Quick tour of the Icesus Valley



Western Reach



The western part of the valley is most strongly ruled by the Templars and the Church of Light. Its weather is the warmest and most pleasant in the whole region. Only rarely in winter do snow drifts block movement completely, and in summer the gentle wind blowing from the south almost caresses the skin. The area is also the best in the valley for growing grain, and before the harvest it is flooded with fields like gold. Cattle can also be seen abundantly grazing in warm weather. Near its largest settlement, Vaerlon, the forests have been largely felled and there is hardly any large game left. Often, the sound of bells from the Church of Elements is carried to the traveler's ear, inviting the people in the vicinity to either visit the church or the prayer pole to their closest proximity.

As for the inhabitants, the western part of the valley is a region of great differences. The noble Templars, as well as the richest merchants and even some sectarian matriarchs who have amassed wealth for their monastery, live broadly, lavishly and extravagantly (by the standards of the Valley) in the midst of great abundance. At the same time, dirty and oppressed land slaves are ravaging the field in urban impoverishment, trying to avoid starvation. Successful artisans, sects, and ordinary Templars then collide between these two extremes.

Vaerlon is the largest city of the region and, although it is the capital of the kingdom of Valkor, it is quite modest in size. It is built in the estuary of the river and is famous for its two large stone bridges crossing the river. Merchants and goods flow to Vaerlon not only along the Western Road, but also along the lake, and it is the absolute center of civilization. Locals are surprisingly tolerant of strangers if they seem wealthy, and the city is home to a wide variety of people. However, many think of the poor as an embarrassing nuisance, and they have been placed to the southeastern part of the city.

In the southwestern part of the city of Vaerlon is the Temple of the Elements, the largest church in the Valley. It is now maintained mostly by the Sisters of Grace, and it is home to hundreds of sectarians. As the nearby Circle of Stonement is known to have magical powers, an uninterrupted stream of sick, afflicted, and vision-seekers make the pilgrimage every year. The Church of Light often blesses those who come here, usually with a vision, but sometimes also with a miraculous healing. Donations from grateful people have made the church prosperous and its matriarch Alise the Merciful has earned her nickname and the unwavering loyalty of the people living nearby by distributing this wealth as food aid and alms to the hungry.

Towards the northern part of the area you will find a semi-permanent military settlement-province known as Snowrise. A large part of the army of the Templars stationed in the North have been housed there. These ferocious cavalry men still live in their yurts and over time, a community has developed around them that includes many merchants and artisans of the common people. Since the situation in the entire Kingdom is very confusing at the moment, there is no absolute certainty as to whom these warriors are faithful. So far, they have stayed away from the controversies of the local Khans, but if they decide at some point to join them, they may well be the force that decides who rules the area.

Worship of ancestral pre-mothers of Templars is introverted and insignificant as a religion, and thus has no actual great holy places like the Church of Light. Among the closest sites are the vaulted tombs in secluded cliffs, built on the shores of the southern lake just a couple of days away from Vaerlon. These tombs were once excavated as a last resting place for the ashes of the Templars who fell in the great battles, because not all of them could be returned to their families for one reason or another. They were later gradually expanded, and the walls were engraved with pictures of battles and events in which those resting in the graves were killed. The presence of spirits here is strong and many worshipers of their ancestors use this place to enter the halls of the deceased.


City of Vaerlon

The city of Vaerlon (Vaerlon in short) is a the oldest city in the western part of the world, and could be said the most peaceful major town in the continent. After the foundation of the rival kingdom Graemor, most of the displeased citizens have moved away from it, and the nearby land area should be quite safe for new adventurers to journey. Vaerlon is built beside a huge mountain range, and during the centuries dwarves have established an amazing network of tunnels inside the mountains. There is also a lake nearby, providing living for the local fishers, and some farms. The town mainly run by dwarves and elves, and it is the main rival of the another huge city, Graemor.

The main religion is Air, worshipped by the large order of Air in the city. It gives healing powers to its followers, which is a great weapon to use in the combination with the strong Army of Vaerlon, backed up by the Mages of Valkor, who have established their headquarters in the city. The city is well guarded and organized, and fighting is strictly forbidden in Vaerlon. Vaerlon is the capital of the Kingdom of Valkor.


