantastic.

Combining all the elements of fantasy you’ve come to enjoy

with a strong medieval world based on real geographical, social

and political features, this dynamic world remains enjoyable

long after the novelty of the “tourist bazaars” wears thin.

Whether you dream of exploring the ruins of a lost civilization,

warring with barbarian horselords for control of territory,

guarding your elven home against the human threat or ridding

the desert of undead abominations, the Kingdoms of Kalamar

provides the where and how, without sacrificing continuity or

common sense.

The setting is named after the great Kalamaran Empire,

which once covered much of the continent of Tellene. But time

weighs heavy upon all, and the empire’s reach is not what it once

was. Its provinces declare independence, hobgoblin kingdoms

thrive and foreign empires expand, while the monsters of the

land grow stronger than ever.

Many races of beings populate Tellene, including humans,

elves, dwarves, gnomes, halflings, hobgoblins and a variety of

monsters. The lands of Tellene are often referred to as the

Sovereign Lands, and include the kingdoms of Brandobia, the

Kalamaran Empire, the cities and city-states of Reanaaria Bay,

the Isle of Svimohzia, the Wild Lands and the Young Kingdoms.

WHAT IS SVIMOHZIA?A great island continent, Svimohzia (rhymes with “swim-o-

zee-uh”) has a checkered history built on conquest, revenge,

treachery and betrayal. Much of Svimohzia remains a place of

unspoiled, verdant beauty, with vast stretches of land so far

uncultivated by human hands. Areas scarred by warfare, plague

and tragedy, dominate other parts of the island, with sprawling

metropolises serving as the seats of power for those strong

enough to hold them. Yet, no matter where you journey, you

will find Svimohzia is a place ripe for legends both old and new.

Considering Svimohzia’s cultural and historical placement in

Tellene, it is fitting it should be the first book covering a region

in such extensive detail, peeling away the half-truths and secrets

to unearth the foundations of civilization. This book promises

unprecedented detail, building on the foundation of the

Kingdoms of Kalamar campaign setting and other sources to

explore Svimohzia in a complete and mature manner, fleshing

out its varied cultures, the complex interplay between nation-

states, and the dangers posed by the trackless wilderness.

In short, this book provides everything needed to run a

campaign in this vibrant and exciting land.

As this book deals with the peoples and places of Svimohzia,

we refer to time and chronological events employing the

Coming of Miznoh (C.M.) calendar, which is used by most of

the island’s human population. The Kingdom of Ahznomahn

differs, using Imperial Reckoning (I.R.; the Kalamaran

calendar), while humans and foreign colonies may use their

own system of dating. For details on how C.M. compares with

Imperial Reckoning and other dating systems, consult the

Kingdoms of Kalamar campaign setting sourcebook.

ORGANIZATION

Chapter One: Races and Regions presents a detailed listing

of available character races native to Svimohzia, plus a new

reorganization of character regions and an updated regional feat

system, with revisions of some Svimohz-specific feats. The new,

more specific character regions included here better represent

the options for PC and NPC characters originating on the

Svimohzish Isle.

Chapter Two: Classes and Paths discusses character

options (including starting packages for every class), and also

includes several new career paths and prestige classes.

Chapter Three: Weapons, Equipment and Magic

presents setting-specific options for weapons and equipment

common to native characters, and lists a variety of new spells

most commonly found in this land.

Chapters Four through Nine detail the major kingdoms,

cities and regions of the Svimohzish Isle, from mercantile

Ahznomahn to war-torn Zazahni and beyond.

Chapter Ten: Svimohzish Adventures provides

Svimohzia-specific adventure ideas available to the DM, and

offers tips on incorporating these into your own game.

The Appendices covers statistics for new NPCs and

monsters, as well as the glossary and index.

WHAT YOU NEED TO PLAY

This campaign resource assumes that you have access to the

three core rulebooks of the Dungeons & Dragons game: the

Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG) and

the Monster Manual (MM). This product uses updated material

from the v.3.5 revision of the D&D rules. As this book supple-

ments the Kingdoms of Kalamar fantasy campaign setting, it is

also useful to have the Kingdoms of Kalamar campaign setting

sourcebook and the Player's Guide to the Sovereign Lands.

If you are not using the D&D v3.5 system, simply ignore or

revise the game mechanics to fit your own campaign.

Fortunately, a clever DM should be able to utilize most of the

material in this tome for any other game system or fantasy

campaign setting.

HackMaster players can find conversion information for this

product on the Kenzer and Company website.2

Page 4: Svimohzia:The Ancient Isle (preview)

Forest, having pointed ears, somewhat lighter skin and slighter

frames.

Zassho: The name for the ancestral peoples of eastern

Svimohzia and the Mezh-Vowmi Isle. See Ahznoms and

Ozhvins (above) for more information on these folk.

Zazahnii: Miznoh’s conquest forever changed the lives of the

southern Mewhi people. In an effort to avoid unwanted

warfare, they accepted the emperor, and refused to fight him

and his legions. As they pledged their loyalty to the Emperor,

sickened by the death, he spared the Mewhi, and let them live

their lives as they would, but as subjects of the Empire. With

Miznoh came soldiers of Meznam-Zassho blood who took

wives from the Mewhi people, creating the modern Zazahnii.

However, some pureblooded Mewhi retained their indepen-

dence and their racial heritage, avoiding contact with their

conquerors. After Zazahni collapsed from a cohesive state into

a chaotic civil war, some of these pureblooded Mewhi fled to

Meznamish and Ozhvinmish, while a few others remain in

Zazahni.

