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Nightwings Campaign

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The Northwest (Hæstra)

An age ago there were many fair lords,
They crossed the stars like stepping-stones,
Their thoughts stronger than the sea.

When they fell the heavens went dark,
The earth was rent and almost dies,
At the end stood five and three.

Six mighty Titans took the great land,
and made it their own realm
But they were at last defied.

Shun the Isle in the Sea of Mists,
for the Masters sleep there still.
And beneath, a light has died.

Hæstra is the name given to the northwestern section of the great continent of Emer, bounded by The Spine of Emer to the east, the Forbidden Hills to the South, The Sea of Gold to the West, and The Forbidden Sea to the North. Hæstra is a land with a rich folk history that the Titans, the Great Emerian Empire Court, and the Kingdom of Irdania called home at one point or other. How much is true, how much is myth, and how much is pure fabrication is unknown to the majority as the time history covers a tremendous span of years. Most mortals are so far removed from the events of the past that they become forgotten to most except mages and scholars. In the present time, approximately 6050 in the Third Era, most of Hæstra is densely populated because of it’s mild climate and fertile soil. The area is comprised of several Kingdoms, some of which have fought over the years vieing for control. Also considered part of Hæstra are the hundreds, if not thousands of islands and atolls along the northwest coast. Many of these are simply rocky outcroppings, while some are very recently formed thorugh underwater volcanism. As a result many of these are unmapped causing difficulty for ships passing through and severely isolating the few areas that are inhabited. Educated peoples of the mainland (a minority to be sure) regard all the islands other then Komaren Cluster, and a few of the larger islands, as devoid of humanoid life.

haestra

HISTORY

Hæstra has been the center of many important historical events and governments. Both the Masters of Emer and the Emerian Empire called Hæstra their home. In the Third Era there was another great Empire in the Hæstra region. This was the country of Irdania. At about the beginning of the third millenium (of the Third Era), the Laan population began to recover from the post-Imperial wars and repopulated Hæstra. A new government was born. The Laan established a capital at the mouth of the Alarna River and declared all of their inhabited lands to be the country of Irdania. Three regional governments were established: Vornia to the west, Miir in the center, and Stroane to the east. Irdania is the largest cohesive realm since the Empire, and their power grows with the harvest of wealth from the Gold Mountains and the Spine of Emer. Their rule was uncontested for several hundred years. Eventually however a series of droughts and uprisings split Irdania into independent holdings once more.

RECENT EVENTS

WINTER 6049

SPRING 6049

SUMMER 6050

CLIMATE, GEOGRAPHY, and INHABITANTS

Shielded on nearly every side, Hæstra is protected from all extremes of nature. The humid mid-latitude climate is ideal for agriculture; no wonder that Hæstra has been called the breadbasket of Emer. Precipitation is generally moderate, however, and actually heavy in the late spring (supplied from the Bay of Izar and the Sea of Votania). Summers are mild, the temperature rarely exceeding 90° F. While often during the winter the temperature dips below freezing for days at a time, rarely does Hæstra experience truly bitter cold.

Bounded by seas to the west and north, this region’s coasts are erratically populated because of the often treacherous coastlines. Inland Hæstra is a well-irrigated land, with countless rivers, streams and small lakes throughout the landscape.

MOUNTAIN RANGES

The ranges which guard Hæstra’s borders are formidable barriers. Hæstra is bordered on the south by the Forbidden Hills; beyond lies the desert of Uj. To the west stands the Izaran Crest, and to the east the mighty Spine of Emer. Northeast are the Mountains of Gold.

Separating Hæstra and Tai-emer and extending far beyond Hæstra southwards, the Spine of Emer is one of the most prominent features on the face of Kulthea. Beginning south of the Choak Mountains, the ridge runs unbroken for over 1500 miles. Only at the famous Gap of Uj does the Spine pause before rising again to run south another thousand miles. With a sharp dogleg east, the chain makes a twisting path southeast before finally sinking into the sea 800 miles further. Scattered through its peaks are also several dormant volcanoes, and a couple active ones. Two of the Spine’s largest peaks also bear specific mention, Shúthos and Larnthos. The Iruaric name Shúthos means ‘fiery mountain.’ Indeed the snow-covered tip of Shúthos glows with red fire as the sun sets. At the southern terminus of the north spinal ridge, the Fiery Mountain overlooks the Gap of Uj. Though no match for Larnthos, Shúthos is a respectable 11,000 feet in height. Its upper portions are very sheer. This mighty peak Larnthos was named ‘tall mountain’ with good reason. It stands at nearly the same latitude as the peak of Votania, but rises to a height of 17,000 feet. The pinnacle is all the more spectacular from the east. (The southern Hæstran plains are nearly 4000 feet above sea level, reducing Larnthos’ relative height). The Spine of Emer — especially the central region —is a rich repository of valuable minerals, such as coal, iron, copper, and other rare materials. It is no wonder that Stroane has become a wealthy nation with such a copious base.