Province of Rise

The province of Rise can be considered the center of the Mantis kingdom, i.e. the Mantis Hive, which is the largest governing body mainly for the thri-kreen and other insectoid races. The subjects of the Mantis realm are known for their lack of individuality, as they are characterized by acting as part of a very cohesive, unanimous collective whole which is the kingdom. Beneath Rise's soil runs an extensive network of underground tunnels, at the depths of which this collective kingdom protects its most closely guarded secrets.


Northwest



The northwestern lands of the valley are the frontier where the cultures of Pagans and children of light collide. The country lives in an almost constant state of readiness, because at any time, a group of Eskaran raiders and Templars can be on their way to any village with evil in mind. Of course, encounters are not always in terms of war, but there is also trade, and it is also possible to find mixed villages in these areas, where both the Eskarans and common people from Valkor live.

The winter here is cold and harsh, covering all the lands with such high snow drifts that traveling to a nearby village becomes challenging in the heart of winter. The forests are home to a large number of deer, reindeer, bears and wolves, and more recently a growing number of wildlife. Paradoxically, in this almost war-torn region, the people live freer than in the southern regions. In these circumstances, the Templars' control is not very effective. Many enthusiastic sectarians also travel here to preach, because there is so much work to be done in eradication of Pagan customs to make way for the Children of Light, not to mention the conversion of the pagans.

There are many unapproachable places in the western lands, such as Swamp of Cadavers, which is a real thorn in the flesh of Templars. Here, the Coven of the Derelict lead their own followers. The swamp is a deceptive, dark and dangerous place where eyeless ghosts are said to wander. It is said that in the swamp there is a bottomless deep bog eye through which it would be possible to dive into the home of the Mother of Tears. What is certain is that the Eskarans have immersed their traitors, blindfolded and throats slit open, in these veined eyes of the land. Two years ago, Templars attacked the swamp and suffered a stinging defeat as the grave dwellers rose at the Coven’s command to fight against the Templars and pulled their best knights into the depths. The community lead by the Coven was originally small, but has grown as their reputation has inspired rebel flocks under their banner.

The Forest of Namgeb is almost as infamous as the Swamp. It is a vast and rugged forest, whose grouped and knotted trees cast a dark shadow over those who strayed there. In winter, it is covered with a white mantle, and the snow crackling under the boots is often the only sound that breaks the oppressive silence of the forest. During spring rains, autumn storms born of the north wind, and during the summer months incessant buzzing of mosquitoes take care to test the adventurous lonely traveler. The forest serves as a refuge for many goblin tribes, wilders and even Eskaran rebels. Rumor has it that the hills of the forest are full of gold, so every now and then a group of lucky prospectors decide to try their luck in the hills, usually with devastating consequences.

The most significant trading place in the western region is the province-city Gate of Ice, whose Seita guarantee trade peace. This northern boulder field is almost devoid of plant life, with numerous cairns and giant's kettles. Here the Gaesati people, common people from Valkor as well as the Eskarans (and sometimes even some goblins) come to trade. The Templars officially know nothing about the existence of the whole place. However, their khatuns also occasionally send their servants here to trade, especially if they need any service from the Eskarans or Gaesati people. Although few people dare to scramble or steal on the spot for fear of retaliation by the Seita, the surroundings of Gate of Ice have become a favorite area for many gangs of Bandits.

Just a short distance south of this, to protect themselves from the Eskaran raiders, the Templars have built a line of towers. These forts built of stone and wood are named after the bonfires built on top of them, which are ignited if the tower is besieged. These bonfire towers are magnificent fortresses and only once have the Eskarans succeeded, under the leadership of their legendary heroine Ksuasha, in capturing and destroying such a tower. The biggest problem with the bonfire towers is that the new settlers have long since passed to the north and their protective effect on the people of the border areas is quite small today.

