Sunday, January 31, 2016

Firma: an AD&D/OSRIC Fantasy Setting

Firma Overview
The world of Firma was born from the collective will of the Divinities under the directions of The One.  It was decided that, in order to maintain a continuum of creativity and greater wisdom, it was imperative to fashion new, lesser life and allow it to grow into full godhood so that they, as well as their own creations, would one day fuel the cunning of the elder gods and ensure eternal advancement.  Dragons were also created and imbued with strength and cunning to help shape the immensities of the lands in their many climates.  Once Firma settled into being, divisions arose among the lesser gods and the families of dragons, and soon only nine remained loyal to The One who sent them.  Nine more were indecisive and fell into neutrality, but prophecies arose that they would one day return to their old sensibilities and rejoin The One.  Unfortunately, nine others were cast out and stripped themselves of all light and abandoned goodness, deciding to wrest power from the mortals through jealous strife and perversion, hoping that the downfall of mortals would stifle the growth and progress valued so highly by the elder gods.  These beings, due to their callous nature, cannot exist on the mortal plane, but instead set their intangible will to individual mortals and use them as instruments to hamper the progress of other mortals.  Some even fully possess individual mortals and change them, body and mind, into terrible demons.  When these demons are defeated, their demonic half is cast back into the far flung cold expanses of Perdition and their former bodies are rendered a charred remnant of the mortal they possessed.
            After enough time has passed and enough mortals have been born, the Divinities under the One will be drawn together for one final contest in which the Nine Neutral will rejoin the light and align themselves against the Nine Evils.  At the end of one final battle, the nine outcast will be sealed away into Perdition for all eternity and Firma will be remade into a heavenly abode where all who have died will return, dwelling in immortal bodies and living peacefully as students and creators for all eternity.

Six Epochs have passed since the complete shaping of Firma: 400 years between each

1st Epoch: The Dawning Age
            When the first children of the gods were set on Firma and began to till the soil and to live in tents made from wooden poles and the hides of beasts.  They fought, using clubs and javelins.  Over time they learned to craft tools, allowing them to make better objects and to eventually fell and shape mighty trees.  Shamans and priests were given magic to serve and ease the suffering of the people.  Languages divided and flourished into individual tongues, but none of the words were written down.  Differences appeared among people and soon Elves, Halflings, Dwarves and Gnomes appeared and separated themselves from humans, bonding together into their own clans.  The nine evil outcast beings pervert some of the mortals, turning them into goblinkind, which they used to stir up the world into contention.
2nd Epoch: The Building Age
            When the scattered inhabitants abandoned tribal systems and came together, using their tools to build houses from mud, straw and shaped lumber.  Metal was discovered and bronze tools and weapons came into being.  The first forms of arcane magic were discovered when simple alchemists discover herbal remedies and began to experiment with the effects of different elements.  Languages continued to grow, but written words are few and often only recorded into hide and stone.  Farming improved, and animals were captured and tamed for many uses.  The first druids broke away from society and started their own order, remaining one with the natural world but still building for themselves mansions of lumber and stone.  The loom was discovered and fine garments of different colors emerged.
3rd Epoch: The Cunning Age
            Science and magic grew side by side and simple huts and longhouses were replaced by sturdier and more ornate construction.  Walls and fortresses were built and fine golden and silver trinkets sprang into people’s imaginations.  Pride rises to a new height as the Nine Evils continued to pervert the minds of the people.  False priests and clerics arose, fueled by powers from evil deities.  The first demons came and ruled over some societies.  New and more powerful forms of orcs and goblinkind emerged as demons bred their creations.  Other demihumans separated themselves even further and fromed powerful kingdoms.  Strife erupted into open warfare as greedy kings and governments stole land and power at the cost of many lives.  A new formation appeared in outer space, resembling that of a red wave.  The closer the wave drew to Firma, the more hateful and violent people seemed to become.
4th Epoch: The Dwindling Age
            Fearing for the destruction of all life on Firma, the Nine under the One and the Nine Neutral joined together and destroyed all of the capital cities, killing the wicked and removing tyrants from the world, casting them into Perdition.  Next, further fearing that Cad Fir Ciallmhar Eagla would engulf the world, the gods disbanded for hundreds of years, taking all forms of magic with them.  A group of people who were experts in science departed from the Jewel Coast and moved west to unknown lands where they built their machines and to progress unhindered by the deviousness of the world.  Life slowly rebuilt and law was restored to a lawless world with much help from the Druids who had mysteriously retained their abilities to heal.
5th Epoch: The Resurgence Age
            Technology flourished and magic returned along with the gods and the world blossomed into activity as schools were erected and reading and writing were taught to more and more classes of people.  Better forms of construction were devised, using iron and harder stone.  The first Welkin Stone was discovered and alchemists worked tirelessly to unravel its secrets.  Eventually more Welkin Stones were made by powerful mages and the first airship took to the skies, traveling west to see what became of the people who had departed.  The ship never returned.  People were taught by the 9 Evils to love their science more than the gods and began to forget The One as they created new beliefs for themselves.
6th Epoch: The Enlightened Age
The current epoch where technology has soared to new heights with flying ships nearly as common as horse-drawn wagons.  Also included in this era is the invention of firearms, which have literally and figuratively exploded across the Jewel Coast, having first made their appearance among dwarven and gnomish inventors and later adopted by humans, some halfings and eventually mass produced by orcish marauders.  Though the orcs are, with little exception, limited to older models that require matches and fuses, the sheer volume of weaponry produced by them creates an insurmountable threat as war is poised to sweep over the land once more.  Mounting disdain towards government and goodly churches, built upon by individuals and their own growing negativity, have caused strange events in the heavens, which many scholars, priests and druids believe foretell a new threat over the horizon, though none can say what it is.

Spoiler: Cad Fir Ciallmhar Eagla, which was thought to have been defeated by the gods at the end of the 4th epoch, has rematerialized out of the ashes of a far distant world where wickedness grew to exceed the stability of its societies.  Now Cad Fir Ciallmhar Eagla is gaining in strength as it sweeps from one hostile planet to the next with an unerring course bent towards Firma and vengeance stewing within its shattered interior.  As the PCs begin their journey they will hear tell of strange events in the heavens, such as stars vanishing.  As their adventures deepen and they uncover new secrets and hints, eventually a new shape will appear in the night sky: that of a red wave.

The Gods, by Alignment
For use by priests, druids and general practitioners who seek divine favor in their actions.  Note that, in order for a PC to gain special boons they must worship a deity.  (Boons will be described later).

Lawful Good
Thuas: the first of the followers of The One.  He is the great overseer of creation and judgment.  Symbol: a four-pointed star, elongated vertically with small lightning bolts between the north/east and north/west spurs.
Leigis: the god of mercy and healing.  Symbol: a standing bundle of leaves with a red blossom at the crown.
Dleacht: the god of good tidings and swift execution of duties.  Symbol: an ink pen pointed down with ink flourishing from its tip.

Neutral Good
Eagna: goddess of wisdom and perceptiveness.  Symbol: a scroll standing in a circle of fire.
Baila: goddess of firm foundations and welcoming abodes.  Symbol: a four-spurred mountain crowned with clouds.
Thogaila: goddess of the crafting of beautiful things.  Symbol: a blossoming rose.

Chaotic Good
Cosaint: god of defense and the preserver of individual liberties.  Symbol: a war hammer set into a shield.
Ceila: goddess of love and genuine affection.  Symbol: a bar pointing downward with an intertwining set of bars rising up.
Chumadh: god of invention and forethought.  Symbol: a hammer pick set into a cog.

Lawful Neutral
Aimsira: goddess of rains and snows and all other manner of precipitation.  Symbol: a swirling cloud with rain falling.
Eolas: god of learning and accumulated knowledge.  Symbol: an isometric book set into a ten-pointed star.
Uaimh: god of refinement and of deep places in the earth.  Symbol: an anvil set against a stone turret.

Neutral Neutral
Uaigha: goddess of death and rebirth.  Symbol: a skull exhaling swirling vapors.
Greine: god of sunlight and the hard day’s work.  Symbol: a crescent moon with its ends facing down, resting over an eye with three points rising from the curved back of the moon
Gaela: goddess of the moons and restful nights.  Symbol: a crescent moon with its ends facing up, cradling a five-pointed star with three tiny bars radiating from its cruved back.

Chaotic Neutral
Caillte: god of uncertain roads and the lost.  Symbol: a dividing path with an open eye at its bottom left, a cursed eye at its bottom right, a moon at its upper left, a sun at its upper right and a human shape at its heart.
Anfa: goddess of storms and frenzied seas.  Symbol: a cloud formed into a skull with lightning stemming from its teeth.
Draiochta: god of arcane power and the mysteries of the universe.  Symbol: an elaborate circle with four tiny symbols radiating around it.

Lawful Evil
Scrios: god of devastation and malice.  Symbol: a bloody gauntlet with spiked knuckles pointing downward.
Leisca: goddess of laziness and decadence. Symbol: a single, ornate eye.
Uafasacha: goddess of fire, exploitation and torture. Symbol: a black tree engulfed in flame.

Neutral Evil
Fearg: god of berserk rage and bloodlust.  Symbol: a beastly face with large tusks.
Claona: goddess of perversions and abominations. Symbol: a tower breaking apart at its middle.
Dramhaila: god of gluttony and wastefulness. Symbol: a leg bone gnawed at its middle with four ribs coming away from it like a comb.

Chaotic Evil
Breaga: the liar goddess and architect of corruptions. Symbol: a wagon wheel with the top broken open.
Goid: god of thievery and secret works of darkness. Symbol: a jagged, downward-pointing dagger with thorns lining its grip.
Neamhord: supreme demon-god of chaos and disorder. Symbol: dark, dimpled circle with a red drop of blood at its heart.


Seasons and Festivities of the Jewel Coast
            The people of the Jewel Coast look forward to many festivals, which come and go with the seasons, marking each and every occasion with food and entertainment alongside song and worship as they remember the deeds of the divine gods and goddesses and look forward to the end of each season of labor on Firma.

Summer
Capal La: day dedicated to horse shows in which breeders showcase their finest steeds.
Staidear Eile: two weeks in which scholars and students are allowed a break from their studies.
Eallach La: day in which cattle and sheep are sold at auction.
Comortas: day when hopefuls go to barracks and try out for positions as guardsmen and soldiers.

Fall
Ullmhuchan: day when supplies and possessions are catalogued in preparation for winter.
Leanbh La: day for children to play carnival games.
Buiochas La: day of gratitude and feasting.
Fomhar La: last day of the harvest when fields are put to rest and towns prepare for winter.

Winter
Fionsreabhadh: day of celebration with alcoholic beverages and old vintages.
Fiachlogh: day in which half of all debts are forgiven if paid in full on this day.
Bhron La: day in which the dead are remembered and people remember the return of the gods after the dwindling age.
Athnuachan: start of the New Year and day in which gifts are given.

Spring
Roinnt La: a day in which excess food stores left over from winter stores are shared.
Fuala: a day in which labors are doubled to prepare fields for sowing seeds.
Blathanna: day where blossoms and flowers are gathered to decorate towns, celebrating the end of Tilling Day.
Gra La: day that celebrates love between young and old couples.  Is also a popular time for people to marry or remember their lost spouses.


Primary Races of Firma
As stated in the description of the Epochs, sometime after the first humans were made, many tribes broke off and took on various aspects of the natural world until they changed into completely different races.  Below is a list of each race and their innate qualities.  In this module, class ceilings may be surmounted, but any experience points gained after a level limit is reduced in half.

Humans range in the widest variety of shapes, colors and cultures and gain no special adjustments to their abilities.  Players may flavor human characters after any culture they wish while keeping in mind that the Jewel Coast is mainly a Baroque European-style region.  For example, if a player wanted to use a noble Samurai, his or her character would likely originate from a far off, exotic place and would be treated accordingly.

Woodland Elves are perhaps the most common form of elf in the Jewel Region and prefer to live quaint lives dedicated to artistry and literature.

High Elves are very much like Woodland Elves, except that they prefer song, dance and theatrical performances as well as skills in the loom and in the crafting of jewels.  Their habitats are primarily in tall places, though not necessarily in the mountains.  Many prefer to build hidden cities along the coastline so that they can listen to the crashing waves of the sea.

Dark Elves live in deep caves and tend to despise sunlight, preferring the iridescent glow of strange life that lurks below the earth.  They are lovers of jewels and gem cutting, and also love to compose music and fashion art out of ceramics, clays and other earthenware.  Unlike other Dungeons and Dragons campaign settings, the Dark Elves of Firma are not solely aligned to evil, but usually tend to be neutral and even retain some friendly relations with surface elves, so it is not at all uncommon for dark elves to venture under the sun and conduct affairs with the other races.

Half Elves are similar to any of the three primary elven races.  They are typically unwelcome in elven societies due to their “lesser” lineage, but are often loved by humans, halflings and gnomes.

Stout Halflings live in secluded patches of wilderness in the hills and furrows upon which they grow terraced crops and raise diminutive animals, such as goats, ponies and sheep.

Proud Halflings are hardier than the stouts and live in stone and wood houses near woodlands or out in open planes, along rivers and streams.

Gnomes, like Halflings, are short and somewhat fair to look upon, but retain some of the gruffness of dwarves.  Gnomes tend to live underground in hutches and burrows, but avoid rocky places such as mountains where stonecutting is needed to shape their tunnels

Deep Gnomes dwell in deep cracks in the earth and in shallow burrows in the rock.  Unlike their surface cousins, deep gnomes tend to shy away from boisterousness and dislike loud noises.

Dwarves are notorious for being gruff and mistrusting towards outsiders, as they hold their clan and family ties sacred and usually eschew contact with other races.  They prefer deep caves and mines where they set their artistry towards shaping the rock and fashioning the insides of mountains into vaults containing their armories and riches.

Deep Dwarves share the same gruffness of their fairer cousins, but lack the tolerance and understanding for other races and cultures.  They prefer to live deep underground in their geometrically flawless fortresses, which operate with peak efficiency as they strive to keep outsiders out.

