Editing Zal'Kazzir's Stuff he knows

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You may also ask for any information, and based on situation or skill checks that info will/or will not be placed on this page.
 
You may also ask for any information, and based on situation or skill checks that info will/or will not be placed on this page.
 
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'''You WILL abide by the [[LAWS OF SHADOW]]'''
 
 
'''This is your [[Daily Life Under the Shadow]]'''
 
 
  
  
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==PLACES==
 
==PLACES==
===Baden's Bluff & the Region===
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[[Image:Badens-Bluff-Societal-Struc.gif|thumb|Baden's Bluff Societal Structure as Zal'Kazzir knows it]]
 
[[Image:The-Bluff-Area.gif|thumb|the Baden's Bluff region]]
 
[[Image:Badans-Bluff-color.gif|thumb|Baden's Bluff proper]]
 
: The city of Baden’s Bluff crowns a wide peninsula that juts out into the mockingly serene azure waters of the Sea of Pelluria. The bluff is the last in a series of gentle hills that march north from the River Orh, a rich land blessed with fertile soil and good weather. The estates that the Dorn and Erenlander nobility once held here were famed for their splendid orchards, finely bred livestock, and vineyards that were the envy of the kingdom. Now, once grand manors lie in overgrown ruin or are occupied by traitorous usurpers who serve the Shadow and call themselves lords. The fine flocks and herds are gone, the pasturelands and orchards are reclaimed by the wilds, and the scions of the true lords are dead or live in secrecy among the winding back alleys of Baden’s Bluff. Towns that once dotted this pleasant land lie in echoing abandonment or have become slums where the race of men sinks into fearful ignorance, forgetting who they were and why they had once been proud. The rural folk whose ancestors lived free under the benign auspices of House Baden now eke out cruel lives as serfs forced to toil in servitude to traitors and black-hearted legates. They see little return for their back-breaking labors as the legates’ tithe-masters take most of what they grow to feed Izrador’s growing armies. Meanwhile the hateful orcs arrive from the north in never-ending numbers, their howls and the fearful beating of drums often filling the night air as they march along the Road of Ruin to the war fronts of Erethor.
 
: Where the blue waters of the southern Sea of Pelluria meet the rocky shoreline, a broad peninsula protrudes into a deceptively gentle sea, its length crenulated by gentle hills cloaked with dreaming woods and pleasant pastures that have long provided a bounty as rich as the sea that lies beneath them. At the tip of this promontory a bluff of gray stone rears above the water; clinging to its sides and crowning its summit is the city of Baden’s Bluff. The west side of the bluff faces the open waters of the Sea of Pelluria, its surface pockmarked by ledges and mine shafts and scarred by the working faces of long defunct quarry works. The shallower tunnels and excavations are now used by the most destitute of the Bluff’s residents as squalid tenements. On the northern and eastern flanks, the ground rises less severely and is carved by a maze of canals and alleyways that make up the Tidewood district. The northern part of this district is the claustrophobic shantytown of the Worm Docks, bound by rotting piers and the sea in the north and the broad Aransway canal to the southeast. Home to dour Dornish fishermen and grim-faced laborers, the Worm Docks are rumored to be the last dominion of the Badens in exile. The Stone Docks lie on the other side of the Aransway canal. Here is the true port of Baden’s Bluff, where ships have for centuries found safe harbor behind the dwarf-built sea wall. Occupying the north-easterly flanks of the Bluff, the craftsmen and merchant quarters of Guildall and the Well make up the Bellows District. Clinging precariously to the northern face, the slums known as the Steep provide shelter of sorts to the downtrodden and desperately poor. These are the squalid breeding grounds of disease, misery, and violence—they are Izrador’s benedictions, and are tools used well by his black priests. Beyond Guildall, the plentiful inns of Hearthhome lie in crowded and incongruous proximity to a bewildering number of sinister temples and shrines to the dark god. Along with the administrative quarter of Kingshand and its imposing halls and governmental offices, and the dilapidated residences of Weirhold, Hearthhome forms the district of Leewall. Above it all, the once splendid Baden Court crowns the bluff, and within its walls pretenders, sycophants, and bastards squat in the Badens’ palace, acting out a charade of governance and power. On the delicate balustrades of the graceful Spire, a winged horror squats where elven diplomats and emissaries once gazed at the stars. Corruption and menace hang over Baden’s Bluff like a bilious cloud, and from its gates march a seemingly endless horde of orcs, newly alighted at the Stone Docks and on their way to war against the fey in Erethor.<br> <br> The road that leads to the Burning Line passes through the wooded hills of the peninsula and traverses the borderlands bound on one side by the forests of Erethor and on the other by the Westland plains. To the east and west of the port city, the land rolls away in a series of low hills that follow the coastline, providing a northern edge to vast plains that stretch to the lush Eren River Valley in the east and the shores of the Ardune in the south. The Shadow’s grip is felt in the hill country, where the once multitudinous towns and villages of Erenland lie largely in ruin and the proud men and women of the kingdom eke out pitiful lives of servitude and toil. Only in the sea of tall sword grass can men and the last remaining halflings snatch some freedom from the Shadow’s tyranny, but their existence is a hounded one as orc bands led by traitorous men hunt them through the plains.
 
: The Baden’s Bluff district stretches south and east from the Green March in an almost 200-mile arc around the city. Officially, Count Halrion, the bastard Baden, rules Baden’s Bluff, the largest human city on the southern coast of the Pelluria.
 
