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Hand of Destiny

Campaign Setting

By Michael De Mocko AKA: Arryn Raven

Hand of Destiny

CON TENTS
INTRODUCTION.. RACES Humans... Dwarves.. Elves Gnomes... Half-Elves... Half-Hobgoblins.. Halflings.. CLASSES Barbarian. Bard. Cleric... Druid... Fighter. Monk... Paladin. Psion and Psychic Warrior.. Ranger. Rogue.. Sorcerer... Wizard. HISTORY... NATIONS... Aridan.. Calaran Free Isles. Glenfaddich. Gontal.. Sheridar... Themul OTHER LOCATIONS.. Dragonholt.. The Great Waste. The Wall. 2 2 2 2 2 3 3 3 3 3 3 3 4 4 4 4 5 5 5 5 5 6 6 8 8 10 11 12 13 14 16 17 17 17 17 The Empire to the East. LANGUAGES. Aridian. Draconic... Dwarvish.. Elvish... Goblinoid. Themulian Sylvan.. RELIGION.. TANELORN AREK... ARILYN... CORAN GAI... BASTION ATROPOS... NECROS.. KARSH ORGANIZATIONS The Order of Magi... Children of The One.... Kingsmen. The Brotherhood of The Way... WEAPONS.. Elvish Longbow... Elvish Longdagger... Repeating Crossbow Quarterstaff.. CONCLUSION 17 18 18 18 18 18 18 18 18 18 18 19 19 19 19 20 20 20 20 21 21 22 22 22 23 23 23 23 23 23

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INTRODUCT ION
Welcome Traveler, Here at the Academy of Arlan we possess the finest collection of Knowledge in the Known World. Anything and everything you could possibly want to learn, we have information on. Be wary though, Knowledge is power, and in the wrong hands Knowledge can be very dangerous. How you use what you learn here could affect all of the Known World. caution, but above all, wisdom, enjoy your stay.
Langdurin Wyvrrnspear: Headmaster of the Academy of Arlan, Magi of the 3rd Order

forces shape the world and a powerful Oracle controls destinies. These pages contain a basic background of the Known World, including history, theology, and geography. It is a primer of what is considered common knowledge to the inhabitants of the Known World keep in mind, there are many things still unknown. Only by exploring the Known World can all the truths be revealed. Good Luck in your journeys you may need it.

RACES
This is a list of the Races allowed to Player Characters in the Known World, including any restrictions placed on the Races

Use use

HUMANS
The Human Race is by far the largest of the Races in the Known World. Humans rule all of the Countries, save one, and their cities can be found across the entire Known World. They remain unchanged from the Players Handbook.

DWARVES
No one has seen a Dwarf for centuries; they retreated from the world of Man shortly after the Dark War. Their influence is still evident across
Symbol of CORAN, The Magi and Seal of the of Magi. Order

the Known World, though. Dwarven hands built many of the great Human cities and the cunning adventurer can still find magical artifacts built by their Artificers. It is unknown what happened to

Welcome to the Known World. A place of high adventure and intrigue. A place where magical

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the Dwarves. Rumors abound of a great Dwarven civilization built underground where they remain to this day. No proof of this can be found though. Dwarves remain unchanged from the Players Handbook. themselves on the outskirts of civilization, accepted by neither race. Half-Elves remain unchanged from the Players Handbook.

HALF-HOBGOBLINS
The Goblinoid tribes in the North are abundant with Hobgoblins being the most prolific of the Goblinoid races. Half-Hobgoblins are always the result of violence. Racial hatred on both sides often result in Half-Hobgoblins being killed at birth. Still, the rare Half-Hobgoblin does exist. Half-Hobgoblins are identical to Half-Orcs in the Players Handbook.

ELVES
What was once the most powerful Race in the Known World is now a small remnant of a once proud culture. Most Elves remain hidden in the forests of Glenfaddich, content to let the Humans do to themselves as they wish. They are creatures of magic, able to wield the flows of The Gift without aid of books or scrolls. They are at one with nature and have a strong bond with GAI, The Earthmother. Elves in the Known World are no longer automatically proficient in the Longsword proficient and Rapier, instead they are See in the Elvish Longdagger. Their favored class

HALFLINGS
Halflings do not exist in the Known World.

CL ASSES
Adventurers are uncommon in the Known World. They represent a very small sub-class of the population. Most people are happy going about their daily routine. Still there are those who seek something better in life. They often become Adventurers.

WEAPONS to learn more about the Elvish Longdagger. Ranger. becomes

GNOMES
Gnomes do not exist in the Known World.

HALF-ELVES
Half-Elves are extremely rare in the Known World, still they exist. Many Humans admire the alien beauty of Elves and some Elves find Human passion very attractive. Occasionally members of the two Races consort and produce offspring. Unfortunately Half-Elves are more commonly the result of violence. In the ongoing war between Calaran and Glenfaddich, atrocities have been known to happen, this is where most Half-Elves come from. Because of this, life can be very hard for Half-Elves, they often find

BARBARIANS
The Clansmen of Sheridar produce many Barbarians. It is a harsh country where strength is everything. Sheridian Barbarians, prefer to use Bastard Swords and Spears. They usually use a small buckler called a Targ. The rare Elf might also become a Barbarian, often living on the outskirts of the forests of Glenfaddich. They would almost certainly be considered outcasts, extremists on the fringe. There are no other Barbarians in the Known World.

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BARDS
Performing minstrels are common throughout the Known World. Bards, on the other hand, are more rare. What separates a minstrel from a Bard is the ability to create seemingly magical effects with their music. Spellsinging, as Bards call it, is a rare and precious talent it is also a talent with a price. Because of its similarity to The Gift, The Order of Magi is wary of Spellsinging. It rumored that The Magi often keep tabs on Bards who develop the ability. See ORGANIZATIONS to learn more about The Order of Magi. attachment with The Earthmother. The Longbow and Elvish Longdagger are considered class weapons for the Druid. See WEAPONS for more information on the Elvish Longdagger.

FIGHTERS
Fighters are the most common of the adventuring classes. They can be ex-soldiers or restless youths who take up the sword in search of adventure. Fighters practice their trade in a number of ways: guarding caravans, being members of standing armies, or doing mercenary work. Fighters can be found in every Race, Clan or Tribe.

