svimohzia:the ancient isle (preview)
TRANSCRIPT
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
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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
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.
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
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
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
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
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?
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
115
Chapter Six: The Kingdom of Ozhvinmish
139
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)
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
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