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TRANSCRIPT
Setting Guide for
The Eleven Pillars
A Fantasy Roleplaying Campaign Setting
By Samuel Dillon
©2013‐2014
©2013SamuelDillon Page2
TableofContentsTHE WORLD ................................................................................................................................................... 4
20 Questions about the Eleven Pillars Setting .......................................................................................... 4
Religion ................................................................................................................................................. 4
Markets and Shops ............................................................................................................................... 5
Monsters in Town ................................................................................................................................. 5
Strong Mage .......................................................................................................................................... 5
Strong Fighter ....................................................................................................................................... 5
Strong Wealth ....................................................................................................................................... 5
Magical Healing ..................................................................................................................................... 5
Disease .................................................................................................................................................. 6
Magic Guild ........................................................................................................................................... 6
Knowledgeable NPCs ............................................................................................................................ 6
Men for Hire .......................................................................................................................................... 6
Laws of the Land ................................................................................................................................... 6
Taverns and Inns ................................................................................................................................... 6
Local Outdoor Dangers ......................................................................................................................... 7
Large Scale Strife ................................................................................................................................... 7
Tournaments ......................................................................................................................................... 7
Secret Societies ..................................................................................................................................... 7
Food ...................................................................................................................................................... 7
Ancient Artifacts ................................................................................................................................... 8
Treasure Hordes .................................................................................................................................... 8
Further Facts You Should Know ................................................................................................................ 8
Getting Lost ........................................................................................................................................... 8
Lowerland Cities .................................................................................................................................... 9
Castles ................................................................................................................................................... 9
Rivers ..................................................................................................................................................... 9
Aerial Creatures .................................................................................................................................... 9
The Eleven Pillars and Their Specialties .................................................................................................. 10
Aureate Pillar ...................................................................................................................................... 10
Cinereal Pillar ...................................................................................................................................... 10
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Cobalt Pillar ......................................................................................................................................... 11
Ecru Pillar ............................................................................................................................................ 12
Gamboge Pillar .................................................................................................................................... 12
Malachite Pillar ................................................................................................................................... 12
Onyx Pillar ........................................................................................................................................... 13
Russet Pillar ......................................................................................................................................... 13
Sienna Pillar ......................................................................................................................................... 14
Viridian Pillar ....................................................................................................................................... 14
Player’s Map ............................................................................................................................................ 14
Map of the Mountainlands with minimal explored Lowerland hexes ................................................ 14
Map of General Pillar Structure .......................................................................................................... 17
Civilized Races ......................................................................................................................................... 18
Pantheon of New Gods ........................................................................................................................... 19
GM’s Section ............................................................................................................................................... 23
Map of the Eleven Pillars Lowerland Region .......................................................................................... 23
Lowerlands Regions ................................................................................................................................ 24
Cinereal Marsh .................................................................................................................................... 24
The Fraywood ..................................................................................................................................... 26
Viridian Pillar Regional Map .................................................................................................................... 29
Credit Where Credit is Due
This work originated with a couple of blog posts on RPGMusings.com – and I gathered inspiration from a
variety of sources (and 30 years of gaming). There are 3 main inspirations, however, to which I would
like to give credit. The first is Paul Hughes from Blog of Holding (http://blogofholding.com/?p=5937),
which provided the kindling for the spark of creativity that was provided by Jeff Grubb, as relayed by
Steve Winter on the WotC podcast (http://www.wizards.com/dnd/Article.aspx?x=dnd/4pod/20130510).
And lastly, Jeff Rients, whose 20 questions post (http://jrients.blogspot.com/2011/04/twenty‐quick‐
questions‐for‐your.html) spurred me to really start developing this setting.
©2013SamuelDillon Page4
THEWORLD
The Eleven Pillars is a ‘new’ setting in an ‘old’ world. This is a setting in which the civilized folk have
moved up to the Mountainlands (the tops of mountains above the cloudline) because the Lowerlands
have been over‐run with all sorts of vile creatures for centuries. This mass movement of civilized people
is referred to as the Great Migration. The cities and settlements in the Lowerlands have fallen to ruin.
Trouble is brewing, however, and it is a time of exploration and expansion for the civilized populace of
the Mountainlands. Many are pushing for re‐settlement of the Lowerlands while others maintain that it
is too dangerous and unlivable below the cloudline.
20QuestionsabouttheElevenPillarsSettingRather than hit you with pages of history about the setting, I have found it useful to provide relevant
information in a question and answer format. Here are answers to some questions that are of direct
significance to the PCs ‐ things that could impact your choices at character creation. The answers set
forth the broad foundation of the setting along with providing you with knowledge that any PC would
know simply from growing up in the world.
Religion ‐ What is the deal with my cleric’s religion?
The civilized races have gone through a relatively recent religious transformation. Beliefs and deities are
split into two segments, the old world and the new world. The old world religion contains the deities
that were worshiped in ancient times, when the majority of the civilized folk lived near sea level (in what
is now called the Lowerlands). At that time it was believed that the gods lived ‘up in the clouds’ (much
like the ancient Greeks believed that the gods lived on Mt. Olympus). The gods were believed to have
direct control over some parts of the world and the power to intervene in the affairs of mortals if they
chose.
The shift into the new world religion began with the movement of people up into the mountains, in the
very earliest stages of the Great Migration. The Lowerlands were becoming overcome with phantasmal
corruption and evil creatures. Believers in the old deities thought the Lowerland chaos was a
punishment ‐ since the gods did not come to the people’s aid, the people must be unworthy. When no
godly palaces were found on the tops of even the highest mountains a paradigm shift started to occur
and the new world religion was born… or took hold, depending on who you ask, for some will say that
the ‘new world gods’ were there all along and the people were worshiping false deities. The new world
religion is the result of that shift in beliefs and consists of more ‘modern’ deities worshiped by most of
the civilized peoples of the Mountainlands. There are still pockets of old world believers, but they do not
advertise their presence as they are either laughed at or persecuted (or both).
