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Magnamund (pseudo-Latin for 'Great World') is the most important planet in the setting of Lone Wolf, Magnamund is the fulcrum of the struggle between the Lords of Good and Evil - the last world in Aon which has not fallen to the Darkness (under the god Naar) or been rescued by the Light (under the gods Kai and Ishir); the victor of this battle wins total domination over the plane of Aon. The land mass is split into the two continents of Northern Magnamund and Southern Magnamund, separated by the Tentarias strait.

Originally Magnamund comprised one land mass. During the Age of Chaos, when Naar sought to destroy the wise dragon Nyxator, Magnamund was torn asunder, and the Tentarias strait split the land into the two continents of Northern Magnamund and Southern Magnamund. There are many notable geographic features on Magnamund. Features of other worlds and places can also be found here.

The northwestern quarter of Northern Magnamund is the Darklands, a hellish wasteland ruled by the Darklords. It is in this terrible land that the Darklords create their armies and breed creatures of darkness.

The northeastern quarter of Northern Magnamund is the Lastlands, giving rise to the human nations of Sommerlund and Durenor. It is against these bastions of hope that the full might of the Darklords is directed, for if Sommerlund and Durenor should fall, the rest of Magnamund would fall in their wake.

The eastern third of Southern Magnamund is characterized by the Sadi desert and the Shadakine Empire. The tyrannical Shadakine Empire arose under the rulership of Shasarak the Wytch-king to conquer the free states of the south.

Northern Magnamund Anari – Neutrals Anari is a state of Northern Magnamund, situated east of the rolling plains that form the territory of the state of Slovia. Allied with Lourden, Firalond and Kakush, Anari is a republic whose terrain is that of hills and plains, bordered by both mountains and rivers. The state has few large settlements and is governed from the city of Tahou. Tahou itself would not be particularly notable, were it not built above the ancient city of Zaaryx, sealed from the world since the era of the Black Zakhan. Anari has often lived in fear of Vassagonia, its great eastern neighbor, with its territory being despoiled as recently as during the war against the Darklords. During this conflict, the city was besieged by both Gnaag's dark legions and the forces of Vassagonia, led by Zakhan Kimah. Thankfully, Kimah was himself defeated at the gates of Tahou by Kai Lord Lone Wolf and the arrival of Anari's allies sealed the fate of the invaders.

Bautar – Neutrals Bautar is a minor kingdom, situated at the broad bay into which the river Pforo feeds, bordering Chaman and Lourden. Bautar won the right to sovereignty in annals past, and maintains a robust military for so small a territory. An excellent brandy of high renown is made in Bautar, through a process jealously guarded. It may well be that Bautarian Brandy is the country’s finest and most successful diplomat.

Bor – Neutrals Bor is mountain range populated by dwarves, who met Kai Lord Lone Wolf just prior to the Fall of Blood Mountain. These dwarves are fiercely territorial, deviously clever, and expert at repelling invaders. The dwarves of Boradon export a thick and creamy ale with a pungent aroma and a taste of malted apples. It is so notoriously potent a psychedelic that some cities in Magnamund have banned importation of Boradon ale, for fear of the havoc it may cause. They also have crafted primitive guns. Provided they do not explode and kill the gunner, which happens often, guns are ridiculously effective in close combat. Mercifully, these guns are are staggeringly inaccurate at long range, expensive to build, and appallingly difficult to carry and maintain.

Caron – Neutrals The Rootstrangle Swamps of Caron are notoriously lethal. Locals employ a tzarg, a giant frog-like creature with an excellent sense of smell, for tracking and as scouts when traversing the brackish marshlands. Tzarg were initially bred by the Cener Druids to guide them through the swamps of Caron, and are ravenous creatures if not kept in check. The hazardous and exhausting Skardoz trail runs from Mogaruith through the Skardoz Mountains, directly into Caron.

Casiorn – Neutrals Casiorn is a city-state that borders Lyris and Cloesia. It is commonly known as the City of Merchants. A toa tree is the city's emblem. Quarlen is the contested border city between Casiorn and Lyris. Casiorn is much comprised of the Dry Main, a massive desert which holds dark secrets buried in the sands. Beware the claws and jaws of the fearsome Black Corvayl as you travel through Casiorn’s wilderness, but know the silky smooth fur is highly prized by furriers and is worth a small fortune in the markets of Casiorn and the Stornlands.

Chaman – Neutrals Chaman is a small, but bulwark kingdom at the mouth of the River Storne, facing the Tentarias. The capital of Gleesh is rumored to have the finest smiths of the region, and their smokesteel-making techniques are kept as a state secret.

Cloeasia – Neutrals Cloeasia is a semi desert nation in Northern Magnamund, smallest of the Lastlands. It maintains a shaky independance from Vassagonia, but it has lost much of its former lands, due to political and geological upheaval. This has planted a seed of bitterness in the heart of Cloeasians, but they remain a proud people, defiant of imperialists and tyrants.

Darklands - Servants of Naar The Darklands is the region of North-western Magnamund that the Darklords and their minions inhabit. The land used to be inhabited by many creatures during the Golden Age of the Shianti, but they were all wiped out, and even the land, sky and water became unhealthy to all but the Darklords and their creatures.

Arrival of the Darklords The Darklords, arriving on the planet Magnamund, found its natural ecology the be toxic to their makeup, and therefore quickly created a realm where the sun never shown and the land was reduced to a kind of toxic wasteland.

Fall of the Darklords In the wake of the Darklords destruction, left-handed magicians have attempted to reclaim these lands for natural ecosystems, but it appears that this work will take centuries to accomplish.

The Darklands cover most of Northern Magnamund, and border many nations, including Ixia and Sommerlund, with which they are separated by the Durcrag Mountains.

Helgedad, ruled by the Darklords is the capital city of the Darklands. A bridge of steel spans the Lake of Blood, which is a kind of spiritual inferno that burns the souls of those who are thrown in, fueling the city with their agony. Deep below the surface, near the level of the Lake of Fire, the Darklords' spawn was bred. It was there in the depths of Helgedad that Magnamund's greatest concentration of evil existed. The Tower of the Damned was the seat of the Archlord in the city.

The vast city-fortress was constructed on a granite island in the middle of the Darklands by Giak slaves of Archlord Vashna, though he never lived to see the city's completion. His successor, Zagarna, oversaw the final construction, and he also initiated the creation of eight other city-fortresses in the Darklands.

Lone Wolf infiltrated the city in 5075 MS, killing Darklord Taktaal and defeating Darklord Gnaag in single combat. He then placed a bomb under the transfusor that powered the Tanoz-Tuk'or, devices that allowed the Darklords to live outside the Darklands and personally lead their hosts in battle. Lone Wolf escaped on the back of Lord Gnaag's Imperial Zlanbeast, and the city of Helgedad was leveled.

Delden – Neutrals Delden has a troubled history with her neighbors: pressure from Talestria to join the fight against the Darklands, aggressive incursions from Eldenora and Salony. Deldenites do not regard their neighbors with kindness, and they do not spill their blood in what they see as a problem for the Lastlands to handle.

Dessi – Allies of the Sun Dessi is a tropical land ruled by magicians of the Old Kingdom who practice Old Kingdom magic. Their magocracy may draw foreign disdain, but it is much beloved by the Dessian people, as they take an active role in protecting their citizenry from the ravages of roaming Chimera. Dessi has a long and colorful history of conflict with the Shadakine Empire to the south and the Vassagonians to the north. Now that the wizard Grey Star has toppled the brutal Shadakine regime and Vassagonia is in turmoil following the defeat of Zakhan Kimah by Kai Lord Lone Wolf, Dessi looks to transform their tall jungle timbers into an empire of ships at sea.

Durenor – Allies of the Sun Durenor is known across Magnamund as the home of the Knights of the White Mountain. They are the eastern ally of Sommerlund, who kept the Sommerswerd at their capital city of Hammerdal. Lone Wolf traveled there to retrieve the Sommerswerd, which he then used to defeat the Darklords.

Eldenora – Neutrals Evil Lord Vandyan of Eldenora unearthed the lost secrets of rune magics used by Agarash the Damned during his ancient conquest of Magnamund. Empowered by his discoveries, Vandyan unleashes his armies upon the peaceful realms of the Free Alliance with swift and devastating effect. Lone Wolf, Supreme Master of the Kai, led the crusade to defeat Vandyan before all Magnamund succumbed to his tyrannical rule, by infiltrating Skull-Tor, Lord Vandyan’s stronghold, and destroying the ancient runes from which he drew his evil power. Eldenora is currently engaged in a bloody civil war to determine the new monarch. The self-appointed leader of Eldenora and Duadon is named Lutha. He may have a pointed beard and a moustache that is trimmed to perfection, but his unusually pale skin and dark, wicked eyes do not endear him to the common folk.

Eru – Allies of the Sun Known as the home of the Eruan Pathfinders, Eru is a mountainous and forested country on the coast of the Tentarias in Northern Magnamund. While it has great mineral wealth, it is very sparesely populated and prior to the Battle of Cetza, the tiny Eruan army had been unable to defend from Drakkarim raids from the Hammerlands. The capital city is Humbold.

Firalond – Neutrals With Anari, Kakush and Lourden as allies, Firalond has stood strong against Vassagonian invasion. The Firalondi have a long and proud martial tradition, and their knights are among the finest, fiercest cavalry in the known world.

Ghatan – Servants of Naar These once proud kingdom of enlightenment, poetry and philosophy is now not even a distant memory. It was laid low by constant, brutal invasions of the Darklords and their allies. It is now populated entirely by Drakkarim, and the descendants of their bastard children born from Ghatani women. The Ghatani simply no longer exist.

The Hammerlands – Servants of Naar Once the home of a great dwarven kingom, the Hammerlands are now peopled with the servants of Naar, who live in the great stone- wrought castles and towns the dwarves built. This drove what few surviving dwarves there were into the mountains through the Vale of Nurog into the Great Bor Range. Fortunately, the dwarves held a great mountain redoubt at Boradon, beyond which exists fertile mountain valleys to sustain their people and access to the Droradin Trough through Port Daw. In this grand defensive structure laden with well- engineered deathtraps, dwarven crossbowmen and catapult crews held the outer barbican and slew Drakkarim in the thousands. The Darklords were then forced to weigh the cost of exterminating the dwarves, and found the price too dear to pay.

Ixia – Servants of Naar Ixia is a small peninsula in extreme Northwestern Magnamund that was conquered by the Deathlord of Ixia thousands of years ago. An icy, desolate wasteland that for 10,000 years has been the domain of Lord Ixiataaga--Masterlord of the Dead, remained in unfrozen death until Lone Wolf destroyed the Deathlord, and the region began to live again. Its capital is Xaagon.

Kalte – Neutrals Kalte is the arctic region of Magnamund where Lone Wolf quests to bring Vonotar to justice.

Kakush – Neutrals A southern neighbor and ancient enemy of the Vassagonians, Kakush is famed worldwide for their yew bows and skilled archers. In allegiance with Anari, Firalond and Lourden, Kakush has repelled invasions by Vassagonians time and again. Kakush is home to the remarkable Volko berry, which is greatly prized by alchemists.

Lakuri – Neutrals

The island chain of Lakuri has long been the refuge of pirates and cutthroats. Cutlass Vhar is considered the most violent Lakuri pirate captain in history, deadlier even than Plunderer Khadus. In MS 4190 he united the Lakuri pirates into a military power and plundered merchant ships. He was killed by Shuval, dropping with no fewer than 38 wounds on his body.

Lourden – Neutrals The westernmost ally of Anari, Firalond and Kakush against the tide of Vassagonian invasion, Lourden is a verdant and pastoral land, whose rich fields yield a bountiful harvest. There remain dark cabals in Lourden that no amount of heroism has been able to thwart, and it is rumored the Cener Druids plot against the monarchy.

