Old World Animals

The Old World is a world that is intended to evoke an atmosphere of mystery and wonder, but at the same time be relatively easily accessible with no need for long exposition. A good way to do this is by using familiar things that the audience recognizes as a shortcut around unelegant infodumps. Possibly the best example of this method is Star Wars, especially the first movie. Everything you need to know you learn in the first two or three minutes with just a few words from C-3PO. The Rebels are running away in a cool looking ship with very big engines, the Empire pursues them with a ship that is just totally fucking humongous! Then the door explodes and through it comes a hord of guys in skeleton armor shoting everyone. And then this guy in black armor, a black cloak, and a black skull mask follows behind them. And he is accompanied by officers wearing Nazi uniforms. Barely any words have been said yet but you already know everything you need to know about this conflict.

I am using a similar approach to presenting the wildlife in the Old World. It’s different from the animals found in Europe and Northern America, but mostly these are animals that are very similar to what we are already familiar with on Earth. For that reason I am drawing heavily on prehistoric animals like dinosaurs and early mammals. They are very much like normal animals, but they also don’t look like anything we’re used to, which matches my overall approach to the worldbuilding for the Old World. Distinctively different, but not too alien.

In addition to being a convenient shortcut to create a plausible and easy to grasp ecology, basing these creatures on real animals also helps with establishing a clear difference between natural beasts and supernatual monsters. An important element of making things both fascinating and unsettling is a good amount of uncertainty what you’re actually dealing with. In settings in which the natural world is mostly identical to life on Earth, it is very easy for the audience to tell the difference between what is normal and what is alien. When you populate a world primarily with fictional creatures, this becomes a lot more difficult. Is something supposed to be threatening or not? The audience has to understand that to get into the thoughts of the characters who are dealing with it. By keeping the natural beasts of the Old World to animals that did exist or could very well have existed on Earth in the past, I am hoping to make this distinction more clear and easy to grasp.

There are no stats for any roleplaying game attached to them at this point, but to help getting an impression about their strength, each is given a threat class ranging from 0 to 6.

Arag

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The arag is a predator about the size of a large dog. Their appearance is somewhat similar to reptiles and weasels and they are covered in sleek gray and brown fur. They have a very wide range and are found in almost all parts of the mainland, but are rare on smaller islands far away from the coast. Arags usually stay away from settled areas, but have little fear of single travelers in the wilderness and will sometimes even attack small groups. (Class 2)

Draga

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A draga is a big reptile about the size of a lion but of a more slender build. It’s tough hide is a deep emerald green but tends to be more brown in regions where forests are less dense and there is less vegetation and shadows. Arags are usually solitary but sometimes hunt in groups of three or four, which are able to kill almost anything they come across. (Class 4)

Droha

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The droha is a big reptile found in all the tropical and temperate forests of the Old World, except on smaller islands. It’s about the size of a camel and has been domesticated in many areas as the main beast of burden. Drohas often live in herds of one to three dozen individuals. (Class 2)

Garai

The garai is one of the largest predators found in the Old World. It’s a huge lizard bigger than the largest crocodiles and found throughout most of the southern regions. They are not terribly fast and rarely chase their prey far, but are surprisingly adept at hiding in the underbrush despite their enormous size. (Class 4) Continue reading “Old World Animals”

A New Magic for the Old World

In the 5 years or so in which I have been working on a Sword & Sorcery setting I have learned a lot about worldbuilding and the genre, and recent revisions of my previous work have lead to great changes in the geography and wildlife of the world and a slight shift in focus and general approach. Learning more about the inclusion of mystery and the weird in fiction got me to rethink my approach to magic and the changes that resulted from that have made the Ancient Lands different enough to think of the world as a new setting. The Old World is not a snappy title, but it will have to do for now.

In the previous setting, magic worked very much like the Force from Star Wars and was mostly about directing the flow of energy within all things with your mind. It’s a good magic system, but not one that would allow for the contemplation of the mysteries of reality, and certainly not one that goes into the weird. This new magic system builds on those previous ideas but is designed to have much more room for the exploration of spiritual mysteries and Lovecraftian madness.