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MarketsandShops ‐ Where can we go to buy standard equipment?
The Pillars are the main cities of the Mountainlands. They are the population centers that thrive on the
mountains above the cloudline. Each of the Pillars has a large enough population to support at least one
general store, smithy, armor‐smith, and toolmaker/weapon‐smith, and several of the Pillars are much
larger. Found around the Pillars and above the cloudline are small, outlying settlements consisting
mostly of herders and farmers. These rural homesteads usually operate as tiny villages and house
residents of many skills.
MonstersinTown ‐ Where can we go to get platemail custom fitted for this monster I just
befriended?
Hopefully one such as yourself will not be foolish enough to bring your new friend into the Pillar with
you, since it will probably be killed on sight. However, if you could meet the right people, say a member
of the Blue Shroud (the faction that controls the black market in several of the Pillars), you could
probably find someone to build a set of platemail for your strangely proportioned friend.
StrongMage ‐ Who is the mightiest wizard in the land?
You aren’t experienced enough to really know this first hand, but rumors have it that Erazem the
Sceptor, Grand Vizier to Lord Thoas, Regent of the Viridian Pillar, is the mightiest wizard in the
Mountainlands. As far as you know, there are no mighty wizards in the Lowerlands.
StrongFighter ‐ Who is the greatest warrior in the land?
Ronade the Daunting, of the Cobalt Pillar, was granted High Master status at the last Stanchion
Tournament.
StrongWealth ‐ Who is the richest person in the land?
Lord Thoas, Regent of the Viridian Pillar is rumored to control the vast wealth of four of the eleven
pillars… but he is part of the nobility, of course. The richest non‐royal that you have heard of is Clancy
Sharar, Merchant Extraordinaire and purveyor of fine Lowerland goods for all ages. Clancy contracts
with all manner of mercenary and treasure hunter to gather goods from the Lowerlands so that he can
sell them to the highest bidder. Royal Ladies‐in‐Waiting and moneyed collectors are interested in
Lowerlands artifacts to the point of paying hefty bounties. Sharar is a middleman broker, but he
cornered the market in 3 Pillars before anyone else could get into the game.
MagicalHealing ‐ Where can we go to get some magical healing?
There are several temples in each Pillar and many of them have chaplains capable of basic healing skills,
herbology, and wound dressing. These services can be purchased or bartered (i.e. if you have no money,
you can do community works to pay off the debt). Some outlying Mountainland communities also
contain residents skilled in basic healing arts (or more).
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Disease ‐ Where can we go to get cures for the following conditions: poison, disease, curse,
level drain, lycanthropy, polymorph, alignment change, death, undeath?
These types of afflictions are also treated in the Pillar Temples, but not every temple will have a priest
with enough skill to care for these diseases. It will take some exploration and investigation to find out
which ones can offer these convocations.
MagicGuild ‐ Is there a magic guild my Magic User belongs to or that I can join in order to
get more spells?
Those with magical talents (arcane and divine) are sent either to one of the 2 main arcane academies, or
to a monastery to hone their skills in magical arts. These are prestigious institutions and are therefore
very expensive and/or very choosy – it is hard to get a place there and even harder to keep it.
KnowledgeableNPCs ‐ Where can I find an alchemist, sage or other expert NPC?
Many people with specialized skills or knowledge are found within each of the Pillars. There is an
alchemy guild in the Russet Pillar, but their membership list is guarded and they do not readily identify
themselves as such. Sages are seemingly found everywhere, but it is said that all true sages reside in the
Aureate Pillar.
MenforHire ‐ Where can I hire mercenaries?
Every Pillar has a noble guard and a standing pillar guard. Most able‐bodied adult citizens are part of the
volunteer militia which is only called into service if the pillar is under siege. Mercenaries can be hired
from the ranks of the guard (standard for cheaper fees, with the noble guard being much more costly).
LawsoftheLand ‐ Is there any place on the map where swords are illegal, magic is
outlawed or any other notable hassles from Johnny Law?
Each Pillar has their own set of rules and laws, but the majority of them allow citizens to carry weapons
without penalty. In the larger Pillars casting magic in the open is illegal unless a permit has been issued.
This is a great source of revenue for the Cinereal Pillar, which is close to one of the arcane academies
and has a steady influx of young arcane talent attempting to show off their skills in an attempt to be
noticed by officials from the nearby academy.
TavernsandInns ‐ Which way to the nearest tavern?
Taverns are always on the lower floors of multi‐story Pillars. Not all Pillars have multiple stories above
ground, and in that case, the taverns are on ground level.
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LocalOutdoorDangers ‐ What monsters are terrorizing the countryside sufficiently that if I
kill them I will become famous?
Sky Frogs are extremely dangerous and they breed quickly so have become a danger to Pillar residents.
They attack in mobs (an army of Sky Frogs) and have been known to destroy stone with their powerful
tongues. Killing a Sky Frog Queen and thereby dispersing the hive would make you a local hero.
Mountain Ropers often set up next to well‐traveled passages just outside of the Pillars – once again
providing a chance to become a local hero. Bringing evidence of slaying powerful creatures from the
Lowerlands always brings great prestige.
LargeScaleStrife ‐ Are there any wars brewing I could go fight? Relationships between Pillars are generally amicable at this time, with most Pillars ruled by a royal
family with generations of power behind the Regent. Most of the trouble is due to shrinking real estate.
Many citizens are clamoring for land of their own or better conditions within the overcrowded Pillar.
There is a movement of people who believe that the Lowerlands can be retaken and the poor of the
Pillars can move back to their ancient homelands. This doesn’t sit well with the nobles and rich
merchants because the economies of the Pillars are built on the backs of the poor and unskilled. If the
cheap labor leaves the power of the Regents may falter. This conflict brews just below the surface and
the Pillars have beefed up the guard force a great deal in the past few months. Are the Lowerlands really
safe?