Half Orcs are unfortunate offspring of evil orcish raiders and unlucky women.  Usually cast out at birth, what few half orcs survive tend to wind up in orphanages.  Once they reach the age of 12 they are usually released and either become laborers or sellswords.  Rarely will a half orc become evil or good-aligned since their wicked orcish relatives consider them weak and unfavorable and goodly folk deem them wretched and unattractive.

Now we will finally examine each of the many major locales in the Jewel Coast.  Note that monster saving throws use a generalized average, but if DMs wish they may use proper saves from the core rule books.

Diamond Capital
A glistening, walled city filled with ornate stone buildings and high towers.  Buzzing with welkin ships and swarmed with tourists and citizens, Diamond Capital is the hub of all trade and commerce in the region.  If it can be found, or if networks are to be joined, they can all be claimed in Diamond Capital.

Notable Locales
            Next is a list of the many locales inside and outside the Diamond Capital:
           
Palace: enormous stone and steel structure built with ornate galleries and surrounded by multiple levels of gardens and parks no longer open to the public.  Perhaps the most striking feature of the palace grounds are the two skyward towers, from which flow gilded banners that catch the sun’s rays and stand as beacons for miles around.  The east tower serves as housing for the capital’s elites, such as the Supreme Judges and the Ruling Hand, all of whom meet in the west tower.  The whole city is under the protection of arcane barriers and runes, etched into the outer walls and into every major building in the city.

Pinnacle Square: an expansive broad avenue lined with the biggest and most fanciful shops, PUBs, INNs and public offices in the region.  At the center runs a long garden, which leads up to an immense statue of the city’s first founder.  Tourists flock here to catch a gander at higher society while others come to do business and enhance their position in the world. Just beyond the square are flats and walled-off mansions as well as universities with student dormitories.

Sentinel Keep: the fortress where knights are trained and garrisoned.  Also serving as the headquarters to the whole army, the Knight Champions stationed at the keep make important decisions and dispatch troops to keep the peace wherever needed.

Sky Harbor: grand, circular building, much like a coliseum, where welkin ships are built and maintained.  The Sky Harbor may hold as many as twenty ships at a time and draws children from all around whenever a new ship makes its maiden voyage.  These occasions are marked by captains throwing tiny packages of chocolates down into the streets to celebrate the flight.

Divinity Sector: district dedicated mainly to the Nine under The One as well as smaller churches for worshipers of the nine neutral deities.  Apart from houses of worship, people may come to receive special healing, which requires donations of gold equal to 100 pieces per level of spell required to remove the infirmity.  Special quest and tasks may also be taken in exchange for special boons from a specific deity.

Cutthroat Quarter: hidden in back alleys and in old sewage systems that connect with underground estates and brothels.  These are the places where people go to join the thieves’ guild or to enter the black market to buy fenced goods as well as information.

Prosperity and Community Gate: Enormous twin gates serve as the only known entrance into the city.  There are many other entrances and exits, one of which is reserved for the ruling class at the palace, but the others are hardly known by the public.  The gates hold warding charms that detect orcish or goblin-kind blood, none of which are allowed inside except on special appointment from the Ruling Hand.  Beggars ply the outside of the gates and cheap merchants with temporary shops line the main avenue all the way to Pinnacle Square.

Windmill Fields: the farmlands surrounding Diamond Capital create a quilt of different grains and produce, speckled by mills that run from the winds blowing out of the mountains to the north and the sea winds from the west.

Tosch and Posch: two towns built with a fertile grazing field between them.  Tosch is a community of uncouth, barely educated laborers who enjoy a loud, good time and posch is a town of educated artists, scholars and higher class land owners who resent Posch.  Posch grew out of Tosch when the wealthier citizens hired on labor to care for cattle and gardens, but soon their families grew and adopted trades along with their labor, forming their own community.  Now the two argue over rights to the fertile grazing grounds.  Tosch would very much like to graze their cattle in the northern fields, but a Land Shark ravages the land and attacks anything that treads the earth.  A nearby brook serves as its watering hole.

Wellworth: a crowded little town built around an enormous well that is believed to have been built around the Cunning Age.  At one point a heavy iron grate had been built using Dwarven techniques.  Scholars have turned up records at the Diamond Capital archives regarding an ancient vault built to contain a young wyrmling and many believe that this well is the entrance to such a vault, but none are brave enough to venture within to find out.
            Intrepid explorers who do manage to gain admittance to the well will find it come to an apparent end in a circular, muddy chamber, but closer inspection will reveal that some of the stones lining the walls may be pried loose to reveal a broad passage into an ancient hold.  Exploration will reveal a vault, which has been burst open by something of gigantic size.  The vault contains a goodly amount of gold and treasure.

Draco’s Gullet: a town at the base of the mountains where coal is mined and refined into Peet Rock for Welkin Schiffs.  Business goes as usual in the mines, but on occasion there have been mishaps with explosives that have caused tunnels to cave in.  Increased frequency of such accidents may spur a request for investigation by would-be adventurers.  A thorough investigation into the mines will reveal enemy sappers from the Onyx Kingdom, who have been hiding in the shadows and using the mine’s own supply of charges to sabotage operations.

Guath’s Hole: a rumored cave at the end of a stream in hilly terrain holds some of the most peculiar secrets in all of the Jewel Region.  In what appears to be a dead end room, anyone with knowledge of religion or ancient languages may cause, by reading, visions from the past to emerge.  Though it is impossible to discern what the characters in these visions are accomplishing, watching one character closely enough reveals that he is removing a brick from the wall to reveal a hidden recess into which he deposits an item.  Finding the brick will produce a curioius plumb bob that, when suspended by its chain, will point straight up into the air.
Spoiler: taking this item to the right people, either experienced sages or high priests, will reveal that the plumb bob is actually a compass that was fashioned by a team of necromancers to detect approaching doom in any part of the world.  The fact that the plumb bob points straight up to the sky, past the two moons, foretells a truly sinister omen.

Crescent Hill Ruins: once a stout watchtower during the Dwindling Epoch, the crescent hill ruins now sags on its foundation atop a crescent-shaped rise in the plains.  In recent days, strange shapes have been seen moving around the ruins at night and sometimes folks claim to even see soft firelight coming from somewhere inside.  Closer inspection reveals that goblin-kind have been using it to spy on the Diamond Capital and have hidden secret stashes of guns, bullets and powder stored in the cellar.

Duncan’s Delve: rumors tell of a large sinkhole that recently opened in a farmer’s field.  Warning posts turn travelers away, foretelling of sickness or disease, but closer inspection reveals that the hole actually opens into an ancient mausoleum from the Dwindling Epoch.  Below a now abandoned farm rests the remains of many sinister beings from before the departure of the gods, when Firma nearly destroyed itself in wickedness.

Ferrous Marshes
A stinking, festering swampland full of wretched stenches, queer noises and ghostly shapes lurking through the trees.  Moss, mold and mud cake the floor with deep puddles and hidden creatures lurking about in shadows.  Even the bravest of paladins grow pale at the mention of this place and most refuse to enter during any hour, most especially after dark.

Notable Locales
            Next is a list of the many locales inside and outside the Ferrous Marshes:
           
Mossbark Mine: once a fine town that pulled a steady gathering of coal from the ground is now nothing more than a skeletal remain of what once was.  Those who dwelt there have either gone on or were transformed by horrible moss into putrid creatures that lay somewhere between organic life and undeath.  The mine itself still exists, but has become a habitation for myconids, none of which are eager to welcome strangers.

Burbur: a tribal settlement owned by bullywugs and their slimy king.  Burbur rests in a patch of the marshlands where big, gnarly trees grow in abundance all around a putrid pond that swarms with ugly fish.  There is no dry ground to walk upon and anyone invading the bullywug territory risks being attacked right off.

Troll Mire: deepest, muddiest patch of the bog that connects with a filthy network of holes and tunnels.  Many kinds of trolls call this place home and use it as a repository for healing and hoarding weaponry.  In previous years, their leader, a giant two-headed troll, seemed content merely to keep intruders from his territory, but recently has dispatched his misshapen minions all around the land where they have been observed stealing weapons and supplies from trade caravans.  Some attacks, most alarmingly, have even necessitated the use of gunpowder and firearms, which trolls, under normal circumstances, despise due to the fire they produce.

Blight Circle: a blackened, burnt patch of terrain on the driest portions of the marshlands where a hideous little house is built against the withered and decaying remains of an ancient dryad’s tree.  Three swamp hags are rumored to live here and, though they are evil, will barter some of their magical wares for gold.  The potions sold by the hags have the desired effect one would wish, but with an added side effect: the drinker must make a save vs. poison or become addicted and seek out more potions form the hags.  If this behavior continues, the drinker will require two more successful saves vs. poison.  If all three saves fail, the victim takes on a permanent alignment change to evil and the player loses control of him or her.

Dwemoor Sisters’ Hutch: an earthen tunnel with stoned-off walls where two dwarven women live.  Their home is deep and impressively grand, with lovely furnishings that were shaped from wood and stone, using magical manipulation.  The sisters provide healing to anyone who ventures so deep into the marshlands and seek ways of healing the marshes and purging all of the wickedness so that it may beautify once more.  Though they have little use for gold, they have hoarded for themselves a comprehensive treasure trove and will pay for services rendered on behalf of their cause.

Hollow Holtz: one of the largest expanses of swamp in the area where every fen and burrow is inhabited by reptilian creatures.  Tribes of lizard men and troglodytes roam about, fighting one another over territory or converging on equally hated outsiders.  People often talk of trade caravans that wound too close to the holtz and were deprived of all their goods, which suggests that there may be caches of stolen goods concealed in the many shambled towns scattered across the muck and waste.

Bleak Clot: the den of Hrum, a black dragon, may be found nestled between a dense congregation of twisted, diseased trees in a patch of wilderness that is choked with diseased swamps and mires with air fuming with noxious stenches.  The black dragon usually sleeps just under the muddy water with its nose protruding and smelling out oncoming prey.  Since the dragon is young, it continually seeks to prove itself by attacking larger targets and completely ignoring anyone or anything it deems less than itself.  This does not, however, prevent it from defending its territory.

Gad Hive: atop a very high, hollow tree rests a rather remarkable hive built from thousands of Gadflies under the leadership of a harsh queen.  People have heard of the tree, but few remember its exact location and to date all who have encountered it did so quite accidentally.  The tree is said to be filled with the most delicious honey ever tasted and is worth as much as 1,000 gold pieces per pot (there are 1d10 pots worth of honey in the tree at any given time), but acquiring the honey is difficult as watchful Gadflies will swarm in the hundreds against any who approach within a stone’s throw (which has often drawn the unusually large insects from their home).

Onyx Kingdom
The smoking, stinking expanse of land where the orcs and goblin-kind have dug in, drawing reserves of beasts and supplies from far-flung countries to the south.  Onyx Kingdom seems like a scab on Firma that had been peeled away, revealing raw and hideous filth.  Walled towns dedicated to weapon crafting and the raising of putrid plants and animals for food spot the region, along with high observation towers and barracks where young orcs and goblins are sent to train in the art of war from early ages.  Nothing goodly exists in this land, where beauty and decency are raped and trampled on the spot and the only adhesives holding the population to their cause of destruction is shared perversion and joy in slaying innocent things.  But more than this, fear drives the wretched denizens of Onyx Kingdom, though few know the reasoning behind their heinous warfare.  The region once belonged to a thriving human city, but was taken when orcs from the south invaded and established a presence in the once peaceful realm.  Now corrupt politics within Diamond Capital allow their enemies to fester and grow into an ever threatening presence.

Notable Locales
            Next is a list of the many locales inside and outside Onyx Kingdom:

Fort Doombridge: the unholy castle-city of the orc king, Barast Ashva, who dedicates his people and their cause solely under the hateful guidance of the evil god, Fearg.  The city is kept within a circular stone wall of impressive stature, mounted with canons and muskets.  Immediately outside the city is another ring of spiked timber, covered in the leathery remains of mutilated corpses and perfumed by stinking columns of smoke that always lash the sky until the whole region smells of rotting flesh and smoke.  More and more orcish warriors from other countries swell the city walls as Barast prepares for a great war against the Diamond Capital.  But less known than this are the human allies to the orcs who cause protests and spread discontent within all the outlining lands and kingdoms, hoping to weaken the infrastructure and collapse the economies of their enemies so as to divide them and make them easy prey to the inevitable cries of battle.  If attacked directly, Barast will lead the counter attack, riding on his evil white dragon, which he names Weeping Wail.

Blade Barracks: walled towns where weapons and armor are created in vast quantities by hordes of orcish and goblin slaves.  Each of these communities is overseen by two vile shaman and an Orog elite guardsman with a company of at least a score (20) orcish and goblin warriors.

Flesheries: farms where livestock is raised and slaughtered for meat to feed the denizens of the land.  These are tended by orcish and goblin laborers, who are in turn overseen by orcish soldiers and one Orog elite guardsman.

Watchkeeps: tall, asymmetrical towers that watch over the lands and send signals over great distances with loud horns and bright fires.  These are tended by orcish sharpshooters armed with muskets and axes.

Craven Farms: family of wealthy farmers who refuse to leave the borders of the ever-swelling Onyx Kingdom, though may be moved to do so if placed under overwhelming threat.  The farmhouse cellar has a locked box containing some 1d4 x 2,000 gold pieces and an art object of high worth.

Lowbrook: the remains of an old temple dedicated to the worship of evil gods.  Surrounded by deep trenches and wooden palisades, it is almost inaccessible on the ground.  At night it stands out in the scorched land as the standing stone at its center, carved with runes, glows a pale red and sometimes casts a straight beacon straight up into the sky.  If ever shattered, the standing stone will release an imprisoned Balor whose name is Maergultz.  He is a long forgotten prince of Tanar’ri with a thirst for freedom and even greater thirst for violence and revenge against his elder brothers who imprisoned him.  If set free he will provide a reward consisting of 1d4 magical items.