Lyris – Allies of the Sun A small nation, but filled with fierce patriots, Lyris rules territories south of the Maakengorge. Though geography largely shields them, Lyris has weathered many brutal incursions of giak war parties. To combat them, Lyris has developed a training program which produces the finest scouts and special forces known to the northern continent. As the saying goes, “Lyrisi, Lyrisi, last thing you’ll never see.”

Magador – Neutrals Atop Vanagrom Knoll in the center of Helgor, sits the fortified château of Magador's dark ruler. Upon a silken pillow sits the Slavemaster, a human who became a high-ranking servant of the Darklords of Helgedad, and later became President of Magador. Magador is a dark and sinister place, but the inhabitants have strangely shifting loyalties for those so close to the door of the Darklands at Nadgazad.

Maakenmire – Servants of Naar Maakenmire is home to the Gourgaz: large, grey scaled, cold blooded, carnivorous, intelligent, reptilian creatures. Gourgaz secrete, from the underside of their tail, an oil whose molecules, when inhaled by Giaks, reacted with other molecules in their bloodstream, driving them into a frenzy of courage. Thus they were used by the Darklords to lead Giak battle units. The gourgaz’s favorite food is human flesh, and they are immune to Mindblast. The Maakenmire itself is a hellish stew of lake and swampland, armored by the Maaken range. Many a poor soul on the road from Ruanon to Kadan has been slain by the inhabitants of this wicked land.

Naogizaga – Servants of Naar Naogizaga is the desolate, dusty plain surrounding Helgedad.

Nyras – Servants of Naar Nyras is a region of Magnamund which the Nyras Scepter was created in, the very same Nyras Scepter was that held the Doomstone of Darke.

Nyvoz – Servants of Naar Nyvoz is a Drakkarim nation to the east of Nyras. It is mainly forested wilderness, having very few permanent settlements and is extremely under-developed.

During the Golden Age of the Shianti it was a bandit nation, populated by outlaws seeking refuge from the Shianti, with the appearance of the Drakkarim it was invaded by them, and has stayed as a Drakkar territory since.

Ogia – Servants of Naar Ogia is a hilly region on the northern borders of Talestria, Ogia has long been a region controlled not from Xanar (its capital) but from Helgedad. A policy of armed vigilance was not enough to deter the Darklords from filling Ogia with their forces prior to launching their great offensive against the Freelands (the spearpoint of reached as far as Anari before being defeated). Today Ogia is just as unfriendly as in the era of Darklord control, yet is significantly less populated.

Palmyrion – Allies of the Sun In a region of Magnamund plagued by civil strife and petty power struggles, the Republic of Palmyrion stands like a beacon to justice and sanity. Her strong elected government and her massive regular army guarantees the defense of her borders, and the continued support of her ally—Talestria.

Ragadorn (in the Wildlands) - Neutrals An area of wasteland situated to the southeast of Sommerlund that was formerly part of Cloesia. This region was laid to waste during the formation of the Maakengorge and the subsequent geological upheaval. Ragadorn, by virtue of its coastal location, was the only Wildlands city to survive this geologic upheaval, and inhabitants survive largely by fishing. It's not too far from Ruanon and is a part of the Ruanon Pike. It's too much of a wasteland to find meals by hunting.

Ruel – Servants of Naar Ruel is a small, heavily forested country to the South of the Stornlands. it is inhabited by the Cener Druids and their Vazhag minions. After the fall of the Darklords it became a refuge for the remnants of their shattered armies.

Salony – Neutrals

Sommerlund – Allies of the Sun Home of the Kai Lords and the Brothers of the Crystal Star, Sommerlund is a country where dwell the Sommlending, a race of fair skinned humans with exceptional fighting ability.

Sommlending is their native language. Known as the Sommlending, the native peoples of Sommerlund were created by the God Kai and the Supreme Goddess Ishir. They are said to have come from the Northern Void in MS 3434 led by King Kian. They were created in response to the continuous conquests of Magnamund by the Darklords of Helgedad. They were created to have talents beyond that of other peoples, and were gifted to grow even beyond their fortunate births into Kai Lords. They were also gifted with the Sommerswerd, a magical artifact of huge power that can only be wielded by a Sommlending.

The country is situated on the northern continent of Magnamund in the northeastern corner. It is a sunlit land of verdant hills, deep forests and rich farmland. Its principal cities are Holmgard, Toran, Anskaven, Tyso, and Ruanon. It had been the Darklords' bane since the time of King Kian.

Skaror – Servants of Naar

Slovia – Neutrals Slovia is a nation in the Stornlands region of Northern Magnamund, it is the largest nation in the Stornlands region and is regularly embroiled in war with the other Stornland nations, however, it is closely allied with the neighbouring Republic of Anari. The capital city is Suentina.

Tadatizaga – Servants of Naar

Talestria – Allies of the Sun Talestria is a realm of Magnamund.

Valerion – Neutrals

Vassagonia – Neutrals Vassagonia is a desert realm far to the Southeast of Sommerlund. It has played a predominant role in the fate of Northern Magnamund. It has switched sides many times, depending on the leanings of the leader at the time. It is considered a major regional power. This country is known for its vicious political intrigue and battle-hardened warriors; Barraka originated from here. Vassagonia is ruled by a "Zakhan", akin to a king. The Sharnazim are the elite Vassagonian guard.

Zaldir – Servants of Naar Zaldir is a small Drakkarim nation in the far west of Magnamund, it's capital is Shypder.

During the Darklord's reign Zaldir was ruled over as a fief of Darklord Gnaag.

Zaldir was reconquered by Lencia shortly after the demise of the Darklords, after Zaldir's fall, the Drakkarim fled into the Hardlands.

Southern Magnamund Andui – Neutrals

Azanam – Neutrals Azanam is a nation in extreme southern Magnamund. It is covered by a forest of giant azawood trees known as the Cloud Forest. It is inhabited by the Kundi and by beasts known as the Cave Mantiz.

Bhanar – Neutrals

Boden – Neutrals

Chai – Neutrals

Cincoria – Neutrals

Forlu – Neutrals

Halia – Neutrals

Ilion – Neutrals

Isle of Lorn – Allies of the Sun Home of the Shianti, Isle of Lorn is an inhospitable rock in southern Magnamund that lies in the Sea of Dreams. The Shianti exiled themselves here after their vow to Ishir, thus ending the Golden Age of the Shianti.

Kasland – Neutrals

Kaum – Neutrals

Kelderwastes The deep and terrifying forests of the Kelderwastes are home to the elves, refugees from the Dread and Wicked Thicket. From there, they have spread far into distant lands, as merchants, ambassadors and sellswords.

Klarnos – Neutrals

Korli – Neutrals

Lencia – Allies of the Sun Lencia is a freestate in far western Magnamund, it is counted as being in Northern Magnamund although geographically it is in Southern Magnamund.

Northern Lencia, the part of Lencia in Northern Magnamund was lost to the Drakkarim in the Darkdawn War and became Nyras and Zaldir, but 2000 years later King Sarnac of Lencia reclaimed Northern Lencia.

Lissan – Neutrals

Lunarlia – Neutrals

Mhytan – Neutrals

Rezovia – Neutrals

Sadi Desert – Neutrals Home of the Masbaté.

Shadaki – Servants of Naar Shadaki is a region of Southern Magnamund where much of the story of Grey Star the wizard takes place, as well as the second half of Lone Wolfs journey to give the moonstone back to the Shianti. This is the region from which the Shadakine Empire was based during the reign of Shasarak.

Siyen – Neutrals

Starn – Neutrals

Suhn – Neutrals

Taklakot - Servants of Naar A once mighty nation located in the Mountains of Morn, the nation was visited by Shasark who brought them the Sun Stone. One day the power in the stone was released and the nation and the race who dwelled there were wiped out. All that remains is what is now Desolation Valley. The city of Gynamia is the only city left from the civilization as it was protected from the blast by the mountains. Today, the city is known as the Forbidden City.

Telchos – Neutrals

Vaduzhan – Neutrals

Groups Allies of the Sun, Servants of Kai and Ishir Lastlands (Sommerlund and Durenor); Dessi; Eru; Lencia; Lorn; Palmyrion; Talestria

Neutrals Anari, Andui, Azanam, Bautar, Bhanar, Bor, Boden, Caron, Casiorn, Chai, Chaman, Cincoria, Cloeasia, Delden, Eldenora, Firalond, Forlu, Halia, Ilion, Kalte, Kakush, Karnali, Kasland, Kaum, Kelderwastes, Klarnos, Korli, Lakuri, Lissan, Lourden, Lunarlia, Lyris, Mhytan, Magador, Ragadorn, Rezovia, Sadi, Salony, Siyen, Slovia, Starn, Stornlands, Suhn, Tadatizaga, Telchos, Vadhuzan, Valerion, Vassagonia, Vaduzhan, Wildlands

Allies of the Dark, Servants of Naar Darklands, Ghatan, Hammerland, Hellswamp, Ixia, Maakenmire, Naaros, Naogizaga, Nyras, Nyvoz, Ogia, Ruel, Shadaki, Skaror, Taklakot, Zaldir

Historians on Magnamund record history around the creation of the moonstone. Events that happen before the creation of the moonstone are remembered as the number of years before the creation of the moonstone followed by MS (MS = moonstone). Example: the Age of the Dragons started approximately 12209 MS or 12,209 years before the creation of the moonstone. Anything that happens after the creation of the moonstone is recorded as MS followed by the number of years after the creation of the moonstone. Example: Landar is born MS 5036 or 5036 years after the creation of the moonstone. 0 MS or MS 0 is the year the moonstone was created.

The Moonstone The Moonstone is a magical artifact created by the Shianti in the game book series Lone Wolf. The moonstone is woven from the fabric of the astral plane of Daziarn by the Shianti. When the Shianti attained the level of knowledge they required, they crystallized their knowledge in the form of a translucent gem. It combines the might and wisdom of all their wizardy. All of time in Magnamund is measured from the date of its creation. It is able to create Shadow Gates. So disruptive was its influence on the planet that it was sent into the Daziarn realm.

The Moonstone was twice used since, once by Grey Star the Wizard to free the people of Southern Magnamund from Shasarak, and the other was when agents of the dark God Naar stole the stone and gave to him to dominate the planet with. Naar used it to create Shadow Gates on Magnamund and seal off the gods of good Ishir and Kai from sending reinforcements. Protagonist Kai Grand Master Lone Wolf discovered this and stole the artifact away from the dark god.

Despite Lone Wolf's hopes that it could remain in Sommerlund which was then experiencing "The Blessing of the Moonstone", he was then forced to give it to one of his Grandmasters, who journeyed thousands of miles through Southern Magnamund, returning the Moonstone to the Shianti, who promised to deliver it into the hands of Ishir herself.

Age of Creation 15,000,000,000 MS Peace of Ishir. Creation of Aon and Daziarn. 11,867,000,000 MS Halcyon is the first planet of Aon to be conquered by Naar. 3,788,000,000 MS Ailendar, son of Kai, comes to Magnamund. Ailendar is killed by The Scarling.

Age of the Dragons (13000 MS - 10148 MS) The God Kai sent the first beings to claim Magnamund for good. Nyxator was told by Kai that many of the sea dragons that followed him were turning evil, so in 12750 MS they went on land and created the city of Cynx. In 12209 MS he also created the Lorestones to preserve what he had learned. The false dragons, minions of Naar, waged war on Cynx and destroyed it and succeeded in killing all the sea dragons except Nyxator who fled to the center of the planet in 10148 MS. 13000 MS The Age of the Dragons begins; Nyxator is born. 12750 MS Dragons emerge from the oceans on Magnamund. 12209 MS Nyxator creates the lorestones. False dragons are born from Naar’s blood. 11890 MS The War of the Wyrms takes place. 10869 MS Cynx is destroyed by the false dragons, Maligna and Sinnigar. 10148 MS Draconic holocaust caused by Maligna and Sinnigar kills all the true dragons except Nyxator; Nyxator is exiled to the core of Magnamund. the Age of the Dragons ends and the Age of Entropy begins.

