Farland Immortals Setting v1
Farland Immortals Setting v1
(order #30396533)
(order #30396533)
(order #30396533)
Producer, lead author, and lead designer S. Baker
Lead editor and lead consultant Jen DeLuca
Assistant editor Craig White
Mechanics editor Jesse Vanderhoef
Staff artist Tim Vargason
Gerry Torbert
Ryan Torbert
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open
Game License version 1.0a, Section 1(e), and are not Open Content: Proper names (characters, place names,
etc.), places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book
includes material taken from the Systems Reference Document. The Open Game License is reproduced at the
end of this text. No other portion of this work may be reproduced in any form without permission. Version 1.
Published by
(order #30396533)
(order #30396533)
Daily Life in Wawmar 43
The Storgris Era 8 Religion 45
History 9 Industry 45
The War of Immortals 11 Wawmar's Construction 48
Using this Book 12 Factions in Wawmar 51
The Dwarven Kingdom 52
The Town of Zigil 53
Elven Society 14 The War 55
Elven History and People 14 Dwarven Steam Weaponry 55
Elf Traits 16
Altarim 17
Galan 17
Aranarim 18 Human Societies 62
Telarim 18 Human Traits 62
Culture 19 People of Aelfrand 62
Crafts 21 Hinterland Humans 67
Elven Life 22 Deep Marsh Humans 68
Religion 23 Humans of Hathiand 70
The City of Alustel 27 Northern CaveDwellers 71
Factions in the Sarumvest 29 Enslaved Humans 72
The War 72
Dwarven Society 30
Dwarf Traits 30 Gnome Society 74
KibilGunders 32 Gnome Traits 74
Shieldfolk 32 Crown Gnomes 75
Wawmar 32 Tunnel Gnomes 75
History 33 Fairy Gnomes 75
Structure 34 History 76
Layout of Wawmar 35 Culture 77
Military and Defense 38 Interaction with Others 78
Economy 41 The War 78
(order #30396533)
Halfling Society 79 Flavor 112
Halfling Traits 79 Healing 112
Outsiders 80 Items 113
Insiders 80 Magic 114
History 80 Monsters 115
Culture 81 Campaign Outline 116
Interaction with Others 82 Key to Names and Terms 118
The War 83
Halfling Factions 83
Adventures 120
StorGris 84 The Crypt of Memory 120
The Fortress of StorGris 86 Part 1: Beginning the Adventure 122
Military and Defense 95 Part 2: The Crypt 122
Special Weaponry 96 Concluding the Adventure 136
Economy 97 The Ruin of Honor and Glory 138
Daily Life in StorGris 98 Part 1: Beginning the Adventure 139
Factions in StorGris 99 Part 2: The Ruin of House AlDustriel 141
The War 99 Concluding the Adventure 155
History of StorGris 99
Future of StorGris 102
The Wintervale 108
The War 108 The Betrayal of Karoxfang 156
Part 1: The Spies 156
Part 2: The Oluk Orcs 168
Part 3: The Dragon 174
GM Materials 110
Languages 110
Currencies 111
Rule Changes 112
(order #30396533)
hordes of orcs and goblins always makes this a
dangerous proposition. There are simply too many
goblinfolk. Nevertheless, they have one hope: their
(order #30396533)
Introduction
Sarum. Yet this conflict provided the elves with the
impetus to study magic in earnest, and their new
Around 7000 years before the date in which War discoveries turned the tide of the battle. The Dark
of Immortals campaigns take place, the first great elf Folk were on the verge of defeat and ultimate
houses were founded, and with them, the flowering extermination—when inexplicably, House AlDustriel
of elven civilization began. At that time, orcs and turned on their kin and caused civil discord in the
most other monsters did not yet exist, and the elves Sarumvest and its capital of Alustel. For the first
lived in a virtual paradise, free from biological aging, time, elf shed the blood of elf. This civil strife came to
most diseases, and the majority of perils save that be called the Kin Slayer Wars. House AlDustriel,
caused by accidents. But such a utopian way of life with its allied houses, left the Sarumvest and founded
could not last. Not long after, from the greatest and the city of Talas in the wastelands to the east. And
most noble elf house, AlDustriel (“Lovers of Honor worse, the rebel elves aligned themselves with the
and Glory”) came a peerless and lovely elven maiden, orcs and goblinoids. The war dragged on, with the
Talkana, called Silumiel (“Beloved One as Beautiful final result in doubt, for the rebels and Dark Folk
as the Moon”). Not only was Talkana Moondaughter, were led by a powerful and enigmatic being that
as she came to be called, the comeliest elf who had called itself the White Lady. Eventually, with great
yet lived, she also proved to be gifted in many other loss, the forces of House AlDustriel were defeated.
ways: she was supremely intelligent, skilled in crafts, The orcs were scattered and the White Lady fled; this
and adept in the fledging discipline of magic. She occurred some 3400 years ago. The elves set about to
traveled the land, teaching and improving all with hunt down any orc stragglers. For hundreds of years,
whom she came into contact. Dwarves were newly the elves knew peace.
created at this point and just attempting to found But the White Lady returned centuries later,
their own civilization, and Talkana did much to guide around 1700 years before the present date, and
and instruct them. She traveled to their home of founded the Dark Folk realm she called Rothnog,
Liferock to tutor them in elven ways. setting herself up as its queen. Having learned from
But her curiosity and ambition was as great as her her defeat at the fall of Talas, she fortified her
beauty and skill. Talkana ever sought to expand her kingdom and built it slowly, treating and parlaying
knowledge until she contacted… something or with the elves and dwarves until her military might
someone she should never have sought. Without was in place. Then she struck. Rothnog attacked and
warning, some 6500 years before the present date, waged terrible war against the elves and dwarves.
she disappeared. The elves sought her in the Some dwarves recognized the threat to their
wilderness, but returned unsuccessful; they deeply ancestral home Liferock and took themselves off to
mourned her loss. However, something soon found the fortress of Wawmar. The White Lady was
distracted them: the appearance of foul, stunted, evil indeed successful in destroying Liferock, and she
creatures in the wilds—orcs. Soon after the orcs even threatened the bounds of the Sarumvest itself.
appeared, similar but distinct creatures followed Much of the reason for her success was her dreadful
—goblins and other Dark Folk. These beasts attacked general Karoxfang, the spawn of an orc and a demon.
the elves in their forest, and the elves found Yet always evil turns on itself, and the kingdom of
themselves fighting for their very existence. Though Rothnog was split by its own civil war. Powerful
individually these creatures were no match for an elf, orcish warlords rebelled against the White Lady, and
they still represented a real threat due to their high war raged within the kingdom until the might of
birth rate. Rothnog was broken, though the White Lady
The elves called this early strife the Battle of the emerged triumphant from the civil strife.
(order #30396533)
(order #30396533)
Introduction
The elves and the dwarves saw their chance and
attacked the weakened kingdom, defeating it utterly.
The Lady and her vassal Karoxfang, around 450 years This ultimatum began the War of Immortals, so
ago, attempted to flee east with their defeated army, called because the immortal elves had to face down
but they were trapped and overwhelmed at Thunder the might of Storgris, though their numbers were
Pass as they tried to cross the Grand Peaks. But the lacking. The dwarves fought on the side of the elves,
leaders of Rothnog would not be eliminated so easily. though they trusted to the impregnability of their
Karoxfang and his picked warriors fought their way fortress of Wawmar as often as they fielded armies.
out of the trap and escaped in the only direction open Both the forest of the elves and the volcano of the
to them—to the south. The White Lady used her dwarves provided an initial advantage, but it wasn't
powerful magic to escape as well and took herself enough to win a war, especially not one against such
into the city of Gorgwath which she had prepared in vicious opponents.
the east. The elves at this point founded the Satellite The War has run hot and cold for seven decades.
Cities of Emerain and Palahan in the eastern plains The elves and dwarves have never faced with their
of Aeltal to protect against attacks from Gorgwath. full armies the full force of the dark kingdom, for
And again, the elves and the dwarves knew peace they are heavily outnumbered. They have fought
—but alas, it was all too fleeting. many skirmishes and engaged in much guerrilla
Dispossessed orcs, goblins, and other Dark Folk action, but ever the armies of Storgris have pushed
from all over the Hinterlands flocked to Karoxfang. north, driving the elves from the Hinterlands and
Having had the luck to take prisoner a famous forcing them to withdraw closer and closer to their
dwarven architect and engineer, the vile general used woodland kingdom of the Sarumvest.
the dwarf’s knowledge to build for himself in the In addition, Gorgwath has begun menacing the
south a nearly unassailable fortress city he called elves of Aeltal, and Dark Folk from the east have
Storgris, or “New Start” in the uncouth tongue of encroached on the Kingdom of Wawmar. It is
orcs. Slowly and quietly he reestablished contact with becoming obvious that Storgris and Gorgwath are
the White Lady in Gorgwath and began anew the preparing for a massive assault—and indeed elven
work of Rothnog. He claimed the wide lands spies have reported a huge army gathering in Stor
surrounding Storgris and founded Dark Folk cities gris. According to the spies, such a massive army has
and castles there. Gradually, he increased his domain never yet been seen in the Siriand.
and strengthened his armies, this time brooking no Things are not looking good for the races of the
disobediencee, for he would not have Storgris repeat light. In fact, not since the first appearance of the
the mistakes of Rothnog. So skillfully did Karoxfang Dark Folk have the good races been in such peril.
enact his plans that by the time the elves and dwarves In desperation, the elves and dwarves have
perceived their peril and began to marshal their devised a plan. They will attempt to lure Karoxfang
armies, it was too late. A deadly plague blew out of out of the Dark Folk kingdom and try to assassinate
the east, and it killed diseaseresistant elves and him. But the ambush at Thunder Pass failed to kill
dwarves alike. Their armies decimated, there was the terrible orcdemon, so many elves despair that
little they could do as the forces of Storgris openly such a ploy could succeed now. Plus, many
revealed themselves and laid claim to the dangerous missions must be accomplished before the
Hinterlands, declaring that Karoxfang was the plan can be enacted. The elves and dwarves are
rightful king of all Siriand. About 70 years ago, Stor seeking brave and skilled operatives to assist them in
gris gave them an ultimatum: submit to the rule of their plan. Who will help them? The fate of their
the orcdemon general… or die. civilizations is at stake.
11
(order #30396533)
World of Farland: War of Immortals
players will never forget. This book also comes with
two adventures that will help PCs learn more about
This book is a resource for Game Masters and the history of the mysterious White Lady. If you want
players alike as they run and play in campaigns set to discover what becomes of the White Lady, check
during the Storgris era and the War of Immortals. out The World of Farland Campaign Setting, the
For players, it contains new PC race options, new center piece of the trilogy of World of Farland game
rules, altered spell lists, and information on the books, which also includes The World of Farland
civilizations of the period. The depth of information Game Masters Handbook and The World of Farland
in this text will allow players to create PCs that seem Players Guide. But you don’t need these three books
grounded in their actual civilizations and will give to run a game set in the time of the War of
them the information that they need to immerse Immortals; you only need the text you’re currently
themselves in their roleplaying. reading!
For Game Masters, it contains new magic items, This book is made up primarily of exclusive
details about the civilizations, important NPCs and content that has never appeared on the World of
locations, various factions, and a developed Farland website, but we encourage you to visit us
campaign outline that will guide players from low there at www.farlandworld.com. You will find a great
levels to high levels as they leave their mark on the deal of information for your 5e game, including
War of Immortals epoch. player and GM options and more free adventures.
This is a selfcontained book which, in concert Furthermore, you can follow the World of Farland on
with the core books that allow you to play the 5th twitter: @Farland_World. Welcome to the
edition of the world’s most popular roleplaying game, community, and we wish you many happy hours of
is all you need to create an epic campaign your gaming in Farland!
(order #30396533)
(order #30396533)
In the War of Immortals, the
14
(order #30396533)
Elven Civilization
15
(order #30396533)
World of Farland: War of Immortals
16
(order #30396533)
Elven Civilization
across the Seas. The elves call this phase in their life
the Time of Weariness, when they grow tired of their The Altarim, descendants of the captains and
countless years. They can resist this urge for some officers of the Twilight Voyage, are the High Elves of
time, depending on their personal will power, but the city of Alustel. Magic is secondnature to these
eventually it grows too burdensome. More about this elhil, and almost all know several simple spells and
later. incantations; many can wield magic that is far more
Alignment. Elves are almost always good, powerful. The Altarim are a noble and cultured
although they favor chaotic good and neutral good people who love poetry and artistry. Unlike their
alignments in equal amounts. However, neutral and woodland brethren, the Altarim love working with
chaotic neutral elves are not unknown. You can metal and stone, crafting beautiful and mighty
choose whatever alignment you wish. dwellings and possessions for themselves and to
Speed. Your base walking speed is 30 feet. trade with other races. Altarim naming conventions
Darkvision. Accustomed to twilit forests and the involve appending the elf's house to the end of the
night sky, you have superior vision in dark and dim name. For example, an elf may be called Olanis of
conditions. You can see in dim light within 60 feet as House Solbar. The Altarim are equivalent to High
if it were bright light, and in darkness as if it were Elves from the 5e SRD.
dim light. You can’t discern color in darkness, only
shades of gray.
Keen Senses. You have proficiency in the On the shores of Lake Aelnin, the home of Alfain,
Perception skill. dwells a subpopulation of the Altarim called the
Fey Ancestry. You have advantage on saving Galan or "Glimmer Elves," the ruling segment of all
throws against being charmed, and magic can’t put elven society. As tenders of the Holy Swan, other
you to sleep. elves recognize them as rightful lords of the elhil.
Trance. As an elf, you don’t need to sleep. Living so close to the Swan of the elves, the Galan
Instead, you meditate deeply, remaining have basked in its magical energies for centuries, and
semiconscious, for 4 hours a day. (The common word it has changed them. They have grown more high
for such meditation is “trance.”) While meditating, minded and proud than the typical elhil, and their
you can dream after a fashion; such dreams are bodies are suffused with a small bit of the magical
actually mental exercises that have become reflexive energies of the holy bird. When they let this power
through years of practice. After resting in this way, shine forth, lesser creatures can’t help but be awed.
you gain the same benefit that a human does from 8 This holy energy also guides their decisions. Like the
hours of sleep. Altarim, Galan append their house to their name.
Size. Male elves stand between 5'8" and 6'3" (with Some of the most famous Galan houses are Aradune,
some taller) and tend to weigh between 140 and 190 Glorale, Haran, Mithaleil, Tifwing, and Valleron.
pounds. Female elves stand between 5'6" and 6'1" Ability Score Increase. Your Wisdom or
and weigh between 100 and 150 pounds. Your size is Charisma score increases by 1 (your choice).
medium. Elf Weapon Training. You have proficiency
Names. Common elven names are detailed on the with the longsword, shortsword, shortbow, and
World of Farland website (www.farlandworld.com). longbow.
Languages. Elven, and one other language. Touched by the Swan. You have advantage on
Subrace. Four varieties of elf exist: Altarim, Wisdom and Charisma saving throws.
Galan, Aranarim, and Telarim. Choose one. Let the Power Shine Forth. You can muster
the light of the Holy Swan that shines within you to
17
(order #30396533)
World of Farland: War of Immortals
The Aranarim are the elves who live free in
loose communities in the Sarumvest. They tend
to be considered “rural” by their Altarim cousins,
but this is not necessarily a fair critique—they
just have different concerns and a different way
of life. They give their care to song and peace and
growing things, spending their countless years
walking beneath the shading trees of the Great
Wood, hunting and gardening and reveling in
nature. The wood elves, however, do recognize the
authority of the Galan and Altarim in Alustel, and
while they might sometimes be reluctant to do so,
they obey the commands and summons of their lords After the fall of Rothnog, two bands of bold elves
when they must go to war. Indeed, they are fierce in —soldiers, woodsmen and their families—agreed at
defense of their homeland, and their sharp eyes and the behest of the Elvenking to remove to the east and
expert archery make it perilous indeed for any enemy found two communities to keep a watch on the White
to enter the eves of their woodlands. Unlike the Lady and her city of Gorgwath. These roughand
Altarim and Galan, the Aranarim don't identify with tumble elves founded the settlements of Emerain and
or organize themselves into houses. When identifying Palahan, which came to be called the Satellite Cities.
themselves, they append a nickname, usually Over the centuries, these communities flourished and
something they are fond of (for example, Mablung became prosperous. The elves of Emerain became
Redleaf), or a place of origin (for example, Beleg of known for their horses and horsemanship, while the
Carvenrill). Altarim are equivalent to Wood Elves elves of Palahan grew famous as mariners. But ever
from the 5e SRD. the Telarim face threats from land and sea, and
dwelling on the frontier, their lives are focused on
security and war as opposed to art and culture. In
terms of naming conventions, Telarim identify
themselves by their sire or their city (for example,
Duor son of Huor or Valandas of Palahan).
Ability Score Increase. Your Constitution
score increases by 1.
Frontier Elf Weapon Training. You have
proficiency with the longsword, shortsword,
18
(order #30396533)
Elven Civilization
shortbow, and longbow. If you are from Emerain, Still, most elves strive to do and be good. The
you are also proficient with the lance. If you are from Galan of Alustel have spread throughout the Great
Palahan, you are also proficient with the net and Wood and rule the major elven cities of Calador,
trident. Loraglin, and Lannael. They direct their people in a
Tough. You ignore the first level of exhaustion fashion that is generally wise and farsighted, and
that you gain in any 24hour period. though their primary concern is the good of elves,
Talent of the City. If you are from Emerain, you they do care about the other free peoples of Siriand
are good with horses. You start with a riding horse —dwarves and gnomes initially, but recently they
and you have advantage on Wisdom (Handle Animal) have also started to view humans and halflings as
checks that relate to handling horses. If you are from
Palahan, you have an affinity with the sea. You are
proficient with Navigator’s Tools and water vehicles,
you can swim, and you have advantage on Strength
(Athletics) checks that relate to swimming.
If elven society is not entirely in its heyday (as it
later would be after the eventual fall of Storgris, still
a thousand years in the future), it is nonetheless in a
golden age. It would not be entirely wrong to call
elven society the most important and advanced
culture on the planet. Elves were responsible for
bringing knowledge of magic and how to shape it into
the world, they first used language, they first built
cities and works of art… and for better or worse, the
elves know how important their culture is. While
elven society is, as a whole, benevolent and wise, it is
thus tinged with pride, even hubris. Elven history has
been marred several times by rifts—the earliest split
that between the elves who were unwilling to fulfill
the command of TalAllustiel and the faithful elves
who continued on to Núrion. One of the worst
schisms in elven antiquity took place when the
greatest elf house AlDustriel, star of the elves, left
Alustel and inexplicably joined forces with the din
hordes of orcs, the new scourge on Siriand. The Kin
Slayer Wars triggered by this rift lasted a century.
Even now, political strife in Alustel, largely instigated
by the proud and stiffnecked Lord Cirock of House
Aradune, causes turmoil in the society of the
Sarumvest.
19
(order #30396533)
World of Farland: War of Immortals
something other than animals, and thus they have The Satellite Cities are called such because they
begun to care about their fate as well. are a satellite state to the larger nation of the
In terms of economics, the wood elves of the Sarumvest, to which they owe their allegiance. The
Sarumvest hunt, gather, and farm, providing food in commands of the Elvenking are theoretically law in
the form of venison, pork, fowl, fruit, and grain to the the Satellite Cities. In actuality, the two settlements
elven nation as a whole. The elves, having had manage nearly all of their own affairs. Each city is
endless years to learn agriculture and animal ruled by an Altarim lord who distinguished himself
husbandry, produce more food than they need, and during the battles against Rothnog, specifically the
therefore they trade much of their food to the dwarf Battle of Thunder Pass. For example, Palahan is
Kingdom of Wawmar in exchange for mithril and ruled by Lord Singul of House Rolomin, who lost his
crafts, usually metal works. arm from the elbow down at Thunder Pass, but
Elven society is organized in a very loosely fought bravely.
hierarchical fashion. In the Sarumvest, wood elves The elves of the Cities are quintessential frontier
group themselves into bands called jún, each ruled by folk, living in almost complete selfsufficiency,
a Lhanar, a “Wise Person,” a patriarch or matriarch producing most of their own crafts and goods. They
who has been selected as a leader by the band based look down a bit—unfairly—on the society of the
on wisdom, craft skill, or natural charisma. Most Sarumvest, which they see as soft, but they
wood elf bands owe their allegiance to a noble elven nonetheless thirst for news, culture, and art from the
house based in Alustel or one of the other cities of the Woodland Kingdom. The elves of the Satellite Cities
Sarumvest. The bands support the house of their have far more contact with humans than do the folk
liege lord by sending a tithe of food from each harvest of the Sarumvest; in fact, two centuries ago, they left
as well as by providing warriors when called upon to an indelible impact on human culture when they
do so. The wood elves believe that they owe the noble invited the leaders of the primitive human tribes to
elf houses their fealty because legend has it that those the north to visit their communities. Two of the four
houses were founded by the elves who captained the human tribes of Aelfar have sworn allegiance to the
Swan Boats during the Twilight Voyage, seeing the elves of the Satellite Cities, and in return for crafted
elven race through immense danger to the safety of goods, they provide crops and soldiers in time of
Siriand. That debt is one they take seriously. They need.
also gain political representation through the noble
houses in the capital of Alustel.
The noble houses of the elves each provide a lord
or lady as a representative to the MeetofElhil, the
holy conclave of elves by which the Elvenking is The Satellite Cities: The two cities
elected, just as the Grand Admiral was elected by the of Emerain and Palahan, founded in
ship captains during the Twilight Voyage. The noble the lightly wooded area called
houses see this democratically elected monarch as a Aeltal as a guard and bulwark
representative of their god, and they obey his or her against the Wintervale. The cities
commands as best they can, although they are not are a satellite holding of the
hesitant to offer advice and even to voice opposition Sarumvest, hence their name.
when they feel the circumstance demands. The noble
houses do not machinate politically against their
king, although they aren’t above vying with each
other.
20
(order #30396533)
Elven Civilization
and thus they are known for their cloaks that hide the
wearer, their boots that mask footfalls, and their
Since the construction of the mighty Swan Ships of shining lamps that kindle at sundown and extinguish
the Twilight Voyage, the elves have been master at sunrise.
craftsman of tangible goods, as well as art and The Altarim, and to a lesser extent the Telarim,
poems. Having naturally lovely, melodic voices and are expert smiths, producing swords, other weapons,
an innate sense for music, they are renowned singers and armors that are sought after by all races. The
and musicians. The other free races have been known dwarves, however, have recently invented plate mail,
to stand motionless for hours listening to elves and the elves cannot yet make such heavy and thick
singing in the distance. In terms of musical armor very well; nor do they desire to do so, relying
instruments, they prefer harps, flutes, and lyres, instead on speed and agility in combat.
although they are proficient with most instruments. The Aranarim do not commonly work in stone or
They do not, however, favor percussive instruments. metal, but they are masters of woodcraft, creating
As much as they are known for music, they are fletches and bowers to dwell in, as well as portable
also renowned for poetry and art. With their limitless objects made of carven wood, such as chairs, tables,
patience and artistic sense, their poetry seems nearly utensils, and objects of art. As bowyers, they are
magical, with their most skilled bards being able to unsurpassed. The bows and arrows of the Aranarim
literally conjure images in the mind’s eye that are as are treasured by elves and humans alike. The
striking as actual reality. Their greatest artists Aranarim also craft lovely poetry and song which, if
produce sculptures and paintings that bring to tears not as subtle as that of the Altarim, rivals it in its
those who behold them. Their unlimited lifespan pure, primordial magnificence.
colors everything they do, and elven craftsmen are The Altarim of Alustel and the Telarim of Palahan
perfectionists. They will work for years and decades are master shipwrights, producing longprowed
on a single line of poetry or an individual stroke of a vessels that skim the waves as if flying over them.
painting. Unlike the dwarves, however, they don’t Often, they shape these boats into the form of swans,
work for its own sake or view work as an end in itself; although none of the craftsmen among the elhil is
rather, they work in order to ease their long years
and fill their surroundings with beautiful things, for
above other things, elves appreciate beauty, be it the
natural beauty of a tree or a star, or the beauty of
things they have produced with their own hands.
Finally, the elhil are famed craftsmen of physical
objects, rivaling the best artisans of the dwarves in all
but stonework. The Altarim especially are known for
their skill with crafts. They produce clothing, tools,
instruments, and other goods, and because their own
lives are so long, they take care to make their goods
durable and lasting; objects made by elves wear out
at a rate that is slower than objects made by other
races. Elven crafts can be distinguished from those of
other races by their delicate appearance but intrinsic
flexibility, durability, and toughness. Elves often
imbue the most special of their creations with magic,
21
(order #30396533)
World of Farland: War of Immortals
able to produce ships as good as those that made the race on Siriand. To put it simply, elves plan for the
Twilight Voyage, for that level of skill was lost when future. They know that work in which they invest
the first elves on Núrion died or sailed back into the today will pay off in the far future, and as such, much
Twilight. No other people in Siriand possess the of what an elf does on a daytoday basis seems
knowledge to construct seaworthy ships, although pointless to those of shorter lifespans. But actually,
the fell Dark Folk of Gorgwath have captured the elf is simply planting the seeds of some distant
shipwrights from Palahan and forced them to harvest.
produce unlovely, dark vessels designed to ferry orcs The gestation period of an elf is one year. Elven
across the Jeweled Gulf. children are much like human children, albeit less
rambunctious, and they grow at the same rate. Once
they reach their full biological growth, they cease to
(order #30396533)
Elven Civilization
thought and contemplation, or politics. The Altarim generally buried. They are interred with simple, light
often spend their days in craft, poetry, or song. The clothing and a winding cloth only; no coffin is used.
time of the Aranarim is spent tending their crops or In place of a grave stone, elves plant a tree, a garden,
gardens, hunting and gathering, singing, or walking or a patch of flowers. Some elves believe in
in their beloved woodlands, reveling in nature. The reincarnation, but it is an open theological question.
Telarim while away their hours producing the
necessities of their lives, guarding the frontier, or
following the love of their hearts—riding horses or
sailing the waves.
Sometime around their fifth century, elves begin Elves worship TalAllustiel, the “Beloved God of
to grow tired of the ceaseless years in Núrion. This is Twilight,” their lord and creator. Indeed, the elhil
known as the Numasal, the “Time of Weariness.” The have a special relationship with their god, for the
more strife, violence, and destruction the elf has very first elves beheld his face, and every elf has at
seen, the sooner the Time of Weariness arrives. The least the theoretical possibility of meeting him again
Wars with Rothnog made it such that many elves while still alive. Elven priests are called Aluar,
experienced the Numasal during their third century. “People of the God,” and elven druids are termed
However, elves of exceptional willpower can put off Lirevest, “Hearts of the Forest.” Elven druids are
the Numasal until their tenth century or later, and nearly indistinguishable from elven priests and
Galan and Altarim tend to have their Numasal later clerics. All elves revere nature. Elven priests work to
than Aranarim and Telarim. When the weariness preserve the forests and nature but are more focused
grows too great, elves seek to flee Núrion. Usually on ministering to the elven peoples and elven culture.
this takes the form of setting sail on a Swan Boat; They encourage art, facilitate worship, and serve as
they call this final journey the Merrutenn. Elves of healers, among other things. Elven priests preside
the Sarumvest sail down the River Aelalrath, which over weddings, burials, and other special events in an
flows from the Aelnin lake, while the Telarim depart elf's life, and elven priests are often consulted for
from Palahan and head south in the Gaeramir Gulf. general advice. Elven priests tend to dress the same
Oddly, no elven ship on this final journey ever seems as other elves and are usually only recognizable by
to enter the Ocean Andunemen; if the vessels don’t their holy symbol of TalAllustiel, which they display
come to grief, then one evening in the gloaming the proudly; they may wear the symbol as an amulet or
elhil on the ship find themselves on a strange twilight paint it on a shield or other accoutrement.
river. Some of those elves out of fright or faintness of Elven druids are simply elven priests who have
heart at this point disembark and join the taken more literally the command of TalAllustiel to
Talundorim in the Feywild of Tanis, but those who tend to the forest. They revere nature and aid it,
are courageous can continue the journey eventually seeing it as holy to TalAllustiel. They often maintain
to reunite with their lord TalAllustiel—or so the sacred groves, called Hathratuar; these groves are
legends say. used by clerics of TalAllustiel to hold services, with
Elves who are not able to take the Merrutenn the blessing of the Lirevest. In 9770 E.R., the
disappear into the wild and are not seen again. They unofficial High Priest of TalAllustiel is the Lady Rilia
either die bodily or fade away, or else find some other of House Glorale, sister to the Elvenking. The
way to Tanis, where they then at least have the unofficial High Lirevest is Tharien of House Haran.
possibility of continuing their journey. They share the great holy glade Gonuial in Alustel;
Those elves who are slain in battle, die from an Tharien tends the glade yearround while Rilia tends
accident, or those rare few who die from a disease are to the king and the residents of the city.
