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Age Past the Incian Sphere Primer

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Age Past the Incian Sphere Primer

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  • DivNull ProductionsMichael Novy

    PerpetualGeekMachine.netChris Sauro

    Shane McleanBenedict Hall

    NikolayMark Shocklee

    Jason MarksJay Peters

    Herman DuykerJonny SvenssonGreg Chaprnka

    Rolf BoreiJohn ColagioiaSteven Warble

    Battlejack

    Dana OlsonSean Holland

    Steven WatkinsAlexander Lucard

    Adam WaggenspackChip & KatiePhilip SteinAaron Wong

    Richard H. JiangMatthew C H Winder

    Eric LangeStephan Szabo

    Donna Bevan Herren

    Klaus Lange Michael Lent

    DrewClever Mojo Games

    Kyle PinchesChristian NordReto M. KieferAdrian KleinBrian HolderNik Urlaub

    Tommy BrownellMichael Sellers

    Drew SouthJussi Myllyluoma

    Jack GulickDarius Hambleton

    Skip ClarkeMalachi de AElfweald

    Austin StanleySamuel Hart

    Alexander Lefterov

    Jordan SandersonJohn W. BruceEric BrendersSean LouvelDavid Lovely

    Sebastian WittensteinNikolay Marekov

    Zach PhillipsJakamoto

    Paco Garcia JaenSean "The Fox" Manear

    Candice BaileyR.C. Dimler

    Mike HamiltonVladimir Ekimov

    Mark Susan Dess

    Known as a King and Who Rules the LandGraeme Foote

    The Krakens Who Rampaged Across the Landscape

    The Villians Who send Their Hordes to Destroy the Innocent

    The Bosses Who Lead the Tormentation of the Weak

    The Sergents Who Ordered the Death of the Defenseless

    The Minions Who Cut Down the Meek

    Matthew 'Johanngottliebfichte' Broome

    Contributors

  • CreditsDesigned and Written By:

    Je Mechlinski

    Edited By:Christopher Urinko

    Associate Editors:Simon Iversen

    Art Direction:Je Mechlinski

    Alexander Nanitchkov

    Formatting:Je Mechlinski

    Art & Cartography By:Alexander Nanitchkov

    Mission Builder:Graeme Foote

    Name Generator:Graeme FooteJe Mechlinski

    Fictional Writing:Tommy Brownell, Graeme Foote, Je Mechlinski

    Special ThanksPlay Testers:

    Mike Hamilton, Ben Griswald, Steven Liss, Je Lyons, Chris Sigman, Jonathan Wojcik, Whitman Bottiger, R.C. Dimler,Nick Fuller, Kevin Blakely, Devin Curtis, Simon Iversen, Tom Key,

    Tyler Ortmeier, Tyler -Starslinger72- Tippett, Shawn Janzen,Paige Largent

    Associate Designers:Mike Hamilton, Graeme Foote, Alexander Nanitchkov,

    Nathan Virgil

    Those More Than Gracious:Susan Dess, Pareen Dholoo, Meggin Webbert

    The Incian SphereMain Rulebook

    First Edition v1.02013

    Strangelet Machine Games22 Deer Cross Ct.

    Reisterstown, MD 21136USA

    Thanks for everyone support. You have helped create anRPG that allows the players to have their own tailored

    game experience. I hope everyone gets a chance to play,enjoy the system and take full advantage of what it has to

    oer.

    Rights ReservedAge Past, Incia, Hokate, Suuntar, Azikier, Altinaer, Ker Keth,Guun Inci, AAlluur, Fugjood, Oorlock, Rullge, Scrumholdt,

    Wassuun, Illyana Kai, Rokak, Karkak, Shard Crest, CinFragments, Zrolli, Wintread, Twinsen, Oulfin, Allack,

    Norkis Vesti, Lyksyr, Trylsyr, Velemere, Kin-dala, Valstead,Halfar, Fortmak, Loghter, Branian Expanse, Guillian,

    Zoldkereg, Karavan, Krall Lun Khizer, Qinspur, Qlavis,Verna, Falkurn, Thrumpleborg, Terrecore, Silpen Primon,Therios, Naavis, Noquin, Silpen Kai, Asuri Tal, Hammer

    Dir, Fexi, Wolva, Straad/ Straaden, Drago, Angelis,Demonos, Krall Lun, Tsuvani, Orkis, Wassuun, Zrolli, Age

    of Woe are all trademarks of SMG.

    www.agepast.com Printed in the USA

    1

  • 2 Contents4 Designers Notes4 Elegant105 Important Game Terms

    7 Beginning8 History of the Incian Sphere12 Timeline15 The World & Spheres17 Oasis of Heaven18 World Map20 Incian Sphere Description22 Incian Map24 Coming of the Titan28 Dice Rolling28 Archetypes30 Understanding Your Character32 Building your Character35 Leveling, Experience & Wealth36 Comrades40 Filling out the Character Sheet42 Races Overview43 Races Quicklist44 Races

    67 Skills68 Using Skills69 Skills Overview70 Talents73 Language Skills73 Professions75 Spell Skills75 Skill Calculations76 Skill Check Examples77 Fumbling & Charts

    79 Powers80 What are Powers?81 Powers List97 Favored Enemy List98 Bloodlines102 Factions List106 Acolyte List107 Shifting Rules & Cards108 Powers Quick List110 High Level Powers

    113 Morality114 Choosing a Morality116 Morale Drive116 Demeanor117 Nobility & Titles118 Character Flaws120 Godmarks121 Dark Forest of Thrumpleborg

    123 Equipment & Gear124 How do I Equip?125 Size of Equipment126 Equipment Quick List127 Alchemic Brews, Powders & Salves128 Ammunition128 Clothes129 Combat Equipment129 General Equipment132 Grenades133 Magic Items133 Poisons134 Potions134 Scrolls134 Transportation135 Traps136 Weapons, Armor, & Shield Rules137 Weapon List141 Racial Weapons142 Weapon Quick List143 Armor List145 Armor, & Shield Quick List

    147 Spells148 Casting & Extending Spells148 Casting Penalties149 Spell Schools150 Psionics151 Scrolls152 Spells by Level154 Air School156 Blood Magic158 Earth School160 Fire School162 Healing School163 Limbo School164 Matter School166 Mind School168 Nature School170 Necromancy School172 Shadow School173 Summoning School174 Vigor School176 Water School178 High Level Spells

    181 Sample Characters182 Alluron Dance Trooper183 Exile Independent184 Huurton Acolyte185 Master of Construction186 Northern Tundra Guide187 Sentinel of the Compass Sea188 Silpen Lord189 Warcaller190 Secrets in the Mountain

    2

    Contents

  • 201 Combat202 Combat Basics202 Combat Procedure203 Weapon Strength204 Combat Example205 Using Miniatures to Help Play208 Taking Actions208 Action List210 Combat Rules List215 Elemental Attacking & Damage216 Reflex Attacks218 Making Saves & Attribute Checks219 Movement, Terrain, & Visibility220 Called Shots & Brawl Damage221 Special Attacks222 Combat Quick List223 Combat Critical Hits224 Situational Eects & Modifiers226 Advanced Combat Tactics228 Poisons230 Grenades231 Attacking & Damaging Objects232 Siege Weapons234 Naval Warfare236 Ships & Skycraft238 Hordes & Henchmen239 Example Henchmen

    243 Animals & Mounts244 Handling Beasts244 Building Your Beast246 Mounted Combat248 Magic & Animals249 Mount Quick List250 General Viar Lorterra Short Story

    253 Adventuring254 Exposure & Healing255 Damage from Strange Sources 256 Companions & NPC257 Disease 258 Mana & Sensitivity259 Rogue & Thieving Ways260 Traveling & Time in Town262 Traps264 Insanity265 Items of Magic266 Random Magic Item Generator268 Specific Magic Weapons List272 Specific Magic Armor & Shield List275 Specific Magic Jewelry List278 Specific Magic Antiquities List

    283 Crafting284 Basic Crafting Rules285 Collecting Ingredients286 Alchemic Substances

    286 Ammunition286 Armor, Barding, Shields, & Weapons288 Buildings & Structures289 Clothing289 General Items289 Grenades290 Magic Items292 Mechnomantic Items294 Poisons, Potions & Scrolls295 Ships & Skycraft295 Siege Engines296 Traps297 Werking298 Example Crafted Items300 The Missing Ingredient

    305 Encounters306 Monsters307 Monster Rules308 Understanding the Monster308 Monster Sizing310 Special Monster Abilities & Attacks312 Running Monsters in Combat314 Monster Design Rules316 Monster Templates320 Angelis322 Animals326 Blood Drinkers328 Clockworks330 Demonos332 Dragos334 Elementals336 Enchanted338 Giants340 Horrors342 Humanoids346 Magical Beasts348 Plants350 Shadows352 Shifters354 Trolls356 Undead358 Special Monster Weapons

    361 Game Tools362 Game Play Notes365 Pulp Gaming366 Adventure Builder370 Character Name Generator372 Character Sheet376 Character Initiative Cards377 Monster Initiative Cards378 Companion & Monster Cards379 GM Screen382 Level 1 Adventure: Horror Crawl390 Printable Maps392 Templates394 Index

    3

  • Welcome to Age Past. Age Past has been designed to be easilylearned and understood by new RPG game players and weare thrilled to learn when Age Past has been a persons first RPGexperience.