Age of Entropy (10148 MS - 9000 MS) 10000 MS Age of Entropy begins, the lesser races of Magnamund migrate throughout the land and hide from the false dragons with the help of the old races.

Age of Chaos (9000 MS - 6700 MS) 9000 MS the Age of Chaos begins. Maligna is killed in battle against the other false dragons. The false dragons are then hunted down by the old races until their extermination. 8560 MS An earthquake creates the Tentarias, splitting Magnamund in two. 8011 MS Volcanic activity begins reshaping much of north and south Magnamund. The Rymerift is formed.

Age of Eternal Night (7000 MS - 4608 MS) 7000 MS The Age of Eternal Night begins. Magnamund falls into darkness after the aftershocks of the major earthquake that created the tentarias causes ash and debris to spew into the air. 6800 MS Naar sends the mindless ones to Magnamund to create Naaros. 6750 MS The volcanic reshaping of much of Magnamund ends. 6700 MS Agarash the Damned emerges from Naaros and conquers southern Magnamund 5000 MS The nations of Xiin, Raan, Sawathat and Carsas are destroyed. 4906 MS The great dragon Nyxator is slain by Agarash the Damned. The lorestones of Nyxator are captured by Agarash the Damned.

Age of War (4608 MS - 3572 MS) In 4608 MS, the Elder Magi appear to challenge Agarash and there began an age of constant war, lasting until 3572 MS with his eternal exile and the destruction of Naaros. In this time also, the Doomstones were hidden. 4608 MS The Elder Magi appear on Magnamund. The Age of Eternal Night ends and the Age of War begins. 4570 MS The Elder Magi enter Naaros and steal the lorestones of Nyxator from Agarash the Damned.

Age of the Old Kingdoms (3572 MS - 1600 MS) 3572 MS The war of one thousand years ends with the death of [{Agarash the Damned}]. The doomstones of Agarash the Damned are hidden. The Age of War ends. 3000 MS The Age of the Old Kingdoms begins. Cities are rebuilt throughout Magnamund. 2514 MS The Cener Druids release a plague that nearly wipes out the Elder Magi and Drodarians. 2000 MS Age of Awakening begins. Humans begin practicing magic.

Age of Awakening (1600 MS - 0 MS) "By chance" in the year 1600 MS, a shadow gate opened between the Daziarn and Magnamund and through it came a race of lesser gods, the Shianti. They had wandered nomadically through the Daziarn plane, looking for a place to call their home, and when they saw Magnamunds "unnamed lands", they decided they had arrived. The Shianti, having at first remained near the shadow gate they had emerged from, began to explore Magnamund and learn of its peoples all they could. After several centuries, they created an object out of the essence of the Daziarn, the sum of all of their knowledge and power, the Moonstone. So significant was its creation that all time on Magnamund is counted from its creation. The Moonstone was so powerful that the Goddess Ishir feared that humankind would remain forever in their shadow, unable to fend off the forces of evil. 1600 MS The Shianti come to Magnamund through a shadow gate. The Suulash also begin to travel to Magnamund through the shadow gates resulting in a war between them and the Shianti.

Golden Age of the Shianti (MS 0 - MS 3004) MS 0 The moonstone is created by the Shianti. The Age of Awakening ends and the Golden Age of the Shianti begins. MS 289 The Mythenish first settle in Vaduzhan. MS 675 The ruling household of Lord Margos establishes the Tianese state of Korli. MS 1007 The Vaderish peoples settle in the lands of present day Lencia. MS 1100 Start of the wars between the countries in southern Magnamund. MS 1199 Cincoria is established as a religious refuge from the doctrines of the grand duchy of Kasland. MS 1234 The small aluvian provinces unite to form the nation of Lunarlia. MS 1270 The city of Varetta is founded by the vaderish peoples. MS 1294 After being granted independence by Lencia, the Vaderish knights form Ilion. MS 1306 Halia is formed by Duke Saldor of Recantor. Ilion loses its southern foothills to a renegade criminal and other outcasts. MS 1309 The Nael peoples settle the area of present day Klarnos. The Great Plains War begins. MS 1366 The Nael people are defeated at the battle of Kaylasr Flat with Lunarlia ending their expansion during the Great Plains War. MS 1600 The House of Varnos came to throne in Talestria. MS 1620 The Great Civil War takes place in Vaduzhan resulting in the creation of Bhanar. Autarch Sejanoz takes the rulership of Bhanar. MS 1660 The Wars of Restitution takes place. The agarashi are pushed from the river valleys of Talestria into the Danarg. MS 1950 The wars between the countries in southern Magnamund end. MS 1968 The Druid Wars between the Herbalish and the Cener Druids. MS 2005 The Klanorians are defeated to the last man after invading Cincoria. MS 2591 The Drakkarim arrive in Magnamund. Zaldir falls to the Drakkarim. MS 2606 The Darkdawn War begins. MS 2610 The Darkdawn War ends. MS 2800 King Golvas of Klarnos galvanizes his forces to invade Cincoria but mysteriously dies in his sleep. MS 2801 The Drakkarim overrun Ghatan and begin construction of Torgar. MS 2829 The Ulnarians land on Magnamund and establish Durenor.

Age of the Black Moon (MS 3000 - MS 3799) In MS 3004, the Goddess Ishir appeared to the Shianti and requested that they no longer interfere with events on Magnamund, as it would lead to the triumph of evil. They complied, and thus ended their golden age. She convinced them to return the Moonstone to the Daziarn, and that they could stay on the Isle of Lorn as long as they promised not to interfere with mankind's fate. MS 3000 Age of the Black Moon begins. MS 3004 Ishir appears to the Shianti and instructs them to leave humankind. The moonstone is returned to the Daziarn and the exodus of the Shianti to the Isle of Lorn begins. The Golden Age of the Shianti ends when the Shianti exile themselves on the Isle of Lorn, away from humans. MS 3030 Drakkarim invade Lunarlia, conquering most of the country before being defeated in battle at the Battle of Hastrom Fields. MS 3040 A horde of agarashi emerge from the Gollan Forest and nearly destroy Casala, Kakush. MS 3055 The Maakengorge is formed. MS 3070 Defeat of the Klaronians by the drodarian giants after they mistakingly attack camps in Starn, thinking them to be Cincoria installations. MS 3072 The Darklords appear on Magnamund and Giaks are first bred. MS 3074 The city state of Casiorn is constructed. MS 3104 The Sunstone is ultimate by Shasarak the Benevolent . MS 3150 Nagamir is renamed Darke. The Drakkarim ally themselves to the forces of Naar and swear fealty to the Darklords with the Treaty of Darke. MS 3154 Shasarak arrived in the Kingdom of Taklakot. MS 3192 Vashna declares himself archlord of the Darklands. Valdir and Nyvoz fall to the Darklords. Two Darklords are killed by Vashna’s hand. MS 3250 The Nebora are exterminated by the Darklords in Neboran. MS 3262 Vashna begins construction of Helgedad. MS 3280 Taklakot is destroyed in an explosion caused for the malevolent usage of the Sunstone by Taklakotians during absence of Shasarak. Shasarak alone survived this cataclysm, but his magic wards were insufficent to fully protect him. The blast from the Sunstone ripped away his flesh, tore the muscles from his bones, ravaged his arms and legs. The light of the blast half-blinded him; the pain of it fractured his mind. He was the sole creature to crawl from this new wasteland that would be labelled Desolation Valley, but he was a creature now ruined and pitiful. Shasarak the Benevolent was incinerated; in his place only Shasarak the Tyrant remained. MS 3400 Zlanbeast, kraan, and doomwolves are bred in Helgedad. The War of Desecration begins. MS 3434 The Sommlending settle on the continent of Magnamund. The construction of Hammerdal takes place. MS 3450 Holmgrad is constructed. MS 3520 The Helghast Wars begin. MS 3550 The Helghast Wars come to a close. King Ulnar I is given the Sommerswerd by Kai. Ogia is founded. MS 3590 The Council of Families ruling Lyris is dissolved voluntarily in favor of a monarchy with the ruling lord chosen by the largest family. MS 3600 Gourgaz first start to stalk the earth. A civil war begins in Klarnos after which the citizens construct Vaagen, Klarnos. MS 3657 The Royal Household of Magador is murdered and the pretender Prince Dolgorn assumes the throne. MS 3785 Vashna begins the Black Muster in preparation for the war with Sommerlund. MS 3799 Vashna is defeated at the Battle of Maakengorge. The Battle of Moytura Pass takes place. The death of Ulnar I. The Age of the Black Moon ends and the Age of the Sun-Star begins. The Sommerswerd is given to Durenor to solidify the bond between Sommerlund and Durenor. MS 3800 The baron of Toran is given a vision from the god Kai. He begins his quest to discover the lorestones of Nyxator. MS 3810 Raunor takes the name Sun Eagle, and establishes the Order of the Kai Lords. Sun Eagle erects the Kai monastery in western Sommerlund. MS 3820 Sun Eagle names Strong Bear the first Kai lord. MS 3880 Ilion enters an alliance with Talestria. MS 3900 Vassagonians launch an invasion against Anari. MS 3952 Ljuk is built. MS 3990 In Ikaya, a palace magic defense activates, sweeping the countryside with red light that creates trenches in the ice hundreds of feet deep and ignites flesh. MS 4000 Ogia’s mines are back at full operation after having been destroyed in an assault from Borese and Sommlending knights. MS 4030 The first envoys of Bor establish relations with Boden. MS 4040 Ragadorn is invaded from the sea by amphibians who are turned away by a combined fleet of Ragadorn and its allies. MS 4190 The Lakuri fleet is united under the leadership of Cutlass Vhar in a terror campaign against merchant and traffic caravels. MS 4219 A Giak army besieges the Kai Monastery but is eventually defeated after the Kai Lords learn that by killing the Giak officers, the Giak army could be routed. Zagarna ascends to be the Archlord of Helgedad. MS 4390 An open revolt in Cleosia against Vassagonia is crushed. MS 4401 The War of the Lorestones happens in the Stornlands. The Talons of Rashuur sign a 600 year agreement to work as mercenaries for Cleosia. MS 4417 Castle Demera in Eldenora is besieged and destroyed by the Salonese. MS 4418 The War of the Lorestones ends. MS 4434 The Book of the Magnakai is stolen from the Kai Monastery and hidden in the Tomb of the Majhan by Liharat and Bourjali. MS 4435 Bourjali and Liharat are captured by the Darklords and subsequently tortured and killed in Torgar. MS 4551 The rise of the Vassagonian Empire begins. MS 4660 The Kundi begin guerilla raids in Lara against Shasark and his forces. MS 4663 The War of the Winds takes place. Korli falls to the Shadakine Empire, Lara is destroyed and the Kundi flee to the Azanam. MS 4683 The Battle of Inkil Reach takes place in southern Magnamund. MS 4702 The Great Khordiam War takes place. MS 4771 The death of the Black Zakhan. The Great Khordiam War ends. The Age of magnamund begins. MS 4780 On the verge of overwhelming Kakush militarily, on the eve of the attack the Vassagonian troops instead fell back and established garrisons along the Vassagonian empires current border. MS 4950 Zagarna orders the construction of fortresses in the Durncrag Mountains. MS 5023 Kari is born in Dage. MS 5028 Jen is born in Dage. MS 5034 Grey Star is born in an unknown place. MS 5034 Shasarak is crowning as Overlord of the Shadakine Empire. MS 5036 Landar is born in Dage. MS 5038 Vynar Jupe is executed in Amory. MS 5050 The First Order Kai Lords and the Kai Monastery are destroyed by the forces of Zagarna. Zagarna is killed in battle and his forces are routed. Landar changes his Kai name from Silent Wolf to Lone Wolf, and sets out to retrieve the Sommerswerd. MS 5050 Grey Star the wizard, a baby raised by the Shianti in the ways and given their knowledge, was sent from the Isle of Lorn in the year MS 5050 to recover the Moonstone and use it to defeat the ruler of the Shadaki, Shasarak. After battling an evil spirit made in mockery of himself, Grey Star took up the Moonstone and returned to Magnamund. Shasarak was confronted and revealed as a renegade Shianti and was destroyed by Grey Star, who presumably returned the Moonstone to the Daziarn. MS 5057 Shasark is defeated by Grey Star and the Shadakine armies are defeated. Grey Star - the champion of the Shianti cause - was proclaimed 'Wizard Regent' of the Free Peoples of the old empire, to oversee a time of rebirth and liberty. The only Shadakine who did not return to the Sadi Desert was the Lady Tanith. She and Grey Star were soon married, as many foretold they would be, to form the founding line of a magiocracy destined to rule the new Confederation of Free States formed from the ashes of the old empire. MS 5060 Queen Evaine of Talestria issues the death penalty for Keezor the Necromancer. MS 5063 The youths who will be the Second Order of Kai Lords are born. MS 5070 The youths who will be the Second Order of Kai Lords are sent to the monastery for instruction. MS 5075 Helgedad is destroyed by Lone Wolf. Lone Wolf destroys the Cenerese plague virus in Mogaruith. Lone Wolf travels to Kaag to rescue Banedon. MS 5077 Naar sends lavas and dragons to destroy the Second Order of Kai Lords but is defeated after Lone Wolf treks across northern Magnamund to save them. MS 5080 Lone Wolf confronts and defeats Wolf’s Bane. MS 5081 Lone Wolf travels to the plane of darkness to recover the moonstone. MS 5083 A Second Order Kai lord travels to Mydnight. Lord Vandyn discovers the Runes of Agarash and his Vorka army is defeated by the Kai lords. Lone Wolf is abducted by Zorkaan the Soultaker. MS 5084 Your journey begins.