Rumblevault: rumors persist of a small dwarven vault from many centuries ago, which was delved out of the mountains for the purpose of holding a sacred smithy’s hammer.  Due to shifting rock and landslides in recent years, the vault now threatens would-be adventurers with cave-ins.  The magic of the hammer is said to allow one to place a permanent effect into a weapon or armor once every month.

The Needle’s Eye: crater in the mountains, the bottom of which has cracked open and drops down into a small cave network.  The meteor fragment, which created the crater is said to rest somewhere in the cave network and would be highly prized by alchemists or mages.  Unfortunately the fragment has been moved deep into the caves where it is being worshiped by a cult of goblins.

Brave Man’s Falling: along the edge of a cliff, rival orc tribes are said to gather at this point during midnight hours so as to climb down the steep face where an opening in the rock is rumored to contain a magical weapon.  These bandits used to fight one another to the death, but have now made it a contest to brave the climb down and fend off flying predators in their attempts at reaching the unknown item.  Unfortunately the climb down must be made at night so as to reduce the number of creatures that attack anyone attempting the trip.

Blood Craig: deep crack in the ground, where a Dracolich of staggering size rests at the bottom and may only be awakened by persons bearing sacred relics.  If bribed, the Dracolich will answer one question about anything it knows of, which is nearly anything a PC can think of.  If given a magical item, it will teach everything it knows about the giver’s class, allowing them to level up to their next level.   If attacked, the Dracolich will only laugh as it cannot be destroyed.  (Apart from being one of the very first creatures made, it is the first of all dragons and has been blessed by the gods to rest in the Craig where it will await the final days when the gods will purge all evil and restore the world into a new and perfect form, where all creatures will dwell in peace for all eternity.  On this day the Dracolich, whose name is Balthorn, will be reborn during the “unfurling” and will herald the return of all dead draconic creature where they will be remade and allowed to live happily on their own worlds).

Moonlight Mansion: a strange mansion that appears in midair, just beyond a cliff.  Believed to be the home of vampyric lords, who were cast into the sea after a terrible quake, which opened the Blood Craig.  The only way to open the doors is by offering a drop of blood belonging to a descendent of the original founders.  The mansion is built in such proportions that it is roughly the size of a town, with vast expanses of illusionary gardens and lawns, all of which extend away from the cliff and rest in midair.  All of the grounds and the interior of the mansion are populated by wandering spirits who were once the laborers and members of the vampire lord’s family.  Mingled with these apparitions are numerous types of monsters and undead.  It is believed that, once the master of the mansion is slain, the whole illusion will either vanish or implode on itself.  On the whole, venturing into this place is a daunting task in and of itself and one would have to be well-prepared.

Unterfirma
Scattered below every major local in the Jewel Region are interconnected tunnels and caverns, which comprise Unterfirma.  Layers and levels of these ancient cavities serve as abodes to many types of creatures, such as Dark Elves, Deep Gnomes and Deep Dwarves to name a few.  Other older, more sinister beings also call this place home, most simply building up kingdoms and empires underground, but some turn their eyes to the surface and plot and scheme for future conquest as they seek to aid those malevolent forces who desire the return of Cad Fir Ciallmhar Eagla, which inexorably bends its course towards the planet. 

Notable Locales
            Next is a list of the many locales inside and outside Unterfirma:

Wildercaves: great caverns and chambers of varying size and shape, which formed out of the rock from the devouring power of water, ice and magma flows of the earliest days of Firma’s shaping.  These raw expanses of higher caves are typically low-ceilinged with immense stalagmite and stalactite columns upraising vast, flowing fields of rock and fungal forests.  Many of these places contain deep ponds, lakes and some seas of perfectly still water where unseen creatures lurk and live in their own dark biosphere.  Most of the Wildercaves are not totally lightless, however, as peculiar fungal and algae life-forms produce iridescent light sufficient for any surface dweller to walk unhindered in the gloom.

Dark Elf Delves: like a veritable forest of petrified trees, articulate and flourishing columns with roots and canopies twisting into the floor and ceiling uphold low chambers in which are built many lovely cities of stone with the centermost column dominating each elf-populated region with thick, lavish fortresses with spindly spires.  Utter calm and stillness permeates all of the abodes belonging to dark elves as they value quiet above the din of surface places where noise is absorbed in the sky.  Deep underground, sound carries and seems to go on forever and echoes and tumult are almost hated.  Though dark-skinned and capped with white hair, the dark elves of Firma are pleasant and eager to get along with surface dwellers, but value their solitude at the same time.

Grey Dwarf Colonies: unlike the dark elves, grey dwarves prefer strong, stout geometric designs in their buildings and shape nearly all of their strongholds and houses in minimalistic fashions with flawlessly smooth stonework and no ornamentation, except in their temples and churches.  While not evil, grey dwarves keep almost entirely to themselves and will even act hostile to other races to keep their communities “pure” and “untainted” by outside influences or prying eyes.  Some colonies, however, do allow visitors in the outermost caverns where they will trade and hold discussions, though still in a limited fashion.

Stinker Dens: usually in raw caverns, the stinker dens house the most vile and chaotic of Unterfirma’s denizens.  Kobolds, goblins, kuo-toa, and cave orcs dwell in these savage camps where idleness and violence stagnate their growth, leading them to raid the more civilized of underground communities.  Most of these clans and tribes operate under the rule of shaman or warlord leadership, though rumors persist that other, more sinister beings from the deepest reaches of the earth’s bowels holding influence.

Illithid Chasm: in the deepest holes and caves where organisms are strange and colorful, the Illithids have emerged from hibernation.  Having gone to rest after the departure of the gods, the Illithids have awakened again to weave their magical energies and put them to work against the surface dwellers so that, one day, they might claim the world above and place all races under their control as slaves and food.  Illithids live in fortresses made from strange metals that have been worked after fashions unkonwn to Firma.  Some speculate that the Illithids came from another world that had been destroyed by Cad Fir Ciallmhar Eagla and have come to sow seeds of hatred to help turn the surface races against each other in the hopes that their task of conquest will be less costly in the future.

Cavern of Abundant Watchers: close to the surface, built in old labyrinths and underground cellars that connect to savage cave systems that flew down into the stinker dens and in wildercaves where underground creatures roam.

Basin Tor: a single stone spire juts out of an island set in the midst of an immense, underground lake.  The spire is guarded by innumerable underwater aquatic creatures, though the tower itself houses what remains of a sorcerer’s study that may or may not hold some of the most powerful wizard artifacts in the known world.

Old Bones: a partially excavated skeleton belonging to a humanoid of ponderous size.  Almost nothing is known of it as it is largely unknown to all sentient beings on Firma, save the grimlocks who have built a shambled town within and around its skull, using its cranium as a sort of fortress.  The bones resonate with arcane energy and spells cast within five spaces of any bone structure will have a 30% chance of being absorbed.  Spells that are absorbed seem to flow up to the head, causing the whole skeleton to resonate and such a spectacle will cause the grimlocks to move towards the head where, though blind, will sense the energy and worship the skull.

Greed Gullet: a shallow cave, which can only be located at a certain time when the setting sun causes a stone spire in the mountains to cast a shadow, pointing the spot where the hidden entrance is located.  Inside the cave, adventurers will encounter a large, powerful dragon who will demand a sacrifice before allowing anyone to leave.  The sacrifice is usually a humanoid for it to devour, but a magical item or large sum of gold will also suffice.

Old Heir’s Loom: hidden below a mountain, there is an ancient market square filled with stone pillars.  Here it is rumored that valuable art objects were left behind by the original denizens.  Anyone attempting to travel up here will find a dark elven lich by the name of Pohar who has been there since his city was destroyed centuries ago.  Anyone who encounters him will be asked to leave unless they can convince him to grant them access.

Stopped Watchman: narrow cavern passage, which has fallen under an enchantment where a dwarven troop has been frozen in time.  If investigated, the PCs will encounter a mad magician in a tattered cloak, clutching a peculiar medallion in the shape of an hourglass.  He will threaten to have them relinquish their magical items or else freeze them in time as well.  This is, in fact, a ruse as the mad mage, whose name is Havark, has no knowledge of why the bandits are frozen in time and fabricated his medallion to trick travelers into giving him their precious items.

Crackle Howl Cavern: in a deep chasm, a tattered rope bridge spans a divide where thunder and lightning frequently assail the area due to a strange enchantment.  If investigated, it will be discovered that there is a wind elemental dwelling in the divide and has a strange orb trapped at its center, which calls lightning down to the place.  If destroyed, the orb may be recovered, which allows the user to call a lightning bolt once per day, dealing 2d8 damage in a 15x15 foot area, out to 60 feet away from the caster.

Baleful Blight: network of frozen tunnels that are said to connect with a portal into the cold Tratroch layer of Mospelthoth.

Corrignathus: as with the Baleful Blight, these tunnels grow steadily hotter until they merge with a portal into the Baserith layer of Mospelthoth.  This portal is housed in a burning crystalic temple, which is guarded by two adamantium golems.

Gulletglotch: fleshy, living caves that spawn gibbering mouthers and living walls, which hold a slimy portal into the Penfamertha layer of Mospelthoth.

Eyeblight Caverns: caverns so dark that no light, natural or magically conjured, may shine the way.  These caves hold the portal to Duethnor of Mospelthoth and the perpetual darkness beyond.

Opal Highlands
Beautiful, rolling hills and low, broad patches of forest flow about like a rippling quilt of greenery that is swept blissfully by mild breezes.  Home to half-elves and halflings, the highlands permeate with cheer and good will as its denizens eke out simple livings with various, common trades and agriculture.

Notable Locales
            Next is a list of the many locales inside and outside the Opal Highlands:

Herrolth: a gathering of stone and wooden huts clustered around the base of an immense willow tree.  The region’s arch druid resides here, in a stone hut built into the roots of the tree.  Though impartial to the politics of the day, the arch druid will gladly render assistance to whomever he finds favor with.  The people of Herrolth live under his protection and live quaint lives, making looms and carving ornate furniture from whatever trees are allowed them.  The whole town is circled about by timber walls and stretches of farmland.

Sacred Stones: a circle of engraved standing stones where the arch druid holds a council with other arch druids around the world.  The stones serve as two-way doors to other parts of Firma through which druids may step upon casting the proper spell and enter into the same spot of land.  The stones are used whenever new initiates are taken in for training and also serves as a place where debates are held and lots are cast to elect new arch druids.

Tumbleton: quaint halfling village built among the hills near rivers and streams.  The halflings live in thatched cottages and small wooden cabins and prefer to be kept to themselves.  They are ruled by a council of Sherifs under one lord and have tightly regimented guards who patrol and keep outsiders and monsters away.

The Hinkleburries: network of human and half elf towns kept under the watch of a powerful knight named Balger, who is rumored to work some of the towns like slaves in the production of weapons and armor.  Whether these armaments are for himself or for enemies of Diamond capital, none know for sure.

Toftobalama: a nomadic caravan of strange people from far, far, far south.  They claim to find outsiders filthy and refuse direct contact, but their comings and goings are always followed by overwhelming rumors of missing children and stolen goods.  Some would go as far as accuse the nomads of capturing slaves, which they sell to Onyx Kingdom.

Sogbottom: a tower that was abandoned shortly after its completion when a heavy rainfall turned the foundation into mud, causing half of the tower to sink.  Though no longer in use, travelers claim to see lights shining through the arrow slits and hear sounds like digging tools.

Mound Hold: left over from the Old Empire before the Dwindling Age, the fort is now mainly ruined and holds unclaimed treasures that are under protection of hideous spider-like humanoids.

Lamplourn: ruins of an immense stone mansion that had been converted into an Inn at some point in the recent past.  Now it serves as a base camp for bandits and thugs of every sort.

Briar Band: an unexplored ring of wooden posts that hold the hanging remains of tattered, dried corpses.  At most times of the year, a heavy mist flows from the Starlight Lake during the morning hours and conceals the place and large shapes are seen moving through the fog, bearing axes and spears.  Many believe it is a meeting place with secret lodges for berserkers who hail originally from deeper into the eastern lands, and slightly north of the Imperial lands where scarcely anyone goes.

Zircon Mountains
Rugged and somewhat forlorn are the spires and interlocking horns of the Zircon Mountains, which encapsulate the northernmost reaches of the Jewel Coast.  Cold and harsh, these lofty spires serve as home to dwarves of every ilk and bands of barbarians and rogue orc tribes who, while not loyal to Onyx Kingdom, are no friends to the comely races.  In spite of the mountains’ intimidating demeanor, they do serve as a barrier against the immediate cold desolation that expands even further north into reaches so harsh that only the strongest and most fierce of beings dare to venture, let alone dwell.

Notable Locales
            Next is a list of the many locales inside and outside the Zircon Mountains:

Gurethnar: the largest of the mountain spires that was once a terrible volcano that fumed well into the first epoch.  Now it sports the mightiest dwarven stronghold in the region and contains endless mines, which still bleed out precious metals and gems that are worked into dwarven cunning and either retained in dense hordes or sold at a dear price.  The dwarves here do not allow outsiders in, save for gnomes and some few halfling and human jewelers.  They make no exception for any elves, save one dark elf, named Burkand, whom they value and protect as possibly the greatest gem crafter and enchanter in all the known world.

Hawker’s Hedge: a grand colony of timber-hewn cabins and wooden palisades built above the forests and below a great overhang of stone.  The colony is inhabited mainly by half-orcs and half-elves who wish to be left alone and refuse to pay taxes to any form of establishment.  The people here subsist on wild game and simple vegetation, which the menfolk tend to while their females work some exceedingly beautiful colors into rugs and tapestries that are sold to wealthy merchants with even wealthier customers who enjoy holidaying in their wilderness lodges.  The dyes for the weavings come from different colored berries that are gathered in a secret grove in the forest, which is protected by the folks of Hawker’s Hedge as well as the Druids who enchant their color.