23
(order #30396533)
Greater God Elven Name
Bralatariel, "Lady of
Bestra, Lady of Goodness
Gardens"
Herralhan, "Lord of
Dekk, Lord of Balance
Knowledge"
Gandammar, "Tricky
Bel, Lord Thief
Traveler"
Braladriel, "Lady of
Reeanan the Bright
Light"
Herranilheer, "Lord of
Calbran, Lord of Luck
Luck"
Taladwen, "Lady of
Janora, Goddess of Fate
Doom (Fate)"
Narlherran, "Lord of
Flamgart, Fire God
Fire"
Maustar, "Personage of
Grlarshh, Death God
Death"
24
(order #30396533)
(order #30396533)
(order #30396533)
Elven Civilization
27
(order #30396533)
World of Farland: War of Immortals
bivouacs about 25 troops at the Branu Allun and 25 Eastern District, at the foot of the flowered hills, is
troops at the Olt Branu. In times of trouble, around dominated by another, smaller, hill. Atop this hill sits
1500 elves, veterans of the skirmishes against the Alutanhath, an openair temple with a mirror
Rothnog and Storgris, would willingly take up arms. like marble floor and shining white pillars, one for
each “lesser elven god.” In the middle of Lake Aelnin
The City: The fabled Alustel (“City of the God”) is are three islands. Nearest to the eastern side is the
nestled deep in the vast Sarumvest, the woodland island of the Ithiloth, a blue stone tower that houses
kingdom of the elves, and serves as its capital. The the historians of the elves and their great libraries.
city is surrounded by the Rhanleg, a masterfully Immediately across from that spire is the island
crafted wall of thorns that blends into the forest and hold called Traerwen, the compound where the
that does nothing to break up the beauty of the artists revered among the elves meet. The third
landscape. Wood elves dwell in their tree top fletches island, at the northernmost end of the lake, holds the
for miles around the city but are not truly considered great tower of the mages, the Balroth, with its
residents of Alustel, as they live outside the Rhanleg metallic roof and intricate, runecovered walls. The
and thus the city boundaries. The city itself is built at West District is dominated by the Finroth, the six
the northern edge of the great Lake Aelnin, and the red, starshaped towers of the High Elves, the
elves of Alustel make heavy use of beautifully crafted Altarim of the city. A fivemember council
boats to connect the two sides of the city split by the representes their interests; each elected council
lake. Alustel holds many gardens and glades of member is housed in one of the outer towers, and all
surpassing beauty. the members meet in the middle tower, the Toroth,
The houses of Alustel are a mix of bowers (homes to hear grievances or concerns to take to the
crafted patiently from trees, made by skillfully Elvenking.
planting and tending them as they grow until they The North District is marked by three hills. Atop
interlace overhead to form a watertight ceiling), the first hill is the Andhrim, the beloved pool of the
fletches (homes built in trees), and stone halls. For elves in which shine the constellations of the sky
its beauty, the stonework of Alustel surpasses all whether one looks into it in night or day. The second
masonry save that of Wawmar itself. The elves prefer hill is the sacred temple of the elves, with the Gonuial
to build and work in a hard white stone found in the at its crown, a circle of wonderfully crafted stone
Erethel Mountains to the East. They carve this white trees surrounding a slab of rock carved with the mark
rock into graceful and sweeping shapes, making their of the great elven god TalAllustiel. The third hill
buildings, though made of stone, appear light, airy, holds the mighty Alarnarl, the fortress of the
and open. The streets are crafted from a goldtinted Elvenking, a stronghold of glorious, dark stone with
stone mined from the Erelom Mountains to the west. three white towers extending from its sides and
Those streets are lined with beeches, elms, and reaching toward the sky.
linden trees, carefully tended so that they grow tall The Alarnarl guards the holiest of the holies, the
and strong. From the boughs of these trees hang gold Pool of Alfain, the Sacred Swan of the Elves and what
and silver lamps that magically enkindle at the fall of they believe is the source of their magic. Looking
twilight, the most beloved time of the elves. upon the white Swan is like looking at a star fallen to
East of the city are lovely but rugged hills, covered earth, for as it glides in its sacred pool it shines with a
by beautiful wildflowers in the summer and radiance that is dazzling. This powerful glimmer
providing a glorious perch from which to survey extends for a great distance and affects those who
Alustel. Looking out over the city from these hills, dwell nearest to the Swan. The nobles of Alustel,
several landmarks would become apparent: the whose homes front the pool of Alfain, became
28
(order #30396533)
Elven Civilization
changed over the passing of centuries until the other forces of Storgris, and eliminate the threat before
elves of the city took to calling them the Galan, those the dark army becomes entrenched and unbeatable.
who gleam with the light of the Swan.
Many beautiful songs, powerful heroes, lovely The Isolationists: The isolationist faction is mainly
maidens, and breathtaking art came from Alustel, headed by Lord Cirock of House Aradune, a stiff
and even dwarves and gnomes, folk who will never necked, powerful, and amoral noble, cousin to
see the city, speak of its beauty and importance. As Elvenking Dalos of House Glorale. Lord Cirock is
the intellectual center of the known world, the politically perhaps the single most powerful noble in
knowledge, art, and culture of the City of the God Alustel, besides the Elvenking himself. Lord Cirock’s
influences all of the cultures of the great continent. main ally is also a powerful one: Overgeneral
Dalanuil of House Aradune, who oversees the war in
the Hinterlands. They want to fortify the Sarumvest
and leave the dwarves and gnomes to their fate. Part
of their motivation for this stance is strategic: they
The Interventionists: This faction is headed by believe that the elven forest, guarded by its skilled
Lord Curuval of House Tifwing; Galdin Palantar of defenders, is essentially unbreachable, and that an
House Mithaleil, a noble of Alustel and perhaps the enemy would have to pay a cost it would deem too
most famous elven bard; and Lord Yeltinir of House high to invade the elven lands. But an even larger
Haran, high captain responsible for defense of the part is racist: they simply feel that elves are superior
Sarumvest itself. They argue that when it comes to to other races and that any drop of elven blood
the war with Storgris, the elves need to ally with the spilled in defense of another race is an unacceptable
dwarves and gnomes. They maintain that the best loss. The interventionist faction recognizes this
course of action is to work together with the other motivation and views it as ignoble. Thus the flames
races to go on the attack, take the field against the of their rivalry are fanned further.
(order #30396533)
In the War of Immortals, the
30
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
32
(order #30396533)
Dwarven Civilization
33
(order #30396533)
World of Farland: War of Immortals
continued for the remainder of the time that the was small compared to the struggle that was to
dwarves occupied Wawmar. The discovery of a lethal follow. The remnants of the defeated nation of
red dragon already making the site its home set back Rothnog headed south and established the even
construction briefly, and cost many dwarves their stronger nation of Storgris in 9332 E.R. Wawmar
lives, but the industrious khazak quickly got back on and Storgris immediately became fierce enemies,
schedule after the dragon was slain. Later, several and for many centuries, the two monumental nations
dwarven towns, most devoted to mining the rich ores contended against each other, at times making
nearby, sprung up around the focal point of the great treaties of temporary peace and at other times
fortress, and KibilGund for several centuries ruled a engaging in hot bloodshed. Storgris is the worst
large domain. enemy that Wawmar ever faced, and the war is
Because Wawmar was designed first and foremost getting bloodier.
for defense, its founding officially marked the period
that dwarf historians came to call the Age of
Fortification. This era, spanning the vast majority of
Wawmar's history, was marked by intense battles
and strife. The first notable war that the dwarves The dwarf community had decided it would be
engaged in was the great battle against the early orc advantageous to build a singular, distinctive city that
kingdom of Rothnog, in 8605 E.R., but this conflict would be an impressive, lasting monument to their
ingenuity and work ethic, as well as to be a highly
defensible structure capable of instilling the feeling
of oneness and family within the clan hierarchy. A
dormant volcano was chosen, as it offered the
advantage of already being mostly constructed as
well as having geometrical simplicity.
Initially, the dwarf population had to scout out the
land for an extinct volcano. The volcano had to be
fairly steep along the outslopes to enable the
construction of additional secondary exit
passageways. It was necessary to use one that was
still slightly warm at the bottom of the hole, as the
heat could be funneled and used to perform various
tasks and would maintain at least a livable
temperature all year round. It was important that the
volcano have a very steep inner cone, preferably 10 to
20 feet of splay per 100 feet of elevation, to enable
cutting access ways into the side.
The project team of dwarves from the famous
engineer Agralin's company scouted the countryside
for the ideal location for several years. It was believed
that a colder environment would be more suitable for
everyday life, since the interior of the cone would
already be subject to a great amount of heat from the
magma lying below the floor. At first, not much could
34
(order #30396533)
Dwarven Civilization
35
(order #30396533)
World of Farland: War of Immortals
all of the levels of Wawmar. two gates: Walin's Gate, also called the South Gate,
Level 1 sits above the Floor Level. It contains the or the Main Gate; and Mar's Gate, also called the
mansionlike dwellings of important personages, as East Gate. Both entrances are protected by massive
well as a barracks to house the standing armed forces external and internal doors, which can be opened and
of the dwarf citadel. The barracks intersects the Great closed easily but, once closed, are nearly
Ramp at several different locations, a tactical impenetrable. The passages into the volcano consist
decision made to allow surprise and to allow the of wondrously crafted hallways containing
surrounding and isolation of invaders. Two tactical mechanical traps and murder holes to protect the
tunnels also lead from the barracks to the two gates fortress. The rest of this level consists of dwelling
on Level 1.5 and allow soldiers to enter the entrance blocks.
tunnels from above to again surround and surprise The next level up is Level 2. Level 2 is made up
attackers. Another tunnel runs from the barracks to entirely of dwelling blocks, full of individual housing
the outside, an exit chute, and it and the tactical units. Each dwelling block consists of multiple streets
tunnel to the south entrance are both equipped with and is a community onto itself, complete with public
a stone plug system to quickly and semipermanently bathrooms, shops and a tavern, a chapel, and a
close these tunnels. Finally, Level 1 contains an communal meeting area. Dwarves take pride in their
elevator mechanism to allow the raising and lowering block, and a block is often made up of one clan.
of cargo to the Floor Level. Level 2.5 contains more dwelling units, but as the
One enters Wawmar on Level 1.5, which contains most central level of Wawmar, it also consists of two
36
(order #30396533)
37
(order #30396533)
World of Farland: War of Immortals
38
(order #30396533)
39
(order #30396533)
World of Farland: War of Immortals
use it to its fullest extent. When from the vantage enemy worg riders.
point of the high walls of the volcano they spot an If it is determined that the enemy army is too
approaching army, they take their time and adjudge large, the dwarves of Wawmar typically march out
the strength of the enemy. If they decide that the with a small regiment of lightly armed axemen
enemy is of a manageable size, they sally forth in supported by Tuskers, engage the enemy, and
force and attack their foes in typical dwarven fashion, attempt to fight a retreating action in order to draw
softening them up with volleys of axes and the enemy into range of the siege engines (primarily
crossbows. Then they employ their heavy infantry to ballistae and steam weapons) and the crossbowmen
drive toward the center of the enemy formation, firing from hidden arrow slits. The strategy
attempting to cleave into the heart of the opposing thenceforth is simply to stay inside the mighty
army and destroy their leadership with surgical fortress and allow the enemy to break themselves on
precision. During this action, flank and rear guard the massive gates, wasting their manpower as they do
units protect the heavy infantry, making certain that so. When the enemy, weary and disheartened, finally
the frontal assault is not disrupted. These units are retreats, the same shock troopers and Tuskers
supported in their defensive mission by dwarven emerge again to punish the foes before disappearing
cavalry mounted on dire boars. These highly mobile once more behind the gates. If any of the outer gates
troops, called Tuskers, are designed to counteract the are breached (which has not yet happened), the
40
(order #30396533)
Dwarven Civilization
dwarves would simply retire behind the inner gates, this is a good thing, because rumor has it that it may
which are nearly as strong as the outer gates. On the soon be called upon to do so. Spies report that Stor
way, however, they would engage the seldomused gris is massing an army of a size never before seen in
mechanical traps, including deep pits, crushing Siriand.
blocks of stone, and sharp wallspikes that guard the
approach to the crater. They would also fire on the
invaders from hidden murder holes and arrow slits.
Thus, the khazak would make the enemy pay dearly
with his own blood for every step he took inside the It was the skill of the dwarven surveyors which led
fortress. the dwarves to Wawmar. They realized that the
In this manner the dwarves of Wawmar have been volcano would be the perfect spot to establish a
able to weather several small sieges by the forces of community, and they also conjectured that fine ores
Storgris. Indeed, a huge stock of excess non could be located near the intense heat of the defunct
perishable food is kept in the lower works, and Wawmar volcano. Later inspection by dwarven
rumors of a hidden "King's Exit" mean that Wawmar sappers confirmed that there were indeed deposits of
can potentially withstand a very long siege. In fact, several types of metals that could be easily mined.
41
(order #30396533)
World of Farland: War of Immortals
These deposits were quickly brought to the attention Wawmar is a bustling trading community. Despite
of dwarven miners, who immediately began restrictive regulations on the trading of armor and
excavating the fine metals, establishing the planned weapons with nondwarves, trade with elves,
community within the very volcano of Wawmar itself. humans, and gnomes has flourished as a result of the
It was not long after the dwarven miners began quality products created by the highly skilled
excavation of the great city that they encountered dwarven smiths. This trading community peaked
that which they did not expect: a slumbering dragon, during the reign of the mighty dwarven King Dwarin
a great red known as Axxtyklysstykor. But dwarven who authorized the shipment of several hundred
might prevailed against the wyrm in the form of a pounds of mithril to the elves, in exchange for
small group of heroes who struck down the beast magically enchanted roots and herbs, bred especially
outside the volcano. to survive in the volcanic soil of subterranean
Despite the popular belief that mithril was Wawmar. Rumor has it that there is a black market
discovered immediately after the dragon was within Wawmar itself, where unscrupulous dwarves
defeated, it wasn't actually found until nearly a illegally sell Wawmarcrafted armor and weapons to
century after the first mining expedition began in nondwarves, but evidence of this has not yet been
Wawmar. Obviously, the discovery of such pure found.
mithril deposits helped change the fortress into a However successful Wawmar has become as a
community of great wealth. trading destination for other races, the government
Commerce in Wawmar centers around the mining, council has always felt it important to make sure that
smelting, and forging of fine metals, with mithril they retained the ability to become selfsustaining if
having the highest profile of all of them. However, need be. Thanks in part to various financial
the overwhelming volume of goods that are traded incentives granted to farmers, large farms of edible
from Wawmar are mundane items, everything from fungi and mushrooms are grown in the deep, rich
pots to horseshoes to metal buckets. The weapons volcanic soil of subterranean Wawmar. In addition to
and armor produced in Wawmar are among the the naturally grown products of subterranean
finest in all of Siriand, although the actual amount of Wawmar, vast stores of foodstuffspreserved with
such items produced is smaller than most would the enchanted herbs garnered in the monumental
expect. The governmental council holds smiths to elven trade of 9531 E.R.are stored in the event of a
stringent requirements in the production of these siege from enemy forces. The famous dwarven cleric
weapons and armor, and all such items forged in Rîmun Goldsight prophesied that the mighty fortess
Wawmar are of mastercraft quality. In fact, platemail would never fall from an enemy siege, a prophesy
has only recently been invented by the dwarves of which has so far held true.
Wawmar, and they are still the only true masters of No dwarven settlement is complete without
its creation, though others are trying to imitate breweries, and Wawmar is no exception. Local
them. dwarven spirits are brewed, as well as ales, the most
The area surrounding Wawmar grew as the mighty popular of which are a rich, heavy spirit called
volcano fortress began producing the finest hard "Spruce Beer" and a thick, nutty brown ale brewed
goods ever seen. Sheep and pig farms sprung up and from fermented mushroom stems known to the
lumberjacks plied their trade in the nearby wood. locals as "Old Number 9." Not surprisingly, this
Fabric mills and tanneries were built, the clothing hearty brew, preserved with the enchanted maenaie
created from these facilities particularly geared root (another of the magical roots gathered from the
towards the rigorous needs of the dwarven mining elves) quickly became a favorite among the gnomes
community. and is one of Wawmar's largest exported items.
42
(order #30396533)
Dwarven Civilization
43
(order #30396533)
World of Farland: War of Immortals
44
(order #30396533)
Dwarven Civilization
45
(order #30396533)
World of Farland: War of Immortals
These articles are sold on the open market on the to each other, and sometimes up to 100 feet apart, for
Floor shops, paying for wages, tools, and more raw several hundred feet, where crossconnecting entries
materials. Children of woodcarvers often leave at the were driven to allow better flow of air. These systems
end of school to learn their parents' tedious, exacting of entries follow various minerals, including galena,
craft and to carry on the proud tradition. taconite, copperbearing ores and tinbearing
Clothing manufacture is another of the light siderite. When rich deposits were located, to either
industries in which the dwarves of Wawmar excel. side, ahead or above and below, other finger entries
Sheep from elven and human farms provide quality were driven until the ore was exhausted. For vertical
wool in trade for expensive clothing. Very little use is development, raises and slopes are driven up and
made of some of the better materials, such as silk, as down, as the deposits rarely remain on a level plain.
dwarves generally have little purpose for fancy, frilly At each several miles of entry development, the
clothing. Most of the garments needed by dwarves long trip back to Wawmar is too far to tram out the
are of the tougher variety, due to the constant work ore, and other slopes are driven to the surface to
ethic of that sturdy race. As with woodworking, transport it to overland travel methods. Further, it is
children tend to follow their family traditions and too far for the miners to travel home each day, and
footsteps in learning the trade. several underground stations have grown up for
Mining continued after the completion of living away from the hearth. Usually, the miners walk
Wawmar, as delving in stone is etched in the very several miles to work, then at the end of the first day,
heart of the dwarf community. Several mine slopes travel to the next station to mine again, then return
were driven from the floor, which is below the level of to the first town on the third day, and then to home
the surface outside the stronghold, following veins of for a few days’ rest. The miners enjoy the threeday
moderate assay value into adjoining mountains. Once on, twodayoff work week, and for the remaining
there, they widened into roomandpillar work and work day, they aid transport of materials and ore, as
airshafts were driven to the surface. The roomand well as other related jobs.
pillar workings consist of long entries driven parallel Taconite and other iron ores are used in creation
of steel. Galena is smelted to produce lead, a very
valuable metal used for the manufacture of steam
driven weapons. Copper enables the smiths to
produce eating utensils, beer vessels, and other finer
works of art. Tin enables them to alloy the copper to
produce brass, a metal approaching steel in strength.
When it is safe to do so, smelting is often
accomplished outside the walls of Wawmar, as it is a
very messy, heatproducing affair.
There are fewer young miners joining their
fathers, as the turnover rate is not very high dwarf
miners sometimes work in the mines until they can’t
physically do the strenuous labor, and some spend
100 or more years at their craft.
Brewing is a very prized occupation in Wawmar,
and some of its fine ales and stouts are wellknown
throughout the land, although they are restricted to
the confines of the crater itself. King Mar 1, in
46
(order #30396533)
Dwarven Civilization
47
(order #30396533)
World of Farland: War of Immortals
Drinking has become such a part of dwarven life bottom of the crater, dug from the lower workings,
that it is considered sacred. Dwarves also distill a were laid in with some mortar, but mostly
powerful whiskey using rye. The whiskey is used in interlocked, rockbyrock, to form sturdy pillars.
religious ceremonies to consecrate the proceedings. Special ceramic buckets lifted the lava from the
It is also used liberally by the attendees throughout volcano to the pillars and to the bridging pieces
the ceremony, and when the worshippers return between them to “weld” them into place. These
home. pillars were used to support the King's Walk. This
walkway is employed for final defense, focal points of
gatherings, ceremonies, and as a lasting symbol to
48
(order #30396533)
Dwarven Civilization
Some of the gasses are fed into the mechanical room, a crew of dwarves. The tunnel, once completed, was
where they are mixed with sewage gasses and in itself one of the most incredible miracles out of all
burned. the amazing engineering feats that created Wawmar.
The basic structure of the workings mined to At the beginning of Level 2 construction, the
create Wawmar is that of a spiral ramp, carved along rumblings were detected again, accompanied by
the inside of the cone and angled downward toward some other strange sounds and belching of fire from
the bottom. Along the length of this ramp are other the side of the crater, near the bottom. There was
entrances mined into the thickness of the cone. As concern that the volcano was not completely
these other entrances were mined, the mining spread dormant. Agralin directed crews to continue after a
out to form useable workings, such as housing, short investigation and to dump most of the rock
industrial sites, military barracks, community rooms over the area where the flames were coming from.
and industrial sites. This was done, the rumblings stopped, and
The mining was begun from two directions; one construction continued.
from the top of the crater downward, and the other Level 2 was the first level built with a "standard"
from the ground level on the south side of the crater housing unit concept. The plan view was separated
through the cone to the inside. For the purposes of into 12 wedges, with a set of roads leading to the
communal organization, these workings were main ramp. Each wedge could house over 500
grouped into levels. The first, or Level 1, was cut from dwarves. A concentric inner road was formed across
the lip of the crater down to where the south each wedge, connecting them for access, emergency
entrance would intersect with it. While it was being exit, and ventilation. Level 2.5 was designed and built
driven, a few dwellings were created to house the along the same lines as Level 2, but two of the
miners, and it was believed to be important to build a housing wedges were sacrificed to be worked in
barracks on this level, to maintain security while the different configuration and to serve as schooling
rest of the work was being performed. The barracks units. It was believed that this location would be the
intersects the ramp at several different locations, a most centrally located of the levels.
tactical decision made to allow surprise and to allow Level 3 was designed and built with the same
the surrounding and isolation of invaders. configuration as Level 2. Room for more housing was
During the initial phase of the construction, some available along the outer edge of the housing units,
rumblings were detected at the bottom of the crater. but Agralin felt that the stress calculations did not
Agralin placed a simple but ingenious device, a pan of allow for more mining.
water and oil, on the cut ramp away from the A source of water was needed. It was relatively
workings to monitor the vibrations during a few days' simple to acquire drinking water, as there are several
time. The vibrations ceased with the work and re sources of water on the surface near the cone. A few
appeared when work commenced. streams were dammed and water was fed into a shaft
The entrance crews created quite an impressive to a series of cross shafts, where it flows to the
tunnel, and rightly so, as this would be the first, most individual public rest rooms.
lasting view of the development. The opening of the A cargo system was developed to provide a
entrance tunnel was widened into a large foyer, method of transporting bulk materials, goods, and
where a huge door was installed. The door is actually supplies to the levels below. It consists of two
a huge slab cut from the rock in the tunnel, fitted wooden rails, about 4 feet apart, affixed to the front
with pockets and suspended on steel pins and arms. edge of the ramps, running between each ramp, all
The resulting door can be moved with a mere touch, the way from the first level to the floor. Each set of
but is so thick and heavy that to open it fully requires rails has a swinging, hinged piece about 8 feet long,
49
(order #30396533)
which can be released and swung inward to direct the belching of flames was seen several months earlier,
cargo transport to the ramp to be loaded or moved and heaved upward. A head of a beast
unloaded. When ready, the signal is given to raise the appeared, immensely large, and began shooting
transport above the swinging location, the moveable flames and roaring a deafening sound. Crews ran for
ramps are swung and locked into place, and the cover within some of the workings. The creature
transport continues down or up. The transport wrenched itself free to stand on the rocks of the floor,
consists of a simple wooden cart with wooden wheels roaring and spouting flames. It leapt vertically, then
with a cage for retaining the goods safely. flared its wings and landed on the ramp at Level 3. It
The workings of Level 4 were extensive, but as the was a huge dragon, clasping its claws on the ramp
pillars took stress, they were hollowed out and arches and holding on to the workings vertically, much like
were formed in the roof to help support the greater a woodpecker holds on to the side of a tree. It craned
spans. It worked well, and several large rooms were its neck and tried to push its head into a working, but
created. A hospital, shop areas for silver and gold was repelled when several of the dwarves struck it
smithing, wood work, leather work, clothing and with their magicallyenhanced picks and drill steels.
textiles and a brewery were created. A fan/turbine Many of the dwarves were killed in the fierce battle,
room was created for moving air in the workings, and being burned and bitten, but the dragon was
another room was started at the north side of the loosened from its perch, partially from attacks above
ramp. and also from attacks from workers on the fourth
At this point in time, the rumblings began again. level. The creature spread its wings and soared
They were quite violent, shaking the entire mountain. around the crater, liberally spewing fire, until the
Some of the rocks in the area of the floor, where the crossbow bolts that the dwarves shot from cover
50
(order #30396533)
Dwarven Civilization
drove it off. Over the next few weeks, the dragon same way. The resulting figure towers over the floor
appeared again and again, harrying the construction of the crater.
and nearly bringing it to a halt. Ultimately, Agralin The design of the floor caused Agralin to switch
put together a war party to hunt the beasts in the from structural and geological engineering to urban
wild lands around the mountain, and they managed development planning. First, shops, dwellings and
to track it down. After a pitched battle, the beast was business offices were laid out to provide the best foot
slain and buried where it fell. See the World of traffic flow possible. Several warehouses and
Farland Campaign Setting publication for more distribution buildings were built along the east and
details about this dragon, which would later become north sides of the floor, to be used to store goods and
the Lord of Greed. sell them to the shops. Several gardens were placed
Finally, the task could proceed. First, the great near the "feet" of the King's Walk, and vines were
Cathedral was completed, and its interior was left planted and trained to wind up around the legs. The
mostly natural, for it was made from a beautiful cave, city streets were lined with bricks mined and cut
then the ramp was extended and the Underhalls were during the excavation of the Great Halls.
built. Then, the Festering Pits were installed. The Outside the crater, the main roads were
blacksmithing area and the Great Halls were mined constructed. They were built partly incised into the
at the same time. Many of the ramp and housing solid rock, with the cut stone used to raise the road
crews were finishing, and manpower was not a several feet. The cone was completed by adding
problem. These workings were mined below the simple wooden towers at three points around the
proposed finished floor elevation, and were accessed circumference to be used as lookout stations. Thus,
by driven ramps. The Great Halls were to be used by the primary construction of Wawmar was finished,
the king as quarters and by his staff to govern. The although the dwarves spent centuries after widening
main hall enclosed four huge pillars, stark and and deepening the Underhalls into multiple levels
rectangular, leaving separate halls approaching the and creating extensive mines under the fortress.
throne. He so revered the work performed on the
Cathedral that he decided not to have the halls done
in such beautiful fashion but left the pillars and walls
squared off and only slightly smooth.
The blacksmithing area was a model of industrial Clan Blacksilver: Led by the shady Lord Tordrun
design. At one end, a melting pit was formed to allow Firebeard, Clan Blacksilver is both one of the most
heat to be accessed to melt iron to form ingots. A powerful clans in Wawmar and one of the most
shaft was driven downward to intercept some amoral. The clan has connections to the organized
fissures, for quick access to magma. Following this, crime syndicates that operate on Level 3, and it also
around the side of the shop, are quenching pits and has a link to the former Court High Mage Nár the
hammer forges, used to convert iron and steel to White, who two years ago disappeared into his
ingots of manageable size and shape. An area is set guarded hold in the Underhalls, where rumor has it
aside for storage, then forges and bellows are used to he is working on a way to cheat death.
do fine smithing. Another area is used for sword and
axe making. The Paladins of Nulburk: A newlyfounded sect
Finally, the King's Walk was formed. Agralin that is associated with the great Church of Khuldul,
decided it had to be impressive in both size and the Paladins of Nulburk have taken it upon
shape, so he built it into a vast, gentle arch. The arch themselves to clean up Level 3 and to oppose Clan
was then continued to the cathedral in much the Blacksilver.
51
(order #30396533)
World of Farland: War of Immortals
The fortresscity of Wawmar controls the large
area around it as far south as the Falls of Dimrune
north of Lannael, as far north and west as the Erethel
Mountains, and as far east as Aelfrand. Three main
dwarven communities can be found in this kingdom,
namely the town of Zigil, the town of Felek, and the
town of Baraz. All three are mining and working
communities, and each is built near valuable natural
resources such as salt, timber, and, of course, ore.
52
(order #30396533)
Dwarven Civilization
53
(order #30396533)
(order #30396533)
Dwarven Civilization
Few important decisions are made without impregnable. Of course this was before the rise of
consulting the priests of Zigil, for the power of the Storgris.
temple is said to affect the wisdom of its priests. Several types of siege weapons were already in use
in the known world, starting with the standard bows,
onagers, trebuchets, and crossbows. But the dwarven
55
(order #30396533)
World of Farland: War of Immortals
spindles, which would in turn move the arms. To how rapidly it could fire. Typically, one sharpened
reload a standard ballista, it was necessary to pull log was used as ammunition, although it was
back the arms against a twistedropeforce, where in specialized ammunition known as "Many Shot" that
this instance, it was merely necessary to pull back the made this weapon devastating on the field of battle.
rack against little force. Five crew members are required to man the Flying
Crossbow, and it takes 5 minutes for the steam
Steam Driven Ballista engines to warm up before use. However, once
Large object activated and manned by a full crew, the Flying
Armor Class: 15 Crossbow will fire at a quick rate. The steam engine
Hit Points:75 functions for 5 minutes on 4 gallons of water.