    For those who might be interested in Age Past but have never hadexperience with an RPG, heres a short introduction: an RPG is astory driven game where players improv. It can be compared totheater acting except the player makes up her own lines based onwhat she thinks her character would do. It takes a lot of honestyand a ton of creativity. In theater the script is created by an author,but in RPG the story is driven by a Game Master, also known as aGM. The GM determines the obstacles and encounters thecharacters face. With a good GM and a handy group a players, acomprehensive and exciting story will evolve that cannot bereproduced. Every game is its own unique story that will neverhappen the same way again.

    Age Past is an RPG that has been designed around an RPG gamingexperience. The rules have been crafted to give players a deepexperience without having to sacrifice choice. There are many waysto play and Age Past oers a near infinite number of build choices.This allows a player to craft her character to be exactly what shewants. Design eciency is the key; keeping and utilizing rules thatallow the system to be deep enough that players can shape, yet notso deep that the rules take a lot of practice to grasp.

    Age Past is also designed to be modifiable. There are manyoptional rules that can help set the proper depth of complexity forthe Game Master (GM). Play with anything you want and makenew stu up! If something seems too powerful then tone it backand if something seems weak then make it stronger. The GM andplayers can choose the level of intensity when playing and withcertain options high lethality is ensured.

    Many gamers enjoy intricate investigation scenarios. Some lovebrutal combat. Others enjoy evenly matched and tough combatwith big boss fights. Others love political intrigue. In Age Past allof these scenarios are possible. The GM and players can craft agaming experience that is of their own choosing. Age Past hasminion and henchman combat rules, so if you like, you can sit backand let your underlings duke it out for you... or you can get in thereand sever some heads. The combat system is broken up into simpleactions that are easy to understand and execute. Characters canspend actions to make things happen so combat becomes moredynamic than just move and attack. A typical combat includesattacking, moving, counter attacking, and moving again. This worksfor ranged and melee type combat.

    The magic system in Age Past was designed to give those who enjoycasting magic the ability to use it in any circumstance. There are14 spell schools and by selecting dierent schools casters create theirown specialty. Casters have access to powerful damaging, mindaltering, and mystery solving spells. Any spell can be used at anytime and as often as you like so there are not any limitations exceptyour casters stamina. Utility spells are build right in with all theother spells so theres no need to try to choose between the fireblast and open lock spells.

    The skill system has been completely rethought and designed tohelp keep characters balanced and every ability in the game is paidfor in build points known as BP. This means that the more powerful

    the ability the more it costs to add it to your character. Whilecharacter balance is not perfect, it keeps everyone in line so thatno one gets left behind. We have endeavored to test the balance ofall abilities hoping that all players can have an equal stake in thegame.

    As a designer I became frustrated with the over complication ofgames, inherent character imbalance, use of absurd rules, andlimitations on character generation choices. Many systems requireyou to buy five or more supplements to actually play the characteryou want and still lack proper rules for making poisons or usingsiege engines.

    Overall you will be surprised what this system has to oer. Moredetailed fast paced combat, an excellent and powerful cadre of spells,a more pertinent skill listing, and character customization unlikeanything seen in a fantasy RPG system.

    Je MechlinskiRPG Fanatic

    Elegant10

    The Elegant10 system is based on ten sided dice only. Thisenables the players to roll percentiles based on both 100 and 10points of resolution. In Age Past 10s are very important, and ascharacters become more powerful looking and hoping for 10s willbe increasingly more important.

    When determining skill, a set of dice are rolled; lets say five 10 sideddice (or 5d10), the results are 2, 5, 6, 10, 10. Your total score isvalue of the highest die rolled. In this case it would be a 10. Butsince a second 10 has been rolled, the player would gain a +2 bonusfor a total of 12. The more dice you roll the higher the chance toroll a high number, and the higher the chance to add bonus to thatfrom rolling 10s. The player, however, can choose to hold back dicefrom rolling to add an automatic +1 to the roll. So if the pool totalis 5d10, than the player can roll 3 and gain a +2 for those not rolled.

    The impact of this may seem subtle but it has a strong influencethroughout the system. When multiple dice are rolled, a bell curveforms and the score is more evenly distributed per dice roll. Thismeans when a character is good at something she tends to staygood at something. You can still roll high or low, but a medianscore is more likely.

    In other systems if you only roll one die and add a bonus to it, thechance of rolling high is just as equal to one rolling low. It just aslikely to roll and get many low results over and over as it is to getmany high results over and over again.

    Everything in the system is rolled this way. Holding dice allows theplayer to choose how risky an attack they want to make or if theywant to play it safe. The more held dice also increases the chancefor a failure as less dice are being rolled and there is both a greaterchance to get a high and a low score. This means that heatedcombat stays heated even for higher level characters and monsters.A great reward (a high roll) comes at a high risk (more of a chanceto fumble). The system allows for better scalability over many levelsthan other systems can provide and places the power into thegamers hand. Enjoy it.

    Designers Notes

    4

  • Important Game Terms

    It can be hard to jump into a new game and understand everything.Here are a list of a few key terms that should help you understandthe system a bit better.

    Actions: An action is an abstract for what any character canperform in that time. As the character advances, he may gain moreactions meaning he can do more things each round.

    Archetype: An archetype is a character build of the playerschoosing. You decide what to name your archetype, the options arelimitless.

    Attribute: Each character has 6 main attributes: Agility (AGL),Endurance (END), Influence (INF), Mind (MND), Spirit (SPR),andStrength (STR).

    Clan: A clan is any group that is organized for a specific purpose.A clan can be a merchant guild or a family unit.

    Comrade: A comrade is an NPC that is loyal to the character basedon past history. Comrades may aid briefly during times of crisis.

    d10: This refers to a single ten-sided die. 2d10 refers to two ten-sided dice. 6d10 refers to 6 ten-sided dice.

    Damage Resistance (DR): DR indicates how much a character cannegate a specific type of damage. A DR of 1 against slashing damagemeans that a character would reduce the wounds taken from asword by 1.

    Extra 10s: When rolling a skill, any natural 10 rolled after the firstgrants a +2 bonus. When rolling to damage, any extra 10s cause +1additional wound.

    Faction: A faction is a powerful clan that has economic, political ormilitary sway. characters can choose what faction they belong toby taking the Faction power.

    Game Master (GM): The game master is the person in the playinggroup responsible for running the game. He or she determines whathappens and when it happens. They have complete control overthe system and will be required to make many quick decisions tohelp keep the game running smoothly.

    Heroic Trait (HT): Each hero has access to the power of an HT.There are 4 HTs and each influences 4 dierent talents. The HTsare Brawn, Charisma, Intellect, and Reaction.

    Holding Dice: When rolling a dice pool not all die have to be rolled;some can be held back to add a bonus to the roll. For each die heldthe total pool gains a +1 bonus.

    Initiative: Initiative is the order that combat is worked out. Beforecombat starts initiative is rolled to determine the order that thecharacters fight in.

    Lethal Damage: Weapons and gnarly claws cause lethal damage. Inorder to cause lethal damage a character must be able to cause 1damage with his hand or weapon.

    Line of Sight (LOS): Line of sight is a term used to described whata character can see from their point of view. In most cases usingranged attacks requires having a LOS from the attacker to the target.

    Might: This is a measure of how much internal heroic power andstrive a character has. The mightier the character the more menwill follow him and the stronger his magic items can be.

    Modifier (Mod): This refers to the amount that a skill pool ismodified by. A +1 means that a characters entire pool is increasedby +1 dice. This should be calculated before rolling.

    Monster: A monster is a generic term for any creature or personthat a character should fight. Sometimes a monster is also an NPCor can switch back and forth depending on how the party ofcharacters interact with them.

    Non-Player Character (NPC): An NPC is a character that iscontrolled by the GM. These are usually town folk, nobles or anyother group or creatures that a character might have contact with.They generally are not monsters that the party encounters.

    Opposing: This refers to one roll that is made against another roll.Whoever scores higher will win. In combat an attack is opposed bya dodge or parry. Ties usually go to the defender.

    Party: A party is a group of characters that travel together. Thisusually refers to characters but is associated with NPC too.

    Player Character (PC): A PC is an in-game character that iscontrolled by the player. Technically a player should ever really becontrolling one character. The term PC refers to a players maincharacter and not that characters henchmen or companions.

    Pool: A pool is the total number of dice that is available to be rolled.

    Race: Every player much choose a race for her character to play.There are 11 character races.

    Reflex Attack: A reflex attack is an attack taken in an opponentsturn. Usually there is a trigger that allows a reflex attack to bemade.

    Reflexively: If something is reflexive than it can be performed inanother characters turn. A reflexive action can be done at any timeor when a contingency is met.

    Round: A round happens during combat. It starts with the firstcharacters first turn and lasts until that character takes her nextturn.

    Save: A save is when a character rolls his attribute in order to negateor to dampen an eect. This is usually rolled opposed to the attack,dice pool vs. dice pool.

    Special Attacks: A special attack is more than just swinging aweapon. These include: Blinding Strike, Bull Rush, Disarm, DualWielding, Grapple, Shield Bash, Snatching a Weapon, and Trip.

    Spell Resistance (SR): SR refers to a characters ability to negateeects from a spell. It is indicated by a number, and if the playerrolls that value or higher they are rendered completely immune fromthe spell eect targeting them.

    Skills: There are many dierent types of skills in Age Past andanytime you make a roll you are rolling a skill. The skill groups are:Language, Professions, Spells, and Talents.