CLERICS
The GODS were once a powerful force in the Known World. For reasons unknown to anyone, their power began to wane after the Dark War. While people still worship the GODS, it is rare for any of their followers to gain Divine powers. True Clerics are priests who can perform miracles. They represent a very small portion of their churches and are sometimes resented by the priests who cannot perform miracles. Adventuring priests are almost always True Clerics. See RELIGION for a list of Deities and the powers they bestow.

MONKS
Monks are new to the Known World. They first appeared about thirty years ago when a ship from the Empire to the East arrived off the coast of the Free Isles. The ships brought with them teachers of a philosophy merely called The Way. They also brought with them a form of Unarmed Combat never before seen in the Known World. The exotic looking Brothers of The Way occasionally take in students from the Known World. They are very picky, though, and no one knows the criteria to make one acceptable to the Brothers. There are a small handful of Monks, both Eastern and from the Known World who followers of GAI, The travel the lands, searching for the perfection that all Brothers of the Way seek. PC Monks belong to this small group. See ORGANIZATIONS to learn more about the Brotherhood of The Way. The Quarterstaff is now considered a Monkish weapon and can be used in a Flurry of Blows. See WEAPONS to learn more about the expanded use of the Quarterstaff in the Known World.

DRUIDS
Druids are Earthmother. They protect nature and all her creatures. Slightly more common than Clerics, they can often be found living in the wilderness between villages. They try to remain detached from civilization, only interfering if it encroaches on their protected lands. Druids are also common amongst the Elves because of their strong

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PALADINS
The church of TANELORN, The Just has an elite group of dedicated warriors who protect the faith and all things Good. TANELORN himself always calls upon Paladins, usually in a life altering vision. It is considered a great honor to receive the vision and few reject the calling. It is not easy to be a Paladin, though most successfully live up to the lofty ideals set forth by TANELORN. There are a few that are rumored to have fallen from the faith. It is not wise to speak of such things to a Paladin. bonus feats at 2nd level and every 4th level beyond that, Nature Sense at 3rd level and Woodland Stride at 7th level. Rangers can also use the Quarterstaff with their free Two Weapon Fighting and Ambidexterity Feats. See WEAPONS to learn more about the expanded use of the Quarterstaff in the Known World.

ROGUES
Wherever there are people, there are Rogues. Some choose to live off of others, taking what they can, others use their skills to find treasure, and adventure. No matter what their motives, Rogues use stealth and cunning to achieve their goals, often finding themselves on the wrong side of the City Watch. There are no official Thieves Guilds in the Known World, although it is not unheard of for small groups of Rogues to band together.

PSIONS /PSYCHIC WARRIORS


Psions and Psychic Warriors are not available as PC Classes. Despite this, it is generally believed that Psionics existed before the Dark War and may return in the time of The Oracle. The Brothers of The Way also speak of an enlightened suspiciously state of like mind that sounds See Psionics.

SORCERERS
Sorcerers are found only amongst the Elves. Elves have an intuitive grasp of magic and do not need books to prepare their spells. The occasional Half-Elf learns to use The Gift this way, but Sorcerers are unheard of amongst Humans. The Magi consider Sorcerers to be DraCoran, or The Uneducated in the old tongue. See ORGANIZATIONS to learn more about The Order of Magi.

ORGANIZATIONS to learn more about the Brotherhood of The Way.

RANGERS
Rangers are a fairly common adventuring class. They are represented amongst the Elves, the Clansmen of Sheridar, and indeed amongst Humans throughout the Known World. They protect the wilds, often working closely with Druids. Rangers who have gained enough experience to cast spells receive them from GAI, The Earthmother. Rangers receive some
th

WIZARDS
Sometimes a rare Human is born with The Gift. For whatever reason he of she can understand the weaves of magic. Whenever this happens, The Order of Magi invariable comes calling. Most Wizards are trained by The Magi in the use of The Gift. There are some, though,

modifications in the Known World: They now receive new Favored Enemies every 4 level and their bonuses for those enemies start out at +2 and go up accordingly. In addition, they receive

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that escape The Magis attention. These Wizards are considered DraCoran or The Uneducated. Perhaps they get a hold of a spellbook and teach themselves, or another DraCoran trained them. Whatever the case, they are considered a threat to The Magi and are often persecuted by the Order. See ORGANIZATIONS to learn more about The Order of Magi. Thus began the Race Wars. Goblinoid tribes surged into the Southlands, killing everyone in their way. Even Elves and Dwarves fell under the blades of KARSH'S children. This greatly angered GAI, The Earthmother and BASTION, The Battlelord, the patrons of the Elves and Dwarves. The fighting was harsh and bloody, the Goblinoids outnumbered even the Humans three to one. Conquest seemed

HIS TORY
The Known World was once a place of magic. Elves and Dwarves ruled the land, and the power of the GODS could be seen everywhere. AREK, The Bright God of the Sun, was discontented though. He wanted something special, something to call his own, hence he created Humans at least thats what any Cleric of AREK will tell you. Human civilization grew quickly, mostly due to Humans being a much more prolific race than the Dwarves and Elves. Soon Human settlements were found everywhere. The Great Empire of Themul was founded and the Humans began to spread out. At first the Humans were on good terms with their neighbors, indeed trade flourished between Man, Dwarf, and Elf. Only the Goblinoid tribes far to the North remained aloof, holding their allegiances to KARSH, The Stormlord and ATROPOS, The Tyrant. ATROPOS especially resented AREKS creations and the great power they were swiftly amassing. The Tyrant convinced KARSH that the Humans were a threat that must be extinguished.