 
 
====Baden's Bluff Districts====
 
*  Leewall
 
**  Weirhold
 
**  Hearthhome
 
*  The Crown
 
**  The Spire
 
**  Baden Court
 
**  The Watch
 
**  Kingshand
 
*  The Bellows
 
**  The Well
 
**  Guildall
 
**  The Steeps
 
*  Tidewood
 
**  Stone Docks
 
**  Worm Docks
 
**  The Quarries
 
  
  
 
==THINGS==
 
==THINGS==
===Pathwalkers===
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There is a cry across the shattered land of Eredane, one that cannot be heard by mortal ears. The spirits of the land itself are wracked by the pain of Izrador’s triumph and by the vampiric lust with which he drains the magic from the world. Some say that Aryth herself is responding to the Shadow’s rape of all life and energy. She cannot do so directly, they say, and she has therefore chosen messengers, warriors and champions of her cause. <br> Others suggest that these adventurers simply come to the forefront via fate, luck, or determination. These have the blood of angels and devils in their veins or can trace their ancestry to giants, lycanthropes, or any number of other magical creatures. It is only natural, these storytellers say, that such exceptional folk will come to the forefront of the fight against the Shadow.  <br> Regardless of the source of these powers, each person follows her own path, one determined by the unique expression of her abilities. Some may choose to follow their destinies, while others will deny the gifts they have been given. However, these are not professions, religions, or skills . . .  <br> they are part of who the character is. It is these powers, and the choices and responsibilities that come with them, that set the PCs apart from all of the other individuals in the world of MIDNIGHT. And it is those choices and responsibilities that define the PCs, for good or ill, as heroes. <br> Heroic paths are one of the few edges that characters in MIDNIGHT have, but it is a potent one. Some hone their skills to best utilize their path; for instance, someone born to the naturefriend heroic path is quite likely to find himself becoming a wildlander. On the other hand, some heroic paths can have surprising effects on a character; the most peaceful channeler may suddenly find herself directing seasoned warriors in combat.
 
====Pathwalker: Seers====
 
Seers are gifted with second sight, an ancient and mysterious
 
gift. Visions come to them in their sleep, as they fill
 
their canteens in clear, reflective pools, and in self-induced
 
trances. Seer characters are often introspective, searching
 
always within themselves for the answers they cannot glean
 
from their visions. <br> '''Sight''': The seer can divine information from
 
an object, place, or person that she is touching.
 
 
 
 
 
===Mystery and Magic===
 
[http://darknessfalls.leaderdesslok.com/magic_magic-limits.htm Magic Restriction Rules]
 
 
 
Magic is as much a part of the world as
 
wood and earth, water and air. Just as felling a
 
tree or carving a stone requires the sweat of labor,
 
so too does the working of magic tax the craftsman
 
who would wield it. Whether one would learn and
 
master a magic, harness that magic in the casting
 
of a spell, or bind the magic in the enchantment of
 
a material object, the sorcerer must always invest
 
some of his own essence and vitality in his art. The
 
student of magic must learn that a true channeler
 
does not master a power or force outside himself,
 
but rather one that comes from within. —'''Suruliam of Caradul''', The Art of Magic
 
 
 
 
 
===Aradil’s Eye===
 
The Witch Queen of Erethor watches over the face of
 
Eredane from her scrying chambers in the heart of the Arbor.
 
With the war against Izrador closing in around her, even the
 
queen’s legendary powers have been taxed, and she has been
 
forced to rely on more mundane methods to gather information.
 
This has led to the creation of Aradil’s Eyes, an elite
 
organization of elven trackers and spies who can go to all
 
corners of Eredane in search of information about the Night
 
Kings and their forces.
 
 
 
===Mysteries of Magic===
 
From the ancient wisdom of the elves, we know
 
that magic flows through all the world. Our world is
 
made up not only of things that we can easily grasp, but
 
also of forces that are often concealed from our view
 
and apprehension. These things, too, are touched by the
 
magic of Aryth. This magic flows through time, through
 
the long history of the world, and it colors and even
 
guides the lives of men and the course of nations. This
 
is the magic of fate. <br> The world of Aryth is not just the ground below
 
us, the sky above us, and all things in between, it is the
 
thread of destiny that leads us from our past, through
 
our present, and into our future. And just as the magic
 
of Aryth seeks a just and proper balance in the natural
 
world, so too does it seek order in history. The world
 
has a destiny that is right for it, that belongs to it, and
 
the magic of Aryth is always searching for this destiny,
 
reaching for it, blindly but with great purpose. The rare
 
men and women who stand at the crossroads of this
 
magic, who shake the foundations of kingdoms and turn
 
the course of events, we call heroes. When the Shadow
 
in the North corrupted the Night Kings, it was not merely
 
a corruption of mortal men, but a corruption of the
 
magic of fate and destiny. <br> But the magic of Aryth has not been stilled. Even
 
in this dark time, it strives to find its proper course once
 
again. Just as the mortal vessel battles the disease that
 
smothers the spark of life, so too does the magic of the
 
world struggle against the dominion of the Shadow.
 
New heroes will arise, driven by fate, to lead the world
 
out of darkness and herald the coming of a new dawn.
 
— '''Aran Noros of the Sahi Priesthood''',
 
Commentaries on Vesra’s “Prophecies of the
 
Last Age”
 
 
 
===Elven Raiders===
 
Driven back into the dark shadows of their forests, the
 
elves have suffered grievously under the iron fist of Izrador.
 
Most hated of all the Shadow’s enemies, the elves have battled
 
valiantly against a rising tide of darkness. Though their
 
numbers are limited and their options few, the elves never
 
hesitate in the battle against the darkness.
 
Trained to haunt the wilderness with stealth and deadly
 
accuracy with their bows, the elven raiders patrol the borders
 
of the elven forests, constantly searching for the agents of
 
Izrador. When they need supplies or equipment they cannot
 
get for themselves in the forest, the raiders steal forth to
 
attack the goblin and orc encampments, laying waste to their
 
hated enemies and stealing what they can before fading back
 
into the wilds.
 
 
 
===Freeriders===
 
During the wars of the Third Age, those nobles that
 
were not captured, tortured, and killed by the dark god’s
 
forces were left landless and wandering, striving to unite
 
what remained of the people they had once protected. Those
 
who were successful in gathering a loyal band of followers
 
became wandering outlaws, striking where they could against
 
the Shadow’s forces and battling every day for the survival of
 
their families. Generations have passed, and now the descendants
 
of these lords and their men are known as freeriders.
 
