nations of barsaive, volume one · • c ontents • contents this has to be done right, but i’m...

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CREDITS Product Director: James D. Flowers Line Developer: Carsten Damm Senior Editors: James D. Flowers, Carsten Damm Associate Editors: Steven J. Black, Joshua Harrison, Jason U. Wallace, Donovan Winch Cover Artwork: Jim Nelson Interior Artwork: Janet Aulisio, Tom Baxa, Joel Biske, Kent Burles, Liz Danforth, John Dollar, Jeff Laubenstein, Larry MacDougall, Mike Nielsen, Kathy Schad Layout: Carsten Damm, James D. Flowers, Kathy Schad Original Writing: Robin D. Laws, Louis J. Prosperi, Sean R. Rhoades Additional Material: Eike-Christian Bertram, Steven J. Black, Carsten Damm, James D. Flowers, Lars Heitmann, Delano Lopez, Shannon Patrick, Andrew Ragland, Jason U. Wallace, Donovan Winch Administration: Kim Flowers, Rewa Vowles Web Design: Richard Vowles Dedication: In memory of the late King Varulus III. Extra special thanks to Steven J. Black, Eike-Christian Bertram, Lars Heitmann, Kathy Schad, Donovan Winch, and Jason U. Wallace! Earthdawn ® is a Registered Trademark of FASA Corporation. Barsaive™ is a Trademark of FASA Corporation. Original Earthdawn ® content copyright © 1993–2007 FASA Corporation. Nations of Barsaive, Volume One™ is a Trademark of FASA Corporation. Earthdawn ® and all associated Trademarks used under license from FASA Corporation. Published by RedBrick Limited—Auckland, New Zealand. All Rights Reserved. Nations of Barsaive, Volume One™ contains content originally published by FASA Corporation in the supplements Throal: The Dwarf Kingdom, The Serpent River, and Prelude to War. No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers. Permission is granted to copy the Appendices for personal use only. Internet: http://www.earthdawn.com Contact: [email protected] ISBN: 978-1-877451-14-0 April 2007—eBook Edition—20070430 Sample file

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  • CREDITSProduct Director: James D. Flowers

    Line Developer: Carsten Damm

    Senior Editors: James D. Flowers, Carsten Damm

    Associate Editors: Steven J. Black, Joshua Harrison, Jason U. Wallace, Donovan Winch

    Cover Artwork: Jim Nelson

    Interior Artwork: Janet Aulisio, Tom Baxa, Joel Biske, Kent Burles, Liz Danforth, John Dollar, Jeff Laubenstein, Larry MacDougall, Mike Nielsen, Kathy Schad

    Layout: Carsten Damm, James D. Flowers, Kathy Schad

    Original Writing: Robin D. Laws, Louis J. Prosperi, Sean R. Rhoades

    Additional Material: Eike-Christian Bertram, Steven J. Black, Carsten Damm, James D. Flowers, Lars Heitmann, Delano Lopez, Shannon Patrick, Andrew Ragland, Jason U. Wallace, Donovan Winch

    Administration: Kim Flowers, Rewa Vowles

    Web Design: Richard Vowles

    Dedication: In memory of the late King Varulus III. Extra special thanks to Steven J. Black, Eike-Christian Bertram, Lars Heitmann, Kathy Schad, Donovan Winch, and Jason U. Wallace!

    Earthdawn® is a Registered Trademark of FASA Corporation. Barsaive™ is a Trademark of FASA Corporation. Original Earthdawn® content copyright © 1993–2007 FASA Corporation. Nations of Barsaive, Volume One™ is a Trademark of FASA Corporation. Earthdawn® and all associated Trademarks used under license from FASA Corporation. Published by RedBrick Limited—Auckland, New Zealand. All Rights Reserved.

    Nations of Barsaive, Volume One™ contains content originally published by FASA Corporation in the supplements Throal: The Dwarf Kingdom, The Serpent River, and Prelude to War.