Like an afterthought, the Choak Mountains cap Emer, rising up in an inverted ‘T’ shape a hundred miles north of the last peak of the Spine. Ironically, they are much older than any of the other mountain ranges on Emer. Apparently they survived geological turbulence which much of the rest of the region did not.

The Mountains of Gold are a ridge of hills jutting up from the ocean, they form a sheer barrier between central Hæstra and the stormy waters of the open sea — isolating the Elven Isle of Talæn and a handful of neighbors from the mainland. Named for their golden color in the sun, they also once held rich mines of that precious element, though most of them seem to have dried up.

The Izaran Crest is a series of old, rolling hills lie along the eastern banks of the Bay of Izar, separating Sarnak from the lands to the east and north. The Crest is much higher on the Bay side, the last fold before the great plateau (which holds central Hæstra and the Sea of Votania) falls to the level of the ocean.

The Scorpion Ridge is named for the hooking line of the ridge not unlike the curled barb of a scorpion, the ridge encloses the southern portions of the Bay of Izar. It is rocky and the slopes are steep, but a few hardy groups have made their homes along its flanks. The Ridge also has several dormant volcanoes and three known active ones.

The Morbek Highlands are a vast area of ancient mountains whose peaks have long ago worn down, the Highlands still rise to a respectable altitude. Mining attempts in these hills have yielded nothing of value, proving them to be worthless as well as ugly. However, ancient lore speaks of a kingdom beneath the Hills, populated by strange, stunted people. These are the Murlogi, and under these hills and the Forbidden Ridge is their realm-under-the-mountain.

High and sheer, the Forbidden Ridge is true to its name: the peaks are almost barren of vegetation and composed of a black rock, giving them an ominous quality. However the Ridge is rich in minerals of many kinds, including jewels, silver and rare materials. But also lurking under the Ridge are the tunnels of the Murlogi.

SEAS & WATERWAYS

The Barrier Isles

The nature and frequency of dangers faced by seafarers varies somewhat from body to body, but most share some common perils. Many islands are ringed by treacherous coral reefs that can rip open the hull of any ship, or sandbars lurking just beneath the water surface. Even a cautious captain can run aground of these, his ship trapped forever. More unpredictable are whirlpools and waterspouts (tornadoes at sea). The former can draw a ship down into the depths to vanish without a trace; the latter can wreck sails and masts, or even lift a ship out of the sea. And the sea is not immune to Essænce Storms. These sometimes form with normal storms or hurricanes to create a force of terrible destruction.Then of course there are sea beasts: sharks, giant seaturtles, sea-drakes, giant squid, sea-serpents…

The Barrier Isles form an intimidating boundary between the Sea of Gold and the Forbidden Sea. Most of the northwest coast meets the relatively calm sea called the Sea of Gold, named long ago perhaps for the adjacent mountains or the lovely hue it acquires at sunset.

While reefs are less of a problem in the northern areas, the Straits of Meluria are infamous for their strong currents, spontaneous whirlpools, and of course the boiling seas around Aranmor in southern Jaiman.

The forbidden Sea is north of the Barrier Isles (named appropriately for their many jagged spires, deadly reefs, barely submerged rocks and unpredictable currents), the cooler waters are also rougher and deeper than the Sea of Gold—and more often stormy. Few mariners brave the open ocean here.