inevitable. CORAN, The Magi God of Knowledge, saw that without his aid the minions of Evil would wipe out the other Races. He stepped forward and gave the struggling Humans The Gift. Until then only the Elder Races could use magic. Giving Humans The Gift was a controversial decision; most of the GODS believed Humans were not ready for The Gift. Ultimately, though, it turned the tide of the War. The Humans, now armed with magic, led the Elder races into battle and drove the Goblinoids back into the North. The hoards were defeated, but not destroyed. All of the races suffered heavy losses in the Race Wars. This was more significant for the less numerous Dwarves and Elves. The Elder races became more aloof, retreating somewhat to try and rebuild their civilizations. They seemed content to let the Humans shape the Known World. The centuries passed, Human civilization grew and the other Races declined. The Elves, who once were spread over the entire Known World, now kept mostly to themselves in their forest nation, Glenfaddich. The Dwarves likewise remained in their cities to the North

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East, in the region now known as Gontal. Everything to the South belonged to the Humans. AREKS children created a great civilization using The Gift. It was an era of enlightenment and prosperity. Peace reigned. To the North, beaten but not forgotten, the Goblinoid tribes waited for their chance to get revenge on the other Races. Their chance came with the appearance of the Dark King. No one knows who the Dark King is, or where he came from. It is commonly believed that ATROPOS raped a Human female and the Dark King was born of this union. What is known for sure is that the Dark King is a powerful Warrior and Wizard. He was able to whip the Goblinoid tribes into a frenzy. He gifted some of the Goblinoids with magic, and lured members of the other races to his side with promises of immortality and untold power. The Dark King raised a fearsome army. Once again, Humans, Elves and Dwarves joined forces to repel the invaders, but even the combined might of the Races was not enough to defeat the Dark King. Perhaps because of his Unholy Conception, the Dark King proved to be an unbeatable foe. Fighting at the head of his armies, he could shrug off wounds that would kill any living creature and his magic cut a swath through the Armies of his enemies. It appeared this time that Evil would triumph and eclipse the Known World. Out of the chaos a group of Adventurers appeared. Known now only as The Heroes, they possessed abilities never before seen in the Known World. Some believed them to be blessed by the GODS. In any case they fought a mighty battle with the Dark King himself and somehow defeated him. It is unclear how they did this though, the method of their triumph is a fact lost to time. Soon after the Dark War, as the conflict was called, The Heroes disappeared, leaving the Races to rebuild from the ashes. CORAN, The Magi stepped forward again and informed his followers that the Dark King was not killed in the final battle. Even The Heroes were not powerful enough to do that. Instead they trapped him in a magical prison where he could do no more harm. CORAN then gave his followers a series of prophesies called The Oracle. It stated that the Dark King would one day escape his prison and again threaten the Known World. It also stated that a new group of heroes would arise to combat him and finally destroy him. This group, The Hand of Destiny would reshape the Known World into a place of everlasting peace. He created the Order of Magi to help make The Oracle come about. If the Race Wars hit the Known World hard, it was nothing compared to the damage caused by the Dark War. It is believed that the very fabric of magic was damaged in the climatic final battle. The Gift diminished and children born with the ability to wield magic became a rarity. The GODS influence on the Known World also began to decrease; fewer and fewer priests received Divine powers. The decline of magic greatly affected the Races. The Dwarves, their numbers diminished, and their power waning, left the Known World entirely. Where they went is a question no one can accurately answer. Some believe they retreated underground and have rebuilt their

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civilization beneath the region now known as Gontal. The Elves also retreated. They closed the borders of Glenfaddich and the number of Elves who traveled the Known World fell to a mere handful. Only the AREKS children seemed to thrive after the Dark War. Humans quickly filled the lands left by the Elder Races. The Nation of Sheridar was created in the North to keep the Goblinoids contained and Aridan and Calaran were formed. Even the former Dwarven lands were settled and renamed Gontal. See NATIONS to learn more about the different countries and how they fit into the Known World. It has been 500 years since the Dark War. The Empire of Themul has fallen into decadence and Calaran has fallen under the rule of the Church of The One True God. Magic is rare and Elves and Dwarves are considered fairy tales to most commoners. The Order of Magi has become a powerful political group, and they wait patiently for the time of The Oracle. It is a time for new legends, a time for new heroes, a time for new magic. Now is the time CLIMATE: Temperate with a longer that average rainy season in the North, ranging to Tropical in the South East. RESOURCES: Gold, Silver, Livestock, and Farming. FOREIGN RELATIONS: Calaran (Fair), Free Isles (Poor), Glenfaddich (Fair), Gontal (Good), Sheridar (Good), Themul (Fair). GEOGRAPHY: Aridian geography consists mostly of plains with some forested areas. Crater Lake is a large body of freshwater located near the East coast. Aridan is dotted with small mountains full of precious metals. Mining is a major source of income for Aridan. PEOPLE: Aridians tend to be of medium height and build. Most have dark eyes and dark hair though there is some variation. Subjects of the High King are a hearty, happy lot, they like their lives and their drink. Pubs are often the focal point of towns and villages, serving as a place to meet with friends and relax. They tend to be open, friendly and fiercely patriotic. They treat travelers with respect unless an unkind word is spoken about Aridan.

NAT IONS
ARIDAN
CAPITOL: Aridan City. GOVERNMENT: Monarchy and Parliament RULER: High King Edward Aristeed. ALIGNMENT: Neutral Good.

LANGUAGES: Aridian. HISTORY: Created from the ashes shortly after the Dark War, Aridan quickly grew in power. Aridans first King, Yorik Aristeed was a great general and tactician. Perhaps his greatest political act was acquiring Sheridar and Gontal as commonwealths. The wealth brought in from these countries, as well as Aridans numerous Gold and Silver mines helped the Nations quick rise in power.