Tournaments ‐ How about gladiatorial arenas complete with hard‐won glory and fabulous
cash prizes?
Each Pillar has a local tournament and once every 3 years local champions (up to 5 from each Pillar)
compete in the Stanchion Tournament. The notoriety is great, but the cash prizes come with strings
attached.
SecretSocieties ‐ Are there any secret societies with sinister agendas I could join and/or fight?
The Blue Shroud controls the black market of goods and information. The Copper Guild is a loose
organization of poor beggars (i.e. thieves and fighters) trying to beg their way to power and influence.
The Gem Reavers are a guild of miners that purportedly have ties to Faris Siv, an evil necromancer held
in the Pit of Loathing, a former mine turned prison complex located just below the cloudline near the
Cinereal Pillar.
Food ‐ What is there to eat around here?
Most meals contain meat in the form of High Goat or Cloud Boar. Several vegetables and edible plants
grow just above or in the cloudline of the mountainland communities. High end taverns and inns will
also serve Lowerland flora and fauna, which sell for a much higher price due to the dangerous nature of
obtaining the goods and the rate at which they spoil.
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AncientArtifacts ‐ Any legendary lost treasures I could be looking for? There are 3 ancient places that house untold riches and magical artifacts. These are Hagran Rockdale,
the Spire of Kradnick Hills, and the Ruins of Fraywood. These locations are found in the Lowerlands and
are said to contain vast treasure hoards. Each of these locations contains at least one storied artifact.
Hargran Rockdale is an ancient gnomish craft workshop next to the city of Timid Fork, a gnome
settlement now in ruins. It is rumored to house great treasure including the Bark of Logan – an artifact
that is said to have properties similar to the fabled fountain of youth.
The Spire of Kradnick Hills is a ruined temple that sunk into the ground when the hills finally succumbed
to the encroaching swamp. The temple was a proving ground for the Hands of Justice, a group of
paladins who followed the teachings of Brindalia the Wise, a devout paladin of Nedenoe (Bringer of
Light; one of the old gods). Within the temple ruin is said to rest the Ring of Mitya, a powerful magical
piece said to bring flight to deserving wearers.
Historians believe that the Ruins of Fraywood are the remnants of the fabled Seminary of Saint Abdar
and that the Mask of Hamman can be found deep within the rubble. The Mask can only be found and
worn by the chosen one. Many an adventurer has sought the mask and never returned; scholars shrug
and conclude that the seeker must not have been the chosen one. Speculation abounds regarding the
actual power of the mask, but many believe it to grant the power to control dragons.
TreasureHordes ‐ Where is the nearest dragon or other monster with Type H treasure?
In this case type H is a true treasure hoard with piles of coinage and abundant magical items. It’s not
exactly close, but the Lowerlands contain a place called Lonely Fall in the Quilted Hills. It is said to be the
home of Gundisalvis, a huge Brass Dragon of indeterminate age. Since Brass Dragons are so greedy and
this one is so old (you presume, due to its size), one would expect to find a vast hoard in its lair.
FurtherFactsYouShouldKnow
GettingLostGetting lost can get you killed in this setting. You can end up wandering in a random direction for days.
Beneath the cloud cover you can't use the sun or the stars for navigation purposes like you would in a
traditional outdoor adventure.
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LowerlandCitiesThis setting inverts the basic idea used in traditional fantasy campaign settings. Usually mountains are
rough and nearly impassable and towns are your resting place. Now, the tops of mountains are safer
than the valley below the peak. Lowerland cities may be places of high danger, horrible corruption, and
the homes of powerful horrors. Normally in a city encounter, you have a high chance of interacting with
civilized folk and humanoids of various types. Even before the people moved up to the Mountainland
there were lots of undead in cities – it is speculated that necromancers are the cause of the phantasmal
corruption that led to the Great Migration up the Mountainlands. In this setting cities below the
cloudlayer are ruins, old mines are dungeons, and old temples long ago relinquished their sacred ground
to the phantasmal corruption. It makes sense that, due to the constant cloud cover in the Lowerlands,
you're never safe undead creatures which would normally fear the sun. It is rumored that the cities are
filled with vampire lords or powerful necromancers who keep loathsome zombies and unfortunate
humans as their slaves. It is rumored that anyone who dies below the cloudline is raised by the
necromancers and must ‘live’ out the rest of their existence in cold, undead, servitude. Lowerland towns
and villages may be the most dangerous places in the world.
CastlesThe Status of the castles is unclear at this point. As large fortified buildings, it is possible that they are
even more dangerous than the towns and cities. However, there are rumors that at least one of the
castles has been taken by a group of good clerics, and could therefore be a safe place to go in time of
need. Whispers about the castles suggest that these good clerics are all part of one holy order dedicated
to recapturing the land from evil. This group is called the Pale Miter.
RiversThese are the areas one would try to travel near in a regular setting, but in the Lowerlands the rivers
have a bad reputation. Why? For the pirates… These are the men who have been exiled (as criminals or
enemies of the regents) from the Mountainlands. That means they are forced to stay below the
cloudlayer and they are probably going to try and stay in the safest areas possible – the rivers. They
must eke out an existence below the cloudlayer. There is very little for them to prey upon in the world
under the cloudlayer since civilized traders and merchants remain above the clouds. The majority of
lifeforms the pirates encounter are beastly rather than human. They can find food on or near the rivers
and remain relatively safe while also terrorizing, or at least keeping track of, things moving from one
region to another (tracking cross‐river traffic).
AerialCreaturesAs for flying monsters… There is no reason that you know of for why they wouldn’t be able to fly above
the cloudlayer but are only very rarely seen by residents of the Mountainlands. After all, there is ample
food below the cloudlayer and they can rule their domains without the “good” people hunting them.