Timoth’s Eye: a massive caldera lake that provides much of the water for the Crystal River, Timoth’s Eye sports at least a dozen tiny fishing villages who search for powerful Ramhead Trout, which ascend from the ocean along the river to spawn in the lake’s pristine waters.  A tiny island lay in the very middle of Timoth’s Eye where ruins of an old stone mansion sag in a crumbled ruin, but during certain times of each season a wailing cry can be heard from the mansion ruins.  Expeditions would reveal a spirit of a woman who once lived as mistress of the estate.  Her husband had abandoned her when he ran off with an elven harlot named Jasi, rumored to still be alive somewhere.  The weeping spirit died from a broken heart when her husband abandoned her and would be put to rest if the harlot Jasi were to undergo the Atonement spell.

Hitherlay: the only full elven presence in the mountainous region, built into a close-knit community of log houses, though one should note that, while the elves build their mansions from logs, the timbers have been worked with such cunning that after their workings and enchantments, each home has a glossy, pearlescent quality as though carved from polished marble with thin spokes and rails and scaled rooftops painted bright and gay to catch the sun.  The elves here have a snarky relationship with the dwarves at best, willing to do business with them but making a mockery of it in the same instant.  This had lead to some turbulence between them and while the two races have sworn never to war on each other, endless pranks and overtures of heated words have ensued with threats to cease business and trade.

Foirgran: after over a century of mining, the mountains sagged and collapsed in on themselves, forming a deep, broad hole to form between two spires.  What tunnels were not flattened in the aftermath of the collapse remain as scant networks that now house an array of creatures including one troop of quaggoths lead by a beholder.

Broken Divide: a massive keep built in the mouth of a canyon that flows into the Silver Glaciers, which lay further north.  The keep is guarded and maintained by a confederation of dwarvish clans who almost single-handedly prevent the frost giants and their host of enslaved tundra orcs and barbarians from entering the region.  The keep itself is broad and deep with terraces of defenses on either side that sport canons and massive crossbows, all of which are built to slay giants or blast down hosts of smaller armies.  Unknown to all but the dwarves, there is a hidden passage carved in the rocks at one end of the keep.  The passage’s entrances are cleverly disguised to look like raw stone and moss, indistinguishable from the mountain’s rugged terrain.  Any elves attempting to discover the passage with their innate abilities must roll a 1 on a d20 check.

Sentinel of Murid: having a base as wide as a town and a height reaching one-hundred fathoms, the lonely black tower is positioned somewhat precariously atop an outcropping of stone high in the mountains.  Surveyors place the tower as the second-highest point in Firma due to its staggering height and when standing at its pinnacle a person can see the curve of the world.  Also located at the top of the tower is a complex apparatus of crystal lenses that allow a person to view details as small as a hand-written note from over twenty leagues away.  Should enemies take possession of this impressive structure, the dwarves have rigged the overhanging rock to fracture and bring the entire site tumbling down.

Hidden Cache of Stalward: an abandoned vault built into the rock face, long bereft of nearly all of its holdings, rumors persist that the ancient dwarven complex still houses hidden artifacts of great power.  As though finding them were complicated enough, the vault has been possessed by a family of vampires who often prey upon the nearby towns and hamlets of the region.  The vampires have sealed off the doorway with a great stone disc and warded it against magic and explosives, but people speculate that an old airshaft must serve as a means of entrance as the vampires are able to come and go with ease.  But finding the air shafts would require the memory or expertise of a dwarf familiar with the region.

Jolly Runners: crumbling river mills with their moldy wheels line a broad river that connects with the Crystal River.  Now the mills have become infested with goblins and gibberlings and are used as repositories for stolen goods.

Toppled Crown: a giant statue resembling a dwarven king is rumored to rest on its back in a deep, narrow canyon.  The statue has long ago been searched by adventurers, but now has been claimed by a pack of burrowing creatures and used as a spawning ground.  Dwarves in the region would like very much to see the beasts purged from this ancient relic so that they may commence repairing and moving it closer to dwarven territory.

Fellfast Library: an ancient library stands somewhere in the mountains and may only be accessed by climbing a steep set of switchbacks and narrow stairs, which have been carved out of the rock face.  When reached, adventurers will discover the library barely standing with all of its books and scrolls missing or crumbled to dust.  Should they rest there for the night, however, they will encounter a mysterious mage cult who have taken all the original, remaining tomes and hidden them underground where they practice evil magic.

Amethyst Woodlands
Deep in the Amythest Woods lay the abode of the wild elves, though contrary to the name they have merely sworn off the old covenants established by the high elves, instead adapting to a semi-isolationist state in which they refrain from concerning themselves with the affairs of the Jewel Coast and the Old Empire.  Their lands are carefully watched and protected by skilled rangers and woodsmen who softly and sometimes harshly repel unwanted visitors, save for halflings and gnomes who they regard on friendlier terms and trade wine and culture with.

Notable Locales
            Next is a list of the many locales inside and outside the Amethyst Woodlands:

Holtzhaus: the comely mansion of the wild elf ruling family: a stern group of ancient people by the name of Evenwend, whose memories span the days before the disappearance of the gods and whose scars have left them bitter and mistrustful of all, most especially humans and high elves.  Their lands are guarded by densely packed trees of staggering height, all of which are filled with timber homes belonging to regular citizens and guards.  The grounds surrounding Holtzhaus are deeply enchanted and protected, but some also say that a person will heal all wounds by simply walking barefooted in the grass or drinking water from their fountains.

Gladness: an immense grove of trees belonging to the treants and their lesser offspring, the baumermen.  Only stone huts coated with thick moss stand apart from the raw, natural beauty of the place, though without roof or chimney.  The weather here is always warm and pleasant with cool breezes.  Fountains of water bubble up in clear, pure ponds.  Visitors of all races, save orcs and half orcs, are allowed here, so long as they abide by the strict mandates of the eldest treant, a massive being named Fording who has lived since the dawn of demihuman kind and remembers almost every detail of the comings and goings of the world as it has been told to him.  His need for visitors is low and only the most interesting of people will be allowed an audience.  Any persons who kill or chop any living thing will be expelled immediately and prevented reentry by powerful magical barriers guarding the realm.  It should also be noted that Fording knows of Cad Fir Ciallmhar Eagla and is cognizant of the mounting violence and evil spreading across the whole world.  He can also detect the hateful presence within the wave and can discern when it will arrive (not long, though he will describe vaguely how long until it comes).  He may also subtly elude to the fact that the only persons who will be able to repel such an evil force must die and go to the presence of the gods to receive special boons, should they be chosen.

Dunkahst: the darkest place in the woodlands where all manner of evil spider forms and their mutated relatives live.  A green dragon, named Snaratz, also dwells in this place, but it is encased in web and is used to feed the strongest of the spider denizens.  Were the dragon to be released it would look very kindly on any individual responsible and reward them handsomely from its hoard, which lays not far from that place in a cave, which has also been overcome by spidery beings.

Snibough: an underground gnomish city where animals and travelers of the woodlands are welcome and treated for illness by skilled clerics.  Many of their services are exchanged simply for news of the outside world or for helpful deeds.

Throwcast: a comfortable abode of halflings who are noted for their skills with slings and stones and also for their crops of tobacco and wineries where they create droughts from enchanted vine fruit from the elves.

Moonhedge: a derelict lumber camp whose inhabitants perished long ago of an odd illness whose origins are unknown.  It is said that the camp foreman acquired a strange locket, which was once a gift from an evil god who bestowed a curse upon it that spread sickness to the one who wore it and to those near him.  The town now crawls with muddy creatures, akin to zombies, which are overgrown with toxic mushrooms.

The Quiet: a patch of forest where no sound is heard and illusions are fabricated from the past of any person who enters there.  The images are usually disturbing, taking a pleasant memory of the person, but twisting it into something violent and perverted.  At the center of the quiet is an ancient stone alter where there sits a shriveled, mummified head.  Any who approach the alter and head will be attacked by tangible illusions of horrifying monsters, which when slain will cause the head and the enchantment in the region to be destroyed.  Buried under the alter is a treasure chest filled with wadded cloth that hold handfuls of gems and a couple magic trinkets.

Calin’s Delve: a shale cave at the end of a wide brook, which sharply tumbles down into darkness into a labyrinth heading into the Unterkingdom.  The way, which rests after a tall, winding channel, is barred by an iron gate that has heavy enchantments upon it.  Any attempting to open the gate will be attacked by two stone golems, which will appear before and behind, trapping the trespasser in the middle.

Crumbling Cradle: the ruins of an ancient bridge is said to rest deep in the woods where it spans a deep, narrow ravine.  The bridge is partially collapsed at its center, and at night one might see the ghost of an elvish child there who calls for his mother.  Because elves are long-lived, the boy’s mother may yet still be alive.  Searching the ravine below where the bridge partially collapsed, one will find the ruins of an elvish wagon and the skeletal remains of the elvish child.  Next to these remains is a tiny diary belonging to an elvish woman named Eloquien.  Surely she would treasure these discoveries if brought to her attention.

Blown Bow Shrine: in a flat patch of woods where the trees have been nearly stripped bare by relentless winds that almost mask a mysterious voice, which sings an eerie song.  Those able to brave the winds and follow them to their source will discover an old temple door, half buried under the earth with tree roots growing down its front, parted as powerful wind blows from the entrance.  The singing also stems from this odd opening, which may only be entered if an archer manages to fire a flight arrow directly through the center of the gusting wind and penetrate a powerful scepter, which has been set upright on a pedestal in the temple’s entryway.  Further exploration will reveal that the singing comes from a wicked banshee who guards a small treasure hoard.

Heart Woods: some say it is the very first of the forests that ever grew in Firma, but are now murky and full of enormous, hollow, rotten trees.  If a person searches hard enough they will discover stone carvings of elvish faces, which are now overgrown with roots and moss.  Gnolls and evil wolfweres roam these woods and attack any who enter.  Somewhere in the Heart Woods is an enormous, petrified tree, believed to be the first of all trees.  Smiths and enchanters would be able to fabricate some amazing armor and weapons from shards of the ancient wood, if any could be acquired without stirring the treant lich who dwells inside the tree.  The great lich keeps his phylactery in an acorn that hangs at the very top of the tree.

Turquoise Plains
Flat plains of grass and shrub speckled by stones of varying size, all swept low amid strong breezes from the northwest.  Due to eons of herd animals grazing and migrating about the level lands, the Turquoise Plains sport the most fertile growing soil in all of the Jewel Region and travelers can see many windmills scattered about in every direction, standing as lonely sentinels whose great swinging arms beckon travelers into the expansive stretches of land.

Notable Locales
            Next is a list of the many locales inside and outside the Turquoise Planes:

Millheim: the jewel of the planes, Millheim was founded by the very first settlers of the Jewel Region after a long exodus from the east spurred pilgrims on a trail to freedom to escape the tyranny of the old empire.  Now it stands as a multi-layered citadel, which jealously guards the liberty of its people by pushing out all evil-speaking clerics and politicians, usually sending such individuals on an unwavering course north for Diamond Capital.

Gener: a city further south of Millheim, which had once set itself against its neighbor as a fierce competitor over control of the plains.  After years of conflict and twice that amount spent in charitable service, the two cities are now on the friendliest of terms.  Though not quite as grand as Millhiem, Gener provides much of the defense to the Turquoise Plains through arms and airships.  The Temple Library of Eolas also resides in this city, holding within its fortified and deeply embellished walls the greatest storehouse of knowledge in the region, but for one to browse its books one must pay a high price of 1,000 gold pieces.

Goudnaar: a large town famouse for its wine and cheese, where wealthy notables gather for cultured experiences and to trade gossip about nearly everyone imaginable.  Its enormous bell tower, the Thunder Chord, can be heard across the plains and is even audible to those in the Diamond Capital, making it an excellent beacon should the orcs from Onyx Kingdom choose to invade.

Lamplock: a small pond where a sunken castle rests; a casualty of an ancient quake that shook the region into near annihilation.  Now aquatic creatures swim in its halls and dungeons, preventing acess to all would-be intruders.

Standing Hedge: a circle of standing stones that had been arranged in a peculiar circle.  Burried in the center of the stones is a long-dormant druid whose body is encased in amber.  It is said that she was the first druid in the region and if she awakens she will bring an ancient forest back that once flourished on the planes, but to do so she would likely destroy all settlements currently built upon the land.

Wakechester: the skeletal remains of a tiny town, hidden between three tall hills.  The town once belonged to a large family of escaped criminals, but one of the family members was said to have stolen a strange box containing black acorns.  The acorns are said to have the ability to grow in darkness and sprout new acorns that will open and grow into evil Treants.

Waverwind: a long, meandering trail appears in an unusually misty patch of the plains.  At the end of the trail, a lovely house appears, seeming to form out of the swirling fog.  An attractive elven couple reside in this home and take in wanderers  with offerings of food and hospitality.  Weak-willed travelers who fail a save vs. spells will fall prey to an enchantment and will not desire to leave until they die from starvation from eating the illusionary food.  It is said that the discovery of their son, who died on the borders of the Onyx Kingdom.  Should anyone venture in search of the lad and bring his skeletal remains back to Waverwind, his ghostly parents will dismiss the illusion and return to the realm of their ancestors in the afterlife.

Shambled Caravan: hidden amid high ferns, there lays hidden an old elvish trade caravan, now moldering and overgrown with moss and ivy.  This bent line of wagons have been abandoned after a terrible battle and are now under the watchful and hungry gaze of shambling mounds.  Should these be defeated, the wagons will yield a treasure consisting of 1,000 gold pieces, 2,000 silver pieces and 50 jewels, which according to an old manifest, were originally bound for a dark elf gem cutter.  These could be kept or returned to the still-alive dark elf jeweler for a reward consisting of four magical items.

Undergull: elven travelers gossip about an abandoned, stone city, standing on a great hill, with strange lights coming from its empty windows.  Anyone who ventures into this place will fall prey to an ambush set by a band of orcish marauders who have taken up the old city as a launching point for a future invasion into the Diamond Capital.