    No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers. Permission is granted to copy the Appendices for personal use only.

    Internet: http://www.earthdawn.com Contact: [email protected]

    ISBN: 978-1-877451-14-0 April 2007—eBook Edition—20070430

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    ContentsThis has to be done right, but I’m going to do it myself, lad. People intend using this section to find stuff, not to giggle about your inability to arrange letters properly.

    • Merrox, Master of the Hall of Records •

    INTRODuCTION 5How To use This Book 5At the Brink of War 6

    THE DWARF KINgDOM 7A Brief Overview of Throal 7On Everyday Life 8

    On Activity 8How The Personal is Public 9On Marking Time 9On the Importance of Color 10Of Sounds Ever Present 10Of Smells and other Fragrances 11Of Daily Routine 12

    Of the Kingdom’s Population 12On Throal’s History 1�

    On the Time Before the Founding 13On the Birth of Throal 14On the Age of City-States 15Of Throal and Thera 17On the Building of Throal 18On Throal During the Scourge 20On Throal Since the Return 21the Legend of the Earthdawn 22Of the Death Rebellion 23On the Death of a King 23On the Brink of Civil War 23On the Challenges of the Future 24

    On Trade 24Roads of Silver 25Adventure Hook 25On Throal’s Economy 26On Throal’s Trading Houses 26On the Free Trading Companies 31On the Banned Houses 31On His Majesty’s Trading Commission 32Of Private Armies 32On the Royal Guilds 33On Coins and Currency 35

    On Culture �5On the Great Library 36On the Fine Arts 42On Education 47Of Throal’s Many Philosophers 48On Athletics 53

    On the Passions and Their Followers 55

    THE HALLS OF POWER 62On the Rule of the Crown 6�On the Chav’ao’ros 6�On the Royal Family 64

    King Neden 64Dollas 66Veroxa 67

    Of Advisers and Courtiers 68Ajmar the Admirable 69Drumilica 71Isam Derr 72Kelassa 73Selenda 75Tholon 76Wishten 77

    On the Administration 78Of Citizenship 79On Law and Justice 79

    On the Council Compact 79Of Justice in Action 82

    The Threads of unity 85Of Throal’s Diplomatic Relations 86On His Majesty’s Diplomatic Corps 92On the Eye of Throal 92On His Majesty’s Exploratory Force 95On the Arm of Throal 95

    A TOuR OF THE KINgDOM 100The grand Bazaar 101

    Entering the Bazaar 101Goods for Sale 101Security Measures 103

    The Halls of Throal 104The Dahnat 105The Wedshel 107The Estates 110

    The Inner Kingdom 114The Royal Auditorium 114The Great Library of Throal 115The Central Chambers 117Royal Chambers 117

    The Inner Cities 120Rulers 120Security Measures 123Standard Activities 123Encounters 123

    Crystal greenhouses 124

    Standard Activities 124Security Measures 124

    The Mines 124Miners’ Guild Politics 125Security Measures 125Encounters 125

    OuTSIDE THE KINgDOM 127Bartertown 128

    Government 128The Black Market 132Local Color 135Prominent Citizens 136Adventures in Bartertown 143

    The Mountain Settlements 144Outlying Communities 145the Endless Stairway 146

    The House of the Spirit Wind 148Arts and Language 148Society 149

    Braza’s Kingdom 150Encounters 151

    The Domes of the Pale Ones 151Social Organization 151Defenses 151Culture 152

    ADVENTuRES IN THROAL 15�Campaigns in Throal 154

    Working for Throal 154Creating and Running Adventures in Throal 154

    Using Characters to Create Adventures 155

    Adventure Frameworks 156Adventure Framework Format 156Anaro’s Serpent 156

    The Voice of the Mountain 157A Matter of Trust 159

    THE SERPENT RIVER 165A Brief Overview of the Serpent River 166

    On the Serpent’s Geography 166Of Trade and Politics 167Of the Serpent’s Many Goods 169On the Balance of Power 169