    Talents: There are 16 dierent talents in Age Past. Each talent is aspecific skill that any character may or may not have aptitude in.The talents are broken into 4 groups, each group resides under aHeroic Trait.

    Turn: A turn is when a characters initiative comes up and they geta chance to go. Many penalties, such as bleeding, are rolled at thebeginning of a characters turn.

    5

  • Chapter 1

    History of the Incian Sphere;page 8

    Timeline;page 12

    The World, Realm andSpheres; page 15

    World Map;page 18

    Incian Map Description;page 20

    Incian Map;page 22

    Archetypes;page 28

    Understanding YourCharacter; page 30

    Designing Your Character;page 32

    Experience Points;page 35

    Comrades;page 36

    Sample Character Sheet;page 40

    Race Overview & Quicklist;page 42 - 43

    Player Character Races;page 44 - 65

    OneIt is believed that One still roams the world.

    The texts we have gather and the prophecies haverevealed as much. Our obsolete religion seeks to haveour eyes covered with a black veil. Is it not our jobto free ourselves of this slavery?

    The sages have seen the truth but there istoo much interference to know the mark. We cannotsee it clearly and therefore it is our duty to set forthand find our god.

    One does walk the face of Terres!Believe it!We shall not stand by and watch as this

    place deteriorates into a shell of its former glory. Byunderstanding his mark we will be able to rejoinHeaven, Limbo and Terres into a utopia.

    ...and it shall be us to rule it. We are theonly ones who are responsible enough and justenough to guide people all people into the future.

    We have enemies. Many stand before usready to cut us down like we are blades of grass, butwe shall not bow. We shall not waiver.

    Cypri will now speak.

    My subjects; we have scried and seen things.We belive that One still has existence and has takenhumanoid form.

    We believe that he was not destroyed in thecreation of the children. He has lost his way andgiven up much of his power but he is still the key.

    His godmark is said to be complex. It maytake years of study to completely comprehend, butwe have magic and devices to keep One in stasis.

    We have also seen that he still possesconsiderable power and he is also constantly linkedto Limbo and Heaven. He may even co-exist in allthree spaces at the same time.

    We intend to extract his power anddistribute it to the sages. We belive that we canharness it to make the world complete again! This,in all likelihood, destroy One.

    But it is his sacrifice for us. Please keep upyour studies and transmit any new or importantinformation to Kirria and she will make sure itsdistributed properly.

    - This strange document was found in ruins withthousands of others and dates to 67th 991t.

    - It appears this group was erroneous in belieingthat One still existed in any corporeal form.

    - No documents after 67th 992t can be found. Itappears as if this cult just completely vanished. We

    ocially request more assistance on this group.

    7

    Beginning

  • Age of Creation

    Before time and before the One, there was an infinite space filledwith time and energy. Massive stars burned bright yellow, blue,and red gasses lived and died in fiery explosions. Nebulas filled thevoid with their beautiful shapes and exotic colors. All the whileimmense star clusters called galaxies rammed through each otherand released bursts of radiation that rocketed across into nowhere.

    Eventually, order started to flush out the chaos. Moons settledaround planets which in turn orbited around a star. The star wasin motion along with countless others around an invisible gravitywell called a black hole. Even these galactic systems spun aroundeach other in erratic patterns. Errant material shot through spaceoccasionally slamming into other objects causing more debris to bethrown out in all directions. Soon the debris also came to orbitstars releasing beautiful gasses out to form their tails.

    For some reason all of this happened with no one to witness it. Noone knows why or how, as no one was there to see. It was the timebefore the One.

    Age of God

    Maybe it was meant to or maybe it was just a coincidence butsomething extraordinary did happen. After a few billion years, fourgalaxies that were orbiting a deep space gravity well finally collided.It took another billion years for the systems to fully impact. Ormaybe a billion suns all exploded in a chain reaction across theuniverse. For whatever the reason, something amazing happened.

    With this massive cosmic occurrence the first intelligent being wascreated. The first God known by the rest of the gods as One.

    One was forged of the most awesome of cosmic energies. He wasbuilt on fusion and the stu of the universe itself. Even though hewas omnipotent, One had little comprehension. It took anotherbillion years for One to become completely self-aware. Oneunderstood that he could make decisions and that these decisionswould impact everything else in the universe eventually. He drewwonderment from the universe and made it his playground. Starswere moved at his whim and formed into intricate patterns. Hebounced asteroids o each other from one side of the galaxy to thenext. He discovered water and how beautiful it could look whenglistening in sunlight.

    One played with the universe for a long time. Slowly, however, hebecome bored. It wasnt fun anymore and he didnt have anyone totalk to, interact with, or love. All of the universes puzzles weresolved. He understood everything except for, why did it have tohappen at all.

    After billions of years from its inception, the universe was about toget its next big change. One had something planned.

    Age of Children

    One desperately tried to make friends. He needed companionship.He could make things like him, but they eventually became old anddied and they were never as clever. After all, One knew everythingthere was to know. It took a few thousand more years for One todevelop a plan to fix this dilemma. A plan involving sacrifice. Thefirst being ever created, or made was about to perform the universesfirst act of sacrifice.

    One made the choice to split his own being up into twelve newbeings. A mortal may ask, Why twelve?. It was only for One toknow. Each new being would carry an equal piece of his ownessence. They would be the same, but dierent. The brothers andsisters could potentially be happy until the end of the universe witheach other to play with. One pondered and prepared for his owndemise as it was truly the only way to stave his great loneliness.

    The One shattered himself instantly. It took just a fraction of asecond, but something went terribly wrong. Maybe he changed hismind at the last minute or maybe he miscalculated but twelve newgods were not created. Nine hundred ninety eight gods werecreated instead. What more, they did not share an equal amountof Ones essence, making them far from the same. It was theuniverses first disaster that of course would have consequences forall eternity.

    The Children Gods had only fleeting memories of pieces of theirprevious life. Many were honorable and many were corrupt andthey all had just about infinite power. The Children immediatelystarted to play with their universe. They could still move stars butit took much coordinated eort now, whereas before One could doit with a mere thought.

    In similar fashion the universe became tiring for most of theChildren and boredom soon sat in once again. The new gods werenot as perfect and omniscient as One and they could be amused inmore frivolous ways. A certain group of Gods decided to play anew type of game. This game would take much less eort to playand could supply limitless entertainment.

    Once again the universe was in for a surprise.

    Age of Heaven

    The group of gods, known as Heaven Gods, pooled their imaginationand built a new play land. They chose a world they rememberedfrom ages past. This world sat fondly with One, and he alwayscared for it almost as if it was his pet. After molding clay theHeaven Gods created very tiny bipedal symmetrical beings on thisworld. They could walk and build things with hands.

    The beings were created and instructed to build and change theworld. It was far more enjoyable watching these creatures toil. Itwas the universes first perfect doll house. The newly created beingsdid not have self will, but they knew how to work the way the godsintended.

    After some time, these little people became known as Angelis. Theybuilt huge fortified keeps and forged metal weapons to spar with.The Angelis worshiped the Gods, and thus over time returned the

    History of the Incian Sphere

    8

    Hist

    or

    y

  • energy the Gods was used to make the angels. This was greatamusement for the Heaven Gods as worship was a brand newconcept. But not all saw it this way.

    Other groups of Gods were bored and jealous of what the HeavenGods had accomplished. Out of spite they planned to demolishHeaven.

    The Fall of HeavenThe spiteful Gods became known as the Demono and they toocreated beings out of their imagination. But they had the upperhand as they had watched and understood the Angelis. They createdthe Demonos. These were the first of the foul creatures that stillroam the Heavens in massive and horrible hordes.

    Unlike Angelis, Demonos could reproduce. They could make moreof themselves, and they were sent to destroy Heaven. At first, theAngelis appeared to conquer the Demonos army. The Heaven Godshad imbued great power onto their creations. But wave after waveof demon were sent against the great keeps.

    The Heavens Gods kept creating more Angelis to replace their losses,but soon the energy drain began to take its toll. The Angelis couldnot return energy in the form of worship fast enough to keep theirmasters supplied with power. All the while, the self replicatingDemonos kept pushing toward the Angelis keeps.

    Eventually, Heaven fell as there was not enough Angelis to fight themassive Demonos hordes. There were still many strong angels inHeaven, but they were prisoners in their own strongholds. Withdefeat in hand the Heaven Gods moved on to another project. Yetagain, another change was about to happen. But this time manymore Gods came together in cooperation to make something trulywondrous.

    Age of Terres

    The majority of the Heaven Gods gave up on their little houseproject when defeat was inevitable. They also had learned fromtheir mistakes, and were set to be more careful balancing their newproject.

    A conglomerate of gods came together for the single purpose ofcreating a new world. While most of the Demono were distractedby their apparent victory in Heaven, the new group forged a massivenew world. It was clear that the Demono could not be trusted withthe new project, so they were forbidden to participate and left toplay in Heaven.

    The new group of Gods tried to build this world as quickly aspossible in an attempt to keep chaotic elements out, and it workedfor the most part. A few gods loyal to the Demono were able toget access to the project and slipped in as much chaos andmalcontent as possible.

    As Terres developed, the newly formed creatures could reproduce,and they were given a microcosm of wonderment to play in. Thefirst created beings were the Drago. Magnificent and wise, thesebeings took on many of the same characteristics of the One. Theywere supposed to rule the world without equal. But somethingsare not meant to be. The Drago were created imperfect and soonbecame unstable with narcissism, paranoia and depression.