Parlor Rock: somewhere out on the plains rests a single standing stone in a small clearing, plain and with no untoward characteristics, and yet elves speak of horrible things happening whenever anyone approaches it.  Some even claim to have lost loved ones who approach the stone.  Should the adventurers walk up to it, they will suddenly find the clearing change and become filled with spider webs, which have been concealed by an illusion cast by a magic-wielding, giant spider.  After slaying the spider, they will find many web-bound husks containing loot and lost heirlooms.

Jade Coast
A long, concave coastline holds many inlets and cliffs with scattered harbor towns and hidden smuggler’s coves.  Also stands as the dividing line between orc and human lands with strife and dark dealings aplenty between the fair races of the north and the goblinkind of the south.

Notable Locales
            Next is a list of the many locales inside and outside the Jade Coast:
           
Stormcast: the great harbor city built against the coast and divided by the end of the Crystal River, which runs from the mountains far to the north, into the sea.
            Much of the town was built by shipwrights, so many of the buildings are similar
to upturned boats.  Its streets break apart into many dark, winding alleys and foggy boardwalks where all manner of secrets are kept regarding slave trade and inevitable war between Onyx Kingdom and Diamond Capital.

Keelwharfs: Scattered settlements north and south of Stormcast, inhabited by fishermen.  Most mistrust strangers and want nothing to do with the criminal intrigue of the bigger towns and cities, but others are rumored to sport secret churches dedicated to wicked, intelligent creatures from the sea.

Mudmogs: ramshackle orc and goblin communities that lay hidden along the southern portions of the coast, usually in cliff caves or in putrid swamps that rest close to the shore.  Though most of the denizens of these communities hate the fairer demihumans, some would eagerly do business to further their own entrepreneurial spirit.

Mosley’s Beard: a sagging and tattered ship belonging to an incredibly wealthy merchant who had borne trade goods and rare weapons and armor, all bound for the Diamond Kingdom.  It was sunk by orcish augers and now lays buried somewhere beneath the waves alongside a cliff face where it was supposedly last seen before it vanished.

Old Catterfast: a very narrow inlet surrounded by tall cliffs and stony reefs.  There is a tiny cave here where trolls store stolen goods, both orcish and human.  It is always guarded by at least two trolls at any given time, except when goods are being moved: then one will expect to encounter as many as twenty.

Cadius’ Memorial: an old and intricate structure of shaped and piled stones that houses the remains of an ancient cleric whose body is protected by the divine gods until the “unfurling” when everything will be renewed and remade into a perfect form.”  The memorial tomb sits atop a rise in the earth, above several terraces that run down to the sea.  This location is said to be the place where Cadius is said to have repelled an entire fleet of orcish corsairs who had come to claim the lives of elvish children for use in demonic sacrifices.  The old cleric died after casting a spell that repelled the entire fleet while shielding the children from enemy spells.

Church of the Deep: in hidden passages built below a seemingly mundane church hold vile secrets.  During most times of the year, the church is empty, but at certain seasons strange processions guided by torchlight enter the church and never return.  It is believed that an Aboleth has gathered followers and sends them out to draw weak-willed individuals into its lair.

Silver Glaciers
Perhaps the most desolate region in the land, only the strongest of northern orcs live here, and other creatures whose strange bodies are magically accustomed to the harsh climate.  Frost giants have also built kingdoms here, though they barely have any desire to move any further south due to the great discomfort they feel in warmer climbs.  This does not, however, prevent them from dealing with the Diamond Capital’s rivals who they aid through trade and will even train adepts in the use of advanced magic.

Notable Locales
            Next is a list of the many locales inside and outside the Silver Glaciers:

Silverglade: a seemingly endless expanse of frozen dunes and ice sheets climbing treacherously into the mountains.  No plants grow here, nor can one find any wildlife, save for the most vicious of ice creatures, which appear at the scene of any warmth.

Snowfang: cave mounted with ice pillars where an ancient white dragon lives.  Outside the cave is a dense colony of ice kobolds who protect the entrance with cunning traps and other devices.  These kobolds have the ability to exhale cones of bitter cold and subsist on strange frozen fishes that utilize magical locomotion to swim through the ice.  The white dragon is very old and automatically hostile to all except any who have encountered the great Dracolich in the Blood Craig.

Iluth: a city of igloos of half orc humans that dare to brave the tundra.  Each igloo has a tunnel dug into an underground network that joins everyone together and provides storage for their food.  These orcs seem to tolerate outsiders, but in actuality serve as advanced scouts for the Frost Giants.

Bruhnabaros: an elaborate kingdom of shaped ice.  Buildings of enormous size rest in the cradling folds of a wall of perfectly smooth and straight ice that rises some hundred yards high.  Ruled by the great Jarl Helmhast, the denizens here are not interested in speaking to any strangers, but will indiscriminately destroy troublemakers.  Their doors will simply remain barred, however it is rumored that they prize diamonds, especially those cut by expert dark elves in the Unterkingdom.  If allowed in the city with such a prize, they will be allowed to trade for any number of oddities that the giants have taken.  The Ice Giants go about almost nude, but clad themselves in shaped ornaments of gold and silver, and will mock anyone they see wearing clothing.

Varmatch: deep in the tundra, one need not utterly fear the darkness and cold, for an immensely powerful druid wanders the land in the form of a giant winter wolf and will quickly lend warmth and aid to anyone straggling in the wilds, provided they are well behaved.  Anyone rude or violent will immediately be punished by the druid who enjoys encasing them in ice and sending them down a frozen river into the sea where they will likely wash ashore and thaw into full health, many leagues away from the Silver Glaciers.

Happy Stewpots: clusters of hot springs in the southern mountains where people gather for their strange healing properties a blessing bestowed by the gods when they descended to dispatch evil kings and emperors.  The springs restore all ailments and can be bottled without losing their warmth or properties, but if a person carries more than one bottle, they will cancel each other out and turn into simple spring water.

Broken Divide: see Zircon Mountains.

Wayward Trove: an old galley from the Third Epoch that had been lost for ages, but resurfaced fairly recently, having been lifted up through the ice by geological motion.  Supposedly it is filled with many treasures intended as a bribe to release a prisoner in ancient times.  Among these treasures is a staff from Far East called The Monkey King.

Agveis: a long, flat expanse of blinding whiteness where Remhorazes gather for breeding.  During many times of the year, it is devoid of life, but at the right season, it is full of enraged Remhorazes that fight each other for mating privileges.

Tratroch’s Wynde: a mountain trail filled with grey vapors and blasts of cold, all spewing out of a portal into the Tratroch level of Mspelthoth.

Gloomly’s Chimney: a wide, deep crevice drops straight down through the earth and into one of the Unterkingdom’s underground lakes.  At the bottom of the drop, below the water are the remains of a castle that had once stood on the surface above.  Legends tell of a kingly mage who practiced forbidden spells that tore the earth and drew his abode deep underground where it now rests in tepid waters.

Starlight Lake
A tranquil basin of clear water, fed by mountain streams and serving as the birth place of the Crystal River.  Starlight Lake is also the source of strange illusions and ghostly sounds with enough strange sightings to fuel the imaginations of poets for centuries.  The only stable settlement in the area is the mighty Fairfen Castle, which moves through the fog to evade unwanted detection from Diamond Capital guardsmen and patrol ships.

Notable Locales
            Next is a list of the many locales inside and outside the Starlight Lake:

Castle Fairfen: home to Aldo Fairfen, Master conjurer and businessman.  The castle produces a range of products from pure Pete Rocks for airships to enchanted furniture for wealthy home owners.  The castle and residents refuse to be taxed for their goods, so the castle has been placed under an enchantment of such power that it may, only fly through the air, but vanish into a pocket dimension.  This enchantment was cast by master Albo himself, and as a result it caused him to age rapidly, changing him from a young man into an old one.  When the castle has sunken into its pocket dimension, anyone who attempts to leave the castle may be flung into another dimension.

Muckwallow: along the southernmost edge of the lake is a swamp where trolls of the Snagglemar clan dwell.  These trolls are chaotic neutral at best, but will attack trespassers on sight unless something valuable is given to trade.  Their leader, Pillarspittle, is a troll whose body had been flayed so terribly in a battle with barbarians that multiple trolls have grown out, causing his whole form to become a hideous mound of disjointed limbs and heads with one massive head at the center.

Swaddlehides: scattered nomad tribes who build tight clusters of tent communities.  These tribes consist mainly of half elves who refuse to accept the mounting technology, mistakenly believing that the advancement of society’s tools lead to the first appearance of Cad Fir Ciallmhar Eagla.  One of their elder mothers, however, is an elven woman of some two thousand years of age, having been blessed with long life under Druidic magic.  She herself remembers back, when she was a child, the time the first attack came from Cad Fir Ciallmhar Eagla and the gods departed to slay it.  She remembers that upon their return, the skies rained tears that cleansed the earth after the downfall of great nations.  She also remembers the voice of one deity promising that, even should the world be destroyed, the Unfurling will restore everything to its proper order.

Lakebottom: at the center of Starlight Lake rests a dense congregation of aquatic communities of intelligent aquatic beings, such as aquatic elves, locathas, kuo toas, etc.  These beings dwell in secrecy and desperately wish to remain hidden as they hold the keys to an ancient prison, which has entombs a great blue dragon that has entered into hibernation.  If awakened, the dragon will unyieldingly pursue its old goals to travel into the deep seas where it will lay waste to cities belonging to aquatic beings.

Skal: a secret colony of lizard men and orcs, under the direction of a chief who works as a dispatch from Onyx Kingdom to seek out and enlist the dreaded barbarians in the east in order to form a deadly alliance against the Diamond Capital.

Meadowshore: a patch of flowers grows at some point along the lakeside.  During the light of a full moon, these flowers open and good-aligned creatures that enter the flower patch are immediately taken up in a vision that tests their moral character by presenting them with a cockatrice that asks them to carry it up a high mountain, assuring that it will not harm them if they do.  If the character chooses to do so, it will bite and poison him or her and explain that the character knew what it was when it was picked up.  Completion of this experience will provide one godly boon.

No Land: at the setting of the sun a tiny island will appear on the water.  The island appears to be a lively spot, manifesting a carnival filled with games and exotic fancies.  If visitors do not leave before sunrise they will be trapped there and made into slaves by a powerful devil.  If destroyed, however, the illusion will release all of its captives back into the real world.

Horinheld’s Watchtower: a lonely watchtower built on a high shelf of stone overlooking the lake.  Said to be occupied by three murderous ogres that have a taste for Halflings.  Among many treasures, the ogres are in possession of a very large monocle.

Crickmill: an abandoned windmill at the mouth of an adjoining river.  The cellar door opens into the basement of a forgotten castle that had long ago been buried over by ancient mud slides.  A beholder by the name of Lord Faust lives down here, but rather than attack adventurers (as it is of neutral alignment), it will ask them to travel to Horinheld’s watchtower to retrieve a monocle that had been stolen from it by the three ogres living there.  If given the monocle, the beholder will thank the PCs by giving them a magical item.

Bog Drain Cave: cave system in a swamp that is entered under the dead roots of an enormous tree trunk whose tree toppled over long ago.  Trolls occasionally dwell here and use it to hide various treasures they have stolen, such as gems, art objects and occasionally magical items.

Blight Ring: a circle of rune-carved pillars that give off an evil air.  At night, Yuan-ti appear to work magic on captured slaves.  These slaves are typically local villains and scoundrels who were charmed by the Yuan-ti’s promises for all the murder and plunder they want.

Grimpost: an old military camp filled with petrified guardsmen who had once been attacked by a dreaded basilisk, which is now very large.  Supposedly there were some goodly weapons and armor of a magical nature stored here.

Sapphire Lowlands
Hedged on both sides by mountains and the ocean, the Sapphire Lowlands comprise a narrow stretch of meandering valleys and forests inhabited by digging and roaming beasts with some few specks of civilization that typically keep to themselves as their survival in such wild territory takes precedence over all else.

Notable Locales
            Next is a list of the many locales inside and outside the Sapphire Lowlands:
           
Gollydern: habitation of Gnomes, built underground with forests of chimneys and glass atriums marking their place in an open valley, which has been fortified by a wall of stone that extends up into the surface and down below the soil.  Many machines are built here, mostly for the amusement of the locals, but on occasion they will sell these to their Dwarven friends.  Typically humans and elves are not allowed here, but rumors have it that two human brothers named Ron and Bors have taken up habitation here and run their own ship, which experiments on new machines that they believe will revolutionize how common goods are fabricated.

Muzzlebore: Dwarf city dug into the edge of the mountain range where the best gunsmiths in the land mine sulfur from deep caves and mix with other alchemical ingredients to produce gunpowder, which is distributed to the friendly demihumans to the north.  Rumors have it, however, that a hidden faction of dwarves in this city have been selling stolen gunpowder and rifles to Onyx Kingdom.

The Stoutlings: scattered colonies owned by dwarves and gnomes, which lay scattered about the region.  These communities are halfway buried underground, having low-roofed structures with cellar doors that lead down into larger estates where trade for common goods can be had.

Guhrorab: Ogre settlement surrounded by tall, thick walls of stone, which they call the “Rabbit-stallers”, so named because they often joke that pressing back humans is as easily done as fending off a feeble rabbit.  These ogres are mostly male and are governed by the “Ganzmutter”, who is the oldest female ogre in the region.  So rare are females that when one is born there is a year-long contest to test who is worthy of her hand in marriage.  Contests consist of ogres journeying out to produce a fine amount of wealth with which to keep her safe and comfortable as she raises a new generation.  The Ganzmutter judges the successes or failures of appointed contestants and decides on who gains the daughter.

Deep Forge: a dry mine with an ancient forge of impressive size, now abandoned except for the young dragon who roosts there.  It is said that this dragon is breeding and arming an army of Kobolds for the purpose of invading the area and pushing the gnomes and dwarves out.