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POLITICS: The King of Aridan is called the High King. The Aristeed family has always ruled Aridan and they have governed her fairly and wisely. The creation of a democratically elected Parliament 80 years ago has done wonders for the morale of her people. Though it is little more than an advisory body to the King, the Parliament makes the commoners feel like they have a say in the running of their country. King Edward has sat on the throne for the last 25 years. He is considered one of the most popular in a long line of beloved Kings. His son and heir, Phillipe is a bit of a handful for the King though. Phillipe is very charismatic and enjoys carousing with the common people. Many of the Nobility in Aridan are concerned about Phillipes capability as a ruler. The King constantly has to defend his son, whom the Nobility considers to be a drunk and a fop. Only time will tell how well the young man sits the throne, but he has already won the hearts of the common people. Aridan has a strong standing Army and a decent Navy. There is trade with all the Nations of the Known World. King Edward tries to remain neutral in the conflicts of other Nations, though it is rumored that he has been secretly supplying the Elves of Glenfaddich with arms and supplies to aid them in their never-ending war with Calaran. These rumors do not put Edward too high in the Bishop of Calarans esteem. While trade with Themul continues, Edward is obviously concerned with the social climate of the Empire. If civil war should break out in Themul, it is unclear which side, if any, that Edward will take. RELIGION: Religion, like in all the Human nations, no longer has the influence it once had. There are still temples to most of the GODS to be found in the cities, AREK and TANELORN in particular, very few priests of any of the GODS hold a high-ranking seat in the government. One notable exception is the Paladin known only as Blake, who is in charge of the High Kings protection. Edward also has a Magi advisor.

CALARAN
CAPITOL: New Calar. GOVERNMENT: Theocracy. RULER: Bishop Harek Teel. ALIGNMENT: Lawful Good. CLIMATE: Varies from temperate in the East too colder in the West. RESOURCES: Fishing, Livestock, Farming, and Lumber. FOREIGN RELATIONS: Aridan (Fair), Free Isles (Poor), Glenfaddich (Poor), Gontal (Fair), Sheridar (Fair), Themul (Poor). GEOGRAPHY: Calaran consists mostly of plains and forests. To the West the mountain range known as The Wall cuts off Calaran and the rest of the Known World from whatever may lie beyond. PEOPLE: The people of Calaran tend to have blond hair and blue eyes, with a larger than average build. Calarians are a quiet conservative people; they distrust strangers and are often hostile to foreigners. LANGUAGES: Aridian.

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HISTORY: Calaran was founded not long after the Dark War when plague and famine wracked the land. From somewhere in Themul appeared a man who called himself Calar the Prophet. Calar was plainly insane, but the words he spoke rang true to some people. Elves. There they built a city dedicated to the One True God. Calar died when a fire broke out in the Temple of The One, taking the entire city of Calar with it. No one knows what started the fire, but most Calarians think the Demonic Elves started it. Even after his death, Calars legacy lived on. New Calar was built on the ashes of old Calar and Calaran grew into a powerful Nation, one where the Bishop of The One rules with an iron fist. POLITICS: The current Bishop, Herek Teel is a man of cunning ambition. He uses his Children of The One to keep a tight hold on the population. The Children of The One, a group of fanatical warriors who act as judge, jury and executioner in matters of faith, are more commonly known as Redmen because of the red tunics they wear as uniforms. When a group of Redmen enters a village, normal hard working people become raving zealots. The common people of Calaran fear the Redmens questioning so they are quick to point out the indiscretions of
Typical Redman.

their neighbors. Children of The One usually dont enter a village without someone being put to the question and burned. Thats how Bishop Teel wants it. See ORGANIZATIONS to learn more about the Children of The One. Calaran is in a constant war with the Elves of Glenfaddich. Since Elves are creatures of magic, Calarians view them as soulless Demons, creatures that must be wiped off the face of the Known World. Small skirmishes along the border are an almost daily occurrence. Every thirty years or so, whoever is Bishop at the time, mounts a major invasion into Glenfaddich. Every

Calar claimed that the Dark War was caused because the GODS had betrayed them: The Evil Gift of magic was what created the Dark King. He claimed to have received a vision from a new God, one who despised magic and all who used it. Calar believed that The One True God reigned over the Lesser GODS, so his followers should reign over all the Known World. Though he was immediately banished from Themul, there were those that found truth in Calars mad ravings. They followed him across the Strait of Tears, to lands that were once inhabited by

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time, the Elves push back the invaders, but each offensive has a greater toll on the Elves. Eighty years ago a well-orchestrated invasion pushed the Elves so far back that the ancient city of Tagaran was lost to them. Something horrible happened to the invading army though and it has become a ghost city. Whatever happened that day is a well-kept secret and the Calarians give it a wide berth. Rumor has it that Bishop Teel is preparing his Army for another major invasion of Glenfaddich. The Elves, and the rest of the Known World watch Calaran and Bishop Teel closely, fearing that this may be the last invasion needed. RELIGION: Calaran is a Theocracy dedicated to The One True God. Unfortunately for the Calarians, The One True God doesnt seem to exist; at least he doesnt reward his followers with Divine magic like the other GODS of the Known World do. Because of this, all magic is considered Evil. Any Spellcasters found within the borders of Calaran are branded as witches and burned at the stake. FOREIGN RELATIONS: Aridan (Poor), Calaran (Poor), Glenfaddich (Poor), Gontal (Fair), Sheridar (Poor), Themul (Fair). GEOGRAPHY: The Free Isles are a collection islands, one very large one and hundreds of smaller ones. None of the islands, the main one included, have been very well explored. The main island, and the smaller ones are all covered with dense rainforests. The only real city in the Free Isles is Skullport. PEOPLE: The people of the Free Isles are an odd mixture of every Race and Nation in the Known World. There is no way to easily identify the people who live there, other than they are a proud and passionate lot who cherish freedom and live life to the fullest. LANGUAGES: Aridian, Themulian, Goblinoid. HISTORY: Soon after the Race Wars, Humans learned to tame the sea, not long after that the Free Isles we discovered. The Isles can hardly be called a Nation. They are a place where anarchy and lawlessness reign supreme. The Isles are a haven for Pirates, thieves and anyone else who does not mesh well with normal society. POLITICS: The closest thing to a political center on the Free Isles is the city of Skullport. Anything and everything happens in Skullport. Slavery, Prostitution, and Gambling are all common and available. A popular saying in Skullport is: If it would make a Calarian roll his eyes weve got it! The smaller islands are full of Pirate dens, full of booty taken from the shores of Aridan. Several times in the past the High King has sent the Royal Navy to wipe out the Pirate Scum. The Pirates of the Free Isles are a cunning lot

FREE ISLES
CAPITOL: None, though Skullport is often where the current Pirate Lord sets up shop. GOVERNMENT: None. RULER: Varies. Whichever Pirate Lord has the most power could be considered the Ruler of the Isles, but no one stays on top very long in the Free Isles. ALIGNMENT: Chaotic Neutral. CLIMATE: Tropical. RESOURCES: Smuggling and Piracy.