Modern Zazahnii are the descendants of the Mewhi and

Meznam-Zassho ancestors. Culturally confused, they under-

stand the value of peace, but feel that peace is achievable only on

their terms. Most Svimohz have a difficult time interacting

with these people for long, and often call them duplicitous.

Zazahnii are less muscular than the Meznams, but their

shorter builds make them look barrel-chested and ungainly.

They have broad faces, wide noses and soft brown eyes. They

have the darkest coloring of all the people in Svimohzia.

Vohven Dejy Humans

Pockets of native Dejy reside within the Vohven Jungle,

driven deep into the jungle by the more warlike races, especially

the Kargi hobgoblins. Their first movement was southward, in

avoidance of the wild elf tribes of the north, and in the hope of

finding new lands on the other side of the jungle. Failing that,

they then moved northward again, acquiring new social

customs and survival skills along the way as they fought against

the frightening moss trolls, green apes and other creatures that

lived beneath the green canopy. Once settled in their new

location they split into three major factions divided into east,

west and south. They then further divided into smaller groups,

which remain largely separated and independent due to their

geographic isolation in this massive and largely uncharted

wilderness covering nearly 150,000 square miles.

While most outsiders believe that all Vohven Dejy are

barbaric savage, in truth, however, over half of the tribes are

peaceful hunter-gatherers who want nothing more than to live

their lives in peace and do battle only when attacked. Each tribe

has a leader (an Ony), who gains his position either through

inheritance, participation in title associations, or selection by

the residing Ony. Every Ony is a direct descendant of the

founding Ony of each tribe.

Some of the more prominent groups are listed below, though

the jungle is vast, and the DM may choose to add more with

little to no hope of overcrowding. Most Vohven Dejy stand

about 4 1/2 to 5 feet tall, with skin in varying shades of brown,

Chapter One: Races and Regions

5

An unusual meeting of Meznam, Ahznom, Kargi, savage Vohven Dejy, Zazhanii and Ozhvin.

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Chapter One: Races and Regions

TABLE 1-2: REGIONS

REGION HUMAN SUBRACES HUMANOID SUBRACES FAVORED DEITIES1 RECOMMENDED/REGIONAL FEATS

Ahznomahn Ahznom, Zassho Wild Elf2, Half-Elf2, the Landlord, the Founder, Bazaar Veteran, Born to the Saddle,(mainland) Rock Gnome, Lightfoot Halfling the Traveler, the Holy Mother Foe Hunter3

Ahznomahn Ahznom - the Landlord, the Founder, Bazaar Veteran, Glib Tongue(Mezh-Vowmi Isle) the Traveler University Trained3

Awhom Forest Ahznom, Ozhvin, the Knight of the Gods, Fearless, Foe Hunter3, One Eye Open3

(outskirts) Zazahnii - the Eternal Lantern,the Powermaster, the Old Man

Bronish Brandobian, Meznam Lightfoot Halfling the Peacemaker, the Pure One Circle of Friends, Dragon Blood,Touch of Rhingoryx3

Dashan Mountains Meznam Stone Dwarf, Mountain Dwarf, the Founder, the Earth Mother, Foe Hunter3, Metal's Mettle3,Rock Gnome the Watcher, the Holy Mother, Two-Weapon Fighting

the Eternal LanternEhniven Marsh Meznam - the Old Man, the True Foe Hunter3,TrackImomena Hills Ozhvin, Zazahnii Hill Dwarf, Lightfoot Halfling, the Holy Mother, the True, Foe Hunter3, Power Attack,Toughness

Rock Gnome the Knight of the Gods,the Traveler, the Powermaster,the Coddler

Krimppatu Mountains - Dark Elf, Kargi Hobgoblin the Prince of Terror, Foe Hunter3, One Eye Open3, Stealthythe Creator of Strife,the Dark One

Menamo Hills Meznam, Ozhvin Hill Dwarf, Lightfoot Halfling, the True, the Powermaster, Foe Hunter3, Skeptic,ToughnessRock Gnome the Guardian, Risk

Mewzhano Bay Meznam Mountain Dwarf the Holy Mother, the True, Athletic, Born of the Cradle, Foe Hunter3

the Shimmering One,the Founder, the Landlord

Meznamish Meznam Mountain Dwarf the Holy Mother, the True, Eyes of Fury, Foe Hunter3, Patiencethe Shimmering One,the Founder, the Landlord

Miznoh Forest Ozhvin Wood Elf,Wild Elf the Knight of the Gods, Born of the Cradle, Foe Hunter3,the True, the Powermaster, Mighty Brachiation3

the Eternal LanternMizohr Woodlands Meznam Rock Gnome,Wood Elf the Guardian, the Mother of Foe Hunter3, Mighty Brachiation3,Track

the Elements, the Bear,the Great Huntress

Nazguk Hills - Kargi Hobgoblin the Dark One Iron Will, Strong Gut3,ToughnessOzhvinmish (western) Ozhvin, Mewhi, Wood Elf, Half-Elf the Knight of the Gods, Born of the Cradle, Foe Hunter3,

Kalamaran, Brandobian, the True, the Powermaster, Martial Adaptability3

Reanaarese, Dejy the Eternal Lantern, the GuardianOzhvinmish (eastern) Ozhvin,Ahznom Rock Gnome,Wood Elf, Hill Dwarf, the Powermaster, the True, Alertness, Foe Hunter3, Patience

Lightfoot Halfling,, Half-Elf the Knight of the Gods,the Raiser, the Eternal Lantern