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TheElevenPillarsandTheirSpecialties
The pillars are named for the predominant color of the stone facade when first constructed ‐ the
differing colors due to different proportions of minerals. Each Pillar entry gives information regarding
the major race(s), size of the pillar, anything the pillar is known for, its general location, and any
important trade or visitor information.
AureatePillar (hex 0428) Regent: Iosbail Tepin
The stone used to build the Aureate pillar has a high
proportion of Limonite and Feldspar, giving the walls a
golden‐yellow hue in the right light, and leading to the
name Aureate, which means golden or gilded. This is a
small pillar located in the southwestern portion of the
region. The population is predominantly human.
The Aureate Pillar is known for the House of Vellum, a well‐
respected group of sages and historians. The House
maintains a large, but private library of history and arcane
tomes, scrolls, and correspondence. The Narit Monastery,
where many go to study the rights and ceremonies of
Sedna and Fazl (two of the most powerful gods of the
pantheon) is located closer to this pillar than any other.
CinerealPillar (hex 1225) Regent: Pelias Atreos
The stone used to build the Cinereal Pillar is
mostly hematite, giving it a grey, slate color.
This is a large Pillar located in the southern
portion of the region between and East of
the Onyx and Aureate Pillars. The Cinereal
Pillar is the largest pillar, and approximately
1/3 of the pillar is underground. This is a
large metropolitan city with a large and
diverse population. Humans and Dwarves
form the majority, but large numbers of the
other civilized races also reside in the city.
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The Hovel Arcana, the largest arcane academy, is located near the Cinereal Pillar and prospective
students often travel to the Cinereal Pillar in hopes of being accepted to the prestigious school. Because
of the large number of arcane users in the vicinity, casting in public without a permit brings exorbitant
fines to anyone who gets caught. This is a surprisingly large source of income for the pillar government.
The Cinereal Pillar is also home to the Gem Reaver’s guild, a proud group of miners who monitor the
gem and jewelry markets, ensuring stability of the economy and the mined areas of the Mountainlands.
The large population has a high proportion of poor, many of whom claim membership in the Copper
Guild, a loose organization of beggars trying to gain influence. The Cinereal Pillar is a large port‐city that
experiences a lot of merchant traffic and trading halls – it is one of only 3 pillars that can host ships
(Viridian and Quartz being the other two).
Just below the cloudline to the South‐East of the Cinereal Pillar is the Pit of Loathing, a former mine
turned prison complex. This complex houses those that are deemed too powerful and dangerous to be
exiled to the Lowerlands.
CobaltPillar (hex 2204) Regent: Gwilt Isaura
The stone used to construct the Cobalt Pillar is high in – you
guessed it, cobalt – giving the walls a deep blue tint. This is a
small pillar located in the North Eastern edge of the region. The
Cobalt Pillar is primarily inhabited by Halflings and all but the
top two levels of the pillar are underground. This is the shortest
pillar and its only claim to fame is Ronade the Daunting, High
Master of the last Stanchion Tournament. The Halflings were a
sea‐faring race before the Great Migration and they have yet to
find another successful trade. Their population has been
dwindling for as long as anyone can remember… so much so
that several of the lower levels of the Cobalt Pillar are empty.
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EcruPillar (hex 2011) Regent: Ludavine Togus
This pillar is high in dolomite, providing a white or very light
brown sheen. It is a small pillar located to the South and West
of the Cobalt and Quartz Pillars. The Ecru Pillar supplies most
of the high quality wood used by wainwrights, wheelwrights,
and carpenters. The population is predominantly Half‐Elven
and Human. They travel below the cloudline in large tree‐
harvesting parties. The wood is then sent to the Gamboge and
Quartz Pillars to be worked.
GambogePillar (hex 1613) Regent: Lenz Vkmos
This pillar is a deep yellowish brown, accounted for by the type
of iron in the rock of this mountain range. This pillar is located
to the South of the Ecru and Viridian Pillars. The Gamboge Pillar
has a trading agreement with the Tree Harvesters of the Ecru
Pillar, who deliver the finest high quality raw wood to the
Carpenters and Wainwrights Guild located in the Gamboge
Pillar.
MalachitePillar (hex 0413) Regent: Oksar Balch
This tall green Pillar has numerous green bands decorating its
surface due to the Malachite in the rocks used to construct the
city. This is a medium pillar located North of the Aureate Pillar and
South of the Russet Pillar. This pillar sits in the center of an area
with some of the most fertile grazing and planting land of the
entire region. The pillar itself is surrounded by a sprawling
agricultural area consisting of several small hamlets and thorps.
The Malachite Pillar is also known for its High Livery Theater
Troupe, which started as a group of traveling jesters providing
entertainment for farmers and herders, and has become a premier
school of drama and tragedy.
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OnyxPillar (hex 0920) Regent: Thannos Kiol
The Dwarves of the Onyx Pillar pride themselves in
their ability to run a self‐sufficient city. Though
they welcome anyone traveling through, they have
become weary of the rabble‐rousers on their way
to the Cinereal pillar and have cracked down on
any trouble‐makers. The laws in the Onyx Pillar are
the most restrictive of any pillar and, of late, the
pillar has been getting lots of refugees from larger
cities – those just looking for a place to earn a
decent living and not be bothered by others. So far
Thannos Kiol, the Dwarven Regent, has been
tolerant (and sometimes almost kind) to these
immigrants, but the Dwarven population’s
patience is wearing thin. The Onyx Pillar is located
just north of the Cinereal Pillar.