Swaycages: dreadful prison once owned by slavers in ancient times who used these facilities to keep slaves until they could be sold or distributed to clients.  Though now in ruins, it is said that a bronze dragon sleeps there in the dungeons, having once been a captive while very young but was forgotten when the old masters were burned during a raid during the previous epoch.  Now orcs and other goblin kind inhabit the slave dungeons and look for a way to find and kill the dragon before it can awaken and do them in.

Wisenheim’s Homestead: an abandoned manor belonging to a long dead human pupil of gnome illusionists has recently stirred with magical energy, which frightens locals away.  A powerful illusionary spell had been cast in the house before its former owners vanished, now continues to protect the possessions of the deceased.  If anyone enters into the house they are drawn into a powerful illusion of a place resembling modern-day earth: the streets of New York City where people who enter are lost until they can find the way back out, which rests somewhere in the subway systems.  Some say this illusion is based after a vision the caster’s mother had of “another world.”

Lida’s Cottage: the second human pupil to master dwarven ingenuity had hidden a sizeable workshop beneath her old cottage.  Down in this workshop one may find her old plans for a rocket ship and her journal, which ends with her despairing and writing about how her works will never rival those of the people who lived on Automis Island.  On her bookshelf is a book that had been written by an adventurer who discovered the island off to the west, beyond the coast where he claimed to have seen strange ships capable of traveling to the moons.

Truegood Hollow: locals talk of a monster’s lair, burrowed out of the foothills of the mountains, which shines with strange light.  Should the adventurers defeat the beast they will find a wand of resurrection sitting on a rock at the back of the lair.

Suddix Hamlet: down to the south, near orcish territory, there is a small hamlet, whose denizens have erected a high wall in order to repel a small force of orcs who have been harassing the locals for several months.  The people wish to leave and journey north into safer lands, but dare not open their gates.  Anyone willing to travel and protect them as they leave will be graciously rewarded.

Charcoal Island
Home and nesting grounds to the dragons who, because of the advance of technology, have isolated themselves to one place for the purpose of fortifying and protecting themselves from devastating canon fire and armored ships.  Now it is a charred land filled with pools of acid and forests of smoke plumes that turn the sky around the island into a bleak haze.

Notable Locales
            Next is a list of the many locales inside and outside the Charcoal Island:

Dungfields: along the shores and beaches of Charcoal Island, dragons often fly above and defecate.  While crass and disgusting, this is done to pose a deterrent to any visitors who come ashore.  Strangely enough the mounds of dung contain treasures that were, at one time, accidentally swallowed by dragons in their lairs.

Clutch Dens: caves set higher up in the rocks of the island’s mountain slopes where females keep their eggs safe from intruders.  These places are heavily defended against outsiders as well as creatures who sometimes dare to burrow up to the surface and steal the eggs.

Emperor’s Roost: up on the highest tier of the mountain, the greatest of dragons roosts and roars orders to his attendants.  The dragon’s name is Ceaniontach and greatly hates demihumans.

Bay of Teeth: long ago, when the dragons first took claim over the island, they carried jagged stones, which they dropped into the water just beyond the shoreline to serve as a means of turning away ships that seek to land there.  Now that flying ships may bypass this defense, many daring adventurers attempt to plunder the wreckage of bygone vessels that had the misfortune of crashing there.

Nodari’s Basement: the hidden remnants of a scholar’s home, where many forgotten histories are contained, including the Dwindling Age when the gods battled Cad Fir Ciallmhar Eagla.  Hidden somewhere in these ruins is said to be a book that might explain how to defeat Cad Fir Ciallmhar Eagla.  Anyone who finds the book will learn that a weapon, Claihm Solais, is kept on the White Moon, which must be wielded by a person of lawful good alignment.

Pearl Sea
Beyond the western coast lay stretches of shimmering waves.  Nobody has dared venture beyond the far horizon, but strange records and speculators claim that another vast land lays hidden over the bend of the world.

Notable Locales
            Next is a list of the many locales inside and outside the Pearl Sea:

Divvywade: the main port city for the region where ships launch to the north and south, but rarely to the west as many ships that travel this direction never return.  Divvywade brings in fish and trade, which then bleeds out into the rest of the region through trade caravans.  The town also sports many temples to the god of the seas.  The city has sworn off dealings with goblin kind, but black market ships are rumored to deal food and supplies to their enemies in Onyx Kingdom.

Boor Gallows: town populated by unsavory folk where gambling and prostitution run rampant.  The place is run by a chaotic evil bard named Percivius Bofflebairn; a man who commands deep respect from the criminal community.  Situated about a mile away from the town is a small camp of guardsmen from Diamond Capital, lead by captain Moira; a paladin who is trying to find a way to make Percivius relinquish the kidnapped daughter of a noteworthy scribe.  Percivius is holding the girl for ransom in order to force her father to come in person and identify the strange text in a book he stole from an evil mage.  The book details a shockingly simple method for crafting an army of 2HD clay golems.

Poppy Rise: town of windmills built along the coast where fields of grain flourish along many of its western stretches.  The town has a peculiar stature made from iron, which stands frozen at its center.  Legends state that it strode from the ocean long ago and rusted to a halt where it currently stands.  Further investigation will reveal that it is from Automis Island and if reactivated will begin attacking the windmills in the town, believing them to be enemy machines.

Sunken Island: one tall tower in an ancient city stands just barely visible above the water, marking the location of an ancient town that sank into the ocean.  The town is now overrun with aquatic monsters, but a treasure trove rests in one of its vaults.

Countercaern: local guardsmen need adventurers to travel to the coast where an old castle, surrounded by mounds of its own rubble, seems to be active at night.  Investigation will reveal a camp of nomads producing poor-quality goods in the basement level of the ruins.  These goods are being distributed to realms further south where they are passed as quality merchandise.  The nomads will attempt to bribe anyone who discovers their position, but if the bribes are not accepted, they will retreat into a large jail cell, which will be locked from the inside, and one of their number will play a flute, which will lure a large monster out to fight the interlopers.

Gaze Hollow: a bounty board talks of a wanted criminal; the infamous half-elven assassin who goes by the name of Root-stalker.  He has hidden himself in a cave system on a small island just off the coast.  Rangers who have seen the place say it is partially flooded, ripe with aquatic monsters and that only a great fool would try to enter the place without stealth to guide their steps.

Stillwatch: not long ago, contact was lost with an old, but still usable fort off the coast, and the last guardsmen sent to investigate it never returned.  Should adventurers go there, they will find the place deserted, but further looking will reveal that giant, burrowing insects have taken over the interior of the fort.  Local officials would like to see the place cleared out and important military documents retrieved.

Old Hanging Beard: up in the mountains, along the coast, there is a great cliff face with a high cave.  The only way to enter this cave is to climb the long vines, which grow from its entrance.  The interior of the cave is positively choked with vines with tight passages and corridors so dense that blades and axes will be needed to pass through.  As intruders press through this maze, they will hear soft, feminine laughter, which stems from a powerful and evil dryad.

Tanglegulf: a mysterious expanse of densely growing sea vegetation has created a floating island.  Ships that had become stuck in the island dot its outer edges and many large creatures dwell in its long roots.  The island of Zataran often floats by here for reasons unknown.

Zataran, the Moving Island: a peculiar island that changes positions.  Anyone   who stays on the island long enough will learn that it is, in fact, a colossal sea turtle.  It is intelligent and may be spoken to in either the elven or druidic language.  The turtle knows about the approach of Cad Fir Ciallmhar Eagla and has lived through all the epochs of time, having been one of the gods’ first creations.  Zataran feels that the planet will soon be destroyed, but does not care and will do nothing to help since it has been alive for very long.

Furrows
The furrows are a network of steeply walled passes that spider-web through the heart of the southernmost portions of the Zircon mountains.  There are scarcely any settlements here, but the region is noted for having a number of places of intrigue for potential explorers to investigate.

Notable Locales
            Next is a list of the many locales inside and outside the Furrows:

Erstmitch: one of the few towns in the region, this settlement is surrounded by stone walls and stout half-timber houses.  Cattle graze in the slopes surrounding the town, which rests nestled in the middle of a deep furrow.  The town has been raided, in recent years, by giants and ogres.  For this reason the mayor will solicit help from adventurers and mercenaries to track and slay raiding bands.

Dickemeer: old fortress that has been taken over by a previously employed mercenary squad of dwarves who call themselves the “Gore-bash Squad”.  Though supposedly on friendly terms with Erstmitch, the dwarves are reluctant to let anyone in and will fire warning shots at anyone who draws too close.  Anyone seeking to look this place will find that the dwarves have hired ogres to raid Erstmitch in order to further their own business in exploiting the town.

Low Pond: a freshwater cave, which is fed by ice melt, flows with water, which drains down into lower passages and travels all the way to the Crystal River (see Flugspout).  Some of the off-shooting passages in this system have been used as monster lairs from time to time.

Watchridge: high keep that overlooks the northern passes.  The keep once belonged to elves long ago, but within the last few hundred years it had fallen into disrepair and is said to be taken over by stealthy creatures.

Potatoe Barrons: very scant and tiny communities where simple root vegetables, such as potatoes, are grown and brewed into strong alcoholic drinks that are sold throughout the region.  Each town is run by a member of a human family known as the Vodins who closely guard their processes for making their beverages.

Rotter Dive: a shambled old cabin where an odd young man named Dober lives with a dozen large, snarling dogs.  He doesn’t tolerate strangers, but will only attack on a full moon during which time he turns into a giant dog and leads his pack into battle.  He refuses to leave this house as it belonged to his family and he has vowed not to leave unless he can avenge the deaths of his parents who had been murdered by a vampire who lives deep in Sorrowvale.

Sorrowvale: a cave, which opens high on a steep cliff where it is difficult to reach.  If one can reach this hole, they will find a jagged passage, which travels down into an old crypt where a vampiric lord has taken residence and feeds on any creature who wanders in the area at night.  On either hand he bears the rings of two lycanthropes he slew not long ago, and uses the rings’ power to control and compel wildlife to attack his enemies.

Crystal River
The largest river in the region, stemming from the Zircon Mountains and feeding the Starlight Lake before meandering its way out to the ocean.  Crystal River is the first line of defense against the Old Empire’s remnants to the east and the more immediate threat of Berserker raiders who infest the Opal Highlands.

Notable Locales
            Next is a list of the many locales inside and outside the Crystal River:

North/South Waycrosse: Twin cities, which span the river on immense bridges with clusters of high towers on either shore.  The eastern portions of the cities are heavily defended against foreign antagonists.  Each of the four shore districts is ruled by one of four women: The Waycrosse Duchesses, who are sisters and were appointed by the council of Diamond Capital to keep the eastern border safe.  Though their rule is firm with strong, conservative beliefs, they have done very well at securing the lands from the Old Empire’s remnants.

Gladgully: a river town on the eastern side of the river, near berserker lands.  The berserkers never attack this town, however, as it is protected by an enormous canon that is always ready to fire a fierce load of grapeshot.  The cannon is able to be turned in many different directions and has an intricate work of defenses surrounding it.

Flugspout: an ugly monster’s face of ancient design is carved into the stone face of a mountainside, which looms over the northern run of the river.  A waterfall tumbles from the jaws of the monster’s face, fed by ice melt that seeps down through underground passages in the mountain.  A dungeon rests beyond the monstrous visage, but one must navigate the water flows to reach it, and rumors speak of a loud, roaring beast living inside.

East Reach: fortified tower that overlooks rolling patches of sparsely vegetated land some dozen miles above the Waycrosses.  Guards ring an enormous bell whenever raiding bands appear, which rouses scattered patrol camps to action.

Lournes: a ruined stone town along the river, which had been raided by berserkers decades ago.  On each night of the dead moon, ghosts appear, pleading for revenge against the berserkers that slew them.  One specter will guide promising adventurers to a hidden basement in a crumbling market district.  Here the remnants of a dead cleric clutches an old journal that speaks of one particular berserker chieftain who lead the slaughter.

Neverkeep: ruin of a massive tower, blackened and scorched, with the top blown off long ago, stands a lonely vigil above a sprawling beach.  Though the entrance is intact, entry is impossible as the entrance has been magically sealed.  An inscription above the door tells that a fell being is kept within and warns against disturbing it.  Should the adventurers choose to ignore this warning, they will find stairs up, which lead to three intact rooms containing random treasure, but in the basement they will discover a pit fiend, still living, still burning and bound to the center of the room with strong chains.  If they disturb him, he will grow angry and muster just enough strength to burst his chains and attack them.

Barl’s Borrow: somewhere out in the foothills of the mountains is rumored to be a deranged man named Barl, guilty of stealing jewels so that he can complete his expensive collage, which he is carving onto a great boulder.  Any who approach will find his workplace with broken wine bottles strewn about the scaffolding and the entrance of his tent.  He almost always spots on comers and will fire upon them with his long musket.  If asked about his work, he will simply explain that it means something and that it is important, but simple-minded addle-brains could never comprehend his work.  If assisted, his completed work will reveal that his collage was actually a very special spell that will turn into a portal into the afterworld where his dead lover will appear and beckon for him to join her.  He will do so, and half the gems he used to create the spell will fall, undamaged and ready for the taking.

Sconebrook: an old castle standing near the river where one many smell the scent of scones baking.  Upon inspection, one will discover a kindly old woman who will invite weary travelers to stay in comfort.  While asleep, the heroes will dream a vivid dream of a world on fire with roaming beasts that drip gold coins from their bodies.  Cries of people are heard all around amid a terrible sound of slaughter.  If handled poorly, those visiting this place will awaken in the river.  If handled well they will awaken in the castle where the woman has vanished, but they will see a table upholding a few magical items wrapped in bundles.

Automis Island
Sticking out of the middle of the ocean is a massive, cylindrical tower, upheld by arches, which are sealed off by portcullises.  Atop this tower is an entire city, fringed with windmills and crowned with two, symmetrical towers that join together at the top by a great bridge.  The denizens of this place have long ago vanished, leaving almost utterly empty, except for the mechanical things that still perform their duties.

Notable Locales
            Next is a list of the many locales inside and outside Automis Island:

Girdle Fence: circle of arches that comprises the base to the complex.  Each arch is blocked off by alchemically treated portcullises that are nigh invulnerable, but may be coerced into opening through magical means.

