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Nightwings Campaign

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The Northeast

“Your most prized possesion other than the lives of your loved ones will be taken from you. Then and even worse, even those you cherish will be in danger from a killer who comes by night and day, a murderer whom locks cannot bar and armies cannot stop. The most vigilant guard falls to his invisible daggers.” The Nameless One paused and pulled his hood up to cover his face again.

“That is all?” The Hutarn whispered, a man stricken.

“That is all.” The unwelcome visitor turned and left the hall.

See the Climate Map.

GEOGRAPHY

As in the west, the northeast coastline of Emer is notable for the torturously convoluted coastline and numerous islands eroded by the inexorable abrasion of wind and water. Many islands emerged from the sea as volcanoes along continental plate boundaries, cooled over the millennia. Others are coral atolls and reefs.

From the Spine of Emer to the Sea of Tears, the land of Tai-emer steps down in a series of great plateaus. These shelves of land make for an expansive landscape of semiarid land known as the Tai-emerian Steppe.

The Steppe of Tai-emer - The great savannah which makes up nearly all of Tai-emer is known as the Steppe. Semiarid except along the waterways, the land is generally warm to hot, supporting only scattered grassland broken occasionally by small stands of trees. At the further southeast is the Plateau of Arûl, a desolate plain.

Inland Silaar - Silaar is a vast prairie to the north, punctuated throughout with shattered boulders like the shards of some titan’s broken crockery. South of the Lake of Glass, the terrain is more rolling and less rocky.

MOUNTAIN RANGES

These mountains define and divide Northeastern Emer.

The Spine of Emer - 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 dog-leg east (in fact intersecting a line of folded mountains formed later), the chain makes a twisting path southeast before finally sinking into the sea 800 miles further. The Spine of Emer has many tales to tell, for it has countless residents both above and below its surface. Scattered through its peaks are also several dormant and a handful of active volcanoes. One, Mount Gorath, about 400 miles south of the northern tip of the range. Gorath spews smoke on a regular basis and surrounding lands are shaken with tremors. It has not had a major eruption in decades, though it seems only a matter of time before Gorath shows its anger again. The eastern face of the Spine is the result of folding and has a much more gradual rise that the Hæstra side, which is mostly fault-blocks with steep, broken ridges. This allows for considerable arable land along the eastern foothills. The internal resources of the Spine have not been as thoroughly tapped along the eastern face, although the Lankani have opened a number of gold mines.

Choak Mountains - The Choak Mountains cap Emer, and are actually the central portion of a chain extending all the way across the northern edge of the continent. They mark a major fault line, formed by a combination of folding and volcanic activity long ago. From the Barrier Isles to the west (ancient volcanic cores), through the hills of Danarchis and Præten, the islands of Sel-kai, all the way out to Vog Mur, this is all one formation. Tremors along the ridge are not uncommon, and there are active or dormant volcanoes in the Choak and Præteni hills. There are also dormant undersea volcanoes between Sel-kai and Vog Mur, and beyond.

Peaks of Pelegris - A spur of relatively young fault-block mountains, the Pelegris marks the southern border of Tai-emer. They are an abundant source of iron, coal, and bauxite (used in making aluminum), made readily available by the fault nature of the mountains. There are also several dormant volcanoes in this range.

Green Mountains - As one might guess after examining an accurate map of Emer, this range is in fact geologically part of the same chain as the Peaks of Pelegris. However, the Green range is volcanically active and is cloaked in a dense rainforest. Under this canopy is a plethora of wildlife.

Rust Mountains - Hard on the eastern shores of the Sea of Tears, the Rust Mountains rear up from the foaming waters. There are few landings here, as these fault-block mountains pushed the western land lower. This action also revealed the vast resources of iron, the oxidation of which gave the mountains their name.

Ash Mountains & Black Sharksteeth - These mountains are part of a volcanic chain formed along a fault line at the northeastern edge of the Emerian continental plate. The actual geologic range extends north as far as Verya, and south through Námar-Tol and the Crystal Cliffs of Onar. This portion of the greater mountain range is relatively young, with many active volcanoes, steam fissures, and deep lava caves. While the lower flanks of the mountains support lush vegetation — especially along the seaward side — the upper elevations are strangely barren and black, thus earning their names. The upper peaks of the Sharksteeth are particularly high, steep and jagged, and snowcapped year-round. The Ash Mountains are lower and more sprawling, and often their top portions are swathed in clouds of fog and smoke. The inhabitants of Silaar are fortunate that none of the volcanoes has had a major eruption in several centuries, despite frequent rumblings and smoke. It is only a matter of time, however, before one of these mountains blows its top. Pumice and obsidian are everywhere. For the determined and lucky, the mountains also yield up diamonds, læns and rare metals.