    As the Drago become the dominating force, other Gods quicklycreated more and more types of creatures. Soon the world waspopulated by the most strange and unusual forms ever imagined.Straad were created as the worlds first humanoids, harking back toa form more similar to the Angelis.

    The Birth of ManA single savvy God understood the need for worship and powerreturn. She saw what had happened in Heaven as both sidesexpended vast amounts of energy with little return. The Angeliswere wiped out, and the Demonos would not worship. She knewthat she could become more powerful by getting back more energyfrom worship than she put out. After all, the world had alreadybeen created and populated with everything her creations wouldneed to thrive with.

    The Mother God, as she would become known, formed many smallclusters of Men across all of Terres. Those who survived reproducedquickly. They consolidated power and pushed other aggressive racesout to the fringes. The worship rolled back into the Mother andshe was able to bestow great power back to her creations.

    These Men were so successful that many Gods named them afterthe world, and soon after, they even called themselves Terres. TheTerres enjoyed success, but hardship was about to befall, and theskies would be filled with smoke.

    The Drago-Man WarThe Drago came into contact increasingly more often with theTerres. They were jealous at the many hundreds of thousands ofman, to their small tens of thousands population. Paranoia and theDragos inherent instability raged. The Drago came together andformed a battle plan to greatly reduce Mans number in an attemptto gain control of the world once again. They swept across thecountry side in a lightning style attack. Many men perished andsurvivors were scattered across Terres.

    Magic and the understanding of essence, the very same essence thatmade up One, started to become widely known. Man learned toform objects and energies from their will with the essence of theworld. This energy could be focused into powerful attacks rivalingthat of the Drago themselves. Rumors spread that the Mother Godherself went to aid of man in disguise to teach him how to wieldthis power.

    The Drago, who were certain victory was at hand, becameunfocused and relented their onslaught. This gave Man opportunityand he lashed back using magic. They started killing o one Dragoat a time and made weapons specifically to kill the beasts. Theseweapons were so powerful, the Drago were forced to retreat. Theyfounds salvation by hiding deep underground, on mountain topsand in the depths of forests.

    Some gods came to the Drago rescue and sent many Straad to issuean armistice. With the Drago population decimated, the kings ofTerres signed binding documents to discontinue the hunting ofDrago. This was done to appease the Gods. The war was over withMan firmly on top as ruler and the agreement was bond to theirsouls by the gods and passed down through each of their raceslineage. Today unwarranted by Drago and Terres can come with asti penalty from the Gods who wish to enforce the pact.

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  • Exodus of ManMans population had grown and Man attained the most power inthe Incian Sphere. Now, safe from the Drago, Man could holddominance over the other races in the area. But over time, Manturned on himself.

    With success came luxury and ultimately this led to extremism andindulgence. Rifts between people and cultures become apparent.Racism and xenophobia culminated as a result of egotisticphilosophies such as nationalism. Civil war eventually broke outand ran for two hundred years. This was not entirely Mans doing.Gods appeared in front of the masses and decreed religiousdoctrines. Angry or malevolent Gods manipulated the people intodestructive beliefs. Internal turmoil was so severe that hate withina race has never been stronger ever before or since.

    Ironically it was the Dragos who helped save man from himself. Atthe behest of the Goddess of the Straad, a small band of Dragoswent out across the Incian Sphere to end the civil war. Remarkably,they succeeded in getting many cult and social leaders to sign atreaty. Those that could not be swayed were killed. Unfortunately,the eort was not without sacrifice. All of the Drago sent werekilled by those who held allegiance to the Demono.

    As much of the fighting ended Man learned of the gods interferenceand manipulations. The horrible loss of life and new foundedmistrust lead many Terres toward the East and increased thesettlements already established. This was known as the Exodus,and man fled from Incia in all directions. Many of those that wentEast discarded their worship and love of Gods. They becamegodless and worship-less, neither gaining favor of, or returningessence. Over time without the gods help and presence, those thatwent East lost the ability to use magic and essence.

    Age of Woe

    The Great UpheavalAs each of the races in the dierent Spheres refined their cultureand grew toward enlightenment the end for civility grew near.

    The gods, in their haste to build a new world, made many mistakes.Most of these were the flaws in the races themselves, but somethingwas wrong with Terres itself. The world was build under Heaven.But to help keep Heaven and Terres separated, the gods madeLimbo. Limbo is a transitional realm whos energy flows like waterin harmony with both Heaven and Terres. But the spin betweenHeaven and Terres had slowly drifted and before the gods couldreact Heaven came close to Terres and touched for a brief moment.

    The essence of each realm flooded over to the other directly withoutthe buering eect from Limbo. Heaven was relatively unaected,as the energy it absorbed helped allow it to expand larger. ButTerres as a physical world was not able to expand. All of the energyfrom Heaven had to be expended somehow. Terres shook violentlyand what is now known as the Great Upheaval took place.

    Many died from crashing rubble from the their homes shattering.Great cities were razed in but a blink of the eye. Those whosurvived cave-ins were cooked by the super heated atmosphere,swallowed up with the opening of crevasses, or buried when hugeexpanses of earth were thrown miles into the sky.

    Of course not all perished. Those who survived were tasked withrebuilding the world with a major dierence. Incredible geologicalchanges had occurred making it near impossible to move freelyacross the land. Limbo was also aected and drastically reduced involume making it easier to pass through from one realm to the next.

    The Gods WallThis mountain range spanned the length of the entire continent. Itstands fifty thousand feet tall and slowly recedes in the sea whichchanges into the Shard Crest. It is nearly impossible to cross theWall that separates Incia from Hokate, and with the severity of theUpheaval, those who survived on each side ponder the fate of theother.

    Age of Rebirth

    After a couple hundred years, those that survived learned to copeand evolve with their new environments. Once again civility andreason became mainstays of any cultures, giving rise to new cities.Since much knowledge was lost, what was newly built was not sonearly as grand. Magical focus and understanding waned, andscientific thought regressed.

    Not all races were content with rebuilding and regaining their lostand rightful heritage. Some strove to take advantage of the formerrulers weakness and expand their own kingdoms. Many of theseraces were now better prepared for war than Man.

    The Purging of Smoking Ridge

    The last large scale slaughter of Dragooccured at the place known as the SmokingRidge. The crag-ridden ridge had tunnelsbeneath that burrowed deep into ungroundsteam vents. The ridge billowed a warm vaporthat looked like smoke.

    Residing here were youthful or weakDrago guarded by just a few soldiers. The cragis naturally defensive and it was thought nearimpossible to assault. Unfortunetly, the Dragodid not realize that a few tunnels into the lowerareas of the Ridge had been infiltrated.

    When the slaughter started, the Dragoguards were in no position to help. By the timethey moved down into the tunnels most of theyoung had been killed. The enraged guardsfought with all of their fury and burned theirown souls in the process. In the end, no soulcame out of Smoking Ridge.

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  • Orkis ExpansionWith the Terres Incian rebuilding their society, other races notconcerned with civility spread across the Sphere quickly. The OrkisRace recovered by building cities of thousands in just a few shortyears. The Orkis grew so rapidly they started to encroach on theterritories of Man. Man lashed back killing many Orkis, but morecontinued to pour in from the northern regions.

    Orkis war bosses, who usually were in conflict with each other,banded together to create a massive army led by some of the mostexperienced generals to ever have lived. They invaded in one directattack crushing the North territories of the Terres Incia. At first,there was almost no resistance, but Man was biding his time.

    Though the Terres Incia were out numbered and out classed indirect combat, they proved battle worthy. Large war machines wereconstructed and magical schools started to increase their output ofstudents. Brute force would meet ingenuity. The strongest Orkissergeants were targeted with magic and killed. Most wereincinerated instantly or shattered into countless pieces. Often theOrkis they were leading would become disorganized and fighterratically giving man a major advantage.

    Assassination, however, proved to be the turning point in the war.As the war progressed, Man was pushed back. Out of desperation,the kings of the Terres Incia contracted work with the AssassinFaction. Not one or two factions, but all eleven of them. One byone, the Orkis war bosses were killed. Often, those who replacedthe former would be unfocused and greedy for power. Without anunderstanding for what was at stake, much of the alliance brokeup. This came at a price as the kings were forever bound by theirword to the factions. The progeny of these guilds have sullied thebloodlines of the kings to this day.

    The disenchanted Orkis still fighting had much less support andwith their leadership in turmoil were soundly defeated withinmonths. Driven back North, the Orkis were pursued into their ownterritories. Man and elf today have watchtowers to stave Orkisencroachment as there is constant threat of invasion.

    The Alliance of DawnAs Man was now relatively safe from the Orkis horde, they wereable to allow their culture to mature and approach what it wasbefore the Age of Woe. The Silpen Kai and Hammer Dir were atsimilar points as well. Each race saw the ever present threat of theOrkis and the need to exchange goods, information and training theAlliance of Dawn was created.

    The Alliance allowed each race free movement within each othersterritories for the purposes of research, education, or commerce.While the races didnt always see eye-to-eye, there was no need forfull scale conflict. Talented diplomats from each race were used toprotect eachs interest as well as avoid war. Sects broke in eachsociety wanting the treaty to end. Resentment between each racegrew as propaganda spread. This strained the Alliance, but it hasheld together throughout this day.

    Alliances in Incia were tricky to maintain, but the progress thatpeace brought helped. There was animosity but the thought of warwas still fresh in thought. The thought of death, decay anddestruction was the best deterrent itself. Of course those who donot fear death await the opportunity to strike.