Hollow Harbor: circular harbor set in the midst of the Girdle Fence.  Stairways lead all the way up to the island’s automated city.  The harbor has many automated cranes and smaller houses and large warehouses, all built on narrow platforms that jut out from behind the archways.

Autoband: automated city filled with strange clockwork creatures that busy themselves about their original tasks.  The houses are all very tall and narrow, built in uniform order with streets paved in blue stones with metal light posts illuminating everything at night.  The houses have all been cleared of worldly possessions, but there is a 5% chance per searched house of finding art objects of value.

Will-way Towers: two enormous, white towers joined by a bridge at their very top.  During the ascent of the towers’ interior there are automated speakers that explain the exodus of the population when they learned of the coming of evil.  There are also 10 trapped rooms in each tower, containing powerful magic items (roll to see what kind of magic items). 

Skyward Crank: at the middle of the bridge joining the Willways there is a circular platform with a hole at its center.  Four gears encompass this hole and when activated will lower chains down into the ocean waters at Hollow Harbor and will draw up the rocket ship Irresistible, which when boarded will begin its automated flight to the red moon.  Because the controls of the ship are unkown, the vessel will inevitably crash on the Red Moon and bring the PCs into a great cavern.

The Red Moon
A mysterious red orb teaming with strange life unlike any seen on Firma.  The Thri-kreen dominate the surface as unquestioned intelligences and jealously guard their secrets from the denizens of Firma by building their habitations under blue, glass domes and deep underground.  All attempts to communicate with the Thri-kreen are ignored and attempts to teleport to the moon’s surface are immediately blocked by strange and harsh magic.  The only way to reach the moon is to find and enter the ship Irresistible, which is obtained on Automis Island.

Notable Locales
            Next is a list of the many locales inside and outside the Red Moon:

            Blue Domes
Because most of the breathable gasses are below the planet’s surface, the Thri-kreen have constructed domes made from hexagonal tiles to trap in the air for their communities.  The blue domes are immense, visible from Firma whenever the sunlight reflects off of them.  Because Thri-kreen are organized into a hive-structure, their homes, which are arranged in concentric circles, are open to each other below the domes.  While Thri-kreen are mistrusting of Firma dwellers, should any visitors come to their homes, they will welcome and trade with them while keeping them under close watch.
            Queen’s Cavern
Below the largest of the blue domes is the Thri-kreen queen’s cavern.  The Thri-kreen queen is very large, standing some thirty feet high and has 10 hit dice.  Her psionic powers also enable her to detect truth and alignment at will.  Should the PCs aid the queen in the recapturing of the Lost Way, which has been blocked off by a powerful, evil white dragon, she will cause her engineers to repair the Irresistible and train the PCs in its operation, which will take around 1d4 weeks.
            Lost Way
Long, winding tunnels run through the rock, leading to an outer colony populated by Thri-kreen who have been cut off from the main colonies.  An evil white dragon by the name of Schneier blocks the way and will attempt to threaten and rob anyone who approaches.
            Red Wilderness
Should the PCs desire to walk on the surface they will find it almost impossible to breathe.  If they can devise a means of breathing while traveling the Red Wilderness they will encounter some of the most powerful creatures known on Firma, including but not limited to gargantuan reptiles.

The White Moon
Lifeless and desolate with odd, crystalline structures and strange lights that can only be seen through a telescope.  As Cad Fir Ciallmhar Eagla draws nearer to Firma, the white moon will begin to glow somewhat more brightly until it becomes like a lesser star.  Unknown to all, the interior of the white moon houses a super-massive golem made from Nonexistium: the most powerful substance to never exist.  If awakened after the final stages of radiance, the golem will rise and aid any who seek to repel the source of Cad Fir Ciallmhar Eagla by exhaling white gasses from its mouth, which will slow the dreaded force long enough for heroes to prepare for its final arrival.

Notable Locales
            Next is a list of the many locales inside and outside the White Moon:

White Palace: the housing place for the Nonexistium golem along with its stat block.  The golem is indestructible, but when reduced to 0 HP it will merely go back into hibernation and recharge its spent energies.  The golem is powerful and enormous, but not invincible.  At best it is a shield and a mount to anyone who wishes to defeat Cad Fir Ciallmhar Eagla.

Also housed in the White Palace is a vault that will only open for lawful good characters and will bestow a truly mighty gift: Claihm Solais, the sword of light.  This is a +5 great sword that can be wielded as any category of sword.  Any demonic or undead creature stricken by the weapon must roll a save vs death or drop down to 0HP immediately.  Demons destroyed by the sword are sent back to the abyss.  Any undead creature of 5 or fewer HD are vaporized immediately when within the presence of the sword.  Rather than draw a damage bonus from Strength, the weapon’s base damage is improved by the weilder’s loyalty base from Charisma.

Cad Fir Ciallmhar Eagla
“That which wise men dread”, Cad Fir Ciallmhar Eagla is a source of great evil, which roams the universe, drawn along a path of least resistance, which is created by worlds that exude violence and hatred.  When it comes upon worlds engulfed in war and prejudice, it feeds on that world until the powers that hold its elements together are weakened and the planet, and all life within it, break apart and are absorbed.  Many fragments of previously consumed worlds exist in the bowels of Cad Fir Ciallmhar Eagla, and some of their denizens, who have survived, were changed and became a form of antibodies that protect the great evil’s interior.

Notable Locales
            Next is a list of the many locales inside and outside Cad Fir Ciallmhar Eagla:

Outer Rage: enveloping Cad Fir Ciallmhar Eagla is a nebula of glaring red, which constantly ripples and pulsates with horrid energies.  Anyone entering this field is immediately greeted with the wailings of past victims, requiring a saving throw vs. polarization or else become sickened for 1d4 days, causing a -1 or, wherever appropriate, -5% to rolls.  The Outer Rage is also the habitat of a grotesque creature, which swims through the void of space, attacking any object that attempts to enter Cad Fir Ciallmhar Eagla.  This monster is named Uru and has the following stats:
Uru: a grotesque whale-sized beast comprised of many different-sized humanoid forms, which writhe as one mass, giving way only for an enormous mouth of jagged fangs at its front, which will part open to reveal a sickening human face of great size.
Frequency:                    Unique
# Encountered:              1
Size:                             Large
Move:                           160ft
Armour Class:               -6
Hit Dice:                       12+30
Attacks:                        5
Damage:                       1d12/1d12/1d12/1d12 (slams) 2d8+4 (bite)
Special Attacks:            see below
Special Defenses          +2 or better weapon to hit
Magic Resistance:         30%
Lair Probability:             100%
Intelligence:                   Low
Alignment:                    Neutral Evil
Level/XP Value              17/6,500+17/HP
Treasure:                       1d12x1,000 copper, 1d12x1,000 silver, 1d12x1,000 electrum, 1d12x1,000 gold, 1d12x1,000 platinum, 2d10 gems, 1d8 art objects, 1d6 magical items
When a victim enters the Outer Hatred, Uru will descend upon it and open its attack by emitting a piercing howl, which will require anything within 500 feet to make a save vs. paralysis or else succumb to 2d4 turns of paralysis.  The many humanoid figures grafted into Uru’s body also allow it to cast mage spells as a 7th level magic user (4/3/3/2) and priest spells as a 7th level cleric (3/2/2).

Uneaten Scraps: segments of outer crust left from ruined worlds where wicked denizens still cling to their putrid soil.  Adventurers able to make it this far could spend a lifetime exploring scattered continents and delving into their innumerable ruins, all of which are filled with Charred Perditionites.
Charred Perditionite: crazed and hateful creature born from the burnt husks of wicked people whose lust for carnage drew Cad Fir Ciallmhar Eagla.
Frequency:                    Very Rare
# Encountered:              2d4
Size:                             Medium
Move:                           120ft
Armour Class:               2
Hit Dice:                       4+2
Attacks:                        2
Damage:                       1d6+1/1d6+1 (slams)
Special Attacks:            contagious hatred
Special Defenses          +1 or better to hit
Magic Resistance:         25%
Lair Probability:             20%
                        Intelligence:                   Non
Alignment:                    Chaotic Evil
Level/XP Value              5/190+4/HP
Treasure:                       n/a
Any creature stricken by a Charred Perditionite must make a save vs. aimed magical items or else become enraged for 1d4 turns, gaining +1 to hit and damage, a penalty of 2 to AC and lose control, attacking the nearest target.

Inner Hatred: nucleus and home of Cad Fir Ciallmhar Eagla, which feeds on helplessly wicked worlds.  If not defeated within 10 rounds of combat, this entity will collapse into a pocket dimension where it will rest until healed, which may take up to a thousand years.  If this should happen, anyone in its presence is drawn in with it and must roll a save vs. death or die instantly.  If they survive, they will awaken when Cad Fir Ciallmhar Eagla awakens.  If defeated, the great evil will expel anyone in its presence and they will have 10 rounds to leave the Inner Hatred or else perish with it.
Cad Fir Ciallmhar Eagla: incomprehensible mass of demonic, organic matter with an insatiable hunger for hatred and perversions.
Frequency:                    Unique
# Encountered:              1
Size:                             Large
Move:                           0ft
Armour Class:               -5
Hit Dice:                       500hp
Attacks:                        4
Damage:                       2d6+3/2d6+3 (bites) 2d8+3/2d8+3 (slams)
Special Attacks:            see below
Special Defenses          +3 or better to hit
Magic Resistance:         70%
Lair Probability:             100%
                        Intelligence:                   Genius
Alignment:                    Chaotic Evil
Level/XP Value              30/134,900
Treasure:                       n/a
Able to cast priest spells as a level 15 cleric and able to cast magic-user spells as a 10th level magic-user.  Also able to exhale pure energy, damaging everything in front of itself within 300 feet, dealing damage equal to half its HP.  A save vs. breath attacks will reduce the damage by half.  It may do this every 2d4 rounds.


Faction of Seirbigh Am
The primary antagonists on Firma come in the form of a secretive organization of thugs and criminals whose leaders follow the commands of the Nine Fallen.  Their goals on the surface are to attack established governments and produce false claims of inequality while stirring the masses into anger against their leaders and themselves.  Through trickery and secret assassinations, the Seirbigh Am seeks to flood the planet with hatred and violence so as to produce a tantalizing morsel for the Cad Fir Ciallmhar Eagla.  Nobody knows who the leaders of the Seirbigh Am are and finding them will be an ordeal in and of itself, but one may get a good start by dealing with the Onyx Kingdom, which supposedly works directly with contacts from the hidden organization, often sharing tactical knowledge with one another.
Messenger: the lowest ranking members of the Seirbigh Am (1HD) who come in every shape and size and use stealth to pass along messages for their superiors as well as spy on individuals whom the Masters find threatening.

Tasker: lower commanders in the order (5HD) who give directions to their messengers.

Clippers: the brute force of the organization (2HD) who use brute force to silence or eliminate individuals stirring up trouble for their Taskers and Masters.

Dispatchers: when Clippers aren’t enough, the Masters will often send out the dispatchers (5HD) who, dressed in robes and full plate armor, use magical and martial talents to eliminate threats.

Masters: six masters in the Jewel Region (10HD) who use unwitting pawns in the forms of corrupt lawyers, politicians and religionists to sway the masses into unrest and ultimately violence.  The Masters work with and prey directly to the Fallen Nine who guide them and punish them over the course of their work.  On the surface, Masters appear to be normal, attractive and highly charismatic individuals, but when words aren’t enough to coerce their targets, they will deploy powerful arcane magic, casting spells as 7th level mages.

Basics of Welkin Technology
Welkin Stones are alchemically treated rocks, which when exposed to a source of heat will rise into the air with incredible lifting force.  These are built into the hulls of ships, allowing for quicker transportation of goods and expedited journeys.  In order to heat the stones, furnaces have been built next to each stone, which burn a special fuel known as Pete Rocks.  Pete Rocks are made by alchemists who take combustible materials and condense them into highly dense rocks, which burn for days.  Apart from heating the Welkin Stones, the Pete Rocks also power Steam Belchers, which are water-fed motors that turn propellers, allowing for forward motion without wind.  An important note on Pete Rocks: these may burn past the recommended time, but for every hour they burn past their limit, there is a 10% chance they will explode into a tremendous gout of ash, which will deal 2d8 damage to the craft per stone that reacts, and require over a month of maintenance to clean out the ship and its motors before it can be skyworthy again.

Firearms                                  Dmg (SM/L)      ROF     Special /Range             Cost
Matchlock Pistol                      2d4/1d4            1          -1 to hit/50ft                  70g
Matchlock Rifle                        2d8/1d6+1        1          -1 to hit/100ft                110g
Flintlock Pistol                        2d6/1d6            1                      50ft                  140g
Pepperbox Pistol*                    2d6/1d6            6                      50ft                  500g
Flintlock Blunderbuss              2d8/2d4            1          +1 to hit /150ft                260g
Flintlock Carbine                     2d10/1d8+1       1                      200ft                 190g
Double-barrel Carbine              2d10/1d8+1       2                      200ft                 700g
Flintlock Rifle                          2d12/1d10         1                      300ft                 460g
            *Pepperbox Pistols require two rounds of combat to reload after firing all 6 shots.
Ammunition/Powder    costs 10 gold pieces for 50 shots worth

Vehicle Weapons                     Damage (SM/L)            ROF     Range Incr.      Cost
(When attacking with a vehicle, roll an attack and add dexterity missile attack adjustment for both ramming and ranged attacks while applying -4 for attack penalties.  A proficiency in vehicle weapons will remove this.  The numbers in parenthesis are the attachment value).
Ram Prow*                               4d6/3d6                        1          10ft (reach)        800g
Catapult                                   3d8/2d8                        1          200ft                 1,500g
Ballista                                     3d10/2d10                     1          100ft                 3,000g
Fire Bellows**                          2d4 /1d4                       1          50ft                  2,500g
2” Canon                                  2d10/1d10                     1          150ft                 4,000g
4” Canon                                  3d10/2d10                     1          300ft                 6,000g
8” Canon                                  4d10/3d10                     1          400ft                 8,000g
12” Canon                                6d10/4d10                     1          500ft                 10,000g
24” Canon                                8d10/5d10                     1          600ft                 15,000g
*If used against a water vessel that vessel must make a save against crushing blows or else begin sinking, taking on 2d4 points of non-structural damage.  When this damage exceeds its current Hull Points it has sunken and anyone stuck inside who cannot breathe underwater will die from drowning.
**Fire Bellows deal damage on a hit and any ship hit by the fire must make a save vs. normal fire or else suffer 1d4 fire damage each round.