North



The northern part of the valley is still completely under the control of the Pagans, and have not been touched by the faith of the Church of the Elements or by the Templars. Nature there is untamed and wild, with bears and wolves running free and a constant danger to reindeer herds. The winter here is long and cruel even by the standards of the valley, while the summer remains short. When the area is not buried under snow drifts, mosquitoes and gnats are a constant nuisance. However, these are by no means the worst difficulty for a hiker. Here, the Wilders roam free and in abundance, and so it is best for those who travel alone and in small groups to be aware enough to keep from angering the bone spirits, or to keep from being eaten by goblins, or keep from being attacked by a flock of screaming Stormwings.

In the northwest, you will find numerous sacred places dedicated for the Wilders, such as the Stone Ring. It is a large circle of boulders in the midst of an icy plain. The Eskarans believe the boulders are petrified ancient Wilders who are just waiting for a blood sacrifice of sufficient value in order to be revived and obey their liberator. There are also lesser Wilders, who are happy to hide in the shadows and cavities of the boulders, and they also gladly receive blood sacrifices. Indeed, many Eskarans wander here with their prisoners of war and sacrifice them in hopes of favor with the Wilders.

In contrast, Fjell of the Winds, is sacred as a place to both Gaesati and the Eskarans. On its west side is the Gaesati village Vekkak and on its east side is the Eskaran village Kitron. The slopes of the Fjell are steep and the wind seems to swirl around it even on days when it is otherwise calm. Numerous Seita await at the Fjell, ready to teach their secrets to the climber, but the numerous Knickerknocks roam around it doing their best to throw the careless climber to his death from the cliff. Some passionate Eskarans actually volunteer to throw themselves down from the top of the mountain, thus seeking favor in eyes of the Mother of Sighs. Some have managed to enter her home in this way, the bones of others still adorn the ridges of this fjell.

Gaesati tribes host their main tribal councils at a strange landmark known as Reindeer Skull near to Vekkak. It's a big pole with an enormous skull affixed onto its peak that you might otherwise imagine coming from a reindeer, but it's at least four times too big to ever belong to any ordinary reindeer. The surrounding Seita demand that the area be left alone with the exception of the tribal councils, and the Gaesati have respected this decree. Recently, however, Eskarans fleeing Templars from the south have settled nearby this area, attracted by abundant game and fish catches. The Gaesati tribes were wondering how to proceed, as the Eskarans almost never leave areas voluntarily.

Perhaps the largest settlement in the area is the city of Eskara, as it was originally a sacred place of sacrifice for the Serpent of Earth. It still serves the same purpose, but as the Eskarans moved further away from the feet of the Templars, a larger city has developed around it, to which Gaesati also arrive to trade their products and reindeer herds. Only infrequently and in extreme distress do the Eskarans kidnap any of them as human victims and therefore a qualified merchant may well make great profits here. The temple where the Serpent of Earth lives is said to be located about a week away from Eskara in a place called the Sacrificial Grove, and at the end of exceptionally devoted worship there, she is known to have appeared in the grove, digging up from the land under it.


Town of Atherton

The town of Atherton is a fairly small town located in the northern part of the known world, to the northeast from the Capital of Vaerlon. The surrounding nature is fairly harsh and cold, especially in winter. Because of this there are quite few settlements or intelligent monsters living near Atherton, though wildlife is prospering.

As Atherton is located on a fork of the river of thousand rapids, which connects the lake of Nurdhar Thor and the lake called the depths of the water folk together, there are lots of fishers in Atherton who provide some food for the town. The other major group of food suppliers are the hunters who are well-known and respected all across Icesus - Caribous being the most important prey for them. The town buys grain and other food from the monthly "Vaerlon caravan". These food supplies are traded for animal skins and other resources found near Atherton - like copper from nearby mountains or hand-made decorations and other goods brought from the village of Vekkak. Though recently Atherton has become more and more less dependent on these grain caravans as they have managed to raise some grain and other food plants themselves with help from the priests of fire who have moved to the town some months ago to help in building of the cathedral.

Most of the folks living in Atherton are humans but there is also a large minority of dwarves because of the copper mines in nearby mountains and there is also a large minority of elves living there. There are also some smaller minorities like halflings and leprechauns but you can encounter a member of any race on Atherton's streets. The people are very tolerant, but the priests of earth are hated because of recent problems with undeads. The priests of water are also unwelcome because of the growing faith to the fire goddess Zrammas.