    Age of the Breach

    The Terres, Silpen, Hammer, and Orkis races had time to recoverand each prospered in their own way. Commerce and free tradehelped transfer technology and goods from one race to the other.The Hammer Dir were especially important in the free trade marketand held an important corner in the trade triangle.

    Money flowed from the Terres to the Hammer in exchange for rawgoods such as metals, stone, and gems. Many of these goods werethen sent to the Silpen who created masterful products. They builtmany things, from the finest weapons to incredible cathedral-sizedtapestries. These goods were then sent to the commissioning Terres,and the process would start again. The Hammer Dir supplied thelife blood of this process by trading raw goods which eventuallycreated the weapons employed by the armies of Terres.

    Since the Rebirth, the Hammer had expanded their empire in thesubterranean of the Gods Wall. There was an apparent limitlesssupply of ore and gems forced up from the center of the planetburied deep in the Wall. There were many dierent companiescompeting for the materials, and this lead to sabotage. Over a fewcenturies, as the dwarves dug deep and hollowed out the wall,earthquakes and blasts started to occur more frequently. Thesegeological events were at first dismissed as random and natural.Over time the Hammer found that these occurrences wereorganized and the trembling grew closer. There were many theoriesthat included trapped gods, secret dwarven digging operations orhorrific monsters waiting to devour the miners. Soon the truthwould be more than apparent.

    The Ker-Keth IncursionOne fateful day a crew from the Briggstone Digging Company felta massive shutter. The walls of their tunnel quivered and rock fellaround them. O in the distance, through the dust, they couldhear strange sounds. It was speaking a strange language that noneof them recognized. As the debris settled, the dwarves could see alarge metal construct. It was a massive iron-built tunneler. Theworkers of Briggstone picked themselves up and went to investigate.They could see outlines of people through the crushed rock dustand steam the drilling vehicle produced. As the Dwarvesapproached, a hatch popped open and huge and strange mencharged out. The Hammer Dir were taken by surprise from afearful assault. These men were dierent; they had metal platesbonded to their skin and large spinning blades on their arms in theplace of hands.

    Being as all Hammer have military training, they fought bravely, butthey could not defeat the invaders. More crews and Hammer Kitus- the standard military - were close by and could aid. It took manyHammer to defeat the few enemy, and the strange foe neverretreated and fought to the death. After hours of conflict thedwarves dragged the bodies of their slain brethren back to thedigging outpost.

    The Hammer sages and scholars were dumfounded at this strangeevent. It was clear that they needed the most knowledgeable ofbeings to help. A message to the Silpen capital was dispatchedimmediately and it wasnt long before another tunneler crashed intothe dwarven mines. The standing Kitus were mustered and sent tothe rocky depths. The Kitus on duty were recalled from theHammer Dir borders, but the time it would take to get them incombat cost many lives.

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    The men poured into the dwarven tunnels with a blood thirsty howl.Their heavy armor was hard to penetrate and their sharp weaponscould rend armor easily. The Hammer Dir went from defendingtheir homes and resources to defending their existence in a matterof months. The Silpen Reverents called to investigate had seen thecarnage. A few live prisoners were taken and the information gainedduring interrogation proved priceless. These were a nation of TerresHokate, known as Ker Keth. After countless centuries, the Incianand Hokate Spheres were connected through, of all things, war.

    The Silpen found the invaders to be partially insane and mentallyattuned for combat. This horrific discovery led to an understandingthat these men could not be stopped by treaty or surrender. TheSilpen army was mustered.

    The Reverents had asked for fifty thousand Silpen Kai guard. Thiswas the entire Silpen standing army and all fifty thousand weresent, including the famous elven general Siltrin Caloph. The elvesand dwarves clashed against the Ker Keth, side by side and wereable to push back the Hokate and force, for a time, a stalemate.But the Ker Keth were not about to be delayed. They surged withexotic new weapons and killed many dwarf and elf with science.

    It looked bleak for the Incian Allies. But new hope had sprung.Men from the West arrived to help, with an extremely strange ally.Orkis had come as well which eluded to the situation. Themotivation of the Orkis was simple. They had become restlesswithout war for so long. Diplomats dispatched to Orkis territoriespromised war bosses the most intense glorious fighting everconceived. Glory would be theirs and stories of their valor wouldpass throughout the ages. It was true as many temples were builtand still today these Orkis are worshipped as gods. Its possiblethat certain gods that hold the Orkis in high regard may have savedthe souls of these heroes, melding them with their own so that theycould live forever.

    The Alliance of Four crashed with the Ker Keth. The Orkis couldsmash through their enemies tough armor. The Silpen could fightdeep into enemy ranks and take down enemy leadership. The TerresIncian were able to fight in rank and slowly press the enemy back,and the Hammer Dir made daring tunnel raids by smashing throughrock and ambushing the Ker Keth.

    The turning point of the war came when the Silpen general SiltrinCaloph and the Hammer King Gruss Cutterspurn fought side byside with their elite guard. They pushed relentlessly for days deepinto enemy territory without food or relief. They stood against theworst that Eastern science had to oer and shattered those thatused it. An entire forward command camp was destroyed takingthe life of the highest ranking Ker Keth noble.

    It became apparent that the Hokate could not win. Treaties werebegrudgingly signed by the Ker Keth, with the stipulation that noIncian could come through the tunnels and enter the Hokate Sphere.

    Journal Entry of Siltrin Caloph:First Counter Assault; Xall 3rd 106a

    Glory be to the Silpen. Glory to Incia.Would we not be of the righteous to call forthsuch power? This is our domain. I will strivebeyond my destiny and slice the cancer apart;deliver it from this world.

    Our battle, on this day, was the first ofour legacy. The enemy did not quake, they didnot flee, they did not kneel; but for this they died.All of them. Today our destiny was exactedwithout mishap, in the grace of our Gods, tosolar perfection. It is our way. We will striveand accomplish no less.

    Tomorrow will come, and the hand ofdestiny will guide us yet again to perfection. Thedisease will be cured, for the future of the Silpen;this I promise.

    - Silpen Kai counter assault, light casualties- High General, Prince Siltrin Caloph

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  • The Guun ExpansionThe war took its toll on all of the major societies of the IncianSphere. That meant opportunity for the less established races. TheGuun had been particularly oppressed, mainly by the Orkis, butsince there were Guun settled in Terres Incian territories, man hadalso contributed.

    Generally Guun populations were kept in check. The Orkis did notallow their population to grow too large for fear of revolt. Guunwere generally used as slaves or cheap labor doing the Orkis gruntwork. But since the war, there were far fewer Orkis warriors to befound. The Guun population went unchecked for many years. Theygrew in number quickly, and started to spread across the countryside like wild fire.

    When the Orkis made a consorted eort to reign in the Guun, theyfaced organized revolt and aggression. It became apparent that thenewly established Guun had spread out too far to be completelycontrolled.

    Slaughter at Silpen PrimonAfter the Treaty of the Breach was signed there was peace for atime. Rifts in the Alliance became more widespread. After theconflict ocially ended, it was the Hammer who had taken thegreatest losses. Yet the Silpen greedily kept most of the foreigntechnology found during battle. This lead to terrible frustrationand outrage from the dwarves, and this mistrust carries to this day.Its thought that most of this technology was taken to Velemerewhere no foreigner is allowed to tread. What the Silpen do withthese devices is anyones guess.

    The Ker Keth were humiliated over their defeat at the Breach.Revenge was just a matter of time. Over the next hundred years,after the Treaty there were no major incursions. The SilpenReverents used their powerful magic and saw devastation in thefuture located around the Primon Spire.

    The Primon Spire was the only remaining structure on the planetfrom before the Age of Woe. The Spire was located in the centerof a great elven city protected by a powerful magical barrier. TheSpire generated this barrier, and its brilliant power was onlymatched by its magnificence appearance. When the Great Upheavaloccurred, the power of the Spire was diminished. It was onlycapable of protecting itself. This was the Silpen pride and joy, and

    they believed that the dawn of their new age would be born aroundthe Spire. A new city was built around the Spire and named Primonfor rebirth.

    Since, the force barrier has ceased to work, but the Spire was aplace of moral hope and worship for the Silpen Kai. As the citywas evacuated in preparation for conflict, an elven squad found anunderground passage filled with tunneling Hokate. The Silpen armywent into action and quickly routed out the sappers. The dangerappeared to be over and the citys citizens were called back. Butthis tunnel was a decoy.

    Another tunnel had been built several miles long that wrappedaround North and stopped at the center of Prime. The Ker Kethdug a massive cavern directly under the city. The elves senseddanger once again, but it was too late. An explosion the likes theworld had never seen ripped from up under the city, and itimploded onto itself. The spire sank and shattered. But the worsewas about to come.

    Many thousand Ker Keth poured out of tunnels. The few remainingSilpen Guard were outnumbered. They fought bravely, and wereable to hold o the enemy long enough for Silpen survivors toescape. The elves were slaughtered. There were no prisoners takenand only a handful of survivors found. The Treaty of the Breachwas broken. The Hokate had made an attack on Incian land, killinginnocents and stealing precious Silpen Kai artifacts. There wouldbe retribution. Even to this day, those that remain at the ruins ofthe Spire claim to hear their ancestors screams.

    War was not an option, but once again Siltrin Caloph was called toduty. He handpicked nine hundred ninety seven of the mostexperienced Silpen warriors known to exist. One for each god, theholy number, including himself. Even assassins were called and oathbound. Oaths are sacred to Silpen and in this case signaledretribution.