The Nature of Reality

In the minds of ordinary people the world consists of the normal world in which they live their everyday lives, and the Spiritworld, which is a separate land where spirits live. But this is not at all the case. There is only a single world, but one that consists of multiple overlaping layers. The world that mortals think of as their own consists merely of the layers of touch, sight, sound, smell, and taste, but in reality there are many many more which they can not perceive with their senses. The spirits are not just watching them from another world, but are actually physically around them everywhere. They are merely existing in layers that are invisible to ordinary mortals and as such can not be touched, seen, or heared. But perhaps the greatest insight made by shamans and witches is that even mortals as themelves do not only exist in the five layers of their senses, but that their bodies and minds also extend into several other layers of which they are normally completely unaware. People who have been cursed are being affected in those other layers but are only aware of the effects on their bodies in the layers of touch and sight. All such things in which there is a visible effect in the layers of the five senses but the source is something that is happening in other invisible layers falls into the realm of magic.

As witches and shamans have discovered, mortals are not completely blind and deaf to the other layers of reality, but their senses of perception in those layers is usually extremely weak. Intuition and premonitions are the result of things perceived by these underdeveloped senses and common in all people to some degree. But trough years of meditation and the use of strong potions these senses can be greatly improved, allowing a person to see spirits and to see the presence of curses, spells, and sources of great magical power. And it is not only possible to passively perceive this Spiritworld, the parts of the mind that extend into those layers can also manipulate it. People who have acquired this rare skill are called shamans, witches, or sorcerers.

As everything that exists in the layers of touch, sight, sound, smell, and taste also extends into many other layers, the potential powers of magic are possibly infinite. But in reality the full forms of people, animals, plants, mountains extend only into some of the many layers that exist and not all of them can be learned to be perceived, regardless of training and commitment. And even the greatest sorcerers and most ancient witches have a perception that is very hazy and blurry and their powers of manipulation are clumsy and feeble. Spirits see much sharper in those layers and their abilities of manipulation are much finer and often much stronger. The most powerful magic is never the work of witches or sorcerers performed with their own power, but that of great powerful spirits who have made pacts with mortals who have pleaded for their aid.

As not only mortal people and animals exist in more than the five layers of the normal senses, but everything that exist, seemingly mundane substances can be of great use for the practice of magic. Salt has many important uses in everyday life, but in some layers its presence forms an almost impenetrable barrier for spirits even in small quantities. While a circle of salt is no hindrance at all for beings in the layer of touch or all those layers in which mortals exist, it is an extremely powerful substance in some of the layers inhabited by spirits. Iron is an ordinary metal to touch, and one of low quality compared to bronze, but being stabbed by a blade of either material hurts just the same way to mortals. To spirits it’s a completely different story and while bronze does very little to harm them, iron hurts them much more than simply cutting their shapes. Like salt, iron has effects on spirits much larger than the extent of its physical shape. Just as the heat from a large fire can be unbearable even considerable distances away from the flames.

The Truth of the Underworld

While all these things are understood by all students of magic, the whole reality of the world is truly grasped only by few and missed even by many shamans and witches. Even with the enhanced senses to perceive additional layers of the world, mortals can never learn to perceive all of them. And as hard as it is for mortal minds, this is not just the case for a few layers but in fact for most. The true extend of reality is unimaginably vaster. Ordinary people see the world like the surface of an ocean while witches and shamans can see a hand’s length below it. The spirits of mountains, rivers, and forest live in the layers from the surface to perhaps an arm’s length below it, but below those there are many more miles of additional layers that even the spirits can’t fathom.

“Normal” magic takes place in the topmost layers that are close to the five layers of the senses and directly interact with them on regular bases. Creating fire, clouding the minds of others, or making a tree walk are all things that happen here. But the world of spirits extends further than this and those who attempt to see the gods of the land in their true form find them and their existance to be far stranger and more alien than what a typical village shaman ever experiences. And beyond that lie realms inhabited by beings that normally don’t interact with the five layers of the senses at all and they are the stuff of nightmare and pure madness. Those who are delving into the more remote realms are called sorcerers, and while their magical powers have the potential to accomplish things outside the powers of witches, shamans,and even spirits, the dangers that come with it are unimaginable. When you look too long into the abyss or too deep, it will also look back at you. And it might get curious and try to reach up to you.

Undeath

When a mortal creature dies from natural causes, its existance ends in all the layers that it occupies simultaneously. When this happens it is gone and can not be returned by any means. However, there are ways in which only parts of a being are severed from the whole and the rest of it continues to remain in a state between life and full death. These are the undead. The most common kind of undead are ghouls. These are people whose bodies can still be touched, seen, and heard, but who have lost some of the parts that made up their mind and life energy. They are mad and feed on corpses and though their appearance changes they are still very much like living creatures. An even stranger creature is a wight, which has not only lost parts of its mortal self but also gained completely new abilities it did not have before. Sometimes the physical body is lost and the creature can no longer be touched but still be seen and continues to exist as a wraith. A shade is little more than that. A shadowy outline with barely any trace of a mind that somehow did not cease to exist with the rest of the former creature. As any aspect of a creature that has been destroyed can not be restored, undead can only be dealt with by destroying the rest of them. There is no way to restore them to the people they once were.

Creating worlds that feel ancient

In my current work to sharpen the profile of the Ancient Lands setting I am creating, I started looking deeper into the old Planetary Romance genre. In many ways it’s “Sword & Sorcery with laser guns”, but I would say it usually has a more grander scale and glamorous atmosphere to it, which I really love. The old Star Wars movies (and the most recent one) really are much more Planetary Romance than Space Opera, which is the genre of Foundation, Lensman, and Enders Game. Mass Effect, which very greatly inspired me, is both. The business with the Reapers, Cerberus, and the human Systems Alliance is classic Space Opera, while the story branches that deal with the Krogan and the Quarians feel very much like classic Planetary Romance to me. While looking for more in-depth information about the stylistic elements of Planetary Romance, I came across this interesting article adressing the feeling of ancient history that you find in the old Star Wars movies. (I am in agreement that the Expanded Universe mostly missed this aspect.) Basically, Star Wars feels ancient because even though the technology is much more advanced than ours, it is used in very antiquated ways. The Empire builds huge mechanical war elephant. Intelligent robots are treated and traded like slaves. And of course you have knights fighting with swords. There’s a princess and the big bads are adressed as Lord and as Master. Despite the technology, Star Wars really feels like its the ancient past, not the distant future.

And that got me thinking. Certainly you could use the same technique to make a relatively generic fantasy setting not feel like the late middle ages, but as being set thousands or even millions of years earlier in the history of their planet. Robert Howard set the Hyborian Age of his Conan stories in an age between the sinking of Atlantis and before the start of the Neolithic, but is often rather inconsistent in making it really feel that old. When people are trying to put Conan into pictures, they usually cheat a bit and don’t show the armor and weapons that are actually described and replace them with something more ancient Greek looking.

So I started thinking about elements that I would identify as visual clues that a story is set in an age long before the emergency of equivalents to medieval France or England. And I turned up with a surprisingly lot.

  • Giant Lizards: Reptiles today are small. Millions of years ago Reptiles could be huge. You don’t have to have actual dinosaurs, but something that looks like it could have been a dinosaur certainly should do the deed.
  • Volcanoes: Given the total age of the Earth and the amount of time between today and the dinosaurs, it seems very unlikely that volcanoes had been much more common during the time of the dinosaurs than they are now. But for over a century, all decent artists painting prehistoric animals put volcanoes in their pictures! It doesn’t make sense and it doesn’t have to make sense. Volcanoes just feel and look very prehistoric.
  • Bronze Armor: As I mentioned above, one of the big things where Conan stories feel anachronistic is armor. And it’s something that makes a big difference. Put your heroes and soldiers into bronze breastplates and give them crested helms and big round shields and you instantly have a very different feel than warriors in steel plate armor or chainmail.
  • Oracles: What knight has ever gone to an oracle? Ocasionally you have someone secretly consulting a witch in the night to gain forbidden knowledge. But making a pilgramage to a sacred oracle to recieve the wisdom of the gods is something very un-medieval.
  • Slaves: When these come up in medievalesque fantasy it’s usually in the form of organized crime. But you’ll almost never see the average noble or wealthy merchant having lots of slaves in their homes and as their workers unless the story wants to point out that they are dispicable villains.
  • Skulls: “Why skulls?!” After the great plagues of the late middle ages skeletons became a fashionable motive in art, but usually we consider skull decoration as something primitive and savage. But there isn’t any reason why you can’t have depictions of human and animal skulls in the decoration of the homes of the rich and powerful.
  • Sacrifices: For reasons I don’t know Christians and Muslims don’t do sacrifices. Which gives it a feeling of being primitive and barbaric. But during antiquity many extremely advanced civilizations sacrificed animals to their gods and of course you can also have them sacrifice people. That really sets a very different tone for a fantasy world.
  • Cannibals: Have you ever had a knight deal with people who eat people?
  • Animal Gods: Again, in western thought, humans are created in the image of god. The Greeks did it too. To my knowledge only the Egyptians had gods with Animal heads, but during the middle ages it has always been popular to depict pagan demon-gods with animal features, and we still associate animal features with deities of primitive societies. Also always fun is having your people worship Old Gods like Cthulhu, Yog-Sothoth, or Shub-Niggurath. As long as it doesn’t look human it’s fair game.
  • Scrolls: Wizards and sages love their books. But there isn’t any practical reasons why you couldn’t also have them read from scrolls. An interesting alternative to parchment or papyrus is strips of bamboo sewn together with thread, so that each bamboo splint holds one line of text.
  • Clay Pots: These never disappeared and where still very common during the middle ages. But in antiquity pottery really was the way to go for all kinds of containers. Switch some wooden tankards for clay cups and some barrels for amphoras and your tavern will feel a lot more ancient.
  • Ziggurats and Pyramids: The only true way to build a giant temple or palace.
  • Halls of Pillars: Before the Romans figured out how to make a self supporting arch, it was really difficult to hold up a large ceiling. While stone is very hard when you press down on it, it actually snaps very easily when you bend it unless you make it really thick and put the support pillars very close together. (Karate chopping roof tiles and cinder blocks isn’t nearly as hard as it looks.) In Egyptian temples you often can’t see the hall for all the pillars which take up half of the floor space. The Greeks got a bit better by cheating and making the roofs out of wood (which is why the Acropolis hasn’t one anymore), but they still needed a lot of pillars and interior walls. Consider this when describing palaces and temples. At least some people might unconsciously make the association.

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The World of Magic and Monsters

While working on a draft for a story set in the Ancient Lands for while now, I’ve still been struggling to come up with plots that really embody the themes I have in mind for the world and evoke the style of other works that greatly inspired me. In situations like these I always find it very helpful to get back to the very basics and make a list of the works I want to emulate, and then try to find what elements they all share in common. And it did help quite a lot this time as well. Looking at Star Wars, Indiana Jones, Metal Gear Solid, and various wuxia stories, I noticed that they all share the trait of having a kind of separate and hidden community of heroes and villains who share knowledge of things mostly unknown to the rest of the world.

It’s made the most explicit in the wuxia genre in the form of the Wulin, the “community of kung-fu”. In most wuxia tales all the masters of kung-fu know each other, either personally or by reputation, and tales of their deeds spread quickly among all practitioners of the secret arts. Regular people know of this hidden world, but they know very little of what’s going on inside it, the alliances and rivalries inside it, the exact nature of the supernatural arts, and the special traditions and customs these people observe. Something very similar is found in Star Wars with the world of the Force that includes the Jedi and the Sith, but also the Witches of Dathomir, the Sorcerers of Thund, and many other minor groups. In Metal Gear Solid you have this crazy world of super-powered super-spies, which really is very similar to the whole superhero genre. While not made explict but still present, there is a similar exclusive community in the Indiana Jones movies which includes Indy, Marion, Beloq, Mola Raam, and all those Nazi leaders. In the Witcher stories there seem to be something similar going on with most sorcerers, witchers, and alchemists being in complex web of relationships that covers all the Northern Kingdoms. Another great example are the roleplaying games of the World of Darkness, where it is spelled out explicitly right in the name. It’s a whole different world that geographically overlaps with everyday life and occasionally interacts with it, but for the most part remains hidden from normal people. Which is just as everyone involves prefers it.

When working on outlines for Ancient Lands stories, I most often end up with a generic monster or haunted ruin piece that frankly even bore me. How is it going to entertain anyone else when even I don’t feel really excited about it? I occasionally considered approaching new ideas for stories as Star Wars fan fiction and then just moving them over into the Ancient Lands. But I think many of my very early ideas for the world already provide a solid foundation that can easily be expanded into such a community of the supernatural which would make that step unnecessary. A special World of Magic and Monsters. The Druids were conceived that way from the very beginning. Not an actual organization with hierarchies and headquarters, but an informal association of shamans and witches who keep each other informed about what they hear about sorcerers and demons. Going a level higher there already exists an implicit community of witches, priests, monster hunters, and treasure seekers. While their goals are different, the knowledge they come across and have use for is often the same. And it makes perfect sense that those who explore ruins of the Ancients have close connections to shamans or monster slayers.

I would not go so far and make it as explicit as the Wulin in wuxia, or as clearly separated from normal society as the World of Darkness, with strict laws and traditions. That would seem inappropriate given the wild and disorganized nature of the world as a whole. But I like the idea of part of the world running by special rules and relationships that you really can only learn about if you are initiated into this community. You may know that a neighbor used to be a monster hunter and now he’s just another old man tending a small garden, but when he gets visited by mysterious strangers nobody really knows what kind of things they might be talking about all night behind his door. I also really like the idea of everyone knowing everyone and no antagonist being a random stranger. It always makes the world feel much more alive and connected and also supports the idea of a world where everything is decentralized and governed by personal connections.

Regions of the Ancient Lands (Part 2)

Valarn

Valarn is the land between the Tavir and Akai mountains, reaching from the coast of the Inner Sea far inland into the endless forests that dominate almost all of the northern Ancient Lands. It is the homeland of the Eylahen and also contains many settlements of skeyn in the foothills of the Tavirs in the east, as well as many small clans of Vanyar that have come down from the Akais in the west over the past centuries.

The Sakaya: Most Vanyar in Valarn were originally mercenaries who were hired to guard caravans transporting salt from the Akais to the ports of the Inner Sea and the elven lands. One particular of these mercenary groups were the warriors of the Sakaya, a religious order from the Akai Mountains who believe in always working on improving ones professional skills. In times of little threat to their communities by other clans of the mountains, their warriors often travel the Ancient Lands looking for work as mercenaries. About two centuries ago some groups decided not return to the mountains and share the money they earned with their monasteries, but to keep working as mercenaries permanently. And in times where work was scarce, they turned to raiding. While the Sakaya of the Akai Mountains greatly disapprove of this practice, the mercenary bands dropped almost all ties with them and since started to recruit their own new members and focus exclusively on increasing their skills as warriors, relying on tribute and ransom from local towns for anything else they need. These Sakaya are highly valued mercenaries by those who can afford their service and they changed the outcome of many wars between clans on the Inner Sea. But in the last century they have steadily increased in numbers and begun to make a habit starting small wars for their own benefit, which makes many of the chiefs and kings of Valarn very uneasy.

Keltir

Keltir is a vast and not clearly defined region within the endless forests north of Valarn. Few people live in this land, most being Eylahen or some smaller groups of Vanyar or skeyn, with a few groups of roaming kaas occasionally being seen.

Fey Courts: Ruins of old fey castles can be found almost everywhere in the Ancient Lands but except for the naga of Kemesh their builders have almost entirely disappeared from the world of mortals. Deep within the ancient forests of Keltir, not all of the old castles are abandoned and there are many stories of courts of shie that rule over them to this day.

Akai Mountains

The Akai Mountains are a large mountain range on the western coast of the Inner Sea, rising above the coastal plains only a few dozen miles from the sea and stretching far inland towards the west. These mountains have been a hiding place for the Vanyar for countless generations, as they were outside the range of both the shie in the north and the naga in the south during the time when the fey races ruled the world. Dispersed over a large and almost barren landscape and being only few in number, the Vanyar were little known to either the elves or the lizardmen until relatively recently. While today they are known as salt traders and mercenaries throughout the Inner Sea region, their mountainous homeland is still a dangerous wilderness with small fortified villages and almost no major towns other than the great monasteries of the Sakaya.

There’s no specific theme for this region yet.

Baikat

Baikat is the land of the Red River, which runs south from the Akai Mountains and then turns east towards the Inner Sea. Even though Baikat is a very flat land with few major hills or mountains, it lies well above the coastal lowlands and recieves only little rain. It’s mostly dry grass and shrubs with occasional forests of small hardy trees, but some parts consist only of bare clay or gravel. The Red River has carved a huge canyon that cuts deep into the otherwise almost featureless land and contains the vast majority of all water in the region. The canyon is so deep that even though the land drops quite steeply as it approaches the coast, ships can travel up the river all the way from the sea to the feet of the Akai Mountains. There are many caves in the canyon walls, many of which have been made into villages, fortresses, or shrines. The coast on the eastern edge of Baikal is very different from the highland plains, consisting of the massive Kuremo swamp at the mouth of the Red River. During the summer rains, most rain falls on these swamplands and few clouds make it to the top of the cliffs that form the border to the highlands. The highlands are the homeland of the Ruyaki, especially south of the Red River, while the northern section has become home to smaller groups of Vanyar.

Again, sadly no strong theme for the region yet.

Mahiri Jungles

The Mahiri Jungles begin south of Baikat and form the westernmost part of the southern coast of the Inner Sea. Along the coast the Yagashi have several major ports that are important centers of trade, but the culture heart of the tribe is deep within the jungles, based around vast temple cities.

Alchemical Wonders: The Mahiri Jungles are full of rare plants and stange insects found nowhere else in the Ancient Lands, many of which are extremely valuable for alchemists. They are an important source of wealth for many of the powerful merchant families on the coast and there is a very strong competition over control of both the trade and their sources.

The Red Goddess: One of the temple cities in the Mahiri Jungles is ruled by its deity itself. The Red Goddess is a powerful red skinned shie who has ruled over her domain far longer than any of the oldest Yagashi who serve her. Her grandchildren and great-grandchildren form a powerful caste of priest-administrators whose influence reaches far beyond the borders of this land.

Sarhat

Sarhat is the greatest kingdom found anywhere in the Ancient Lands and the only country of its kind. Once part of the lands ruled by the naga, the lizardfolk slaves of the western cities rebelled almost a thousand years ago, succesfully driving the naga to the east into Kemesh and creating their own kingdom as the Mayaka.

The Royal Guard: In addition to the vast armies of warriors, the king of Sarhat also has command over a strong force of elite warriors who guard his palace and the capital city, but are also frequently send on special tasks related to protecting the kingdom from its enemies, which is mostly the naga of Kemesh but also dissenters against the dominant Temple of the Sun. Sometimes these tasks lead members of the guard to other regions of the Ancient Lands as well.

Suvanea

The islands of Suvanea lie between the Inner Sea and the ocean, southeast from Senkand and north of Kemesh and Sarhat. Consisting of thousands of often very small islands, the region is home both to the Gandju lizardmen and the Amakari humans. As neither tribe is very numerous or builds any large towns or cities, there is not a lot of trade going on in the region and the waters are difficult to navigate for sailors used mostly to traveling between cities on the coast.

Pirates: The waters of Suvanea are full small islands and reefs, making it very easy for ships to get lost or running on ground. It is not only Gandju and Amakari who plunder the wrecks, but there are also many bands of pirates from other lands using the islands as hidden camps and hunting grounds. Most of them are Keyren or Yagashi, but many ships have highly mixed crews including Neshanen, Amakari, Gandju, and recently also some Vanyar.

Kemesh

Kemesh is a remote land seen by very few people from other parts of the Ancient Lands. East of Sarhat and south of Suvanea, it is what remains of the once vast kingdoms of naga who once ruled over all the lands south of the Inner Sea. Today they are few in number but still have large numbers of Suji slaves. It is a land of wonder and there are countless tall tales about it in the ports around the Inner Sea, but very little is really known for certain

Regions of the Ancient Lands (Part 1)

In its current form the Ancient Lands consist of 16 that are described in some detail. They only cover about 10% of the map of the region but are home the the majority of the population. Each region can be seen as an individual mini-setting in a way, but unlike a considerable number of kitchen sink settings they are not made in a vacuum. Most tribes are found in more than just one region and they are all deeply connected by culture and trade, even if they are separated by hundreds of miles of trackless wilderness or open sea. The goal for each region is to provide a strong cultural environment as well as a template for landscapes and wildlives, including several example settlements and adventuring sites that help estabish the tone of the region and can also be put directly into an adventure. But in the end, most settlements in the Ancient Lands are highly independent and connected to their immediate neighbors, with only few major cultural or political centers. With the regions being mostly defined by themes and culture instead of specific centers of power where all the important things are happening, it would be futile to attempt to cover everything, and also pointless.