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    Travel Along the Serpent River 171Types of Passage 171Showboats 172Bakshevas 173Piracy 174

    THE T’SKRANg AROPAgOI 175House Ishkarat 175

    Acharuss, Captain of the Gorruus 177Adventure Hook 177

    House Syrtis 179Recorded History of House Syrtis 181The Cliff City of House Syrtis 182Shivalahala Syrtis 185Hierarchy 186Goals 187Aemilius Velluniium, Captain of the Breeton II 188The Dreadnought 190Belit Shustal Syrtis, Captain of the Mistral 191

    House V’strimon 192The Floating City of House V’strimon 195The Foundation Houses 198The Six Towers 199The Shivalahala V’strimon 201Hierarchy 203Goals 204

    House K’tenshin 205The Sixteen Towers 206The Nialls of House K’tenshin 207The Shivalahala K’tenshin 207Hierarchy 209Goals 210The War College of House K’tenshin 211

    House T’kambras 212The Central Foundation of House T’kambras 213Jedaiyen Westhrall, Captain of Astendar’s Desire 214

    House Henghyoke 215

    A TOuR OF THE SERPENT 217The North Reach 217

    Lake Vors 219The Mid Reach 220

    The River Mothingale 220Marrek 223The Pilgrimage Route 224Settlements of the Mid Reach 227Lake Ban 229The Coil River 229The Aras Coast 231The Fortress City of Triumph 235

    The South Reach 249Lake Pyros 249The Servos and Galanga Rivers 251The Tylon River 254The Byrose River 255The Iontos River 258Approaching the Mist Swamps 259

    ADVENTuRES ON THE SERPENT 261Adventure Frameworks 261

    Adventure Framework Format 261The Heart of Triumph 262

    gone Fishing 264Spies up a Creek 265

    NEW CREATuRES 268Creature Descriptions 268

    Azontu 268Blood Bat 269Crag 269Diva Bird 270Gelteckin 271Giant Cave Cricket 272Giant Crocodile 272Hadrosaur 273Hungerfish      273Jacoti 273Jidwar 274Kygren 275Kyrell 276Pencarrig 276Riverstalker 277Spoogra 278Stonecrusher 278Storm Spirit 279Tabri 280Tigathna 281Tonduy 281Turfcutter Beetle 282Ufghant 283Vofoq 284Vuljecn 285

    Plant Life 285Blood Algae 285Razorgrass 286Tangleweed 286Tentacular Kelp 286Thunder Tree 287

    NEW gOODS AND SERVICES 288Alternative Materials 288

    New Weapon Materials 288New Armor Materials 288

    Magical Equipment 289Blood Charms 289Common Magic Items 290

    Provender 292

    NEW MAgICAL TREASuRES 295general Treasures and Thread Items 295

    Armor of Elemental Water 295Dagger of Ishkarat 296Net of Barbs 297Net of Defense 297Sextant 298

    unique Treasures 298Horn of the Seven Winds 298Key to the Bazaar 299Leatherwing 300Net of Dreams 301Quill of the Great Library (The King’s Quill) 302The Armaments of Byrnicus 302Tools of the Architect 314Windclaw 315Windrazor 315

    NEW RIVERBOATS �16Ship Profiles �16

    Aras Sea Galley 316Freelance Pirate 316Henghyokian Marauder 317Ishkarat Warship 317Raft of the Pale Ones 318V’strimonian Shimoram 319War Canoe 319War Galley 320

    Riverboat Crew �20Typical T’skrang Riverboat Crewman �21

    CHARACTER INDEx �2�

    INDEx ��2

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    IntroductionThroal has become the heart of Barsaive, and the waters of the

    mighty Serpent River serve as its lifeblood.• Sephiria Mons, Troubadour to Queen Alachia of the Blood Wood •

    The age of Earthdawn was an era of magic that existed thousands of years ago in our world’s dim past. Magic touched every aspect of the lives of men and women of the Name-giver races: humans, elves, dwarfs, orks, trolls, windlings, t’skrang, and obsidimen. However, as the levels of magic rose, so did the dangers in the world. The rise of magic brought the Horrors to Earth, creatures from the depths of astral space that devoured all life in their path. For four centuries, the people of Barsaive hid underground as the Horrors devastated their lands during the dark time that came to be called the Scourge.