    Caloph took his brethren into the tunnels where the Ker Keth hadattacked from. They used incredible skill to kill any Terres Hokatethe found. The Ker Keth were stunned and entire battle groupswere called in without success. The Silpen with all of their might,protected by their gods couldnt be killed. The slaughtercommenced and eventually they broke through the Wall and for thefirst time in millennia, Incians stepped into the Hokate Sphere. They

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  • found a vast land with many small and poor villages. Whereverthey went, if they found resistance, it was squashed. They struckdeep into Ker Keth land bringing a terrible cost to its beleagueredpopulation. They moved fast, never slept and even made temporaryalliances with other populations of men they encountered. The raidlasted for nine hundred ninety-eight days taking the lives of over aquarter million Ker Keth. They found and returned many of thestolen Silpen artifacts. The Ker Keth army was in ruins, and theireconomy was smashed. Once the greatest power in the HokateSphere, now the Ker Keth dominance could be challenged.

    Caloph returned to his people a hero but his heart was strainedand deeply saddened. He had drained his luck to its end and theblood on his hands could never be washed and his oath boundraiders felt the same way. One fateful night, they went quietly intothe wilderness. Each dug his own grave and then ran a bladethrough his own heart. All did this, acting in unison, except forone. His name was Tellur Shift, and he was forever cursed by thesouls of who he endured battle with. Some say that he is forced toreturn from the dead when his elven brethren need him most.Tellur Shifts soul isnt something to play with and calling him forthcosts a penalty of its own.

    The bodies of the oath bound were never found; only their eliteSilpen tabards of brotherhood remained in the graves. The SilpenKai nation mourned for nine hundred ninety-eight days the loss oftheir great general, and looked forward to a new future. A futurethat included people from lands far East.

    Age of the Crossing

    As the years went on, more and more humanoids hadlearned to navigate the treacherous Gods Wall, Shard Crest andHeavens Gorge. Though the journeys were still dangerous andmany were lost to the wilderness, the crossings became routine.Technologies and philosophies could be exchanged along with exoticfoods and crafts. Suuntar supplied and traded the finest magicarms and Clockwork assistants. Azikier provided training andspiritual enlightenment. Those from Hokate knew how to producemedicine and create electricity. The people of each sphereendeavored to work together, at first for research and then for thehuge profits that could be reaped.

    The Flow of GoldThe newly established trade routes allowed goods to be transportedacross the world. Crossing Spheres is no easy task, but now, aftera hundred years strangers are common place in major ports andtrading posts. Trading has lead to the rise of powerful merchantguilds. Each strives to attain vast wealth. Mercenary guilds alsobecame common place and skirmishes between guilds is common.

    The crossing routes are still very dangerous, and many ships andcaravans are lost to the environment, monsters or pirates. Guardposts have been established along the trade routes to help stave oattacks, but often it's the guards themselves that extort the caravans.Loyal men-at-arms are always in need to escort precious cargo, andso merchants guilds have become ripe with fighters. Guilds alsosupport houses of worship in an eort to enlist even more help.This leads to all sorts of strange political relationships, and oftenthe Incian senators are the very same guild leaders.

    Dark Sky at Dawn

    The Alliance of Dawn holds considerablepower. It might be the strongest alliance in theworld held together against two common enemies.The Ker Keth to the East pose the most directthreat to the Hammer Dir. The Orkis stand everready to assault the Republic of Altrinaer. TheSilpen Kai stand in the center and must considerof both of these enemies equally threatening. It isthe dual threat that keeps all three nations lockedin peace.

    The Alliance members hold secrets,resentments and plans. All are ready to strike outif need be and while the Orkis threat to the Northremains, the Ker Keth are waging war in theHokate Sphere. This leaves the Empire sitting withidle hands. Each nation wishes to reach furtherinto the Hokate Sphere to gain more knowledgeabout the technology that exists there. Its quiteeasy to trade magical devices for technologicalitems.

    The backstabbing has been recurring forthe last one hundred fifty years. The Realms andEmpire have gone to a limited conflict over thedisputed lands just North of the VindsweppenHills. At one point, over five thousand soldiersfrom each side stood just a hundred yards withbattle just moments away. The Republic and theRealms have traded in the art of assassination andkillings of diplomats and specialized techno-traders. The Empire and the Republic haveentered into a raw materials war on the economicfront. Also, veteran soldiers who train have beenpulled back to their respective countries.

    The Ker Keth and Orkis have been activeas well. The Orkis military pressure ensures amajority of Altrin and Silpen politicalconsideration. The Ker Keth have directly workedto destabilize the Alliance by selling tech to allsides and forming make shift treaties with all ofthe countries.

    If war were to break out or the Alliancesimply just disbanded, an enemy could easilylaunch a spearhead assault and one of the greatthree could fall.

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  • Terres is the world that Age Past takes place in. It is made upof dierent Spheres. A Sphere is an area of land or continentseparated by water, mountains or crevasses. Each Sphere is attachedto its neighbor, but travel between the two is impossible orextremely dicult. Hence, natural life in each sphere as grown anddeveloped dierently over the many thousands of years.

    Time and gravity on Terres is constant unless altered by a magicspell or gods intervention. Characters will become hungry, tire and

    will age at a standard rate. Dierent realms have dierent physicalrules and will act dierently from how Terres works. Realms areareas that lay on top of or coincident with each other. Travelbetween realms is extremely dicult and is only done by strongmagic. In some realms, characters will not grow hungry or age,while others will speed up time for the travelers or slow it down inrelation to Terres. Not surprisingly, the races and cultures can liveexclusively in these realms will be very strange to those who livetypical lives on Terres.

    Terres is a spherical heavenly body set in a standard solar system,which orbits a yellow star. It has two moons that glow dierentcolors depending on time of day, changing from a light yellow huein the morning to a pale purple as the sun sets. Terres is made offour known Spheres. Each one is segmented by either mountainrange, reef encrusted waters or massively wide and deep crevasse.While physical travel between spheres is possible, usually only verystrong magical means can transport being from one to the other.The world has typical vegetation ranging from scrub lands anddeserts to vast jungles and thick temperate forests. Temperaturescan range from -100 to 130 degrees F. Terres is broken into thefollowing spheres:

    Incian SphereThe Incian Sphere is the major sphere of magic on Terres. The firstmortals were created and magic was taught to them here. Magicseeps into everyday life, from helping craft a weapon to fighting thevillage nemesis. The Gods also have the most pull here as this iswhere their worship resides from. Further from the Incian Sphere,the Gods grow weak and less interested in day to day activity. TheIncian Sphere is isolated from its neighbor by the Gods Wall to theEast and the Shard Crest to the South and West. Directly to theNorth is the Endless Tundra. The Wall is too high to climb or flyover and any that attempt suocate or die from altitude sickness.It has been rumored that there are mountain passes that can betraversed, but these become covered in snow and are dicult tolocate.

    The Shard Crest is an area of upheaval approximately two hundredmiles across and many miles high. It sits in the water about fivehundred miles o the cost of the Incian Sphere. The Crest isextremely jagged and the rocks jut out in all directions. It istechnically possible to sail a vessel between the rocks assuming thenavigator can discern the rocks laying just underneath the water.The water currents become unpredictable, battering any vessel intothe reef. Any that try to cross the Shard Crest on foot will find itdevoid of life, and will be constantly submerged and swept up bysurge. Hence life in the Incian Sphere has been isolated from thedevelopment from the outside world. Chemical technology andexplosives have developed slowly and mechanical systems are stillextremely primitive relying on spring loaded and counterbalancedsystems.

    Hokate SphereMany races, upset at the Gods plan, migrated toward the HokateSphere. After the Age of Woe, those in the Hokate Sphere whosurvived used their knowledge of engineering, architecture, andchemicals to rebuild their world. Since then, they have adapted tousing mechanical machines, explosives, steam power and electricity.They however, have lost their ability to use or understand magicand while there are still many cults, the gods cannot gain enoughpower from their followers to bother. The Gods Wall isolates theHokate Sphere to the West, where it would normally border theIncian Sphere. To the South lies the Shard Crest, and the North liesthe Endless Tundra.

    The Hokate Sphere has dense jungles and forests that allow moremagical creatures to exist without being disturbed. When thesecreatures are captured, men of the Hokate run vile experiments inan attempt to discover their essence. Those of the Hokate go towar with advanced black powder weapons and strange electricalpowered beam weapons. They also employ strange graft weaponsthat integrate the weapon directly on the person and externalpowered suits that reduce fatigue and increase strength.

    Suuntar SphereThose that lived in the Suuntar Sphere before the Age of Woe pridedthemselves on their skilled animal taming, intricate craftsmanshipand philosophical accomplishments. The devastation that saw theirSphere caused magma to boil to the surface. Most who survivedtunneled underground for shelter. Those that couldnt adapt diedout. With progress, an entire underground civilization was formedand prospered. Those of Suuntar still create some of the world bestcrafts including the most advanced clockworks and magical poweredarmors. This helps them make up for their lack of physicalendurance and combat skill.

    Suuntar is separated from its neighbor by a portion of the ShardCrest and the Heavens Gorge. The Heavens Gorge is a massivecrevasse that splits across the land and water. The sea water spillsinward from surge toward the planets hot molten center and amassive wall of steam is released. Crossing the Gorge is suicidal. Itis twenty miles wide and the steam elevates to tens of thousands offeet scorching everything in its path. The neighboring Azikier Spherereeks most of the benefit of the steam in the form of constantrainfall.