The citizens of Atherton aren't extremely humble people when you are speaking about the religion. Their temple has altars dedicated for all elemental gods, but the priest taking care of the temple is a priest of air. Though elemental goddess of fire, Zrammas has slowly gained foothold as the main religion in Atherton as they have started building the grand catheral of Fire there. Vaerlon's council and the priests of air have made harsh protests against this but still the construction continues.

Some years ago Atherton still was totally independent but it had to make a deal with Vaerlon because of the thieves that plagued the town. After the army of Vaerlon helped with the thief problem and named Fenrash as the mayor of the town, Atherton has made more and more cooperation with the Capital. Though some parties in the town had started to run campaigns to free Atherton from Valkor's grasp. Fenrash also had loosened ties with the Vaerlon and worked for the good of Atherton. Atherthon has always been fairly independent, but resently it parted from the kingdom of Valkor and became an independent city-state of Atherton.


Village of Vekkak

The village of Vekkak is located on the extreme northwestern edge of the valley. It is known as the most permanent settlement of the Gaesati tribes. Its people make a living by fishing and hunting. Wise shamans guide them on a path of life which was paved by both Spirits and Wilders.


Heartlands

The Heartlands was formerly the most prosperous area of the whole valley due to trade with the Hegemony and Ciloss, abundant hunting grounds and fishing waters. Now, however, most of this trade has moved to Vaerlon, as the Great Western Road ends there. While in the central and southeastern parts of the valley, there are only modest cart paths. At the same time, the area's previously abundant amber deposits are slowly depleting; as are over-hunted animals and overfished fish. As a result, the central areas are slowly drifting into decay. Here you will find afforested fields and dilapidated houses. Sheep have always been kept here instead of the more traditional cows, and their wool is still valued.

The strongest fortress in the area is considered to be the Iron Castle in the province of Glimmering Gates, which is ruled by the Hegemony of the Eye. Iron Castle is a high-walled fortress built of stone, whose gatehouse and ridge are made of iron. It is in an easily defensible place on the edge of a steep mountain slope and it is generally believed that there is no army in the Valley that could take it by force. It is also difficult to go hungry or thirsty, because there is a well inside the fort which always has enough water, and its food stores are large and full of salted meat and rusks.

The only notable city in the Heartlands is Mahrakc in the east, which has fallen into disrepair. The local baron is incompetent and deeply in debts. Power has largely slipped to the local representatives of the Bandits. Indeed, moonshining, gambling, narcotic herbs, and prostitution have settled in the city and are becoming its main occupation, despite protests from sectarians in the Church of the Elements. Throughout its history, Mahrakc has also been the target of Hegemony's raids at regular intervals and has been burned a couple of times. The city has enjoyed a long period of peace recently, but the gloomy ones believe that the next raid will come soon.

Not all trade with Hegemony takes place in the Heartlands. The province of Red Wind on the border of the four kingdoms is still a major place of exchange where the prevailing trade peace has been respected throughout history, even by the Hegemony. The city is large and lush and its people have traditionally been prosperous, although the newly arrived Templars take what they see as theirs, limiting the bargains were once found. Once a year, after the melting of the ice, the Hegemonians arrive here at the large market, which is still the most significant annual trade event in the entire valley. Smaller trades are made throughout the year.

The storms of the Inner Sea are defied by the infamous ancient place of sacrifice of the Pagans known as the Darkmoon. Numerous strange runes were engraved on the surface of this high volcanic rock in ancient times, the importance of which has now been forgotten. It is said that by trying to understand the message long enough, you will either lose your mind or learn the great and ancient wisdom of the Wilders. The lower parts of the volcanic mountain open into long caves and corridors filled with sharp rocks which are easy to get lost in and seem to sink beneath the ground. According to reports, by descending deep enough, one could find forgotten Seita dedicated to mollusks and Wilders of the depths that have not walked on the ground for generations. It is also rumored that somewhere in the caves that open below Darkmoon there is a hideout and a treasure trove of the Bandits, as not everyone wants to share the wealth they get from trade with the Templars.