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though; the Royal Navy would always arrive to find Skullport an empty shell. The sailors would burn the city to the ground but six months later it would always be rebuilt. King Edward seems to understand the futility of taking the fight to the Isles, instead he has come upon the idea of hiring Pirates as Privateers. He figures that by putting some of the Pirates in his employ, theyll be too busy fighting each other to raid his coast. Whether his plan works or not remains to be seen. RELIGION: Other than the odd temple to The Stormlord or gambling houses dedicated to ARILYN, religion is not a major force in the Free Isles. Though not a church, the Temple of The Way bears noting. About thirty years ago an odd looking ship from the fabled Empire of the East docked off the South Coast of the main island. For reasons unknown to anyone, the exotic looking men and women from the East built a Temple there. They occasionally take in students from the Known World and teach them their unique style of Unarmed Combat. What they are really doing there is anyones guess. The Pirates have chosen to leave them alone for the time being. See ORGANIZATIONS to learn more about the Brotherhood of The Way. FOREIGN RELATIONS: Aridan (Fair), Calaran (Poor), Free Isles (Poor), Gontal (Fair), Sheridar (Fair), Themul (Fair). GEOGRAPHY: The Nation of Glenfaddich consists almost entirely of one great forest. PEOPLE: Other than Surrash, a small mixed settlement far to the North near the Sheridian border, the only known residents of Glenfaddich are the Elves. Rumors do exist that other intelligent species such as Centaurs and Dryads live within Glanfaddichs magical borders. These rumors are not easily proven, and the Elves arent talking. LANGUAGES: Aridian. HISTORY: Glenfaddich has existed as long as the Known World. The Homeland of the Elves once spread across most of the Known World. Human expansion, and devastating wars have reduced the Elven nation to a fraction of its size. POLITICS: The only city remaining in Glenfaddich is TirNaNorag, a vast city in the trees. Here is where Queen Ellerisa holds her court; here is where she waits for the inevitable. The Elves are a dying race, very few children are born and continued losses at the hands of Calarian soldiers spell the Elves almost certain doom. The Elves have retreated far into their forests where they prepare for Bishop Teels rumored attack. Not all Elves agree with Queen Ellerisa, though, indeed there are small factions of Elves controlled, usually who arent content to wait. Some of these groups have banded together and they live wild like the Elves did before the Race Wars. More militant than their cousins in TirNaNorag, they practice Elvish, Draconic, Sylvan,

GLENFADDICH
CAPITOL: TirNaNorag. GOVERNMENT: Matriarchal Monarchy. RULER: Queen Ellerisa Quiensentia. ALIGNMENT: Neutral. CLIMATE: temperate. RESOURCES: Furs, Herbs, Gems, and Magical Items. Magically

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their fighting skills and hone their weapons. Their intention is to fight the inevitable with their dying breath. The only other fixed settlement within the borders of Glenfaddich is Surrash. It is little more than a trading outpost where Humans and Elves do business. While some Elves venture out into the Known World, Surrash is the only place in Glenfaddich where a Human wont be killed on sight. Even Humans from Nations friendly to the Elves are not allowed past Surrash. RELIGION: All Elves pay homage to GAI, The Earthmother. In these dark times the Elder Race looks to her even more. The Elves pray to GAI for a miracle, it would seem though that only The Earthmother knows if there is an answer to those prayers. flight, and the resourceful adventurer can often find artifacts within the husk of the former cities. The Academy of Arlan usually has at least one archeological expedition in the area at any given time. PEOPLE: Gonts are simple, hard-working people who mind their own business and hope that others do the same. The Nation is considered the melting pot of the Known World. People from all Nations can be found living and working in Gontal. There are no physical features common to her citizens. LANGUAGES: Aridian. HISTORY: Gontal is another of the Nations formed after the Dark War. When the Dwarves left the Known World, they left behind good farmland and the husks of their once great cities. Many Humans found themselves homeless after the Dark War and Gontal seemed like a good place to start again. POLITICS: Gontal is best known for how unremarkable it is. Gontal is a commonwealth of Aridan, which means that the Gonts pay taxes to King Edward. Most Gonts are fine with this; it saves them the trouble of having to run the country when there is real work to do. Gontal is basically a collection of small villages and Aridan (Good), towns. These tight-knit communities often govern themselves, usually forming a council of Elders. Aridian nobles run only the two major cities, Dereval and Hectal, although it should be noted that calling Hectal a major city might be an overstatement. Duke Emerson is the closest thing to a ruler that Gontal has. Living in the capitol city of Dereval, he handles the day-to-day affairs of the

GONTAL
CAPITOL: Dereval. GOVERNMENT: Duchy (Commonwealth of Aridan). RULER: Duke Jorrel Emerson. ALIGNMENT: Neutral Good. CLIMATE: Wet and rainy through most of the year. RESOURCES: Lumber, Fur, Semi-Precious Metals, and Fishing. FOREIGN RELATIONS: Calaran (Fair), Free Isles (Fair), Glenfaddich (Fair), Sheridar (Good), Themul (Good). GEOGRAPHY: Large forests and numerous mountain ranges cover Gontal. The Cauldron, a large body of water in the very center of the Nation, has a reputation for ships mysteriously disappearing in it. Gontal is also full of ruins. The Dwarves left many cities standing in their

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Nation. This basically consists of keeping the merchant class happy and ensuring that the lumber and other natural resources are distributed where they are needed. RELIGION: The GODS dont have a great deal of influence on Gontal. Perhaps because the Gonts are too pragmatic to spend time worshiping when there is work to do. There are a few churches dedicated to AREK, and a few more Druids wandering the wilderness, but most Gonts are agnostics. wear their family tartans with pride. Sheridians tend to be loud and boisterous. They live and drink hard. Still, the other Nations view them with a large amount of respect. They do a hard job and they do it well. That doesnt stop innkeepers from hoping that the Clansmen stay in some other establishment when they visit foreign lands, though. LANGUAGES: Dwarvish, Aridian. HISTORY: The Nation of Sheridar serves a very specific purpose; it was created after the Dark War to contain the Goblinoid tribes in the North. After the Dark King had been imprisoned, the races were faced with the still very real threat of the Goblinoids. Although they were beaten, none suspected them to stay beaten long. To remedy the situation, a group of stout warriors, veterans of the Dark War, agreed to protect the Known World from further invasions. These men admired the ways of the Dwarves; they began talking like them, fighting like them, and even began to worship BASTION, The Battlelord patron of the Dwarves. Sheridar was RELATIONS: Aridan (Good), a harsh land and the Sheridians learned that the best way to survive and to combat the Goblinoids was to stay mobile. They formed themselves into nomadic Clans and began patrolling the border. They have been the guardians of the Known World for 500 years.