Damage Immunities: poison, psychic
Another weapon invented by the dwarves was the
It takes a bonus action to load this massive crossbow, steampowered Flying Bow. It was not really a bow,
an action to aim it, and an action to fire it. but a trough, or ramp, lined with wooden wheels. The
Bolt. Ranged weapon attack. +6 to hit, range wheels were arranged in pairs, each tilted inward,
120/480 ft., one target. Hit: 16 (3d10) piercing with successive pairs lining the length of the ramp.
damage. They were motivated by woodencog gears on the
bottom, thereby synchronizing them from one side to
the other. The power was supplied by a steam vane
This rare steamdriven weapon harnessed the turbine through an endless rope loop, which
power of steam to move several wheels/gears and contacted the spiked rims of the bottom cog gears,
pulleys. The advantages of this machine was the synchronizing each set of two wheels with the next.
wide range of ammunition it could fire as well as During operation, the matched set of 12 to 20 wheels
56
(order #30396533)
Dwarven Civilization
spun in unison. Along the outer rim of the wheels of the way through, leaving a few in place to hold the
were spikes pointed radially outward. To fire, the individual arrows together. The front end of the
weapon was brought up to speed and a projectile was bundle was dipped in molten lead and quickly
simply dropped on the rear wheels. The spikes quenched. The rear of the bundle was roughed up
grabbed the bolt and "passed" it on to the next pair, with a sharp hatchet to provide "feathers" to the
accelerating the shot forward to the end. The beauty arrows. When fired, the Many Shot would break up
of this weapon was its repeatability. Once the first and split into several arrows, and depending upon
bolt had been fired, the wheels would take 2 or 3 the pressure, velocity, and shape of the tube, would
seconds to reach speed, and another bolt could be spread into an adjustable pattern to strike multiple
dropped. Needless to say, this was not a very targets.
transportable machine, and was used in defensive
postures only. Due to the highly complicated nature, Flying Crossbow
only two were ever made, as rope, gears, spikes and Large object
bearings were highmaintenance items. But when Armor Class: 13
operating properly, it was a feared deathdealer. Hit Points: 60
To power these weapons, a dependable source of Damage Immunities: poison, psychic
steam had to be designed, tested and built. The
design consisted of two tanks, made from hammered It takes a free action to load this massive crossbow,
and riveted copper. The upper tank served as a pre an action to aim it, and an action to fire it.
heater, using exhaust from the fire that heated the Bolt. Ranged weapon attack. +6 to hit, range
lower steam tank. Water was introduced into the 100/450 ft., one target. Hit: 10 (2d10) piercing
upper tank, and when the steam was used for a firing, damage.
the water was released to the lower one, where the
pressure was built to working limits. Many Shot
The pressure was monitored by an ingenious Flying Crossbows also may use Many Shot, an
method of "pinging," whereby the operator tapped alternate ammunition, which is in essence several
the tank at the same precise location, listening to the smaller bolts tied together. Anywhere between 7 and
sound. When the proper pitch was attained, he knew 19 of these bolts could be assembled, causing a
that sufficient pressure was available. Usually, most devastating (if erratic) barrage at the enemies. The
operations involved several tank systems for each of range of Many Shot is significantly less than normal,
the heavier weapons, depending upon the amount, only 1/4 of the typical range. Treat a Many Shot bolt
purity and pressure of the fuel gas. The dependability fired from a Flying Crossbow as separate attacks
and working life of the generator, and of the weapons (between 7 and 19), but each attack is made with
themselves, varied greatly, as many parameters were disadvantage. Cost per unit of ammunition ranges
involved and many could, and did, go wrong. Several between 35 sp to 95 sp, based on the number of bolts
times, the equipment had to be shut down and carted per shot.
away as piping or riveted seams burst, sometimes
causing injuries to the operators.
The chosen projectile for most of the mass guided The large catapult has a steam powered engine
weapons was the Many Shot. This was a simple but which aids in the reloading and aiming of the
deadly tool. A 2 to 4inch diameter tree was cut to device. It takes five crew members to load and
length and trimmed of bark. A sharp axe was run prepare this device.
down the length of the trunk, cutting the fibers most
57
(order #30396533)
World of Farland: War of Immortals
58
(order #30396533)
Dwarven Civilization
59
(order #30396533)
World of Farland: War of Immortals
Also known as a Scorpion, this is a tube shaped Only a strong creature can wield this weapon,
object, approximately 5 feet long. It uses steam to which is in essence a largesized heavy crossbow. A
hurl alchemist fire in a spray. Reloading an Bessy Mauler is a martial ranged weapon.
Alchemist Cannon requires 5 flasks of alchemist fire
(as well as 1 gallon of water for the steam engine). The second steamfired weapon was the Bessy
Mauler. It bore a resemblance to a normal crossbow
The Alchemist Cannon is an antipersonnel and was capable of being carried by a single soldier.
weapon. A quart of water is usually good for quite a The soldier had to be very strong, as the Mauler was a
few shots. heavy weapon with equally heavy recoil. Soldiers
prefer to use a tripod to fire it due to the recoil.
Alchemist Cannon
Medium object Bessy Mauler
Armor Class: 12 Cost: 100
Hit Points: 20 Damage: 2d8 piercing
Damage Immunities: poison, psychic, fire Weight: 30 pounds
Properties: ammunition (range 120/420), heavy,
It takes 5 actions to load this weapon (whereupon it loading, special, twohanded
can be fired five times without loading it), a free
action to aim it, and an action to fire it. A user makes attack rolls with disadvantage, as the
Alchemist fire. Ranged weapon attack. +4 to weapon has a powerful recoil. The user may avoid the
hit, range 30 ft./60 ft., one target. Hit: 2 (1d4) fire disadvantage by either using a tripod or by lying
damage at the start of each turn. A creature can use prone when firing. After every 10 shots, 1 quart of
an action to make a DC 10 Dexterity save to put out water must be added to the steam engine. Refilling
the fire and end the damage. the steam engine takes two actions.
Tripod
This tripod absorbs the recoil of the Bessy Mauler,
allowing the user to fire the weapon without
disadvantage. Assembling and moving a tripod each
takes an action, and it takes an action to mount a
Bessy Mauler on it. The tripod weighs 10 pounds and
costs 50 sps.
60
(order #30396533)
(order #30396533)
During the War of Immortals,
humans are struggling to build
62
(order #30396533)
Human Civilizations
63
(order #30396533)
World of Farland: War of Immortals
Those who do not fight work the lands, taking
great pleasure in their labor. The land is not armor from orc raids is repurposed, repainted, and
particularly fertile, and much of it is swamp, wooded shined. They take great pride in armor gotten
hill, or mountain. Still, the people of Aelfrand are through trade with elves and dwarves and only the
resolute and make more than an agricultural living richest or most famous Aelfranders own those.
from the land, though their farming is primitive
they make enough to trade with the dwarves and
elves. They eat with knives in place of utensils.
Hunting is also a large part of their culture, although
hunting is still a necessity and is not yet viewed as a Aelfrand society is a patriarchy, but the flashing
sport. anger of women and the fierce love for their children
The humans of this region do not mine and know and families tempers this despotism. Still, women
nothing of metalworking. What metal they have is and children have few rights and are viewed as
greatly prized, and mostly obtained in trade with the property. Marriage is hence a purchase of the
dwarves. They do not use money and instead employ daughter from her family, and the purchase is usually
a system of barter and trade. For crops, the dwarves made in crops or oxen. Homosexuality is not
give agricultural implements and their surplus particularly frowned upon, though, and married men
weaponry. The Aelfranders trade with the elves crops and women sometimes engage in samesex
and animal skins for wine and textiles. They are relationships that are looked upon as a different kind
expert at making war clubs, spears, and axes (the of friendship.
latter two from blades they've traded for), but they The people of the region know of writing from
can't make other weapons of steel. The only armor contact with elves but do not themselves write. They
they produce is leather or padded, although captured communicate legends by memorizing them and
64
(order #30396533)
Human Civilizations
65
(order #30396533)
World of Farland: War of Immortals
humans straight from the four tribes. The preceding champion. On the rare occasions when they gather in
charts illustrate the true names of the gods (which mass for warfare, each small group of soldiers crowds
are detailed in the World of Farland Campaign around their war chief. Upon sighting the enemy,
Setting book) and the names the Aelfranders call they race towards them, shouting, and cast their
them. spears when they get within range. They then equip
their shields (large wooden boards covered in hide,
when they can’t obtain shields from the elves or
dwarves), draw their hand arms, usually short
swords, and move to engage. They will meet the
Besides tribal skirmishes, the Aelfranders prey enemy in a brutal and bloody skirmish and either
upon the even more primitive humans who live in triumph quickly or withdraw quickly. The people of
caves to the north of their lands. They do so primarily Aelfrand know little of horses, though they have
to steal their women. Nominally, the Western tribes, observed the elves riding them, and do not employ
the tribes of Aelfarus and Ledesus, have sworn fealty cavalry. Their armies consist entirely of light
to Wawmar in return for trade rights; they are duty infantry.
bound to send bands of warriors when Wawmar calls
upon them to do so. The eastern tribes of Alexandros
and Patros have sworn fealty to the elves of the
Satellite Cities and have a similar arrangement to the
western tribes. All of the humans fight the wild orcs Humans of Aelfrand are a warlike, honordriven
and the orcs of the Wintervale that encroach upon subrace. They are taller than the average human,
their lands. tend to be goodlooking and wellmuscled, and
Aelfranders know almost nothing of battle tactics, usually have dark hair, although blond hair is not
and their warfare is primarily a matter of each rare among them. Their skin is white or swarthy.
individual warrior trying to distinguish himself as a
Names
Male names: Abad, Adelphius, Adonis, Aethon,
Borus, Botur, Chares, Cleonymus, Damos, Diores,
Doros, Eubalus, Eurybiades, Evenus, Faenus, Farius,
Gelon, Gryllus, Hector, Heirax, Hyperenor, Icarius,
Itheus, Kallias, Kebalinos, Kreon, Lampus, Lydus,
Marcion, Menax, Menexinos, Neritos, Nestor,
Oeneus, Orion, Pantares, Pheres, Plades, Polydectes,
Rhexenor, Rizon, Skiron, Stentor, Syloson, Telephos,
Thon, Tychaeus, Ucalegon, Vettias, Xanthos,
Xenophon, Zenicetes, Zosimus
66
(order #30396533)
Human Civilizations
Polydamna, Raisa¸ Rhea, Sebasteia, Stratonice, The Tribe of Alexandros: This is an eastern tribe
Thaleia, Thessala, Thetis, Xanthe, Xanthippe, Zena, that feuds with the Aelfarians and Ledesians. They
Zenobia, Zita, Zoe are subjects of the elves of the Satellite Cities and are
allied with the Tribe of Patros. They can field about
Languages: You can speak Common (Altarian) 125 warriors.
and Aelfrandish.
Ability Score Increase: Your Strength and The Tribe of Patros: This tribe of Eastern Aelfrand
Wisdom scores increase by 1, and either your is allied with the Tribe of Alexandros and are subjects
Intelligence or Charisma score increase by 1 (your of the elves of the Satellite Cities. They can field
choice). about 115 warriors.
Skills: You gain proficiency with the Athletics,
Intimidation, and Performance skills.
After the humans of Aelfrand, the people of the
Hinterlands are the second most advanced human
Four human tribes exist in Aelfrand. The tribes culture. Living south and east of the elven kingdom
live in semipeace, but they often skirmish. Right of the Sarumvest, these humans have benefited from
now, the two western tribes are allied against the two the little they have been able to glean of the culture of
eastern tribes. What keeps the tribes from the elves. Still, the Sarumvest has not taken the same
degenerating into open warfare is the spectre of the interest in humans that the Satellite Cities have, and
Wintervale to the east orc raids out of the icy so human culture has not benefited to the same
mountains into Aelfrand are frequent, and all four degree here as it has in Aelfrand.
tribes need to be willing to band together to fight the The humans of the Hinterlands have not
orcs. This is something they have had to do on a developed agriculture, although they fortunately find
regular basis over the past few years, and it seems themselves in a region that is rich with plant and
like the frequency of orc attacks is increasing. animals foods, and until recently, the proximity of
the elves has protected them against the menace of
The Tribe of Aelfarus: This tribe is named after Storgris. They are hunters and gatherers, but they
the most famous of the human heroes, an ancient erect semipermanent villages, because it takes them
warrior who visited the Satellite Cities and lived quite a while before they have hunted and gathered
among the elves. This tribe is located in Western all available food in the region.
Aelfrand, and they are nominally subjects of Wawar. Because they have little to trade, they possess few
They are allied with the tribe of Ledesus. This tribe elven goods. Sometimes the wood elves of the
can field about 150 warriors. Southern Sarumvest will take pity on them and give
them weapons, textiles, or jewelry as gifts. Invariably,
The Tribe of Ledesus: This tribe is also located in these items are treasured and make their way into
Western Aelfrand, and they are allies of the Tribe of the possession of the highestranked person in a
Aelfarus. Like the latter tribe, they are subjects of the village.
dwarves of Wawmar, who trade weapons and other Because of the requirement that both genders
metal goods with them for leather and foodstuffs. contribute to foodgathering, there is great parity of
The Ledesians can field about 100 warriors. the sexes among the humans of the Hinterlands. Men
and women also tend to contribute equally to the
67
(order #30396533)
World of Farland: War of Immortals
Names
Male names: Aden, Ador, Bair, Brado, Cael,
Codin, Devot, Duncor, Finn, Forn, Gannon, Gral,
Horul, Horut, Init, Irol, Jorun, Kasey, Kaal, Kelyan,
Lorcan, Lortin, Mador, Mattit, Nale, Nevan, Oison,
Orla, Quinn, Rorn, Ryne, Senan, Shornan, Tagan,
Taran, Ulot, Zacat
68
(order #30396533)
Human Civilizations
Deep Marsh Humans are a wise and retiring
subrace. They are shorter than the average
human, with tan or swarthy skin and dark eyes.
They are usually of medium build.
Names
Male names: Aaut, Abeld, Adol, Balduin,
Beltran, Bernd, Cort, Corin, Didrok, Dirk,
Ditmar, Ebbe, Edzard, Eldrack, Falko, Farar,
Farolt, Fiete, Gerd, Heimo, Hendrick, Lovis,
Meiko, Meinrag, Ramon, Raul, Sieger, Sigfrid,
Tommo, Thankmar, Ulrik
the elves, they are even less culturally advanced. They
are also huntergatherers, but they move around
more, and their villages are less permanent. They
have become expert swampdwellers, though, having
learned how to hunt and trap swamp animals, and
which plants in the swamp are safe to eat and which
are not. Thus, they rarely venture far from the edge
of the marsh.
The women of the Deep Marsh folk were quickest
to learn about the plants, animals, and paths of the
swamp, and they have jealously guarded their
knowledge. For this reason, women are revered as
healers and wiseones, and the society has become
rather matriarchal. Women even hunt with the men
and serve as guides in the trackless swamp.
The swamp has an evil reputation among the
creatures of Storgris, and they avoid it. Hence, the
humans of the Deep Marsh enjoy a bit of protection
from the dark kingdom. But the swamp has its
reputation for a reason: in the center of the marshes
69
(order #30396533)
World of Farland: War of Immortals
The humans of Hathiand are wild and free hunters
and gatherers. They know nothing of any culture
belonging to speaking creatures besides their own,
although in their distant past they did have contact
with elves as well as the orcs of Rothnog, before that
kingdom fell to civil war. They have forgotten these Hathianders are a wild and free subrace. They
contacts and retain those ancestral memories only as usually have blond or brown hair, lean to medium
myths. builds, and are of medium height. Their eyes are
Their society is arranged around tracking and often blue or green.
hunting game, especially the wild elk that are
plentiful in the region. They also kill wild oxen, bears, Names
and cougars. Both men and women hunt and gather Male names: Adan, Anfel, Artun, Baldwa, Bren,
equally. They don’t know how to make bows, so they Christoph, Clemen, Edmor, Ethelreeth, Fult, Galfra,
hunt with slings, spears, and thrown rocks. Gorget, Gyln, Hanth, Herlun, Jene, Joce, Kail, Kaler,
While they dress in animal skins, they have a very Lanfre, Matris, Nikolat, Ollo, Osbet, Philipe, Ren,
developed language full of adjectives and multiple Robe, Rotan, Sinon, Tomas, Valen, Tacre, Yon, Zatre
words for animals, plants, and beautiful vistas. They
neither write nor know anything of writing, but they Female names: Ala, Algeth, Arlette, Betrice, Brala,
are very accomplished singers, and their nights are Catrila, Clare, Conla, Elenna, Elloy, Felitra, Forla,
occupied with regaling each other with songs that tell Gesla, Gunwel, Gwyen, Hewis, Heleyne, Ilayn,
of their myths. Of all human societies, the humans of Iselotte, Jola, Jone, Julette, Karena, Kerethe, Lafra,
wild Hathiand come closest to the elves in love of and Letia, Lutrille, Mab, Maylne, Marjette, Olice, Olive,
skill with song. Olivia, Payla, Ronette, Rosamon, Sarra, Sibil,
Vergrette, Ysabel
70
(order #30396533)
Human Civilizations
The most primitive society of humans on Siriand
(there are additional human cultures on the other
continents of the planet Núrion), the humans who
dwell in the caves north of Aelfrand are also
physically distinct. They are less gracile and more
robust than the other humans on the continent,
being generally shorter, stockier, and stronger. Their
vocal apparatus seems less suited to speech, and they
employ a language that is simpler in terms of
phonemes and vocabulary. Some elven scholars
theorize that they are actually a different type of
humans, cousins to the more common variety.
Whatever the truth of this contention, they are
clearly humans.
Northern humans dwell in caves found in the
southern edge of the Erethel Mountain range. Well
71
(order #30396533)
World of Farland: War of Immortals
72
(order #30396533)
(order #30396533)
Gnomes and halflings would
rather be left to their own devices.
74
(order #30396533)
Gnome and Halfling Civilizations
The ruling class of the Tendenarruk are the Crown
Gnomes, the Bal caste. The Bal caste gnomes tend to
be quite stout and are the most dwarflike of gnomes.
Elven scholars have speculated that dwarf blood is
strong in them. Crown Gnomes don't mind this idea,
but the dwarves are resistant to it. Crown Gnomes
are skilled diplomats and politicians, and tend to be
bold; they often serve as the first point of contact
with other races.
Size. Crown Gnomes are the physically largest
gnomes. Average height for these gnomes is around
four feet tall. Average weight hovers around 60
pounds. Female and male Bal gnomes are around the
same size. Your size is small.
Ability Score Increase. Your Wisdom score
increases by 1.
Born Leader. You gain proficiency in the
Charisma (persuasion) skill. You know the friends
cantrip. Wisdom is your spellcasting ability for it.
The Tunnel Gnomes, as they refer to themselves,
are physically smaller than the Bal caste, but still
larger than their cousins the Fairy Gnomes.
Outsiders call these gnomes Rock Gnomes. They are
mostly miners by profession but also are well known
for their inventions and illusions. Gnomes of the
Dam and the Ka castes are all members of this
physical type. Tunnel Gnomes are equivalent to Rock
Gnomes from the 5e SRD.
75
(order #30396533)
World of Farland: War of Immortals
76
(order #30396533)
Gnome and Halfling Civilizations
77
(order #30396533)
World of Farland: War of Immortals
the Sag caste. They too work primarily as farmers, Today, they tend to view dwarves as friends, and
but they tend to prefer to live in open, rolling hills many gnome traders live among the dwarves, but
and valleys. They are just as given to pranks and they also view them with a reserved wariness, seeing
tricks as the Pals, and they use their natural magic the dwarves as ultimately greedy at heart.
ability to amuse themselves when they can. They Tendenarruk view elves as allies, but they see
rarely sing, though, and prefer instead to engage in them as aloof and ultimately uncaring of what
skits and plays, acting out stories for their own happens to the gnomes (this view may not be entirely
pleasure and using their magic to enhance their fair). Gnomes prefer to do their business with
performances. After the Dam caste, many Sag caste dwarves but will trade with and even lend military
gnomes have a talent for tinkering and inventing. aid to the elves when necessity dictates. The gnomes
And while the average Sag gnome is not as good as do seem to find comfort in the fey ancestry of the
the Dam gnomes, the most famous inventors among elves, perhaps viewing them as distant kin on some
the gnomes have actually come from the Sag caste. level; the elves would likely take exception to this
view.
Gnomes are suspicious of humans, seeing them as
Gnomes are not cowards by any means, but open
warfare has never been their forte. Initially, they
were largely protected by the dwarves of Liferock and
saw no need to know the art of war. That changed all
too soon, and gnomes had to learn to defend
themselves. They engaged in multiple skirmishes to
support the elves and dwarves, and gnomes did
indeed send troops to the final battles against
Rothnog, but their might has never been in open
78
(order #30396533)
Gnome and Halfling Civilizations
warfare. Because of their small size, gnomes prefer to come live in dwarfholds. These halflings eked out a
not to take the field against armies of orcs, living in the Hinterlands, slowly developing their
hobgoblins, or other Dark Folk. They would rather cultures and eventually founding primitive shires.
use guerrilla tactics, or even better, lay traps or The Insider halflings are those hositan who accepted
sabotage supply lines and bridges. They make good the offer of the dwarves and lived for centuries in
use of their illusion magics to mislead and waylay their hold of Liferock and later their fortress of
their enemies, and they are often able to use their Wawmar. Only recently have the majority of Insiders
interesting inventions in a bellicose manner. If come to live among their shiredwelling brethren,
pressed, they could field an army of 1000 gnomes, having tired of the ceaseless strife that the dwarves
half archers and half infantry. have been forced to engage in with the evil kingdom
They have avoided engaging in action against Stor of Rothnog and now Storgris.
gris for the last few centuries, so as not to draw the
attention of the Dark Folk kingdom and give away
the location of Haltulontelim, but lately it is
becoming more and more apparent to the gnomes
that they need to do something to aid the elves and Ability Score Increase: Your Dexterity score
dwarves against the threat of Storgris. increases by 2.
Age: As a halfling, you reach adulthood at the age
of 20 and generally live into the middle of your
79
(order #30396533)
World of Farland: War of Immortals
Halflings are a peaceful people Halflings appeared with little warning. The
who find themselves in a wartorn dwarves seem to have encountered them first,
world. All the worse for them. But because their largest community was near Liferock.
make no mistake they have a It was situated in the foothills of the mountains, in a
metal in their souls, and enemies pleasantly wooded area. The dwarves first took them
underestimate them at their own to be a particularly small race of humans; in fact,
peril. elven scholars still dispute if halflings are in fact best
classified as a subrace of humans. The dwarves’ first
contact with halflings was when they rescued a great
deal of the little folk held captive by orcs. They
initially intended simply to help them heal and then
Names. Common halfling names are detailed at release them into the wild, but they ended up
www.farlandworld.com. growing fond of them. To the dwarves’ discredit,
while they loved the hositan, as the little folk called
themselves, they viewed them as little more than
Outsiders, also called ShireDwellers, have grown pets, albeit remarkably intelligent ones.
canny and tough living in the wild Hinterlands. They For centuries, populations of halflings flourished
can endure great privations, and even though they in the dwarfholds. They were often put to work as a
really, really hate to do so, they are capable of type of household servant. While they treated them
weathering famines and droughts. They can also well, the dwarves paid little attention to the
avoid their enemies or ambush them if they need to capabilities of their pet servants. Unsubstantiated
do so. gossip of hositan able to read, write, or even speak a
Ability Score Increase: Your Constitution language began to spread among the dwarves, but
score increases by 1. these rumors were usually dismissed. Why would the
Naturally Stealthy. You can attempt to hide dwarves believe such a thing? In the meanwhile, wild
even when you are obscured only by a creature that is halflings continued to live in primitive communities
at least one size larger than you. in the wilderness, much as humans did.
Finally, an elven dignitary from Alustel who was
visiting Liferock made the indisputable discovery
Insiders, those halflings who grew up in a that hositan were intelligent, indeed as intelligent as
dwarfhold or who come from ancestral stock who other races! Legend has it, he made this discovery
lived among the dwarves, are sophisticated and when he was given a detailed and polite explanation
canny. They are often trained in a certain profession. of why nectar from the silver mossflower was
Ability Score Increase: Your Charisma score superior to that harvested from the golden
increases by 1. mossflower, provided it has been cultivated on a clay
Learned: You are proficient in one of the rich soil, hence the unusually rich taste to that
following skills: Animal Handling, Arcana, History, particular vintage. The tales say that the hafling
Investigation, Medicine, Nature, Performance, servant responsible for this speech was Aldo the
Persuasion, or Religion. You have advantage on Quick, a lively young creature. He was immediately
checks for your chosen skill. subjected to intense questioning, upon which it was
discovered that the halflings had been developing
80
(order #30396533)
Gnome and Halfling Civilizations
81
(order #30396533)
World of Farland: War of Immortals
individual homes burrowed into the sides of hillocks and their skill with herbs, cooking, cleaning,
and tors. These settlements are made to be hidden, organizing, and animal husbandry. Insiders
and the round doors are usually painted green and invariably have long dwarf poems or songs
disguised with brush. Those shirefolk who know the memorized and will take any opportunity to recite or
art of agriculture will set their tilled fields and sing them. Outsiders regard the Insiders as odd
livestock areas well away from their homes so that dandies, while Insiders regard Outsiders as country
any who discover their fields won’t know bumpkins. Still, both cultural groups recognize the
immediately where they live. In centuries to come, in other group as kin, and they help and defend them.
safer times, shires will become more civilized,
friendly places, with welltilled gardens, hedges and
decorated trees, and the wafting smell of baking
bread. In the times of the strife with Rothnog and
Storgris, shires are wellguarded and kept secret. Halflings see gnomes and dwarves as friends.
The hositan who live as Outsiders are rough and Gnomes they have come to especially like, primarily
ready, and though they venerate their polite because they are similar in size and have made
traditions, they are ready to flee or hide at a friendly overtures to them. While gnomes are very
moment’s notice, or if backed into a corner, to fight different from halflings, every halfling appreciates
—long enough to enable themselves to flee. Many good humor and entertainment, and the gnomes
shires possess only the bare minimum of agricultural manage to entertain them, whether they intend to or
knowledge and subsist primarily on fishing and not. Dwarves the halflings view as something of an
foraging. ancient benefactor—they recognize that the dwarves
Insiders have recently fled from Wawmar and the helped them in their times of need and sheltered
towns in its kingdom to be reunited with their kin. them for many years, but they simply can’t find much
Unlike the Outsiders, the Insiders consider in common with them. Dwarves love mining and
themselves civilized—they come from a long tradition things made of gold and silver; halfings like family,
of servants who pride themselves on their manners food, polite company, and tradition.