QuartzPillar (hex 2407) Regent: Hevel Oysin
The residents of the Quartz Pillar have agreements with the Ecru and
Gamboge Pillars in the interest of crafting high quality goods to sell to
the Viridian Pillar. The Quartz Pillar is a small pillar with a
predominantly human population. This pillar boasts the most highly
traveled population as the merchants manage shipments and bring
together goods and services, providing them to the Viridian Pillar in
person, having traveled through the other 5 closest pillars. This is the
smallest pillar to have a port for cloudships.
RussetPillar (hex 0404) Regent: Andera Pallal
This is a large pillar but it doesn’t boast a metropolitan population
center similar to the Viridian and Cinereal Pillars. The Russet Pillar is
sprawling, but with strictly enforced laws. This pillar is the seat of
two important guilds, the Guild of Alchemists, which conducts its
business under a shroud of secrecy, and the Glass‐Blowers Forge,
which is much more open about the goings‐on in the guild‐hall and
beyond.
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SiennaPillar (hex 1602) Regent: Donig Kenvin
This tiny pillar is the family home of Clancy Sharar, merchant
extraordinaire and purveyor of fine goods to the rest of the
world. Sharar runs his business out of the Quartz Pillar because of
the port located there, but he sends much of his profit home to
the Sienna Pillar, which now houses the largest and richest bank
of the region. The Sienna Pillar is the least known of the pillars.
ViridianPillar (hex 1210) Regent: Ormenus Thoas
This large green‐hued pillar is the seat of
power for the entire eastern half of the region.
It is the home of Lord Thoas, regent and the
most prosperous ruler (nobleman) of all the
pillars. He has, as a vizier, a powerful mage
(Erazem the Sceptor). Lord Thoas controls the
wealth of 4 other pillars, giving him a hand in
their political control, they include; Gamboge,
Ecru, Quartz, and Cobalt. The Viridian Pillar is
similar to the Cinereal Pillar – it has a large
diverse population, is similar in size, has a busy
port, and even has an arcane academy nearby.
The laws here are less stringent than the
Cinereal Pillar, and the portion of the
population that is poor is higher. The
Gloaming House is the name of the second
arcane academy, and it boasts Erazem the
Sceptor as its most famous alum.
Player’sMaps
MapoftheMountainlandswithminimalexploredLowerlandhexesTheScaleandSize1 hex = 5 miles; the map is 30×30 hexes, making the total area approximately 22,500 square miles.
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TerrainRemember that all but the highest parts of the mountain ranges are normally subject to constant cloud
cover, so as you are looking at a map from above the cloudline, most of the Lowerlands simply show
clouds. Most of the Lowerlands on the map are uncharted territory for the characters because they
haven’t been mapped out by the populace. The Pillars are on the map, and in the Lowerlands you see
one old town/village, a single temple, and a noted ruin. This is the information that has been gleaned
from mapping expeditions funded by some of the Pillars (some pillar governments refuse to fund such
expeditions). This patchwork funding of expeditions is why you see some pillars with a relatively large
amount of mapped Lowerland territory and some with basically no mapped Lowerland territory. Here is
a key, though some of these you do not see on the map because they have not been explored yet:
BridgesYou will notice several thin brown lines connecting the mountain ranges on which the Pillars are placed
– these are the ancient bridges. Yes, footbridges. The current residents of the Pillars don’t know who
built the bridges or how they are maintained. The longest of these bridges spans the 15 mile gap
between the ranges housing the Malachite Pillar and the Russet Pillar.
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MapofGeneralPillarStructureThe Pillars all follow the same general plan – that of a large tower. Each pillar has certain quirks,
different numbers of floors, and different proportions underground. There are also different overall
sizes and different populations. The outside walls are made of stone taken from nearby mountains and
are at least 5 feet thick on all floors above ground level. Most pillars have 3 floors under the ground
level. The largest pillars have between 7 and 10 floors above the ground. Floor height varies between 8
and 12 feet, depending on the pillar. There are watchmen’s footpaths and lookout stations around the
smaller upper levels. Here is a generic profile of the standard Pillar structure:
Inside, each floor has numerous support columns to bear the weight of the upper floors. The stores and
buildings on the lower levels are made of stone and are built right into the tower. On the upper floors
the buildings incorporate more wood and reed, and other lighter‐than‐stone building materials. There
are no windows in the pillars except on the upper levels (above 2nd). It is no surprise that the upper
floors usually have wealthy residents and the lower, less comfortable floors house the poor.
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CivilizedRaces
HumanHumans are a proud race in this setting, and men and women from all human nations have survived the
Great Migration and thrived in the Mountainlands. They are often revered as wise and honorable by the
other civilized races. Their overall population has seen the biggest increase of any other race, making
them the most common race on the planet. They can be found in every Pillar.
DwarfDwarves in this setting are an old race, possibly the oldest. The bulk of their population is rather
secluded and prefers to remain insular, residing primarily in the Onyx Pillar. Rumors of a dark‐skinned
race of dwarves that live deep in the earth are often told by those that are bigoted against the Dwarven
folk. These dark skinned ones took part in the ancient Plague War and supposedly ushered in the
Phantasmal Corruption which led to the Great Migration.
Of late, a once forgotten war between Dwarves and Half‐Orcs has re‐ignited. The ancient hatred of
these two races toward each other was put aside during the Great Migration, but recent unrest seems
to indicate a resurgence of animosity. Common Dwarves will not abide by the presence of a Half‐Orc in
their Mountainlands and the feeling is mutual. Many of the civilized races, when forced to decide,
choose to side with the Dwarves.
ElfandHalf‐ElfThere is much animosity between these two races. The Half‐Elves, though descended from the pairing of
a human male and elven female, believe they are the greater race because they have none of the
physical fragility of elves and they inherited the ingenuity of humans. The Elves consider the Half‐Elves a
tainted race and believe themselves above the baser hubris and hedonistic behavior of Half‐Elves. The
Elves suffered great losses before the Great Migration, resulting in many more Half‐Elves than Elves in
the world now, but there are still a fair number of Elves. The Russet Pillar has the highest proportion of
Elves within its walls, and rumor has it that they make up the majority of the members of the alchemists
guild. They also reside in the Cinereal and Viridian Pillars in abundance due to the two arcane academies
close by.