Svomawhom Forest Ozhvin, Zazahnii - the Knight of the Gods, Foe Hunter3, One Eye Open3,Trackthe Powermaster, the Old Man

Tanezh Mountains Meznam, Zazahnii Mountain Dwarf the Holy Mother, the Founder, Foe Hunter3, Metal's Mettle3,the Eternal Lantern Two-Weapon Fighting

Ul-Karg - Kargi Hobgoblin the Dark One Dealer in Flesh3, Foe Hunter3,Power Attack

Vohven Jungle interior Vohven Dejy Wild Elf the Battle Rager, the Mother of Foe Hunter3, Jungle Native3,the Elements, the Bear, Mighty Brachiation3, One Eye Open3

the Storm Lord,the Great Huntress

Vohven Jungle outskirtsZazahnii,Vohven Dejy Wild Elf, Half-Elf the Old Man, the Battle Rager, Born of the Cradle, Dealer in Flesh3,the Knight of the Gods, Foe Hunter3

the Bear, the Raiser,the Great Huntress

Vrandol Brandobian, Sehzal2 Hill Dwarf the Lord of Silver Linings, Dealer in Flesh3, Deceitful, Foe Hunter3

Raconteur, the Landlord, Risk,the Emperor of Scorn

Whisvomi Forest Brandobian, Meznam Lightfoot Halfling the Peacemaker, the Pure One Foe Hunter3,Touch of Rhingoryx3,TrackZamul Forest - Kargi Hobgoblin the Dark One, the Rotlord Carrier3, Foe Hunter3

Zazahni Zazahnii Wild Elf, Hill Dwarf, the Knight of the Gods, Born of the Cradle, Martial Adaptability3,Lightfoot Halfling, Rock Gnome the Old Man, the Battle Rager, One Eye Open3

the Storm Lord, the Corruptor,the Harvester of Souls,the Seller of Souls,the Creator of Strife

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IRON TOUCH OF BROG-TUUAKH [GENERAL]

You have learned to strengthen weak areas of the body.

Prerequisite: Hobgoblin or sil-karg. Though the hobgoblins

of Norga-Krangrel attribute this feat to Kruk-Ma-Kali, the Kargi

hobgoblins call this the Iron Touch of Brog-Tuuakh.

Benefit: Reduce the critical multiplier by 1 factor when your

character takes damage. Thus, an axe that normally deals x3

damage on a critical hit inflicts only x2 damage.

Special: You may select this feat only as a 1st-level character.

The Iron Touch of Kruk-Ma-Kali feat appears in the Player's

Guide to the Sovereign Lands.

JUNGLE NATIVE [REGIONAL]

You have adapted well to the environment of the jungle-

covered areas of Tellene.

Prerequisite: Raised in the Vohven Jungle interior; or

Obakasek Jungle interior.

Benefit: Choose either a +4 bonus to two of the following

skills, or a +2 bonus to all four skills: Hide, Move Silently, Search

and Spot. This bonus applies only within your native jungle.

Special: You may select this feat only as a 1st-level character.

If you select this feat, you may take no other regional feats.

MAGICAL AFFINITY [REGIONAL]

You have a minor talent for arcane magic.

Prerequisite: Int 13 and raised in Cosdol or Pel Brolenon; or

Int 13 and Gray Elf, High Elf, or Rock Gnome.

Benefit: You know and can cast one 0-level spell per each

point of your Intelligence modifier, per day. (A character with a

+2 Intelligence modifier can cast two 0th-level spells, once per

day. You may not use this feat to cast the same spell more than

once per day). These spells are in addition to any you gain for

caster levels. Subsequent adjustments to your Intelligence may

alter the number of 0-level spells gained with this feat.

MARTIAL ADAPTABILITY [REGIONAL]

Your region breeds disciplined, but adaptable, fighters.

Prerequisite: Raised in Zazahni or western Ozhvinmish.

Benefit: You gain proficiency with all martial weapons.

Special: You may select this feat only as a 1st-level character.

If you select this feat, you may take no other regional feats.

METAL’S METTLE [REGIONAL]

Your family worked in metal for centuries, and they passed

their knowledge down to you.

Prerequisite: Raised in Dashan Mountains, Tanezh

Mountains; or dwarf.

Benefit: You gain a +2 bonus to all Craft (armorsmithing) and

Craft (weaponsmithing) checks relating to items made all, or

mostly, of metal. You gain a +2 bonus to Appraise checks relating

to metal items and a +2 bonus to Profession (armorsmith) and

Profession (weaponsmith) checks regarding metalwork.

Special: You may select this feat only as a 1st-level character.

If you select this feat, you may take no other regional feats.

MIGHTY BRACHIATION [REGIONAL]

You can move through the treetops of your home almost as

easily as you can walk.

Prerequisite: Raised in Miznoh Forest, Mizohr Woodlands

or Vohven Jungle; or in a forest from another land.

Chapter One: Races and Regions

13

Zhano Headlands Meznam Lightfoot Halfling, Mountain Dwarf the Holy Mother, Risk, Foe Hunter3,Toughness,Trackthe Eternal Lantern

Zhano-mewhi Bay Zazahnii Kargi Hobgoblin the Old Man, the Battle Rager, Dealer in Flesh3, Foe Hunter3,the Dark One, Power Attackthe Knight of the Gods,the Raiser

1Listed in order of prominence2Mostly slaves or lower class3New feat in this book

Page 7: Svimohzia:The Ancient Isle (preview)

Chapter One: Races and Regions

PRONUNCIATION WORD SAMPLER

Ahznomahn (ähz nO män): A small confederacy on theisland of Svimohzia.