N‡ámarian Mountains - The Erlin name for these verdant hills is Daloiv Kirnvar, “Green Island Spires,” an apt moniker indeed. Buttressed by deep ridges, these mountains rise at a dizzying angle to cloud-swathed peaks, with lush rainforest vegetation clinging to them along much of the slope. Hardly a day passes when it does not rain on the slopes of the Daloiv Kirnvar; nor is there often a day without at least some sunshine. These mountains are full of waterfalls and swift streams, widening to rivers as the slope lessens. The Loari use the silt from these rivers to fertilize the lowlands, creating a mineral-rich soil for their crops.

BODIES OF WATER

Barriers and highways, cradles of life and bringers of death, the waters around and through this region are generous — and treacherous.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.

Straits of Meluria - While reefs are less of a problem here than further south, the Straits are infamous for their strong currents, ravenous whirlpools, and sudden storms.

The Sea of Tears - Flanked on the east by the precipitous Rust Mountains, an undulating sandy beach on the west and scattered with myriad isles and atolls, the Sea of Tears is a deceptively calm body. In truth this sea earns its name from the many ships it claims: wrecked by hidden reefs and shoals.

The Gulf of Aržûl - The southern portion of the Sea of Tears is also known as the Gulf of Arûl, a generally shallow body with beautiful clear blue waters. Only at the southernmost tip of the gulf, at the Nuyani port of Nôm Rul where the sea-bottom is deep, can keeled ships navigate safely. The rest of the coast — especially along the western shore — has shallows extending five to twenty miles out from the shore. This area supports not only the vast kelp forest but many reefs and shoals, and only flat-bottom boats or skiffs can move with relative impunity. While there are breaks in the reefs and kelp forest, these are almost impossible to find — and if a ship wanders into the kelp its rudder can become entangled, or it could run aground on a reef or sandbar. It is immobilized and helpless. That would be cruel fate enough, but there are stories told from Sel-kai to Ashenoq of the ‘fish-men’: creatures who attack stranded ships, dragging their crews down into the undersea forest to drown. If one steers to the central depths of the gulf there is little to fear — though keeping to the deeper waters is easier said than done; currents and fickle winds have driven many ships to their doom on the reefs and shoals.

The Lake of Glass - Nestled between the Rust and Ash mountains in central Silaar, the Lake of Glass generally deserves its reputation as a serene body of water with a mirror-surface. A freshwater body, its plentiful fish are a staple for the people of Reandor and Nuyan-Khôm. However, spring and fall storms have been known to whip the lake’s waters into foaming waves with powerful rip currents at the shores. Tornadoes are also seen during these seasons, which translate into awe-inspiring waterspouts on the lake.

Lapinar Sound - Beginning at the mouth of the river bearing the same name, the sound opens eastward to finally join with the Blackwater Bay. The northern shore of the sound is unnavigable marshland, swamp and mangrove forest extending many leagues — right to the foothills of the Pelegris. The southern shores are pebbly shores which gently rise to the rolling hills of old Coronan.

Blackwater Bay - Extending westward from the Circular Sea, the bay is a region of relatively calm, deep waters leading to the Lapinar Sound and the Bay of Zalkali. But while the waters are serene, there are rumors of beasts living in the deep waters of the bay, beasts which come to the surface to feed…

Bay of Zalkali - Anyone who has seen a map showing this bay would notice immediately the nearly circular shape of the body of water. It was formed by a meteor impact long ago, and the resulting crater is quite deep. It is also lined with rare materials such as titanium, platinum, iridium, and arinyark.

The Circular Sea - This is the name given generally to the waters surrounding the isles of Námar-Tol, not only because of the shape but for the strong winds and surface currents which move year-round in a clockwise motion around the Loari realm. While at no point is this ‘sea’ particularly wide, it is quite deep, plunging to a trench five miles deep off the coast of the Green Mountain peninsula. The powerful currents of the western Circular Sea, combined with frequent storms in the fall, winter and spring, serve to further isolate the Loari republic from the Tai-emer and Silaar mainlands.