City-state of Cenedoiss

The City-state of Cenedoiss is a large city located on a group of islands in the massive lake near the southeastern volcano. The location is pretty idyllic even though there's very little land to farm on the island itself, but the farms on the mainland to the west from the city provide more than necessary to survive for the city. Also warmth from the volcano helps the growth in this part of the valley unlike in some other cities, like in the Atherton where the climate is very cold and farming hard. The lake provides the city with huge variety of fish for food and trade. Although the lake contains many dangerous water beasts too which occasionally bring trouble to the area. The island itself is considered to be very warm place as it contains many hot springs that constantly bring lots of warm water to the surface, mostly for the pleasure of the nobles whochannel it to their bath houses.

The city was found shortly after destruction of Teladan, although there was already settlement on the island build by race called ciloss, mysterious squid-like race that is able to live both on land and water. They gladly sheltered the survivors in their city which was fairly small at that time but quickly after coming of the humans and other races it grew and prospered to its currently proportions. Most of them now live in the part of the city called the Mudtown, which is fairly poorly constructed and unkept unlike the other parts of the city. The living conditions in it aren't very good and has been some demonstrations against the ruling government to make the conditions better.

Both the refugees and cilosses revered Albila, goddess of Water, in a form or another and this helped them a lot in settling in together. After some time the old mosque for the goddess, build by the cilosses turned out be small because of greatly increased population and with the combined efforts a new Grand Cathedral of Water was build in the middle of the city to form a single centre for the religion.

Province of Farhorn

The province of Farhorn began as a small trading camp located southwest of Cenedoiss. Some time earlier, bandits began building small hidden lodges to make it easier for them to patrol the surrounding areas. During this time, a small fortress was eventually built, marking the center of this settlement, which is not only far from prying eyes, but also has many escape routes, either by land or water. These qualities made and still make this area perfect for a bandit's mobile lifestyle.

Province of Frontier

The Province of Frontier is the realm of the kingdom of Stormlord the All-Father, whose name refers to the legendary Firbolg god-hero who guards his people from the northern edge of the valley. The name of this god-hero alone unites the otherwise nomadic and wandering Firbolg tribes into a powerful kingdom of giants and giant-kin. The province is a quiet and safe mountainous plateau just some distance west of Silverspire. The unevenness of this terrain deliberately favors large creatures, and large boulders, for example, make marching difficult for smaller creatures but effortless for giants.

Province of Crowscar

Although the city of Silverspire boldly bears the name of the elven civilization of the Valley, the city itself has become a melting pot of elves and dwarves and this was not what the elves had in mind. Now, the center of power of the elves is in the province of Crowscar, which is located in the dense deciduous forests of the southeastern part of the Valley.



Eastern Reach



The eastern part of the valley is a gloomy region tormented by ghosts and curses. In this part of the country, the bloodiest battles were fought between Graemor and Khazakul, and the presence of fallen tortured spirits can still be felt in the air. Whenever the road is not covered in thick and damp fog, it is whipped by the cold wind. The sun rarely distributes its blessing to the earth. The local people are gloomy and generally unfriendly to strangers. The fields here are small, as are the herds, which typically consist of a couple of cows and a few pigs. In abundant forests, on the other hand, animals still migrate in large numbers, and a skilled hunter can still quickly prey on many brown hares or capercaillies as long as he remains vigilant against packs of hungry wolves.

The Eastern Road runs through the area, which is a lifesaver for many locals. Salt and iron flow along the road to the east. Furs, amber and tax-paid grain go the opposite direction. Taverns have been built along the road on regular intervals, where travelers can stay overnight for a reasonable fee. The road is also very popular with Bandits despite its extensive patrols and it is important for traders to be able to secure their transport in case of robbery.

The largest settlement in this area is the town of Graemor, which is split by a frozen river and is the center of the Czardom of Graemor. The people of this city, tormented by dhampirs and ghosts, usually lock themselves in their homes even before sunset, and if it is at all possible, no one walks the streets near midnight. The Czar Kezrhgdel is also widely feared. He steadily urges the villagers to hand over young men to his castle as servants and many of these disappear without a trace. Rumor has it that the Czar feeds his servants to a monster living in the basement of his castle.