Anowhizh (an O whis): City on the Ozhvinmishii coast.

Arboretum of Clahz (clähz): An area in the heart of theVohven Jungle, where intelligent vegetable creatures aresaid to have originated.

Ashoshani (ä shO shä nE): Capital of western Ozhvinmish.

Awhom Forest (ä hoom): Densely wooded area in eastcentral Svimohzia.

Bronish (brO nish): Free city-state in northwest Svimohziafounded by refugees of Mendarn and Pel Brolenon.

Burzumagh (burz oo mäg): Kargi city in the Zamul Forest.

Dashahn Mountains (du shän): Mountain range in north-western Svimohzia, nicknamed Malachite Heights.

Durbattum River (dur bä tum): River running through theZamul Forest in Ul-Karg.

Ehniven Marsh (e nE ven): A low-lying area on the westernshoreline of Mewzhano Bay, on Svimohzia.

Emosvom (E mOs vOm): Zazahni city located on theIzhoven River and bordering the Vohven Jungle.

Imomena Hills (im O mE nä): Hills located in easterncentral Svimohzia, between Ozhvinmish and Zazahni.

Ivelo River (iv el O): A meandering river in the southernpart of the Meznamishii Valley.

Ivez Estuary (iv ez): Swampy area at the mouth of the Iveloriver on Mewzhano Bay.

Izhano River (iz ä nO): River flowing through Meznamish.

Izhoven River (iz hO ven): Large river flowing south fromthe Imomena Hills through the Vohven Jungle.

Kazullagh (ka zoo läg): A city in Ul-Karg.

Krimppatu Mountains (krim pä too): The westernportion of the Dashahn-Tanezh mountain range.

Lozhen Mountains (lO zen): A dozen active volcanic peakswithin the Imomena Hills, on Svimohzia.

Menamo Hills (me nä mO): The ring of hills that define theeastern Meznamishii border.

Mewhi Marshes (myoo hE): Swamp in southwesternZazahni.

Mewzhano Bay (myoo zä nO): Rocky inlet of the Straits ofSvimohzia.

Mezh-Vowmi Isle (mez vO mE): Island where theAhznomahnii capital, Zha-nehzmish, resides.

Meznamish (mez näm ish): Kingdom whose borders reachfrom the Whizvomi Forest to the Menamo Hills.

Miznahn (miz nän): A city in Ozhvinmish.

Miznoh Forest (miz nO): Forest in northwesternOzhvinmish.

Mizohr Woodlands (mi zôr): Forest in southwesternMeznamish, stretching from the foothills of the Tanezh-Dashahn mountain ranges into the Meznamish Valley.

Monam-Ahnozh (mO näm ä noz): Capital city ofMeznamish.

Nazguk Hills (naz guk): Hills in northern Ul-Karg, at thesouthern slopes of the Krimppatu Mountains.

Nenehi (ne ne hE): City on the eastern edge of Ozhvinmish.

Ozhvinmish (Oz vin mish): Kingdom and largest of theSvimohzish nations that runs along the entire Svimohzishcoast from Meznamish to Ahznomahn.

Ronazagh (rä nuh zäg): Kargi city south of the ZamulForest.

Svimohzia (svim Oz E uh): The massive island dominatingthe southwestern portion of the continent of Tellene.

Svomawhom Forest (svOm uh hoom): Dangerous foresteast of the Imomena Hills.

Svomwhi (svOm whE): Northernmost Zazahnii city on theIzhoven River.

Svowmahni (svou mä nE): Capital city of easternOhzvinmish.

Tanezh Mountains (tan ez): Mountains marking theeastern edge of Meznamish.

Ul-Karg (ool kärg): Hobgoblin nation located in thewestern portion of the Svimohzish Isle.

Vohven Jungle (vO ven): The massive jungle covering thesouthern portions of the Svimohzish Isle.

Vrandol (vran dOl): Mendarn colony on the westernmosttip of Svimohzia.

Whisvomi Forest (whis vO mE): A forest on the westernslopes of the Dashahn Mountains.

Whiven Marsh (whi ven): Swamp bordering the BrandobianOcean, on the northwestern shores of the Svimohzish Isle.

Wimish (wim ish): A Zazahni city on the Izhoven River.

Zamul Forest (zä mool): A forest in northern Ul-Karg.

Zazahni (zuh zä nE): Kingdom in central Svimohzia.Currently kingless and in a state of civil war.

Zenshahn (zen shän): Westernmost Zazahni city locatedon the Zhano-mewhi Bay.

Zha-nehzmish (zä nez mish): Capital of Ahznomahn.

Zhano Headlands (zä nO): The northern terminus of theDashahn Mountains.

Zhano-Mewhi Bay (zä nO myoo hE): Large bay near Ul-Karg characterized by black sand beaches.

Zhanohven (zä nO ven): A Zazahni city.

Zomo-wim (zO mO wim): Ozhvinmishii city near theAwhom Forest.

20

Pronunciation GuideA - as in grape, flay, sail oo - as in boot, crew, tunea - as in cap, sat, carrot ou - as in cow, shout, hourä - as in father, hot, heart yoo - as in cure, curiousE - as in street, honey, even U - as in use, few, cutee - as in ten, health, berry u - as in mud, ton, bloodI as in ice, sky u - as in word, her, siri - as in rich, mirror uh - as in agent, collect, focusO - as in go ‘l - as in paddle, cattleô - as in corn ‘n - as in sudden, sweetenoi - as in boy, oil, royal

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Chapter Four: the Kingdom of Meznamish

Miznoh

Even today, many Meznams disagree about Miznoh's true

appearance. Some claim he stood 7 feet tall, wielded two

greatswords and rode on the back of a dragon. Others claim a

halo of fire surrounded his head. Still more state that his mere

voice compelled men to lay down their swords and weep for

their arrogance. Of course, these are the embellishments attrib-

uted to a great man by an adoring populace.