Another prominent feature on the Emerian landscape is the huge enclosed Bay of Izar along the western coast. Sheltered by the Scorpion Ridge along the south and the Morbek Highlands to the southeast, the waters of the bay are calm and easily navigable. There is little land upon which to gain a foothold, the only flat shores lie to the northeast. Land meets water in rocky shoals along much of the rest of the coast, and in the southwest sheer cliffs loom. There are three primary ports on the bay: the Port of Izar at the mouth, the town of Bentara along the northern coast, and the city of Sarnak, lying to the far east of the bay and shielded under the Morbek highlands.

RIVERS

The Keyten River travels east-west across northern Hæstra, dividing the Bodlean states from the expanding arm of Stroane. It is wide and deep, an excellent waterway for travel, though all boatmen shun the haunted city of Zinvar on the isle at the mouth of this river. One of the most famous mystical beings of Hæstra is Kellus, a powerful Naiad of the river Keyten who protects the bucolic Bodleans from southern aggressors.

Originating in the Spine of Emer, the River Alana winds its way southwest to empty into the Sea of Votania. The Langasse flows nearly north-south from the Mountains of Gold into the Sea of Votania. Once this river literally flowed with gold from the rich mines, but now it is only blue. The Urij River flows down from the foothills of the Forbidden Ridge into the Bay of Izar. The upper reaches of this river are swift and dangerous — far too rocky to be navigable.

FLORA and FAUNA

Hæstra’s temperate climate allows for a wide variety of plantlife. Many types of deciduous tree are common, as well as many coniferous forests, especially to the southwest.

The black wood of Dír is among the most prized of hardwoods, being similar to ebony. Durable and finegrained, it makes superior staves and bows. Its dark beauty is unmatched in elegance. The Dír tree itself is deciduous and grows in a tall, vertical trunk with short, horizontal branches. Its small leaves are nearly round with a dark underside and a silvery green upper face. Dír tree seed pods are disc-shaped, curling under at the edge to create an aerodynamic air pocket. The bark of the tree is nearly black like the core. Dír trees are found primarily in the northern regions of Hæstra.

While one might think that much of Hæstra is settled, there are still wide stretches of virtually untouched forest and moor. In these lands many beasts both common and enchanted make their home. Also, the flora and fauna of the mainland differs greatly from that of the islands.

On the interior mainland can be seen the usual variety of normal temperate avains, from sparrows to hawks and falcons. The huge Rocs are rare but there are eyries in the Spine of Emer. Black Squirrels, large ebony-furred flying squirrels, these imps look like normal rodents, but are actually voracious carnivores. Huge swarms of them have been known to swoop out of trees and overpower unwary travellers.

Night Hounds shun the sun, wandering by starlight when their coal black coats conceal their presence. They have luminous yellow eyes and are silent.

The western isles (e.g., Komaren, Barellis, the Rashelles) are tropical or sub-tropical, with rain forest covering most of their rugged land. These are home to a vast array of wildlife including primates, snakes, and wide assortment of brightly colored birds..

REALMS AND REGIONS

DANARCHIS

Occupying a rocky peninsula (the northernmost extension of Hæstra), Danarchis is a small but powerful maritime kingdom. Aside from trading with the simple Bodlean peoples, they have little contact with the inland affairs of Hæstra — instead reaching out across the seas for their riches. Danarchis also controls all of the small islands surrounding the realm, to the Forbidden Reef to the west and the Elben Archipelago to the east. Beyond trade with Bodlea, Danarchis has little contact with inland Hæstra. Izar, Kaitaine and Eidolon all trade at the Danarchis port of Artha, a bustling city with beautiful white marble towers and seaside plazas. The king of Danarchis resides in a gleaming palace on a hillside overlooking Artha.

The Flag of Danarchis

Olives are a rarity elsewhere in Emer and Jaiman but seem well-suited to the Danarchan hillsides. These as well as wine, clams, shrimp and crabs harvested in the sheltered bays are all high-demand exports for this small realm. Healing herbs of various kinds are cultivated in sheltered coastal areas as well, and fishing is a major industry. Danarchis is also known for fine pink coral jewelry—and a unique form of dramatic pantomime play, often using elaborate costumes and masks. There are a few travelling Danarchan play troupes, in high demand in cities throughout Emer.Of Laan descent, the Danarchans are tall with dark hair and fair skin. They tend to be more slender than the more imposing pureblood Laan. To outsiders and in most social situations, Danarchans are polite to the point of being overly formal; rudeness and disrespect is not tolerated. In the usually mild climate of this coastal realm, the Danarchan men wear simple kilts or loose shorts, while women almost exclusively wear billowing pants and an over-tunic.