In the central part of the Eastern Reaches, a short distance north of the city of Graemor, is the area known as the Petrified Forest. It was here that Kezrhgdel ascended to power, slaughtering and burning a huge number of Khazakul dwarf prisoners and Goblins who had previously lived in the area. This forest of stone is said to be freezing cold and covered with cloudy fog even on midsummer days. Those living nearby tell of the tormented cries in the middle of the fog that may be released by ghosts or those lost in the fog. At Kezrhgdel's order, the old underground garrison-city in this area will be kept operational, even though the impressive garrison itself is not excited about this. The official reason is to protect the people from the Goblin tribes that are rumored to have nestled in the Petrified Forest. However, many barons believe the real reason is to prepare for the expected attack from the direction of the Templar’s heartland.

There are rumors of a monk monastery in the middle of these eastern forests, which is sought after by many pilgrims of the Church of the Elements. It is a strange and enchanted place that cannot be found with any man-made map but only appears to those it finds valuable. The monastery is said to be shimmering white and populated by beings filled with saintly light. It is known that the monestary contains a cup of Holy Life; drinking from the cup is said to fill the mind and body with the light of the Church.

Rumor has it that this monastery also has a black and gloomy counterpart that the casual traveler can find only in the darkest stormy night. In this cursed place built of black stone, dark-robed priestesses perform rites that include orgies, cannibalism, and many other terrible sins that words are not enough to describe them. Some hermits who are labeled insane have claimed to have visited here and repelled the elements of sin and evil in the Light of the Church and by the power of their will.


City of Graemor

The city of Graemor (Graemor in short) is a huge town in the northeast part of the known world. The nearby land area is populated by 'evil' people, undead and all sorts of dangerous wildlife. Graemor is built inside a huge underground cave, that is split half by a frozen river. The only way in is to travel with the river. The town is actually located in many adjacent caves, the rich part is apart from the poor part and so on. The town is run by dark elves, but also populated by many other races. The main religion is Earth, it is worshipped mainly because it gives raw power. The caves were pretty much created by earth priests too, so they have considerable influence in Graemor. The earth is a twisted religion, the further it goes, the more corrupted the priests are. Some might even call the earth priests necromancers.

Recently rulership over the kingdom of Graemor was taken by a small group led by Kezrhgdel, a cunning young dark elf leader backed up by the priesthood of Dhubr, powerful dark elf sorcerers and the shadowdancers, who helped to seize the palace. After a short period of political and military turmoil almost all members of the ruling body had been either killed or exiled out of the Graemor and replaced by people favorable to the visions of Kezrhgdel. Quickly after the peace was restored in to the city and it's surrounding areas and Kezrhgdel announced his reign over the realm and proclaimed himself as Czar Kezrhgdel, the first absolute ruler of the Czardom of Graemor. The Graemor, now ruled by the czar and 'the family', group of barons who are close advisors of the czar, has started to expand its realm and build new roads, bridges and cities.

The main muscle of the city comes from undead armies, but the ferocious troll fighters are also a major influence, not to forget shadowperson shadowdancers and so on. The city is well guarded and organized, but a very ruthless place. Basically nobody's safe. Graemor is the capital of the Czardom of Graemor.

City of Silverspire

The city of Silverspire is located at the border between the Eskaran and Children of Light regions. It is as such controlled by the Templars, but not in the same way under their iron fist as the other northern provinces in general. The city has been successful and its inhabitants enjoy relatively large freedoms. Opportunities to trade with the Nordic countries have also made it a city of great prosperity.

The city is heavily fortified and contains over a thousand real houses and some small shacks. The city is home to a total of about five to ten thousand elves and dwarves who derive their income mainly from agriculture, although hunting and livestock breeding bring a little more variety to eating just bread and turnips. However, cattle rearing in particular has recently been difficult due to the escalation of raids by Eskarans. They have never reached the city, but grazing livestock outside is an attractive target for the horde.