Miznoh was, in fact, an average man of ordinary build and

physique for his station, with dark skin and coarse black hair

worn in long braids. Granted, he was attractive, strong and

athletic, but there is no proof he had supernatural qualities that

lent him aid in his efforts to forge an empire. However, he did

have an aura of confidence that enabled him to gain assistance

from the families of Mewzhano’s eastern home. He also had

intimate knowledge of dwarven customs and enjoyed many ties

with these people.

Unfortunately (or fortunately, depending on whom you ask),

the would-be emperor had a dark side. Conquest and glory

consumed him, driving him to commit unspeakable acts in the

name of destiny. Using his natural skills of leadership, he

compelled his people to mount campaigns resulting in the

deaths of thousands of innocent citizens and to take part in the

bloody business of destroying the communities in the forests of

Mewzhano’s former home. While a hero and a popular figure,

he was still human, and prone to selfish desires and petty

revenge.

Miznoh’s crusade required some fifteen years to complete.

Over this time, he conquered all the lands between the bay, the

southern hills to the Vohven Jungle and all the lands east of his

grandfather’s former woodland home. The king owed his

successes to many factors, the most obvious being his superior

weaponry. The iron swords cut through the wooden and bone

blades of the primitive tribes with ease, and iron armor proved

impervious to the flint spears and arrowheads. With the

military advantages of superior arms, Miznoh swept through

settlements with impunity.

Another deciding factor in Miznoh’s victories was the dwarven

assistance in their conquests. The dwarves developed combat

tactics and techniques centuries before the founding of the

Meznamish Empire, and were experts at fighting giants and

ogres, as well as knowledgeable in employing fire at range. Wattle

and daub huts easily catch fire, and whole towns burnt to the

ground without Miznoh’s army having to once draw their swords.

Possibly the most important component to Miznoh’s forces,

however, was the discovery of the "highland

dancer" horse. Miznoh recognized the value of

these horses, and commanded his men to gather

and train the steeds for fighting. After a year of

training, these steeds completed Miznoh’s army

and allowed his forces to cover vast distances

quickly.

It is said that Miznoh saved his grandfather’s

forest for last, wanting to savor all the destruction

while giving the people nowhere to run. With

the rest of the island well in hand, he pressed into

the forest, burning and destroying all villages

between him and his goal, the tribe of his grand-

father. When he arrived, the village offered an

unconditional surrender, but Miznoh would

have none of it. Instead, he passed through the

walls and butchered man, woman and child.

With the killing done, he commanded his

forces to burn the town and salt the earth, so that

nothing would grow thereupon for many years.

Then, from the bones of the dead, he built a

mound to serve as a reminder to those who would

defy the mighty Meznamish Empire. Though the

monument has long succumbed to vandals and to

the elements, explorers and archeologists can still

mark the haunted ruins of these settlers by the

lack of growth.

Miznoh realized he could never govern the

entire empire by himself due to lack of an effec-

tive infrastructure. To ensure his continued rule,

54

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REGIONAL FESTIVALS

Daresvim Day: The second Pelsday of Declarations is a great

holiday for merchants, where they acknowledge the great

Duchess Daresvim and her esteemed rule. The Home

Foundation began this holiday to celebrate the Duchess’

birthday instead of her wedding anniversary, as she never

married. While Ahznoms have all but erased the legacy of

dukes, as a whole they still revere the Golden Duchess, for she

established Ahznomahn’s cultural identity as a nation of wealth.

Gold streamers decorate the major thoroughfares. Passion

plays featuring the Holy Mother bestowing blessings on the

young duchess are a central attraction in Zha-nehzmish, with

young girls desperate to play the role of the Daresvim. Other

plays recount the duchess’ wisdom, her successes and victories,

although embellishments modernize the tales to reflect the

current political climate, such as by increasing the role and

importance of the merchants.

The mainland does not recognize this holiday to the same

extend as Mezh-Vowmi Isle. The successes and victories of

Daresvim never affected the people of mainland territory, and

with the unrest to the south, there is little time or interest in

commemorating a holiday most perceive as frivolous and

counter to the ideology of the modern nation.

The Week of the Snake: An ancient holiday inherited from

the Zassho natives, the origins of this elaborate mainland

celebration are lost in antiquity. Most scholars believe it marks

the liberation of humanity from the purported reptilian

masters. Other, more conservative, historians chalk up the

festival to an ancient defeat of a dragon, slain by some forgotten

folk hero.

Regardless of its origin, the Week of the Snake always occurs

in the third week of Snowfall and only in rural territory, where

the Zassho bloodline is purer and the memories of a time before

the zurenas are clearer. Each day, a group of performers dress in

paper costumes, appearing as monstrous snake creatures. They

march through the streets, where at the end of their march they

mock-sacrifice a different young girl. Always watching on is the

hero, a masked figure with exaggerated features, with stern eyes

and long black hair. After each "sacrifice" he shakes his spear at

the mocking snake-men, to the boos and catcalls of the gathered

crowds. The monsters respond with outrageous roars and

boasts. On the seventh day, as the snake men mount the steps to

the altar, the hero springs out from behind the altar and a great

combat ensues, where the hero defeats all the snake men, who

then "flee" the town.