SHERIDAR
CAPITOL: Ri Rioch. GOVERNMENT: Clan Rule. (Commonwealth of Aridan). RULER: Varies, currently Cromac of Clan Kendrick. ALIGNMENT: Chaotic Good. CLIMATE: Cold and wet, with major snowfalls in the winter. RESOURCES: None per say. The Clans are provided whatever they need by King Edward of Aridan. FOREIGN Calaran (Fair), Free Isles, (Poor), Glenfaddich (Fair), Gontal (Good), Themul (Fair). GEOGRAPHY: Sheridar has lots of hills and cliffs, making it a difficult region to navigate. Loch Innis is the only notable body of water in the region. To the North, great snowy mountains rise out of the ground. The Goblinoid tribes live in caves carved out of these mountains. PEOPLE: The Clansmen are a strong, hearty bunch. They are largely built and most have red hair and blue eyes. Beards are a status symbol amongst the Clansmen as are kilts; the Clansmen

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CAPITOL: Arlan. GOVERNMENT: Monarchy. RULER: Emperor Exeter Valerious. ALIGNMENT: Chaotic Good. CLIMATE: Hot and humid with a brief rainy season. RESOURCES: Precious Metals, Gemstones, Livestock, and Farming. FOREIGN RELATIONS: Aridan (Fair), Calaran (Poor), Free Isles (Fair), Glenfaddich (Fair), Gontal (Good), Sheridar (Fair). GEOGRAPHY: Dry, dusty plains make up most of the region. Fertile land is scarce so farms often lie in close proximity to the rivers. PEOPLE: Themulians tend to be short and dark-skinned. Themul is a hot place so her citizens tend to wear little clothing, a fact that makes some of the more conservative citizens of the Known World write off Themulians as frivolous. Wise people
Typical Clansman.

keep such opinions to themselves; Themulians are a proud, fiery people who dont take kindly to insults. LANGUAGES: Themulian, Aridian. HISTORY: Themul was the first of the Human Nations and at one point was also the greatest. There was a time when every Human in the Known World owed allegiance to the Great Empire of Themul. Before the Dark War, Themul was at the height of her power and the Themulian legions were the most powerful armed forces in the Known World. Strong as they were, they could not stop the Goblinoid hoards from decimating most of the Empire. After the Dark King was defeated, many Humans found themselves displaced. Instead of returning home, some warriors just stayed where

POLITICS: The Sheridians choose their leader every five years when the Clans get together at Ri Rioch, the only stone settlement in the Nation. There they compete in numerous trials to see which Clan is the mightiest. That Clans chief becomes the ruler of Sheridar for the next five years. It is a brutal competition and it is not unheard of for Clansmen to be killed in the trials. RELIGION: Because of the Sheridians admiration of Dwarves, they have adopted BASTION, The Battlelord as their patron. BASTIONS priests have a great deal of power in the Clans; every Chief has a member of the clergy as an advisor. Usually the will of the church becomes the will of the Clan.

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they were and formed new Nations. This was a blow to the Empire. Even more disastrous for Themul was the loss of her Emperor. Julian Darmon was perhaps the greatest ruler the Empire had ever seen and his family had led wisely for generations. He was killed when he bravely challenged the Dark King to single combat he never stood a chance. Julian had never married and the lack of a clear heir allowed the Valerious family to connive their way onto the throne. The Valerious family proved to be the worst sort of political manipulators; their only interests were increasing their wealth and catering to the interests of family friends that and living the good life. The once Great Empire has fallen into decay, her Nobles are a group of lazy hedonists and her people are on the verge of civil war. POLITICS: Exeter Valerious, unfortunately, is no exception to his family. Often rumored to be insane, Exeter has little interest in the welfare of his people, as long as there is wine in his cup and a woman in his bed, he is happy. He has allowed Themul to fall to an all time low; her coffers are empty and the already exorbitant taxes are not sufficient to pay off the Nations debts. Poverty and corruption rule the streets. The Nobility is no help having no concern for the plight of the common man. The only voice the people have belongs to Duke Rochagnon DTrael. Though the Emperor holds court in the capitol city of Arlan, it is the Duke and his wife, Marie, who run the city. They are very popular amongst the common people of Themul too popular for the Valerious familys taste. It is rumored that Rochagnon is a direct descendant of Julian Darmon and that Marie is a powerful Wizard who defies the Order of Magi by not joining their ranks. Whether or not these rumors are true, if civil war does break out in Themul, the DTrael family might end up on the throne. That is if they dont end up dead. Arlen is the largest city in the Known World. One of its most notable features is the Academy of Arlan. The Academy is considered to have the largest and finest collection of Knowledge in the Known World. It was founded by the Magi in the name of CORAN and run in conjunction with Themulian government. Knowledge is not one of the Emperors major concerns so the Magi have taken over the Academy fully, a fact that many critics of the Order of Magi arent happy about.

OTHER LOCATIONS
DRAGONHOLT
Dragonholt is a large island off the coast of Gontal. Near its south coast rests the Tower of Magi, home of the Order of Magi. It is a highly secretive place and no foreign ships are allowed to dock there, not that they could if they tried. The entire island is surrounded by large cliffs and a dangerous reef, raising the question of how the Magi get on and off the island. The answer to that question, like many other things, is a closely guarded Magi secret. See ORGANIZATIONS to learn more about the Order of Magi.