The official defense of the city is the responsibility of the elven kingdom of Silverspire and the dwarven kingdom of Khazakul. Riding soldiers can rally anywhere aroudn the city for less than half a day, but as it can take almost one day to get the word out of the countryside, the villagers in the area are accustomed to taking care of themselves and each other. Every house has spears and riche houses have even swords when needed. So far, the area's khan has watched this arming of peasants through his fingers because he is a man of common sense and understands the need for the city to defend itself against the Eskarese.

In the city of Silverspire, as in many others, residents are known for their home houses. Generally, if only one family lives in one house, this is not a problem. If people of several families live in the same house, they are quickly considered to be members of the same family.

Province of Winterfort

Winterfort is home to the most famous Orcish civilization in the valley, aka the clan Bloodaxe. They have good relations with the Czardom of Graemor, and they will march, if necessary, to defend their ally from this icy kingdom. As you approach this realm from the west or southwest, you can clearly see thin columns of smoke rising in the horizon of this snowy realm. From these pillars you can easily see where the settlements are or where patrols are going, so that you can avoid them if there is a compelling need to move in the area.


Borderlands



Even the Eskarans no longer live on the outer edges of the valley known as the Borderlands, but Goblins and Gaesati survive there. In extreme conditions, reason and laws of nature begin to crumble as the world of witchcraft and spirits merge with our own. In summer, the sun can shine in the middle of the night. Correspondingly, winter is long and during it there are periods when the sun does not rise above the horizon at all, but only the moon, stars and northern lights blazing in the sky illuminate the glittering snow crust. Mighty Wilders wander here and the unfortunate traveler may accidentally slip into the world of spirits unnoticed. This foreign land is also trodden by many creatures, which to the Central Lands are known only by fables, such as the hairy elephantine creatures who ruled the world before man, who were also called forefathers of the Antaeun.

'Cracks' are bottomless shafts found in icy fells that lead to the realm of Mother of Chills. Gaesati and Goblins tend to avoid them, as Ice Fangs prey on them and Chills almost constantly flow from the surface of the earth, which by their nature can freeze the traveler to ice.

Warm air, on the other hand, flows up from the Fire Pit on the western edge of the Valley, which is said to have originated from a rock that fell from the sky a long time ago. At the bottom of the Pit, the earth still burns like hot coal, even through the icy winter. Several herds of Goblins inhabit the edges of the Fire Pit, taking advantage of the heat which is constantly emanated by it. A secret cavity in the pit is rumored to lead into the kingdom of the Salamander Queen.

There are also rumors in the valley about Lake of Ice, which is located so far north that its surface never melts. A major Gaesati tribe, reportedly subsisting on fishing, lives on this icy lake, and the Seita advice them how to survive in these impossible conditions. Further stories tell that at the bottom of this glacial lake, Rhuwyth, the strongest Gaesati shaman that ever lived, sleeps his last sleep. The discoverer of his body is said to obtain the power and infinite wisdom of Rhuwyth. However, Lake of Ice is so full of bloodthirsty cold Wilders that those who dived into it would suffer a terrible fate as the Wilders would tear the bones and flesh of the diver.

Many believe that the world ends in a mountain range known as Snow Peaks, where snow never melts from the peaks and slopes. Others argue that a sea of eternal ice would open up behind them, with huge white bears migrating back and forth. Sometimes large white bears have been seen in the valley as well, so perhaps these rumors are not completely without reality base. In any case, the mountains are inhabited by many hungry Goblin tribes, whose hair is much whiter than that of other Goblins. They are much more wicked than other Goblins and attack people on sight, so it is difficult to go and see.


Province of Midnight

This isolated province in the far north is the border post of Goblins coming from outside the valley and leaving the valley. The polar night is long and cold, and no one survives in the open air as the cold air sinking down from the northern mountains descend on this narrow valley with crushing coldness.

Province of Ember Valley

This valley is the outer landmark of the Khazakul kingdom, a dwarf monarchy that dominates the entire valley. In the mountains surrounding the valley is the prestigious throne of the kingdom and the royal family. The valley itself gets its name from the fact that the snow that falls on the ground sparkles at sunset in myriad shades of gold and red.