CLASS FESTIVALS

Dawn of the Storms: Ahznomahn suffers from severe

spring storms, wreaking havoc on the mainland and,

sometimes, on Mezh-Vowmi Isle. In a superstitious effort to

protect their investments, many merchants and zurenas "pay"

the Storm Lord and the Creator of Strife to spare their ships.

These payments include a handful of gold cast into the

Kalamaran Sea after a brief pilgrimage. Dawn of the Storms

occurs just before the Festival of Breakfast. Impious and canny

thieves, well aware of these pilgrimages, lie in wait to harvest

the coins after the merchants depart, although the Minions of

Misfortune living on the surrounding islands prey upon those

thieves in turn. The lucky can make a fortune, while the

unlucky lose the salt of their bodies through a terrible ritual at a

secret Temple of Strife.

Birth Customs

The birth of a child is a blessing and an auspicious sign of

good fortune. The mother makes weekly ritual prayers to

Moimivam the Holy Mother, Shanano the Pure One and Movan

the Fate Scribe to ask for an easy and live birth. Mothers make

these ritual prayers to help prevent Namona the Mistress of

Spite's attention.

Shortly after the child’s birth, the whole family turns out for

the event and all members donate gold for the child’s care. This

celebration is expensive, for the mother must house all of her

family members, either in her own house or in hostels.

However, the gold she gains from her family members usually

more than compensates for the additional burden.

At the end of the celebration, the parents take the child to

register at the Parish of the Prolific Coin and pay a tithe for a

blessing from Gohlnim the Landlord to watch over the child.

The tithe always comes from the family’s gifts and is at a gold

equivalent of 20% of its value. The Profiteers claim the tithe is to

purchase the child from the Landlord.

Chapter Four: The Confederacy of Ahznomahn

106

Spies in snake masks... or worse?

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The Temple of the Stars is a tall building overlooking the

docks. Holy symbols, murals of distant lands and religious

imagery dominate the cathedral’s exterior. Inside are beds, an

altar and a pulpit for the high cleric to perform her daily rituals.

Despite its size and placement, it remains in the figurative

shadow of the Parish of the Prolific Coin.

Other faiths are also important in Zha-nehzmish. The

majority of their temples and churches are situated in the

Merchant's Quarter, which boasts temples dedicated to all

religions found in Tellene. Good and neutral clergies line the

streets with a few temples dedicated to the Overlord, the

Harvester and Souls, and more. The proximity of the faiths to

one another sometimes erupts into conflict, as followers of the

respective faiths are openly hostile to one another. Most of the

darker religions have smaller, secret temples in basements and

alleys throughout the city.

Mages and Sages: When one needs information in Zha-

nehzmish, one need only look to the University of Zha. Here,

information, libraries and sages are all at hand. For individuals

seeking obscure knowledge, forbidden spells or other type of

information, a few discrete inquiries and well-placed coins can

turn up anything anyone would want to know (although

accuracy is not guaranteed). With all this knowledge available,

it is well protected and expensive, guarded by people who

would see to it that some secrets are well kept. The great school

has experts on all the major subjects, from planar theory to

ancient Svimohzish literature.

However, if one needs guaranteed accurate information, the

price is high and there is only one certain source: Umhul

Mezahn (LG wizard 16). A former professor at the University of

Zha, Umhul is said to be one of the foremost diviners in the

world. Umhul gained his post at the University in 352 C.M.,

heading the department of astronomy. Here he taught only a

few classes as most of his time was consumed in research. A

diviner by trade, he found the life of a scholar useful although

teaching was not really for him.

He retreated to a small villa on the quiet, northern, older side

of the city, away from the stink of the docks. For many years, he

spent his time in study, continuing his passion for astronomy

and only descending to help those who come to him in need.

Aside from the occasional visitor, Umhul largely ignores devel-

opments and politics in the city, with his only connection to the

elite through his usefulness as a diviner.

Umhul is a retiring man in his seventies, bald of head and

with dark brown, nearly black skin. Time and drink have not

been kind to Umhul, as he is now severely stooped, his former

imposing height reduced to that of a bent old man. He is fond

of brandy and spends a considerable sum to supply himself with

this drink. Despite his addiction to drink and his advanced

years, Umhul is still a brilliant diviner and scholar and his

services are in high demand throughout Zha-nehzmish.

There are many gifted spellcasters in the city. From the street

mages and entertainers, to the Basiran dancers and spellsingers,

just about any type of arcane magic is present. A small and

powerful guild of wizards keeps residence on Daresvim Road, just

past Gold Boulevard. The Wizard Guild of Zha competes with the

University to draw students, but not overtly. The contest between

the two schools always occurs beneath the notice of the average

citizen, and despite the pleasantries, a powerful animosity exists

between the two organizations. In comparison to the poorly

Chapter Five: The Confederacy of Ahznomahn

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Chapter Six: The Kingdom of Ozhvinmish

139

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Chapter Seven: the Kingdom of Ul-Karg

DOMESTIC POLITICSUl-Karg sees the continued human presence as an affront to

their right to rule the island, and all recent military advances facil-

itate the formation of the greatest army in Svimohzia’s history.

King Krarag-Randatk is also expending many slave lives and

much gold to build roads throughout the country. He sees a

powerful infrastructure as vitally important for moving troops

and supplies to the front lines. Though substandard compared

to the imperial roads in Kalamar, they will be good enough to

move equipment year-round.

The next aspect to prepare for war is to expand and develop

Ul-Karg’s military. Though the soldiers are fearsome, the king

does not want to repeat the debacle of the Dwarf-Human War.