Danarchis mints its own pieces of silver, the weight matching a standard set by Eidolon. The official language is Danari, which has its roots in Old Emer.

BODLEA

More of a region than a specific government, this rolling land of hills and valleys north of the Keyten river is home to a collection of Talath dale s, a term referring to the independent valley-towns and the farm/pasture lands surrounding them. The dales are relatively isolated, making only sporadic contact between each other. However, the southern dales benefit from contact by river trade with the Elves of Talæn and the Miirians, and the northern Dales trade with Danarchis.

The Bodlean Moors

Reasons why southern lords have not annexed this land are as many as the sheep which graze on it. The soil is not as fertile as that in the Miirian land, so has (relatively) limited agricultural value. Because of cold winds off the western coast, Bodlea is considerably cooler and sees more rain than the rest of Hæstra. The Talath, while disorganized, are ferocious fighters when defending their homesteads. Another reason, and perhaps the most bizarre, is the superstitious fear among the southern forces that the river Naiad Kellus will rise up to defend the simple Dale-men.

The Bodleans are known for their simple hospitality, but they also have an instinct for those who mean them harm. Most are outgoing and friendly, ready with general information and harmless gossip. Crime and corruption are minimal. There are virtually no inns in Bodlea except in the cities, but travellers are always welcome to spend the night in a barn.

With their big-boned physiques, blond hair and smooth, fair skin, the Bodleans are very closely related to Talath stock. They wear simple wool or cotton clothing, shirts with suede or wool pants are the rule in Bodlea’s cool climate. The men will sometimes go shirtless and the women switch to cotton dresses when the weather gets hot.

There is no currency internally; barter is practically the exclusive mode of trade. The Talath of Bodlea all speak what they call Tal, a sophisticated and beautiful language. This musical, lilting tongue is one of the most complex in Emer.

MIIR

Miir is a name given to the region situated south of the Keyten river, and between the Langasse to the west and Alana to the east. This region known collectively as Miir is actually a collection of semi-independent lord-holdings, and scattered homesteads. The wilderness is strewn with beautiful if mysterious ruins. It is a rolling land with many small valleys. The downs of Miir have the richest soil in Emer and were once the heart of the Emerian Empire under Aldaron. As with Stroane and Vornia, many of the Miir lords hold titles passed down since the days of the Empire.

Up until nine years ago most of Miir had been united under the Kings of Orian for several centuries. Like neighboring Vornia, Miir is a land of feudal alliances. To the north, Relian remains an independent city-state, grown wealthy and powerful through trade across the Keyten and the Choak Gap.

However, the Orian pact was splintered nine years ago when the Katra of Stroane lay siege to Orian and demanded the King’s surrender. Taken completely by surprise by this aggression after centuries of peaceful coexistence, the king was unable to summon the help of the vassal lords and Orian fell. The Katra received the king’s allegiance and married his daughter.

Orian and Relian are the two cities which anchor Miir at north and south. Most others are towns which have grown up around feudal manor holdings. In addition to those listed, there are numerous farms and small villages scattered across the countryside. Virtually every 15 miles or so along most roads one will encounter a small manor or castle.

For the most part, the Miirians are of Shay descent, though some—especially those of the merchant and landed classes—show evidence of Laan blood in their ancestry. Miir is a typical feudal society: most of the wealth and leisure time is available only to the lords and their families. The serfs labor with little time for ecreation, and their lives are controlled by the lord, sometimes to the point of who and when they can marry.

Barter is a common system of trade; coins minted in Arakin, Izar, Danarchis and even Sel-kai are also seen. Nearly all in Miir speak dialects of Shay; some speak a bit of Old Emer; and Erlin.

VORNIA

The grasslands between the Bay of Izar and the Gold Mountains were never densely populated. Vornia is more of an ancient regional name than a political delineation; there is no central government or any unifying force to the scattered population. The Cultures here are essentially similar to those of Miir, though there are a few Jineri immigrants from the western isles.

STROANE

The Symbol of Stroane

A few years ago, the Katra (‘king’) was murdered by his young wife, an act which smacks of a conspiracy of some sort. But the wife escaped, and the other members of this supposed plot have yet to be uncovered. The Katra’s son Mikal—just ten years old—is ruler in name only, the actual administration being handled by a triumvirate made up of the highest military official (the Lord General), the Katra’s most eminent advisor (the Andaras High Priest Shatang) and the Katra’s uncle (Lorek, Prince of Vornia).

The capital city and trade center of Stroane, Arakin lies along the eastern shore of Vul Arus (I. “enchanted waters,” the old name of the Sea of Votania). A city of dark grey stone, it is a forbidding sight. Arakin is surrounded by a high wall with many towers and battlements.

The majority of the Stroane population (about 85%) is Shay, with most of the remainder (predominantly the merchant and noble classes) being Laan. Elves and the other races are rare Elaborate wool, cotton and imported silk clothes are worn by the upper classes (wealthy merchants and nobility), while the middle merchants and craftsmen wear simpler, but high-quality garb. The peasantry wears cotton or wool shifts.

A silver coinage is minted in Arakin; some other cities will no longer accept it, however, claiming that it has been diluted with lead. There is a ceremonial tongue known fluently to about 30% of the population as “Old Emer,” but it is actually a distant corruption of that ancient language. All speak Shay, their common tongue.

ZINVAR

Until 5948 — barely a hundred years ago — Zinvar was one of the preeminent trading centers on Emer. A large island, it was an independent city-state at the mouth of the Keyten river . It had ties with the Dales, Danarchis, Kaitaine, and even Sel-kai and Zinvar had become a wealthy port to rival Kaitaine.

Then, in 5945, a man who only called himself the Nameless One arrived in Zinvar and announced that the city would fall within a year. After he wandered the city for 8 days foretelling doom, he was asked to leave the island. For three years all was normal in Zinvar, and the city prospered. Then, three years later to the day (so the tales go), a ship with tattered black sails came riding into the western port at sunset, against the wind. It maneuvered into the port as if a skilled crew was at the sails, yet lookouts could see no one on deck. The ship touched the stone dock and vanished. Then the madness began. Whether it was a plague or a curse will never be known. The stories say that no one escaped and that the inhabitants attacked each other with the nearest weapon — or their bare hands. Trading ships who arrived later that evening saw the port ablaze, great fires reaching hundreds of feet into the air. They turned away. For days Zinvar burned, columns of smoke visible for miles. Supposedly no one has yet returned to the cursed isle… and lived to tell of it.

TALÆN

This island off the western coast of Emer is a haven of Erlini. While only 150 miles from the cursed island of Zinvar (they could see it burn on that day), the Elves of Talæn had never been in close contact with the island. The Elves do not welcome casual mortal visitors.

SARNAK

To the south of the river Urij, slag-like hills rise steeply to the impassable Morbek Highlands. To the north stretches the rocky Forbidden Ridge. At the mouth of this swift and cold River lies the city-state of Sarnak, realm of the amazon warriors. Situated strategically on the trade route between the coastal mining villages along the bay and the inland settlements, Sarnak guards the shortest route to Votania, and the only pass from Hæstra to western Uj. Many caravans travel through the Storm Pass to Sarnak, and the city has grown wealthy and powerful.

The land claimed by the Directorate of Sarnak lies along the coast to the southwest, up the steep valley behind the city to the east. On the eastern front the state is guarded from the north by the Emerald Forest, and on the south by the Morbek Highlands. There is a pass south to the Charn Plateau in Uj.

The Sarnaki export wool, salt and wood and some finished goods: weaponry, armor, and steel tools. They are also known for their mercenaries.

The most notable feature of Sarnak society is the role of the sexes. Women rule this land, and men are subservient domestics who look after the children, cook, sew, farm, and perform all other domestic chores. The women are the warriors, heads of government, and usually the craftsmen. The Sarnaki are Shay but with clear Laan influence. The women are unusually tall, often exceeding 6´. The climate of Sarnak is almost uniformly balmy, so that clothing’s only purposes are decoration and modesty. Men are often shirtless, and the women usually wear a simple, functional tunic. Silk toga-like garments are worn by the women at important festivals, political and cultural events. The Amazons keep their hair no longer than to their shoulders; many keep it trimmed very short or worn up.

While a silver coin is minted, barter is often employed. A tongue called Arlak is spoken exclusively, which appears to have roots in Old Emer, but has changed radically.