Though some have settled down in one location to start new
 
lives, many still roam the Eredane countryside seeking
 
vengeance for their ancestors and freedom for their people.
 
  
===Smugglers===
 
Since the fall of most of Eredane to the troops of the
 
Shadow, the movement of magical and martial equipment
 
between the remaining forces of good has been severely
 
restricted. Legates and orc patrols enslave or kill those found
 
carrying such contraband, so the price for its transport can be
 
very high indeed. This is where the smuggler becomes
 
invaluable. He has established contacts along his familiar
 
routes and knows when and where to hide his illegal cargo to
 
avoid being detected by patrols. The smuggler is a useful, if
 
elusive, ally in the war against the Night Kings and their foul
 
master, and gaining one’s trust can be the difference between
 
life and death in this titanic struggle.
 
  
 
==HISTORY==
 
==HISTORY==
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wickedly curved scimitar in one hand and an inward-curving
 
wickedly curved scimitar in one hand and an inward-curving
 
short sword, called a cedeku, in the other.
 
short sword, called a cedeku, in the other.
 
==Great Houses of the Dorns==
 
===House Davin===
 
House Davin ruled from the city of Davindale near the mouth of the Ishensa River.
 
===House Dale===
 
House Dale was one of the few Great Houses whose
 
seat of power was not on the shores of the Pelluria. Its house
 
keep was in the northern town of Riismark, and it supported
 
its people supplying the Fortress Wall citadels and running
 
trade caravans across the frontier.
 
===House Sedrig===
 
House Sedrig was the most diversified economic power
 
on the Pelluria. It had a large trade fleet, rich agricultural
 
lands, trade caravans, and a virtual monopoly on trade with
 
the scholar’s city of Highwall.
 
No one knows what happened to the Sedrig royal family,
 
but many suspect they were put to the sword when
 
Highwall fell. Their loss is mourned, for they were one of the
 
most noble of the Dornish clans.
 
===House Norfall===
 
The Norfall clan claimed the greatest sailors of the
 
Pelluria, and it is their ancestors that are said to have first discovered
 
Eredane when the Dorns began migrating from their
 
homeland. The kingdom was based on a strong navy and
 
large shipping fleet. They employed many gnome bargemen
 
and were one of the few Northman houses to sail river runners
 
down the Eren. The seat of their power was in Fallport,
 
along the Pelluria’s northwestern shore.
 
Captain Jaden Norfall is the eldest heir to the crown of
 
House Norfall, and he and his kin have become known as the
 
Pirate Princes. Having taken to the open sea aboard its surviving
 
ships, the remains of House Norfall live a pirate existence,
 
capturing orc ships and coming ashore only to raid orcoccupied
 
towns. It is said that the pirate
 
fleet grows with each passing year as Northmen and gnome
 
sailors alike rally to the Norfall banner.
 
===House Redgard===
 
House Redgard ruled over a vast region of the far north
 
and was known for its rice, salted meats, and fine horses. The
 
house seat was in the city of Cale.
 
===House Chander===
 
House Chander was one of the weakest of the Great
 
Houses and was always discontented with its place among the
 
other Dornish principalities. Other Dornish princes felt the
 
Chander line had grown too dilute with Sarcosan blood and
 
that its court had become as full of intrigue as those of the
 
Sarcosan sussars. The capital city of Chandering was a tiny
 
port off the main trade routes, and the members of its royal
 
family had a tradition of underhanded dealings and conniving
 
to set the other houses against each other.
 
===House Falon===
 
House Falon was once a strong House, known for its
 
orc hunters and its warcraft. Its capital of Steel Hill was one
 
of the youngest of the Northman capital cities, founded when
 
Gerad the Northsword built a new house keep there to stand
 
as one of the citadels in the Fortress Wall of the Northern
 
Marches. Next to Low Rock and House Orin, the mines of
 
House Falon provided the Northmen with most of their iron.
 
The city became known for its smiths and armorers, and it
 
was a great loss to the human war effort when it was betrayed
 
to the orcs. Its last heir died defending her city, trapped outside
 
her own walls by traitorous soldiers.
 
===House Pendor===
 
In the closing years of the Third Age, as Izrador’s
 
agents spun their webs of betrayal and dark promise across
 
the north, Pendor became more and more fearful that his people
 
were certain to suffer terribly if they resisted the Shadow.
 
In his despair, Pendor eventually convinced himself that allying
 
with Izrador would be the best way to protect his people.
 
When his pact with the Shadow was made known, the apparent
 
betrayal drove his outraged people to resist the orcs when
 
they came to Bastion. The battle for the city was short, the
 
resistance was crushed, and many thousands were killed.
 
House Pendor and its lands are now ruled by a corrupt
 
Sarcosan prince named Sameal. His subjects despise him but
 
fear his orc enforcers. They live as virtual slaves, working in
 
the vast fields of the Pendor lands, growing crops and raising
 
livestock to feed Izrador’s armies. Despising the memory of
 
Tabel, many refuse to claim Pendor heritage.
 
===House Esben===
 
House Esben was always a minor clan, but was ruled by
 
a good family from the capital city of Port Esben. They had a
 
small trade fleet and benefited by contracts with House
 
Pendor that gave them shipping rights to the greater part of
 
Pendor’s agricultural trade.
 
===The Southern Houses===
 
Some of the Great Houses made their fortunes and their
 
homes on the southern shores of the Sea of Pelluria. While of
 
Dornish heritage and Northmen at heart, these Houses were
 
more heavily influenced by Sarcosan culture than their northern
 
kin. It was among these Houses that the Erenlanders,
 
those with the blood of both Sarcosan and Dorn, came into
 
their own. More about these houses, include House
 
Baden, House Orin, and House Torbault
 
===House Clans===
 
Though every Northman traces his heritage to one of
 
the Great Houses, each is also a member of smaller clans
 
within each house. These groups are large, extended families
 
that define a Dorn’s more immediate relations and loyalties.
 