Lone Wolf At some point, the Dark God Naar's agents stole the sacred object from its place within the Daziarn and brought it to the Plane of Darkness that he rules. Using this magical object, he had, since the fall of the darklords, been transporting his creations to Magnamund using shadow gates the moonstone created. He also prevented the good Goddess Ishir and the God Kai from providing reinforcements. Lone Wolf and his New Order Kai were the only reason that Magnamund was not yet overrun by Naar.

After Lone Wolf defeated Wolf's Bane, Naar's creation to imitate him, he was accidentally summoned to appear before Naar, and ended up in his throne room. Alyss, the spirit entity, seized the Moonstone and created a forcefield around it, and then created a shadow gate for Lone Wolf to escape through. Lone Wolf swore he would return, and reclaim the Moonstone from the Dark God.

Lone Wolf's wizard advisers told him that in the hands of the dark god, he could use the Moonstone to destroy all life on Magnamund. With the help of Magnamund's most powerful wizards, a shadow gate was created by which Lone Wolf entered the Plane of Darkness. He trekked into Naar's fortress with the aid of a mysterious guide book, and in Naar's throne room Lone Wolf defeated Kekataag the Avenger. Lone Wolf then broke the prison around Alyss and they jumped through a moonstone-created shadow gate to freedom.

For two years, the Moonstone resided with now Supreme Master Lone Wolf, and that time was called "The Blessing of the Moonstone", for in that time there was great health among the people, and the weather became more beautiful, until soon there was an unending spring.

In MS 5083, Lone Wolf, in council with his mage friends, decided it could not remain in Somerlund since it was attracting the attention of Naar's agents and it was distorting the natural balance of the world. So he entrusted the Moonstone to the new protagonist, one of his five grandmasters, and he set off to bring it to the Shianti at the Isle of Lorn.

A New Order Kai Grand Master then took the Moonstone south through the magiocracy of Dessi and arrived thousands of miles later at the Isle of Lorn, where the Shianti promised to deliver it into the hands of the Goddess Ishir herself.

There are many different races of beings who inhabit Magnamund and the other continents of Titan. We will not delve into the dizzying number of the otherworlds of Aon, for many have fallen to darkness.

Ciquali Breed of vicious, cunning and intelligent amphibians who live in the Hellswamp. They have webbed hands and feet, mottled throat sacs and hairless dome-shaped heads. They have developed a taste for human flesh and will decorate themselves with ritual scars to denote themselves as warriors.

Drakkarim Drakkarim are a barbaric and cruel warrior race of humanoids devoted to the service of the dark god Naar and the Darklords. As human servants and warriors, the Drakkarim are recruited from territories in Northern Magnamund conquered by the Darklords, including Skaror, Nyras, Nyvoz, and Zaldir. While weaker humans might become slaves or servants, strong Drakkarim men are conscripted into the army of the Darklords. During the Darke Crusade, the Drakkarim, led by their leader Warlord Magnaarn, seek to recover the Doomstone of Darke. With this, they hope to be able to inspire other Darklord minions to unite under their banner against all opposition.

Elder Magi The Elder Magi are an ancient human-like race from world of Magnamund. This race was instrumental in the completion of Lone Wolf’s quest to recover the Lorestones, and later as councilors and assistants to him to counter the threat of the dark God Naar. They are inveterate shape shifters with no physical form. The Elder Magi were sent by Kai to destroy the Agarashi Empire. Kai gave the Elder Magi left-handed magic to help in their fight. In 4570 MS, they wove a spell that put all of the inhabitants of Naaros to sleep. They seized the stolen Lorestones from under Agarash's nose. The Elder Magi eventually defeated the Agarashi after a thousand years' war. Their race was brought to near extinction by the Cenerese. The Cenerese caused a Great Plague to sweep the land in 2514 MS killing nine out of ten Elder Magi. The Elder Magi were saved from destruction by a group known as the Herbalish. The Magi were known to have helped Lone Wolf on his quest to recover the Lorestones, and later Rimoah acted as his companion and councilor.

Ghagrim Known as the man-beasts of the Danarg, ghagrim were once a gentle primitive folk who lived as one with the animals and the birds and cared for by the Elder Magi. But they were eventually poisoned by the evil of Agarash that conquered the land. They have thick grey lips and short-tufted hair that covers their bodies. They also have black eyes, thick necks and yellow tusks curve up from their boar-like snouts.

Giaks Giaks are the servants of the Darklords of Helgedad. They are human like, with grey skin color and are squat figures. They have yellow eyes, are very strong and can withstand extremes of temperature. They have lustral trachea’s that filter and neutralize inhaled toxins, bifocal retinas that are sensitive to infra-red and normal sunlight and an alimentary canal that is impervious to all non-corrosive poisons. They also have a cartilaginous femur that is twice the strength of a human bone and porous body fat that insulates internal organs from extreme temperatures. They also have the ability to see warm objects radiating in the dark. The Giaks were first used to build Helgedad many centuries ago. The construction was long and torturous and only the strongest giaks survived. The descendants of those survivors are used as soldiers in the Darklord armies. There are several breed of giak with the mountain giak being the most prevalent and most vicious. A weaker breed called Szalls fled from the darklands during the Helgedad construction and populated areas of Northern Magnamund where they coexist with people. Swamp giaks are another breed of giak. They were created by Darklord Vashna to help build Helgedad. They were spawned in vast numbers, and were so common they were killed for torch lighting fluid. They made up the bulk of Darklord infantry. They are not known for either their intelligence or bravery. The giak nerve is swift to break. The term "giak" usually refers to mountain giaks, which were renowned for viciousness. They often made use of Doomwolves for rides.

Giaks have their own language which is also used by most of the Darklords servants. It was a simple, guttural language but there is a written version.

Grolth Grey skinned beings native to the swamps of Tadatizaga.

Ice Barbarians Large, muscular, fierce, war-like nomads of the Kalte who have slanted eyes and sharp cheek bones. They are excellent skiers. They migrated to Kalte from the uncharted void. They hate all except their own kind and will kill anyone in their domain. They generally trap for furs and herd mammoths across Kalte. The barbarians rely of natural materials for their gear, and are often equipped with Bone Swords and the like. Metal materials are extremely rare and are traded for as much as possible, but only for utilitarian purposes; jewelry is completely useless to them.

Kundi The Kundi are a magical race of Southern Magnamund. Kundi have the power to see Shadow Gates which are invisible to human eyes. The Kundi are ape-like with squat bodies and long, prehensile tails.

Originally, the Kundi lived in Lara. When Shasarak began to create the Shadakine Empire, he went first through Lara and the Morn Pass. The Kundi opposed the advance of the Shadakine armies. Each time they ambushed the Shadakine, the Kundi would retreat back into the safety of the forests. Frustrated, Shasarak had the forest burned. The Kundi left their homeland and travelled through the Shuri Mountains, then the Forest of Fernmost and finally the Kashima Mountains after which they disappeared. They became known as the Lost Tribe of Lara.

Grey Star found the Kundi in the Cloud Forest where they lived in communities in the tops of the Azawood trees. The King at the time was named Okosa and the Shaman was named Urik.

Masbaté A warrior nation of nomadic people who dwelt upon the rolling savannah of the Great Lissan Plain in southern Magnamund and are known for their great prowess and strength. These tall, muscular, black haired, ebony-skinned giants were almost wiped out by a plague of agarashi.

Nebora A sentient race of winged men who rose to prominence during the Golden Age of the Shianti. The core of their civilization was the city of Neboran. The Nebora were exterminated by the darklords during the War of Desecration in MS 3250 after the darklords trapped and slaughtered them in Neboran.

Noodnic An intelligent but mischievous mountain dwelling species that is generally two feet high. Noodnic resemble oversized marsh rats with bright black eyes. They are native to Durenor. They inhabit a maze of small shafts and fissures that honeycomb the Hammerdal Mountains. Their thick tails and taloned hands and feet are good for grasping rocky surfaces making them adept climbers. They love to horde things and are known to steal.

Ogron Blue-skinned, hulking giants who are notoriously dim-witted. They are well suited for hard labor as they are physically strong, capable of splitting logs with their bare hands. They are also renowned as very poor archers.

Shianti Shianti are a non-human race of supremely powerful goodly beings. To quote Grey Star the Wizard: "Their skins were as black as ebony, and the pupils of their eyes were reflective like golden mirrors. The only food they required was air. Their powers were those of demigods: they were immortal and invulnerable; they could create and destroy through the mildest exercise of their will. Yet they were not omnipotent. Tall and proud, shining with a radiance that spoke of magic and arcane mystery."

Two Shianti known by name are Acarya and Maiteya. This "people" were a wandering folk who searched for millennia in the Daziarn for a home. They came to Magnamund in 1600 MS through a temporary shadow gate, and seemingly oblivious to the events of that world, decided to live there and call it there permanent home. The Human race emerged on Magnamund soon after the arrival of the Shianti, and the Shianti bestowed great blessings on the good people of Magnamund. Humans began to worship the Shianti like Gods. They were known as Suukon in the East and Majhan in the North. They were later remembered as simply the Ancients. Remnants of the Shianti religion persisted at the time that Grey Star ventured into Southern Magnamund. This religion was forced underground by the Shadakine Empire. Grey Star met a priest of the Shianti religion that had been imprisoned for twenty years while he was at the Hall of Correction. They were infinitely wise and good, and in the height of their power, they created the Moonstone. So significant is the creation of the Moonstone that all time in Magnamund is counted before and after its creation. This was known as "the Golden Age of Magnamund"

Exile of the Shianti Ishir in bodily form warned the Shianti of this eventuality (about MS 3000). "The children of this world must claim their inheritance. The time has come and they must learn to stand alone. They are lost in their worship of you and the day draws ever nearer when they will covet the power of the Moonstone." (Grey Star the Wizard, p. 10) She requested that they leave, but they begged to stay, not wanting to leave their homeworld. She showed mercy by letting them stay if they send the Moonstone into the Dazarin and no longer participated in Magnamunds history. To this they agreed, and moved to the Isle of Lorn, which they surrounded by the Sea of Dreams, a sea east of the tip of Southern Magnamund, to maintain their isolation from human intrusion. The Sea of Dreams was enchanted with illusions and magical winds by the Shianti. This exile came at the same time as the rise to power of the Drakkarim nation, and the arrival of the Darklords.