82
(order #30396533)
Gnome and Halfling Civilizations
83
(order #30396533)
The evil kingdoms of Storgris in
84
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
86
(order #30396533)
Evil Kingdoms
This calculated to 2 million square feet of quarters. of the wonders of geologic formations, and he
Added to a massive courtyard and footprints of recognized this as a catastrophic seawall failure. The
several equally massive keeps, he found it would take wall was semicircular, nearly vertical to a point about
a castle of about 2200 feet on a side to accomplish 200 feet down, where it began a gentle curve to the
what was required. Karoxfang balked at such a huge water's edge. At the edge was a beach, and about 200
undertaking and almost killed the dwarf for his feet beyond the quiet surf was a series of rocky peaks
seeming insolence, but after it was explained to him jutting eerily out of the water. It was as if a giant
sufficiently, he realized that the project was on the bowl of rock and soil had loosened from its perch,
scale of the construction of the hated Wawmar itself. probably from constant wave action undermining it
He assigned his army to search the countryside to at sea level. It had slid with tremendous force and
find orcs and hobgoblins in great numbers, to bring speed, rotating as it reached the water, then breaking
them to the site (as of this point, still undetermined) up and depositing the large chunks of rock just
to work. Agralin got to the work at hand, that of beyond the beach. By sea, it was nearly inaccessible,
locating the exact site. as the surf roared between the rocks at high tide. This
He searched a 100 by 100mile radius in a circle side of the fortress would be very safe indeed.
centered at the bay but found few places that would Satisfied, he returned to Karoxfang with the news
serve. Most of the locale consisted of rolling hills and of the possibility. The general was pleased, even
shallow valleys, but none of them were flat enough, elated, when he saw the bowl from a side bank. He
and at the same time of strategic value, to warrant imagined great halls beneath the ground, where he
use. He came upon a flank off the northwestern edge could employ dark sorcery to create armies of perfect
of the bay, however, where the hills were smaller, soldiers, and secret passageways to remain safe. He
irregular, and jutted out from the fields. The quickly gave Agralin whatever help he would need to
southeasterly side of the main field bordered on an continue with the design.
impressive sea cliff, almost 400 feet above the water Agralin and a team of several goblins began their
of the bay. His grandfather had taught him of some survey. He realized that the hills within the large
87
(order #30396533)
(order #30396533)
Evil Kingdoms
2200foot square would be encompassed by the walls impressed by the scope of the project and knew his
and would have to be removed. But since his captor armies, returning with a huge labor force, could
was now so enamored with the venue, he knew he perform the work. He gave the engineer notice to
would have to incorporate the hills into the castle. He proceed.
surveyed the base of the hills and the relative The dwarven engineer was blessed with a great
positions with respect to the proposed walls and understanding of construction and highly efficient
calculated the amount of stone to be excavated. He organizational skills. He convinced the General that
assumed a certain percentage of rock could be Karoxfang's time was best spent plundering and
removed in blocks, and knowing he would use the extending his reign and that he should relinquish
smaller sizes of stone and dust to make mortar, he control of construction to Agralin. He would run all
realized he would have enough rock to create a dozen decisions through Karoxfang but handle details and
or more inner keeps, double walls, and sets of towers small points himself, to which his captor agreed.
along those walls. Agralin knew that generals are capable organizers but
He then translated the quantities into dimensions. often are led astray and focus on minor points to
Knowing that curved walls would deflect blows from distraction, and the dwarf didn't need that type of
siege machines, he gave the walls a sinister, sinuous confusion. Besides, it would allow him the flexibility
look, curving them in and out several times along of design he would need.
each side. The outer points would have towers to The survey continued, this time not in a design to
allow direct attack on marauding troops. This would build mode, but in a construction phase. Topsoil was
protect against those trying to attack the inner removed to locations outside the walls, and then the
curves, firing on them from both sides at the same upper several feet of good, compactable soil was
time. A second wall, placed inside and parallel to the stockpiled within. This would provide a good base
outer, would allow troops to fall back if the latter was over the eventual subbase of rock, allowing building
breached. This structure, foundations to be installed without ripping and
coupled with a large main gate, carving rock for footings. After the two layers of soil
would enable Karoxfang to were removed, his calculations became
house enough workers to clearer, and the rock required for the walls
continue building the inner balanced with the remaining rock. The
keeps and lower halls, while final level of the ground and courtyard was
soldiers began using the castle planned and marked out on the ground,
as a base of operations. with stakes showing how much
He returned to rock was to be removed from
Karoxfang, showing to him the hills surrounded by the
the plan view of the castle. walls.
The winged one was Excavation began at the wall
89
(order #30396533)
World of Farland: War of Immortals
90
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
leaving room for keeps to be built. proximity to the General and in a location that would
Another crew worked on the main gate. The main allow retreat and defense of a lastditch nature. The
towers encompassed two huge gates, each pocketed ramp and surroundings were littered with traps and
into slots in the stone of the walls. The front, main subtle defensive measures. A secret passageway was
gate was solid wood plated with steel on the front to formed into the King's Suite (inhabited by the
prevent being burned. The inner gate consisted of a General), to be used for final battle. About four
latticework of iron bars between which, in case of hundred feet further was the laboratory area, which
the first being breached, arrows could be shot. Both later became the Oluk birthing keep. Wizards worked
gates were counterweighted and extremely heavy, there, plying their sick and evil experiments, and
and the counterweights could be propped or their results, the Oluks, were eventually quartered
disconnected if anyone attempted to lift them. there.
Extensive embattlements were created, cantilevering Four more hundred feet brought one to the
out over marauding troops. Arrow slits and ladder military storage, an area for warehousing foodstuffs
repulsors were stationed along the walls to prevent enough to feed troops during a siege, and for stowing
the enemy from climbing the walls. weaponry. At the far end of this chamber was the
The main keeps were built in a square pattern beginning of about 1500 feet of passageways,
surrounding the main tower. External stairs were ramping up to the surface. They exited in secret
built with rocks that could be pulled in from the doors in the ground, sheltered and hidden beneath
inside to create a smoother surface to prevent kiosks and wooden guard posts. These passageways
climbing from outside. The four lesser structures allowed defenders to suddenly appear in the midst of
would eventually house the lower officers and the city battle, at and even behind the lines, spreading chaos
government, which would concern itself with the throughout the enemy's ranks.
everyday workings of the castle and business. The Emptying to the right was a passageway to the
inner keep was to exist as an entrance to the lower King's Suite. To get there, one first had to pass
workings, which housed the more sinister doings of through an intricate, almost insolvable maze carved
twisted military minds, as well as the quarters of into the rock, often rearranged by wizards to suit the
Karoxfang himself. somewhat paranoid rulers of Storgris. The walk then
A final set of eight towers was built from the main led through massive doors to the chambers and the
gate to the larger central towers. Each one was treasure room. Another passageway exited the
connected with arched spans to allow defenders to workings onto the cliff face, accessible only by flight.
fall back as they were fighting, firing down on A sixacre “persuasion” chamber was next along the
attackers. These "air bridges," as Agralin called them, path, followed by an equally large cell block. Wails of
would serve well in close fighting. The set of pain and horror often reverberate throughout the
barbicans nearest the main gate consisted of five lower workings, even audible out the drainage holes
interconnected towers, serving to split the enemy to the beach and bay below.
into smaller, more easily defeated groups. At this point, Agralin had a suspicion that
Agralin now began to focus on the lower workings. Karoxfang had no intentions of ever giving him his
A main ramp was excavated downward from the freedom once the castle was built. There was too
main keep at a steep 10 percent slope toward the cliff much at stake to allow the engineer to go free with
face. At several hundred feet horizontal distance in, a details of the structure, and both knew it. Agralin had
guard dwelling and station was built, measuring a plan for the destruction of Storgris by sapping the
about two hundred feet on a side. There, the elite walls, but it would be impossible for him to relay this
guards would train and quarter, being in close information to the outside. So he began a
92
(order #30396533)
Evil Kingdoms
psychological plan to allow some sort of contact. He popular song among the dwarves, who guarded it
became surly with construction managers below him, carefully in their culture. It was reported that, upon
belittling them to Karoxfang and building himself in the completion of Storgris, Agralin X was, in an
the General's eyes. The demonorc came to believe unbelievable show of mercy, quickly and almost
Agralin was the only one who could direct such a painlessly executed by the General himself.
workforce, and in doing so, he became indispensable. In the distant future, the secrets of this poem were
When the time was right, Agralin feigned deep finally unlocked, and they brought about the eventual
depression, a move that he knew would not change downfall of the fortress. When the Clan of Kain in
the heart of the despot but which might allow him due course brought it to the elven philosophers of the
some sort of contact with his people. It was a risk, Lutanium, they decoded the lyrics and found that it
but it worked. He was allowed to write letters to his contained hidden references to a method of
family, under strict guidelines. The letters were destroying the seemingly impenetrable castle. These
routed through the General's officers to make sure methods involved sapping the walls with acid, which
they didn't have any clandestine overtones or ate away the limestone rock at specific places that
outright information that could be used to overthrow were founded on rammed earth instead of bedrock.
him or destroy the castle. Agralin then wrote quite a This poem, in a final posthumous act of irony and
few poems, one of which was "The Ode to Great Stor revenge, settled the score. Twelve hundred years
gris." Karoxfang was perplexed at the imagery, but later, Storgris was toppled with the help of simple
when it was explained how it described the feeling of acid at the hands of dwarven sappers, and the great
helplessness of those in chains in the castle, and that castle was sacked by the dwarves and elves. But that
it was a tribute to its greatness, the demon is yet to come….
acquiesced out of foolish pride. The poem became a
(order #30396533)
(order #30396533)
Evil Kingdoms
95
(order #30396533)
World of Farland: War of Immortals
with weapons scavenged from dead elves or dwarves, enemy fortresses. The objective in doing this is not
although the majority of them are armed only with only to dishearten their opponents but also to spread
crude spears and clubs. In reserve are the orcish disease during long sieges. Currently, Storgris has
archers, vigilant watchers over battles. The first patiently collected a large amount of captured siege
priority of these archers is not to destroy the enemy engines, apparently in preparation for a grand
as many would expect, but rather to cut down any of invasion.
the lesser Dark Folk ground troops who try to flee the The fortress of Storgris itself is defended
battle without the order of the generals. significantly differently from a typical location, as the
Several groups of special forces are employed by majority of the occupants of the citadel are the
the armies of Storgris, including the famed worg and "superior" dark races, primarily orcs and hobgoblins.
wyvern riders; powerful ogres with their orcish While Storgris does include a large goblin and
handlers; vanguards of strong oluk orcs; and magic kobold population, the great mass of these creatures
wielders of power, particularly the clerics of the dark are housed outside of the fortress walls. The fortress
lord Vornoth himself. These special forces are always itself does boast several siege weapons, including
under the direct control of the field generals and are catapults and ballistae. Large stores of missile
always held in reserve until the masses of ground weapons and foodstuffs are available, and the
troops soften up the enemy. soldiers of the fortress are well trained with their
The Dark Folk rarely construct siege weapons, as weapons.
the expertise and patience in crafting these is beyond
most goblinoids. When they are able to gain such
weapons, either by craft or capture, they are highly
prized and controlled by the army generals directly
and are typically manned by hobgoblin officers. As noted, the armies of Storgris generally do not
While they occasionally use these siege weapons to develop special weaponry of their own; instead they
knock down the walls of enemy structures, the rely upon overwhelming numbers and sheer ferocity
favored tactics with this equipment is to launch to batter their opponents into submission.
captured prisonersboth living and deadinto Sometimes they use captured siege engines to assault
castles, and to create more weaponry, they produce
crude but working copies of their captured engines.
Storgris has made some advances. The dark
wizards of the Underkeeps of the Storgris fortress
have produced new spells to terrorize their enemies.
Generally, these spells are necromantic or otherwise
mindaffecting, causing disease, terror, and death.
The evil mages of the Underkeeps also devised new
spells to raise undead to terrify their foes. Such
creations are rare, however, for the citizens of Stor
gris are generally not inventive.
Storgris has nonetheless caused the production of
special weaponry: they influenced their nonhuman
opponents to produce it. Because of Storgris'
overwhelming numbers, the residents of the
Hinterlands have invented new and imaginative ways
96
(order #30396533)
Evil Kingdoms
to resist the dark armies. Elven wizards have created the previous century; after all, fielding an army takes
new, tactical combat spells to rain fire and ice on a great deal of money. But Storgris has apparently
their enemies, and their productivity has far found a new source of income from the Wintervale,
surpassed that of the goblinoid kingdom's evil which has been trading crops and precious metals to
wizards. Dwarves have been driven to construct the dark kingdom in return for slaves, weapons,
heavier armors, such as full plate mail, and more timber, and crops. This wealth seems to be
dangerous weaponry, such as the dwarven Rune Axe. responsible for the buildup of armed forces in Stor
Most notably, however, the dwarves have produced gris in preparation for the war of all wars that seems
weapons and siege engines powered by steam. These to be looming.
weapons are devastatingly powerful. Ironically the Some things are staples of the Storgris economy
dwarves rarely employed such weapons, preferring to even during its economic downturns. The domain is
rely on their highly disciplined armies and mighty largely a feudal, agrarian society. The crops produced
fortresses. The weapons and their plans have been by the fields of Storgris are traded within the
sold to the gnomish race in trade, and the gnomes, kingdom, to the Wintervale, and at times in the past
physically weaker and lacking large armies, have even to the nonhuman kingdoms. Its agrarian
employed them very effectively thus far to keep their foundation allows the riffraff of Storgris to pay,
hidden homeland safe. The dark armies do not use barely, the exorbitant taxes demanded by the rulers
these dwarven steampowered siege weapons when in the fortress city.
they capture them, as such complicated engines are The fields of Storgris are worked by thralls. Most
beyond them; instead, when one of these engines slaves in Storgris are of the lesser Dark Folk races
falls into their hands, they destroy it beyond repair. like goblins and kobolds, although nonhuman and
human slaves are also common. The practice of
holding slaves has had two effects on the economy of
97
(order #30396533)
World of Farland: War of Immortals
98
(order #30396533)
Evil Kingdoms
Storgris has many factions, for scheming is a The history of Storgris is generally divided into
great pastime in the Dark Fortress. It seems like three long eras: the early, the middle, and the late
every minor officer has his gang of thugs that follow period. Each period is defined by the king who ruled
and support him in his petty schemes. Two factions, in the fortress city. The ruler of the early period is
however, are significant indeed. Karoxfang the Vile, the halforc/halfdemon who
founded Storgris. Karoxfang was the White Lady’s
Karoxfang Loyalists: This faction is headed by the trusted associate when she ruled Rothnog. When the
great general Karoxfang the Vile, the ruler of Stor dark armies of Rothnog were crushed in the Battle of
gris. Many powerful officers, including the mighty Thunder Pass in 9330 E.R., Karoxfang was one of the
hobgoblin general Jorung, support the General out of few survivors of the massacre. He fled and soon
fear and loyalty. gathered a force of wandering Dark Folk, refugees
from East Rothnog who were fleeing the razing of the
Followers of General Bozzurak: A powerful kingdom by the forces of the elves and dwarves.
faction headed by the orc general Kahn Bozzurak Recognizing the burgeoning strength of the non
opposes Karoxfang. On the surface, the faction humans, the wily orcdemon knew he had to retreat,
simply goes against the Great General politically, but fortify his position, and take his time to rebuild his
secretly it hopes to supplant him. General Bozzurak strength. He realized he had to construct a mighty
is clandestinely being manipulated by Bardanax, who fortress, but he also knew he and his stupid Dark
has disguised himself as a human wizard. This secret Folk slaves lacked the knowledge to do so. Karoxfang
is known to no one, not even Karoxfang. For more on was lucky enough during his retreat, however, to
this, see the story “Secrets of a Dark Fortress,” later waylay a party of dwarves from Wawmar and capture
in this text. the dwarven king's best architect, the famous Agralin
X, the ancestor of the designer of Wawmar itself.
Enslaving this dwarf, the evil General brought him to
99
(order #30396533)
World of Farland: War of Immortals
encompass nearly the entirety of southern Siriand nation devoted to Vornoth. The Dark Walker's will
(later known as the continent of Farland). At first, became Karoxfang's own, and the creature found a
the demihumans did not see Storgris as a serious focus through which to harness his incredible anger.
threat, and when they finally recognized their peril in His physical strength grew faster than anyone else's
9690 E.R., a convenient plague came out of the East did, and other, different powers began to develop as
and decimated the dwarves and gnomes. The ability well.
of the nonhumans to hinder the development of Stor With his powerful genetics, Karoxfang quickly
gris was thus set back for many years, and by the worked his way through the ranks of the Dark Folk
time the elves and dwarves recovered their strength it military. Though part of the halffiend was
was too late: Storgris had grown mighty. Its potentially immortal, he still wasted no time in his
economy had been secretly fueled by profitable trade endeavors, as he hungered for more power. Before
with the lands controlled by Gorgwath. The Dark many of his childhood competition had passed
Folk kingdom began in earnest its attempts to adolescence, Karoxfang was legendary. He became
conquer Siriand. In 9700 E.R., Storgris started known as an undefeatable fighter and a cunning
harrowing the Hinterlands, causing miles of tactician. None dared cross him, for his rages were
desolation. At this time, Karoxfang unveiled his also legendary. The halffiend became general of the
secret weapon: new, stronger orcs that he called armies of Eastern Rothnog just before Lechig IV rose
oluks. Karoxfang inserted battalions of these up with a rebellion in the west.
exceptional orcs into the army, which marched north, Karoxfang chiseled his name in stone after putting
laying waste to all in its path. The dwarves and elves down the rebellion in Rothnog. He masterminded the
both tried to engage the Dark Folk, but with little assault against the poweful Lechig and his force of
success. Thus began the War of Immortals, the Eastern Rothnogians, slaying the orc warlord in
current strife that occupies the lands. personal combat, but he had to flee into exile when
the kingdom of Rothnog was destroyed and his army
was crushed by the elves and dwarves at the Battle of
Thunder Pass.
This was just the beginning for the halffiend's
Karoxfang the Vile was a being born from a violent fame, however, as Karoxfang went on to found the
act between violent races: a union of evil. Karoxfang's dark and mighty fortress of Storgris, and forces
mother was an orc woman of Rothnog, a slave and flocked to his banner. With his flaming falchion
member of the harem of a oncepowerful warlord. never far from his side, General Karoxfang the Vile
The fabled general's father was a hideous demon reigned for centuries upon the throne of mighty Stor
summoned by the priests of Vornoth. The orc mother gris, bringing forth dark times for the goodly folk of
was an offering of lust to the demon in return for Siriand. He was truly a scourge on the land and made
dark secrets the warlord wanted. Storgris what it fully became.
The orc woman's pregnancy was yet another He built Storgris fortress and city. He also
violent act, as Karoxfang burst forth from the personally oversaw the founding of the other cities
female's body, splitting her fully in two. The child that made up the domain of Storgris proper, even
was the epitome of evil, even at a young age. Soon handpicking the lords of the cities and personally
enough, even the mighty generals of Rothnog found training them. He was also far more canny than
him hard to control. many supposed, implementing a vast spy network
Though the halffiend's rage was immense, he and having his friends and enemies alike surveilled.
found a home of sorts among the evil forces of the orc Little goes on without his knowledge.
100
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
102
(order #30396533)
Evil Kingdoms
103
(order #30396533)
target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of Bardanax's choice
Gargantuan dragon, chaotic evil
that is within 120 feet of the him and aware of him must
succeed on a DC 20 Wisdom saving throw or become
AC 22 (natural armor)
frightened for 1 minute. A creature can repeat the
Hit Points 481 (26d20 + 208)
saving throw at the end of each of its turns, ending the
Speed 40 ft., burrow 40 ft., fly 80 ft.
effect on itself on a success. If a creature’s saving
throw is successful or the effect ends for it, the creature
STR DEX CON INT WIS CHR
is immune to Bardanax's Frightful Presence for the next
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
24 hours.
Dragon Breath (Recharge 5–6). Bardanax exhales
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
acid or fire (his choice) in a 120foot line that is 10 feet
Skills Perception +17, Stealth +7
wide. Each creature in that line must make a DC 23
Damage Immunities acid
Dexterity saving throw, taking 88 (16d10) acid or fire
Senses blindsight 60 ft., darkvision 120 ft., passive
damage on a failed save, or half as much damage on a
Perception 27
successful one.
Languages Common (Altarian), Dark Speech
Challenge 23 (50,000 XP)
LEGENDARY ACTIONS
Bardanax can take 3 legendary actions, choosing from
Amphibious. Bardanax can breathe air and water.
the options below. Only one legendary action option
Legendary Resistance (3/Day). If Bardanax fails a
can be used at a time and only at the end of another
saving throw, he can choose to succeed instead.
creature’s turn. Bardanax regains spent legendary
ACTIONS actions at the start of his turn.
Multiattack. Bardanax can use his Frightful Presence. Detect. Bardanax makes a Wisdom (Perception)
He then makes three attacks: one with his bite and two check.
with his claws. Tail Attack. Bardanax makes a tail attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one Wing Attack (Costs 2 Actions). Bardanax beats his
target. Hit: 20 (2d10 + 9) piercing damage plus 11 wings. Each creature within 15 feet of the dragon must
(2d10) lightning damage. succeed on a DC 24 Dexterity saving throw or take 16
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., (2d6 + 9) bludgeoning damage and be knocked prone.
one target. Hit: 16 (2d6 + 9) slashing damage. Bardanax can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
(order #30396533)
Evil Kingdoms
Karoxfang forced to build the fortress itself). Using her control of Storgris was slipping away. Bardanax
the vast stores of knowledge possessed by the elven was very independent and willful, with vast
race, the Ranarim are able to unlock the poem's ambitions of his own, ambitions that sometimes
secrets. The verses reveal that Agralin had conflicted with the Wintervale's desires. Moreover,
purposefully caused the fortress city of Storgris to be the dragon could not be intimidated. The White Lady
built on unsteady limestone foundations and that knew that the use of force against Bardanax would
acid could be used in certain spots to dissolve the likely be unsuccessful and would serve merely to
limestone and send the walls crashing down. The weaken both Storgris and the Wintervale, possibly
elves of Lutanium and the dwarves of the Clan of leading to the downfall of both domains. Therefore,
Kain join forces in order to carry out the instructions Bardanax had to be stealthily manipulated and
given by the fateful poem. Heartened by a potential eventually overthrown. A creature such as Danuras
end to the millennialong conflict, the leagued forces fel Sule, which possessed both guile and physical
of good are able to defeat the defending army of Stor power, would be ideal for the job.
gris in the Battle of Mourning, although the former The Dweller thus lured the Mistress of the Bog
suffer heavy losses (which accounts for the name of from her lair in the Great Wash and took her to the
the battle). Still, they push on and implement Agralin Wintervale. There, the strength of four huge trolls
X's plans, bringing down the walls and sacking the was required to hold the hag down as the Lady
citadel in the year 10,557 E.R. Storgris' seemingly worked her magic on the creature. The powerful
interminable reign of terror has finally come to an agent of Vornoth tore open the hag's chest as she
end. screeched in agony. The Lady gathered a hair follicle,
dead cells to imbue the hag with mastery over the
domain of Death. Then the Lady added a piece of her
very own skin to give the beast the physical and
spiritual power of the Dark Walker. Finally, she
Dantha’sule was a particular type of Hag called a spilled a drop of blood to dominate the hag with the
Black Agnes. It is said that the evil creature was born will of Vornoth. Gathering the items, the White Lady
of the deep, misty bogs of the Great Wash, some time thrust her hand into the hag's chest, and Danuras fel
around 9500 E.R., although perhaps her origin Sule writhed in agony. After moments of pain, the
actually lay in the fey plane of Tanis; the truth is not great hag rose. Immediately the ravenous creature
known. The great beast, initially called Danuras fel devoured a dozen hardy orcs to restore her great
Sule, or "Mistress of the Bog," terrorized the Deep strength.
Marsh of the Great Wash for decades. Her hulking The Lady called her newest general Dantha'Sule,
form was feared among those who dwelt near the or "Dark Mistress." With the newly acquired power of
Wash, and her name was whispered even beyond its the Dark Walker, the hag was sent from the
vast borders. Wintervale. She traveled to Storgris and quickly
Soon enough, Danuras fel Sule earned the notice insinuated herself into Bardanax's confidences until
of the being known as the White Lady, Vornoth's she became his closest advisor. Slowly she worked
agent upon Núrion. This enigmatic being had long her will, knowing that any quick attempt to
been the compelling force behind all the decisions overthrow the dragon would end in disaster. She
made in the vast kingdom of Storgris, for the Lady manipulated him little by little, carefully bringing his
all but owned its previous ruler Karoxfang. But when decisions in line with the desires of the Wintervale.
Storgris' next ruler, the voracious black dragon She also preyed upon his voracious appetities,
Bardanax, came to power, the White Lady found that encouraging him to throw off restraint and gorge
105
(order #30396533)
World of Farland: War of Immortals
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 15 (3d6+5) piercing damage.
Large fey, neutral evil
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 15 (3d6+5) slashing damage.
Armor Class 18 (natural armor)
Destroying Embrace. Melee Weapon Attack: +10 to hit,
Hit Points 219 (23d10+92)
reach 5 ft., one target. Hit: 47 (12d6 + 5) bludgeoning
Speed 40 ft.
damage, and the target is grappled (escape DC 15) if it is a
Large or smaller creature. Until the grapple ends, the
STR DEX CON INT WIS CHR
target takes 47 (12d6 + 5) bludgeoning damage at the start
21 (+5) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 17 (+3)
of each of Dantha'Sule's turns. Dantha'Sule can't make
attacks while grappling a creature in this way.
Saving Throws Con +9, Strength +10
Skills Deception +8, Perception +7, Persuasion +8
LEGENDARY ACTIONS
Damage Resistances cold; bludgeoning, piercing, and
Dantha'Sule can take three legendary actions, choosing
slashing from nonmagical attacks
from the options below. Only one legendary action option
Senses darkvision 60 ft., passive Perception 17
can be used at a time and only at the end of another
Languages Dark Speech, Elven, Old Speech
creature's turn. Dantha'Sule regains spent legendary
Challenge 16 (15,000 XP)
actions at the start of her turn. Dantha'Sule can't use the
same legendary action two turns in a row.
Innate Spellcasting. Dantha'Sule's innate spellcasting
Destroying Embrace (costs 2 actions). Dantha'Sule
ability is Charisma (spell save DC 16). She can innately
makes a destroying embrace attack.
cast the following spells:
At will spell. Dantha'Sule uses an atwill spell.
At will: chill touch, eldritch blast
Suggestion (costs 2 actions). Dantha'Sule casts the
3/day each: charm person, disguise self (including the form
suggestion spell (save DC 16) with only verbal
of a Medium humanoid), fog cloud, hold person, invisibility,
components. While maintaining concentration on this
mirror image
effect, Dantha'Sule can't use other legendary actions. If a
1/day: circle of death
target succeeds on the saving throw or if the effect ends for
it, the target is immune to Dantha'Sule's suggestion for the
ACTIONS
next 24 hours, although such a creature can choose to be
Multiattack. Dantha'Sule makes three attacks: one with
affected.
her bite and two with her claws.
himself whenever he felt the urge and on whatever he she took the evil tricks of hags everywhere, and
desired. Finally, the dragon grew so fat and weak that scaled them to a national and indeed continental
Dantha'Sule was able to slay him and wrest power in level. She became hated by her subjects and her
the name of Vornoth and the White Lady. She ruled enemies alike, but she was also greatly feared.
the vile fortress for centuries, directed by her master Even after her final downfall, which coincided
in the Wintervale, and was the cause of much death with the end of the Kingdom of Storgris in 10,557
throughout the civilized lands of the nonhumans. E.R., her name echoed down the long corridors of
The rule of the Hag was not characterized by as history. Even thousands of years later, mothers
much open warfare as the eras of her predecessors. would scare their children into behaving by saying,
Instead, she worked subtly to cause as much pain and "Black Dantha'Sule will get you," though they had
suffering to the dwarves and elves as she could. She long since forgotten who the hag herself really was.
sought to ruin economies, spread disease, sow The threat alone is enough to bring even the most
distrust, and generally terrorize. In large measure, unruly child into line.
106
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
108
(order #30396533)
(order #30396533)
This chapter covers the crunchy
Eight primary languages are spoken on the 4. Dwarven (Khazdun). Unlike in later years,
continent of Siriand. These are not the only dwarves will reluctantly teach their language to non
languages used, however; they are simply the most dwarves, although they prefer not to.
common ones. When choosing a language, you can
pick from this list or make up a plausible language in 5. Gnomish (Tendenarrish) Speakers of Gnomish
consultation with your Game Master. can understand Dwarven with a DC 15 Intelligence
check and vice versa; the check must be made upon
1. Common (Elven, called Altarian or High Speech). encountering a new speaker or group.
Elven is used by all nonevil humanoid races as a
common tongue. 6. Halfling (Hositan). This is the language of
halflings, who can understand Hinterlander and vice
2. Storgris Dark Speech (Rothug). This language, versa with an Intelligence check DC 15, which must
a bastardization of Elven and Dwarven, with many be made upon encountering a new speaker or group.
new words, is the language of the orcs, goblins,
hobgoblins, and kobolds of Storgris. It was passed 7. Mannish. Mannish isn’t one language, but five,
down from ancient Rothnog. described below:
7a. Aelfrandish. This is the language of the
3. Wintervale Dark Speech (Lurzug). This humans of Aelfrand. Speakers of Aelfrandish can
language, also descended from Rothnog, has changed understand Hinterlander with an Intelligence check
a great deal over the centuries. It’s spoken by the orcs DC 10 and vice versa; the check must be made upon
and other goblinoids of the Wintervale. Speakers of encountering a new speaker or group.
Wintervale Dark Speech can understand Storgris 7b. Hinterlander. The humans of the
Dark Speech with a DC 5 Intelligence check and vice Hinterlands speak this tongue.
versa; the check must be made upon encountering a 7c. Marsh Speak. The humans who live near the
new speaker or group. Deep Marshes speak this tongue. They can
understand Hinterlander and vice versa with an
110
(order #30396533)
GM Resources
Intelligence check DC 15, which must be made upon generally employ currency as a rule; instead, they use
encountering a new speaker or group. trade goods and a barter system, using objects and
7d. Hathiander. Humans of distant Hathiand favors in place of currency.
speak this tongue. Their speech is so removed from The GM and players should convert the standard
other human tongues that they have no chance to pricing of items, goods, and services to the silver
understand them. It is also likely that Hathianders do standard. When the price in the SRD is given in gold,
not speak Common. in Farland it should be read as silver. Similarly, silver
7e. CaveDweller. The primitive humans who should be read as copper, and copper should be read
live in the caves north of Aelfrand speak this tongue. as tin pennies.