 
 
==The Corbron Isles and related==
 
===Story of the Surrender of Hedgreg the Red===
 
''After eighteen years of warfare between the Sarcosans and the Dorns, the final conflict came to the seaside city of Fallport in 853 SA. Convinced of the Sarcosans’ intentions of northern expansion by constant raids from their new base at Highwall, the remaining Dornish houses had come together to defend the city in what appeared to be their last gasp against the southern invaders. As the Sarcosan forces surrounded Fallport and dug in for a long siege, the Dorns debated the wisdom of their plans. Many swore that they would die before falling before the Sarcosans, but many more cautioned their leaders to give thought to a well-planned truce. Hedgreg the Red of House Redgard, who as the leader of the north’s strongest remaining house had been granted title of high commander of the Dornish forces, sat with his advisers and the other House leaders. After some discussion, they decided to send a messenger to negotiate a truce with the leader of the Sarcosan force that was camped outside their walls. When taken before the Sarcosan general, Fakeem Siyah, the cloaked messenger revealed himself to be none other than Hedgreg himself. Taken aback by the bravery and candor of his enemy, Siyah accepted the Dornish surrender without a single life being lost in Fallport.''
 
:: '''House Redgard'''
 
::: House Redgard ruled over a vast region of the far north and was known for its rice, salted meats, and fine horses. The house seat was in the city of Cale; though sacked in the first war with Izrador and the target of long sieges in the second, it did not fall until the end of the Third Age. Its strong walls and proud defenders were of no use in the last war, as it was betrayed from within and razed by the release of a horrible demonic power. Whatever that force was, it is said to still lurk in the ruins of the city, contentedly supping on the memories of that single glorious night of feasting 100 years ago.
 
::: Roland Redgard is the last surviving heir of House Redgard and leads a growing nomad band of horse raiders that survive off what they can steal and live for killing orcs. They are a boon to the few remaining free Northland settlements and a bane to the traitor princes and their Night King overlords. They have built a valuable alliance with the elves of the Veradeen, trading them information, horses, and diversionary raids in return for arrows, healing elixirs, hearthstones, and the occasional forest refuge.
 
::: Even under the Shadow there is life and some small degree of hope. North of the Pelluria, sheltered in the eaves of the great forest and roaming free upon the Plains of Eris Aman, House Redgard still fights for its people. With the help of the Caransil and supposedly led by Roland, prince of House Redgard, these insurgents have brought thousands of refugees into the forest. While in some cases a burden to the elves, these refugees have also assisted the war effort by occupying elven villages that had to be abandoned when the Witch Queen ran out of troops with which to defend them. The raiders exist in a nest of uneasy freedom that is buffered on the south by the Foul Bog of Eris Aman and to the northeast by the ruins of Cale. With the Shadow focusing it efforts well to the south and so many troublesome obstacles in the way, only the orc garrisons of Fallport and Steel Hill remain to harry the Redgards.
 
 
 
===The Fight for the Pellurian Sea===
 
From the beginning of the Dornish War in 835 SA until just prior to its end in 852 SA, the Dorns and their Sarcosan enemies fought one another on the Sea of Pelluria. While the Sarcosans were masters of horse warfare on the plains of Erenland, the Dorns were much more proficient in ship to ship combat. Dornish longboats proved to be more maneuverable than Sarcosan war barges, and many southern ships were burned to the waterline by Dornish sailors. Dornish naval strength was epitomized by the heroics of House Norfall.
 
 
The number of longboats available to the Dorns was limited, however, and each loss suffered by the northmen was a painful wound that was not easily healed. At the same time, Sarcosan reinforcements seemed to sail up the Eren River on a near-daily basis, guaranteeing their victory in a prolonged war of attrition. Although House Norfall never surrendered its hold on the waves of the Sea of Pelluria, its fleet was eventually smothered by the constant influx of new ships from the southlands.
 
 
Meanwhile, north of the Pelluria in the decimated and thoroughly destroyed lands of the Dorns, orc tribes have begun to migrate out of the Vale of Tears to resettle in deserted towns and villages. Tens of thousands of the creatures have settled in the hills around Fallport, up and down the Ishensa River Valley, and throughout the barren lands to the north and east of Highwall. The orcs consider anyone in these lands to be their property to use or kill as they see fit. If the migrations north of the Pelluria continue apace, the orcs will soon outnumber the Dorns.
 
 
Along the Pelluria, in the heartland of the shattered Kingdom of Erenland, the Shadow’s grip is absolute. From orc infested Fallport in the west past Highwall, Port Esben, and Davindale, and even to the fearsomely garrisoned town of Chandering, the Shadow dominates all facets of life. Only the few fishing villages built in marshy areas or without easily accessible landing spots can avoid the tithe and therefore live with marginally less fear.
 
 
 
===The Corbrons Isles===
 
The Corbrons make up a large archipelago of treacherous reefs and rocky, heath-covered islands that were once home to little save fishermen and sheepherders. Now, a century after the fall of the north, the islands are the secret harbor refuge of the Pirate Princes of House Norfall.
 
 
The navy of House Norfall was always one of the largest and most powerful of the Dornish fleets, dominating the Pelluria for centuries. As part of the Norfall fiefdom, the Corbrons were a strategic port and key to their naval strength. The fleet’s captains carefully charted the seemingly impenetrable reefs surrounding the islands and House Norfall eventually established a base there, expanding a series of caves running through the low bluffs in the heart of the archipelago. Known as the Waterkeeps, the warren of caves would eventually become a safe haven for the Norfall resistance when the great houses fell. The complex and treacherous reefs serve as natural barriers to the largely inept orc and goblin-kin sailors; though there have been many attempts to land orc troops on the islands, they have so far met with disaster, a fact to which shipwrecks scattered across the reefs offer mute testament. Even those that land safely are unable to divine the caves’ whereabouts, as many entrances are underwater most of the time and those that are not are kept well-concealed.
 