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    Terres

  • Azikier SphereThose of the Azikier Sphere are extremely studied and keep detailedrecords of life and knowledge understanding many things. TheAzikier Sphere resides to the South of the Hokate and East of theSuuntar Spheres. Its isolated by ocean, the Shard Crest and by theHeavens Gorge. To its South lies vast ice fields, known as Isosuunor Arcias Refuge, that after a thousand miles start to thaw fromthe volcanic activity of the Suuntar Sphere. After the Age of Woe,those who survived here had to rely on physical skill and prowessto survive. The rains that ensued from the steam of the HeavensGorge drenched most all of Azikier constantly leaving the Southcovered in snow. Terrible mud slides resulted and much of theAzikier libraries and archives were lost.

    The people keep a calm approach of life trying to tackle problemsdirectly and evenly. Spell casting was almost completely abandonedfor combative purposes, as the ink on the books ran and paperbecame soaked from the constant rains. Physical dominationbecame paramount in Azikier society. Since the archives were lost,most training and study was passed down from generation togeneration. What magic was not lost was focused to be cast withouta spell book, and directly from memory. Azikier Sphere goods aremade well but basic. Large forges have a hard time operating in thehumid environment, and most metals corrode quickly.

    The Heavens

    Heaven was the first realm created by the Gods. It was build toentertain them, as they watched their dolls follow orders and buildmagnificent things. However, some jealous Gods decided that thestate of heaven was too orderly. Thus Demonos were created andsoon after the Fall of Heaven commenced. Now Heaven is dividedand the Angelis are trapped in their wonderful citadels. Heavenand Terres are linked to each other by essence. An individual cannotwalk or travel directly without a spell between worlds. Thoughsometimes rifts open or are created that make travel possible. Onoccasion Angelis are sent to Terres and help its beings with a specifictask. Likewise, Demonos can be sent through, or escape, and hindera process or cause havoc.

    When a mortal dies, her soul may be enveloped by the essence ofHeaven. The gods can then have control over that essence and forman Angelis or Demonos from it. A very strong heroic individualmay be allowed to keep her free will when transformed into anAngelis. Those whos essence are changed into a Demonos will havetheir inspirational qualities morphed, making them into an evenmore deadly entity. Heaven is very similar to Terres in landscapebut more mundane and time doesnt exist. The mountains are notas high and rivers dont run as fast. Diseases dont manifestnaturally and there are no animals unless they are brought over.The sky is grey and night is without moonlight. One who traveledfrom Terres could stay for ten years, never age and return a secondlater from the time she left.

    Limbo

    Limbo makes up the space thats between Heaven and Terres. Itsmuch closer to Terres than Heaven is so travel to Limbo is mucheasier. Casters and beings can use spells and powers that allowthem to step into either world. Tormented souls or those cleverenough to avoid the gods grasp might have their essence manifestin Limbo. These few may still have unfinished business and maybecome undead. Other beings were able to escape the Age of Woeand step into Limbo. Those few learned to adapt to thatenvironment and have the ability to walk between worlds. Limbohas both environmental properties of Heaven and Terres. The worldcan be rich and vibrant or grey and dead depending on the areasvisited. Time is slowed by a factor of ten. So ten years passed inLimbo is equal to one year on Terres.

    Though one can travel back and forth between realms, it helps tosee where you will end up. Most Enchanted have the ability ofLimbo Sight, which allows them to look at what point they are inTerres and Vice versa. This allows Enchanted to view theirperspective surroundings, shift in, attack, and shift out. Those withLimbo Sight but cannot Limbo Shift can see Undead and Enchantedapproach and prepare defensively. Gravity in Limbo is alsodecreased by one third making it easier to jump and allowing faerieto fly quicker. Its generally not smart to fight a Limbo being ontheir own turf.

    Shadow Realm

    The Shadow world is the negatively charged realm that sits justunder Terres. Its much like Limbo, but instead of brimming withenergy, it absorbs energy and essence. As weak essence souls areabsorbed by the Shadow realm it to grows larger and becomes morepowerful. This ream was formed as an unintentional side eectduring the creation of Heaven. The major expansion of the Shadowrealm came at the Age of Woe because so many souls were snuedout that all their essence couldnt be absorbed into Limbo. Fromtime to time a beings essence may be able to substantiate into acorporal being. There are few types of creatures that are able tomove into and out of the Shadow realm and most have ShadowSight, which allows them to see their position on either world.Mana is constantly sucked away when in this realm, so those whotravel here cant stay for long or they could become trapped.Characters will lose one mana an hour.

    Occasionally there are mana wells that spring up from Terres orLimbo, and a traveler can bask in its warmth and regenerate mana.Powers and skills involving mana usage costs twice as much in therealm of Shadow, and time speeds up though there is no aging.One year spent in the realm of Shadow would equal ten years onTerres. Gravity is more intense here by one third, hinderingcreatures. Beings with shadow attacks can drink mana and woundsstraight out of their victims. Armor cannot absorb such attacksand weapons cannot parry them. Never enter into the Shadowrealm without a plan and expect to make it out.

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  • Entry 6 - The heat bleached down ontous. We had trekked hundreds of miles and ourparty of 137 had dwindled to just under adozen. Attack from Demonos was constantand brutal, but over the last few weeks we hadgotten keen on avoiding them. Our supplieswere limited, the sharp rocks on the groundtore our flesh and attack was imminent... wewere dying.

    The machine operated several timesperfectly. It had been tested so when theexpedition was ready no one thought that thiswould be a one way trip. The last of the groupwho ran through the portal told me that themachine was erupting with strange energiesand he felt it would explode. Regardless weare here to stay.

    Entry 14 - Earlier today our souls werealmost ripped from us. We were ambushed byseveral Shunti-Aki as we call them... spineddeath.

    They shot an array of barbs that pierced Jonsolike he was paper.... but the worst of it was theystruck a monolith and awakened a Zyl-kara.We fought and defeated one before and it killed22 of the group by itself. As it arose from theearth we ran. I looked back and saw it openits mouth as it screamed. Dozens of Ronshunipoured out and soon they filled our entire fieldof view. As exhaustion set in they started tooverrun us.

    It was then that we saw several smallbright yellow spheres glowing above us. As theronshuni encircled us, beings dropped from thesky. We found they were known as Seraphimbeing transported by something called aBobble. The Seraphim raced in toward themass fearlessly. They swung huge flails thatcrushed everything around them. Some died,taken down by what seemed to be a hundredRonshuni. They did not scream even as theywere devoured alive. The Zyl-kara stalkedcloser and all seemed lost. Thats when shearrived. Streaking across the sky in her goldenarmor with large shining wings she slammedinto the center of the Zyl-kara and burned ahole through it. Her sword raked the sky andkilled a swath of enemies who subsequentlybroke morale and fled.

    Entry 33 - We have been held in thisplace for what seems to be months. We arenot allowed to leave. Its safe here but theAngelis are unmotivated. The ones that remainare not full automatons and living like this forthousands of years have driven them insane.Their leader is silent. Her god is powerlessafter transferring all of her power into thisfragile vessel. Imagine the power of a god inthe hands of something with the mind of achild.

    - Remanents of a 400 year old journal- Expedition Leader Sir Doth Carmack

    The Oasis of Heaven

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  • IncianSphere

    The Shard Crest

    Isosuun Land

    IsolynanIslands

  • HokateSphere

    AzikierSphere

    SuuntarSphere

    Heavens Gorge

    The S

    hallo

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    The Eastern Crest

    The

    Gods

    Wall

    Mou

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    TheEverguards

  • The Republic of Altrinaer

    CitiesBrighthorn: A small outpost with a naval base mainly used forrefitting.Deltamore: The largest Southern port, it handles goods crossingover to Krall Lun Khizer. Expedition: This outpost was set up to help explore the ruins andexpanse.Fortmak Outpost: Constructed as a stop for ships crossing theWestern peninsula.Halfar: A large inland port city.Loghter: A medium city constructed around vast forest.Port Brimley: The largest port city in the North. Most Terres shipsare constructed here.Terrecore: Capital city of the Republic of Altrinaer. Home to theKing and 12 governors.Terron: Home of the Terres ocer academy, this city is heavilyfortified and is home to the Republics navy.Thrumpleborg: The second largest city in the Republic has vastengineering and mining capacities.Tipton Port: This port helps feed the interior of the Republic.

    FeaturesBranian Expanse: This vast desert holds many secrets but its ruinsare extremely dicult to penetrate. Also home to a xenophobicTerres culture known as the Noquin Caste.Brilliant Savannah: Some of the most terrifying and beautifulanimals call this home.Brine Bay: This bay is extremely salty due to deposits on shore.Broken Islands: A cluster of barrier islands very dangerous toapproach, its watchtower is well defended.Compass Sea: A vast sea that separates the Orkis from the rest ofthe world.Eastern Redwind Mountains: A small red colored range that helpsretain heavy rains to the south.Ebony Horn: This cape is dangerous to cross at it ocially separatesthe sea and ocean.Muckton Swamps: Very dangerous swamps that serve as a breedingground for anything that wants to attack Deltamore.Orkis Contested: This region is claimed by several dierent Orkisclans who argue birthright.Shard Sea: The sea becomes shallow as you get away from thecontinent making travel extremely dangerous.Slithe Infested: The rich nutrients wash down through the deltamaking it ideal grounds for Slithe.Cin Fragments: Large lakes in the center of Incia.Twinsen Islands: These are large desert islands mainly unexploredby the Republic but known to the Noquin Caste.Valstead Hearth: The hearth is a gulf that is rich in resources. Itis calm and safe due to protection from barrier islands.Zrolli Islands: These jungle islands have a steep elevation and aremainly unexplored. They have a large Troll presence.