Post-Exile Their isolation was held inviolate until the defection of Shasarak. No human had set foot on the Isle of Lorn until the arrival of Grey Star. Through Grey Star, they hoped to counteract the evil power of Shasarak without breaking their agreement. It was later revealed that Shasarak was an evil Shianti, who attempted to use the Moonstone for evil purposes. One of Lone Wolf’s Grand Masters brought the Moonstone back to them, and promised that they would deliver the Moonstone into the hands of the Goddess Ishir herself. It remains to be seen what effect this will have on the balance of Good in the various planes of existence.

Sommlending The Sommlending are a race of pale skinned predominantly fair-haired humans who came to Sommerlund from the northern void in the year MS 3434. They hold the belief that they were created by the God Kai to push back against the Darklords who were intent on taking over Northern Magnamund.

Vakeros An olive skinned race of humans, Vakeros are warrior magicians of Dessi. They were taught the art of battle magic by the Elder Magi. They are rumored to be shape-shifters.

Ostrel A large, flightless arctic waterfowl, native to the coastlines of Kalte, that are generally preyed upon by Baknar. Ice barbarians feather their arrows with ostrel feathers.

Galling An ocean faring mammal, indigenous to the coastlines of Kalte, that are generally preyed upon by Baknar. Ice barbarians dry the meat of the galling to make jerky, and fry their fat into a crispy trail ration.

Baknar A large, dangerous, carnivorous creature that dwells near the Kalte coastline preying upon Ostrels or Gallings. They have thick white fur with a thick oil layer underneath the skin, sharp claws, slightly curved ribbed horns on their head, and an ursine body. Baknar are known to sleep for up to three days after large meals and they are only afraid of fire. Their scream is like that of a thwarted baby. Baknar were nearly hunted to extinction because of the demand for the Baknar Oil as an agent against the bite of winter.

Itikar A giant Vassagonian eagle with black eyes, razor sharp talons and beak, great powerful muscled wings and a foul disposition. It can take years to tame these wild and malicious creatures, but once tamed, itikar are fiercely loyal. They nest in eyries high in the peaks of the Dahir Mountains and Vakar Mountains. Vassagonians use them as winged mounts for their army leaders, scouts, couriers and envoys.

Kalkoth A large, four legged, savage predator that inhabits the mountains of Kalte. They have red eyes, a fanged mouth, red blood, clawed feet, a long, barbed tongue with a powerful venom which paralyzes in seconds. Kalkoth never hunt alone, they can smell blood miles away and their favorite prey is Baknar.

Akataz A breed of leathery black, keen nosed, short and stocky war dogs used by Drakkarim with razor fangs. These dogs often hunt in packs and are susceptible to psychic attack.

Dhax A short and squat creature with curved talons on webbed fingers, shiny scaly skin as black as night and a dog-like skull, native to Dessi. Dhax look like a cross between a wolf and alligator. Dhax have green blood, sinewy arms, cloven hooves, long green tongues, rows of inwardly curving teeth and four legs ending in webbed digits with talons that rest in fleshy sheaths. They are capable of taking long loping strides and they eat their prey alive.

Yas The Yas is a large Vassagonian snake. Although non-poisonous, it´s still very dangerous. To kill its prey it first hypnotizes them with its mesmerizing stare then crushes them to death with its powerful body. Yas have a red forked tongue, thick brown blood and a yellow head. The snake’s sleepy eyes have red-rimmed, slit pupils that pulse to mesmerize its prey. Yas meat has a greasy taste, but is quite nutritious.

Crystal Frostwyrm A scavenging ice snake with hard, transparent skin enabling a person to see its internal organs. It has a crystalline head with pink stone eyes, caustic saliva, purplish intestines and jagged crystal teeth. Upon death, the wyrm segments shatter and dissolve, becoming a mush of internal organs very quickly. They're not very discriminating about what they eat, so it's not unusual to find remaining undigestible items. It is immune to Mindblast.

Meresquid The meresquid is a large, freshwater mollusk with sinuous tentacles, green blood and grayish green skin. They can grow to enormous sizes, and when obtaining water from a lake of any size, beware the signs of meresquid. Their eggs are roughly the size of small melons; delicious when prepared properly, they are highly prized among gourmet chefs.

Tzoog An evil magical night beast with a leech-like maw, misshapen head, a hunched body and the ability to send out a bolt of energy from its body. When it dies, its body cackles and disintegrates into a million motes of light. It possesses an innate resistance to psychic energy. This creatures body outline wavers as if between coterminous planes of existence.

Cave Mantiz A insectoid beast native to Azanam. Cousins to ants, they live in colonies below ground. Cave mantiz burrow nests from stone by dissolving it with a potent acid they store their bodies. They have a chitinous abdomen, multi-faceted eyes and their forelegs are oversized claws. The upper segment of their body and head rises vertically above the abdomen. The colony is composed of a queen, workers, and soldiers. Soldiers are significantly larger in size than the workers, reaching the relative size of a mountain lion. Their pincers can easily puncture armor, or simply saw a man in half.

Tarhdemon A shape-shifting Nadziranim wizard may sometimes assume the form of this long-dead being, a great beast with six long clawed feet, immense shoulders, a vile bulbous body, and baleful milky-colored eyes that roll in its scabrous head.

Fydakzh A fydakzh is a beast with two muscular legs and arms, a length taller than a grown man. It has a shiny crimson hide that is thickly veined. Its snake-like head is studded with hundreds of razor sharp barbs that sparkle like diamonds. It has claw tipped forearms, and as if this weren’t horrible enough, it can spit prolonged gouts of fiery breath.

Harrowing Hound A harrowing hound is a magically created beast that can only breed through dark sorcery. They prowl the breeding pits in Helgedad. They have thick black fur, a wolf-like muzzle filled with blazing white fangs and long flaming talons. They are about six feet tall and are capable of Nightstriding, moving from one shadow to another as though leaping into and out of a pool of water.

Zull A zull is a leathery beast of burden, similar in size to a bison, but with elephantine feet and a somewhat camel-like muzzle. They are friendly beasts if treated well, and make excellent mounts, but are very slow-witted and not as agile at leaping as horses.

Onipa An onipa is a proboscid, three toed horse-like creature, striped, dun to grey-white in color, from the Daziarn. Onipa are used by the Ookor as a beast of burden.

Ashradon A gull winged beast with red, reptilian skin aglow with fine barbs, a mass of coal black hair streams from its bony skull and it has chisel shaped teeth. It feeds off psychic defenses.

Dakomyd The Dakomyd is an ancient, ageless, huge, lumbering monster, 3 meters tall, 10 meters long including the thick, prehensile tail. It has thick, twisted, hairy limbs and eight fingered hands, tipped with razor sharp talons. It has baleful, monstrous eyes that protrude from yellow slits in its glistening head. Its flesh clings like jelly and reeks of a charnel smell. It has corrosive, watery blood and spawns acid-secreting larvae in its chamber. Its skin is like a snake's but covered in a coarse bristle hair. Rumored to be a troll twisted by dark magic, its severed remains will still live and either attack or regroup to regenerate the beast. Fortunately, it has only been encountered thus far in the sewers of Tekaro, a city in Slovia.

Anapheg An anapheg is a huge pear-shaped beast, with a hunched back and a white lizard-like head that appears as if it is two separate creatures joined together at the waist. It shuffles awkwardly on two large hairy paws. The lower half of its body is covered with coarse spiky fur, and the upper body is pale and hairless. It has heavily veined, long, sinewy forearms tipped with clawed paws. Its jaws have inward curving fangs. It's not terribly strong in battle, but the anapheg's psychic ability coupled with stamina and cleverness make it a tough foe.

Bhakish A gruesome beast with a fish-like head, scaly taloned paws, needle thin fangs, and a bloated body. It makes a sound more like a scream than a croak.

Sloat A gigantic, spotty toad sometimes used as a beast of burden and generally used to tow barges up the River Storn.

Kataka A kataka is a large, fast, jet black predator with fangs and a very muscular neck, known for dropping from trees and ravaging the head of its prey. Kataka are expert climbers and agile runners, but mercifully, they hunt alone and dislike attack large groups.

Muntaag A type of winged insect with glinting scarlet-tipped stingers that protrude like small knives from their tails. They make a pear shaped hive. Muntaag produce pinkish honey-like substance made by that smells sweet, but is poisonous.

Ghazoul A ghazoul is a hyena-like, saber-toothed beast with eyes like two dull satanic orbs, massive jaws, a straggly mane, and a thick skull. Ghazoul have lightning fast speed, love muntaag honey, and spit a phlegm at the eyes and mouth of prey which contains virulent plague bacteria.

Ghorka A long haired, ox-sized beast of burden, from the plains of Slovia, that has soft, succulent, pale flesh.

References between the Magnamund and North America  Northern Magnamund corresponds to Canada;  Southern Magnamund to the United States;  Kalte to Danish Greenland;  The Tentarias to the Great Lakes region;  The Boradon Mountains to the Rocky Mountains;  (Mexico and the Caribbeans have no counterpart).

About Northern Magnamund (Canada)  Durenor corresponds to Quebec;  The Rymerift to the "language border" between English-speaking and French-speaking Canada;  The Gulf of Durenor to the Hudson bay;  The Darklands to the North-West Territories;  Ixia to US Alaska;  The Lakuri Islands to the French St.-Pierre-et-Miquelon.

About Southern Magnamund (United States)  The Free Alliance of Southern Magnamund (formerly Shadakine Empire) corresponds to the Thirteen Founder States (formerly part of British Empire)  The mystic Isle of Lorn to the British Bermuda islands  Sheasu to Hawaii.  The Azanam peninsula corresponds to Florida  The Gurlu Marshes to Louisiana.

Arthritis An inflammation of the joints resulting in pain and stiffness, usually caused by degeneration, but may also result from infection or autoimmune disease; includes rheumatoid arthritis, lupus, and gout.

Asthma A long term inflammatory disease of the airways of the lungs, characterized by variable and recurring symptoms. Symptoms include episodes of wheezing, coughing, chest tightness, and shortness of breath. These episodes may occur a few times a day or a few times per week; depending on the person they may become worse at night or with exercise.

Bita Fever An uncomfortable, tropical disease that originated in the Bita Swamp of Dessi. Symptoms include nausea, dizziness and a headache. Victims also suffer a scarlet rash that affects the feet, hands and face and exhibit a corpse like pallor. Outbreaks generally last a month, hardly longer. Bita Fever is usually fatal to very young or the old. Healthy people who get Bita fever generally recover in 15-20 days.

Blinding Sickness An ailment spread by tainted water, which causes severe degeneration of the ocular nerve, and permanent blindness. Only magical healing has been successful in treating this disease, though success is not guaranteed.

Blood Plague A horrific disease, which causes large, hemorrhagic outflow from the eyes, ears, and mouth. The disease is transmitted through exposure to body fluids, and the suicidal Crimson Assassins which serve the Darklords will often purposefully infect themselves with this illness, to cause enemy warriors to hesitate in shedding their blood.

Cackle Fever A condition whose symptoms include high fever, disorientation and frequent bouts of hideous laughter. Itis also known as the shrieks.

Cataracts A clouding of the lens in the eye leading to a decrease in vision. It can affect one or both eyes. Often it develops slowly. Symptoms may include faded colors, blurry vision, halos around light, trouble with bright lights, and trouble seeing at night.

Dark Chills An ailment spread by darkspawn, the symptoms of which are a lowering of body temperature, shivering, and intense agony. Victims will often perish with their skin blue, as though they were suffering hypothermia.

Death Rot An ailment spread by certain wasting forms of undead, which causes the body to yellow and reek, as though one were a corpse. It takes a long time to die from Death Rot, in some cases years. Only magical healing has been successful in treating this disease, though success is not guaranteed.