 
The greatest threat to the Waterkeeps and the Pirate Princes is the great dragon known as the Wrath of Shadow. If the creature were to commit time and effort to hunting down the Princes’ harbors, it would undoubtedly find them and kill all within. Luckily for them, the beast seems to have other priorities, whether it is to burn the elves from their home in Erethor or to squat atop Theros Obsidia as Izrador’s most trusted guardian. To protect the pirate fleet itself from the dragon, magical attacks, or even sabotage, the Princes never allow more than a handful of ships to moor in the islands at any one time. The legates send terrible storms and winged creatures after such ships, but the rogues often lose their pursuers in the treacherous and cavern-riddled rocks of the Corbron Isles.
 
 
: '''The Pirate Princes'''
 
:: The Pirate Princes, as they are called, are all heirs of the Norfall royal family—three brothers, one sister, two cousins, and an uncle. This fleet of pirates is led by Captain Jaden, the eldest of the brothers, and the orcs consider him the scourge of the Pelluria. The orc fear of drowning is so acute that even the mention of these sea raiders makes them nervous. The Pirate Princes spend most of their efforts hunting and sinking troop carriers and taking supply ships as prizes. For each ship they lose, they take three, and slowly their tiny fleet has become a sizable flotilla. Still, they are outnumbered, and they are forced to depend on surprise and their hidden harbors in the Corbron Isles to avoid the orc oar galleys sent after them.
 
 
:: Jaden Norfall is third eldest of the seven Norfall heirs that captain the fleet of the Pirate Princes, but he is the unquestioned leader. To those that do not know him, he appears every bit the handsome, arrogant, foppish, good-fornothing heir apparent of a once-great noble house yet the weight of his elders weighs on him and he feels it when disarmed. On the open water, however, he is a sea captain of unmatched skill and cunning. Countless times he has out-maneuvered superior numbers of orc and collaborator vessels, always coming away victorious, enemy ships aflame in his wake. He has forged his love of the sea and knowledge of its ways into a powerful weapon for resistance and revenge. Though the man seems charmed and all but invincible, Jaden’s kin fear that his increasingly bold actions and hunger for vengeance may soon be his undoing.
 
 
: '''House Norfall'''
 
:: The Norfall clan claimed the greatest sailors of the Pelluria, and it is their ancestors that are said to have first discovered Eredane when the Dorns began migrating from their homeland. The kingdom was based on a strong navy and large shipping fleet. They employed many gnome bargemen and were one of the few Northman houses to sail river runners down the Eren. The seat of their power was in Fallport, along the Pelluria’s northwestern shore.
 
:: Captain Jaden Norfall is the eldest heir to the crown of House Norfall, and he and his kin have become known as the Pirate Princes. Having taken to the open sea aboard its surviving ships, the remains of House Norfall live a pirate existence, capturing orc ships and coming ashore only to raid orcoccupied towns. The clan has a number of secret seaport sanctuaries in the Corbron Isles, and it is said that the pirate fleet grows with each passing year as Northmen and gnome sailors alike rally to the Norfall banner.
 
 
: '''Pirates and Reavers'''
 
:: In addition to acting as a bulwark against the Shadow’s forces, the Sea of Pelluria has proven to be a relatively safe haven to those who oppose them. The socalled Pirate Princes of House Norfall are, if any can claim such a thing, the true masters of the inland sea. They strike against the occupied cities of the north and south, harass the Shadow’s fleets as they attempt to ferry soldiers and supplies across the water, and run contraband back and forth between Erethor and the insurgent forces operating in Erenland. Their contacts with gnomish river families and the smuggling rings of the Badens provide them with information on the enemy’s movements and the supplies they need to wage a bloody war of attrition against the Shadow’s forces. Unfortunately, others have also found a haven in the Sea of Pelluria: violent, despicable reavers who raid the almost defenseless fishing villages and towns that dot the coastline, as well as less violent but no less selfish pirates who are not particular about whom they rob. Fortunately, because Izrador’s vessels are the most numerous on the Pelluria, these scoundrels more often than not end up attacking ships in service to the Shadow. Rumors in the ports of the southern coast speak of islands where men live freely, albeit in violent and dangerous communities. These tales of pirate-run enclaves and freetowns are not without credibility: many small islands dot the Sea of Pelluria and the ragged coastline hides countless coves and caves. These are used by the pirates and smugglers in the complicated, ever-changing game of cat and mouse played out between the various power factions active on the inland sea. The Norfalls attack the Shadow’s troop-carriers, hunt collaborators and reavers, and hide from the inevitable reprisals in the bewildering archipelago of the Corbron Isles; the unaligned pirates and reavers are opportunistic scavengers and low-lives who attack anyone they believe they can best; and the Shadow’s forces hate them all, but are more often victim than victor in the Norfalls’ domain.
 
 
: '''Baden's Bluff - the Quay'''
 
:: House Norfall is rumored to have a hidden series of chambers beneath the city, referred to by its protectors as the Quay. The Norfalls keep two swift, flat-bottom boats moored there for smuggling supplies and agents into and out of the city. On moonless nights, using little or no light, the boats leave the caverns and slip down the coast to meet waiting ships and transfer their cargo. The Norfalls keep two crews in homes built into the face of the bluff in abandoned quarries. The crews try to blend in with the other refugees that fight the gulls for living space away from the gloom of the city. Their vantage point on the bluff face also allows them to monitor the ships coming into the city, providing valuable intelligence for the Pirate Princes.
 
 
:: The black market run by the Pirate Princes is where the true heart of commerce continues to thrive in Erenland. The Norfalls interface with the Badens, the gnome trading families, and other resistance groups to move people and supplies across the sea, and are the key contacts with the wood elves of the Gamaril. Even the unaligned pirates and reavers need the Norfalls to sell or trade their ill-gotten gains, though they play both the Shadow and the resistance groups for what they can.
 
 
==The Heavy Hand of the Shadow==
 
Erenland lies firmly under the hobnail boots of
 
Izrador’s orc legions and at the mercy of the dark god’s
 
priests, the Order of Shadow. Seemingly limitless numbers of
 
orcs and goblinkin have spewed forth from the frozen north
 
to occupy every major town and city, raping the land for the
 
supplies they need to continue the war against the fey.
 