GnomeGnomes were once abundant in the world, but their population was devastated during the ancient
Plague War and not many of them survived the onslaught of the Phantasmal Corruption and the Great
Migration. Their population is having a hard time recovering. The gnomes have forged strong friendships
with the dwarves, being the only major civilized race that does not automatically garner scorn or
suspicion from the stout dwarves.
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HalflingHalflings are generally thought to be created by the crossbreeding of dwarves and humans. It is only
recently that they have been considered their own race. This is due to Piergo Moran, a powerful Halfling
wizard who helped stave off the onslaught of the Phantasmal Corruption, giving time to the elves and
several human settlements to join the Great Migration. Moran’s brave deeds ended in his death, but he
is revered by all Halflings and has brought favor to their race. They are slowly becoming more common
among the civilized folk. They are the only race that the Elves don’t automatically suspect of selfish
motives.
Half‐Orc
Half‐Orcs are descended from the pairing of a male Dwarf and female Orc, though neither race will
admit it is so. Half‐Orc populations are sprinkled throughout the Eleven Pillars, with the exception of the
Onyx Pillar which bans them from the premises. The highest populations can be found in the Cinereal
and Malachite Pillars, but they really have no place to call their own. Before the Great Migration, Half‐
Orcs had a bad reputation as pirates and brigands – a reputation which they have been working hard to
change. Though they have a poor reputation among common folk, many groups who make their living
fishing the mountain lakes know the Half‐Orcs as skilled navigators, excellent sailors, and very good
fishermen. Just as Dwarves will not abide by the presence of a Half‐Orc, the Half‐Orcs have a similar
feeling regarding Dwarves – it is exceedingly uncommon to see a Dwarf and Half‐Orc in the same room
(though there are exceptions, but most common folk would not believe it so).
PantheonofNewGods
The civilized people of the Eleven Pillars live in a pantheistic society. They worship the gods hoping to
garner favor, luck, or prosperity by pleasing as many gods and goddesses as they can. They do not
believe in gods who come down and take a mortal form, but they do believe that the gods have a hand
in the fates of mortals (if the god so chooses), and they believe in divine intervention. Here are the 7
primary gods of the pantheon and three specific gods of the demi‐human races.
Sedna,LordoftheMountainsAlignment: Lawful Good
Symbol: A triangle with a horizontal line about 1/4 the way down
(represents the cloudline)
Sedna is the God of the Earth, Giver of Knowledge, Arbiter of Civilization, Bringer of Wealth, and Bastion
of Strength. He is worshipped by all as chief god, and when people feel wronged or ignored by other
gods, they look to Sedna to grant them redemption in the eyes of the other gods. Temples to Sedna
often feature ceremonies that include passing around dirt that has been blessed by the priests and
represents the power of Sedna over the earth.
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Abiel,GoddessofThunderAlignment: Neutral
Symbol: A lightning bolt
Abiel is the Goddess in charge of the Weather, and any time there is an unusually hot day, the people
pray that she brings rain after the sun so that the crops will grow. She also holds sway over Time, the
Luck of the Stars, the Moon, and Natural Change. Agricultural bounty, mild seasons, full lakes, the birth
and death of food animals are all under the purview of Abiel. Temples to Abiel are the only ones which
are often built outside of the Pillar. They are open air buildings with lots of columns carved into tree
shapes and no proper roof. The priests and priestesses of Abiel proffer their sermons and ceremonies on
a platform in the middle of the structure. If a storm begins in the middle of the rites, the priest or
priestess must stay in the temple until the storm passes completely.
Kusti,GodofAngerAlignment: Lawful Evil
Symbol: A rectangle split into three equal parts, the middle
one darkened, but with a hole in it
Kusti is the Lord of Agony, Sower of Death, and Sire of Suffering. He is the source of all disease, tyranny,
and destruction. In practice, Kusti is simply the scapegoat for all the ills in the world perceived by the
people. You sustain an injury, Kusti is taunting you. You fall ill with an unknown sickness, Kusti is meting
out his justice on you. The response of the populace ranges from the afflicted ones being so good that
Kusti must punish them to the afflicted ones deserving it for their poor behavior. There are no open
temples to Kusti, but rumors abound that one of the pillars contains a true temple to the Lord of Agony
and it is a dark and dirty place filled with the bones of the sacrificed. Of course, wherever you hear this,
it is always a different pillar that has such a vile place. Kusti is said to be worshipped by the minions of
the dark and ignorant creatures of the world, especially those that employ methods such as kidnapping,
slaving, ambushing, and nasty trickery.
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Lanno,LadyofScalesAlignment: Chaotic Good
Symbol: A circle with a halo (sun shaped)
Lanno is the master of knowledge and finding peace in knowing all things. She is revered by those who
delight in knowledge for knowledge’s sake; especially in history, including mystical arcana, religious
history, as well as natural history and ecology. The origins, rites, and ceremonies of most of the deities
of the new religion can be traced fairly easily, but that is not the case with Lanno. Her moniker, Lady of
Scales, can be interpreted multiple ways and she is sometimes shown with a set of scales, and other
times shown as having scales on her body. Many believe that Lanno is responsible for the arcane power
of the world, she draws the power from fate itself, and that without Lanno, there would be no arcane
power. Ceremonies always include arcane magic and the priests are skilled mages.