THE GREAT WASTE

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The Great Waste is an impossibly large desert that lies to the South of the Known World. No one knows what lies beyond the Waste for no one who has ever entered the Great Waste has returned.

LANGU AGES
The Languages listed under each nation are the main languages spoken there. All PCs start out with Aridian/Common, and the main language of their Nation.

THE WALL
The Wall is the name of the mountain range that lies to the East of Calaran and Glenfaddich. Since there are no known passes through The Wall, what lays to the west of the Known World remains a mystery.

ARIDIAN
Also known as Common, Aridian is the trade language so most people have at least a rudimentary knowledge of the language.

THE EMPIRE TO THE EAST


There have always been rumors about a great civilization to the East of the Known World. Most people considered these tales to be false, that is until thirty years ago, when a ship from the East appeared off the coast of the Free Isles. The ship was unlike anything the Pirates of the Isles had ever seen. It was twice the size of any Known World ship and its square shaped sails were rigged in a way that had never been seen before. The ship docked off the South coast of the main island, deposited nearly a hundred people, and then sailed away. The people who remained were exotic looking, short with coppery skin and almond shaped eyes. They built a Temple there. Some stayed while others spread out through the Known World. The Easterners proved to be a quiet bunch, the only thing they will say about their homeland is that it is an Empire far to the East and it is indescribably beautiful. Where they come from, and what they are doing in the Known World is anyones guess. See ORGANIZATIONS to learn more about the Brotherhood of The Way.

DRACONIC
Draconic is the language of The Gift, and only magic users speak it in its true form, be they Magi, DraCoran, or Elvish Sorcerers.

DWARVISH
Dwarvish is still being spoken by the Clansmen of Sheridar and it gives them a pronounced, Dwarvish-sounding accent.

ELVISH
One of the oldest languages in the Known World, Elvish is spoken primarily by Elves, but many Human Rangers and Druids speak it as well.

GOBLINOID
The tribes evil Humaniods to the North speak Goblinoid, interestingly enough it has become a fairly common language in the Free Isles.

SYLVAN
Sylvan is the language of nature, it is also the special language spoken by Druids, only Druid or Elf PCs can take this language.

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Themulian is an ancient language, believed to be an offspring of Draconic. It is only spoken with any regularity in Themul.

RELI GION
Though the GODS no longer have the influence they once had, they are still a part of many peoples lives. The GODS are organized into three branches Good, Neutral and Evil. The Good and Evil GODS are always at war with each other, with the Neutral GODS in the middle trying to keep the peace. Twice in the past, the Neutral GODS aligned with the Good, to keep ATROPOS and his Evil GODS from upsetting the balance and destroying all.

AREK, God of the Sun, Humans and Renewal, is Neutral Good. He is the most popular of the Known World Deities with at least a minor shrine in most Human settlements. He is the sworn enemy of ATROPOS. AREKS priests hold the most political power of any of the churches. The Domains associated with him are Good, Healing, and Sun. His favored weapon is the Heavy Mace.

ARILYN
LADY LUCK

TANELORN
THE JUST

ARILYN, Goddess of Luck, Adventure, and Beginnings, is Chaotic Good. She is the patron of Gamblers and Adventures. While there are few Temples in her name, her symbol rests TANELORN, God of Law, Honor and Nobility, is Lawful Good. He is the patron of Knights and Paladins. Worshipers do their best to uphold the Law and remain Good. They try to be sterling examples to the rest of the community. The Domains associated with him are Good, Law and War. His favored weapon is the Longsword. above most gambling halls. She is often invoked before the start of a journey and roadside shrines dedicated to her dot the Known World. Domains associated with her are Luck, Protection and Trickery. Her favored weapon is the Rapier.

CORAN
THE MAGI

AREK
THE BRIGHT

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BASTION, God of War, Courage, and Dwarves CORAN, God of Knowledge, Magic and Prophesy, is Lawful Neutral. CORAN remains one of the most active of the GODS since the Dark War. He is the Patron of the Order of Magi, and the creator of The Oracle. All Clerics of CORAN are Multiclassed Magi. The Domains normally associated to him are Knowledge, Law and Magic. His favored weapon is the Quarterstaff. is Chaotic Neutral. With the disappearance of the Dwarves, BASTION has moved into the position of Patron of the Clansmen. Since the Clansmen try to emulate the Dwarves in every way, this seems to suit The Battlelord fine. Domains normally associated to him The are

Protection, Strength and War. His favored weapon is the Warhammer.

ATROPOS
THE TYRANT

GAI
THE EARTHMOTHER

ATROPOS, GAI, Goddess of Nature, the Elements, and Elves, is Neutral. She is the patron of Rangers and Woodsman. The Earthmother is the protector of the wilds. The Elves are her creations so they hold a special place in her heart, though she accepts Human worship readily. All of her priests are Druids and have all the abilities granted that class. weapon for Druids. Her favored weapon is the Longbow and it becomes a Class

God

of

Strife,

Tyranny

and

Oppression, is Lawful Evil. He is the most powerful and ambitious of the Evil GODS. He seeks to destroy the Known World and re-shape it to his own liking. He is believed to be the father of the Dark King. Despite his hatred of the children of AREK, he does have a handful of Human Clerics. These followers do their best to cause havoc amongst the Nations of the Known World. The Domains normally associated with him are Evil, Law and Trickery. His favored weapon is the Heavy Flail.