Supporting this vast army are the traitor princes and false sussars,
 
petty nobles and administrators who have sold their
 
souls to the Shadow for privilege, as well as thousands of
 
human mercenaries who are willing to fight and enslave their
 
own people for a few scraps from the legates’ table.
 
 
===Servants of the Shadow===
 
====The Night Kings====
 
Directing the occupation are Izrador’s lieutenants, the
 
four dread Night Kings, immortal creatures that were once
 
champions in the fight against the dark god.
 
=====Sword of Shadow=====
 
In the occupied
 
lands, the best known of the Night Kings is Jahzir, the Sword
 
of Shadow. Once the Lord General of all the armies of the
 
Kingdom of Erenland, Jahzir was captured and twisted by the
 
dark god, and now commands armies of darkness instead of
 
those of light. It was his knowledge and skill that allowed the
 
dark god’s hordes to slice through the already weakened
 
armies of good without breaking stride. He now commands
 
the loyalty of many of the largest orc tribes and has unquestioned
 
control of the orc legions. As the king of Erenland, he
 
has the authority to command the forces of the traitor princes
 
and can conscript troops from the enslaved population to
 
serve as fodder for elven arrows and dwarven axes. Militarily,
 
he is unchallenged by either the Order of Shadow or his fellow
 
Night Kings. He often rides abroad with his armies, but
 
also holds court from his palace in Alvedara and is known to
 
frequent Theros Obsidia; wherever he goes, however, he
 
seems to relish his control over the kingdom he helped to
 
destroy, and does all he can to bleed its shattered remnants to
 
feed his armies.
 
=====Sorcerer of Shadow=====
 
Possibly the most dangerous and least known of the
 
Night Kings is the Sorcerer of Shadow.
 
=====Priest of Shadow=====
 
Controlling the dark god’s legates is the Night King
 
known as the Priest of Shadow. This gaunt figure, once
 
believed to be a Sarcosan holy man, is responsible for the sacrifice
 
of tens of thousands to Izrador each year. He is reviled
 
in the Sarcosan south for turning the once vibrant city of
 
Cambrial into a vast necropolis. Rumors of his creations,
 
including creatures built from the remains of man and beast
 
and legions of undead soldiers marching to war, are told in
 
every town and village south of the Ardune.
 
=====Wrath of Shadow=====
 
The most savage and openly destructive of the Night
 
Kings is the mighty dragon known as the Wrath of Shadow.
 
Thankfully, this creature is rarely seen outside of Highwall or
 
above the battle lines of Erethor. Where she goes, destruction
 
follows, and few live to tell of her attacks. The fey call her the
 
'''Scar’garath, “doom of Erethor”''' in High Elven. The dragon is
 
the most powerful creature on Eredane and there is no hero
 
left alive who could withstand its terrible power.
 
 
 
===The Order of Shadow===
 
Administering the occupation are the legates, also
 
known as the Voice of Izrador or the Order of Shadow. From
 
the dark tower of Theros Obsidia, the high priests of Izrador
 
issue orders to the greater legates scattered across Eredane.
 
These latter act as Izrador’s viceroys, spreading both his commandments
 
and his wrath. Each arc, the dark god demands
 
the sacrifice of hundreds of sentient beings, their blood and
 
souls flowing into the dark mirrors that reside within his temples.
 
It is known that these mirrors leach both the life force of
 
Aryth and any arcane magic that comes near them, but what
 
purpose these energies are bent toward has not been fathomed.
 
The Order has extended its tendrils to every facet of
 
the occupation and the ongoing war. In cities and towns
 
throughout Eredane the legates either rule directly or through
 
a closely controlled local noble or orc warlord. On a wider
 
scale they fight an unseen but deadly battle for control with
 
their supposed allies, the Night Kings and the traitor princes.
 
The legates’ power stems from their direct connection
 
to their dark god, the only deity on Aryth who still answers
 
his supplicants’ prayers. Only the Night Kings are more
 
closely connected to Izrador and as empowered to interpret
 
the god’s desires. Speaking with the dark god’s voice gives
 
the legates the authority to command his spawn, including the
 
orcs, oruk, and goblinkin. Izrador also grants his priests a portion
 
of his divinity in the form of divine spellcasting; that
 
tainted gift allows the legates the ability to crush spirits, break
 
bodies, and corrupt souls, turning the twisted remains of their
 
enemies to the service of the dark god. Many believe that a
 
legate can see into your soul in search of disloyal or treacherous
 
thoughts, so few are willing to meet a legate’s baleful
 
gaze.
 
 
===The Traitor Princes===
 
Completing the Shadow’s hierarchy within occupied
 
Eredane are the traitor princes, leaders of noble houses who
 
betrayed the Kingdom of Erenland and their own people for
 
an extended, though tainted, lifespan, as well as the power
 
over their fellow men that they’ve always coveted. Lesser in
 
stature but just as greedy and malevolent are the false sussars,
 
petty southern nobles and administrators of Sarcosan descent
 
who have become puppet rulers throughout Southern
 
Erenland. Both types of leaders command their own (largely
 
human) troops, establish their own laws, and conspire against
 
their peers for the Shadow’s favor. Izrador’s gift of long life
 
has heightened the character flaws of the traitor princes, leading
 
to dangerous forms of insanity and instability, while the
 
false sussars long for the dark gift whose cost they cannot
 
fathom. While the areas controlled by the traitors still retain
 
the veneer of civilization, they can be far more dangerous
 
than areas controlled by the legates or even the orcs.
 
 
=====Steel Hill, Prince Aushav Fallon=====
 
In Steel Hill, Prince Aushav Fallon believes that he can ascend to the
 
ranks of the gods and is so murderously insane that even his
 
most loyal retainers fear him.
 
=====Bastion, Prince Sameal=====
 
In Bastion, Prince Sameal is a
 
chameleon, changing personalities in the blink of an eye.
 