Instead, King Krarag-Randatk has developed stronger tactics

that involve war machines, better arms and weaponry, and a

stronger strategy (with numerous contingencies). A military

genius, King Krarag-Randatk aims to win and not to stop until

the entire island is under his domination.

While the king’s goals are laudable indeed, they cannot

happen without a strong internal economy. King Krarag-

Randatk works to make Ul-Karg attractive to Brolenese slavers

with its open-air markets, enthusiastic buyers and free-flowing

gold. Cattle ranches in central Ul-Karg produce excellent beef

that can compete with Zazahni markets, while Kargi-bred

steeds are as graceful and powerful as the highland dancers of

the east. Moreover, with the increased demand for slave labor,

Brolenese and Mendarn merchants are becoming common

sights in all of Ul-Karg's urban centers.

STATUS

The ruling caste is the top of Kargi society. Comprised of the

kathrak, or “king,” and the kronaghs, or “Grand Dukes,” their

word is law. In addition to the king and his dukes, all tribal

leaders fall into this category as well. Combined, they form the

ruling council, the squad of brog-kronagh (“captains”). The ruling

caste oversees the military and civil government.

As military leaders, the kathrak is the commander in chief of

the military. He makes all decisions of war, but may delegate

these tasks to his seconds, the kronagh who, in turn, may

delegate responsibilities to his underlings. While the word of

the king is still absolute, he is expected to consult his seconds

and the religious leaders before taking any dramatic actions. As

for civil leadership, the kathrak is the head of the government,

and the kronagh serve as his advisors. They make all policy

decisions, although just as in the case of military decisions, they

may delegate many concerns to lesser officials.

Beneath the ruling caste is the brog-urkka, or the “squad of

high priests.” It consists of the urghaz, “teacher of wild men,”

who is the Kargi Nightmaster, and the highest-ranking cleric of

each of the tribes stands at the top of this caste. Those in service

to the Dark One can hold a seat on this council. Other high-

ranking clerics make up the urkka, with those in service to the

Dark One called rag-urkka, or “honored high cleric.” Aside from

being the religious leaders of the state, urkka are also members

of the Kargi military, holding ranks in accordance with their

ranks in the church. Most urkka serve as soldiers, although

having higher status than that of regular army soldiers.

The next caste is the grokka-marg, or “group of leaders.”

Consisting of the Kargi officers, including the kurgaz, or “under-

general,” arkkad, or “captain,” and the urbrok, the “high soldiers,”

they are responsible for tactics, field command and the applica-

tion of the ruling caste’s orders. All members of this caste hold

positions in civilian society, as heads of the secret police or in an

advisory role. Kurgaz have a defined role and often serve as

judges, but will accept bribes to influence an outcome.

The lesser cleric caste, golma-bek, or “holy ones,” follows as the

fourth caste and its relationship to the grokka-marg is similar to

the high priest and ruling castes. These clerics manage the daily

affairs of the Church of Endless Night, such as ministering to

the faithful, performing rites and ceremonies and all the

172

Kargi CastesName PeoplesRokk-barg SlavesGethrok-gul CommonersKazzak-marg SoldiersGolma-bek ClericsGrokka-marg High-ranking officersBrog-urkka High priests (high-ranking clerics)Brog-kronagh Kronagh (Grand Dukes)

and Kathrak (King)

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Svizhor

Houses

Descending from

members of the

former Svizohr caste,

the dukes, also called

warlords, vie for

control over Zazahni.

As the last territory

conquered, and as the

territory bordering the

Vohven Jungle,

Miznoh named more

Svizohrs in this former

duchy than he did in

the other two areas.

He carved up Zazahni

into small baronies to

have the greatest

concentration of

warriors in this region.

What Miznoh did not

foresee was the break-

up of the empire, thus

precipitating the disin-

tegration of the

Zazahni duchy. Now,

of the original sixty-

three Svizohr families,

there are only twenty-

seven competing

families left, with just

seven seeking to place

the head of their house

on the throne.

Eighteen smaller

houses have declared

neutrality, or have bound their house to another. The remaining

two, although weak and insignificant on their own, buttress

their poor resources by making alliances with other houses and

allowing them to compete for the right to the throne.

Each of the following entries includes brief details of the

warlords fighting for the throne, and provides the basic infor-

mation needed to run a campaign in Zazahni. Major lords, like

Duke Dovizhem III, may also be listed in the section "Who’s

Who in Zazahni," above. Each house includes the following

information, organized by the head of the family:

Colors: Like Meznamish, Zazahni nobles use colors to

signify their House and status. Their soldiers wear uniforms

incorporating the same color, and on the battlefield they wear

short flags on their backs to help identify friend from foe. Thus,

Zazahni warriors are colorful, and wars, while terrible, are

beautiful as they unfold, with bright House colors arrayed

against the other.

Lands: This entry describes lands under the house’s direct

control. Borders shift as skirmishes erupt throughout the

fractured land, so this entry refers only to their home popula-

tion center. If none, the house is likely attached to an estab-

lished House, or living off the land (often as brigands).

Taxation: As Zazahni lacks a formal government, each lord

claims a certain amount of wealth from his citizens. Under each

entry, there is a percentage and frequency. Paper is scarce, so

records are hard to keep. Lords just claim a percentage of a

citizen's worth. Unusual tax collections are noted individually.

Alignment: The overall alignment of the house and leader.

Allies: Those nobles listed here are those loyal to the house,

and does not include houses that are simply friendly or tolerant.

Enemies: Those nobles listed here are the sworn enemies of

the house, those who either are at war, or are plotting war.