Greenrot Also known as gangrene, this is type of necrosis caused by a critically insufficient blood supply. This potentially life-threatening condition may occur after an injury or infection, or in people suffering from any chronic health problem affecting blood circulation. The primary cause of gangrene is reduced blood supply to the affected tissues, which results in a rotting of the flesh, which turns a greenish color.

Great Plague A vile sickness, associated with rats, which killed millions throughout Magnamund. Three to seven days after exposure to the sickness, flu like symptoms develop. This includes fever, headaches, and vomiting. Swollen and painful nodes occur in the area closest to where the sickness entered the skin. Occasionally the swollen nodes may break open, and this can infect anyone handling the body of the infected. In modern medicine, healers administer a tincture of a specific cheese mold, which can in some cases cure this dreadful plague. Bodies are piled and burned wherever an outbreak occurs.

Helghast Fever An ailment caused by evil, that can be spread by the touch of a helghast. It causes fever, the sweating of blood, vast darkened patches of skin, and death within 3-5 days. Only magical healing has been successful in treating this disease, though success is not guaranteed.

Korovax A virulent disease caused by bacteria that infests the soils of northern Talestria. The bacteria enters the body through open wounds. Talestrian korovax causes uncontrollable spasms of the chest muscles, eventually cramping and tightening the chest muscles; squeezing the air from the lungs. The affects are swift and fatal. It can be cured with Oede herb or Oxydine.

Limbdeath A disease caused by microbes that enter open wounds in the skin, it causes the limb to have a bluish hue and become numb and useless. If not treated within twenty-four hours by oede, the limb will become gangrenous and will lead to the loss of the limb or if left untreated, death. The first symptom is usually numbness in the left arm, followed by paralysis and then within twenty four hours, tissue death. It can also be treated with Rendalim’s elixir.

Mindfire A chronic ailment where it feels like brain is burning, and the subject will shriek in agony. Mindfire will commonly cause extreme stupor following an attack.

Mysua A disease spread by swamp flies where a common symptom includes fever. Mysua also causes the skin to have a sickly grey pallor, making an afflicted person appear twice their age. It is not uncommon for jungle dwellers to suffer from mysua.

Rabies Rabies is a viral disease that causes acute inflammation of the brain in humans and other mammals. Early symptoms can include fever and tingling at the site of exposure. These symptoms are followed by one or more of the following symptoms: violent movements, uncontrolled excitement, fear of water, an inability to move parts of the body, confusion, and loss of consciousness. Once symptoms appear, the result is nearly always death. The time period between contracting the disease and the start of symptoms is usually one to three months; however, this time period can vary from less than one week to more than one year.

Red Ache A condition where a person's skin turns red, bloated and is warm to the touch. Symptoms include aching and stiffness of the joints, a loss of coordination, and lethargy.

Red Death A deadly plague that once swept throughout northern Magnamund. It is responsible for the deaths of as many as half the citizens in some cities. The only known cure for the plague is the sap of the Druse tree, which is why Druse orchards are now kept by noble families and fiercely protected.

Scurvy Also known as Sailor’s Lament, scurvy is thought to be caused by a deficiency of nutrients. Typical symptoms of scurvy are initially fatigue, followed by formation of spots on the skin, spongy gums, and bleeding from the mucous membranes. Spots are most abundant on the thighs and legs, and a person may look pale, feel depressed, and be partially immobilized. As scurvy advances, there can be open, suppurating wounds, loss of teeth, yellow skin, fever, neuropathy and finally death from bleeding.

Shakes An ailment where a person suffers from involuntary tics, twitched tremors and fits. The victim may also feel compelled to shout obscenities, or to repeat what they hear. Though once persecuted as possession or a sign of witchcraft, modern science now recognizes it as a simple disease of the nerves and brain.

Slimy Doom An infliction common to those who delve into caves and crypts, where they may be struck by a repugnant ichor. Victims of an ichor attack slowly begin to liquify, turns into an infectious ooze from the inside out. Only magical healing has been successful in treating this disease, though success is not guaranteed.

Snow Blindness A condition where the blood vessels in the eyes swell due to excessive light glare from sunlight bouncing off snow and ice. The malady can be relieved with early prevention by blindfolding an individual for about one day.

Takadea Commonly known as gaolrot in Sommerlund, this ailment causes the skin to be pitted with disease. The last stage of takadea is blindness.

Vaxelus A highly contagious disease that rots the skin. Symptoms include green, putrescent sores, yellow pupils and it tatters and turns lips grey. This disease also attacks the nerves resulting in hideous mutilation and deformity.

Adgana A plant that grows in abundance in the Bavari hills of northern Dessi. Adgana is a powerful narcotic that increases strength, sharpens reflexes and enhances fighting prowess if swallowed immediately before combat. It is shunned by most warriors and outlawed in Sommerlund due to its high addictiveness. If adgana is used more than once by a warrior, the increase in fighting prowess is reduced for each subsequent use.

Alether A small gnarled shrub that produces orange berries. The berries can bring vigor to ailing bodies and help to fight certain diseases, especially those of the mind. When eaten by a healthy person, they enhance strength and quickness of reaction while numbing, at least for a while, the pain of wounds and the drain of weariness. Throughout the winter, the shrubs produce a crop of berries. Alether berries can be distilled into a potent and non-addictive combat stimulant.

Ashexa A rare variety of scarlet-capped toadstool that is deadly poisonous unless consumed with the proper amount of Laumspur; it then will bolster the restorative properties. Without proper preparation in precise proportion, ashexa will kill the person who ingests it.

Baylon's Bough A large tree species in Meledor named after Lord Baylon, famed for the strength of the timber, makes an excellent mainmast for sailing vessels.

Black Lakeweed A grayish-green carnivorous plant commonly found in the swamps and freshwater lakes of central Magnamund.

Calcena A pink fungus whose spores are used to enhance illusions created by people using enchantment. Calcena can induce terrible hallucinations and visions and can cause madness. If eaten, the fungi has a terrible taste and is soft, dry and will absorb all the saliva in the mouth.

Cartleflower A scarlet flower that generally blooms in spring, a symbol of passionate love in many cultures of Magnamund.

Copalla A plant that produces a brown berry. When applied, the berry juice will darken the skin, and the darkening resists streaking from sweat. Thus, copalla berry juice is a common component in disguise kits.

Cowana A pink leafed marine variety of Laumspur, with equivalent healing properties.

Dargorse A shrubby briar, commonly found in wilderness areas, with prickly leaves, clusters of small fleshy drupelets and tiny poisonous purple buds that resemble tiny blackberries. Dragorse has a bitter, pungent aroma that makes eyes water. Dargorse buds contain a powerful irritant, which causes painful yellow blisters when it scratches the skin.

Demeril A bush native to southern Magnamund whose root is used as an ingredient in a potion of invulnerability.

Dragonkiss Also called phinomel or purple phinomel, it is a flowering shrub that grows around rocks and stones where its root system takes root in the damp soil beneath. The name dragonkiss comes from the plants flowers. Each flower is a semi-transparent pod whose color comes from the potent, purple acid inside each pod. If the main plant is disturbed, the pods may squirt a stinging jet of acid capable of inflicting a serious burn. The secret to plucking the pods is to reach behind the pods and twist their stalks with a quick nimble movement. The acid is used by alchemists as a constituent part of a formula to transform base metals into metals of greater worth.

Druse A tree native to southern Magnamund. The clear, sticky resin beneath its bark is the only known cure for the Red Death Plague. Some trees are known to live in the Forest of Fernmost at the foot of the Kashima Mountains. Many noble families throughout Southern Magnamund have cultivated a stand of druse.

Durenese Oak A species of oak tree native to Durenor. This highly valued wood is used to make furniture and weapons due to its strength.

Floroa A fleshy, gray-blue morel that is nutritious and will restore health when consumed.

Forest Rose A type of rose indigenous to the forests of Sommerlund whose flowers can be either yellow or white. Forest rose tend to bloom before other spring flowers.

Gallowbrush A dark red, briar type shrub with sharp crimson barbs that can make a person feel weak and sleepy if they scratch the skin. It is commonly called Sleeptooth in Sommerlund. The crushed thorns of the briar can be used to make a powerful sleeping potion.

Ghilev A purplish mould that can induce sleep in humans and animals when swallowed.

Giant Azawood A tall tree native to southern Magnamund. Azawood trees use their broad, dark leaves to draw moisture from the clouds. Burning azawood leaves give off a pungent aroma. Giant Azawood leaves can be used as a base constituent for magical potions. The broad, dark leaves are sought by alchemists and magicians because the smoke from burning leaves is said to grant protection against forces of evil. If the leaves are dried and crushed, they can be sprinkled into potions as a charm to increase magical potency.

Gnadurn A tree whose sticky sap is used as a deadly poison. It is often used by assassins as a poison because the sap is clear and lacks any flavor or scent. More than a few novice alchemists have perished because they mistook gnadurn sap for druze resin.

Golta A plant whose leaves can reverse the intoxicating scent of lacaress.

Graveweed A thorny briar that can be made into a black, pungent smelling potion, which is poisonous and possibly fatal if ingested.

Guyen A fragrant fruit bearing tree of southern Magnamund. The soft guyen wood is often shredded and sold as a chew, with pleasant and long lasting flavor, and the flowers can be brewed into an aromatic tea. Perfume made from guyen flower is highly prized in the north.

Haina A flower with brilliant red petals that, when eaten, is highly effective at healing battle wounds.

Ice Lily A winter blooming flower that can double in number every twenty four hours. It is known to take a total of sixty days from the first appearance of a lily, to cover the entire surface of Lake Adon.

Karmo A short bush which blossoms with yellow flowers. A clear liquid inside the flower buds can increase a person’s health and willpower if swallowed, but death could occur as a side effect of the liquid.

Kasl A bush native to Magnamund known to be very leafy. Kasl is a good source of thatching for an improvised shelter or a woodland cabin.

Khetu A bushy, velvet-like lichen that has orange-headed, tooth-sized, poisonous spore pods. The berry-like growths smell sweet and succulent but taste powdery and bitter. If khetu poison infects the bloodstream, it can kill in minutes. Laumspur is known to reverse its poisonous effects.

Khloros A poisonous fungus with sticky, mote-like spores, which grows underground in caves and dungeons.

Kineflop A beneficial herb, chewed by common-folk as a preventative against common ailments. Kineflop tends to cause a yellow-greenish tinge to the spit, tongue and teeth when chewed for prolonged periods, and is the origin of the term green-teeth, used to paint someone as a rube or bumpkin. Many healers add it to poultices as a matter of course.

Lacaress A plant that produces beautiful blue and pink flowers. It is used throughout Magnamund as an active ingredient in sleeping potions.

Lankpetal A scarlet colored wild flower that grows in Magnamund, usually after a long rainy season. It is seen as a sign the land is healthy, and is associated with prosperity and luck.

Larnuma A fruit-bearing tree found on Magnamund. The purple fruit is juicy, sweet and nutritious, and restores vigor if one is fatigued. Purple translucent oil from the fruit has a soothing and relaxing effect when rubbed into the skin, and has healing properties much like Laumspur. Larnuma fruit can also be made into a liqueur.

Larsh A peppery, savory plant used as a spice in cooking.

Laumspur A rare, wild and delicious tasting herb with bright scarlet flowers that is highly prized due to its healing properties. Laumspur can be found in many places in Magnamund.

Laumwort A bushy herb similar to laumspur with bright scarlet pods and leaves that can restore health when eaten.

Leafwater A strange and unique plant that resembles a pool of greenish liquid. By combining phinomel pods with leafwater and then dipping a weapon in the resulting substance, the deadliness of the weapon will increase when used in battle.

Liera A tiny blue flowering plant whose petals have a sickly perfume. Liera petals contain a powerful narcotic that can be ground down to a fine powder and used in potions that make a person susceptible to mental suggestion.