Orders are often countermanded when his personality shifts
 
and those who do not complete his original orders are punished
 
when that former personality returns.
 
=====Prince Gregor Chander=====
 
Prince Gregor Chander bristles at unspoken slights and personally tortures
 
those who do not treat him as the great ruler he believes himself
 
to be.
 
=====Port Esben, Vildar Esben=====
 
By far, the most dangerous and calculating of the
 
traitor princes is Vildar Esben, who delights in manipulating
 
his family, his clan, military leaders, the local legates, and
 
even the orc warbands stationed on his lands. They all battle
 
for influence and power by dancing to his music, whose rapid
 
shifts in tune and time are bewildering to all who do not have
 
to live in Port Esben. Those who lose in this very deadly
 
game adorn the gibbets outside the town, which never seem
 
to lack for occupants.
 
 
===Orc Warlords===
 
The legates and traitor princes rule in occupied territory,
 
generally what was once the kingdom of Erenland. Those
 
areas that were strongholds of the resistance or are closer to
 
the free realms of the fey, however, like the battle lines drawn
 
up against Erethor and the Kaladruns, are firmly under the
 
control of orc warlords. These regions are often devoid of
 
human settlements, and those who remain are as likely to
 
become food as they are to be slaves. Meanwhile, north of the
 
Pelluria in the decimated and thoroughly destroyed lands of
 
the Dorns, orc tribes have begun to migrate out of the Vale of
 
Tears to resettle in deserted towns and villages. Tens of thousands
 
of the creatures have settled in the hills around Fallport,
 
up and down the Ishensa River Valley, and throughout the
 
barren lands to the north and east of Highwall. The orcs consider
 
anyone in these lands to be their property to use or kill
 
as they see fit. If the migrations north of the Pelluria continue
 
apace, the orcs will soon outnumber the Dorns.
 
The power of the orc tribes continues to put pressure on
 
the traitor princes, who watch as the whispered promises of
 
Izrador fade away with each passing year. In the east, Gregor
 
Chander has been denied the rich farmlands of the lower
 
Ishensa River Valley that he had fought for in the Third Age.
 
 
In Bastion, Chandering, Port Esben, and Steel Hill, the
 
princes are forced to house orc legions that “assist” them in
 
maintaining security. Tension between human and orc troops
 
is clearly visible and more than one human or orc patrol has
 
gone missing in areas devoid of resistance activity. Open warfare
 
between orcs and traitorous men has been avoided, however,
 
as the punishments from Theros Obsidia and the Night
 
Kings for such impudence would be swift and merciless. Orc
 
warlords and even traitor princes can, after all, be replaced.
 
However, those princes that survived the fall of the Shadow
 
and those orcs who have clawed their way to leadership are
 
not fools, and know well how to disguise their blows. The
 
Shadow allows the weak to be culled as long as it does not
 
detract from the war against the fey
 
  
 
===Elves===
 
===Elves===
Line 620: Line 154:
 
behalf without the dark god having to expend a single soldier.
 
behalf without the dark god having to expend a single soldier.
  
 
 
====Gnomes====
 
The gnomes are a clever and resourceful race. Though
 
it is well known that they share ancient kin with the dwarves,
 
even the Kurgun do not like to claim responsibility for the lineage.
 
Gnomes are barely taller than halflings, with only a
 
slightly stouter build. They are bronze skinned but pale eyed,
 
with jet black hair that they keep short as they are constantly
 
in and out of the water.
 
Gnomish culture and history are characterized by their
 
adaptable nature. Their nimble outlook on life allowed them
 
to first move from mountain life to that of the coastal hills of
 
the Ebon Sea, and from there to become adroit seafarers and
 
river runners. Though forced to flee before the onslaught of
 
the Dornish invasions, their solicitous demeanors and mercenary
 
hearts allowed them to return to their conquerors bearing
 
little ill will and offering their services as merchants and
 
guides. The gnomes even welcomed the Sarcosans, knowing
 
that they could stand to make a profit as the newcomers’
 
liaisons to the fey.
 
Through all these years and new trading partners, the
 
gnomes always knew that their conquerors longed only for
 
land and goods. With the coming of Izrador, this is not the
 
case. They cannot fool themselves into believing that the orcs
 
and their dark god will be content to let the survivors of the
 
wars live their lives in peace; whatever the eventual goals of
 
the Shadow, the gnomes know that Eredane cannot survive
 
the heavy-plated burden of his orcs and the dark mantle of his
 
legates. But the river fey’s strength was not in war. So, as
 
always, they bowed before their new masters and offered to
 
serve.
 
Or so it seemed.
 
Though the race has been subjugated along with the
 
halflings, gnomes continue to enjoy a sort of freedom. Even
 
the forces of the Shadow need to transport cargo and soldiers,
 
and the river barges of the gnomes suit this purpose well. The
 
orcs and legates suffer the existence of the gnome barges so
 
long as they move only cargoes in Izrador’s name, while the
 
traitor princes and the false sussars give them free reign so
 
long as they receive the first pick of choice goods from afar.
 
Most other races see the cost of this semi-freedom as
 
the worst kind of enemy collaboration. What few realize is
 
that the gnomes fight the dark god in their own way: as consummate
 
spies and smugglers. It is their secret trade that
 
keeps weapons, magic, and information flowing among the
 
free races of Eredane.
 
Gnomes wear loose pants and garish vests marked with
 
the trader seal of their family. Rafters carry sharp daggers
 
hidden in their belts and use small crossbows to spear pike or to protect their crews from hungry river eels. When they get
 
the odd chance to turn their crossbows on the occasional orc,
 
the weapons prove both stealthy and lethal.
 
 
 
====Halflings====
 
Halflings are a race of tiny folk that some believe
 
descended from the Danisil lineage of southern elvenkind.
 
They call themselves the Dunni, or “the people” in their own
 
tongue. They are almost as dark skinned as the Danisil, with
 
the same coarse hair worn in small, intricate braids that mark
 
their tribal membership. Their eyes range from common
 
black to dark brown and green.
 