Fazl,LordofLakesAlignment: Neutral Good
Symbol: A circle with a plus sign in the middle
In an effort to feed and protect the inhabitants of the Mountainlands, Fazl created lakes high in the
mountains. He is said to be a powerful combatant, to have no patience for disobedience, and to punish
those that do not adhere (in their heart of hearts) to the laws that he has set – punishable by crop
failure and sickness. He is revered by all manner of fishermen, farmers, and herders, and well as dock‐
workers, ship‐builders, navigators, and astronomers. He offers his followers abundance, open lakes,
freedom, and protection from natural beasts. Rites at the Temple of Fazl are often feasts that include
fish and root vegetables. Fish eggs are sacred, along with young animals, which are never to be hunted
or eaten.
Matfey,LordofGrowthAlignment: Neutral Good
Symbol: A sapling growing out of an anvil
If Fazl is the punishing god of mountain lakes, Matfey is the benevolent god of mountain fields. He looks
after the crops and brings forth new growth from planted seeds. He is the Bringer of Life, Creator of
Plants, and Lover of Hope. He is also the patron god of creators, such as carpenters, wainwrights,
blacksmiths, and artists, along with other craftsmen. In the first few decades after the Great Migration,
Matfey rose to prominence as one of the most important gods as he was responsible for the growth of
crops necessary to feed the beleaguered populace. The ceremonies of Matfey include a promise to plant
new trees and crops to replenish the supply.
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Ness,SealerofDealsAlignment: Chaotic Neutral
Symbol: A square with a dagger sticking into the side from the left
Ness is a lover of risk and excess. He thrives where temptation leads one to commit acts of high risk. He
is the patron god of gamblers and traders, and possibly has the largest following as he is looked to for
protection by potion‐makers, inventors, assassins, shopkeepers, tavern masters, merchants, and
traveling caravaneers. Anything with risk and reward involved is a magnet for followers of Ness. He is
also embraced by thieves’ guilds, corrupt politicians and royalty, and whimsical jesters.
Hyrker,PatronGoddessofHalflingsAlignment: Neutral
Symbol: A coin with a box, a barrel, and a mug
Hyrker is the Keeper of the Small Ones, Breaker of Bread, and Purveyor of Luck for the Halfling race. She
is known to help out a needy Halfling in a pinch, but sometimes exacts a harsh repayment. She is thus
worshipped in earnest and with great faith, but she is also feared.
Eord,PatronGodoftheElvesAlignment: Lawful Good
Symbol: A sheep in silhouette
Eord (pronounced yerd) is the ancient, genderless god of the forest. Eord is not only the patron of Elves,
but is also worshipped by trackers, traders, hunters, nature lovers, many farmers that hold livestock, and
animal trainers. There is a large break in the Elvish community caused by new interpretations of the Will
of Eord. A large portion of the population believes that Eord wants the Elves to reclaim their ancient
homelands by traveling into the Lowerlands and settling in the forests there.
Fallow,PatronGodoftheDwarvesAlignment: Neutral
Symbol: An anvil with flames behind it
The Dwarves maintain that Fallow is the All‐Father, the God of Gods, and the progenitor of all civilized
life. They believe Dwarves to be the oldest race, and therefore the true leaders of the races. This
teaching was bolstered when the Great Migration brought everyone up to the mountains, the Dwarves’
ancestral birthplace. The Dwarves are skilled miners, tinkers, armor‐smiths, blacksmiths, engineers,
builders, jewelers, jewelry‐makers, and traders. They are rather arrogant and look upon other races as
children, often patronizing them even though they respect them a great deal – they do believe in being
polite, even to children. Temples to Fallow only allow Dwarves to enter, and so their ceremonies and
rites are private.
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GM’sSection
MapoftheElevenPillarsLowerlandRegion
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Red X’s are specific locations to be keyed
using hexcrawl tables/guidelines. These
tables and guidelines are forthcoming, but
are not ready for publication yet. This map
uses the same basic key as the player’s
map on page 15:
LowerlandsRegions
CinerealMarsh
The region just to the south and east of the Cineral Pillar contains a few miles of hills that give way to an
ever encroaching marshland. The ancient name of this region is lost to time so most of the current
residents of the world refer to it as the Cinereal Marsh. This area was mentioned, though not by name,
in my original post as the location of the Spire of Kradnick Hills, where a legendary lost treasure can
possibly be found. Here is the initial information: “The Spire of Kradnick Hills is a ruined temple that sunk
into the ground when the hills finally succumbed to the encroaching swamp. The temple was a proving
ground for the Hands of Justice, a group of paladins who followed the teachings of Brindalia the Wise, a
devout paladin of Nedenoe (Bringer of Light; one of the old gods). Within the temple ruin is said to rest
the Ring of Mitya, a powerful magical piece said to bring flight to deserving wearers.” Finding the Ring
of Mitya may, in fact, be the first major quest of the campaign. The Cinereal Pillar is close to one of the
arcane academies and is a popular destination for those who wish to trade arcane secrets or sell those
spell components gathered on the last outing into the Lowerlands.
So what does a marsh look like in this setting? Once again it seems we should run into a strange,
otherworldly set of flora and fauna, but it isn’t as strange as you may think. Remember that being below
constant cloud cover doesn’t mean NO sun, it just means less direct sunlight. After all, a human on earth
can get a sunburn even on an overcast day. That means that the leafy plants and marsh grasses that
grow in this region will get sun, but it will be as if under a constant heavy shade tree. Therefore the
grasses will tend to have wide blades and any leafy plant will tend to have thin and wide leaves. The
ample water will allow them to grow tall and stiffly, and I can see things like cat‐tails, sedges, reeds, and
lots of floaters and pondweeds. The ground will be soggy and sometimes muddy due to the constant
state of water saturation in the region. No woody trees or shrubs will be there, but swamp ferns (ferns
with large, thin fronds) and bog bushes (non‐woody bush style plants) will be plentiful. On the outskirts
of the marsh lots of root vegetables will grow, thriving on the abundant water and the nutrient runoff
from the nearby hills.