IZAR COASTAL TOWNS

Currently, Falkenna is a satellite state of Sarnak while the other four are independent towns, each ruled by a lord. Most of the residents are Shay, except Baymar, whose population is mainly Jineri. All owe most of their wealth to the Scorpion Ridge, which provides miners with salt, iron, tin, copper, silver, gold, many precious and semi-precious gems… and even Eogs and laen.

Huddled in a narrow valley at the foot of the Morbek Highlands, Jantanen is constantly under threat from Murlogi raiders by land and pirates by sea. However, the rich gold, emerald and Eog mines nearby make the perils worth while.

KOMAREN CLUSTER

Upon arrival at Aquitar, the capital city of Komaren, the uninformed first-time traveler will notice something unusual about the populace. It may take a moment to pin down this difference, but once it is realized it becomes obvious. First, in most of the city, there are almost no women to be seen anywhere in public. In many feudal societies this is not that strange, as women are usually relegated to domestic life—and on some societies they must either cover themselves completely or are forbidden to go out in public because it would be considered improper. However that is not the reason for the scarcity here; women are welcome to visit Komaren—though few would find reason to settle here.

The next thing that a visitor will probably notice is that many of the men of Komaren exhibit uncharacteristic affection—for each other. Komaren is a realm which has become a haven for the sherikaan, (a somewhat derogatory Old Emer term for men who prefer the intimate company of other men). This orientation is accepted in a few cultures, ignored in many, and vigorously opposed in some—especially some very religious societies.

The capital of the Komaren Cluster is a large crescentshaped city which curves around a bay of many docks.

The Komaren citizenry is predominantly a mixture of Jineri and Laan descent, plus a constant influx of Loar and Erlin Elves, Shay, Itanians, and just about every other race. The balmy climate of the isles mean clothing is primarily for decoration or modesty. Men usually wear a short belted tunic or just a kilt; women a similar, longer tunic. All wear simple leather sandals or barefoot. Jewelry is usually minimal: either sex may wear a ring, pendant or earrings; little more. Most men wear their hair very short—even shaved around the ears.

The Komaren Cluster does not mint their own coins, accepting any standard weight currency. Erlin is the primary language, though many continue to speak a dialect of Old Emer.

TON-BOR

Within the southern region of the Mountains of Gold lies a Dwarven enclave. They are a race unusually isolated both culturally and genetically. They are resilient and resistant to heat, but cold makes them sluggish. Stocky and hirsute, almost all Dwarven men grow thick beards. They have tough skin but deft hands, and it is true that many are skilled craftsmen. Dwarves can see after a fashion even in the darkest cave, but bright sunlight bothers them.

The Mountains of Gold yield up a wide variety of ores, and the Dwarves are masters of smelting and alloys. They even have mastered the working of Eogs. Their weaponsmiths have no equal except among the most skilled High-elves. Dwarven metalwork usually bears a forceful, utilitarian style.

Wool with leather trim is the usual garb, pants and tunic with heavy boots for both sexes. Dwarves like to dye their fabric bright colors.

Dwarves mint a full range of coins, all with detailed stamped designs All Dwarves speak Tonic, the guttural Dwarven tongue which they teach no outsider.

PORT OF IZAR

The Bay of Izar

Located at the tip of the northern peninsula guarding the entrance to the bay of Izar, this independent city-state has been growing steadily in wealth and size for many years. The Lord Mayor of Izar has become little more than a figurehead, while real power rests with the Council of Guilds. In addition to being located at a key location for trade, Izar has become a center for skilled craftsmen. The city’s gracefully curving walls protect her vast wealth and teeming population within. Izar’s circular port is always bustling with ships. A truly cosmopolitan city, Izar is home to representatives virtually every race on Emer and beyond. It is a bustling trade center and source for goods of all kinds.

The monstrous twin lighthouses called the Lights of Izar were constructed by Aldaron during the heyday of the Emerian Empire thousands of years ago, but have been maintained in fairly good condition. Each tower is of stone, and almost five hundred feet tall; the method of their construction has been lost; how such tall slender towers can stand in the face of storms and earthquakes is a mystery many presentday architects would love to unravel. Each tower is topped by a small chamber which glows with a powerful light. The southern one glows blueviolet while the northern one glows amber.