Where still free-living, the nomadic tribes dwell on the
 
open plains in large hide tents they share with their extended
 
families. The farming families have almost been wiped out by
 
the advance of the Shadow, but a few groups still remain
 
along the southeastern margins of Erethor. They dwell in
 
cozy sod villages kept alive through their exceptional horticultural
 
skills and the watchful presence of their wogren
 
companions.
 
Halflings wear durable clothes of leather and fine, intricately
 
woven wool. Sadly, most halflings now live in slavery,
 
captured and forced to work in the occupied cites or military
 
camps of Izrador’s armies. The free-living feed on their livestock
 
and crops, while the enthralled survive off what scraps
 
they can scrounge, beg, or steal. The halfling weapon of
 
choice is the spear, with which they protect their flocks, hunt
 
wild boar, and skewer the occasional orc.
 
 
====Orcs====
 
The '''odrendor''', or orcs as the men and fey of Aryth call
 
them, are an abominable race created by the black will of
 
Izrador. Though scholars only suspect it and every dwarf
 
would savagely deny it, orcs and the dwarves share a common
 
elder fey lineage. In the prehistory of the Kaladrun
 
Mountains, a large clan of the elthedar was exiled by their kin
 
and found succor in the embrace of the Shadow in the North.
 
In the eons that followed, they were corrupted to Izrador’s
 
cause and transformed into the foul beings they have become.
 
Orcs are huge creatures, sometimes twice the size of
 
their dwarf ancestors and bigger even than the Dorns. They
 
are heavily muscled, with broad builds and powerful limbs.
 
Their thick hides are tough and range from light stony gray to
 
coal black. Their hair is tawny and manelike, growing over
 
their heads, along their spines, and down their chests to their
 
groins. Their large black eyes are hooded and protected by
 
thick, bony brows. Their jaws are large and strong, with tusklike
 
lower canines. Orcs are impressive creatures and even
 
beautiful in a way that only fearsome predators can be.
 
In the lands of the far north, orcs still live in deep
 
mountain caves and rough-hewn, underground warrens.
 
There they are directed by and pay homage to orc priestesses,
 
the kurasatch udareen, “the mother-wives of Izrador.” They
 
consume anything edible, including their own dead, but get
 
most of their food from hunting the surface lands at night or
 
by raiding their enemies. Immune to all but the coldest
 
weather, orcs seldom wear more than weapon belts and
 
armor. In conquered Erenland, orcs have taken over human
 
cities, turning large buildings into meeting halls, communal
 
barracks, and storage depots. They feed and resupply from
 
the tribute they demand of their human subjects and relish the
 
occasional meal of human or halfling flesh.
 
Orc forces are garrisoned in cites throughout Erenland,
 
and orc armies war with the elves in the west and the dwarves
 
in the east. Large orc patrols range across the heartland, subjugating
 
their human thralls and hunting spies, smugglers,
 
and insurgents. In short, they are the enemies of all other people
 
of Eredane.
 
Occasionally, as rare an event as an eclipse or a comet,
 
an orc’s mind will expand enough to present a glimmer of an
 
idea: that there are other options. No one knows what allows
 
an orc to move past his base instincts to slaughter and serve.
 
Some may feel a particular hatred toward their oruk captains
 
or the legates they must serve. Others are shocked and confused
 
upon witnessing acts of kindness by other races. Some
 
are simply desperate criminals among their own people. In
 
any case, these orcs most often have little choice but to obey
 
their masters or suffer the same fate as those of the other races
 
who resist Izrador’s will. On some occasions, however, these
 
orcs find themselves in the position to escape the army and to
 
try to make a new life elsewhere. Such orcs are often turned
 
in by citizens bent on revenge for the mistreatment of their
 
people, but sometimes these refugees are welcomed not only
 
for the muscle they provide but also for their skills in dealing
 
with others of their kind.
 
Orc warriors, whether servants of the Shadow or hunted
 
by their own kind, take great pride in their fighting
 
prowess. They make cuts along their arms for each foe they
 
kill in battle, with different shapes for the race of each victim.
 
The arms of warchiefs are usually covered in such marks
 
from hand to shoulder, and at least half the marks are for
 
killing other orcs. Orcs favor large spears they can both throw
 
and use as thrusting weapons. They also carry heavy iron
 
swords with blunt but serrated edges called vardatches. These
 
weapons are slow but brutal and so heavy that the smaller fey
 
races can hardly lift them.
 
  
 
==QUOTES, MYTHS, LEGENDS, STORIES, AND BELIEFS==
 
==QUOTES, MYTHS, LEGENDS, STORIES, AND BELIEFS==
  
''"The destiny of the world is Shadow."'' — Anonymous note penned in the margin of the Academy’s Commentaries
+
''The destiny of the world is Shadow.'' — Anonymous note penned in the margin of the Academy’s Commentaries
 
 
''“The closer you can stay to an enemy, the further he is from defeating you.”''  —Sarcosan proverb
 
 
 
 
 
===Bond of Blood===
 
Roa was just a young maid with some skill at
 
channeling when her entire village was killed by orc
 
raiders. She was badly injured in the battle and left for
 
dead. Expecting the effort to cost her life, she used the
 
last of her magics to mend the wounds of a dying
 
wogren that had fallen defending her. The creature survived
 
and carried Roa to shelter, where he licked her
 
wounds and kept her warm and fed until she recovered.
 
The two seem to have formed a closer bond than
 
any halfling and wogren had before, and now travel the
 
plains spying on Izrador’s minions. They pass word of
 
enemy movements and activities to a network of
 
halfling, gnome, and human contacts that Roa has
 
developed over the years. Their information has served
 
to save hundreds of halfling lives and kept whole tribes
 
out of the slavers’ pens. Roa has become a legend of
 
sorts among the halflings and every girl-child of the
 
people hopes to one day be just like her.
 
 
 
 
 
 
 
  
 
===The Hero===
 
===The Hero===

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