Vehicles
The following are different ground and air vehicles, which a person may purchase.  These may also be taken from enemies who may have acquired one for raiding.  Welkin ships typically resemble water craft, but have been equipped with sleds so as to allow landing on the ground.

Horseless Kart- tiny kart powered by a single engine.
Built/Used By: humans, gnomes and dwarves
Cost: 800 gold
Tonnage: 1
Crew #/#: 1/2
Maneuverability Class: n/a
Landing: n/a
Armor Class: 8
Hull Points: 20
Saves As: thick wood
Cargo Capacity: 800lbs
Length/Width/Depth: 10ft/5ft/5ft
Propulsion: four wheels, drive speed 130 feet
Armaments: 1

Horseless Wagon- wagon-sized ground vehicle that uses a single engine.
Built/Used By: humans, gnomes and dwarves
Cost: 1,000 gold
Tonnage: 1.5
Crew #/#: 1/3
Maneuverability Class: n/a
Landing: n/a
Armor Class: 6
Hull Points: 30
Saves As: thick wood
Cargo Capacity: 1,000lbs
Length/Width/Depth: 10ft/5ft/5ft
Propulsion: four wheels, drive speed 120 feet
Armaments: 1

Horseless Caravan- larger powered wagon with sleeping quarters and uses two engines.
Built/Used By: humans, gnomes and dwarves
Cost: 1,300 gold
Tonnage: 2
Crew #/#: 2/6
Maneuverability Class: n/a
Landing: n/a
Armor Class: 7
Hull Points: 40
Saves As: thick wood
Cargo Capacity: 1,200lbs
Length/Width/Depth: 15ft/10ft/10ft
Propulsion: four wheels, drive speed 110 feet
Armaments: 1

Dwarven Armored Wagon- armored wagon with armor plating that uses two engines.
Built/Used By: dwarves
Cost: 1,700 gold
Tonnage: 4
Crew #/#: 2/4
Maneuverability Class: n/a
Landing: n/a
Armor Class: 4
Hull Points: 80
Saves As: thick wood and metal
Cargo Capacity: 2,000lbs
Length/Width/Depth: 20ft/10ft/10ft
Propulsion: six wheels, drive speed 100 feet
Armaments: 2

Gnomish Fast Track- exceedingly fast powered wagon that uses one engine.
Built/Used By: gnomes
Cost: 1,600 gold
Tonnage: 1.5
Crew #/#: 1/3
Maneuverability Class: n/a
Landing: n/a
Armor Class: 4
Hull Points: 50
Saves As: thick wood
Cargo Capacity: 600lbs
Length/Width/Depth: 5ft/5ft/5ft
Propulsion: four wheels, drive speed 150 feet
Armaments: 1

Gnomish Automatic Rower- fast, Pete rock powered water boat that uses one engine.
Built/Used By: gnomes
Cost: 1,500 gold
Tonnage: 1
Crew #/#: 1/4
Maneuverability Class: C
Landing: water
Armor Class: 6
Hull Points: 30
Saves As: thin wood and metal
Cargo Capacity: 500lbs
Length/Width/Depth: 10ft/5ft/5ft
Propulsion: four rowers, swim speed 100 feet
Armaments: 1

Gnomish Submersion Vessel- fast, Pete rock powered submarine with one engine.  Capable of submerging down to 5,000 feet.  Any lower and it must save vs. crushing every hour or else become destroyed and kill everyone on the inside.
Built/Used By: gnomes
Cost: 40,000 gold
Tonnage: 3
Crew #/#: 2/4
Maneuverability Class: B
Landing: water
Armor Class: 7
Hull Points: 40
Saves As: thick wood and metal
Cargo Capacity: 1,000lbs
Length/Width/Depth: a
Propulsion: two propellers, swim speed 80 feet
Armaments: 1 (ramming prow only)

Tiny Welkin Schiff- raft or tub built with 1 Welkin stone and a single engine.
Built/Used By: humans, gnomes and elves
Cost: 20,000 gold
Tonnage: 2
Crew #/#: 1/3
Maneuverability Class: C, but able to hover in place
Landing: land, water and air
Armor Class: 5
Hull Points: 50
Saves As: thick wood
Cargo Capacity: 500lbs
Length/Width/Depth: 5ft/5ft/5ft
Propulsion: one propeller, fly speed 90 feet
Armaments: 1

Small Welkin Schiff- canoe-sized Welkin Schiff with 2 Welkin stones and a single engine.
Built/Used By: humans, gnomes and elves
Cost: 50,000 gold
Tonnage: 4
Crew #/#: 2/6
Maneuverability Class: C, but able to hover in place
Landing: land, water and air
Armor Class: 5
Hull Points: 80
Saves As: thick wood
Cargo Capacity: 800lbs
Length/Width/Depth: 10ft/5ft/5ft
Propulsion: one propeller, fly speed 120 feet
Armaments: 1

Medium Welkin Schiff- keel-sized Welkin Schiff with 4 Welkin stones and two engines.
Built/Used By: humans, gnomes and elves
Cost: 80,000 gold
Tonnage: 8
Crew #/#: 10/30
Maneuverability Class: D, but able to hover in place
Landing: land, water and air
Armor Class: 5
Hull Points:120
Saves As: thick wood and metal
Cargo Capacity: 1,200lbs
Length/Width/Depth: 20ft/10ft/10ft
Propulsion: two propellers, fly speed 110 feet
Armaments: 3

Large Welkin Schiff- schooner-sized Welkin Schiff with 6 Welkin stones and three engines.
Built/Used By: humans and gnomes
Cost: 190,000 gold
Tonnage: 20
Crew #/#: 20/50
Maneuverability Class: D, but able to hover in place
Landing: land, water and air
Armor Class: 4
Hull Points: 160
Saves As: thick wood and metal
Cargo Capacity: 2,500lbs
Length/Width/Depth: 40ft/10ft/15ft
Propulsion: three propellers, fly speed 100 feet
Armaments: 6

Giant Welkin Schiff- galley-sized Welkin Schiff with 10 Welkin stones and five engines.
Built/Used By: humans, gnomes and dwarves
Cost: 500,000 gold
Tonnage: 30
Crew #/#: 40/80
Maneuverability Class: E, but able to hover in place
Landing: land, water and air
Armor Class: 3
Hull Points: 200
Saves As: thick wood and metal
Cargo Capacity: 5,000lbs
Length/Width/Depth: 60ft/15ft/20ft
Propulsion: five propellers, fly speed 90 feet
Armaments: 10

Huge Welkin Schiff- destroyer-sized Welkin Schiff with 14 Welkin stones and seven engines.
Built/Used By: humans, gnomes and dwarves
Cost: 1,200,000 gold
Tonnage: 40
Crew #/#: 50/100
Maneuverability Class: E, but able to hover in place
Landing: land, water and air
Armor Class: 2
Hull Points: 150
Saves As: thick wood and metal
Cargo Capacity: 10,000lbs
Length/Width/Depth: 100ft/20ft/35ft
Propulsion: seven propellers, fly speed 80 feet
Armaments: 20

Basic Stats
Built/Used By: races who use or built it
Cost: how much it costs to build or buy
Tonnage: how much it weighs in tons
Crew #/#: the minimum/maximum amount of crewmen and passengers it can hold
Maneuverability Class: alphabetical rank demonstrating its flying capabilities.
Landing: lists where it can land or dock (land, air, space port, harbor, water, etc.)
Armor Class: generally 10, but improves by every +1 enhancement
Hull Points: essentially HP for a ship, when reaches 0, ship is destroyed.  When attacking a vehicle with handheld weapons, such as bows, axes, swords, etc, these do no damage unless they are of magical quality.
Saves As: primary material vessel is made from.  If the ship fails its saving throws it will suffer a consequence, such as breaking apart or catching fire
Cargo Capacity: how much cargo it can carry besides crew and supplies
Length/Width/Depth: dimensions of the ship in cubic feet (example: 20ft long, 5 feet wide, 10 feet deep)
Propulsion: means of propulsion, such as oars, sails, etc.  Also how fast it can move.
Armaments: how many weapons can be attached (generally holds 1 per 10x10x10 foot in size), PCs need only take Siege Engines as a weapon proficiency in order to operate armaments.

Maneuverability Classes
A-         total command over movement; can maneuver as easily as a squirrel on the ground.
B-         able to hover in place and do not need to maintain forward motion to stay in the air.
C-         forward movement must be maintained, able to make one pass every two rounds.
D-         slow to reach maximum speed, make wide turns, make one pass every three rounds.
E-         for very large vehicles, can only turn 30 degrees and are very slow to reach maximum speed.

Pete Rock        costs 100 gold for a stone that lasts 1 week per engine being powered.

Godly Boons
Godly boons are special properties given to PCs for accomplishing exceptional deeds, such as defeating a dragon or equivalent creature, or sacrificing of themselves for the betterment of the innocent.  Each of these abilities may be used only once per day.
Replenishing Boon- instantly restore ¼ HP.
Restorative Boon- instantly remove sickness or disease.
Renewed Destiny- gain HP regeneration: 1 until the end of combat.
Zealot’s Resolve- gain a bonus of 2 to AC until the end of combat.
Right of Might- gain a bonus of 2 to THACO until the end of combat.
Cleaving Strike- make one attack against all adjacent enemies.
Staggering Strike- deal +50% extra damage to a single target.
Forceful Strike- along with damage, when an enemy is hit it is pushed back 1d4 spaces.
Eager Haste- increase movement rate by +2 (10 feet) until the end of combat.
Self-Mastery- increase one attribute by 1 permanently (available only 3 times per PC).
Maximum Effort- the next attack or damaging spell deals maximum damage if hits.
Stubborn Refusal- the next attack or spell set against the PC is fully negated.
Fool’s Fortune- the next unseen treasure gained by PC is doubled.
Foreboding Insight- foretells of enemy ambush, negating the next surprise attack.

The Planes and Hells
Beyond the bounds of mortality rest the eternal expanses of the planes and the hells.  Each of these areas represent an eternal expanse of matter and form, bound strictly by their own laws.  It is impossible for a corporeal mortal to enter these places without facing immanent destruction, except where special conditions are in place, such as a druid’s ability to enter various elemental planes.  It should be noted that nothing can ever die in the planes and Hells, but their souls may become trapped by powerful and evil beings, necessitating rescues from benevolent forces.  Beings native to particular planes may be defeated outside of their planes of origin, but should such an event take place and their souls are not captured, they will return home and rematerialize.
Siorai Teaghlaigh 
Two towers of inestimable size rising out of each other’s base, rising in opposite directions forever.  Not enough can be said to describe how truly immense the towers are as they are comprised of many smaller towers, each one of these large enough to contain a nation.  This is the place where all mortals return to live with their creators and ancestors where they may build nations of their own, and see and learn without end.
Fairsinge Holtz
Combination of many elements where animals and nature beings go to rest for eternity.  Many druids and rangers opt to dwell here for eternity, rather than return to Siorai Teaghlaigh, preferring to roam an eternal wilderness with the beasts they loved and cared for while in mortality.
Elemental Plane of Fire
Elemental plane of raw energy, from combusting fire to surging electricity.  Beings living here are made from pure flames, but will often take on tangible forms in order to enjoy their existence.  This may include the creation of floating continents and islands on which they construct their palaces and cities.
Elemental Plane of Wind
Endless void of expanding gasses and empty vacuums with overwhelming force.  AS with the elemental plane of fire, the beings who live here have constructed vast citadels crafted from floating stone.  The structures here mostly resemble high towers, all with crowns that point toward the center of the plane.
Elemental Plane of Water
A varying dimension with unfathomable reaches of water, incomprehensibly huge caverns of solid ice and expanses of mist and steam.  The beings who live here either tunnel caverns out of the ice or build suspended, interconnected orbs of steel and glass where zoos of strange animals from the furthest reaches of the universe are kept.
Elemental Plane of Earth
Expanse of soil and rock, tunneled out into an incomprehensible maze of passages and caverns where powerful beings build castles studded with gems.
Mospelthoth
Primary hells that flow in an endless band, which may be divided into four portions.  The evil gods hold sway here with their lesser princes lined up along the lower terraces of the hellish ring. 
Tratroch
Frozen hells where the condemned are cursed in a state where they never progress or digress, but remain frozen in place for the remainder of time.  Terrible entities patrol the endless fields of frozen, writhing forms and jagged towers of ice dot the horizon.
Baserith
Flaming Hells, flowing with oceans of acid and charred islands scourged by flame.  Inferno storms blanket the skies, raining brimstone and scourging the land with endless lightning.  Some of the most powerful princes of Mospelthoth live here and keep armies of slaves.
Penfamertha
Fleshy Hells where the ground and walls are made from living flesh and bone, pulsating and sprouting maws that snap at anything that approaches.  Those who are condemned to this place suffer with endless starvation and endure the pains of being devoured again and again.
Duethnor
Dark Hells, filled with lost beings who wander nothingness.  No sound is heard and nothing can be seen in this portion, and those who walk over the edges of the floating continents will fall forever.

Important Events
Not destined to happen until several millennia pass, the following events are foretold from the foundations of the universe and are greatly looked forward to by the just and feared by the chaotic and evil.
            The Unfurling
Near the end of the world when strands of the planes merge into the tangible universe and everything unseen is seen.
The Great Inevitable
Final war between the gods before eternal peace reigns.

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