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The Bog Frill and its Kin
One of the more vicious and stealthy predators in the Cinereal Marsh is the Bog Frill (see the picture at
the beginning of the post). Bog frills are aquatic predators whose intricate gill system allow them to
easily swim through mud and algae laden bodies of water. Their color ranges from blue‐grey to mottled
brown and they exhibit a slight change in skin color when moving into areas with different mud or algae
content, providing a natural camouflage. They usually hunt alone and have been known to slide out of
the water to attack a victim on the bank of a slow moving bog river or marsh pool. These dangerous
creatures can grow up to 5 feet in length and very old ones can have a mouth gape of up to 3 feet. This
large gape is due to the flexible hinges on their jaws that allow them to swallow their prey whole. Bog
Frills are reported to be omnivorous, but their many‐faceted teeth, which branch and spiral inward in
multiple rows, allow flesh to be trapped – once it goes in, it isn’t meant to come out. These teeth are
built for carnivorous efficiency, but scholars do not agree on this animal’s eating habits.
Bog Frills are distantly related to Cloud Eels, which live and hunt in the cloud layer. Cloud Eels are
smaller and less numerous than their Lowerland cousins, but still very dangerous. Cloud Eel gills are not
as large or developed, but their teeth are nearly identical to the Bog Frill.
Random Encounters in the Cinereal Marsh
A party traveling near or through the Cinereal Marsh must take care to not muddy up the water – that
tends to attract the Bog Frill, whose senses can pick up on a large animal moving through the marsh up
to a mile away. The only major intelligent humanoid creature that makes its home in the Cinereal Marsh
is a population of lizardmen. They claim all of the marsh as their territory, but do not actively patrol
since no other creature tries to impinge on their land. Plenty of other creatures live in the Marsh – to
find out if any are encountered, roll for wandering monsters as normal – if an encounter is indicated, roll
3d6 and consult the Cinereal Marsh Wandering Monster table below:
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TheFraywood
In a land where there is constant cloud‐cover, one would expect that plants which traditionally need
sunlight to survive may operate a bit differently. That is true of the Fraywood.
This large forest is made of tall “trees” which are hybrids between traditional woody plants and more
fleshy fungal species – i.e. a cross between regular trees and mushrooms. These tall hybrids have
evolved into many different species, some more closely resembles conifers (bear cones for reproduction
and always have leaves or needles) and some are completely deciduous (lose their leaves during one or
two seasons of the year). Most of the shorter bushes and plants found in the Fraywood are either
completely fungal in nature or are some variation on the hybrid woody+fungus type. There are very few
naturally occurring all‐woody plants. Of course, normal oozes, slime molds, and lichens are also present.
This ‘forest’ is a wetter, colder, darker forest than a traditional old growth or tropical forest, and it is
obvious as soon as the PCs enter the area.
The floor of the forest is spongy with mosses and puddles of standing water are common. The trees are
of varying heights, but the canopy is thick and many layered due to the caps of the trees (remember,
these are more mushroom like than traditional trees, and so have caps rather than leafy canopies). The
types of animals that are living in and traveling through the Fraywood are similar to what would
normally be found in a traditional forest – herds of ungulates (e.g. deer, pigs), smaller mammals (e.g.
squirrels, raccoon, foxes, and badgers), and larger mammals (e.g. monkeys, sloths, wolves, large cats),
though they will be slightly different due to some obvious dietary changes. The major differences may
be in the bird life and insects found in the fungal forests. Ants, Termites, and Beetles will be the most
numerous insects and therefore birds (and mammals) that eat these types of insects will also be found
in large populations. Insects in this region grow larger than normal, with many species being truly giant.
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The Misnef
At the top of the food chain in the Fraywood are the Misnefs. Misnefs are thin humanoid creatures that
stand between 6.5 and 7 feet tall. The skin of a Misnef ranges from a light brown/cream color to a
deeper reddish hue. They have grotesquely long legs, short stubs for arms, and gills ringing their
elongated necks. Though these mushroom‐style gills are not usually found on non‐plants, these
humanoids are, biologically speaking, fully mammalian. Their coloration and shape provide them with
natural camouflage as they blend in with their surroundings very well. They are intelligent, patient
predators who stalk their prey in silent groups. They sit in their hunting grounds and wait patiently
(sometimes for hours without moving) for an appropriate prey item to come along, after which they
stalk it for several hours before finally approaching the victim. The Misnef hunting party ambushes its
prey so quickly and silently that the poor creature hardly has time to react. The Misnef suffocates its
prey with its neck gills as it uses its sharp teeth to puncture its prey’s skin and soak up the life fluids of
the victim. Though the Misnef is an omnivorous species, most of its diet is derived from the
proteinaceous flesh of forest animals.
Along with being extremely intelligent, Misnefs are fiercely territorial. They mark their tribal territories
with medium sized obelisks made of a petrified fungus material buffed up to a hearty shine. It is not
unusual to see two obelisks with slightly different shapes, colors, or symbols right next to each other –
one marking the end of one territory and the other marking the beginning of a second territory. Misnefs
sometimes use insect pheromones to train giant gnats or beetles to remain close to the obelisks, acting
as veritable guard animals for the tribe’s territory. Misnefs lair underground, with the external entrance
doubling as a burial mound for the dead of the tribe. Misnefs send individual scouts to patrol and check
the territory markers, but while hunting they travel in packs of 3‐12.
Random Encounters in the Fraywood
A party traveling within the boundaries of a Misnef tribe territory during the day have a 20% chance of
encountering a Misnef hunting party and a 10% chance of encountering a solitary Misnef patrolling the
border. Misnef do not patrol at night. If a Misnef is not encountered, roll for wandering monsters as
normal – if an encounter is indicated, roll 3d6 and consult the Fraywood Forest Random Encounter table
below:
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ViridianPillarRegionalMapHere is a map of the Mountainland region around the Viridian Pillar: