Svimohzia: the Ancient Isle Credits Authors: Mark Plemmons and Robert Schwalb Additional Contributors: Lloyd Brown III, Brian Jelke, Steve Johansson, David S. Kenzer, James Mishler Editors: Brian Jelke, David S. Kenzer, Mark Plemmons Art Director/Graphic Design: Mark Plemmons Cover Illustration: Talon Dunning Interior Artists: Thiago ‘Grafix’ Carvalho, Caleb Cleveland, Thomas Denmark, Allan Ditzig, Talon Dunning, Marcio Fiorito, Mitch Foust, Jacob Glaser, Ginger Kubic, Darrell Langley, Patrick McEvoy, Chris Malidore, Jeremy Mohler, David Esbri Molinas, Travis Moore, Eric Olsen, Philip Renne, Joe and Rob Sharp, and Jean-Francois Trudel Cartography: Bob Burke, Brian Jelke, Steve Johansson, David S. Kenzer, Mark Plemmons, D.M. Zwerg and Rob Lee Project Manager: David S. Kenzer Production Manager: Steve Johansson Playtesters: Rob Lee, Benjamin Lott, John Wright Design Team: David S. Kenzer, Brian Jelke, Steve Johansson and Jolly R. Blackburn Table of Contents Introduction ...... 2 Career Paths ...... 24 Chapter 1: Races and Regions ...... 3 Prestige Classes ...... 27 Humans ...... 3 Chapter 3: Weapons, Equipment and Magic ...... 35 Hobgoblins and half-hobgoblins ...... 7 Weapons ...... 35 Other Humanoids ...... 8 Armor ...... 40 Special Humanoids ...... 9 Musical Instruments ...... 41 Feats ...... 10 Special Items ...... 42 Character Description ...... 14 Mounts and Ships ...... 44 Religion ...... 15 Spells ...... 45 Food and Drink ...... 15 Chapter 4: the Kingdom of Meznamish ...... 51 Currency ...... 16 Chapter 5: the Confederacy of Ahznomahn ...... 91 Style of Dress ...... 16 Chapter 6: the Kingdom of Ozhvinmish ...... 123 Language and Naming ...... 16 Chapter 7: the Kingdom of Ul-Karg ...... 165 Age ...... 18 Chapter 8: the Kingdom of Zazahni ...... 185 Height and Weight ...... 19 Chapter 9: Western Svimohzia and Vohven Jungle . .215 Pronunciation Sampler ...... 20 Chapter 10: Svimohzish Adventures ...... 237 Chapter 2: Classes and Paths ...... 21 Appendix A: Glossary ...... 243 Classes ...... 21 Appendix B: Key Monsters and NPCs ...... 248

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With respect to trademarks: 1 Kingdoms of Kalamar and the Kingdoms of Kalamar logo are registered trademarks of Kenzer and Company. Svimohzia and the Kenzer and Company logo are trademarks of Kenzer and Company. © 2007 Kenzer & Company, Inc. All Rights Reserved. Introduction

WHAT IS KALAMAR? In short, this book provides everything needed to run a campaign in this vibrant and exciting land. The Kingdoms of Kalamar provides a vibrant As this book deals with the peoples and places of Svimohzia, land alive with rich cultures, imminent danger and complex we refer to time and chronological events employing the intrigue. It is also a world rife with adventure, where fantastic Coming of Miznoh (C.M.) calendar, which is used by most of creatures roam the wilderness, evil clerics worship deities hell- the island’s human population. The Kingdom of Ahznomahn bent on destruction, and the dead rise again to spread terror differs, using Imperial Reckoning (I.R.; the Kalamaran throughout the world. Here, complex political mix calendar), while humans and foreign colonies may use their with marauding bands of humanoids, and technology and own system of dating. For details on how C.M. compares with industry come face to face with magic and the fantastic. Imperial Reckoning and other dating systems, consult the Combining all the elements of fantasy you’ve come to enjoy Kingdoms of Kalamar campaign setting sourcebook. with a strong medieval world based on real geographical, social and political features, this dynamic world remains enjoyable ORGANIZATION long after the novelty of the “tourist bazaars” wears thin. Chapter One: Races and Regions presents a detailed listing Whether you dream of exploring the ruins of a lost civilization, of available character races native to Svimohzia, plus a new warring with barbarian for control of territory, reorganization of character regions and an updated regional feat guarding your elven home against the human threat or ridding system, with revisions of some Svimohz-specific feats. The new, the desert of undead abominations, the Kingdoms of Kalamar more specific character regions included here better represent provides the where and how, without sacrificing continuity or the options for PC and NPC characters originating on the common sense. Svimohzish Isle. The setting is named after the great Kalamaran Empire, Chapter Two: Classes and Paths discusses character which once covered much of the continent of Tellene. But time options (including starting packages for every class), and also weighs heavy upon all, and the empire’s reach is not what it once includes several new career paths and prestige classes. was. Its provinces declare independence, hobgoblin kingdoms Chapter Three: Weapons, Equipment and Magic thrive and foreign empires expand, while the monsters of the presents setting-specific options for weapons and equipment land grow stronger than ever. common to native characters, and lists a variety of new spells Many races of beings populate Tellene, including humans, most commonly found in this land. elves, dwarves, gnomes, , hobgoblins and a variety of Chapters Four through Nine detail the major kingdoms, cities and regions of the Svimohzish Isle, from mercantile monsters. The lands of Tellene are often referred to as the Ahznomahn to -torn Zazahni and beyond. Sovereign Lands, and include the kingdoms of Brandobia, the Chapter Ten: Svimohzish Adventures provides Kalamaran Empire, the cities and city-states of Reanaaria Bay, Svimohzia-specific adventure ideas available to the DM, and the Isle of Svimohzia, the Wild Lands and the Young Kingdoms. offers tips on incorporating these into your own game. WHAT IS SVIMOHZIA? The Appendices covers statistics for new NPCs and monsters, as well as the glossary and index. A great island continent, Svimohzia (rhymes with “swim-o- zee-uh”) has a checkered history built on conquest, revenge, WHAT YOU NEED TO PLAY treachery and betrayal. Much of Svimohzia remains a place of This campaign resource assumes that you have access to the unspoiled, verdant beauty, with vast stretches of land so far three core rulebooks of the Dungeons & Dragons game: the uncultivated by human hands. Areas scarred by warfare, plague Player’s Handbook (PHB), the ’s Guide (DMG) and and tragedy, dominate other parts of the island, with sprawling the (MM). This product uses updated material metropolises serving as the seats of power for those strong from the v.3.5 revision of the D&D rules. As this book supple- enough to hold them. Yet, no matter where you journey, you ments the Kingdoms of Kalamar fantasy campaign setting, it is will find Svimohzia is a place ripe for legends both old and new. also useful to have the Kingdoms of Kalamar campaign setting Considering Svimohzia’s cultural and historical placement in sourcebook and the Player's Guide to the Sovereign Lands. Tellene, it is fitting it should be the first book covering a region If you are not using the D&D v3.5 system, simply ignore or in such extensive detail, peeling away the half-truths and secrets revise the game mechanics to fit your own campaign. to unearth the foundations of civilization. This book promises Fortunately, a clever DM should be able to utilize most of the unprecedented detail, building on the foundation of the material in this tome for any other game system or fantasy Kingdoms of Kalamar campaign setting and other sources to campaign setting. 2 explore Svimohzia in a complete and mature manner, fleshing HackMaster players can find conversion information for this out its varied cultures, the complex interplay between nation- product on the Kenzer and Company website. states, and the dangers posed by the trackless wilderness. Chapter One: Races and Regions

Forest, having pointed ears, somewhat lighter skin and slighter Vohven Dejy Humans frames. Pockets of native Dejy reside within the Vohven Jungle, Zassho: The name for the ancestral peoples of eastern driven deep into the jungle by the more warlike races, especially Svimohzia and the Mezh-Vowmi Isle. See Ahznoms and the Kargi hobgoblins. Their first movement was southward, in Ozhvins (above) for more information on these folk. avoidance of the wild tribes of the north, and in the hope of Zazahnii: Miznoh’s conquest forever changed the lives of the finding new lands on the other side of the jungle. Failing that, southern Mewhi people. In an effort to avoid unwanted they then moved northward again, acquiring new social warfare, they accepted the emperor, and refused to fight him customs and survival skills along the way as they fought against and his legions. As they pledged their loyalty to the Emperor, the frightening moss trolls, green apes and other creatures that sickened by the death, he spared the Mewhi, and let them live lived beneath the green canopy. Once settled in their new their lives as they would, but as subjects of the Empire. With location they split into three major factions divided into east, Miznoh came soldiers of Meznam-Zassho blood who took west and south. They then further divided into smaller groups, wives from the Mewhi people, creating the modern Zazahnii. which remain largely separated and independent due to their However, some pureblooded Mewhi retained their indepen- dence and their racial heritage, avoiding contact with their geographic isolation in this massive and largely uncharted conquerors. After Zazahni collapsed from a cohesive state into wilderness covering nearly 150,000 square miles. a chaotic civil war, some of these pureblooded Mewhi fled to While most outsiders believe that all Vohven Dejy are Meznamish and Ozhvinmish, while a few others remain in barbaric savage, in truth, however, over half of the tribes are Zazahni. peaceful hunter-gatherers who want nothing more than to live Modern Zazahnii are the descendants of the Mewhi and their lives in peace and do battle only when attacked. Each tribe Meznam-Zassho ancestors. Culturally confused, they under- has a leader (an Ony), who gains his position either through stand the value of peace, but feel that peace is achievable only on inheritance, participation in title associations, or selection by their terms. Most Svimohz have a difficult time interacting the residing Ony. Every Ony is a direct descendant of the with these people for long, and often call them duplicitous. founding Ony of each tribe. Zazahnii are less muscular than the Meznams, but their Some of the more prominent groups are listed below, though shorter builds make them look barrel-chested and ungainly. the jungle is vast, and the DM may choose to add more with They have broad faces, wide noses and soft brown eyes. They little to no hope of overcrowding. Most Vohven Dejy stand have the darkest coloring of all the people in Svimohzia. about 4 1/2 to 5 feet tall, with skin in varying shades of brown,

5

An unusual meeting of Meznam, Ahznom, Kargi, savage Vohven Dejy, Zazhanii and Ozhvin. Chapter One: Races and Regions

TABLE 1-2: REGIONS REGION HUMAN SUBRACES HUMANOID SUBRACES FAVORED DEITIES1 RECOMMENDED/REGIONAL FEATS Ahznomahn Ahznom, Zassho Wild Elf2, Half-Elf2, the Landlord, the Founder, Bazaar Veteran, Born to the Saddle, (mainland) Rock Gnome, Lightfoot the Traveler, the Holy Mother Foe Hunter3 Ahznomahn Ahznom - the Landlord, the Founder, Bazaar Veteran, Glib Tongue (Mezh-Vowmi Isle) the Traveler University Trained3 Awhom Forest Ahznom, Ozhvin, the Knight of the Gods, Fearless, Foe Hunter3, One Eye Open3 (outskirts) Zazahnii - the Eternal Lantern, the Powermaster, the Old Man Bronish Brandobian, Meznam Lightfoot Halfling the Peacemaker, the Pure One Circle of Friends, Dragon Blood, Touch of Rhingoryx3 Dashan Mountains Meznam Stone Dwarf, Mountain Dwarf, the Founder, the Earth Mother, Foe Hunter3, Metal's Mettle3, Rock Gnome the Watcher, the Holy Mother, Two-Weapon Fighting the Eternal Lantern Ehniven Marsh Meznam - the Old Man, the True Foe Hunter3,Track Imomena Hills Ozhvin, Zazahnii Hill Dwarf, Lightfoot Halfling, the Holy Mother, the True, Foe Hunter3, Power Attack,Toughness Rock Gnome the Knight of the Gods, the Traveler, the Powermaster, the Coddler Krimppatu Mountains - Dark Elf, Kargi Hobgoblin the Prince of Terror, Foe Hunter3, One Eye Open3, Stealthy the Creator of Strife, the Dark One Menamo Hills Meznam, Ozhvin Hill Dwarf, Lightfoot Halfling, the True, the Powermaster, Foe Hunter3, Skeptic,Toughness Rock Gnome the Guardian, Risk Mewzhano Bay Meznam Mountain Dwarf the Holy Mother, the True, Athletic, Born of the Cradle, Foe Hunter3 the Shimmering One, the Founder, the Landlord Meznamish Meznam Mountain Dwarf the Holy Mother, the True, Eyes of Fury, Foe Hunter3, Patience the Shimmering One, the Founder, the Landlord Miznoh Forest Ozhvin Wood Elf,Wild Elf the Knight of the Gods, Born of the Cradle, Foe Hunter3, the True, the Powermaster, Mighty Brachiation3 the Eternal Lantern Mizohr Woodlands Meznam Rock Gnome,Wood Elf the Guardian, the Mother of Foe Hunter3, Mighty Brachiation3,Track the Elements, the Bear, the Great Huntress Nazguk Hills - Kargi Hobgoblin the Dark One Iron Will, Strong Gut3,Toughness Ozhvinmish (western) Ozhvin, Mewhi, Wood Elf, Half-Elf the Knight of the Gods, Born of the Cradle, Foe Hunter3, Kalamaran, Brandobian, the True, the Powermaster, Martial Adaptability3 Reanaarese, Dejy the Eternal Lantern, the Guardian Ozhvinmish (eastern) Ozhvin,Ahznom Rock Gnome,Wood Elf, Hill Dwarf, the Powermaster, the True, Alertness, Foe Hunter3, Patience Lightfoot Halfling,, Half-Elf the Knight of the Gods, the Raiser, the Eternal Lantern Svomawhom Forest Ozhvin, Zazahnii - the Knight of the Gods, Foe Hunter3, One Eye Open3,Track the Powermaster, the Old Man Tanezh Mountains Meznam, Zazahnii Mountain Dwarf the Holy Mother, the Founder, Foe Hunter3, Metal's Mettle3, the Eternal Lantern Two-Weapon Fighting Ul-Karg - Kargi Hobgoblin the Dark One Dealer in Flesh3, Foe Hunter3, Power Attack Vohven Jungle interior Vohven Dejy Wild Elf the Battle Rager, the Mother of Foe Hunter3, Jungle Native3, the Elements, the Bear, Mighty Brachiation3, One Eye Open3 the Storm Lord, the Great Huntress Vohven Jungle outskirtsZazahnii,Vohven Dejy Wild Elf, Half-Elf the Old Man, the Battle Rager, Born of the Cradle, Dealer in Flesh3, the Knight of the Gods, Foe Hunter3 the Bear, the Raiser, the Great Huntress Vrandol Brandobian, Sehzal2 Hill Dwarf the Lord of Silver Linings, Dealer in Flesh3, Deceitful, Foe Hunter3 Raconteur, the Landlord, Risk, the Emperor of Scorn Whisvomi Forest Brandobian, Meznam Lightfoot Halfling the Peacemaker, the Pure One Foe Hunter3,Touch of Rhingoryx3,Track Zamul Forest - Kargi Hobgoblin the Dark One, the Rotlord Carrier3, Foe Hunter3 Zazahni Zazahnii Wild Elf, Hill Dwarf, the Knight of the Gods, Born of the Cradle, Martial Adaptability3, Lightfoot Halfling, Rock Gnome the Old Man, the Battle Rager, One Eye Open3 the Storm Lord, the Corruptor, the Harvester of Souls, the Seller of Souls, the Creator of Strife Chapter One: Races and Regions

Zhano Headlands Meznam Lightfoot Halfling, Mountain Dwarf the Holy Mother, Risk, Foe Hunter3,Toughness,Track the Eternal Lantern Zhano-mewhi Bay Zazahnii Kargi Hobgoblin the Old Man, the Battle Rager, Dealer in Flesh3, Foe Hunter3, the Dark One, Power Attack the Knight of the Gods, the Raiser

1Listed in order of prominence 2Mostly slaves or lower class 3New feat in this book

IRON TOUCH OF BROG-TUUAKH [GENERAL] METAL’S METTLE [REGIONAL] You have learned to strengthen weak areas of the body. Your family worked in metal for centuries, and they passed Prerequisite: Hobgoblin or sil-karg. Though the hobgoblins their knowledge down to you. of Norga-Krangrel attribute this feat to Kruk-Ma-Kali, the Kargi Prerequisite: Raised in Dashan Mountains, Tanezh hobgoblins call this the Iron Touch of Brog-Tuuakh. Mountains; or dwarf. Benefit: Reduce the critical multiplier by 1 factor when your Benefit: You gain a +2 bonus to all Craft (armorsmithing) and character takes damage. Thus, an axe that normally deals x3 Craft (weaponsmithing) checks relating to items made all, or damage on a critical hit inflicts only x2 damage. mostly, of metal. You gain a +2 bonus to Appraise checks relating Special: You may select this feat only as a 1st-level character. to metal items and a +2 bonus to Profession (armorsmith) and The Iron Touch of Kruk-Ma-Kali feat appears in the Player's Profession (weaponsmith) checks regarding metalwork. Guide to the Sovereign Lands. Special: You may select this feat only as a 1st-level character. If you select this feat, you may take no other regional feats. JUNGLE NATIVE [REGIONAL] You have adapted well to the environment of the jungle- MIGHTY BRACHIATION [REGIONAL] covered areas of Tellene. You can move through the treetops of your home almost as easily as you can walk. Prerequisite: Raised in the Vohven Jungle interior; or Prerequisite: Raised in Miznoh Forest, Mizohr Woodlands Obakasek Jungle interior. or Vohven Jungle; or in a forest from another land. Benefit: Choose either a +4 bonus to two of the following skills, or a +2 bonus to all four skills: Hide, Move Silently, Search and Spot. This bonus applies only within your native jungle. Special: You may select this feat only as a 1st-level character. If you select this feat, you may take no other regional feats.

MAGICAL AFFINITY [REGIONAL] You have a minor talent for arcane magic. Prerequisite: Int 13 and raised in Cosdol or Pel Brolenon; or Int 13 and Gray Elf, High Elf, or Rock Gnome. Benefit: You know and can cast one 0-level spell per each point of your Intelligence modifier, per day. (A character with a +2 Intelligence modifier can cast two 0th-level spells, once per day. You may not use this feat to cast the same spell more than once per day). These spells are in addition to any you gain for caster levels. Subsequent adjustments to your Intelligence may alter the number of 0-level spells gained with this feat.

MARTIAL ADAPTABILITY [REGIONAL] Your region breeds disciplined, but adaptable, fighters. Prerequisite: Raised in Zazahni or western Ozhvinmish. Benefit: You gain proficiency with all martial weapons. Special: You may select this feat only as a 1st-level character. 13 If you select this feat, you may take no other regional feats. Chapter One: Races and Regions

Meznamish (mez näm ish): Kingdom whose borders reach Pronunciation Guide from the Whizvomi Forest to the Menamo Hills. A - as in grape, flay,sail oo - as in boot, crew,tune Miznahn (miz nän): A city in Ozhvinmish. a - as in cap, sat, carrot ou - as in cow,shout, hour Miznoh Forest (miz nO): Forest in northwestern ä - as in father, hot, heart yoo - as in cure, curious Ozhvinmish. E - as in street, honey, even U - as in use, few,cute e - as in ten, health, berry u - as in mud, ton, blood Mizohr Woodlands (mi zôr): Forest in southwestern I as in ice, sky u - as in word, her, sir Meznamish, stretching from the foothills of the Tanezh- i - as in rich, mirror uh - as in agent, collect, focus Dashahn mountain ranges into the Meznamish Valley. O - as in go ‘l - as in paddle, cattle Monam-Ahnozh (mO näm ä noz): Capital city of ô - as in corn ‘n - as in sudden, sweeten Meznamish. oi - as in boy,oil, royal Nazguk Hills (naz guk): Hills in northern Ul-Karg, at the southern slopes of the Krimppatu Mountains. PRONUNCIATION WORD SAMPLER Nenehi (ne ne hE): City on the eastern edge of Ozhvinmish. Ahznomahn (ähz nO män): A small confederacy on the Ozhvinmish (Oz vin mish): Kingdom and largest of the island of Svimohzia. Svimohzish nations that runs along the entire Svimohzish Anowhizh (an O whis): City on the Ozhvinmishii coast. coast from Meznamish to Ahznomahn. Arboretum of Clahz (clähz): An area in the heart of the Ronazagh (rä nuh zäg): Kargi city south of the Zamul Vohven Jungle, where intelligent vegetable creatures are Forest. said to have originated. Svimohzia (svim Oz E uh): The massive island dominating Ashoshani (ä shO shä nE): Capital of western Ozhvinmish. the southwestern portion of the continent of Tellene. Awhom Forest (ä hoom): Densely wooded area in east Svomawhom Forest (svOm uh hoom): Dangerous forest central Svimohzia. east of the Imomena Hills. Bronish (brO nish): Free city-state in northwest Svimohzia Svomwhi (svOm whE): Northernmost Zazahnii city on the founded by refugees of Mendarn and Pel Brolenon. Izhoven River. Burzumagh (burz oo mäg): Kargi city in the Zamul Forest. Svowmahni (svou mä nE): Capital city of eastern Ohzvinmish. Dashahn Mountains (du shän): Mountain range in north- Tanezh Mountains (tan ez): Mountains marking the western Svimohzia, nicknamed Malachite Heights. eastern edge of Meznamish. Durbattum River (dur bä tum): River running through the Ul-Karg (ool kärg): Hobgoblin nation located in the Zamul Forest in Ul-Karg. western portion of the Svimohzish Isle. Ehniven Marsh (e nE ven): A low-lying area on the western Vohven Jungle (vO ven): The massive jungle covering the shoreline of Mewzhano Bay, on Svimohzia. southern portions of the Svimohzish Isle. Emosvom (EmOs vOm): Zazahni city located on the Vrandol (vran dOl): Mendarn colony on the westernmost Izhoven River and bordering the Vohven Jungle. tip of Svimohzia. ( ): Hills located in eastern Imomena Hills im O mE nä Whisvomi Forest (whis vO mE): A forest on the western central Svimohzia, between Ozhvinmish and Zazahni. slopes of the Dashahn Mountains. Ivelo River (iv el O): A meandering river in the southern Whiven Marsh (whi ven): Swamp bordering the Brandobian part of the Meznamishii Valley. Ocean, on the northwestern shores of the Svimohzish Isle. Ivez Estuary (iv ez): Swampy area at the mouth of the Ivelo Wimish (wim ish): A Zazahni city on the Izhoven River. river on Mewzhano Bay. Zamul Forest (zä mool): A forest in northern Ul-Karg. Izhano River (iz ä nO): River flowing through Meznamish. Zazahni (zuh zä nE): Kingdom in central Svimohzia. Izhoven River (iz hO ven): Large river flowing south from Currently kingless and in a state of civil war. the Imomena Hills through the Vohven Jungle. Zenshahn (zen shän): Westernmost Zazahni city located Kazullagh (ka zoo läg): A city in Ul-Karg. on the Zhano-mewhi Bay. Krimppatu Mountains (krim pä too): The western Zha-nehzmish (zä nez mish): Capital of Ahznomahn. portion of the Dashahn-Tanezh mountain range. Zhano Headlands (zä nO): The northern terminus of the Lozhen Mountains (lO zen): A dozen active volcanic peaks Dashahn Mountains. within the Imomena Hills, on Svimohzia. Zhano-Mewhi Bay (zä nO myoo hE): Large bay near Ul- Menamo Hills (me nä mO): The ring of hills that define the Karg characterized by black sand beaches. eastern Meznamishii border. Zhanohven (zä nO ven): A Zazahni city. Mewhi Marshes (myoo hE): Swamp in southwestern Zomo-wim (zO mO wim): Ozhvinmishii city near the Zazahni. Awhom Forest. Mewzhano Bay (myoo zä nO): Rocky inlet of the Straits of 20 Svimohzia. Mezh-Vowmi Isle (mez vO mE): Island where the Ahznomahnii capital, Zha-nehzmish, resides. Chapter Four: the Kingdom of Meznamish

Miznoh deaths of thousands of innocent citizens and to take part in the bloody business of destroying the communities in the forests of Even today, many Meznams disagree about Miznoh's true Mewzhano’s former home. While a hero and a popular figure, appearance. Some claim he stood 7 feet tall, wielded two he was still human, and prone to selfish desires and petty greatswords and rode on the back of a dragon. Others claim a revenge. halo of fire surrounded his head. Still more state that his mere Miznoh’s crusade required some fifteen years to complete. voice compelled men to lay down their swords and weep for Over this time, he conquered all the lands between the bay, the their arrogance. Of course, these are the embellishments attrib- southern hills to the Vohven Jungle and all the lands east of his uted to a great man by an adoring populace. grandfather’s former woodland home. The king owed his Miznoh was, in fact, an average man of ordinary build and successes to many factors, the most obvious being his superior physique for his station, with dark skin and coarse black hair weaponry. The iron swords cut through the wooden and bone worn in long braids. Granted, he was attractive, strong and blades of the primitive tribes with ease, and iron armor proved athletic, but there is no proof he had supernatural qualities that impervious to the flint spears and arrowheads. With the lent him aid in his efforts to forge an empire. However, he did military advantages of superior arms, Miznoh swept through have an aura of confidence that enabled him to gain assistance settlements with impunity. from the families of Mewzhano’s eastern home. He also had Another deciding factor in Miznoh’s victories was the dwarven intimate knowledge of dwarven customs and enjoyed many ties assistance in their conquests. The dwarves developed combat with these people. tactics and techniques centuries before the founding of the Unfortunately (or fortunately, depending on whom you ask), Meznamish Empire, and were experts at fighting giants and the would-be emperor had a dark side. Conquest and glory ogres, as well as knowledgeable in employing fire at range. Wattle consumed him, driving him to commit unspeakable acts in the and daub huts easily catch fire, and whole towns burnt to the name of destiny. Using his natural skills of leadership, he ground without Miznoh’s army having to once draw their swords. compelled his people to mount campaigns resulting in the Possibly the most important component to Miznoh’s forces, however, was the discovery of the "highland dancer" horse. Miznoh recognized the value of these horses, and commanded his men to gather and train the steeds for fighting. After a year of training, these steeds completed Miznoh’s army and allowed his forces to cover vast distances quickly. It is said that Miznoh saved his grandfather’s forest for last, wanting to savor all the destruction while giving the people nowhere to run. With the rest of the island well in hand, he pressed into the forest, burning and destroying all villages between him and his goal, the tribe of his grand- father. When he arrived, the village offered an unconditional surrender, but Miznoh would have none of it. Instead, he passed through the walls and butchered man, woman and child. With the killing done, he commanded his forces to burn the town and salt the earth, so that nothing would grow thereupon for many years. Then, from the bones of the dead, he built a mound to serve as a reminder to those who would defy the mighty Meznamish Empire. Though the monument has long succumbed to vandals and to the elements, explorers and archeologists can still mark the haunted ruins of these settlers by the lack of growth. Miznoh realized he could never govern the 54 entire empire by himself due to lack of an effec- tive infrastructure. To ensure his continued rule, Chapter Four: The Confederacy of Ahznomahn

REGIONAL FESTIVALS festival to an ancient defeat of a dragon, slain by some forgotten Daresvim Day: The second Pelsday of Declarations is a great folk hero. holiday for merchants, where they acknowledge the great Regardless of its origin, the Week of the Snake always occurs Duchess Daresvim and her esteemed rule. The Home in the third week of Snowfall and only in rural territory, where Foundation began this holiday to celebrate the Duchess’ the Zassho bloodline is purer and the memories of a time before birthday instead of her wedding anniversary, as she never the zurenas are clearer. Each day, a group of performers dress in married. While Ahznoms have all but erased the legacy of paper costumes, appearing as monstrous snake creatures. They dukes, as a whole they still revere the Golden Duchess, for she march through the streets, where at the end of their march they established Ahznomahn’s cultural identity as a nation of wealth. mock-sacrifice a different young girl. Always watching on is the Gold streamers decorate the major thoroughfares. Passion hero, a masked figure with exaggerated features, with stern eyes plays featuring the Holy Mother bestowing blessings on the and long black hair. After each "sacrifice" he shakes his spear at young duchess are a central attraction in Zha-nehzmish, with the mocking snake-men, to the boos and catcalls of the gathered young girls desperate to play the role of the Daresvim. Other crowds. The monsters respond with outrageous roars and plays recount the duchess’ wisdom, her successes and victories, boasts. On the seventh day, as the snake men mount the steps to although embellishments modernize the tales to reflect the the altar, the hero springs out from behind the altar and a great current political climate, such as by increasing the role and combat ensues, where the hero defeats all the snake men, who importance of the merchants. then "flee" the town. The mainland does not recognize this holiday to the same LASS ESTIVALS extend as Mezh-Vowmi Isle. The successes and victories of C F Dawn of the Storms: Ahznomahn suffers from severe Daresvim never affected the people of mainland territory, and spring storms, wreaking havoc on the mainland and, with the unrest to the south, there is little time or interest in commemorating a holiday most perceive as frivolous and sometimes, on Mezh-Vowmi Isle. In a superstitious effort to counter to the ideology of the modern nation. protect their investments, many merchants and zurenas "pay" The Week of the Snake: An ancient holiday inherited from the Storm Lord and the Creator of Strife to spare their ships. the Zassho natives, the origins of this elaborate mainland These payments include a handful of gold cast into the celebration are lost in antiquity. Most scholars believe it marks Kalamaran Sea after a brief pilgrimage. Dawn of the Storms the liberation of humanity from the purported reptilian occurs just before the Festival of Breakfast. Impious and canny masters. Other, more conservative, historians chalk up the thieves, well aware of these pilgrimages, lie in wait to harvest the coins after the merchants depart, although the Minions of Misfortune living on the surrounding islands prey upon those thieves in turn. The lucky can make a fortune, while the unlucky lose the salt of their bodies through a terrible ritual at a secret Temple of Strife.

Birth Customs The birth of a child is a blessing and an auspicious sign of good fortune. The mother makes weekly ritual prayers to Moimivam the Holy Mother, Shanano the Pure One and Movan the Fate Scribe to ask for an easy and live birth. Mothers make these ritual prayers to help prevent Namona the Mistress of Spite's attention. Shortly after the child’s birth, the whole family turns out for the event and all members donate gold for the child’s care. This celebration is expensive, for the mother must house all of her family members, either in her own house or in hostels. However, the gold she gains from her family members usually more than compensates for the additional burden. At the end of the celebration, the parents take the child to register at the Parish of the Prolific Coin and pay a tithe for a blessing from Gohlnim the Landlord to watch over the child. 106 The tithe always comes from the family’s gifts and is at a gold equivalent of 20% of its value. The Profiteers claim the tithe is to Spies in snake masks... or worse? purchase the child from the Landlord. Chapter Five: The Confederacy of Ahznomahn

The Temple of the Stars is a tall building overlooking the Zha, Umhul is said to be one of the foremost diviners in the docks. Holy symbols, murals of distant lands and religious world. Umhul gained his post at the University in 352 C.M., imagery dominate the cathedral’s exterior. Inside are beds, an heading the department of astronomy. Here he taught only a altar and a pulpit for the high cleric to perform her daily rituals. few classes as most of his time was consumed in research. A Despite its size and placement, it remains in the figurative diviner by trade, he found the life of a scholar useful although shadow of the Parish of the Prolific Coin. teaching was not really for him. Other faiths are also important in Zha-nehzmish. The He retreated to a small villa on the quiet, northern, older side majority of their temples and churches are situated in the of the city, away from the stink of the docks. For many years, he Merchant's Quarter, which boasts temples dedicated to all spent his time in study, continuing his passion for astronomy religions found in Tellene. Good and neutral clergies line the and only descending to help those who come to him in need. streets with a few temples dedicated to the Overlord, the Aside from the occasional visitor, Umhul largely ignores devel- Harvester and Souls, and more. The proximity of the faiths to opments and politics in the city, with his only connection to the one another sometimes erupts into conflict, as followers of the elite through his usefulness as a diviner. respective faiths are openly hostile to one another. Most of the Umhul is a retiring man in his seventies, bald of head and darker religions have smaller, secret temples in basements and with dark brown, nearly black skin. Time and drink have not alleys throughout the city. been kind to Umhul, as he is now severely stooped, his former Mages and Sages: When one needs information in Zha- imposing height reduced to that of a bent old man. He is fond nehzmish, one need only look to the University of Zha. Here, of brandy and spends a considerable sum to supply himself with information, libraries and sages are all at hand. For individuals this drink. Despite his addiction to drink and his advanced seeking obscure knowledge, forbidden spells or other type of years, Umhul is still a brilliant diviner and scholar and his information, a few discrete inquiries and well-placed coins can services are in high demand throughout Zha-nehzmish. turn up anything anyone would want to know (although There are many gifted spellcasters in the city. From the street accuracy is not guaranteed). With all this knowledge available, mages and entertainers, to the Basiran dancers and spellsingers, it is well protected and expensive, guarded by people who just about any type of arcane magic is present. A small and would see to it that some secrets are well kept. The great school powerful guild of wizards keeps residence on Daresvim Road, just has experts on all the major subjects, from planar theory to past Gold Boulevard. The Wizard Guild of Zha competes with the ancient Svimohzish literature. University to draw students, but not overtly. The contest between However, if one needs guaranteed accurate information, the the two schools always occurs beneath the notice of the average price is high and there is only one certain source: Umhul citizen, and despite the pleasantries, a powerful animosity exists Mezahn (LG wizard 16). A former professor at the University of between the two organizations. In comparison to the poorly

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139 Chapter Seven: the Kingdom of Ul-Karg

DOMESTIC POLITICS Dark One called rag-urkka, or “honored high cleric.” Aside from being the religious leaders of the state, urkka are also members Ul-Karg sees the continued human presence as an affront to of the Kargi military, holding ranks in accordance with their their right to rule the island, and all recent military advances facil- ranks in the church. Most urkka serve as soldiers, although itate the formation of the greatest army in Svimohzia’s history. having higher status than that of regular army soldiers. King Krarag-Randatk is also expending many slave lives and much gold to build roads throughout the country. He sees a powerful infrastructure as vitally important for moving troops Kargi Castes Name Peoples and supplies to the front lines. Though substandard compared Rokk-barg Slaves to the imperial roads in Kalamar, they will be good enough to Gethrok-gul Commoners move equipment year-round. Kazzak-marg Soldiers The next aspect to prepare for war is to expand and develop Golma-bek Clerics Ul-Karg’s military. Though the soldiers are fearsome, the king Grokka-marg High-ranking officers Brog-urkka High priests (high-ranking clerics) does not want to repeat the debacle of the Dwarf-Human War. Brog-kronagh Kronagh (Grand Dukes) Instead, King Krarag-Randatk has developed stronger tactics and Kathrak (King) that involve war machines, better arms and weaponry, and a stronger strategy (with numerous contingencies). A military The next caste is the grokka-marg, or “group of leaders.” genius, King Krarag-Randatk aims to win and not to stop until Consisting of the Kargi officers, including the kurgaz, or “under- the entire island is under his domination. general,” arkkad, or “captain,” and the urbrok, the “high soldiers,” While the king’s goals are laudable indeed, they cannot they are responsible for tactics, field command and the applica- happen without a strong internal economy. King Krarag- tion of the ruling caste’s orders. All members of this caste hold Randatk works to make Ul-Karg attractive to Brolenese slavers positions in civilian society, as heads of the secret police or in an with its open-air markets, enthusiastic buyers and free-flowing advisory role. Kurgaz have a defined role and often serve as gold. Cattle ranches in central Ul-Karg produce excellent beef judges, but will accept bribes to influence an outcome. that can compete with Zazahni markets, while Kargi-bred The lesser cleric caste, golma-bek, or “holy ones,” follows as the steeds are as graceful and powerful as the highland dancers of fourth caste and its relationship to the grokka-marg is similar to the east. Moreover, with the increased demand for slave labor, the high priest and ruling castes. These clerics manage the daily Brolenese and Mendarn merchants are becoming common affairs of the Church of Endless Night, such as ministering to sights in all of Ul-Karg's urban centers. the faithful, performing rites and ceremonies and all the

STATUS The ruling caste is the top of Kargi society. Comprised of the kathrak, or “king,” and the kronaghs, or “Grand Dukes,” their word is law. In addition to the king and his dukes, all tribal leaders fall into this category as well. Combined, they form the ruling council, the squad of brog-kronagh (“captains”). The ruling caste oversees the military and civil government. As military leaders, the kathrak is the commander in chief of the military. He makes all decisions of war, but may delegate these tasks to his seconds, the kronagh who, in turn, may delegate responsibilities to his underlings. While the word of the king is still absolute, he is expected to consult his seconds and the religious leaders before taking any dramatic actions. As for civil leadership, the kathrak is the head of the government, and the kronagh serve as his advisors. They make all policy decisions, although just as in the case of military decisions, they may delegate many concerns to lesser officials. Beneath the ruling caste is the brog-urkka, or the “squad of high priests.” It consists of the urghaz, “teacher of wild men,” who is the Kargi Nightmaster, and the highest-ranking cleric of 172 each of the tribes stands at the top of this caste. Those in service to the Dark One can hold a seat on this council. Other high- ranking clerics make up the urkka, with those in service to the Chapter Eight: the Kingdom of Zazahni

Svizhor beautiful as they unfold, with bright House colors arrayed HOUSE RANKS Houses against the other. Lands: This entry describes lands under the house’s direct A House’s rank reflects its Descending from control. Borders shift as skirmishes erupt throughout the economic, military and social strengths members of the fractured land, so this entry refers only to their home popula- when compared to other houses. former Svizohr caste, Currently, in order from greatest to tion center. If none, the house is likely attached to an estab- the dukes, also called least powerful, these houses are as lished House, or living off the land (often as brigands). warlords, vie for follows. Taxation: As Zazahni lacks a formal government, each lord control over Zazahni. claims a certain amount of wealth from his citizens. Under each Major Houses As the last territory entry, there is a percentage and frequency. Paper is scarce, so House Whanavi conquered, and as the House Inawhil records are hard to keep. Lords just claim a percentage of a territory bordering the House Dovizhem citizen's worth. Unusual tax collections are noted individually. House Ewheshosvehz Vohven Jungle, Alignment: The overall alignment of the house and leader. House Whishimvish Miznoh named more Allies: Those nobles listed here are those loyal to the house, House Zhahesh Svizohrs in this former and does not include houses that are simply friendly or tolerant. House Whoshom duchy than he did in Enemies: Those nobles listed here are the sworn enemies of the other two areas. Minor Houses with a claim the house, those who either are at war, or are plotting war. Duke Whenshomi He carved up Zazahni Duke Whazha into small baronies to HOUSE ANIHM have the greatest Head of House: Baron Anihm Minor Houses concentration of Colors: Black, brown, purple and yellow House Mashen House Ushohz warriors in this region. Lands: Hahshahn (27°50’N, 13°0’W; map area 1) House Hashaphesh What Miznoh did not Taxation: 18%, yearly, net worth House Ehezna foresee was the break- Miltary: 68 heavy cavalry, 118 light cavalry, 35 hobilars, and House Imazsvow up of the empire, thus 20 archers House Awhasha precipitating the disin- House Anihm Alignment: LG House Ogohly tegration of the Allies: Dovizhem III House Whanhez Zazahni duchy. Now, Enemies: Ewheshosvehz, Imazsvow, Inawhil, Mehesh, House Whonoh of the original sixty- Monohz, Whanhez, Whoshoeh, Zhehzvem, Zhoshorohz. House Whoshoeh three Svizohr families, Baron Anihm (LG paladin 6) pledged service to Dovizhem II, House Monohz there are only twenty- House Havam and despite the losses and subsequent break-up of the allied House Mehesh seven competing forces, he remains true to his vow - a loyalty that rewarded him House Zhehzvem families left, with just with no shortage of foes. He sends small patrols of his troops to House Vuy seven seeking to place patrol Dovizhem III’s lands, to watch for enemies and assassins. House Zhoshorohz the head of their house House Whanohz on the throne. HOUSE AWHASHA Eighteen smaller Head of House: Count Awhasha houses have declared Colors: Brown, blue, yellow and red neutrality, or have bound their house to another. The remaining Lands: Zozhwahni (28°10’N, 10°25’W; map area 2) two, although weak and insignificant on their own, buttress Taxation: Flat 3 cp per month. their poor resources by making alliances with other houses and Miltary: 68 heavy cavalry, 119 light cavalry, 36 hobilars, 20 allowing them to compete for the right to the throne. archers Each of the following entries includes brief details of the Alignment: LN warlords fighting for the throne, and provides the basic infor- Allies: Ehezna, Hashaphesh, Monohz, Whenshomi. mation needed to run a campaign in Zazahni. Major lords, like Enemies: Anihm, Havam, Mehesh, Whazha, Whishimvish, Duke Dovizhem III, may also be listed in the section "Who’s Whoshoeh, Zhehzvem. Who in Zazahni," above. Each house includes the following Duke Whenshomi has several loyal supporters, and Count information, organized by the head of the family: Awhasha (LN aristocrat 10) includes himself as one of them. Colors: Like Meznamish, Zazahni nobles use colors to Seeing strength and numbers, no matter his regular disagree- signify their House and status. Their soldiers wear uniforms ments with his liege, he tied himself to the Duke because of the incorporating the same color, and on the battlefield they wear enemies surrounding him. Once a supporter of Dovizhem II, short flags on their backs to help identify friend from foe. Thus, he distanced himself from the other Duke after the debacle at 191 Zazahni warriors are colorful, and wars, while terrible, are Zenshahn. He fields soldiers against Havam, who has raided his lands and freed his slaves. Chapter Nine: Western Svimohzia and the Vohven Jungle

The jungle itself reacted to the foreign presence. Great RACES AND NATIONALITIES lizards and other monstrous plants and animals attacked with Some sages believe that all life originated in the Vohven. eerie precision, as if guided by some intelligent force. In short, After all, most sentient races in Tellene have a presence in the the war was costly and foolish, setting back the nation’s cultural jungle, from savage humans to hobgoblins, and even a few and societal advances back a century and setting the stage for a dwarves (though no jungle dwarves have been seen in over a reactionary and evil government to seize the empire. century). The dominant races are humans, wild elves, yuan-ti The Vohven bled the Meznamishii Empire for almost 40 years and trolls, through stranger creatures also dwell here. Some of when the war marked the end. It was the sowing of these seeds the better known human tribes are detailed in Chapter One: that flourished into fracture and death of the following centuries. Races and Regions. However, the DM has dozens, if not From it, all doubts about the jungle ended; it is a place alive and hundreds, of options for this mysterious land. aware, dangerous and deadly, a mystery best left unsolved.

CURRENT DEVELOPMENTS The Vohven remains a mysterious threat, even today. After many ill-conceived plans to exploit the jungle for its resources, to conquer it as any other land, it and its inhabitants have always emerged the victor, repulsing colonization. For a century, the jungle stood quietly, with the occasional trader emerging from its depths to trade wondrous relics and artifacts uncovered from vine-choked cities in the jungle’s depths. No longer did the terrible lizards emerge to destroy civilization. The serpent men and their legions became a distant nightmare, forgotten by the warring kingdoms. However, that quiet is no more. The northern Vohven natives, particularly the wild elves, enjoyed peace with their Zazahni and Ahznomahn neighbors, trading exotic woods and herbs for finished products of civilization. Then, greedy slavers turned to this tree-shrouded land. With each raid, villages fell to sword and fire. The slavers rounded up the survivors and marched them the long distance to Ahznomahnii ports, where elven slaves carried high prices. Peace gave way to anger as the tribes worked together to destroy their human neighbors. The resentment and hatred spread throughout the jungle as far west as the Zhano-mewhi Bay. Old masters, the revenants of the past awoke and gathered armies of plant creatures, trolls and giants. As one cohesive force, the jungle awoke, and now the terrors of the past prowl the lands of the humans once more.

CUSTOMS AND CULTURE The Vohven Jungle encompasses many (perhaps hundreds of) tribes, each with their own belief systems, superstitions and values. Where one tribe might venerate a serpent idol, others may worship the spirits of their ancestors. Each tribe traces their histories from some particular event - some, perhaps, from the rumored Serpent Empire that once controlled Svimohzia, some from vast planar distances fleeing worlds of genocidal dangers, and others with forgotten roots.

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