    MilitaryOrkis Military Flotilla: This invulnerable stronghold serves as astanging ground for invading Orkis. The Rullge clan maintain anddefend the flotilla.Wintread Garrison: Where most of the Republics army is trained.It is stationed near the coast to be brought to war by ships.Zon Naval Yard: With vast resources of timber Zon is the majornaval base and manufacturing facility for the Altrin Republic.

    Troll LandsTroll City: Not so much a city as a large collection of clans. Thedense gathering makes traveling through the area extremelydangerous.

    Noquin Caste LandsGuillian: This is the only area open to trading and outsiders withthe Noquin Caste. There are cities in other areas but they havenever been mapped accurately enough to place. Outsiders areforbidden to travel beyond city limits.

    Incian SeparatistsExile: This small place is loosely run by those who hate and distrustany major governmental organization. They built this town up inthe mountains for defensive purposes and to avoid direct militaryconfrontation.Godwyn: The descendants of those who first fled the Republic livehere now. It is a peaceful city that trades openly. The citizens havevast freedoms except must serve in the military and pay taxes.

    Guun Inci Lands

    GobUni: This is the only city of note in the Guun controlled areas.It is heavily fortified by wood with many tiers of defenses and layshigh against a rock face. Northern Exploration Outpost: The outpost is the only ocialpermanent city in the Northern Lands. The Republic hopes toexpand their lands.

    FeaturesFulkurn Facia Ruins: These ruins lay facing outward to the oceanon a rock face. There is no path to get to the entrance. and therocks below make them unapproachable by sea. Some Guun claimthey have found a way inside.Orkis Expansion Flotilla: This flotilla is a way point for the Orkisto launch expeditions to the West across the Ocean. The Orkis aredesperate for land and this might be their best way to find it.Zoldkereg Island: This island is overrun by feral Guun. The rockyterrain makes rooting them out near impossible.

    The Krall Lun Empire

    CitiesKaravan: The city farthest West, this serves as the main tradingpoint with the Republic.Khizer: A large city it was the old capital. Half is built aboveground with the other half below.Krall Lun Khizer: The capital of the Empire. The entire city isbuild below ground. This city is newer and highly defended.Port Kivak: This port is the main supply line to the South andhome to the naval fleet.Qinspur: The Breach runs through here. One third of the Hammerarmy is located here. This is the main crossing point to the Hokatesphere.Qlavis: A small expeditionary base, it also serves to repair patrollingships. The base has been built in a protected harbor and is heavilyfortified.Verna: This is a small frontier town that supplies much of the woodand fur directly to the Krall Lun Empire.

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    Incian Sphere Description

  • FeaturesThe Breach: The war with the Ker Keth mainly took place acrossthis region. It extends for about 200 miles underground andemerges in the Hokate Sphere.The Gods Wall Mountain Range: The range extends upward nearlyendlessly. It is impossible to cross.Hammer Gulf: Named for the Empire, this is dangerous to navigatesince the Shard Crest is so close and the weather is unpredictable. Karkak Ziggurat: Impenetrable fortress high in the mountains. Itis built on a nearly seemless stone pedestal. The only windows areover two miles up. Some claimed to have entered.Rokak Ziggurat: This fortress lays on its side but her gate is shuttight and it has no windows.Shard Crest: This tall range that sweeps across the Shard Sea isimpossible to navigate. The only structures that lay permanent arethe Washhope Ruins.Shard Slip: This is the only way to navigate through the ShardCrest, which is extremely dicult due to shallow waters, heavy surgeand low visibility.Silpen-Hammer Disputed Zone: This is a beautiful and docile regionrich in natural resources; both factions claim it.Vindsweppen Hills: These rolling hills are a known home to giants.The winds across the area are constant and strong.

    MilitaryThe Breach: The breach is home to one third of the Hammer army.It is the most heavily defended areas in the world.

    Orkis Lands

    CitiesAAlluur Clan: This clan is one of the smallest of the Orkis, but theyare also one of the best defended. They live on a triangle piece ofland that has many walls and small fortifications. Those who enterare instantly spotted.Fugjood Clan: Of all clans this one is the most savage. They arebarbaric through and through. Luckily for the surrounding areathey are also very poorly organized.Oorlock Clan: The Oorlock clan is most noteworthy for theirseafaring prowess. They operate the pirate flotilla and have becomerich taxing non-clan Orkis who enter port.Rullge Clan: This clan is the most driven toward expansion intothe South. They are focused and recruit heavily for their cause.They also are the clan that maintains the battle flotilla o theRepublics coast.Scrumholdt Clan: Less is known about this clan. They are knownto build large religious structures and pray in mass. Wassuun Clan: The Wassuun Clan lives the farthest North and arethe most open to outsiders. They can often be bought as guidesand are willing to trade and swap information (mostly about theruins of the North).

    FeaturesIsopohjon: The great ice wasteland seems to go on forever butthere are secrets that lay underneath for those who are foolishenough to search for them.Oulfin Ziggurat: The black stone of this ziggurat is coveredcompletely with ice. Its as if the tower is crying and its tears freeze.There is no known entry.Allack Loch: This is a strategic fresh water source.The Tundra: Unlike the vast North there is life on the Tundra andit is possible to survive here. Whiteouts are common and it is saidthe winds can carry a man away.

    MilitaryOrkis Coalition Forces: This large force sits waiting to attack. Itsmade of bands of Orkis looking for combat. They are eager butmostly quarrel amongst themselves for the time being...Orkis Pirate Flotilla: This massive flotilla is the home to the Orkisfleet. Most ships stationed out of here belong to the Oorlock Clan,but any Orkis vessel is welcome. Technically any ship is welcomeas long as they can pay and convince the Orkis not to attack them.

    Tundra Folk LandsHere is where the enigmatic pale-skinned people live. The titansdig tunnels endlessly and infrequently raid to the South &Southwest. Others living here are less know, but rumors of citiesare persistant. Its hard to penetrate as the land slowly rolls andthe titans are very tall and ever watchful.

    Silpen Kai Realms

    CitiesIllyana Kai: The capital and center of knowledge for the Realms.Many of the Reverents live here and much of the Silpen populationtravel here to study or learn for a period of time.Kin-dala: This is the major trading port for the Silpen and home tothe Realms naval shipyards.Lyksyr: Home to one quarter of the Silpen army which holds todefend against any Orkis clan invasion. The soldiers here trainspecifically to fight Orkis.Moonwatch: Home of the Silpen elite trained guard academy. HereSilpen prophets belive that watching the stars can lead tounderstanding about when to go to war.Silpen Primon: The spiritual capital of the Realms home to onequarter of the Silpen army. It is also home to the think tank whostudy the Hokate Sphere. Trylsyr: This is the main Southern defense force for the Realms.The Southern army is charged with defending the contested area.Velamere: This place is little known to the outside. Most Silpenmagical development happens here. The nearby ruins are guardedand o limits to any outsider.

    FeaturesElfwatch Sound: The Sound is large but tapers quickly.Watchtowers line its shores spying for Orkis troop formations.Hand Islands: Claimed by the Realms, they sometimes serve as amakeshift base for action taken against the Orkis. Despite thedanger and military presence mystics travel here frequently.Icerock Pass: This is a 100 to 300 mile long 15 wide crevasse in anice wall. Its dicult to find as the crack can shut or move basedon seismic activity or the gods mood.Norkis Vesi: This bay is calm and teems with marine life. It is alsohome to some of the worst sea monsters around.Orkis Contested: The far East of the area is controlled by the Silpen.It is usual for the Realms and the Republic to work against the Orkis. The Tunnel: This was the tunnel used by the Ker Keth to launchthe attack on Silpen Primon. The Tunnel is mostly cleared and hasbeen caved in but some say can be traversed to Hokate.

    Feel free to create many more interesting places. Thereare printable maps in the Tools Chapter in the back of thebook that serve as great game aids.

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  • OrkisPirate

    Flotilla

    OrkisExpansion

    Flotilla

    Broken Islands

    DungrenIslandBogren

    Island

    EbonyHorn

    Valstead Hearth

    Eastern RedwindMountainsBranian

    Expanse(desert)

    Brilliant Savannah

    Terron

    Thrumpleborg

    Godwyn

    City

    PortBrimley

    Exile

    Expedition

    FortmakOutpost

    NorthernExplorationOutpost(Altrin)

    FulkurnFaciaRuins

    Guillian

    Village

    IncianSeparatists

    Brine Bay

    T u n d r a

    Twinsen Islands(Desert)

    Shard Sea

    West IncianOcean

    Tundra FolkLands

    Republic ofAltrinaer

    Noquin Caste Lands

    Terrecore

    Capital

    Zoldkereg Island

    (Greenskin Island)

    GobUni

    Guun InciLands

    OorlockClan

    FugjoodClan

    ScrumholdtClan

    WintreadGarrison

    Zon NavalYard

    Military Forces

    Watchtower

    Ruins

    500 miles

  • HandIslands

    OrkisCoalitionForces

    OrkisMilitaryFlotilla

    ShardSlip

    KhusiniIsland(Hammer)

    Big ZrolliIsland(Altrin)

    WaterspotIsland

    DoggoIsland

    DokozaIsland

    Moonwatch