BASTION
THE BATTLELORD

NECROS
DEATH

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Isolated on the island of Dragonholt lies the Tower of Magi. Within the walls of this magically protected fortress the Order of the Magi shape the Known World. CORAN himself founded the Magi, shortly NECROS, God/Goddess of Death, Disease and the Underworld, is Neutral Evil. It is interesting to note that no one knows for certain whether NECROS has a male or female aspect, although most refer to her as female. She is the Patron of Necromancers and the Undead. The Domains normally the Scythe. associated to her are Death, Destruction, and Evil. Her favored weapon is after the Dark War. Their original purpose was to study The Oracle and to prepare the world for the time of the Dark Kings return. Since then they have grown into a powerful political group as well. The Order of Magis members are ranked in order of power, 1st being the highest. They are governed by the Council of Five. The Council consists of four Magi of the 2 nd Order, and the Magi of the 1st. There can only be one Magi of the 1st Order at any given time. The current council leader is Andren Talsien, a man of unquestionable power. Magi tend to wear robes of gray and blue and are most easily recognized by the blue crescent moon tattoo on their foreheads. After many years of apprenticeship, they receive this tattoo upon gaining full KARSH, God of Storms, Destruction and Goblinoids, is Chaotic Evil. Along with being the Patron of the Goblinoid tribes, he is also given homage by sailors who want to avoid bad weather. The Stormlord rarely answers their prayers though. All of his priests are Adepts and they posses all abilities of that class. His favored weapon is the Morningstar. See the Dungeon Masters Guide for more information on Adepts. membership in the Order. The Magis primary influence over the Known World is through The Gift. Whenever a child is born with The Gift, they are almost always visited by The Magi. Talented youngsters are given the privilege of joining the Order so they can receive training in the use of The Gift. It is a privilege few people refuse. Those who do, or those who escape the Magis attention are forevermore branded as DraCoran or The Uneducated. The Order of Magi firmly believes that DraCoran are a threat to the Known World. They harass DraCoran to the point of persecution. This is why most agree to the training.

KARSH
THE STORMLORD

ORGANIZATI ONS
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The Order of Magi knows a power beyond Nations, even a king listens when a Magi talks. There are stories of a young queen who was disrespectful to her Magi advisor in front of the court. The Magi merely threw the queen over her knee and spanked the willful monarch in front of her whole court. That is the power of a Magi. The only place a Magi fears to go is Calaran. Any Magi caught within Calaran faces a painful death at the hand of the Redmen. Academy. Its current headmaster, Langdurin Wyvrrnspear is a compassionate man with sometimes-controversial views. There are some who think Langdurin should already be a Magi of the 2nd Order and that he was sent to Arlan to keep him out of Andren Talsiens hair. Whatever their motives, the Order of Magi are the most powerful political group in the Known World. Some fear their influence and some fear their power. It can only be hoped that the Order is governed wisely.

CHILDREN OF THE ONE


Children of The One, or Redmen as they are more commonly known are an elite band of holy warriors who answer only to the Bishop of Calaran. Religious zealots all, they are hand picked by the Bishop to enforce the holy word of The One throughout Calaran, and eventually the Known World. Redmen act as Holy Warriors and Witch Hunters. They go into a village and root out evil, wherever it may lie. The Children are specially trained by the Bishop himself to uncover witches. The masked Inquisitors who often lead groups of Redmen are feared the most, as they can put anyone to the question. These very painful interrogations almost always lead to a confession. The people they put to the question are largely innocents, but because they always confess, that seems to matter little. The
Typical Magi.

witches are unfortunate people who are singled out by their community to placate the Redmens fanatical zeal. The Children of The One have started to travel to other lands in the Known World to combat Evil. The Redmen know they cant officially question citizens of the Known

Another major citadel for the Order of Magi is the Academy of Arlan. The finest center of Knowledge in the Known World has been under at least partial Magi control since its creation. With the steady decline of Themulian Nobility, The Magi have taken full control of The

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World, but that doesnt stop them from isolating suspected witches and questioning them privately. Because of this, foreign officials keep Redmen under close surveillance. The almost elitist actions of the Brotherhood have caused concern to some. They have started to take in members of non-Eastern origin though, and have opened a Temple in the city of Arlen. Whatever their motives, the Unarmed Combat they teach is tantalizing enough to make people come from all over in hopes of being accepted. What the Brothers ultimately plan for these students is unknown.

KINGSMEN
Some believe that although the Dark King has been defeated, his will is still being carried out in the Known World by his faithful servants. These servants, known as Kingsmen are considered to be the lowest form of life, traitors to their Race, whatever Race that may be. It is uncertain whether they actually exist or not, but in some places, Calaran especially, an accusation of being a Kingsman is a serious offense. If they do indeed exist, secrecy is their ally. They could be anyone from the highest noble, to the lowest thief, to a member of the Order of Magi.

WEA PONS
ELVISH LONGBOW
The Elvish Longbow is a weapon of ingenious craftsmanship and design. When strung, it is a fully functioning Longbow. When unstrung, it acts as a Quarterstaff. These prized items are almost always Masterwork weapons and are often enchanted as well. Note that Quarterstaffs are treated differently in the Known World. See the entry for Quarterstaffs on the next page to learn more.

BROTHERHOOD WAY

OF

THE

The Brotherhood is a monastic order of Monks who follow a philosophy known only as The Way. The Brotherhood is a fairly new organization to the Known World; it arrived on the South coast of the Free Isles 30 years ago when the Eastern ship dropped off its passengers. Brothers of The Way seek a physical and spiritual perfection they call Enjuku. It is rumored that a Monk who has reached Enjuku is no longer really a part of this world. The Brothers also speak about men who can use their minds to perform incredible feats. Its possible that the powers they hint at are Psionics. The Brothers seem content to let it remain a mystery for the moment, though.

ELVISH LONGDAGGER

Elvish Longdagger

These slightly curved blades are favored by the Elves. Like their creators, they are short, fast, and deadly. Elvish Rangers are often found wielding matched sets. Elvish Longdaggers are identical to Short Swords in the Players Handbook.

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These deadly weapons have recently been introduced in Calaran. They have become a standard weapon for Redmen. Repeating Crossbow. Crossbows are considered Martial Weapons and they do damage as a Heavy Handbook. Otherwise they are unchanged from the Players

QUARTERSTAFF
The Quarterstaff is a fast, versatile weapon. To illustrate this, the Weapon Finesse Feat can be taken for the Quarterstaff. In addition, it is considered a Monkish weapon and receives the Monks more favorable number of attacks per round. Rangers can use the Quarterstaff with their free Ambidexterity and Two Weapon Fighting Feats.

CONCLU SION
Thus ends your brief tour of the Known World. If what you have learned here helps you in your travels, Perhaps then you I am grateful. use this could

Knowledge to benefit the Known World. Again... Good Luck.


Langdurin Wyvrrnspear.

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