HOUSE ANIHM

Head of House: Baron Anihm

Colors: Black, brown, purple and yellow

Lands: Hahshahn (27°50’N, 13°0’W; map area 1)

Taxation: 18%, yearly, net worth

Miltary: 68 heavy cavalry, 118 light cavalry, 35 hobilars, and

20 archers

Alignment: LG

Allies: Dovizhem III

Enemies: Ewheshosvehz, Imazsvow, Inawhil, Mehesh,

Monohz, Whanhez, Whoshoeh, Zhehzvem, Zhoshorohz.

Baron Anihm (LG paladin 6) pledged service to Dovizhem II,

and despite the losses and subsequent break-up of the allied

forces, he remains true to his vow - a loyalty that rewarded him

with no shortage of foes. He sends small patrols of his troops to

patrol Dovizhem III’s lands, to watch for enemies and assassins.

HOUSE AWHASHA

Head of House: Count Awhasha

Colors: Brown, blue, yellow and red

Lands: Zozhwahni (28°10’N, 10°25’W; map area 2)

Taxation: Flat 3 cp per month.

Miltary: 68 heavy cavalry, 119 light cavalry, 36 hobilars, 20

archers

Alignment: LN

Allies: Ehezna, Hashaphesh, Monohz, Whenshomi.

Enemies: Anihm, Havam, Mehesh, Whazha, Whishimvish,

Whoshoeh, Zhehzvem.

Duke Whenshomi has several loyal supporters, and Count

Awhasha (LN aristocrat 10) includes himself as one of them.

Seeing strength and numbers, no matter his regular disagree-

ments with his liege, he tied himself to the Duke because of the

enemies surrounding him. Once a supporter of Dovizhem II,

he distanced himself from the other Duke after the debacle at

Zenshahn. He fields soldiers against Havam, who has raided his

lands and freed his slaves.

Chapter Eight: the Kingdom of Zazahni

191

HOUSE RANKS

A House’s rank reflects itseconomic, military and social strengthswhen compared to other houses.Currently, in order from greatest toleast powerful, these houses are asfollows.

Major HousesHouse WhanaviHouse InawhilHouse DovizhemHouse EwheshosvehzHouse WhishimvishHouse ZhaheshHouse Whoshom

Minor Houses with a claimDuke WhenshomiDuke Whazha

Minor HousesHouse Mashen House UshohzHouse HashapheshHouse EheznaHouse ImazsvowHouse AwhashaHouse AnihmHouse OgohlyHouse WhanhezHouse WhonohHouse WhoshoehHouse MonohzHouse HavamHouse MeheshHouse ZhehzvemHouse VuyHouse ZhoshorohzHouse Whanohz

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Chapter Nine: Western Svimohzia and the Vohven Jungle

The jungle itself reacted to the foreign presence. Great

lizards and other monstrous plants and animals attacked with

eerie precision, as if guided by some intelligent force. In short,

the war was costly and foolish, setting back the nation’s cultural

and societal advances back a century and setting the stage for a

reactionary and evil government to seize the empire.

The Vohven bled the Meznamishii Empire for almost 40 years

when the war marked the end. It was the sowing of these seeds

that flourished into fracture and death of the following centuries.

From it, all doubts about the jungle ended; it is a place alive and

aware, dangerous and deadly, a mystery best left unsolved.

CURRENT DEVELOPMENTS

The Vohven remains a mysterious threat, even today. After

many ill-conceived plans to exploit the jungle for its resources, to

conquer it as any other land, it and its inhabitants have always

emerged the victor, repulsing colonization. For a century, the

jungle stood quietly, with the occasional trader emerging from

its depths to trade wondrous relics and artifacts uncovered from

vine-choked cities in the jungle’s depths. No longer did the

terrible lizards emerge to destroy civilization. The serpent men

and their legions became a distant nightmare, forgotten by the

warring kingdoms.

However, that quiet is no more. The northern Vohven

natives, particularly the wild elves, enjoyed peace with their

Zazahni and Ahznomahn neighbors, trading exotic woods and

herbs for finished products of civilization. Then, greedy slavers

turned to this tree-shrouded land. With each raid, villages fell

to sword and fire. The slavers rounded up the survivors and

marched them the long distance to Ahznomahnii ports, where

elven slaves carried high prices.

Peace gave way to anger as the tribes worked together to

destroy their human neighbors. The resentment and hatred

spread throughout the jungle as far west as the Zhano-mewhi

Bay. Old masters, the revenants of the past awoke and gathered

armies of plant creatures, trolls and giants. As one cohesive

force, the jungle awoke, and now the terrors of the past prowl

the lands of the humans once more.

CUSTOMS AND CULTURE

The Vohven Jungle encompasses many (perhaps

hundreds of ) tribes, each with their own belief systems,

superstitions and values. Where one tribe might

venerate a serpent idol, others may worship the spirits

of their ancestors. Each tribe traces their histories from some

particular event - some, perhaps, from the rumored Serpent

Empire that once controlled Svimohzia, some from vast planar

distances fleeing worlds of genocidal dangers, and others with

forgotten roots.

RACES AND NATIONALITIES

Some sages believe that all life originated in the Vohven.

After all, most sentient races in Tellene have a presence in the

jungle, from savage humans to hobgoblins, orcs and even a few

dwarves (though no jungle dwarves have been seen in over a

century). The dominant races are humans, wild elves, yuan-ti

and trolls, through stranger creatures also dwell here. Some of

the better known human tribes are detailed in Chapter One:

Races and Regions. However, the DM has dozens, if not

hundreds, of options for this mysterious land.

236