    Now, the Scourge is over, and people have emerged from their sealed kaers and citadels. From all across Barsaive, bold heroes step forward to champion their land, arming themselves with powerful spells and magical treasures. Through magic, skill, and daring, Barsaive’s heroes strive to heal the world of the scars left by the Scourge, and fight the oppression of the Theran Empire. By doing so, they become Barsaive’s living legends.

    Nations of Barsaive, Volume One offers gamemas-ters and players an in-depth look at the Kingdom of Throal and the Serpent River. This book provides detailed descrip-tions of Barsaive’s mightiest Kingdom and the six great t’skrang trading houses, featuring revised and updated content, and new material for adventures in the world of Earthdawn.

    How To Use This BookNations of Barsaive, Volume One is a source-book for the Earthdawn game. This book describes the vast underground realm of the dwarfs and its immediate surroundings, including the sprawling city of Bartertown and the Throal Mountains from which the dwarf kingdom takes its Name. The book also offers readers a cross sec-tion of legends, history, customs, and lore of the people who live along the Serpent River, with a particular focus on the masters of the river, the t’skrang. Players can use

    this information to enhance their characters’ backgrounds and increase their knowledge of the world of Earthdawn. Gamemasters can use the wealth of opportunities in this book to create new adventures, flesh out the game world, and expand the scope of evolving campaigns.

    Aside from the Earthdawn Player’s and gamemas-ter’s Compendiums, the gamemaster and players need no other material to use this product, though gamemasters may find other published Earthdawn products useful. For example, more information on dwarf and t’skrang culture can be found in the Name-giver’s Compendium, and several references are made to this book in Nations of Barsaive, Volume One.

    This sourcebook begins with an overview of life in The Dwarf Kingdom, followed by a detailed history of Throal from its earliest days to the recent and infamous Death Rebellion. Additional chapters include an in-depth discussion of trade in the kingdom, complete with profiles of prominent trading houses and guilds, and a richly detailed description of the kingdom’s cultural life. The Halls of Power details the Throalic government and law, diplo-matic relations with other influential powers in Barsaive, and gives overviews of important organizations in Throal, from its diplomatic corps to its army. A Tour of the King-dom highlights places of interest to player characters who may live in or visit the dwarf kingdom. This book also offers a detailed look Outside the Kingdom; at Bartertown, for example, the scruffy but lively place where many adventur-ers may prefer to spend their off-hours, and describes areas of interest in the Throal Mountains from the treacherous underground chambers of Braza’s Kingdom to the home of the cliff-dwelling, flying t’skrang. The final chapter offers guidelines for running Adventures in Throal, includ-ing several sample adventure outlines. In addition to these, brief adventure hooks are scattered throughout the book.

    The second part of this book begins with an overview of The Serpent River, offering a brief glimpse of the water-way and surrounding lands, the various t’skrang trading houses that control it, and the manner in which travel and

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    trade are conducted along the river’s length. Following this overview is a chapter devoted to The T’skrang Aropagoi, each of which controls a region of the river, including nota-ble settlements and communities, famous and infamous characters that players may encounter, and other items of interest. A Tour of the Serpent highlights places of inter-est to player characters who travel along the Serpent River. The final chapter, Adventures on the Serpent, includes several sample adventure outlines.