Magras A reed found in Magnamund known to be used by assassins to mask their voice. Magras then chewed deepens the voice to a rumbling growl.

Mellowroot A violet colored wildflower. If a paste is made of the root, and eaten, it provides a gentle calming feeling.

Mockoede A beneficial and nutritious herb which closely resembles the oede, but nonetheless lacks its healing powers against Limbdeath and Vaxelus. It takes a seasoned woodsman to recognize the difference.

Moonplant A tall flowering plant with flower heads as large as table tops. Moonplant blooms open when the moon is out.

Mountain Oak A tall and powerful specimen of oak which grows at the foot of the mountain, thick as a house and tall as a castle tower, with broad, powerful branches. The acorn of the mountain oak is the size of a man’s head.

Mustow A purplish puffball fungus renowned for its pungent aroma when broken.

Oede A rare and valuable herb that can cure serious diseases and restore health. The beautiful golden leaves of oede are heavier than they look and feel clammy to the touch. Oede is only found in a few remote areas of Kalte. It is the only healing item capable of curing Limbdeath and Vaxelus. Like Oxydine, it can cure Korovax.

Ogosho Ogosho is an innocuous yellow-brown weed native to the Wilderwastes.

Oxydine Much like Laumspur and Larnuma, Oxydine is a common, albeit weak, healing herb, a root which grows in hilly and mountainous areas. The shoot of Oxydine is unremarkable, and a keen eye is required to identify it. Like Oede, it can be used to cure Korovax.

Picanda A plant with a sweet, playful little aroma, often dried and ground as a spice for pastries, pies and sweets.

Podlumes A yellow colored, phosphorescent wildflower, which glows softly at night to attract pollinating insects.

Prenticeshoe A plant which produces a seed pod that resembles a curly-toed shoe, and is sometimes used by fairies for that exact purpose. Often prenticeshoe is added to bolster the effects of a beneficial potion or poultice.

Rendalim A powerful healing herb, cultivated by the great Madin Rendalim, that will recover a person's health when eaten.

Rootbladder A curious plant which grows in arid climes, and accumulates water through a vast root system, which it stores in tough tuber. Dig up a rootbladder and slice the tuber carefully open, and you reveal a tough bladder filled with milky, nutritious water. Tribesmen of arid regions often use rootbladder as a water-skin.

Sabito A plant that can be commonly found in the Boari Jungle but is rare throughout the rest of Magnamund. When consumed, sabito root enables the body to extract oxygen from water, by absorbing it through the skin, thereby allowing anyone who swallows sabito root to “breathe“ underwater. Crushed and dried sabito root can be made into tablets with the same abilities.

Satchwort A sanative herb that invigorates ones spirits and lends a feeling of hope and optimism when consumed.

Senara A yellow flowering bush whose unripened buds have restorative qualaties when eaten. The large, yellow, acorn-shaped buds exude a sweet pungent aroma. Senara is extremely rare in Magnamund but can be commonly found in Vhozada.

Silver Oak A strong acorn producing species of tree native to northern Magnamund. Silver Oak is often used in making fine Bows, such as the Silver Bow of Duadon.

Siyenese Elm A species of elm tree native to the land of Siyen. The samara of a Siyanese elm resembles a winged fairy, lending rumor that the tree is somehow enchanted or otherworldly.

Sommlending Oak A species of oak native to the forests of Sommerlund, excellent in quality, which grows straight and tall.

Sommlending Rose A type of rose native Sommerlund, whose many hues resemble the rising sun of dawn.

Stargrass An herb that can be used in delicious broths to add a sour-sweet flavor. Also used to revitalize stale food, and make it palatable.

Sweetwort A plant used as a lower impact alternative to beets or sugarcane, sweetwort has a very pleasant, honey-like flavor.

Tarama A rare flower whose small seeds will increase willpower if swallowed.

Thatchwort A type of vegetable found on Magnamund. Though bitter in flavor, it can be stewed and mashed into a meal that is somewhat palatable.

Toa A species of tall, nut bearing tree that has strong and flexible wood. Toa trees are able to thrive in the dry main due to a root system that can draw moisture from great depths.

Volko A species of blackberry found only in the remote uplands of Kakush. Volko is prized by magicians who use it as a catalyst in magical experiments. The juice of the berries aids or speeds up reactions between substances while remaining unchanged itself.

Wormlau A plant commonly used as an herb or as a spice in cooking, which adds a meaty flavor. Often used by those unable to lay their hands on a good joint of real meat, in conjunction with fungus or aubergine.

Xanthoa A white-flowering shrub with yellow-green leaves. Brought to Magnamund from a distant continent by trade ship, Xanthoa is quickly overgrowing many rural areas, and viewed as a menace by local foresters and farmers.

Yabari A bush that can be found in southern Magnamund whose roots, when pounded into an ointment and smeared into the skin, can be used as a natural insect repellant.

Yaku A large plant with rope-like tendrils and sharp poison barbs at the center of the plant. The yakus’ tendrils are sensitive vines it uses to snake across the ground towards a water source.

Zatusk A flower that grows in southern Magnamund that is used as an ingredient for a potion of invulnerability.

Familiar Flora of Magnamund Acacia, Almond, Apple, Apricot, Ash, Asparagus, Aubergine (eggplant), Bamboo, Banana, Barley, Beet, Birch, Blackberry, Black Oak, Boysenberry, Bracken, Brambles, Brussel Sprout, Buttercup, Cabbage, Cantalope, Carrot, Celery, Chard, Checkerberry, Cherimoya, Cherry, Chestnut, Chickpea, Chicory, Chilli, Chives, Cinnamon, Civet Fruit, Clover, Cloves, Coconut, Cork, Corn, Cotton, Courgette, Crabapple, Custard Apple, Dandelion, Date, Date-plum, Endive, Fennel, Fern, Fern Tree, Fig, Fir, Gherkin, Ginger, Gooseberry, Grape, Grass, Guava, Hagberry, Hakeroot, Hay, Heath, Heather, Hemp, Honeydew, Horse Chestnut, Horse Radish, Huckleberry, Ivy, Jaboticaba (Brazilian grape tree), Jackfruit, Kohlrabi, Kumquat, Larch, Leek, Lentil, Lichen, Lily, Lime, Lingonberry, Loganberry, Loquat, Lychee, Mahogany, Marney Apple, Manzanilla, Mango, Marijuana, Marsh Grass, Marsh Reed, Melon, Mint, Moss, Mushrooms, Nectarine, Nightshade, Nosegay, Oak, Oat, Okra, Olive, Onion, Orange, Oyster Plant, Palm, Parsnip, Passion Fruit, Pawpaw, Pea, Peach, Pear, Pepper, Persimmon, Pine, Pineapple, Plantain, Plum, Pomegranate, Potato, Pumpkin, Radish, Reed, Rhubarb, Rice, Rose, Rubber, Runner Bean, Rye, Saffron, Sapodilla, Sawbriar, Scallion, Seaweed, Silver Birch, Sphagnum, Spinach, Squash, Straw, Strawberry, Tamarind, Tangelo, Tangerine, Tea, Tobacco, Tomato, Tumbleweed, Turnip, Vine, Violet, Walnut, Wheat, Willow, Yellow Oak, Yew.

Those familiar with the Fighting book series and Steve Jackson’s Sorcery will know Allansia, Khul and the Old World very well.

Allansia is both a continent and a region of that continent in the northern hemisphere of Titan. It has a varied mixture of cultures, terrains, and climates, and a history of devastating wars whose legacies exist most acutely today.

It has been termed the "Land of Danger" and the "savage land of sorcerers and barbarians" in the book Titan - The World which also went on to say that Allansia:

“Allansia may offer the greatest prizes for a daring, ambitious adventurer, but it also offers the greatest dangers. Throughout the land, the Forces of Evil are drawing together, growing ever stronger. In the north, corrupt humans bring forth wild magic into the world, knowing little of what they are really doing; and creatures are stirring in the southern swamps, things that will ultimately affect all of Allansia.”

Physical Geography of Allansia Allansia is the second largest of the four continents of Titan. The continent reaches from the highest latitudes of Titan, down to sub-tropical regions. Although once part of a greater landmass, Irritaria, the continent now has no land connection to any other continent and thus has a vast uninterrupted coastline. The Sea of Pearls is the largest body of water indenting the continent, followed by the Gulf of Shamuz. There are also numerous islands off the continent's coast. In this broad sweep there is a vast array of environments from frozen wastes to hot deserts, temperate forest to tropical jungle. The continent can be divided into a number of great regions:

The Ice Wastes Freezeblood Mountains, Frozen Plateau, Icefinger Mountains, Ice Wastes The north of the continent is an icy waste land and the giant ranges of mountains that mark its southern extent, i.e. the Icefinger Mountains and the Freezeblood Mountains, also mark the northern most extent of recognisable civilisation. These ranges shelter the north of the continent from the cold winds of the Frozen Plateau which stretch even further north. Despite the apparent desolation of the area it is inhabited by savage tribes of and Goblins, many creatures and beings that choose to leave solitary existences such as an occasional White Dragon or Storm Giant. It is in the Icefinger Mountains that the mysterious Snow Witch, Shareella, made her home.

Frostholm Frostholm is the name given to the harsh north-east corner of the continent, which is set apart geographically by its many mountains and fjords and the jagged coastline alone Bjorngrim's Sea.

The Great Plains The Teeming Plains The heavy focus of the books on Allansia has actually predominantly been on the extreme western to north-western area of the continent. This relatively small area called "Allansia", lent its name to the rest of the continent. Its name means "Teeming Plains" in an ancient Elven tongue for it has been a highly populated area for time immemorial. In contrast to the desolate frozen north is a land of fertile plains and agriculture and thus supports a number of settlements. Its weather is unpredictable and varies from torrential rain, to humid summers, to snow bound winters in some parts. This part of the continent is largely moorland interspersed with hills and forests. Many rivers cross it, flowing into the Western Ocean from hills such as the Moonstone Hills. The sweeps of moorland and grass land within it are referred to as plains, which are delineated by the rivers and hills within it, as well as the geographical features by which is bound, namely the Western Ocean to the west, the Icefinger Mountains to the north, the Desert of Skulls to the south and the Flatlands to the east.

The Flatlands These rolling plains are a vast grassy wilderness dominating the centre of the continent which stretch all the way to the eastern coast on the Sea of Pearls. In the north-east corner of the Flatlands are temperate forests such as the Forest of the Night.

The Eastern Coast Plain of Bones, Plain of Bronze, Shabak The eastern coast is a vastly irregular coastline indented regularly by bays and inlets varying greatly in size, and including the Sea of Pearls. The Shabak Peninsula is the more fertile region of this eastern area of the continent although it is beset by storms and gales sweeping in from the Ocean of Tempests. The tempestuous Bay of Storms and Bay of Kulak complete the eastern coastline at the south-eastern tip of which are the largest of Allansia's many islands, Kulak Island, Jitar Island and Solani Island all of which are mountainous. All of this coastline being geologically young, having been formed less than two thousand years ago by the splitting of Irritaria.

Inland the great plains of Bronze and Bones complete the vast flat sweep across the centre of the continent from the Teeming Plains in the north-west, down through the Flatlands and the Desert of Skulls and thence onto the Plains of Bronze and Bones. The Plain of Bronze is all but a baking desert. It is bounded by mountains to the west, the Sea of Pearls to the east, to the north it merges with the Flatlands around Lake Nykosa and then becomes the Plain of Bones to the south. The Plain of Bones is a huge desolate wind-swept land with little vegetation. However, it is cooler than the Plain of Bronze to the north. The aptly named Bay of Storms forms its eastern extent, whilst it's reach to the south is curtailed by the Mountains of Grief and to the west by the Swamplands of Silur Cha. Swamplands of Silur Cha Swamplands of Silur Cha Although arguably part of the great plains of central Allansia this land is marked out by thick jungles and swamplands.