Which each region I want to provide a few ideas for adventure hooks and also campaign structure that give a good impression what they are for and how they are meant to be used. In effect, the regions of the Ancient Lands are structured more like planets in Space Opera games like Star Wars or Stars Without Number, and less like a campaign sourcebook for Dungeons & Dragons. The following are the ideas as I currently have them:

Venlad

Venlad is the distant northern land of the Mari who catch fish and hunt seals and whales on the coasts and herd reindeer on the tundra. Most visitors are traders who come to the few larger ports to trade goods from the south for pelts, dried fish, whalebone, and walrus tusks.

I want to do something with the spirits of winter and cold, but no clear idea for adventure hooks yet.

Yakun

This is the homeland of the kaas, a race of tall and strong beastmen. It consists of large subarctic forests and is surrounded by steep mountains and jagged hills. There are also some town and fortresses of skeyn and Keyren on the southern borders of this land.

I also don’t have any specifics for the main plot hooks yet, other than kaas clans getting into wars with each other.

Witchfens

The Witchfens are a large moor south of Yakun and west of Revand. There are a few rocky hills and small clusters of birches in a few places, but mostly it’s just and endless land of shrubs and bogs, prone to frequent rain and often covered by fog. Only the Kaska make their homes in this dreary land, as they believe something below the waters is keeping away the angry spirits that have sworn eternal revenge against them for a terrible blasphemy in the past.

Trailing Raiders: The Kaska are very poor people and barely get by surviving in this land by hunting and growing a few meager crops. Bands of raiders often sneak into Revand and Yakun to get whatever weapons, food, cloth, and slaves they can before returning swiftly into the fens. Only the bravest heroes dare following them into the thick fogs to rescue prisoners or retrieve stolen relics.

Spirits of the Fens: The Witchfens are a strange land inhabited by even stranger spirits. Many believe the dark pools that dot the landscape to lead to the Underworld and that there are many demons mingling with the spirits. The clans of the Kaska have made pacts with these dark spirits to protect them from the wrath of their old gods, but even they don’t know exactly what powers they are dealing with.

Revand

Revand is a stretch of coast north of the Tavir Mountains, sparsely inhabited by the descendants of the Keyren who didn’t leave for the islands of Halond to the east. The land lies in the shadow of the mountains in more than one sense, as they are almost permanently shrouded by a misty haze that obscures the sun even on a clear day. Strange creatures are often found in the great rivers that come down from the mountains and few people live far from the coast where the forest are lightest and a steady breeze from the sea keeps the air clean. The deeper one travels into the forest, the darker and gloomier they get, and dangerous creatures can be found in large numbers.

Tombs of the Ancestors: Very few ruins of old fey castles are found in Revand and even on the coast there are not many traces of the naga, which might be one of the reasons why the ancestors of the Keyren lived in this unwelcoming place. But deeper within the forests are the tombs of ancient elves, build with the most primitive methods but often withstanding the passing of the ages with remarkably little damage. The elves living on the coast avoid going anywhere near them as many are haunted by wights.

From the Deeps: Something about the gloom of Revand seems to be strangely attracting to creatures from the sea, especially the lagura fishmen. They are often seen roaming the beaches at night and can be quite a danger to smaller fishing villages.

Death in the Water: The people Revand generally avoid drinking the water from the large rivers that flow from the Tavir Mountains and don’t swim in it until absolutely necessary. But sometimes the water becomes much more foul than usual, spreading illness and noxious fumes along their banks. Traveling up the river by boat to discover and put and end to to the sources of these blights is something even the most seasoned warriors rarely dare to attempt.