Sharksteeth Bight - The circular sea narrows here between the unforgiving cliffs of the Black Sharksteeth and the rocky northern shores of Námar-Tol. These waters are almost impossible to navigate because of their unpredictable winds, whirlpools and rip currents. And then there is the maelstrom. At the northeastern opening of the bight, where the Teeth close to within twenty leagues of the Námari lands waits a gigantic maelstrom, the Vog Usuiva (Er. “Waters of Death”). The Vog Usuiva, also known as the Maelstrom of Quodoris, is a monstrous whirlpool formed where a powerful cold current from the north collides with warmer waters from the eastern-rushing Circular Sea. The maelstrom varies between ten and thirty miles across. Legend says that no ship, once caught in Quodoris’ grip, has ever escaped. Whether or not this is true (no one has come forward to claim victory over the maelstrom), it has been the death of countless sailors.

The Lonely Ocean - Framed by Silaar and Jaiman on the west and Kelestia on the east, the Lonely Ocean is known for its chilling waters. These currents bring icebergs from the pole in the spring and storms to all coasts in the fall. It is also very deep; few know just how far down into blackness the ocean delves.

RIVERS

A few of the principal rivers in this region are worthy of mention here, especially with regard to their usefulness for transportation.

The T’voca River - The T’voca River plain is the most fertile area in central Tai-emer. It is not surprising that it supports the region’s most powerful civilization. The Lankan people depend on the river to irrigate their crops and as a transportation system. It is their lifeline in an otherwise hostile land. The T’voca splits about halfway up its length into a south and north fork, each still navigable for small boats.

Karis River - Much smaller than the T’voca, the Karis is shallow. The upper regions are sometimes not navigable in the late summer, when the river swells with rain water runoff from the mountains.

Lapinar River - Swift and turbulent near its source, the Lapinar quickly widens and slows, making it navigable through most of its length. It spreads to a vast delta before emptying into the Sound. Like the T’voca, the Lapinar river floods annually, depositing a layer of rich silt on the adjacent lands.

COASTAL LANDS

This section covers the varied ecosystems of the Sea of Tears, the nearby isles, and the coast surrounding all of Silaar. For the most part these are isolated lands, separated from the interior mainland by mountains or waste. The Sea of Tears itself is divided into two very different aquatic terrains. The northern region is mostly deep water with steep, rocky shorelines. As one moves south into the Gulf of Arul, the waters are considerably more shallow, and the shores gentle — at least near the water’s edge. Along the east the land soon rises with the foothills of the Rust Mountains. To the west, a shelf of sandy shore extends inland between a furlong and about a mile before stopping at a sheer cliff face often several hundred feet high. This is the edge of the Plateau of Arul.

The eastern shore of Silaar, beneath the black mountains of Ash, is a narrow strip of land between jagged volcanic peaks and pounding seas. The land is steep and convoluted, fijords with plunging coasts and deep dark waters. The dark rich soil is rampant with vegetation in this moist subtropical clime, ideal for coffee, bananas, and sugar among others.

South of Sel-kai and north of the Gulf of Arûl, the Sea of Tears is broken by numberless rocky isles, most no more than an atoll or jagged pier of volcanic rock jutting out of the waters. A few are true islands, sporting lush vegetation and abundant tropical wildlife — and active volcanoes. Sailors in Sel-kai spin tales of savage tribes on some of these isles, including a cult which worships a fire demon.

Off the eastern coast of Silaar lies a couple larger islands of note.

Vog Mur - Just over 100 miles east of the coast of Emer lies a little trio of islands. Vog Mur is made up of large submarine mountain whose peaks make up the islands.

Tana: Isles of the North Gale - North of the Black Sharkteeth and east of the Mountains of Ash, a cluster of islands rises from the deep ocean. Five of these are of appreciable size; a handful of others nearby are but jagged spires of obsidian. These islands take their name from the powerful northern winds which buffet them year round.

TAI-EMER

Logor Swamp - Located at the southern end of what is considered Tai-Emer, the Logor Swamp is shielded by the Pelegris Mountains from the arid Arûl Plain. The swamp is over 100 miles across, a misty bog which is treacherous to enter.

The Forest of Ash - A vast forest in the northern foothills of the Spine of Emer, its trees reach hundreds of feet in the air. It is burned, but the trees remain eerily intact though blackened and dead — even the leaves still cling to the branches, creating a thick ceiling overhead which blocks out the sun. The Pochanti believe that the Forest of Ash is haunted by the spirits of the dead.