These humans rarely speak Common. Storgris and the Wintervale produce their own
currency, but it is largely patterned after elven
8. Wild Speech. This is an ancient tongue, taught currency and is roughly the same size and weight.
by the first elves to those creatures such as Treants
that would speak to them. The language has evolved
from its roots such that it is now nearly
unrecognizable. It has spread to most creatures of the
wilderness, good or evil. It is also known as Old
Speech. Speakers of Wild Speech can pick one 100 SP = 1 PP
population (such as Treant) and must then make an 10 SP = 1 GP
Intelligence check DC 5 to understand others who 1 SP = 1 SP
speak Wild Speech that aren’t of their chosen 1 SP = 2 EP
population; the check must be again made upon 1 SP = 10 CP
encountering a new speaker or group. 1 SP = 100 TP
Similar to how the elven language has become the
common tongue, elven coins produced in Alustel are
the standard currency among the elves, dwarves, and
gnomes. Elves mint platinum pieces, gold pieces,
silver pieces, copper pieces, and tin pennies (a mix of
copper and tin). The standard currency of everyday
use is the silver piece. Elves very rarely mint
platinum pieces. The dwarves of Wawmar, in order to
facilitate trade with the elves, standardized the size
and weight of their own currency to match the elves.
The dwarves, though, also produce an electrum coin
that the elves do not mint (but which they will
accept). Gnomes produce their own coins to match
dwarven coins, although they are stamped
differently. Even Storgris and the Wintervale were
influenced to such an extent by elven currency that
they largely copied it. Humans and halflings do not
111
(order #30396533)
World of Farland: War of Immortals
While the War of Immortals campaign is
compatible with the standard rules of the 5th edition
Platinum: Alu ("God Coin") of the world’s most popular roleplaying game, you
Gold: Cora ("Honey Coin") may want to alter several things to make the rules fit
Silver: Alfan ("Swan Coin") better with the setting. All of these changes are
Copper: Nar ("Arrow Coin") optional, of course, but they are encouraged, and play
Tin: Arta ("Flower Coin") testing has shown them to work well.
Platinum: Burg ("Mountain Piece")
Gold: Zogol ("Hammer Piece") The War of Immortals setting should feel both
Silver: Aglaz ("Anvil Piece") epic and dark, vast and gritty. Every accomplishment
Electrum: Hilz ("Mushroom Piece") will be hard earned, and the actions of the player
Copper: Haraz ("Harp Piece") characters have a real potential to alter the course of
Tin: Korz ("Pig Penny") the war and thus of history.
Vast amounts of the continent are wilderness, and
large cities are few and far between. Storgris and the
Platinum: Torenborg ("Hill Coin") Wintervale are hostile territory. Thus, resupplying
Gold: Zutengol (“Tool Coin") and healing when outside the Sarumvest and
Silver: Aglentoraz ("Anvil Coin") Wawmar may be difficult.
Electrum: Hilorenz ("Meal Coin") Long, arduous journeys should be a part of every
Copper: Tharazet ("Music Coin") campaign. In fact, sometimes the difficult journeys
Tin: Kortenz ("Boar Piece") can be an adventure in themselves. Players need to
take this into consideration.
Platinum: Druz
Gold: Grishkaz
Silver: Skark To simulate the gritty, dark aspect of the campaign
Electrum: Koraz world, you may wish to consider ruling that PCs do
Copper: Zorg not recover all of their hit points after they complete
Tin: Cro a long rest. Instead, they regain hit dice as normal
but need to spend them to heal.
In addition, consider employing the World of
Platinum: Dugskark Farland lingering injuries by damage type rules as
Gold: Ronk laid out in the World of Farland Game Masters
Silver: Skark Handbook. Having your players suffer lasting
Electrum: Korad injuries will make combat feel more real, and
Copper: Glob perhaps discourage the "murder hobo" problem from
Tin: Uk which many campaigns seem to suffer.
112
(order #30396533)
GM Resources
113
(order #30396533)
World of Farland: War of Immortals
only be purchased from a dwarven community. behind. A user must have at least a Strength score of
Advances in armor and shields have also become 13 to effectively employ this heavy shield. A Shield
prevalent, among the races of the light as well as of Storgris grants an additional +2 to Armor Class
among the forces of evil. against ranged attacks. It weighs 10 pounds and costs
Plate mail has only recently been developed by 175 silver pieces.
the dwarves, and they are still the primary producers
of that armor. Only in the Kingdom of Wawmar can
plate mail be purchased for the normal list price
(1500 silver pieces, although dwarves are extremely The War of Immortals setting is not exactly low
reluctant to sell it to nondwarves). Plate mail magic, but magic should be rare and portentous. The
purchased from the elves costs 1600 silver pieces and fact that the War of Immortals takes place in the
weighs 68 pounds; plate mail is rare in the elven distant past means you as the GM have a handy
lands, both because most elven smiths have not explanation for why certain spells aren’t available or
mastered its production and because the elves do not are different: they haven’t been discovered or
favor such heavy armor. Plate mail purchased in Stor developed yet. Consider limiting PC access to spells
gris costs 1800 silver pieces, weighs 70 pounds, and that allow quick overland travel, since journeys
is generally of inferior quality, although the smiths of should be part of adventuring in this setting, even for
Storgris have been told to produce it in large high level PCs. You should also consider whether you
quantities for the oluk orcs. want to allow your PCs to fly easily via magic. It is
The gnomes, always defensiveminded, have also recommended that you control access to spells
developed special bucklers. These small shields strap that easily allow the destruction of fortifications and
to the forearm and are specially suited to gnomes. fortresses. And finally, consider limiting the ability
When a smallsized creature wears a Gnomish for PCs to communicate with others over long
Buckler, he may as a reaction add a +1 to his Armor distances..
Class against one attack. He may use his off hand You may want to disallow the following spells (and
normally when employing a Gnomish Buckler. These ones like them) and change sending:
bucklers weigh 2 pounds and cost 10 silver pieces. move earth (except via the Mattock of the
These bucklers are too small for medium or larger Dwarves)
sized creatures to employ effectively. teleport
The Dark Folk of Storgris, having suffered for teleportation circle
long years under the arrows of the elves, have
transport via plants
developed large, heavy shields that they can hide
wind walk
114
(order #30396533)
GM Resources
(order #30396533)
World of Farland: War of Immortals
The following campaign outline gives you an The elves tell the PCs that they are concocting a
overview of how you could structure a campaign for highly secret plot. Though they won’t yet tell the PCs
the War of Immortals setting. It uses plot events that what it is (they are forging a message from the White
correspond with the canonical Farland history of Lady to Karoxfang that will lure him into a trap), they
events that took place during this era. need the PCs to recover certain items that they need
for the plot.
Understand that this outline is merely a They ask the PCs to venture into an ancient ruin in
suggestion; you can follow it closely, follow it Rothnog to recover a sample of the White Lady’s
loosely, or ignore it completely. If you do follow it, handwriting. This is a good opportunity for the PCs
feel free to throw in side treks and adventures as to start learning about the White Lady.
you see fit. Change NPCs if you see value in doing They need the PCs to travel to a distant, dangerous
so. Allow your players to shape the game with the location to get ingredients for enchanted ink.
choices they make and the ways they develop their They need the PCs to waylay a band of messengers
PCs. You should take the campaign setting and from the Wintervale, eliminate them, and capture the
make it your own! documents they carry. Somewhere around this point,
you may wish to have your PCs play the adventure
“The Crypt of Memory,” in the next chapter.
Finally, they ask the PCs to escort Venedal, a high
In the year 9770 E.R., characters are journeying as ranking elven spy, into a point in the Dark Folk
part of an elven trading caravan toward the elven city kingdom of Storgris, where he will leave them (see
of Lannael. The caravan is attacked by Dark Folk, and “Secrets of a Dark Fortress” in Chapter 8; you may
since the elven guards are busy fighting at the front wish to have your players read the story at this
of the caravan, the PCs need to band together to point). On their way to Storgris, they spot a large
defend the rear of the caravan. The attackers should army of orcs traveling north from the dark kingdom.
include creatures that challeneg 1stlevel PCs. It should be made obvious to the players that this
If they are successful, the elves are impressed and army represents a grave threat to the elves, dwarves,
offer them employment as agents of the Elven gnomes, humans, and indeed every good creature in
Intelligence Network. They are based in Lannael. Siriand.
(order #30396533)
GM Resources
Reeling from the destruction of Lannael, the elves The dark army, massively powerful and
have no choice but to carry out their plan. Their spies accompanied by a red dragon that calls itself Flame,
report that the missive has been delivered and that is besieging Wawmar. The siege must be broken, or
Karoxfang seems to have taken the bait. The PCs are the dwarves will fall, and if the dwarven lands fall,
asked to join the ambush against Karoxfang. Several the elves will be cut off without allies and assailable
elven and dwarven heroes will lead the ambush, so from the south and east. If this happens, it seems
the PCs won’t be expected to face Karoxfang inevitable that the elves too will fall. The PCs, by now
themselves. Instead, they should deal with his great heroes, must do all they can to end the siege of
bodyguard. Wawmar and drive back the dark armies. The elves
With Karoxfang slain, the elves hope that Storgris will need to ally with the dwarves, somehow
will be thrown into civil war, and signs seem to coordinating an assault. The red dragon Flame will
indicate that this will happen. The PCs are invited to need to be destroyed. Perhaps a powerful artifact
the city of Alustel to be honored by the elven lords. At from the runes of Talas, the city founded by the
this point, you may wish to have your PCs play the Kinslayer Elves of House AlDustriel, can be
adventure “The Ruin of Honor and Glory” in the next recovered and employed against the dark army.
chapter. Eventually, the elves send the PCs as However the PCs can manage it, the siege must be
emissaries to the dwarven lands. broken or all is lost.
Unfortunately, the civil war in Storgris is aborted
as a new leader, the dangerous black dragon
Bardanax, assumes control. He immediately resumes
Karoxfang’s strategy and renews the War. If the siege can be broken, will the PCs have the
A strange plague threatens to break out in the courage and the might to take the war to Storgris
dwarven lands. The dwarves see similarities to what and assault Bardanax himself? At this point, the
happened when Rothnog of old assaulted Liferock. White Lady will also have taken notice of the PCs and
The heroes are charged with investigating the plague will attempt to eliminate the threat they pose.
and any potential assault by Storgris on the dwarven This should open up new possibilities for high
lands. Investigation will reveal that dark wizards and level play. The White Lady is an opponent far more
clerics are orchestrating the plague. The PCs must dangerous than any of the leaders of Storgris, for
stop them and the plague, so that the fighting force of she has great magical power, but her real weapon is
the dwarven lands are not decimated by disease. her intelligence and deviousness. She will threaten
Soon after the PCs stop the plague (or fail to stop the PCs in ways they have never yet been challenged.
117
(order #30396533)
World of Farland: War of Immortals
118
(order #30396533)
GM Resources
Rothug (ROTHug): Orcish word for the dialect of Wawmar (WAWmar): The volcano fortress of the
their language (which the elves call Dark Speech) dwarves. They call it KibulGund.
spoken in Storgris. Western Delvings: A populated but primitive
Sarumvest (SARoomvest): (“Beautiful Wood” in halfling community located near the ruin of Liferock.
Elven). The elven forest kingdom. Wild Speech: Language spoken by many creatures
Satellite Cities: The cities of Emerain and Palahan in the wilderness. Also called Old Speech.
where dwell the Telarim elves of Aeltal. Wintervale: The land of perpetual ice and snow
Siriand (SEEReeand): (“Great Land” in Elven). where the White Lady dwells.
The continent on which the War of Immortals White Lady: The mysterious evil entity, founder of
Campaign setting is located. Rothnog, whom Karoxfang serves; she dwells in the
Rothnog (ROTHnawg): An ancient dark folk Wintervale.
kingdom that fell to civil war.
Shieldfolk: Term for a dwarf who is a citizen of the
Kingdom of Wawmar but who lives outside the
fortress itself.
Storgris (STOREgrease): (“New start” in Dark
Speech). The powerful dark folk kingdom founded by
the orcdemon Karoxfang.
TalAllustiel (TALahLOOsteeell): (“Beloved God
of Twilight” in elven). God of the elves.
Talas (TALus): The city founded by the Kinslayer
elves of House AlDustriel.
Talundorim (talUNDorim): (“DuskDoomed” in
Elven). Those elves who stayed behind in Tanis
during the Twilight Voyage.
Tanis (TANis): Elven name for the Feywild.
Telarim (TELLerim): (“People of the Cities” in
Elven). Elves who dwell in the Satellite Cities in
Aeltal.
Tendenarruk (tenDENNeruk): What the gnomes
call themselves.
Tinnurim (TINoorim): (“Those who love the
twilight” in Elven). The original elves created by Tal
Allustiel and the ones who undertook the Twilight
Voyage.
Thunder Pass: The primary pass through the
Grand Peaks and sight of the final defeat of Rothnog.
Tunnel Gnome: Common gnomes who live inside
their warren of Haltulontelim.
Twilight Voyage: The journey of the original elves
from the realm of TalAllustiel to Núrion.
War of Immortals: The war, spearheaded by the
elves, against the evil kingdom of Storgris.
119
(order #30396533)
In this chapter, you'll find two
armor for them during their civil war. Eventually the
Kinslayers were defeated and the victorious elves
returned Lazaghan and his clan to the dwarven king
for justice. Lazaghan was sentenced to death and the
rest of the clan was exiled. When Lazaghan was
This is an adventure for four to five 5thlevel executed, the king gave his body to his clan, who
characters. Text that appears in white is player interred him in a secret crypt.
information that you can read aloud or paraphrase
for the players at the proper times. The World of
Farland is on the silver standard, and as such if you
are playing in a different campaign world, you should The heroes, coming across a map to the crypt, will
read silver pieces as gold pieces, gold pieces as invade the crypt and solve its puzzles by walking in
platinum pieces, and so forth (see the previous the footsteps of Lazaghan to gain the right to face the
chapter). undead Lazaghan and recover his treasures.
Centuries ago, a group of elven separatists led by Unlike most adventures, this one only has one
House AlDustriel and its matriarch Talkana Silumiel hook:
left the elven kingdom, allied with evil forces, and The Assault. The PCs rescue an old dwarf from
waged a civil war against their kin. House AlDustriel an assault by orcs. In return, he gives them a map
sought help from the dwarf kingdom of Liferock, and tells them of the crypt of Lazaghan.
which chose to remain neutral in the conflict. But the
120
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
122
(order #30396533)
Adventures
natural walls on both sides; the walls rise to a height notable feature of this room is the floor. It seems to
of 50 feet. At the end of the ravine is a natural cave, a be divided into large blocks. Half of the blocks are
small grotto that appears nondescript. The ceiling of carved with dwarven runes and decorations. The
the cave is 8 feet above the floor, and a colony of bats other half are blank.
makes the cave their home. The bats present no The doors at the other side of the room are not
danger to PCs, although their copious droppings locked. The squares with the runes and decorations
make the cave rather noxious. In the rear of the cave on the floor are trapped.
is a 7foottall stone door, carved with dwarven
runes. It's a feature of dwarven architecture that Psychic Floor Trap (Magic trap). This trap is
things are always bigger than dwarves need. Anyone activated when a creature steps on an enruned and
who speaks Dwarven can attempt to decipher the decorated block, releasing a burst of psychic energy.
runes with a DC 12 Intelligence (Investigation) check. A spell or other effect that can sense the presence of
The runes indicate that the crypt is a special vault magic, such as detect magic, reveals an aura of
concealing memories better left undisturbed. enchantment magic on the floor. Each creature on
The door of the crypt is locked; the lock can be the block when it activates must make a DC 12
picked with a DC 12 Dexterity check. Once the lock Wisdom saving throw, taking 11 (2d10) psychic
has been picked, the door, closed for centuries, must damage on a failed save. A successful dispel magic
still be pried open. This can be successfully (DC 14) cast on the floor destroys the trap.
accomplished with a DC 15 Strength check.
When a PC enters the room, the denizens of the
sarcophagi, undead dwarven warriors, throw the lids
onto the floor and leap from their coffins to attack
the PCs. The warriors bear the scraps of ancient
Inside the crypt is a thick layer of dust, indicating
that nothing has been disturbed therein for a long
time. The ceilings inside the crypt are 10 feet from
the floor unless otherwise noted. It is pitch black
inside, so PCs will need darkvision or a light source.
There are no wandering monsters in the crypt, so
there is no need to check for random encounters;
however, any PC who attempts to complete a long
rest inside the crypt will find himself struggling with
memories from his past. Because his mind will race
the entire time, he will not be able to complete a long
rest. Short rests are permissible. See the crypt map
on the next page.
123
(order #30396533)
(order #30396533)
Adventures
125
(order #30396533)
(order #30396533)
Adventures
127
(order #30396533)
World of Farland: War of Immortals
them (roll a Stealth check for the wraith and compare establish a reputation for intelligence and acumen.
it to the PCs’ passive Perception). The wraith will The elven diplomat is, moreover, quite a notable
fight to the death. If the PCs slay the wraith, it will person.
whisper, “Your strength will fail” as it dies. The PCs must determine that the phrase means
If the wraith was already killed because the PCs “Greetings! How do you fare? What is your name?” in
initially chose the wrong door in Area 2, the PCs ancient Elven before one of the other dwarf youths
won’t receive the clue. There is no treasure in the does so.
sarcophagus of the wraith. To win this contest, one PC must contest his
Intelligence check against the Intelligence check of
• Wraith (Use stats from 5e SRD) the smartest dwarven youth (who has a +4
Intelligence bonus). PCs can use the Investigation or
History skill for this check. Only one PC can make a
check at a time.
You open the door with the illustration of the sun The first person to win three checks wins the
one quarter of the way above the horizon. You see a contest. If a PC wins, the scene ends and the PCs find
bare stone room with a single stone sarcophagus at themselves back in Area 4. The word “knowledge”
the far end. Then the scene suddenly changes. You echoes in their heads. They get an award of 1000 XPs
find yourself in a firelit hall. High above, apertures and will need to go on to the next door.
in the rock of the roof allow beams of sunlight to If the PCs lose or refuse to compete, the scene
stream down, lighting the room. Again, you find ends and the PCs suddenly find themselves back in
yourself in the body of a dwarven youth, now Area 4. A dwarf wraith will then emerge from the
somewhat older. Other dwarven youths sit on sarcophagus to attack the PCs, possibly surprising
wooden benches near you, listening to a figure them (roll a Stealth check for the wraith and compare
standing in front of what is obviously a class. it to the PCs’ passive Perception). The wraith will
Addressing the class, strangely, is an elven woman. A fight to the death. If the PCs slay the wraith, it will
beam of light falls on her golden hair, hiding her face whisper, “Your knowledge is worth nothing” as it
in shadow. She is dressed in a beautiful white gown, dies. If the wraith was already killed because the PCs
elegant in its simplicity. “Try again, students. Can no initially chose the wrong door in Area 2, the PCs
one master this simple expression?” she says in won’t receive the clue. There is no treasure in the
primitive Dwarven, though you understand her just sarcophagus of the wraith.
fine. Her voice is amazing… glorious and melodious,
lovelier than any music you have heard in your life. • Wraith (Use stats from 5e SRD)
You take a moment to bask in the timber of her voice,
but she redirects your focus. “Come now, I will ask
again. We shan’t end this lesson until I get a proper
response. The first one to respond properly gets a Opening the door with the illustration of the sun
commendation. Sula! Arario huil lara hon? O vanar almost to its zenith, you behold the nowfamiliar
hosario nam?” bare stone room with the single stone sarcophagus at
the far end. Then your vision once again becomes
This is a memory from Lazaghan’s youth, when an misty and the scene suddenly changes. You find
elven diplomat first taught the dwarves Elven and yourself inside a stone hall, which is filled with
expanded their language capabilities in general. This benches, tables, and carousing dwarves. Looking
scene is also the time when Lazaghan began to around, you and your companions are also dwarves,
128
(order #30396533)
Adventures
129
(order #30396533)
(order #30396533)
Adventures
131
(order #30396533)
World of Farland: War of Immortals
Area 7. The word “wit” echoes in their heads. They “Mighty King, these elves, though they come from the
get an award of 1000 XPs and will need to go on to noble house AlDustriel, are traitors to our crown
the next door. and our people. Though we recognize that house Al
If the PCs answer the riddle incorrectly or refuse Dustriel has helped your people in the past, we ask
to answer it, the scene ends and the PCs suddenly simply that you lend them no aid and do not interfere
find themselves back in Area 7. A dwarf wraith will in our civil strife.”
then emerge from the sarcophagus to attack the PCs The dwarf king strokes his beard in thought, then
(unless it was killed in Area 2), possibly surprising speaks. “Lady Talkana Silumiel, honored emissary of
them (roll a Stealth check for the wraith and compare elven House AlDustriel, speak.” At this point an
it to the PCs’ passive Perception). The wraith will elven woman, tall and shapely, steps forward. There
fight to the death. If the PCs slay the wraith, it will is a collective intake of breath from the gathered
whisper, “Your wit will avail you naught against the assembly, for this elf woman is literally more
darkness,” as it dies. There is no treasure in the beautiful than any female you have ever seen. She is
sarcophagus of the wraith. clad in an elegant white gown, and this makes you
realize she was your teacher when you were young,
• Wraith (Use stats from 5e SRD) though she has not aged a day. Her hair is spun gold,
her lips wine, her eyes luminous stars, her voice a
song, her face perfection. Your heart leaps in your
chest, and inside you feel a familiar, deep ache. She
Opening the door with the illustration of the sun speaks. “Great king of dwarves, my house and our
barely cresting the horizon (or sinking into it, allies seek but to leave the Sarumvest in pursuit of
depending on your perspective) and with the our independence. We do not offer war or violence to
dwarven rune engraved above the illustration, you our kin. We want only our freedom. We ask that you
see the expected crypt with the single stone merely trade with our house and its allies, aiding us
sarcophagus at the back. Then your vision peacefully as we seek to establish our own kingdom
momentarily grows misty, as you anticipated, and the to the east.” Her words seem more than reasonable to
scene switches. You are in a massive underground you, and you anticipate that the king will
hall illuminated by shafts of light from the ceiling immediately agree.
and supported by columns carved in intricate shapes. Instead, he merely continues to stroke his beard.
Your body is that of an aging dwarf; though your “This is a matter I must ponder. I will consult with
beard is beginning to be streaked with gray, you are my council. Lord Lazaghan, please show the elves
still strong and fit. Your companions are dwarves of back to their guest quarters while they await my
similar ages. The room is filled with dwarves, dressed decision.” The king and his bodyguards quickly leave
in noble garb. All of you stand to the sides of the the hall, along with the rest of the dwarves. “Come,”
room. At the far end of the room is a throne, with a you say to the two parties of elves, beckoning them to
gray bearded, crowned dwarf sitting upon it. You follow you.
know the dwarf to be your king. In front of the throne The two bands leave, tensely glaring at each other.
in the middle of the room are two groups of tall elves. The AlDustriens murmur to themselves in a
The two parties of elves stand apart from each other, suspicious way, but Talkana Silumiel merely walks
each group casting angry glances at the other. forward, haughty and proud. Her very presence
The dwarf king looks at the first group of elves. seems to light up the dusky chambers, at least to your
“Honored emissary of the elven king in Alustel, eyes.
speak.” A darkhaired elf steps forward and bows. But when you reach the antechamber, Talkana
132
(order #30396533)
Adventures
(order #30396533)
(order #30396533)
Adventures
All of these elves have the Fey Ancestry trait, This is what remains of the dwarf lord Lazaghan.
which means they have advantage on saving throws He is now a Remnant, a memory wraith. Corrupted
against being charmed, and magic can’t put them to by the machinations of the treacherous Talkana
sleep. Only the elves of Alustel are given above, who Silumiel, he is now evil, though he regrets his
are the opponents. Two more elves of House Al mistakes in life. He is prone to attacking the PCs,
Dustriel are present also, and they have the stats of although if the PCs attempt to speak to him and
nobles from the 5e SRD, but they won’t fight if the assuage his guilt, perhaps by explaining that love was
PCs will defend them. a pure motive for his mistakes, he may leave them
If the PCs are defeated by the elves, flee, or refuse unmolested. If the PCs succeed at a DC 20 Charisma
to help, the scene ends, the PCs regain no hit points (Persuasion) check, he will indicate that they may
lost during the encounter, and they suddenly find take his treasure, and he will then depart the world
themselves back in Area 8. Any PC who died is alive forever. This should be a rich roleplaying
in Area 8 with 1 hit point. A dwarf wraith will then opportunity; play it as such. If they players are to
emerge from the sarcophagus (unless it was killed in succeed, they will need to incorporate what they have
Area 2) to attack the PCs, possibly surprising them learned in Lazaghan’s memories when they speak to
(roll a Stealth check for the wraith and compare it to him. If they do not speak to him or try to persuade
the PCs’ passive Perception). The wraith will fight to him and fail, he will call out, “Guards, aid me!” A
the death. There is no treasure in the sarcophagus of shadow will emerge from each pillar. All three
the wraith. undead dwarves will then attack the PCs. The two
chests contain 600 tp, 5000 cp, 1400 sp, 110 gp, 3
• Wraith (Use stats from 5e SRD) golden yellow topaz worth 500 sp each, a potion of
resistance (psychic), and a +1 battle axe, the Axe of
Lazaghan.
To enter this area, the PCs must come in through • Lazaghan the Remnant
the right door, likely after having solved the puzzle. • 2 shadows (Use stats from 5e SRD)
135
(order #30396533)
World of Farland: War of Immortals
REACTIONS
Incorporeal Movement. The Remnant can move through
Impart Memory. When a creature the Remnant can see
other creatures and objects as if they were difficult terrain.
starts its turn within 30 feet of the Remnant, the Remnant
It takes 5 (1d10) force damage if it ends its turn inside an
can impart one of its own horrific memories to the creature.
object.
The creature must succeed on a DC 15 Charisma saving
throw or be frightened until the end of its turn.
None of the villains in the adventure will seek to
If the PCs slay the memory wraith or otherwise lay harm the PCs in the future if they are left alive.
him to rest, they will have done him a favor. The Instead, the PCs may wish to investigate some of the
torment he suffered because of his own memories historical facts that they have learned. They may wish
will end. The PCs should feel a sense of to look for the location of the dwarfhold Liferock,
accomplishment, and they should also feel the weight now a lost ruin. They may wish to seek out the ruin of
of the importance of the historical events they have Talas, the city that the Kinslayer elves of house Al
lived through. They have seen things that no other Dustriel went on to found, or they may even seek to
living creatures have seen. If this isn't immediately learn more about Talkana Silumiel, the dreaded
apparent to them, help them realize it. This way, they White Lady. Seeking information about Talkana may
will get more out of the adventure. eventually lead them to the next adventure.
136
(order #30396533)
Adventures
(order #30396533)
World of Farland: War of Immortals
(order #30396533)
Adventures
the Elvenking, who rules all the Sarumvest and the
Satellite Cities.
But now, with war brewing, new interest in the
dreadful ruin has been rekindled. Explorers are being The adventure proper begins in the city of Alustel,
sought, and if those explorers come from outside the legendary capital of the elves. Just getting invited
Alustel, all the better, for perhaps the curse will not into the city is itself a feat for nonelves. If any of the
fall on the denizens of the City of the God. PCs are not elves, they must have an express invite
Meanwhile, something dark within the place is from an elven lord of the city before they will legally
awakening…. be permitted to set foot there. Securing such an invite
will not be easy, but if the PCs have done any favors
for the elven folk or have worked for elven causes in
the war (including helping with the ambush of
Karoxfang), they will likely have been offered such an
The PCs will enter the Ruin of House AlDustriel, invitation.
explore it, unlock its dark secrets, learn about the Many rich roleplaying opportunities exist in
past of the World of Farland… and hopefully emerge Alustel. See the detailed description of the city in
alive. They will have to face undead of all varieties, Chapter 1; the heroes can explore the elven capital,
devils, traps, abominations, and horrible memories. meet important personages, attempt to purchase
And if they aren't careful, they could unleash a fiend elvenmade goods, or just enjoy the art and music for
upon the City of the God. which Alustel is so famous.
If you like, you can roll a d12 on the random
encounter chart on the next page to generate ideas
for encounters in Alustel, or use ideas of your own.
At some point in their time in Alustel, they should
You can use the following hooks to get your PCs walk past the ruin of House AlDustriel and feel its
involved in this adventure: evil emanations. The elves of the city will be loath to
The Dreams. One of the PCs is having recurring speak of the place, but a successful DC 15 Intelligence
dreams wherein he or she sees the ruins and senses (Investigation) check will uncover information about
great evil… but great power and knowledge… within the ruin and how it relates to the city.
them. When this person arrives in Alustel and sees
the ruins, he or she recognizes them from the
dreams.