Desert of Skulls Arantis This completes the great central flat sweep of land across the continent and makes up most of the western coast as well. It is a searingly hot and dry expanse. To the north it imperceptibly turns into the Southern Plain of the settled lands of old Allansia. To the south is a fertile sweep of land surrounding the northern coast of the Gulf of Shamuz ending to the west in the Arantis Peninsula. The Arantis Peninsula just out from the south-west of this region. On its southern side it is mountainous, whilst its northern extent is a fertile region, fed by the great River Eltus and its tributaries.

Southlands Beyond the Mountains of Grief are the Southlands, whose climate is markedly different from the Plain of Bones. This is region of the continent is marked by a consistently mountainous geology reminiscent of the fact that it was this area of the continent torn apart in the splitting of Irritaria. The outstanding feature of the region is the great inland sea called the Glimmering Sea

Culture The Settled Lands of Old Allansia The most well-known area of Allansia lies in the north-west. It has been called "Allansia", "Old Allansia" and the "Teeming Plains". It lies between the Icefinger Mountains in the north and the Desert of Skulls further south. There are no organized kingdoms in this area of Allansia, just several villages and city-states coexisting in a feudal-like system. The notable cities in the region include Salamonis, Port Blacksand, Fang and Stonebridge.

The chief settlement in these parts is the vermin-pit of Port Blacksand, itself built on the ruins of a far earlier and greater city, which was destroyed in the War of the Wizards. Blacksand is situated at the mouth of the Catfish River, which sources in the Moonstone Hills.

Located in the heart of Western Allansia is Darkwood Forest, a dark and dangerous forest that hides ancient tombs, hostile animals and, the legends say, communities of Dark Elves. In the north-east, close to the tiny village of Anvil, Firetop Mountain can be found. This mountain is home to one of the most powerful wizards in the continent, the Archmage Zagor.

The wide River Kok, tracing the southern edge of the foothills of the Icefinger Mountains, connects the settlements of Zengis and Fang. Fang is a prosperous town and home to the infamous Deathtrap Dungeon.

Beyond the Kok are the wide Pagan Plains, dotted with small settlements. In the north-eastern corner lies Firetop Mountain, lair of the Evil warlock Zagor. Further south is Stonebridge, a Dwarf town famed for its mines and leader Gillibran. A tribe of Hill Trolls often fight with the Dwarves of Stonebridge.

The Pagan Plains end with the course of the Red River, so named because of its soil content, as well as the wild Darkwood Forest. The Catfish also flows through this dangerous entanglement of trees. Legend has it that a city of Dark Elves is located underneath the forest.

The eastern end of the Pagan Plains open onto the windswept Windward Plains thence onto the Flatlands, an huge region of grassland and steppe. There are few travellers in this area. The ancient Forest of Yore is next to the Flatlands and is accompanied with the equally old city of Salamonis, situated on the banks of the Whitewater River. The city is a relic of the old times, before the War of the Wizards and is a but a shadow of its former self. Yet in modern terms it is reckoned a great settlement. The Salamon dynasty rules the city, having had at least 63 kings.

Khul is the southernmost of the four great continents of Titan. It is also known as "the Dark Continent" and "the wasted birthplace of Chaos."

Geography Khul is situated in the southern hemisphere of Titan separated from Allansia, to its north-west, by the Ocean of Tempests and from the Old World, to Khul's north-east, by the Ocean of Serpents. The physical make-up of the more settled parts are where the earth and rocks are a very dark black colour. This helps give it its alternate name of the "Dark Continent", as well as the fact that little is known of Khul outside of its shores. There exist great variations in topography within relatively small areas.

Central Plains Scythera Desert, the Battlegrounds, and the Wastes of Chaos The centre of the continent from the southern coast, sweeping north along the eastern side of the Mountains of the Giants and even further north-east towards the Pikestaff Plains is a vast broad lowland. At its southern end it is the Scythera Desert described variously as a cold desert and a searingly hot desert, presumably referring to its night and day time temperatures. Moving northward, the Wastes of Chaos occupy what was once a rugged but fertile extended lowland. This was essentially a semi-circular arc of gentle rolling steppes, pleasant valleys and gentle mountain peaks enclosing a wide area of moorland and grassy plain once watered by both fast and slow flowing rivers. The early people of the land were mostly uncivilised hunters and foragers experts at hunting and killing game. However the heart of the continent was blighted by the wild magic released in the Great War against Chaos hence its barren nature now. The north-eastern end of the vast central plains of Khul once again turn into the grassy plains of the Battlegrounds and thence the Pikestaff Plains.

Inland Sea Perhaps more correctly deemed a geographical sub-region of the central plains of Khul, the Inland Sea sits in the south-east corner of these plains and is almost completely enclosed by land. It was formed by the sinking of the land after a great earthquake and is surrounded by rugged upland areas.

The Northeastern Highlands Gulf of Ariona and Pikestaff Plain This area is dominated by the Pikestaff Plain which is largely an extension of the great central Khulian plain. However, as the north-east reaches the sea it becomes hilly and mountainous on all sides. The coastline is for the most part dominated by cliffs that are sheer and as they travel inland there is a significant strand around the whole coastline that it is rugged or rocky upland area. Only on its southern side where the north-east corner abuts the shores of the Gulf of Ariona does the coastline slowly fall. The centre of this region is largely lowland grassy plains, although there are intermittent hills and outcrops.

The Ximoran Plains Cloudhigh Mountains, Mountains of the Giants, and Ximoran Protectorate A vast arc of mountains separates the centre of Khul from its fertile western plains. The chain is made up of two distinct ranges, the Mountains of the Giants and the Cloudhigh Mountains. West of these mountains the land descends into another vast lowland area taking up most of the western seaboard. These lands contain many river valleys that enrich the fertility of the land. In the north are some swamplands as well, most notably the vast Scorpion Swamp. The plains extend up to the northern coast of western Khul. In the south they are curtailed south of the River Swordflow by high mountains in Khul's south-west except to the south-east of this western region where they continue to the southern coast in the form of the great Southern Steppes.

The Sub-Swordflow Uplands In the south-west of Khul are lands of rugged mountains, many plateaus, river valleys and basins that complicate an attempt to generalise the characteristics of this corner. The large islands off the the south-west of Khul are upland areas that were once joined to the mainland until rising sea levels cut them off.

Hachiman and the Shios'ii Mountains The south-east corner of Khul is geographically distinct from its adjoining lands being entirely cut off by the great mountainous barrier that is the Shios'ii Mountains that arc around it from its south-west to north-east corners. Within the basin that is formed to the south and east of the Shios'ii is a great fertile plain taken up by the land of Hachiman where mighty rivers flow from the highlands down to the Black Ocean.

Pronunciation of Khul The pronunciation of Khul is a topic over which Old World and Allansian scholars have long debated. Of course, in different locations and in different languages the word would be pronounced differently. However, in the Common Tongue, Khul should be pronounced to rhyme with "fool" and "pool". There are old rhymes and verses from Khulian origin which support this assertion.

Discrepancy within the Book of Titan The Book of Titan talks of a land bridge that once joined Khul to Allansia, which disappeared long before Humans walked the surface of Titan. Yet Khul did not form until after Irritaria was split apart, long after man existed. This has formed a conundrum. One proffered explanation is as follows: Khul was originally the name given by the inhabitants of Irritaria to that land mass which was adjoined to south- east Irritaria by a land bridge. Upon this land were a number of nations including Kelios. After the splitting of the continents, this land mass was largely destroyed, its remnants being the Isles of the Dawn. The inhabitants of the southern portion of Irritaria named their new continent Khul, believing that it was they whose land now sat where Ancient Khul once had, apart from the other lands to the north. Thus we refer what was originally called Khul as Ancient Khul. This has led to some confusion in some historical documents which have interpreted the land bridge that once joined Ancient Khul to Irritaria as a non-existent land bridge connecting Allansia to Khul.

The Old World is the remarkable continent lying far to the north-east of Khul, west of Magnamund, and separated from it by the great Ocean of Serpents. The Book of Titan, that most famous of adventurers' literary companions, calls it the "home of civilization and of learning", and sums up the comparisons of Khul and the Old World. It says:

“The Old World is a land of contrasting regions, from the lush grassy plains of Lendleland]to the unscalable peaks of the Cloudcap Mountains in Mauristatia. Its people live mostly from the land, but it has many larger settlements as well, for it escaped the cataclysmic wars that have kept the other two continents from attaining true civilization. Some of the kingdoms of the Old World have not reached their full development, but just about all of them are more sophisticated and civilized than anywhere in Allansia or Khul.”

Gallantaria Orjan's Realm Royal Lendle Eedeside River Eede Fickling Fickling Rise Harbour River Tass South Trade Route Hustings Shattuck Narbury

Whitewater Delta Whitewater River Klisdon Cygnet

Glaydon Forest Oakhill Horned Hills Sharleena's Abode Way River Fenlake Weddonbridge Colton-on-the-Marsh Astonbury Stanford River Merton Axmoor Dunningham

The Ham Forrin Barracks Windswept Moor Casper Gambit Castle Eacham Highlands Mount Cuspid Hill Top Rise River Greenbeck Chessog Crowford Gibbet Colton-on-the-Marsh Axmoor

The Breadbasket Weirtown River Weir Border River Hope's End Penkhull Aiken Hamblehill Castle Blackhaven

Witchtooth Line Cumbleside Watchtower Dark City Forbidden Caves, Lacynthian Caves Tribal Territories Big Boulder Tribe Black Scorpion Tribe Assur Na Menes Karnstein The Battlegrounds

Northlands Cragrocks Netherworld Sorcerers

Brice City of Mazes Diamond Islands Hanford Ingolstadt Quill Stinn The Forbidden Fortress

Ruddlestone Harabnab Nankunu Bay Port of Crabs

Fertile Lands The Citadel Ide Havalok Carass Wendeford Ennox Assart Myrton Ruins Fosse Forest of Lein Brackish Bay Coastal Hills Hallow's Well River Sanct Driteham Mussuck Fenford Blackmire Miremere Grimry River Aryll Gwythain's Barrow Aryll's Hill Shekin Selwick Tallow Claybury Dagga Valley River Mouth Cloudcap Mountains Demonkeep Outpost Banarask Hills Caer Skaal Harnwatch Beastman Camp Achenbury Crun

Mauristatia Bathoria Crolia Lupravia Balci Castle Wulfen Fenmoor Garou Gorge Maun Orsov Mountains Raging River Strigoiva Sundered Peak Vargenhof Wulfenstein Mortvania Castle Heydrich River Bloodsedge Forest of Phantoms Saarven Pritzbad Leverhelven Jurghöfen Skeln Vannan Dwarven Tunnels

Femphrey Chalannabrad Chalanna River Crystal City Eerieside Lake Cauldron Lake Eerie Tannatown

Lendleland Canunie Pollua Puss Rorutuna Siltbed River

Analand Arkleton Sea Coast Ulaak Great Plains Farleigh Fargate Northern Border Scarton Goldwater Lake Chawberry Wood Lake Libra Vasil

Far Analand Gummport Bay of Gumm Schoolfish River Northern Hills

Kakhabad Kharé Harbour Bridge Jabaji River Baklands Klatta-Bak Steppes Baddu-Bak Plains Vanti-Bak Wastes Forest of the Snatta The Shamutanti Hills Kristatanti Schanker Mines Lea-Ki Cantopani Dhumpus Gorretanti Birritanti Torrepani Sharnek Ghoulcrypts Earth End Coastline Daddu-Ley (The Copperstone Caves) Daddu-Yadu (The Croaking Caves) The north and west Lake Lumlé Lumlé River Chalmoe River Krooe River Lake Ilklala Ilklala River Tinpang River Vischlami River Vischlami Swamp

Zanzunu Peaks Low Xamen Kharabak River Nagomanti River Avanti Wood High Xamen Mampang Fortress Nankunu Bay Throben