Southeastern Wastes - Poor soil and little rainfall combine to make this wide, flat region — also known as the Plateau of Arûl — little more than a desert. It has little to offer settlers, so remains virtually uninhabited except for a variety of hardy creatures. The Waste is a broken land of plain interrupted by dry riverbeds and wind-carved towers of ancient stone. The primary inhabitants seem to be birds of prey, cacti and such mammals as can survive in a dry clime. However, beneath the dusty plain this area serves as an effective buffer between Tai-emer and the southern plains of Silaar, a defense the Nuyan-Khôm are grateful for as the threat of Lankanôk grows.

SILAAR

Wastes of Thanor - South of the rocky peninsulas reaching crookedly towards the Straits of Meluria, and north of the prairie sheltered between the foothills of the Ash and Rust mountains lies a barren expanse. This is the Thanor Waste. Only now is the land beginning to rebound from some terrible past devastation; once it was green with farm and pasture, the northern breadbasket of the Thanorian kingdom.

Asamis Arg - Along the northeastern shores of the Lake of Glass stands a mighty forest of fir and sequoia. This is the Asamis Arg (“Great Grove”), covering nearly two thousand square miles from the water’s edge well into the hills of the Mountains of Ash. Because the land of this region is a higher elevation than the shore further south, the Great Grove escaped becoming part of the foul Voerken Mire.

Vœrken Mire - Between the Ash Mountains and the Lake of Glass, the Voerken Mire is a vast swamp with a reputation as a place of evil. Extending two hundred miles north to south and almost eighty east-west, the vast Ruar Voerk runs right to the shores of the Lake of Glass and up to the foothills of the Ash Mountains. The Mire is an unrelieved swamp of stagnant water overshadowed by a thick roof of ancient trees and vines. Everywhere is the stench of rot and foul gases; clouds of insects swarm in the oppressively hot and humid air. The scum-coated water depth can change abruptly from a few inches to ten or more feet. Boggy paths of relatively dry land meander through the swamp, but can give way without warning, sending the unlucky traveller into a sucking mass of quicksand-like mud.

REALMS and KINGDOMS

This section describes the realms and kingdoms in Northeast Emer. Not described here is the realm of Sel-kai which includes seven islands and the Kai’sa Peninsula on the northern Silaar coast. See the separate section on Sel-kai.

PRÆTEN

Two peninsulas and a dozen islands along the northern coast of Tai-emer currently constitute the realm of Præten, (Ir.: “Many-havens”), domain of the Honakh (Ir.: “war-king” or “warlord”). His name is Ur-Goren (after the manner of the Præteni, ‘Ur’ is the family name, Goren is his given name), and he rules it with a fist of iron.

Like Sel-kai, Præten was colonized early in the Second Era by Shay immigrants from Jaiman. For many centuries it remained sparsely populated: isolated fishing villages along the coasts and small farming settlements inland. Laan of the Emerian Empire conquered the Shay in the Third Era, but when the empire fell they were driven off the peninsulas. The Præteni earned a reputation as ruthless — even savage — warriors, and this was to mark a fundamental change in their culture. Population pressures and leaders hungry for power made for frequent conflicts. The Præteni were forced to supplement their hunting, farming and fishing with raiding their wealthy neighbors. Danarchis to the west, Sel-kai to the east and Rhakhaan to the north meant the Melurian Straits were thick with merchant ships.

For centuries the Præten Pirates operated as isolated bands, fighting with each other as much as looting merchants. But in the last few decades, ambitious warlords began consolidating the villages and uniting the peninsulas and larger islands. Now Ur-Goren has virtually all of this region under his control. With the fall of Pochantos, the Honakh is even making advances into the mainland of Tai-emer, capturing Pochanti to sell into slavery.

Præten’s neighbors previously considered the raiders a nuisance: disorganized bands of poorly-equipped thieves. But lately the pirates seem better coordinated, with swifter ships and sophisticated weapons. They have become a serious threat to shipping, and the time is nearing when Sel-kai and Danarchis will have to take coordinated action against the pirates.

There are two major cities in Præten: Ikeya is the Præten capital and Xooba, which is actually independent of Præten, ruled by sveral pirate-lords.

REANDOR

Nestled at the knees of the Rust Mountains, the tiny kingdom of Reandor is a throwback to the Emerian Empire. It has survived virtually intact for these millennia partly because of its geographic isolation. The mountains provide protection not only to the west, but by steep spurs to the north and south. East of course lies the Lake of Glass, whose shores are steep, convoluted and rocky along this side. The feudal monarchy is made up of a nobility of primarily Laan descent, with freemen and serf populations of Shay.

LANKANÔK

One of the largest kingdoms on Emer, the Lankan Empire (also known as Lankanôk) is currently thriving - and expanding.