Hired by Elven Intelligence. Elven agents When the PCs decide to explore the ruin, they will
approach the PCs and try to hire them to explore the have to get permission from the authorities to do so.
ruins. If they recover any powerful magic items, they The ruin is located in a prominent place on a major
are asked to give them to the elves for use in the war. street in the city (see the map on page 26), so
The price for exploring the ruins is negotiable, but sneaking into it is a dodgy (though not impossible)
the danger is not. proposition. Entering the ruin without permission is
The Crypt of Memory. If the PCs have explored highly illegal and could land PCs in prison in the
the Crypt of Memory, the information they learned dungeon of the king for several years. The elves tend
there may have led them to seek out more about to give long prison sentences for crimes, since they
Talkana Silumiel. As the ruins are the home in which don’t have the same understanding of time as other
she grew up, exploring them is a natural next step. races.
139
(order #30396533)
World of Farland: War of Immortals
Roll Encounter within it for 48 hours and can only venture there
once. The elven authorities will not forget to check up
1 An elf poet wants to recite poems. on this point, either. The elves are not as organized as
the dwarves, but they handle their business.
2 An elf dandy is insulted and challenges a
PC to a harmless duel. If the PCs have not been asked to explore the ruins
and want to do so for their own reasons, they will
3 An elf wizard asks to study a nonelf PC. have two choices: they can either acquire permission
An elf warrior is insulted and challenges to do so, or they can attempt to sneak into the ruin or
4
a PC to a nearlylethal duel. otherwise enter it illegally.
Acquiring permission will be a tricky business that
PCs stumble on a feud between elves of
5 you as the Game Master will have to adjudicate. PCs
House Aradune and House Tifwing.
They are asked to mediate. will need to speak to someone important who can
petition the Elvenking on their behalf for permission
6 An elf artist wants to paint one of the
to explore the place. Whom this person will be will
PCs… perhaps without clothes on.
depend on multiple factors, including if they already
7 A halfelf wants to confide in one of the know any elven lords, if they have met anyone
PCs about his difficult childhood. important during their time in Alustel, and if they
An elf maiden becomes infatuated with have any favors they can call in. This is another good
8
one of the PCs. roleplaying opportunity. Remember that while the
important personages of Alustel are not evil, they
The PCs stumble upon an area of
9 tend to be rather political, and favors need to be
ambient magic. They are at risk for
falling into an extended magical sleep. repaid. You could use their quid pro quo requests as
seeds for future adventures.
10 An elven bigot insults the PCs and tells If the PCs try to sneak in, they will need to be
them they don’t deserve to be in Alustel.
stealthy. The grounds are surrounded by an 8foot
The PCs get a glimpse of a very high wall. The front and rear gate are locked with a
important elf (perhaps the famous bard good lock (DC 20 Dexterity check to pick). Guards
11 Galdin Palantar or maybe even the patrol the street and would have the opportunity to
Elvenking) being escorted by guards and
with an entourage of nobles. spot anyone scaling the wall or entering through the
gates. If they spot the PCs, they will attempt to
12 An elven Doomseer makes a prophesy apprehend them, but will only resort to violence as a
about one of the PCs.
last resort and would prefer not to kill the PCs.
However, if any elven guard (or elven citizen) is
Achieving permission to enter the ruins will be assaulted by one of the PCs, it would be a grave
easy or difficult, depending on why the PCs want to mistake. Shedding elven blood in Alustel is a capital
do so. If they have been approached by elven Agents crime, and while the first line guards may not be
(perhaps Captain Venedal himself—see “Secrets of a powerful, there are many elves in Alustel who are
Dark Fortress” in Chapter 8) or other authority powerful wizards, warriors, clerics, rangers, and
figures and asked to explore the ruins and recover druids, all of whom would join in apprehending
any magic, the agents will give the PCs signed anyone who attacked a citizen of Alustel. As the
paperwork authorizing an exploration, along with a Game Master, you will have to adjudicate the PCs’
key to the front gate. The paperwork indicates that chances of sneaking into the ruin of House Al
they can legally explore the ruin but can only remain Dustriel.
140
(order #30396533)
Adventures
141
(order #30396533)
World of Farland: War of Immortals
142
(order #30396533)
Adventures
reconciliation. Witnessing this momentous scene is make a DC 14 Wisdom saving throw. Those who fail
psychically challenging, and the overweening pride of grow extremely angry at any slight and need to
the elf lord is contagious. The PCs each need to make succeed at a Wisdom save DC 14 if insulted or
a DC 14 Charisma saving throw. Those who fail must become berserkly angry and immediately direct an
take any opportunity attack that presents itself in attack against their closest ally. Also, anyone failing
combat, even against an ally; this effect lasts until a this initial saving throw must succeed at a DC 14
long rest is completed. Those who roll a natural 1 on Wisdom saving throw whenever they are reduced to
the check also take 16 (4d8) psychic damage. Those half their hit points or immediately direct an attack
who succeed with a natural 20 gain resistance to against their closest ally. These effects last until a
psychic damage until a long rest is completed. long rest is completed. Those who roll a natural 1 on
The room is bare, except that a secret the check also take 16 (4d8) psychic damage. Those
compartment in the chair, discoverable with a DC 15 who succeed with a natural 20 gain advantage on all
Wisdom (Perception) check, holds an intricately saving throws against charm and fear effects until a
carved brass key, which unlocks the chest in Area 4. long rest is completed.
After resolving the Challenge of Anger, three
wailing ghosts (the spirits of dead elf maidens that
can kill when they scream) emerge, one from the wall
Leaving the main hall to the west, you come into to the north, one from the wall to the west, and one
an open room, perhaps once a sitting room. Several from the wall to the south, and attack the PCs, trying
closets, their doors crumbled to dust, open off the their best to kill them. The wailing ghosts are what
room, and a main hallway leaves the room to the remain of Talkana’s ladies in waiting. They have been
west but ends in rubble. trapped in undeath for centuries upon centuries, and
Then the scene shifts, and the room looks as it they are both sad and angry. Any living being will
once was, thousands of years ago. Delicate couches madden them, causing them to attack.
line the room, and peerless paintings hang from the
walls. In the center of the room is the beautiful elven • 3 wailing ghosts (see 5e Monster Manual)
woman, doubtless the famous Talkana Silumiel. She
is speaking to the elven lord from the main hall. He In the closet in the southeast corner of the room is
says, “My daughter, perhaps we have made a mistake an intricately carved, locked stone chest. The chest
in considering breaking away from the Elvenking. We can be opened with the key found in Area 4;
turn against our own people and consort with examining the carvings on the key and the chest and
dwarves. Maybe we should reconsider.” making an Intelligence (Investigation) check DC 17
Her anger flashes: "How dare you question me? will reveal that the carvings on the key from Area 4
Have I not promised that this path will lead us to match this chest.
power and knowledge undreamed of?" She delivers a
ringing slap to the side of his face. Lightning Blast Trap (Magic trap). This trap is
Three elven maids, female servants, accompany activated when a creature opens or attempts to open
Talkana, but they seem afraid of her. She whirls on the chest without inserting the proper key. A
her heel and storms out. They follow, cowering. successful DC 15 Intelligence (Arcana) check detects
the faint magical runes on the chest that indicate the
This is the Challenge of Anger, where Talkana’s presence of the trap. A spell or other effect that can
flashing fury cowed her father and ladiesinwaiting. sense the presence of magic, such as detect magic,
Talkana’s fury is catching. The PCs each need to also reveals an aura of evocation magic around it.
143
(order #30396533)
(order #30396533)
Adventures
• 3 Cursed Ghasts
(order #30396533)
World of Farland: War of Immortals
ACTIONS
Multiattack. The cursed ghast attacks once with its bite
and once with its claws.
Bite. Melee Weapon Attack. +4 to hit, reach 5 ft., one
creature. Hit: 14 (2d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one You enter what appears to be the remains of a
target. Hit: 12 (2d8 + 3) slashing damage. If the target is
lady’s suite, judging by the rotting, overstuffed
a creature other than an undead, it must succeed on a
couches and fabric scraps on the floor. Several
DC 13 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the smaller chambers and a large closet open from the
end of each of its turns, ending the effect on itself on a main room in this area. What can only be an altar has
success. a prominent position in this area. Suddenly, you are
ripped back through the centuries to the room’s
original appearance. The peerless elf maiden, golden
In the fourth closet in the southwest corner of the haired Talkana Silumiel, kneels before the altar. On
room is an intricately carved, locked stone chest. The the altar is a stylized holy symbol, something like a
chest can be opened with the key found in Area 2; silver hawk wait, perhaps it is a bat. She is praying.
examining the carvings on the key and the chest and You hear her whisper in her beautiful voice, "I accept
succeeding at an Intelligence (Investigation) check your pact, oh Master. I will be your hand in this
DC 17 will reveal that the carvings on the key from world. Let your power be felt in Núrion, the
Area 2 match this chest. Shattered Jewel. Grant to me the knowledge and
146
(order #30396533)
Adventures
147
(order #30396533)
World of Farland: War of Immortals
148
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
150
(order #30396533)
Adventures
potions, vials, beakers, and heavy tomes. She raises plans of Talkana, and the origins of all monsters as
her hand and gestures toward the pentagram well as the history of how Talkana bargained with
inscribed on the floor, which is now whole and Vornoth and made the first orcs). In exchange for
unbroken. Her musical voice breaks the silence: "Oh such knowledge, he will ask the PCs for a favor,
Dark One, with the knowledge you have granted me, something that will cause great havoc in the world,
I summon thy servants, denizens of the Lower such as the betrayal of an important person to the
Realms. May their tenebrous wings be heard as they forces of Storgris, the assassination of a king, or
fly for the first time through the night skies of something equally evil. What he won’t say is that if
Núrion, doing thy shadowy bidding, my Master." they agree to the bargain, he will have a claim to their
The room fills with a stench of brimstone as a rift to souls once they die.
the evil netherworld is opened for the first time in the If the PCs do not agree to his bargain, he will act
history of the world. A dark figure begins to coalesce as if he doesn’t care, but when they are off their
inside the circle as a smile appears on Talkana's guard, he will attack them viciously. He does not
peerless lips.... personally wish to die, but after being trapped in this
room for millenia, it would be a welcome change.
This is the Challenge of Dark Knowledge, where Against one wall of the room is an intricately
Talkana used the knowledge granted to her by the carved, locked stone chest. The chest can be opened
evil god Vornoth to summon demons and devils to with the key found in Area 10; examining the
Núrion, the first time such creatures ever entered the carvings on the key and the chest and succeeding at
world. The evil of the scene is sickening, burning like an Intelligence (Investigation) check DC 17 will
a poison in the hearts of those who see it. The PCs reveal that the carvings match the key from Area 10.
each need to make a DC 14 Intelligence saving throw.
Those who fail gain disadvantage on saving throws Poison Spray Trap (Magic trap). This trap is
versus poison. This effect lasts until a long rest is activated when a creature opens or attempts to open
completed. Those who roll a natural 1 on the check the chest without inserting and turning the proper
also take 16 (4d8) poison damage. Those who key. A successful DC 15 Intelligence (Arcana) check
succeed with a natural 20 gain advantage on saving detects the faint magical runes on the chest that
throws until a long rest is completed. indicate the presence of the trap. A spell or other
Once the Challenge of Dark Knowledge is effect that can sense the presence of magic, such as
completed, the scene shifts back to the present. To detect magic, also reveals an aura of conjuration
their horror, the PCs will see the dark figure inside magic around the chest. When the trap is triggered, a
the (broken) circle has continued to coalesce, and 15foot spray of magical poison squirts from the front
before they can react, a Bone Devil stands inside the of the chest. Each creature in the cone must make a
againbroken circle. DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much
• 1 Bone Devil (See 5e SRD) damage on a successful one. A successful dispel
magic (DC 20) cast on the chest destroys the trap.
This bone devil, whose name is Marax, is the The chest is locked, but can be picked with a
original devil that Talkana summoned to the world. successful DC 20 Dexterity check, but this sets off the
He is spiteful and thoroughly evil, but he won’t trap.
immediately attack the PCs. Instead, he will try to Inside the chest are 312 tp, 299 cp, 172 sp, a
bargain with them, offering dark knowledge (he diamond worth 100 sp, and a flask of oil of
knows a great deal about the history of the world, the sharpness.
151
(order #30396533)
World of Farland: War of Immortals
• 2 ghasts (see 5e SRD) A stone door blocks entrance into this chamber.
• 4 ghouls (see 5e SRD) When you open it, you get a strong sense of evil and
foreboding, stronger than in any other area of the
ruin. An oddly shaped pedestal sits against the wall,
152
(order #30396533)
Adventures
and on the pedestal is a dark orb about the size of a become the first orc and to bring other orcs into the
fist. The orb is polished to a lustrous black sheen. world. The horrid portent of the scene is enough to
With a wrenching shift, time falls away, and you see drive one mad. The PCs each need to make a DC 14
before you the familiar figure of Talkana, clad in her Wisdom saving throw. Those who fail are afflicted
white dress, the dark orb in her hand. Yet now she with longterm madness (roll on the table from the
looks… different. Her skin is growing mottled and 5e SRD, but the madness lasts twice as long as
grayish, shading toward green in some spots. Her normal). Those who roll a natural 1 on the check also
once lovely hair is growing dark and dull. Her take 16 (4d8) psychic damage. Those who succeed
fingernails have become more like claws. In the with a natural 20 gain advantage on the next two
hunch of her back there is something... orcish. She saving throws they make.
opens her mouth to speak, and her voice is as lovely Once the Challenge of Dark Origins is completed,
as ever, but it is now jarring and out of place the scene shifts back to the present. A fell demon, the
compared to her twisted visage. "If this is thy will, creature that came to accept Talkana’s evil promise
Great WalkerinDarkness... but no, the price is too on behalf of her master Vornoth, appears in the
great. I cannot pay it...." She shakes her head, as if room. The creature, an erinyes named Valaca, will
throwing off weakness. "No, what am I saying? The offer the PCs a similar bargain: if they agree to
power and the knowledge you have granted me is like submit to the WalkerinDarkness, they will be
no other. I will do as you request... I shall create granted great knowledge and power. She will do her
more like me... I shall be the first... but not the best to really sell this bargain, making it seem very
last...." A single tear drips from one of her once attractive, truly an offer one cannot refuse. Insightful
lovely eyes. PCs will detect that something is off about the
bargain, though; allow PCs a Wisdom (Insight) check
This is the Challenge of Dark Origins, where contested by Valaka's Deception check to discern
Talkana accepted the Dark Walker’s bargain to possible consequences of the deal. If they agree, the
(order #30396533)
World of Farland: War of Immortals
race of each PC becomes tielfling (as they become First Orb of Alustel
infused with the blood of fiends), they each gain a
level, their alignment becomes evil, and they gain Wondrous item, artifact (requires attunement)
advantage on all future History and Arcana checks.
In return, their souls become property of Vornoth the The Orbs of Alustel are evil artifacts. Their origins
Dark Walker, and they should be encouraged to seek are unknown. Legend has it that there are five in
the destruction of elven and dwarven civilization. If existence, and each has different properties. Their
they refuse the bargain, the erinyes will attempt to main purpose is to act as the focus of dark rituals,
flee from them; her aim is to escape into the city to and any ritual they are used in, if it is designed to
wreak as much death and destruction there as have an evil outcome, is far more likely to succeed
possible. (the details of this use are up to the GM).
The Orbs are dark crystal globes about 6 inches in
• 1 erinyes (see 5e SRD, except that her Hellish diameter. While attuned to an Orb, you can use an
Weapons don’t always deal poison damage; every action to hold it in your hand and speak its command
time they hit, determine the type of additional word. You must then make a DC 15 Charisma check.
damage they deal by rolling a d4 and consulting the On a successful check, you control the Orb until you
following chart.) complete a long rest. On a failed check, you cannot
summon the power from within you to use the Orb. If
Roll Type of Damage you fail this Charisma check three times, you become
charmed by the Orb for as long as you remain
1 Necrotic attuned to it. While you are charmed by the Orb, you
2 can’t voluntarily end your attunement to it, and the
Fire
Orb casts suggestion on you at will (save DC 18),
3 Poison urging you to work toward the evil ends it desires.
The GM decides what goal an Orb seeks, and these
4 Piercing
goals are generally inscrutable and mysterious, but
always evil. If you succeed at the saving throw against
The dark orb is still on the pedestal. It is the first an Orb’s suggestion, you are released from its charm,
Orb of Alustel. Talkana used the Orbs for her dark and you have to fail the Charisma check three more
rituals. The first Orb is one of the most powerful of times before you are again charmed. When you
all of the Orbs, although each has its own uses in the control the First Orb of Alustel (the Orb found in this
right circumstances. Their power is magnified when adventure), you gain an additional spell slot per each
all five are used together. level of spell that you are able to cast (there are four
other Orbs, and they don’t have the ability to grant
spell slots; they each have a different power).
Random Properties: An Orb of Alustel has the
following random properties:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
154
(order #30396533)
Adventures
If Valaca the erinyes escaped from the ruins against
The knowledge that the PCs have gained in the ruin the will of the PCs, they will want to take some sort of
of House AlDustriel should both enlighten and haunt action to limit the damage she can do. At minimum,
them. They have learned much about the world, but they should alert the elven authorities, but they may
the secrets they uncovered are enough to drive a also wish to track her down and slay her. Valaca is
person mad. If they resisted taking Valaca’s deal, the cunning and deceptive, and she will try her best to
whole experience will give them a new understanding cause as much damage and evil as possible, ranging
of the foes they face, as well as an idea of the power of from murder to blasphemy to the sowing of discord.
the evil that stands against them. This knowledge For example, she will likely lie to the elven authorities
should make plain how important the war is, and and state that the PCs took her bargain (if they did not
perhaps how difficult it will be. Talkana Silumiel is the in fact take it). The elven authorities are likely to
White Lady, and she sacrificed her very humanity for blame the PCs if the erinyes does wreak havoc in
power. To what ends will she be willing to go to defeat Alustel.
her enemies, which include the PCs? If the PCs took the erinyes’ bargain, they will need
If they took her deal, they will have fallen to to radically alter their goals. They may wish to travel
darkness. The elven and dwarven powers will now be to Storgris or the Wintervale and pledge themselves
their enemies, and they will have powerful foes of to the evil rulers of those domains, or they could
light to face. Elven mages and dwarven warriors are become free agents who seek destruction for the sake
not foes to be taken lightly, as many an evil creature of destruction. This option will also open up many
has learned to its detriment. new adventure possibilities.
(order #30396533)
This story tells the tale of Raug,
an unlikely spy who has managed
to infiltrate the fortress of Storgris
itself. Working on behalf of the
elves, he has to conquer his fear to
see if he can accomplish an even
156
(order #30396533)
(order #30396533)
World of Farland: War of Immortals
worth and left through the very same door. Only luck air hit him as he exited the keep, though the smell
could explain the orc's failure to set fire to the was not much better than that of the load he carried.
ramshackle dwelling in which a young Raug hid. The air of the huge, martial fortress of Storgris
The boy's horror while he hid in the hut tempered carried the fetid stench of death. The acrid smell of
Raug's actions for years to come. In truth, the half smoke mingled with aromas of rotting flesh and
orc had never recovered from that terrible night and, feces, to make a new pall that hung over the massive,
to this day, Raug found himself constantly doubting military city, a pall that was all Storgris' own.
and secondguessing his actions out of fear of failure. The Dark Folk inhabitants seemed to care little, or
The child, even with halforc ancestry, knew his maybe they didn't even notice. Kobold and goblin
life was forfeit if the vile monsters found him. So he slaves carried out the wishes of the orcs and
hid for several days, drinking what rainwater he hobgoblins, scurrying about the city with purpose.
could collect from the holes in the roof and eating the In the fortress, where Raug spent nearly all of his
remainder of a stale loaf of bread that his mother had days, the smaller Dark Folk were often killed for the
traded for on the day of the raid. Though used to mere enjoyment or sport of the larger races. Outside
living in poverty, the boy grew even sicklier from the of the fortress's thick walls, however, kobolds and
lack of nourishment. Out of a necessity to calm his goblins outnumbered the larger races more than ten
aching, malnourished belly, the youth ventured forth to one. Thus, the area outside of the great citadel
from his hiding place and left the hut. afforded the smaller races protection in numbers, but
The young boy searched among the burned out this safety came with widespread poverty, as the bulk
ruins of the community, seeking any signs of life. He of food was kept inside the fortress walls.
found it soon enough, though it was of a peculiar The city remained segregated, as much for the
kind: elves. A wandering party of elhil from the desires of the orcs and hobgoblins as for the safety of
Sarumvest spotted the boy and set to caring for him, the goblins and kobolds. While Karoxfang didn't
as they thought that he was a human child. Had Raug necessarily care for the survival of the lesser species,
not been so emaciated and small, the elves may have he understood the value of their numbers in a battle.
seen him for the halfbreed spawn of a violent rape To the dismay of those thousands of elves, dwarfs,
that he was and killed him outright. and humans that had gone up against the war
Once they learned of Raug's true nature, however, machine of Storgris, these little Dark Folk races had
their disgust swiftly turned to hope, and their plans taken to a footsoldier position in the vast armies.
began to take shape.... Typically used as fodder, they nonetheless were
Clang! "Damn it!" effective in wearing down an opponent's defenses so
Raug cursed at his own absentmindedness, as he that the more powerful orcs, hobgoblins, and others
walked into a doorjamb, and the contents of the could overwhelm their enemies. In the past, kobolds
chamber pot roiled about, sloshing out small droplets and goblins had even been used to slow an
onto his worn, brown robe. approaching cavalry so that archers could let loose
Turning his head in disgust once again, Raug one more volley, or pike men could set their stances.
chided himself for a fool. For decades he had learned Raug dumped the chamber pot into the deep
to control his thoughts and emotions, practicing how cesspool that served as the fortress's toilet and
to turn such thoughts into power. However, he still looked to the sky. The sun was just dawning in the
had the habit of letting his powerful mind wander. western sky, and its rays filtered through the dark
Exiting through the worn, wooden door that pall of the city to shine on the halforc's visage. Raug
marked the slaves' entrance to the inner keep of Stor took a moment to close his eyes and enjoy the
gris, Raug carefully maneuvered the pot. The warm warmth of the lifegiving orb on his face.
158
(order #30396533)
Secrets of a Dark Fortress
The halfbreed had learned to enjoy and respect hung over it, showing that the hobgoblin had no lack
the sun while living with the elves of Alustel. Though of food to complain of. His visage was one that was
stern and proud, the elves revered nature, and the used to showing anger, and it was no different now as
sun was seen as a giver and sustainer of life. The elhil he was enraged at being ignored. Jorung's
enjoyed many simple pleasures, like the warmth of bloodstained eyes nearly matched the magenta color
the direct sun on one's face, or the way green grass of his skin as he glared at his servant.
pushed up between their toes. Such was the life of the "No... I mean, of course I was, great one. I was
elves when they weren't faced with war against the merely reflecting on your victories, great general.
vast forces of the White Lady. It was a life that they'd Your accomplishments are vast; it merely makes one
taught to Raug, and one that he'd come to love. such as I wonder how you are not in charge of this
Looking down to his own toes, shod in brown great fortress."
sandals, Raug merely sighed, for the bloodstained Raug's Dark Speech was perfect, even though it
cobblestones of Storgris would never bring him the had been taught to him by an elf.
same feeling of joy. General Malekk Jorung grunted in response and
The day progressed much like any other in the scooped up another huge mouthful of whatever meat
dark confines of the graystone fortress of Storgris. stew the kitchens had prepared today. After slurping
Raug, of course, spent a great deal of the morning down the contents, Jorung waggled the spoon at
listening to the bloviating and declarations of his
master, General Malekk Jorung. He could barely
contain his contempt for the general's arrogance.
Though the hobgoblin was high in the power
hierarchy of Storgris, Jorung hungered for more and
thought that he was more than deserving of such. He
plotted against nearly everyone in the fortress and,
while that was actually common practice in Storgris,
it could prove deadly should the wrong person find
out.
"Damn it boy! Are you listenin'?"
A stale roll thunked off of Raug's chest,
obviously thrown by the general to get his
attention. By the glare in Jorung's eyes,
Raug assumed that it wasn't the first
time he'd asked.
The general shifted in his chair, and
the old wood groaned in protest. The
great hobgoblin dwarfed both the chair
that he sat in and the table on which his elbows
rested. His arm and leg muscles bulged to nearly
impossible proportions underneath the long brown
tunic that he wore. The tunic was dirty and torn,
having been worn under the general's armor for
quite some time. The lengthy garment was cinched
at the waist by a plain belt, and an ample belly
159
(order #30396533)
(order #30396533)
Secrets of a Dark Fortress
161
(order #30396533)
World of Farland: War of Immortals
As General Jorung dressed himself for the day's Karoxfang's long fingers ended in hardened claws,
agenda, one thought still lingered in his servant's claws that had been known to tear the skin off more
head. The thought served to twist Raug's insides as than one opponent.
he considered the implications. "What if they've The general's bronze, chain armor hung over a
found out?" thickly muscled frame of mottled green skin. The
Raug's worries seemed to be unfounded, though, polished armor shined as it reflected the light of
for if they wished to ambush and kill an elven spy various ensconced torches about the chamber.
(which Raug was), they probably wouldn't have Karoxfang's fabled falchion rested in its scabbard
forced him to sit through what was perhaps the most against the foot of his throne. Though the halffiend
dull and boring meeting he'd ever witnessed. had considerable natural weapons of which to boast,
He had only been introduced upon his entrance to the sword still never strayed far from his side.
the great, wide hall of council as "Great General The pale, slanted eyes of Karoxfang pierced
Jorung...and assistant." Some had noticed his through whomever had the unfortunate task of
appearance, however, and they were enough to cause speaking at that particular point in time. It was
Raug to try and keep his back to an available exit. His sometimes whispered that the halffiend's eyes could
place behind General Jorung was ideal, as the exit indeed read the thoughts and feelings of those
from the chamber was located directly at his back. meeting his gaze.
Though Raug doubted that he could possibly escape Raug gulped and idly fingered the narrow, wooden
such powerful figures as those that sat in the council, band that he wore on one of his fingers. His elhil
having his back to the opening did serve to ease the teachers had instructed him in its use and assured
knots in his belly. him that it would shield his thoughts, but still Raug
General Jorung was seated in front of Raug, his felt like the entirety of his mind was laid bare before
back to his servant. Beside the general, several other the power that emanated from Karoxfang.
decorated and accomplished generals sat in Thankfully, the general's attention and that of the
attendance, forming a rough semicircle about a rest of the assembly wasn't directed at Raug but at a
center seat. Some were of orc heritage, and some of tall orc that now stood to address his peers. Raug
hobgoblin, but all were dwarfed by the girth of nodded slightly at his master's gesture as Jorung
Jorung. turned and motioned to the orc, identifying him to
Raug could tell even during such routine Raug as Jorung's new competition, General Kahn
discussions as obtaining food and training secondary Bozzurak.
troops that Jorung was held in high regard among Raug listened briefly to the orc’s speech, a simple
the gathered Dark Folk. The huge hobgoblin was accounting of his force's movements through the
consulted nearly as much as the great figure that sat Hinterlands. The creature had the annoying habit of
upon the throne in the center of the semicircle. listing every little detail as if it were some grand
Atop that stone seat was Karoxfang the Vile, once accomplishment, and he was somewhat longwinded.
the mighty General of the forces of Rothnog in direct It really couldn't be more boring
service to the White Lady, now ruler of the entire Keeping his ears tuned in to the orc's voice, Raug's
realm of Storgris. The creature was part orc and part gaze was drawn to the dark visage of the human that
fiend, his orc mother having been ravaged by a sat behind general Bozzurak. It was very odd that the
demon of some power. It was an odd combination, hobgoblin would have a human for an advisor, as
Raug thought: the stocky musculature of an orc, that race had just begun its long crawl out of
combined with the elongated limbs of a fiend. barbarity. Raug started slightly, as he found that the
Instead of the thick, stony fingers of his lesser race, orc general's human advisor was staring directly back
162
(order #30396533)
Secrets of a Dark Fortress
at him, amusement in his eyes! perhaps something even more nefarious was being
The human wore his jetblack hair pulled back plotted to deal with the spy.
from his face, tied with a leather thong. The man's Raug considered, as he often had, why the
eyes were dark to match, and they shone like powerful elves of the Sarumvest had chosen him to
obsidian. He wore a simple, if voluminous, black act as their spy. He was just a lowly and fearful half
robe, its deep hood drawn down and hanging from breed. The training they had given him, along with
his back. their love and friendship, were painfully clear in
Catching Raug's gaze, the man gave a slight smirk Raug's memory as he continued to doubt himself. He
and turned back to listen to General Bozzurak. Raug feared not only for himself but also for those loved
noted the man's brief look of loathing as he gazed ones that he had left behind, for should the elves’
upon the general. He chuckled to himself, for he plan fail, nothing would stop the great armies of Stor
knew that such a look could get one killed if the gris from raining destruction on the kingdoms of the
wrong people were to see it. light. He simply could not let that happen. He would
After the generals had all issued their reports and not let it happen.
had been given further assignments, the attendants Finding out whether or not his fears were founded
rose to leave. One by one, the generals and their would have to wait until later, as Jorung stalked out
respective assistants filed out, as Karoxfang rose to
his feet.
Just as Raug turned to follow General Jorung
from the chamber, a voice boomed from behind him.
"General Jorung, a word."
Raug froze in his tracks as the nightmarish voice
called out to his master. When in the chamber with
so many others, the voice hadn't intimidated him so
much. Now, as it was turned in his direction, Raug
visibly trembled at the deep and raspy call.
General Jorung, on the other hand, grinned to
himself as he stopped in his tracks. Raug nearly
stumbled into the massive hobgoblin but was quick
enough to step to the side as his master turned. The
general's grin was aimed at General Bozzurak, who
was directly behind them. The orc general offered a
sneer as he stepped quickly past the hobgoblin
general, followed closely by his human assistant.
With a final glance at the pair, Raug once again
locked eyes with the human and started as the man
again smiled insolently. Shaking his head, Raug
followed the two outside and set his back to the stone
wall to await his master.
A few moments passed, with Raug's nerves on
edge. A tumult of emotions passed through his mind
as he waited, considering whether Karoxfang had
seen his thoughts and was ordering his death, or if
163
(order #30396533)
World of Farland: War of Immortals
of the chamber and motioned for Raug to follow. The would be needed for the next day and have one of the
general strode past quickly, a knowing smile on his servants rush about to obtain the items. Raug was to
face. assist in showing these new "troops" the effects of
The hobgoblin general paced across the expansive magic and how best to fight against it. At much the
common room of his bedchamber, his moving bulk same time, General Jorung would be instructing
making it suddenly seem...not quite so expansive. them in the more mundane parts of warfare.
Raug watched in interest, thinking of how this The halforc was at a loss for how to proceed. He,
newest revelation could affect his work here in the of course, didn't want to teach the troops too well, as
great fortress. they could be fighting against those very people that
Karoxfang the Vile, it seemed, had heard of Raug's Raug was trying to protect. On the other hand, if he
aptitude for the arcane and had taken interest. It could teach them to the General's and, more
looked as if the halffiend had an important project importantly, Karoxfang's liking, then he could work
that he wanted General Jorung and his assistant to himself into a position of more influence.
work on. Raug weighed his next action as he left the
"Karoxfang believes that this'll lead to the bedchamber and started down the corridor. The half
conquest of all the Hinterlands, and eventually of the orc's soft boots padded lightly on the stone floor as
cursed elf and dwarf kingdoms!" he followed the winding corridor around to the exit
The general clenched his fist and shook it in front from the Generals' Hall.
of his face, as if he were squeezing the life out of the Though only a few hours had been spent in the
continent himself. council meeting, the sun had already descended from
"Our new troops'll dig the damned dwarfrats the sky. The Dark Folk inhabitants of Storgris came
outta' their homes and burn the paleskin fairies in to life late in the day and scurried about well into the
their forests! There'll be no stoppin' our army, and night. Those who slept during the light of day
General Jorung will be responsible for its squirmed from their dwellings and set to their tasks,
development!" tasks that were always present and necessary to run
The general continued to pace, obviously filled the military might of the dark stronghold.
with excitement. He stopped and pointed to Raug. Raug had never found it easy to adjust to the
"You just be ready, cuz we start tomorrow. Let the change in routine; the elves of the Sarumvest never
kobolds know what you'll need, and they'll have it slept, they only rested, and they enjoyed all phases of
here in the morning." the sky, both day and night. They especially enjoyed
His last command issued, the general stalked off dusk. He hadn't their strange and magical abilities,
from the room, undoubtedly to join his fellows in the and thus had learned to sleep during the night and be
common area for grog and a whore, or even a torture active during the day. Now that Raug had to stay up
show. Raug's grimace showed his distaste for what well into the night, he found himself sleeping less
passed for entertainment in the orc fortress; it had and less and spending half of the dark night stifling a
taken him several months to find excuses to beg off seemingly everpresent yawn.
from evenings in which he was supposed to attend Raug nodded silently to an orc guard as he passed
General Jorung at such shows. Now, thankfully, the through the huge archway that marked the transition
general didn't even ask, perhaps forgetting that Raug from the Generals' Hall to the Common Barracks.
had once been forced to join him. The heavy wooden doors gaped open as they had for
As the echo from the massive hobgoblin's footfalls most of the time that Raug had lived in the fortress.
died away, Raug sighed and glanced about the room. The doors' closing would be seen as a sign of fear
He would have to scrawl a list of components that among the soldiers of the keep. The fact that they
164
(order #30396533)
Secrets of a Dark Fortress
165
(order #30396533)
wooden structures, Raug stepped out into a main used, probably a scrying spell to identify him. He
thoroughfare and crossed to the next alley. Even chose not to resist it.
given his employ by General Jorung, Raug still risked After only a few seconds, a slide was pulled and a
much being in such an area unescorted at the onset pair of light, green eyes stared out from the other
of night. side of the door. A muffled voice followed.
The halforc had a talent for moving without "You've a missive for us?"
making a stir, however, and very few, if any, made Raug nodded in reply and uttered the string of
note of his passing. Raug kept to the shadows when words, the code that would get him through the door.
able and walked with his cowl low to hide his tanned "The General has a task, and he desires full
but light skin. anonymity."
Deftly, the halforc moved through Storgris city, With a thunk the slide closed and the bolt in the
avoiding trouble with all the skill of a longtime door was thrown back. A turn of the knob gave Raug
resident. It wasn't always easy to avoid danger in the entry, and he glided inside, closing and locking the
city of Dark Folk, but Raug had long ago perfected door behind him. Blinking his eyes to adjust to the
that ability. light of the room, Raug turned and grinned at the
At least he hoped he had. elven figure in the dimlylit room.
Noting familiar terrain, Raug dashed off into a "Venedal, by the mist of the glades, it's good to see
side alleyway and came to a set of wooden stairs set you!"
back into a cubby. The stoop led to a planked wooden The two clasped hands and Venedal grinned in
door, upon which Raug knocked as he hopped up the return. The male elf was tall and lithe, as were most
stairs. of his people. His body was toned and fit, mostly
The door was poorly fit in the opening, and light because of a life of battle and training. Venedal's
shone around its reveal. Raug could see shadows copper hair was closecropped, a fact that served to
flickering through the light as someone moved set him apart from many of the longhaired elves of
behind the door. Suddenly the hair on the halforc's the Sarumvest. His green eyes served to disorient any
body tingled slightly, as he felt an arcane spell being who looked into their depths, a fact that he seemed to
166
(order #30396533)
Secrets of a Dark Fortress
use to his advantage against any prey, be it an enemy Venedal motioned at the hidden scroll.
on the field of battle or a maiden in a moonlit glade. "I'm sure that you can guess at how many of our
Venedal was armed and armored simply, with a people suffered to make this document. We've spent
thin sword, almost thin enough to be a dueling foil, a human lifetime of espionage and scrying to learn
and a longbow with arrows. His robes bulged slightly the many intricacies of the missives penned by the
at the shoulders, knees, and chest, probably with White Lady. Now, at long last, we've made a forgery
armor of some sort. The elf's dirty black robes no of their enigmatic leader's documents."
doubt had served him well to get into the city, as they "This document, a message for Karoxfang, was
resembled the simple garments that the servants penned by our very finest sages, elves who have
were given to wear. devoted almost a century to learning the Lady's hand.
Raug looked at the ragtag robes and smiled. The sages have testified to its veracity, and it has
"Had you any trouble getting into the city?" passed trial deliveries through several Dark Folk
Venedal grinned in reply, and his green eyes outposts."
sparkled with mischief. "This forgery will spur Karoxfang into motion and
"None at all; one simple cantrip and these lead him to where we need him to be. You are to
buffoons think me to be the fellow that they were plant this where it will reach the general by accepted
drinking with just last night. It seems as if they have means, in a fortnight's time."
no aptitude for our arts, or perhaps they're merely The elf's eyes sparkled slightly as if he felt the
stupid." excitement of their plans coming to fruition.
Raug nodded to accept the point, then shook his "We will be ready."
head. Raug's amazement was evident on his face. That
"You're right on that, but still be wary. The the elves had planned such a thing to happen during
commoners in Storgris are indeed fools. The dark his lifetime was incredible, indeed. The scroll
ones that inhabit the towers, well, I'm afraid they're weighed heavily on his person, perhaps due to its
much more intelligent than we expected." importance more than its actual weight. With it,
Raug stepped further into the tiny room and Raug's doubt returned in full force, and he thought
looked about. A small bedroll was unfurled in one about the immense amount of trust that the elves
corner, and a simple desk with a lantern was the only had placed in him.
other piece of furniture that adorned the room. Raug Grimly, Raug nodded his understanding, and the
smile wryly. two brothers in purpose clasped wrists.
"I see that you've taken only the best "It will be done, brother. Until I see you again,
accommodations, as usual." may TalAllustiel guide your steps."
Venedal shrugged and grinned at the man's Venedal repeated the saying and turned to guide
obvious sarcasm. Raug out of the door. Without another word, the half
"My stay is only for this night, my friend. I'm to orc pulled his cowl up and over once again and
bring you this, and then to return to our people." stepped out into the dark alleyway of the common
Raug beamed at the mention of “our” people, his district of Storgris. With a quick look in both
breath taken away yet again at the kindness and directions, he started off, heading back towards the
acceptance that had been offered to him by the elves. main tower of the massive fortress. He stifled a yawn
He watched as Venedal reached into his voluminous as he considered what he still must do that night, for
robes and extracted a scroll in a glass tube. The elf he had no idea what the "conventional" means were
handed it over with a nod, and Raug tucked it away to get a missive from the most feared agent of
in his own robe, barely giving it a second glance. Vornoth to her second in command.
167
(order #30396533)
World of Farland: War of Immortals
168
(order #30396533)
Secrets of a Dark Fortress
169
(order #30396533)
(order #30396533)
Secrets of a Dark Fortress
arcane power. And still the oluk orcs stood firm, oluks would do to his mentor to know what had to be
remained confident, andworst of allthey learned. done.
Karoxfang's newest warriors grew stronger and more So during those several days that turned into a
intelligent with each passing day, and Raug was week, then more, Raug continued to teach the oluks.
sorely tempted to refuse to train them. But to lose his However, he managed to turn the lessons more to his
cover at such a crucial time... it would be liking, using only his least powerful incantations. He
unacceptable to the elves. They would see the greater explained to the oluks that this was the extent of a
good behind delivering the missive, and Raug knew mage's power, which brought about derisive sneers at
they were right. the lack of capabilities. Raug kept the oluks from
So the halforc servant continued to train the learning the true power and secrets of the arcane in
creatures in knowledge of magic, as Jorung trained hopes that they would be ill prepared for the elves.
them in battle and war. The oluks took to their Luckily, none of the fortress’ lesser leaders had
teachings as if they were bred to be warriors, as they inquired enough about his teachings to notice his
obviously were. It was rumored that they were a deception, and Karoxfang hadn't deemed it necessary
combination of human, orc, and ogre, bred through to check up on it...yet.
years of experiments, experiments whose dark side After days and nights of teaching in the vast halls
effects Raug had no desire to see again. of the Undercity, the day he had been preparing for
As he instructed the dark race, Raug reflected on had finally come. Raug, dressed in his typical robes
his own teachings, on how Sage Finnial of House and with his cowl pulled low, stood in a long line of
Nustra had begun with simple stories at Raug's messengers bearing documents from the troops in
young age. the Hinterlands, and as far as the Wintervale in the
The great Sage was ancient even when Raug was a east. Near the head of the line, a hobgoblin sergeant
youth, and would probably outlast the halforc by a collected the documents from the messengers and
century or more before he went over the sea, but he sent them on their way.
took the child in as if he were his own. Raug always Raug uttered a foul curse that he had heard from
found it disconcerting that Finnial looked as young as Jorung as he stared at the hobgoblin the same
he did, although the weary look in his eyes betrayed sergeant that had guided him through the Undercity
his real age. many days ago. With five people in line before him,
The goldenhaired sage's stories were always Raug chewed his lip as his mind churned through a
different but often featured some hero from long ago. dozen different scenarios in his mind. None seemed
Having done a great deed or won a great victory, the to end with his survival.
hero would issue a shout of victory or exultation. It Spotting a small goblin set away from the main
took Raug months to realize that the heroes only line, not twenty feet away, Raug slipped out of line.
used a few select phrases that never seemed to differ. He stopped and cursed himself, however, as he heard
Soon enough, the young halforc realized that he'd the hobgoblin's voice.
been memorizing spells and didn't even know it. "Ey, where ya' goin'? Got sumpthin' to report, er
Great Sage Finnial had a vast array of tricks for not?"
learning and remembering spells, concentrating on a Raug grimaced at the attention and kept his back
single point or task, and even using ancient devices to the hobgoblin. He turned slightly to speak over his
that stored arcane energy. The elder elf taught Raug shoulder.
all of these things, and he loved the bastard halforc "Seems like I've gotten into the wrong line,
like a son. master. I was looking for the infantry headquarters."
Raug had to do little but envision what the vicious The hobgoblin snorted and chuckled at Raug's
171
(order #30396533)
World of Farland: War of Immortals
statement. The halforc could feel the sergeant's documents that came in for the fortress. Silently
beady eyes boring into his back. thanking TalAllustiel for his fortune, Raug swiftly
"You ain't fer infantry, son...'less you put some left the line and motioned for the goblin, who stood
meat on ya! Maybe you should look for the tailors or leaning against a far wall. Raug flipped a silver coin
cooks headquarters...that'd be more your speed." in the air as he passed, and the goblin's eyes widened
The hobgoblin chuckled again, even as Raug's with greed as he turned to follow.
mind raced, searching for a way out of the Coming to a small alley, Raug turned, and the
predicament. His salvation, it seemed, came from the goblin approached. As the little creature got closer,
highpitched voice of a tiny kobold at the front of the Raug whispered a few practiced words in the
line. language of the arcane. The goblin opened his mouth
"Missa', I needs ta' 'git back." to speak but closed it as the spell took effect. His eyes
The kobold held up a rolled bunch of papers in his glazed over, and he smiled at Raug as if he had found
scaly, brown hand, and he waved it in the face of the a long lost brother.
hobgoblin sergeant in an effort to get his attention. Raug, wasting no time, handed the important
The sergeant snarled as he looked down at the missive over to the goblin.
kobold, and his meaty hand whipped across to snatch "Friend, I ask a great task of you; would you
away the papers. undertake such a thing for me?"
"Damn, dirty snog! Fine then, you've delivered At the little goblin's eager nod, Raug continued.
your papers, now stand aside!" "This document is vital to the success of Storgris,
Just like that, Raug was quickly forgotten as the your very home. It is a message direct from the White
hobgoblin turned back to cycling through the line of Lady, and it must not fall into the wrong hands.
172
(order #30396533)
Secrets of a Dark Fortress
Please, will you wait in the far line and deliver this to
the imperious hobgoblin at its head? I'd not ask this
of anyone elseI trust you implicitly."
The goblin nodded again, and his skinny chest
swelled with pride.
"Tell the hobgoblin that you discovered this on a
messenger's body outside of the city, and you deemed
it important. I knew that I could trust you, friend."
Raug smiled widely as the goblin gave a pathetic
salute and turned to hurry off in the direction of the
line.
The halforc followed at a distance and stopped
when he had a clear view of the line. His grin
widened, though it was mostly hidden in the shadows
of his cowl, as he watched the goblin carry out his
instructions to perfection.
Once the deed was done, the goblin walked back
proudly, in search of his friend. In time the little
creature had forgotten whom it was he searched for
and what, exactly, he had done for him.
Raug could only guess at how word of the Lady’s
missive traveled through the stone halls of Storgris
so quickly. Within no more than an hour, Karoxfang
the Vile called a meeting and all generals were
ordered to attend.
Raug was admitted as Jorung's manservant, as
was Bozzurak's man, the brooding human. The room The White Lady herself has decreed that this force
was tense, and Karoxfang's abrupt arrival and the must be destroyed and, to do so, I must personally
sense of urgency with which he moved did little to lead a block of our strongest troops against our vile
assuage concerns. paleskin foes. I leave today, no later, and the
The great form of the halffiend dwarfed all in his maintenance of this city will rest in the hands of your
presence, save General Jorung. Even though the council until my return."
hobgoblin general almost rivaled Karoxfang in Karoxfang's decree was news to all...save one.
stature, Jorung wisely lowered his head in deference Raug's eyes were wide at the prospect; their plan had
to his ruler. worked! The first step had been taken in dismantling
Karoxfang chose not to sit as he entered the center the great machine of Storgris.
of the semicircle, instead glaring at the assembled The halforc's excitement turned to his usual
military leaders as he paced ever so slightly back and worry as he gazed upon the mighty figure of
forth. His voice, though raspy, could still be heard Karoxfang. Who could stand against such a foe? Raug
clearly among all of the gathered attendants. feared for his elven brethren, knowing full well that
"Gathered generals, our forces are on the move. To many would lose their lives in the coming ambush.
the north, a resistance stirs, and it is apparently one Karoxfang answered a few quick and to the point
that our great leader would not have us take lightly. questions and then turned to leave the chamber.
173
(order #30396533)
World of Farland: War of Immortals
174
(order #30396533)
Secrets of a Dark Fortress
into their rooms from a night of debauchery, torture scabbard, always at the ready.
shows, or fighting; thus, the halls were mostly empty. "What are you about, orc?"
Raug's nervousness increased with every step that Kahn appeared to be calm, even in the presence of
the group took, and it tripled when they stepped into Jorung's intimidating figure. He smiled as he stalked
the council chamber to see General Kahn Bozzurak, closer, and yellowed tusks protruded from the
standing in his plain, battletested armor. corners of his mouth.
No less than half a dozen of Kahn's guards lined "I should ask you the same, General Jorung. For,
the inside of the chamber, each glaring intently at the it seems like you and your halfbreed have been
newest arrivals. busy."
Worse yet, the orc general's human servant was in Raug's heart sank as his fears rang true: he was
the room as well, leaning somewhat nonchalantly discovered. The fear that had threatened to
against a far wall. The man still wore an arrogant overwhelm him for years built up behind his flimsy
grin, and he fidgeted idly with a clasp at his belt. wall of control. As Raug's heart pounded faster and
General Jorung stopped after entering the room, beads of sweat glistened on his forehead, Raug
and his gaze fell down to Bozzurak's armor and the realized that he was on the brink of being consumed
heavy sword at his side. The general looked ready for by those fears. He looked to Jorung, but the general
war, not a simple meeting. General Jorung's was busy glaring at Kahn, staring him down. Raug's
eyebrows furrowed in confusion. eyes, instead, strayed to the human servant, who was
"What's this?" grinning even wider now as he seemed to enjoy
The massive hobgoblin's hand went swiftly to his Raug's discomfort.
side, where his ceremonial sword rested in its bronze Raug turned back to the two generals as Jorung
175
(order #30396533)
World of Farland: War of Immortals
176
(order #30396533)
Secrets of a Dark Fortress
Kahn's retinue acted just as quickly, darting towards Immediately after the darts left Raug's hands, he
the sides of Jorung to restrain or perhaps kill the was in motion again, pointing at the next standing
mighty hobgoblin. Their swords caught and reflected orc. At the halforc's whispered command, his
the flickering light of the numerous torch sconces enemy's body contorted and changed before the
about the chamber as they burst into action. astonished eyes of his companions. In mere seconds,
Raug, seeing the guards in motion, took a small a small rat was all that was left of the former guard.
crystal rod from his pouch and rubbed it quickly on Raug charged forward towards the remaining orc
the sleeve of his robe. Feeling the tingle of static and stomped on the rat in the process, spreading its
forming on the rod, the halforc whispered a few guts all over the stone floor. Raug's eyes never
words in the language of the arcane and lifted his wavered from his next enemy, and the remaining orc
hand to point two fingers, each at a different guard. A backed away, his sword held up in defense. The orc's
bolt of whitehot lightning burst from each of Raug's eyes showed his very real fear as he was confronted
two extended fingers and slammed into the guards by the mage wielding powerful elven magic.
with a deafening boom. Light from the twin bolts of Raug stopped just out of range of the orc, and the
electricity outlined the room, and all within saw spots guard swung his sword haphazardly, to try and keep
from the bright force of the spell. The guards were the mage at bay. Raug, however, proved too quick,
flung away from Jorung by the power of the blow and and he grasped the trailing hand of the orc before he
slammed into the far wall, where they fell to the could retract it. With a few quick words, the air about
floor, smoking and lifeless. the mage tingled with energy, and the hair on his
Raug relished the sensation as arcane power body stood on end. With a sharp crackling sound, his
coursed through his body. His eyes grew wide as he hand glowed bright blue as energy transferred from
stood tall and straight, a figure of pure confidence. him to the orc. The orc arched his back and dropped
He was no longer the frightened halfbreed child of his sword as he screamed out in pain, every inch of
old. Instead, he was the elventrained wizard who his body being shocked by the intense power of
had been chosen for a task of great importance. Raug's spell. The orc jerked with spasms strong
Roaring in rage, Jorung crossed the distance enough to crack his bones and then finally fell to the
between himself and Kahn in two bounds. He batted ground, dead.
the orc's sword away with a calloused hand and lifted
Kahn up by his throat. Jorung continued his charge
through the orc and drove his opponent against the
far stone wall of the council chamber. A sharp
expulsion of air followed as the wind was blown from
his lungs. At least one crack was audible in the room
as Kahn's ribs broke under the pressure.
The four remaining guards, left standing
dumbfounded at the speed of Jorung, moved to
attack the hobgoblin's flank. Raug's magic, however,
intercepted the orcs. He pointed at one and uttered a
quick trigger word. Instantly, five darts of green
energy flew from his fingertips to pound into the
orc's side. The force of the blasts sent the creature
stumbling into his nearest companion and both hit
the floor in a tangle.
(order #30396533)
(order #30396533)
Secrets of a Dark Fortress
Raug turned from the defeated guards and looked human's appearance wavered and began to change.
to Kahn's human servant, prepared to stop him from His clothes began to turn into black shiny scales, his
helping his master. To his surprise, the human arms extended, and ended in sharp talons, and his
merely grinned and watched with excitement as the eyes, formerly the dark eyes of a brooding human,
mighty Jorung crushed the life from his master. began to look like the eyes of a deadly serpent.
Once the orc's thrashing ceased, Jorung dropped The words to a spell died on Raug's lips as the
his nowlifeless body and turned to face the two creature plunged razor sharp talons through his
servants. As the three stared at one another, silence chest. Blood erupted from the halforc's back in a
reigned throughout the massive chamber. After fountain, and his vision wavered as his body grew
several seconds, the silence was broken... by cold. Raug's last, dying vision was the deadly calm of
clapping. the serpenteyes of a terrible black dragon. As that
Raug looked at the human in astonishment as the vision blurred, Raug felt much like the lonely, little
man slowly but steadily applauded Jorung's victory. halfbreed of years before, hiding in the corner of the
The human's voice cut through the silence as he empty stable.
calmly walked towards the hobgoblin general. The carnage in the council chamber that day was
"Well done, great General. I knew that a pawn soon forgotten, as even darker news assailed the city
such as Bozzurak wouldn't stand up to your might. fortress of Storgris: Raug's secret was kept, and
You and your servant have both done a great service Karoxfang's army walked blindly into an ambush in
in bringing about a new reign. Alas, no remnants of the far north.
the old can remain. I'm sure that you understand." Elven historians kept a vivid record of what
Jorung looked to Raug, confusion evident on his happened in the deep canyon in which Karoxfang had
face. Finding no answers on the halforc's shocked fallen. Their descriptions of the battle stand to this
visage, Jorung turned back to the human just in time day, a testament to the victory that their cunning had
to see the man's hand darting towards him. The wrought.
human moved with blinding speed, plunging his rigid According to such histories, the elves of the
fingertips through Jorung's throat. With a strong jerk Sarumvest, adept in the ways of the arcane, duped
of his arm, Kahn’s former servant pulled back and the forces of Karoxfang into a trap. The falsified
ripped away skin and arteries from the hobgoblin's missive had detailed a meeting of leaders of the elves,
neck. Blood gushed from Jorung's throat as he and those leaders, or what appeared to be the
gurgled his final, dying words. Alas, the words were leaders, were found right where Karoxfang was told
unintelligible, as the hobgoblin's windpipe was torn that they would be.
apart. Had Karoxfang not been so proud and arrogant,
The human turned his attention from the dying he might have seen through the illusion before it was
general before his body even hit the floor, and Raug too late. However, he didn't, and the small force from
backpedaled as the dark man advanced upon him. Storgris chased what they had thought to be a
Raug's training, extensive tutelage from the sages of handful of elven leaders into a deep valley, rimmed
Alustel, was again lost to his terroraddled mind. His on both sides by high stone cliffs.
confidence, which was absolute mere moments ago, After entering the canyon, Karoxfang realized his
wavered and broke in the face of the approaching error only too late. The image of the retreating elves
figure. Raug cursed to himself as he backed away, shimmered and took on the form of orcs, gagged and
wondering what sort of creature could kill the great bound, running from their own kin. The retreating
general so quickly. orcs must have been duped as well, for they glanced
As he looked at the approaching form, the about in confusion as the first drums beat around the
179
(order #30396533)
World of Farland: War of Immortals
FIN
(order #30396533)
(order #30396533)
Lord Dalanuil of House Aradune, elven
182
(order #30396533)
Cirith of House Glorale, Lord of Loraglin: The
ashenhaired Lord Cirith seems on the surface to be a
dandy. He is a bit effete and wears fancy clothes and Walin IV, King in Wawmar: This hunchbacked
perfume. But this is an act. Since his city lies near the dwarven king is known for being a linguist. He is
border of the Sarumvest, he spends much of his time quite an intelligent dwarf, and though he was never a
on security and works closely with Lord Halin and warrior, he has proven to be a morethanable ruler,
Captain Venedal. His outward appearance disarms for he has a talent for surrounding himself with
his political opponents and causes them to capable advisors. He is also extremely hard to dupe.
underestimate him. He possesses the fabled sword Undamar, "Law
Keeper," yet has never used it in battle.
Dalanuil of House Glorale, Lord of Calador:
The effete Lord Dalanuil rules Calador, which his Uzaghan Heavyhammer, dwarven hero: This
house has ruled for more than two millenia. His heavily muscled dwarf bears the magical hammer
primary concern is seeing that his city continues to Radagrim, "Answerer." He is the king’s body guard,
make the best wine possible. He has few concerns and serves him loyally, though he often begs King
beyond this. Walin to be allowed to march with the army. The
King is loath to let him go but has difficulty denying
Lady Yana of House Tifwing, Lady of Lannael: his close friend.
The comely and canny Lady Yana rules Lannael, the
only elven community that is truly multicultural. Morin Strongshield, dwarven general
Lady Yana reflects something of the traits of her town responsible for war in the Hinterlands: This
—she can be elegant, efficient, economically bald dwarf is an expert juggler, and indeed he is
proficient, or ruthless, as the case demands. As the usually juggling nearby objects. One of the
leader of a trading post, Yana appreciates and Shieldfolk, he is at home without walls of stone
respects other races and cultures in a way that few closing him in. He has an uncanny sense for troop
other elves do. movements and can often predict the tactics of the
enemy down to the placement of the individual
Nariena of House Neldiril, Lady of Emerain: soldier.
Lady Nariena took over the rule of Emerain after her
husband, a hero of the Battle of Thunder Pass, sailed Norin the Sanctified, High Priest of Khuldul
west. She has proved to be an even more capable in Wawmar: This exceptionally ugly dwarf is called
ruler than her husband. She often rides forth from the Sanctified for a reason. Besides being the High
her city, her mahogany hair flowing behind her as she Priest of the great church, he truly seems to be
leads orc hunts. blessed by the gods. He has never lost a bet, is
constantly finding money and lost possessions, and
Singul of House Rolomin, Lord of Palahan: A many times has avoided injury by happenstance. His
paragon of high elvenhood, Lord Singul is soft habit of taking a very long time to make decisions has
spoken, wise, and brave. He distinguished himself at given him a reputation for wisdom, deserved or not.
the battle of Thunder Pass, where he lost part of his
arm. Yet he was among the first to volunteer to found Lord Tordrun Firebeard, head of Clan
the Satellite Cities. He keeps an unceasing watch on Blacksilver: Lord Firebeard, ironically, has a long
the Wintervale, but, though he will admit it to no black beard. He is a proud, amoral dwarf who heads
one, he is feeling the coming of the Numasal. clan Blacksilver, a politically powerful but corrupt
183
(order #30396533)
clan. The clan has connections to organized crime as GistorBol, gnomish general responsible for
well as dark secrets in the person of Nár the White. war in the Hinterlands: The brother of Gorant,
Interestingly, Lord Tordrun Firebeard is a talented Gistor is a more typical Crown gnome. He looks
sculptor. almost like a smaller dwarf. As the gnomish general,
his primary strategy is often to hide, although he
Kurin Strongheart, Lord of Zigil: This old dwarf makes good use of sabotage and subterfuge.
never puts on airs, and in fact often works in the
mines alongside the common dwarves. This accounts DorfaSag: This small gnome, mother of the famed
for the fact that his clothes, hair, and bear are usually inventor ZenkoSag, serves as the unofficial leader of
covered in rock dust. He is friendly but gruff. He is the Fairy gnome community that lives outside of
among the least politically connected of dwarf lords, Haltulontelim. She is brave and straightforward,
but the dwarf King respects him for his honesty and even on occasion going so far as to tell King Gorant
straightforward mannerisms, and this has stood him to be quiet. Rumor has it that she has a cat’s tail, but
in good stead so far. if so, she wears it inside her clothes.
184
(order #30396533)
General Malekk Jorung: An obese hobgoblin, his
outward appearance disguises his political and
physical might. He long ago distinguished himself on
Antinus, a human warlord and chief of the the battlefield, for few in Storgris can take on a
tribe of Aelfarus: This grizzled old human wears leadership position without doing so. He is intensely
his gray hair in a braid that extends to his waist, loyal to Karoxfang, and hates every other important
indicating that he is undefeated in personal combat. Dark Folk being in the Kingdom of Storgris. He is
He isn’t a direct descendent of the founder of his surprisingly canny, with a natural understanding of
tribe. His father seized leadership of the tribe by schemes and machinations.
main strength, and Antinus was able to hold on to it.
General Kahn Bozzurak: A tall orc who
Alexie, chief of the tribe of Alexandros: Alexie distinguished himself in the wars in the Hinterlands,
walks with a limp, the result of a broken leg that he has recently been promoted to general. Those who
never healed properly. He is known for his meet him don’t discern anything special about him,
philandering and his skill with a javelin. He is not a but he always seems to make canny political and
great melee fighter, but usually he can manage to military decisions. Those who know him would swear
drop foes with his javelin before they get close that someone else does his thinking for him, but if
enough to engage him. that’s true, whom it could be is unknown.
Ilda WiseOne, Deep Marsh human leader: NezTodarg, hobgoblin steward of the
This matriarch of the largest community of Deep fortress of Storgris: A thin, apelike hobgoblin,
Marsh humans is so wrinkled and tanned, it is who wears spectacles, NezTodarg is responsible for
impossible to determine her age. As a person, she has the administrative decisions of the fortress. He keeps
a calm demeanor and an even temper. It is said she it running. Where his true loyalties lie is unknown,
knows every herb and animal in the great swamp. but it is known that those who oppose him tend to
die by poison or in their sleep.
Quinn Ulot, Hinterlander leader: This relatively
young human rules by sheer charisma. While he can General Kalbaz EyeGouger, orcish field
fight if he needs to, he has a reputation for general: General Kalbaz is a massive, hulking orc
friendliness, fairness, and justice. His followers are named for his favored method of execution. He
happy to follow him. spends his time in the field, taking orders directly
from General Jorung or Karoxfang himself. He is not
185
(order #30396533)
Vrolg, Lord of Baku: Vrolg is a Dark Folk
creature of indeterminate race. Just like his
culturally ambiguous name, those who meet
him can’t tell whether he’s an orc, a hobgoblin,
or even a bugbear. He rules the hovelcity of
Baku, but he does so in a strangely humane way.
He only taxes his subjects enough to appease the
dark fortress, and he provides quick and almost
painless executions to those who cross him.
186
(order #30396533)
(order #30396533)
C
Calador, 19, 183
Dwarves, 30
Industry, 45
A Calbran, 24, 47, 65 Religion, 45
Adventures, 120 Campaign outline, 116 Society, 30
Aelfarus, tribe of, 63, 66, 67, 185 Castes of the gnomes, 74 Traits, 30
Aelfrand, 38, 52, 6267 Bal, 75, 77 Dweller in the Wintervale, 84,
Aelfrander, 6267 Dam, 75, 77, 78 105, 133
Aeltal, 11, 14, 16, 20, 62, 108, 118 Ka, 75, 77
Agralin, 32, 3335, 4952 Pal, 75, 77, 78 E
Agralin X, 86, 93, 95, 99, 103, 105 Sag, 75, 77, 78 Elhan (elf), 14, 118
Aknor, 24, 47, 65 CaveDwellers, 72 Elhil (elves), 14, 17, 21, 23, 103,
AlDustriel, 9, 19, 22, 27, 117, 118, Common tongue (Altarian), 14, 118, 148, 158
119, 120, 132133, 135137, 110, 118 Elven greatsword, 113114
138155 Crown Gnomes, 74, 75, 77 Elvenking, 18, 20, 23, 27, 28, 29,
Alexandros, tribe of, 63, 66, 67, Crypt of Memory, 120 139, 140, 182
185 Currencies, 111112 Elves, 14
Alfain, 16, 17, 27, 28, 118 Cursed ghast, 145146 Crafts, 21
Altarian (Common tongue), 14, Culture, 19
110, 118 D Doom, 23
Altarim, 1517, 2123, 118, Dangerous mimic, 147 History and people, 14
Aluar, 23 Dantha’Sule, 103, 105106, 118 Life of, 22
Alustel, 9, 1517, 19, 20, 25, 27 Dark Conquest, 8 Religion, 23
28, 103, 111, 117, 118, 132133, Dark Folk, 89, 11, 1416, 22, 72, Society, 14
135, 137, 138140, 76, 79, 83, 84, 86, 9596, 98 Traits, 16
154155 100, 108, 113, 114, 116, 119, Emerain, 11, 16, 1819, 20, 119,
Aradune, 17, 19, 27, 29, 140, 182 156158, 164166 183
Aranarim, 15, 1718, 21, 23, 118 Goblins, 95, 9798, 158, 165 Enslaved humans, 72
Axxtyklysstykor (Firefight), 42 Kobolds, 95, 97, 98, 158, 164 Entelukaz, 76
Hobgoblins, 96, 98, 158, 165,
B 168, 186 F
Baraz, 52, 184 Oluk orcs, 84, 92, 95, 96, 99, Fairy Gnomes, 7578
Bardanax, 99, 103104, 105, 117, 113114, 118, 169171, 186 Farland, World of, 8, 33, 86,
118, 180 Orcs, 19, 34, 63, 66, 98, 100, 100,102, 110112, 120, 138,
Barlifandorf, 76 122, 153, 156, 158, 165, 175, Felek, 5253, 117, 184
Battle of the Sarum, 9 177179 Feywild, the (Tanis), 15, 23, 62,
Bel, 24, 47, 65 Dark Speech, 16, 99, 110, 118, 119, 76, 105, 119
Bestra, 24, 47, 65 159 Flamgart, 24, 47, 65
Black Agnes, 105, 118 Deep Marshes, 62, 68, 110, 118 Flavor of the campaign, 112
Blacksilver, clan, 51, 183 Deep Marsh humans, 6869
Bozzurak, General Kahn, 99, 161 Dekk, 24, 47, 65 G
163, 174176, 185 Dhurli, 44, 45, 53, 65, 76 Galan, 16, 1718, 19, 22, 23, 27,
Buckler, gnomish, 113114 Durg the Terror, 186 29, 118
Burned Dead, 148,150 Dwarven (Khazdun), 110, 118, 128
188
(order #30396533)
Gnomes, 74 J M
Culture, 77 Janora, 24, 47, 65 Magic, 114
History, 76 Jorung, General, 99, 156, 159, Mattock of Mining, 48, 114
Interaction with others, 78 175179, 185 Mithril, 20, 35, 42
Society, 74 Jún, 20 Monsters, 115
Traits, 74 Mountain Shadows, 77
Gnomish buckler, 113114 K
Gonuial, 23, 27, 28 Kain, clan of, 93, 103, 105 N
Gorgwath, 11, 16, 18, 22, 84, 86, Kantor, 24, 47, 65 Nár the White, 51, 184
100, 108, 118 Karoxfang, 89, 11, 16, 76, 84, 86 Neltak, 24, 47, 65
Grand Admiral, 20 87, 89, 95, 99, 100, 102, 103, Northern cave dwelling humans,
Grand Peaks, 11, 74, 76, 118, 119 105, 108, 116117, 7172
Greatsword, elven, 113114 118, 139, 156, 158, 161165, 167 Notable personages, 182
Grlarshh, 24, 47, 65 168, 173, 174, 176, 185 Numasal, 23, 118, 183
Gudang Moth, 103 Key to names and terms, 118 Núrion, 14, 23, 45, 71, 84, 105,
Gunders, 32 Khazak (dwarves), 30, 3435, 38, 118, 146, 151
41, 118
H Khazdun (dwarven), 110, 118, 128 O
Hairfoots, 83 Khuldul, 35, 44, 45, 51, 53, 65, 76, Old Speech, 111, 118119
Halflings, 79 131, 183 Oluk orcs, 84, 92, 95, 96, 99, 113
Culture, 81 KibilGund, 32, 33 114, 118, 169171, 186
Interaction with others, 82 KibilGunders, 32 Ontological War, 14, 45
Society, 79 Kin Slayer Wars, 9, 19, 22, 118, Orb of Alustel, 154
Haltulontelim, 74, 76, 77, 79, 118, 138, Orcs, 19, 34, 63, 66, 98, 100, 122,
119, 184 153, 156, 158, 165, 175, 177
Hathiand, 62, 70, 111, 118 L 179
Hathianders, 7071, 118 Languages, 110 Outsiders, 7982
Hathratuar, 23 Lannael, 19, 52, 62, 83, 102, 116
Healing, 112 117, 183 P
Heshtail, 24, 47, 65 Lay of Talkana Silumiel, 133, 137 Palahan, 11, 16, 1819, 2023, 119,
Hills, The, 79, 184 Lazaghan, 120, 125, 129, 131135 183
Hinterlanders, 62, 68, 118 Leafhead Arrows, 113 Patros, tribe of, 63, 6667
Hinterlands, 11, 67 Ledesus, tribe of, 63, 6667 Personages, notable, 182
Hositan (halflings), 7983 Lhanar, 20 Plate mail, 114
Humans, 6272 Liferock, 9, 16, 32, 33, 45, 76, 78,
79, 80, 81, 83, 117, 118, 120, R
I 129, 131, 136, 137, 148 Raug, 156180
Insiders, 80 Lirevest, 23 Reeanan, 24, 47, 65
Interventionists, 29, 182 Loraglin, 19, 117, 183, Remnant, 135136
Isolationists, 29, 182 Lords of Sin, 8 Rothnog, 9, 11, 16, 18, 20, 23, 28,
Items, 113 Lurzug (Wintervale dialect of 33, 34, 70, 76, 78, 79, 81, 84,
Orcish), 110, 118 86, 99100, 116, 117, 119, 162,
Lutanium, 76, 77, 93, 103, 105 185
189
(order #30396533)
Rothug (Storgris dialect of T Vornoth, 24, 47, 65, 96, 100, 105,
Orcish), 110, 119 TalAllustiel, 14, 15, 16, 19, 23, 28, 106, 147, 151, 153154, 167
Rules changes, 112 65, 119, 167, 172
Ruin of Honor and Glory, 138 Talas, 9, 117, 119, 136 W
Rune Axe, 113 Talkana Silumiel (The White War of Immortals, 89, 11, 12, 14,
Lady), 9, 15, 120, 132, 133, 30, 62, 100, 103, 110, 112114,
S 135, 136, 137, 139, 142143, 116, 119, 120
Sarumvest, 9, 11, 14, 16, 18, 20, 146, 147, 148, 150155 Wawmar, 32
23, 2729, 53, 67, 112, 117, Talundorim, 15, 23, 119 Construction of, 48
118, 119, 132, 137, 138139, Tanis (the Feywild), 15, 23, 62, Daily life in, 43
158, 163, 166, 176, 179, 182 76, 105, 119 Defense, 38
Factions in, 29 Telarim, 16, 17, 18, 21, 23, 119 Economy, 41
Satellite Cities (Emerain and Tendenarruk (gnomes), 74, 75, Factions in, 51
Palahan), 11, 16, 18, 20, 27, 62, 77, 78, 119 History of, 33
64, 66, 67, 108, 119, 139, 183 Tennmadral waybread, 113 Layout of, 35
Shieldfolk, 30, 32, 33, 119, 183 Thranton, 24, 47, 65 Military, 38
Shield of Storgris, 113114 Thunder Pass, 11, 16, 20, 86, 99, Structure, 34
Siriand, 11, 14, 15, 16, 19, 20, 41 100, 183 Western Delvings, 79, 81, 119
42, 62, 72, 84, 86, 100, 108, Tifwing, 17, 29, 182, 183 White Lady (Talkana Silumiel), 9,
110, 118119 Tinnurim, 14, 15, 119 15, 120, 132, 133, 135, 136,
Spells, 114 Tunnel Gnomes, 75, 77, 137, 139, 142143, 146, 147,
Stalwarts, 81, 83 Tuskers, 40 148, 150155
Steam weaponry, Dwarven, 55 Twilight Voyage, 15, 17, 20, 21, Wild Speech, 111, 118119
Storgris, 84 22, 113, 118, 119 Wintervale, 8, 20, 33, 63, 66, 67,
Daily life in, 98 84, 97, 98, 105, 106, 108, 110,
Defense, 95 U 111, 112, 116, 118, 119, 133,
Economy, 97 Undead dwarf warrior, 125 155, 171, 183
Factions of, 99
Future of, 102 V Z
History of, 99 Valaca, 153, 155 Zigil, 5255, 117, 184
Military, 95 Venedal, 116, 140, 16167, 182,
Special weaponry, 96 183
Structure of the fortress, 86
190
(order #30396533)
(order #30396533)
to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute,
Version 1.0a copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or
The following text is the property of Wizards of the Coast, "Your" means the licensee in terms of this agreement.
Inc. and is Copyright 2000 Wizards of the Coast, Inc 2. The License: This License applies to any Open Game
("Wizards"). All Rights Reserved. Content that contains a notice indicating that the Open
1. Definitions: (a)"Contributors" means the copyright and/ Game Content may only be Used under and in terms of this
or trademark owners who have contributed Open Game License. You must affix such a notice to any Open Game
Content; (b)"Derivative Material" means copyrighted Content that you Use. No terms may be added to or
material including derivative works and translations subtracted from this License except as described by the
(including into other computer languages), potation, License itself. No other terms or conditions may be applied
modification, correction, addition, extension, upgrade, to any Open Game Content distributed using this License.
improvement, compilation, abridgment or other form in 3.Offer and Acceptance: By Using the Open Game Content
which an existing work may be recast, transformed or You indicate Your acceptance of the terms of this License.
adapted; (c) "Distribute" means to reproduce, license, rent, 4. Grant and Consideration: In consideration for agreeing
lease, sell, broadcast, publicly display, transmit or to use this License, the Contributors grant You a perpetual,
otherwise distribute; (d)"Open Game Content" means the worldwide, royaltyfree, nonexclusive license with the
game mechanic and includes the methods, procedures, exact terms of this License to Use, the Open Game
processes and routines to the extent such content does not Content.
embody the Product Identity and is an enhancement over 5.Representation of Authority to Contribute: If You are
the prior art and any additional content clearly identified contributing original material as Open Game Content, You
as Open Game Content by the Contributor, and means any represent that Your Contributions are Your original
work covered by this License, including translations and creation and/or You have sufficient rights to grant the
derivative works under copyright law, but specifically rights conveyed by this License.
excludes Product Identity. (e) "Product Identity" means 6.Notice of License Copyright: You must update the
product and product line names, logos and identifying COPYRIGHT NOTICE portion of this License to include
marks including trade dress; artifacts; creatures the exact text of the COPYRIGHT NOTICE of any Open
characters; stories, storylines, plots, thematic elements, Game Content You are copying, modifying or distributing,
dialogue, incidents, language, artwork, symbols, designs, and You must add the title, the copyright date, and the
depictions, likenesses, formats, poses, concepts, themes copyright holder's name to the COPYRIGHT NOTICE of
and graphic, photographic and other visual or audio any original Open Game Content you Distribute.
representations; names and descriptions of characters, 7. Use of Product Identity: You agree not to Use any
spells, enchantments, personalities, teams, personas, Product Identity, including as an indication as to
likenesses and special abilities; places, locations, compatibility, except as expressly licensed in another,
environments, creatures, equipment, magical or independent Agreement with the owner of each element of
supernatural abilities or effects, logos, symbols, or graphic that Product Identity. You agree not to indicate
designs; and any other trademark or registered trademark compatibility or coadaptability with any Trademark or
clearly identified as Product identity by the owner of the Registered Trademark in conjunction with a work
Product Identity, and which specifically excludes the Open containing Open Game Content except as expressly
Game Content; (f) "Trademark" means the logos, names, licensed in another, independent Agreement with the
mark, sign, motto, designs that are used by a Contributor owner of such Trademark or Registered Trademark. The
192
(order #30396533)
use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open No changes have been made to the art unless noted.
Game Content shall retain all rights, title and interest in • Singe by Thomas Wievegg. Used by permission. All rights
and to that Product Identity. reserved.
8. Identification: If you distribute Open Game Content You • Map of Siriand by S. Baker. All rights reservedje.
must clearly indicate which portions of the work that you • Eternal War by Tim Vargason. Property of the World of Farland.
are distributing are Open Game Content. All rights reserved.
9. Updating the License: Wizards or its designated Agents • Berg by Joakim Olofsson. Used by permission. All rights
may publish updated versions of this License. You may use reserved.
any authorized version of this License to copy, modify and • Fantasy Landscape by hoken4500. Used under the Attribution
distribute any Open Game Content originally distributed ShareAlike 3.0 Unported: https://creativecommons.org/licenses/
under any version of this License. bysa/3.0/
10. Copy of this License: You MUST include a copy of this • Cave by David Revoy. Used under the Creative Commons 3.0
License with every copy of the Open Game Content You license: https://creativecommons.org/licenses/by/3.0/.
Distribute. • Cendrea by David Revoy. Used under the Creative Commons 3.0
11. Use of Contributor Credits: You may not market or license: https://creativecommons.org/licenses/by/3.0/.
advertise the Open Game Content using the name of any • Elven Princess Line Art. Public Domain.
Contributor unless You have written permission from the • Legolas Greenleaf by Benjamin Drake. Used under the Creative
Contributor to do so. Commons Attribution ShareAlike 4.0 license: https://
12. Inability to Comply: If it is impossible for You to creativecommons.org/licenses/bysa/4.0/
comply with any of the terms of this License with respect to • Elf face by Bartek Blaszczec. Used by permission. All rights
some or all of the Open Game Content due to statute, reserved.
judicial order, or governmental regulation then You may • Star Woman. Public Domain.
not Use any Open Game Material so affected. • The Old Path by Tom Prante. Used under the Creative Commons
13. Termination: This License will terminate automatically ShareAlike 3.0 Unported license: https://creativecommons.org/
if You fail to comply with all terms herein and fail to cure licenses/bysa/3.0/
such breach within 30 days of becoming aware of the • Map of Alustel by S. Baker. Property of the World of Farland. All
breach. All sublicenses shall survive the termination of this rights reserved.
License. • Bamboo Forest Quest by David Revoy. Used under the Creative
14. Reformation: If any provision of this License is held to Commons 3.0 license: https://creativecommons.org/licenses/by/
be unenforceable, such provision shall be reformed only to 3.0/.
the extent necessary to make it enforceable. • Elf 2 by Bathori. Used under the Creative Commons Attribution
15. COPYRIGHT NOTICE Open Game License v 1.0a ShareAlike 3.0 license: https://creativecommons.org/licenses/by
Copyright 2000, Wizards of the Coast, LLC.System sa/3.0/us/.
Reference Document 5.1 Copyright 2016, Wizards of the
Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, • Cover by Jeff Brown. Public Domain.
Chris Perkins, Rodney Thompson, Peter Lee, James • Wawmar graphic by Eric Williamson. Property of the World of
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
Farland. All rights reserved.
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. Open Content as • Maps of Wawmar by Miladoon. Property of the World of Farland.
designated on the World of Farland website All rights reserved.
(http://farlandworld.com/), 2018 World of Farland, S.
Baker. World of Farland: War of Immortals Campaign • Dwarf by Rotox. Public domain.
Setting 2018, S. Baker. • Gimli Son of Gloin by Perrie Nicholas Smith. Used under the
Creative Commons Attribution ShareAlike 4.0 license: https://
END OF LICENSE
193
(order #30396533)
creativecommons.org/licenses/bysa/3.0/us/. • Map of Storgris fortress by S. Baker. All rights reserved.
• Dwarf face by Bartek Blaszczec. Used by permission. All rights • Orcs on Hill by William McAusland. Used under license. All
reserved. rights reserved.
• Dwarf by Earl Geier. Public Domain. • Top view of Storgris fortress by S. Baker. Property of the World
• Ishtar Dragons by David Revoy. Used under the Creative of Farland. All rights reserved.
Commons 3.0 license: https://creativecommons.org/licenses/by/ • Map of Storgris Underhalls by S. Baker. All rights reserved.
3.0/. The art was altered by removing the figure reaching for the • Main Villain by Yzitan. Used the Creative Commons Attribution
dragon. 3.0 license: https://creativecommons.org/licenses/by/3.0/us/
• Best Made by TanHo Sim. Public Domain. • Map of Storgris sewers by S. Baker. Property of the World of
• Map of Zigil by S. Baker. Property of the World of Farland. All Farland. All rights reserved.
rights reserved. • Figure from Sketches 1 by www.criticalhit.biz. Used under
• Flying Crossbow by Gerry Torbert. Property of the World of license. All rights reserved.
Farland. All rights reserved. • Catapult drawing from “Dictionary of French Architecture from
• Steam Crossbow by Gerry Torbert. Property of the World of 11th to 16th Century.” Public Domain.
Farland. All rights reserved. • Karoxfang by Tim Vargason. Used by permission. All rights
• Blacksmith dwarf by Earl Geier. Public Domain. reserved.
• Untitled Landscape by Ekaterinya Vladinakova. Used by • Skull vector art. Used under the Used under the Creative
permission of Arcana Games. Commons 3.0 license: https://creativecommons.org/licenses/by/
• Durian Gatekeepers by David Revoy. Used under the Creative 3.0/.
Commons 3.0 license: https://creativecommons.org/licenses/by/ • Dantha’Sule by Tim Vargason. Used by permission. All rights
3.0/. reserved.
• Map of Aelfrand by S. Baker. All rights reserved. • Winter by Tom Prante. Used under the Creative Commons
• Greek Helmet 3 by Johnny Automatic. Used under the Used AttributionShare Alike 3.0 License: https://creativecommons.org/
under the Creative Commons 3.0 license: https:// licenses/bysa/3.0/ .
creativecommons.org/licenses/by/3.0/. • Axe Shield Sword by William McAusland. Used under license. All
• Map of the Hinterlands by S. Baker. All rights reserved. rights reserved.
• Human 2 by Jeff Preston. Used under the Creative Commons • Table by Luigi Castellani. Public Domain.
Attribution 3.0 Unported License: https://creativecommons.org/ • Giant Bug by Incinerated Mortality. Figure with rifle removed.
licenses/by/3.0/. Used under the Creative Commons Attribution ShareAlike 3.0
• Map of the Deep Marshes by S. Baker. All rights reserved. license: https://creativecommons.org/licenses/bysa/3.0/us/.
• "The cave boy of the age of stone" by Margaret A. McIntyre. • Dragon Wars by Altonbrian16. Used under the Creative
Public Domain. Commons AttributionShare Alike 3.0 License: https://
• Shaman Hut Inside by David Revoy. Used under the Creative creativecommons.org/licenses/bysa/3.0/.
Commons 3.0 license: https://creativecommons.org/licenses/by/ • Fantasy Sketchy Wizard with Skull Staff by J. E. Shields. Used
3.0/. under license. All rights reserved.
• Steam Gnome 6 by Brian Brinlee. Used under license. All rights • Circle of Death by Modexo001. Used under the Creative
reserved. Commons AttributionShare Alike 3.0 License: https://
• Alchemy Gnome by Robert Gresham. Used under license. All creativecommons.org/licenses/bysa/3.0/.
rights reserved. • CotLR pg4 by Jack Badashski. Used under license. All rights
• Rogue 5 by Brian Brinlee. Used under license. All rights reserved.
reserved. • Map of the Crypt of Memory by S. Baker. All rights reserved.
• ArceMSplash by Jeff Brown. Public Domain. • Sun rise and set graphic by S. Baker. Property of the World of
• Map of Storgris by S. Baker. All rights reserved. Farland. All rights reserved.
194
(order #30396533)
• Map of white dragon encounter by S. Baker. All rights reserved. AttributionShare Alike 3.0 License: https://creativecommons.org/
• White dragon by Sandy Yoo. Used under license. All rights licenses/bysa/3.0/
reserved. • Ave dominus nox by paraxyzm. Used under the Creative
• Wraith Queen by Kynlo. Image cropped. Used under the Creative Commons AttributionShare Alike 3.0 License: https://
Commons AttributionShare Alike 3.0 License: https:// creativecommons.org/licenses/bysa/3.0/
creativecommons.org/licenses/bysa/3.0/. • Warrior Orc by Wesnoth community artists of all Wesnoth
• King of the Dead by Johnny Automatic. Used under the Creative Portraits. Used under the Creative Commons — Attribution 3.0
Commons — CC0 1.0 Universal License. Unported license: https://creativecommons.org/licenses/by/3.0/
• Aine Nox by Leksaart. Used under the Creative Commons • Half Draenei Half Orc by yZitaN. Used under the Creative
Attribution 3.0 license: https://creativecommons.org/licenses/by/ Commons Attribution 3.0 license: https://creativecommons.org/
3.0/us/ licenses/by/3.0/us/
• Elf House 2 by Nikyeliseyev. Used under the Creative Commons • Dragon by David Lewis Johnson. Public domain.
Attribution 3.0 license: https://creativecommons.org/licenses/by/ • Final Stand of Karoxfang by Tim Vargason. Property of the World
3.0/us/ of Farland. All rights reserved.
• DSA Schlacht ueber den Wolken by HannaEckert. Used under • Flying Castle by Joakim Olofsson. Used by permission. All rights
the Creative Commons AttributionShare Alike 3.0 License: reserved.
https://creativecommons.org/licenses/bysa/3.0/ • Death on the Road by Jesse Thomas. Used under the Creative
• Map of the Ruin of House AlDustriel by S. Baker. Property of the Commons Attribution 3.0 license: https://creativecommons.org/
World of Farland. All rights reserved. licenses/by/3.0/us/
• Burned Dead by Tim Vargason. Used by permission. All rights • Fantasy Landscape by llamareaper. Used under the Creative
reserved. Commons Attribution 3.0 unported license: https://
• Kerrigan by r_3h. Used under the Creative Commons Attribution creativecommons.org/licenses/by/3.0/
Share Alike 3.0 License: https://creativecommons.org/licenses/by • Some artwork copyright William McAusland, used with
sa/3.0/ permission. All rights reserved.
• Niagara Falls by butteredbap. Used under the Creative Commons • Elf 2 by Bathori18. Used under the Creative Commons
Attribution 3.0 license: https://creativecommons.org/licenses/by/ AttributionShare Alike 3.0 Unported: https://
3.0/us/ creativecommons.org/licenses/bysa/3.0/deed.en
• Kobolds_1 by R. Flowers. Used under the Creative Commons • Axe Free 1 by Daniel F. Walthall. Used under the Creative
Attribution 3.0 license: https://creativecommons.org/licenses/by/ Commons Attribution 4.0 International License: http://
3.0/us/ creativecommons.org/licenses/by/4.0/
• Beast General by Dazzer7. Used under the Creative Commons • Treasure chest by David Lewis Johnson. Public domain.
AttributionShare Alike 3.0 License: https://creativecommons.org/ • Alan Wake by Joakim Olofsson. Used by permission. All rights
licenses/bysa/3.0/ reserved.
• Skull by isteele. Used under the Creative Commons Attribution • Guard by Joakim Olofsson. Used by permission. All rights
3.0 license: https://creativecommons.org/licenses/by/3.0/us/ reserved.
• Vampire castle by joakimolofsson. Used by permission. All rights • Magic Armory by David Lewis Johnson. Public domain.
reserved. • Rat by Bartek Blaszczec. Used by permission. All rights reserved.
• Elf Warlock by Patrick E. Pullen. Used under license. All rights • Sintel bedroom by David Revoy. Used under the Creative
reserved. Commons Attrribution 3.0 license: https://creativecommons.org/
• Arlogg by dazzer7. Used under the Creative Commons licenses/by/3.0/us/
AttributionShare Alike 3.0 License: https://creativecommons.org/ • Misty Mountains by Joakim Olofsson. Used by permission. All
licenses/bysa/3.0/ rights reserved.
• Sketches by r1spartan. Used under the Creative Commons
195
(order #30396533)