Halond

Halond is a land of numerous islands, many miles off the coast of Revand in the Northern Sea. Several of the larger islands in the south have been settled by Keyren who now far outnumber their kin on the mainland. It is a land of short and mild summers and cold rainy winters, covered mostly by trees but also having several mountain ranges that most visitors would not expect.

Lords of the Sea: Many of the gods worshipped by the Keyren seem strange to other peoples of the Ancient Lands and barely recognizable as the same ones worshipped in other lands. Many of the smaller islands have small shrines to spirits of the sea and not all of them are build and visited by the elves. Many of the more remote villages have frequent contact with strange creatures from the sea not usually seen or known in civilized regions.

Merchant Lords: Even though scarce in valuable resources, Halond has become a very rich land due to the merchant ships that travel all across the Inner and Northern Seas and as far as Venlad and Sarhat. The captains and the owners of these ships are very influential people and not just in their homeland. Few people have as much control over trade in the Ancient Lands as the merchant lords in distant Halond.

The Arkean Islands

The Arkeans are a small group of rocky islands east of Senkand and the Tavir Mountains. Ships traveling between Revand and Senkand avoid getting anywhere near them as they are covered in the ruins of an old civilization of naga. Usually scholars and treasure hunters from all over the Ancient Lands would come flying to such a place to rid it of its ancient treasures, but the Arkeans are well known as a place ravaged and devastated by sorcery. Nobody knows what happened to the sorcerers who once lived there and whether they abandoned the place or were all killed in some terrible release of sorcery. Either way, the islands are almost inhabitable today, still being firmly in the grip of the Corruption caused by huge amounts of sorcerous magic after more than a thousand years. Anyone who gets near their rocky shores immediately feels their strength draining from them, breathing becoming painful and bones starting to ache. Few who explored these ruins stayed for more than a few days and many have been killed by the ghouls and wraiths of those who came before them much faster than by the Corruption itself.

Quest for Power: In recent decades sorcerers from Senkand have started to become more interested in the ruins that cover the island and confident that their powers can protect them from both the Corruption and the undead. Though their spies the naga of Kemesh have become aware of this increased interest and many of them have their own plans to reclaim the secrets of their ancient kin before they fall into elven hands.

Tavir Mountains

The Tavir Mountains are of the main mountain ranges of the Ancient Lands, separating the two coastal lands of Revand and Senkand. Many of the mountains are volcanoes and earthquakes and eruptions of toxic fumes are common in the region. It is commonly accepted throughout the Ancient Lands that many of these vents lead all the way down into the Underworld and many encounters with ash, rock, and tar demons are very compelling evidence that this is correct. Despite all these dangers there are considerable numbers of people living in the mountains. These hillfolk appear to be the descendants of Neshanen, Eylahen, and Keyren who have been intermingling for countless generations, and also include many half-elves descended from Vanyar and possibly Kaska mercenaries who escaped from battles in the surroundig lands. These hill people avoid most contact with people from the lowlands and a fierce enemies of both druids and sorcerers and worship the spirits of the Underworld as gods.

Rise of Demons: The Tavir Mountains are most likely the most demon haunted place in the Ancient Lands. Both the Druids and sorcerers from Senkand have considerable interest in this region, though for completely opposite reasons. Both groups frequently send agents and expeditions into the mountains to learn more about the demons and the effects of magic seeping up from the ground. The local hillfolk tend to be hostile to either, as they see them as enemies of their gods.

Senkand

The land of the Neshanen is one of the most advanced places in the Ancient Lands in building, trade, learning, and magic. Most people live near the coast as the land at the foot of the Tavir Mountains is poorly suited for farming. There are more than a dozen port cities and towns in this region and it’s location between the Inner Sea and the Northlands makes it a major center for trade.

Sorcerer Lords: Though sorcerers are not usually ruling the cities of the Neshanen, they have a far greater amount of power in this land than anywhere else outside the naga citadels of Kemesh. Most sorcerers come from important families whose wealth serves them well in recovering ancient relics and the creation of great magical wonders. Many people in the courts of Senkand see sorcery as a great potential source for future wealth and power and there is no clear separation between the aristocracy and the sorcerous societies in this land.