While technologically not the most advanced culture on the continent, the Lankani possess quick minds and an aggressive nature. They have conquered nearly all of the once-isolated tribal communities aroudn them, and just ten years ago defeated Pochantos, a kingdom to the north along the coast. Now they control virtually all of Tai-emer.

Typical of the Jaader race, Lankani are characteristically tall and powerfully built with red-brown skin and coarse raven hair. Most have a prominent, hooked nose and large, almond-shaped eyes with brown irises. The distinctive high forehead is even more pronounced on older men, since their hairline often recedes in middle age.

The Pochanti Territory

Until recently, Pochantos was a large and powerful realm in Tai-emer. The last fifty years have seen frequent droughts in the northern prairies, however, and Pochantos suffered.

Then came the fateful arrival of the Nameless One in 6039, who prophesied the fall of the Blessed Realm. Within days a terrible earthquake flattened the capital city of Dúbach and killed the Priest-king. Lankanôk to the south took advantage of this catastrophe and stepped up its attacks on Pochantos. Despite the efforts of the King’s sons, the realm suffered loss after devastating loss to the Lankan Empire.

NUYAN-KHÔM

For two hundred generations, the Y’nar people has dominated the southern steppe of Tai-emer. They are an immigrant people, native to Kelestia far to the northeast. The feudal realm of Nuyan-Khôm is made up of Clans who all swear fealty to the Hûtarn (High-Lord). The Clan/family association is very important with the rank in a clan dictating social status. They are not known as merchants; the profession is one of the least respected because a trader does not create, he merely buys and sells. But as artisans they excel, and eventually the traders came to them.

Typical of the Y’kin race, the people of Nuyan Khôm have light brown skin, coarse, straight black hair, and almond- shaped eyes with a distinctive epicanthic fold of skin. There is little body hair and no facial hair growth. Male pattern baldness is rare, and appears only as a slightly receded hairline, though hair does begin to turn gray or white with middle age in both sexes.

When dealing with strangers outside of their own culture the Nuyani are polite to a fault. In fact, they affect wall of mannerly obsequiousness in order to confuse others and keep them socially off-guard. The bottom line is, however, that the Nuyani consider themselves culturally and genetically superior to all others — except perhaps the Loar Elves. The Nuyani are not openly arrogant, however; that would be impolite. Instead they cloak their condescension in empty praise and insincere deference. The few who catch on to this charade find it extremely aggravating.

NÁMAR-TOL

Námar-Tol is a country for the most part closed to outsiders. With the exception of the trade city of Orv Cibur, nonresidents are not welcome, and the borders of the Seven Islands are guarded jealously. Immigration is impossible and visitors are carefully controlled. Namarians take their privacy very seriously.

The lords of the Seven Isles have amassed considerable wealth through their trade networks, financing, and careful exploitation of the land’s resources. As noted elsewhere, members of the Loari families maintain offices in the larger cities. This network of merchant representatives also allows them to keep appraised of events outside their own realm.

Using their knowledge of chemistry, metallurgy and mechanics, the Loari have developed quite an array of technologies. The ability to make metal alloys has allowed them to create springs and strong wires, tiny gear mechanisms and complex — even baroque — machines. The technology of Námar-Tol is well known in Sel-kai where Airbarges and Sky-yacht’s are in use - and the city of Eidolon, a triumph of Loari engineering.

The majority of Námar-Tol’s inhabitants are actually Erlin Elves, a large underclass which serves the Loari citizenry. Approximately three quarters of the population is Erlini, twenty percent Loari (about twenty thousand individuals), and the remaining five percent are mortal peoples and Linæri. The mortals are primarily Jineri and Talath.

The Loari know better than anyone that they are a handsome race. They never tire of enhancing their appearance with wonderful clothing and jewelry. Unlike many mortal cultures, the high Elves never mark their bodies with permanent tattoos or puncture their flesh. Their elaborate ear decorations are attached with delicate cuffs and clips.

Hair style and length varies tremendously from one individual to another. Males generally keep the length no further than the shoulder, while some have a long ponytail on intricate braids. The majority keep it trimmed quite short. Women generally keep their hair long, allowing them a greater variety of styles. They often employ clips and combs to arrange their luxurious ebony and brown locks. The hair is always kept clear of their elegantly pointed ears, so than there can be no doubt of their Elven heritage. Artificial hair coloring is not done. Loari rarely employ any sort of skin pigment except as part of a costume of some sort, whether for a party or a dramatic presentation.

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