    The final part of this book offers game mechanics and rules for situations that might arise when adventuring in and around Throal and along the Serpent River. New Creatures provides descriptions and game information for a variety of new creatures and unusual plants. The New goods and Services and New Magical Treasures chapters include descriptions and statistics for various magical and common items that adventurers may encoun-ter on their travels in Throal and along the Serpent River. The New Riverboats chapter includes game statistics for several different types of riverboats. Finally, the Character Index summarizes the many gamemaster and other char-acters described in the book, and a comprehensive Index completes this volume.

    Like other Earthdawn sourcebooks, Nations of Barsaive, Volume One provides the gamemaster with detailed background information to read at his leisure. It also offers plenty of solutions for problems that gamemas-ters are likely to run into in the course of an adventure. In a city environment like Throal, you may find it difficult to predict exactly where your player characters will go and what kinds of trouble they will stick their noses into. Like-wise, the Serpent River and its major tributaries form a network of waterways that extends for more than 10,000 miles throughout Barsaive, so this sourcebook can’t possibly describe it all. The purpose of this sourcebook is not to fill in all the gaps, but to open the doors of the gamemaster’s and players’ imaginations.

    To give gamemasters and players a taste of the flavor of Earthdawn, first-person fictional accounts from Earth-

    dawn characters are interspersed throughout the book. You can use them as a guide to the game’s atmosphere, or as jumping-off points for story lines in which the player char-acters get involved.

    Though the material offered in this book is presented as fact and should be treated as accurate in terms of Earth-dawn continuity, remember that you are the ultimate author of your campaign. If a fact in this sourcebook con-tradicts something you have already established in your game, or if you find it inconvenient, go ahead and change it. Any player who claims that the gamemaster is wrong about some detail of Barsaive deserves to have as many changes thrown at him as you can dream up. In some instances, this book presents contradictory accounts of a setting or char-acter as options from which the gamemaster can choose. These options allow you to decide which version of the truth is real in your campaign.

    At the Brink of WarIn addition to providing gamemasters with basic information on the recovering civilizations in Barsaive, this book details several conflicts developing in the province. Whether groups of adventurers explore the length of the Serpent or settle down in Throal to explore its mysteries, terrible dangers are brewing in the background. Barsaive has staged a remarkable recovery from the devastating effects of the Scourge, largely because of Throal’s efforts. Thanks to the dwarf kingdom and a few legendary heroes, Barsaivians can live in relative safety in the province’s larger cities and towns.

    However, this surface stability is currently facing a crisis. When the threat of the Horrors receded, the major powers of Barsaive felt secure enough to focus on their political and military rivalries. When the Therans established the fortress of Triumph near Lake Ban, a new, bloodstained chapter in Barsaive’s history began.

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    The Dwarf KingdomThroal stands as a beacon of civilization to all of Barsaive. We cannot bow to the

    pressure of hostile forces. To do so betrays the trust of those who look to us for guidance, and dishonors everything our late king worked for.

    • umo Yilwaz, in an Address to the j’havim of House Yilwaz •

      

    I expected Throal to be a dank and musty place, like the countless derelict kaers in which I’ve risked my skin these past few years. I know we dwarfs are supposed to be earth-lovers, never happier than when we’re traipsing around a big hole in the ground. Me, I like dirt and stone well enough, but I’ve always preferred it under my feet instead of over my head. Understand: I grew up in a wee speck of a farm-ing village out in the hinterland, out on the plains, with nothing but miles of bright blue sky overhead. Just the idea of mountains makes me dizzy. And being underground—well, if it means treasure, I’ll grumble and get on with it, but until I came to Throal, I thought anyone who wanted to live in a hole had to be cracked in the head.