INDEPENDENT ISLANDS

There are hundreds, perhaps thousands of islands scattered along the northwest coast of Hæstra; no one has mapped them all. Most of these are in fact little more than fragments of reef, or lifeless outcroppings of volcanic rock. New islands are constantly rising out of the sea and others vanishing, the result of underwater volcanism.

Extending in a great arc west from Danarchis, the Barrier Isles are a string of isles and atolls that divide the Forbidden Sea on the north from the Sea of Gold to the south. The Barriers extend thousands of miles further north almost as far as the Mur Fostisyr. Few of these are habitable, however, being either coral rings or dark jagged spires, steep towers of stone jutting out of the sea. A few have vegetation clinging to their flanks, but they are also surrounded by treacherous reefs and sand bars lurking just below the surface of the water. Beyond this narrow strip of shallows, the ocean depth on either side of the ridge plunges swiftly to many hundreds of leagues.

Just north and east of Barellis, the Rashelles are a cluster of islands long ago separated from the influence of the Emerian Empire. The population is entirely Jineri, scattered throughout the lush jungles in small arboreal tribes. Most of the Rashelle islands are wilderness; one would not call it civilized.

The Shinh Archipelago is a scattering of isles, reefs and atolls extending beyond the Komaren Cluster and separated from the Komari by treacherous reefs, Shinh is known only as a group of isles and atolls inhabited by wild beasts and pirates.

PLACES OF INTEREST

TEMPLES OF EISSA

These structures whether in a city or the countryside are usually a rectangular temple with a complex of attached buildings. Priestesses of Eissa (all who serve Eissa are women) live here and maintain the temple. many are also Healers and Clerics who will cure the sick and heal wounds (in return for a hefty tithe). Eissa preaches that those mortals who are pure of spirit and follow her teachings will be released to a divine oblivion when their body dies. The same is true for Elves who die, and others who grow tired of the world may be chosen to travel to Orhan itself and live there in dreamy bliss.

SHRINES OF ILOURA

Rather than one specific shrine, this is representative of probably hundreds of small, rural structures scattered across Kulthea. As Iloura is the Mother of the Earth, so it is only appropriate that her shrines are usually simple and located in the wilds. While some may be no more than a shallow cave with a slab of rock to roof it, others have corbeled arch doorways with a short corridor leading to the chamber. Iloura’s shrines are always dug at least part-way into the ground, but there is usually a small roof-vent to let in a ray of light and allow smoke to escape. Always above the entrance is the symbol of Iloura: three leaves in a branch. The altar itself is a round stone with a large circular depression in the center and a small depression on either side. In finer shrines, set in each of the side depressions is an unusual material called smokestone. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling for ten or so hours, it can be lit again, and re-used in this manner almost indefinitely). The smoke from the stones releases an incense which allows one who is a follower of Iloura to have visions —should the Lady Iloura wish it.

The High Temple of Mynistra at Bentara

HALLS OF KIERON

Kieron’s preferred method for his followers to show their devotion is music, festivals and revelry. In return he makes sure the wine is always sweet and the hangovers mild. Kieron brings levity and fun to balance the seriousness of some of the other gods. Because of this his ‘temples’ are designed to be concert halls and party rooms. These are maintained by attendants who receive tithes to cover expenses.

TEMPLE OF MYNISTRA AT BENTARA

This temple is on a bluff overlooking the town of Bentara in Miir. It is the chief temple of the goddess Mynistra, a large structure with three colonnaded wings. Mynistra is a goddess that is worshipped in the areas around Helberna. Mynistra is known as the three-faced: Love, Wisdom, and Protector. To reflect this, some statues of her have three faces spaced around the head. Others have three separate statues reflecting the different natures.

SHRINES OF AKALATAN

One of several temples in larger cities, this one is devoted to the Spirit Akalatan, the ‘son’ of Klysus. Followers of the Serpent god make regular sacrifices (usually they must give some of their own bodily fluid) to appease him and ensure health and life. Priests of Akalatan teach that failure to do this will result in returning in the next life as a slave in a demon-world. Periodically, there will be special closed ceremonies to which only the devout are invited. Shrines are six-sided buildings with a small sanctuary, and a stair down to many chambers below ground where priests and servants live. Not surprisingly, a snake motif dominates, including snake-headed men.

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