    When I stepped through those magnificent gates into the Bazaar, I realized that all my imaginings of the place were nothing like the reality. Throal was no more like a kaer than an ocean is like a puddle. The ceilings of the vast rock chamber were enormously high—thirty feet at their lowest point. The air smelled fresh and clean and cool, with no stink of dust or mildew like I’d expected. Instead, I could smell spices and perfumes. Nothing overpower-ing, mind you, just a few tantalizing, intoxicating hints. I’d expected grim pillars of crudely worked stone. Instead, I beheld polished marble, sparkling crystal, intricate mosa-ics of colored glass and semi-precious stone. All around me, walls and floor and ceiling caught and reflected the rays of dozens upon dozens of light quartz fixtures, each one more ingeniously placed than the last. There was nothing gaudy or garish about it, either; on the contrary, I found it deeply soothing. The architects who designed this place, and the craftsmen who built it, had created a light more beautiful than that of the sun itself! The light drew me through the Bazaar, pulled me deeper into the heart of Throal, as if it were welcoming a long-lost daughter. Tears spilled from

    my eyes and ran down my grimy cheeks.I found myself in the middle of a throng, surrounded

    by all sorts of Name-givers doing business in the Bazaar. But by far the most common were dwarfs, clad in colorful silks. In other surroundings they might have looked fop-pish to some, plumed like foolish and preening birds. But together, under the harmonious light and dancing colors of the Bazaar, the assembled dwarfs became something else. They were a walking celebration of honest pleasure, of their community with one another, of life itself.

    One of the patrons of the Bazaar, a dwarf woman some five years younger than myself, saw my tears. She approached me, and without a word wrapped me in her arms. Within moments, other dwarfs joined her. They enveloped me in a rough huddle of love and welcome. After a long moment of silent communion, the young woman said to me, “Welcome, my sister. You are home.”

    —From the Journals of the Weaponsmith Javira of Awett, 1505 TH

      

    A Brief Overview of ThroalThe Kingdom of Throal lies in the midst of the vast moun-

    tain range of the same Name. Founded a thousand years before the Scourge, it has become the dominant political and economic power in most of Barsaive, especially in the eastern region of the province. Roughly one-third of Bar-saive’s people live in Throal’s underground passageways and cities, and new cities are under construction to accommo-date increasing population. Dwarfs are the largest group of

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    IntroductionHow To Use This BookAt the Brink of War

    The Dwarf KingdomA Brief Overview of ThroalOn Everyday LifeOn ActivityHow The Personal is PublicOn Marking TimeOn the Importance of ColorOf Sounds Ever PresentOf Smells and other FragrancesOf Daily RoutineOf the Kingdom’s PopulationOn Throal’s HistoryOn the Time Before the FoundingOn the Birth of ThroalOn the Age of City-StatesOf Throal and TheraOn the Building of ThroalOn Throal During the ScourgeOn Throal Since the Returnthe Legend of the EarthdawnOf the Death RebellionOn the Death of a KingOn the Brink of Civil WarOn the Challenges of the FutureOn TradeRoads of SilverAdventure HookOn Throal’s EconomyOn Throal’s Trading HousesOn the Free Trading CompaniesOn the Banned HousesOn His Majesty’s Trading CommissionOf Private ArmiesOn the Royal GuildsOn Coins and CurrencyOn CultureOn the Great LibraryOn the Fine ArtsOn EducationOf Throal’s Many PhilosophersOn AthleticsOn the Passions and Their Followers

    The Halls of PowerOn the Rule of the CrownOn the Chav’ao’rosOn the Royal FamilyKing NedenDollasVeroxaOf Advisers and CourtiersAjmar the AdmirableDrumilicaIsam DerrKelassaSelendaTholonWishtenOn the AdministrationOf CitizenshipOn Law and JusticeOn the Council CompactOf Justice in ActionThe Threads of UnityOf Throal’s Diplomatic RelationsOn His Majesty’s Diplomatic CorpsOn the Eye of ThroalOn His Majesty’s Exploratory ForceOn the Arm of Throal

    A Tour of the KingdomThe Grand BazaarEntering the BazaarGoods for SaleSecurity MeasuresThe Halls of ThroalThe DahnatThe WedshelThe EstatesThe Inner KingdomThe Royal AuditoriumThe Great Library of ThroalThe Central ChambersRoyal ChambersThe Inner CitiesRulersSecurity MeasuresStandard ActivitiesEncountersCrystal GreenhousesStandard ActivitiesSecurity MeasuresThe MinesMiners’ Guild PoliticsSecurity MeasuresEncounters

    Outside the KingdomBartertownGovernmentThe Black MarketLocal ColorProminent CitizensAdventures in BartertownThe Mountain SettlementsOutlying Communitiesthe Endless StairwayThe House of the Spirit WindArts and LanguageSocietyBraza’s KingdomEncountersThe Domes of the Pale OnesSocial OrganizationDefensesCulture

    Adventures in ThroalCampaigns in ThroalWorking for ThroalCreating and Running Adventures in ThroalUsing Characters to Create AdventuresAdventure FrameworksAdventure Framework FormatAnaro’s SerpentThe Voice of the MountainA Matter of Trust

    The Serpent RiverA Brief Overview of the Serpent RiverOn the Serpent’s GeographyOf Trade and PoliticsOf the Serpent’s Many GoodsOn the Balance of PowerTravel Along the Serpent RiverTypes of PassageShowboatsBakshevasPiracy

    The T’skrang AropagoiHouse IshkaratAcharuss, Captain of the GorruusAdventure HookHouse SyrtisRecorded History of House SyrtisThe Cliff City of House SyrtisShivalahala SyrtisHierarchyGoalsAemilius Velluniium, Captain of the Breeton IIThe DreadnoughtBelit Shustal Syrtis, Captain of the MistralHouse V’strimonThe Floating City of House V’strimonThe Foundation HousesThe Six TowersThe Shivalahala V’strimonHierarchyGoalsHouse K’tenshinThe Sixteen TowersThe Nialls of House K’tenshinThe Shivalahala K’tenshinHierarchyGoalsThe War College of House K’tenshinHouse T’kambrasThe Central Foundation of House T’kambrasJedaiyen Westhrall, Captain of Astendar’s DesireHouse Henghyoke

    A Tour of the SerpentThe North ReachLake VorsThe Mid ReachThe River MothingaleMarrekThe Pilgrimage RouteSettlements of the Mid ReachLake BanThe Coil RiverThe Aras CoastThe Fortress City of TriumphThe South ReachLake PyrosThe Servos and Galanga RiversThe Tylon RiverThe Byrose RiverThe Iontos RiverApproaching the Mist Swamps

    Adventures on the SerpentAdventure FrameworksAdventure Framework FormatThe Heart of TriumphGone FishingSpies up a Creek

    New CreaturesCreature DescriptionsAzontuBlood BatCragDiva BirdGelteckinGiant Cave CricketGiant CrocodileHadrosaurHungerfishJacotiJidwarKygrenKyrellPencarrigRiverstalkerSpoograStonecrusherStorm SpiritTabriTigathnaTonduyTurfcutter BeetleUfghantVofoqVuljecnPlant LifeBlood AlgaeRazorgrassTangleweedTentacular KelpThunder Tree

    New Goods and ServicesAlternative MaterialsNew Weapon MaterialsNew Armor MaterialsMagical EquipmentBlood CharmsCommon Magic ItemsProvender

    New Magical TreasuresGeneral Treasures and Thread ItemsArmor of Elemental WaterDagger of IshkaratNet of BarbsNet of DefenseSextantUnique TreasuresHorn of the Seven WindsKey to the BazaarLeatherwingNet of DreamsQuill of the Great Library (The King’s Quill)The Armaments of ByrnicusTools of the ArchitectWindclawWindrazor

    New RiverboatsShip ProfilesAras Sea GalleyFreelance PirateHenghyokian MarauderIshkarat WarshipRaft of the Pale OnesV’strimonian ShimoramWar CanoeWar GalleyRiverboat CrewTypical T’skrang Riverboat Crewman

    Character IndexIndex