The Hammer of Lochost

Barsaive History

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—From A Brief History of Barsaive, by Thom Edrull, Archivist and Scholar of the Hall of Records of the Kingdom of Throal

Of course, everyone—from the scruffiest ork scorcher to the newest t’skrang hatchling mewling on the banks of the Serpent—has some understanding of the history of our province. Still, Merrox, Master of the Hall of Records, rightly suggests that a short treatise on what has come before and lead us to the political and social situation we find ourselves in now would be useful to newcomers to our land, or even young children being trained in our own schools. So I have undertaken the onerous task of fitting several centuries of history into just a few short pages. I have combed and revised for months, trying to cull from vast libraries a comprehensible summary. I pray that my humble efforts meet with approval.

On Life Before the Scourge
We are all aware that magic infuses everything. This magic takes the form of Patterns which reflect every aspect of a person, place, or thing’s history. Giving a Name to a thing strengthens this magic greatly. The power of Names is immense, and those able to give them are called Namegivers.

Most folk are also aware that the level of magic in our world is cyclical, rising and falling with the centuries. Many records have been lost since the Long Night of the Scourge, but we know that this is true. As the magic level rises, magic-wielders and Adepts become more powerful, and legends of ancient heroes give power to new heroes. A grasp of these ideas is vital to understanding who we are as a people and our history.

Long ago in Barsaive, the land was divided among many peoples and kingdoms. The eight Namegiver races each controlled their own areas: the aropagoi of the lizardlike t’skrang controlled the banks of the Serpent River; the mountain moothomes of the trolls made war on each other and raided the lowlands in their airships; the elves had their ancient court in Wyrm Wood; the orks roamed the plains from their warlike Cara Fahd; humans were scattered in many places but were most concentrated in their kingdom of Landis; we dwarves were ruling our nation of Throal (by far the largest and most powerful); and windlings and obsidimen formed their villages throughout the whole. Borders were loose and constantly shifting, and many tribes and clans warred amongst themselves.

Then an elf known as Elianar Messias, banished from Wyrm Wood, discovered ancient texts that foretold of a terrifying prospect—when the magic level of the world was high enough, vile creatures of immense power would be able to bridge astral space and enter our world where they would ravage and destroy everything we know. Elianar’s disciples traveled to the south where they founded a library and research center which would eventually become the mighty Theran Empire. Through the years Thera’s might grew and it became the most powerful empire in the world, using magic to fuel the everyday activities of its people and developing sophisticated art, culture, and weapons of war (for instance, they have an air navy consisting of magical stone ships with which to subjugate vassal states). They became renown for their prowess, their wisdom—and their cultural corruption.

These scholars of Thera eventually discovered that no one could stand to fight the creatures (which had come to be known as Horrors) and win—some Horrors would devour any physical substance and were terrible in their might; but other, more fearsome Horrors were intelligent, cunning, and magically powerful. These lived not by eating as we understand it but fed on the negative emotions of Namegivers such as fear, terror, and pain. At their height, these monstrosities could decimate all that Namegivers held dear and destroy every living thing on earth.

But there were ways these monstrosities might be hidden from. Using this knowledge, the Therans devised the Rites of Protection and Passage, which would allow Namegivers to ride out the five hundred years of the Horrors’ devastation (since called the Scourge). Once the level of magic dropped to a sufficiently low level, the Horrors would retreat from our world and Namegivers could emerge safely. The Therans sold the Rites and used them to bring many lesser kingdoms under their sway, including most of the tribes and nations of Barsaive; they also brought the abhorrent practice of slavery to our land and took many of our folk into bondage to help build their own protections. Many towns and cities began building fortifications—either underground caverns called kaers, or above-ground fortresses called citadels. Each of these were constructed of thick stone to keep out physically-powerful Horrors and enchanted with magical sigils and runes to keep the rest at bay. Enchanters and elementalists labored long on a variety of kaers and citadels, from modest underground chambers that would house a small village to such massive structures as the four mighty kaers of Throal, which housed several tens of thousands. The Rites included instructions on how to magically provide fresh air and water, as well as food, for those so long hidden in the bowels of the earth.

But the dwarves of Throal had other goals. Tired of serving as middlemen for the imperial aims of Thera, the dwarves wished to help all the Namegivers of Barsaive to throw off the shackles of oppression and slavery which the Therans had thrown over them for so long. In this effort, the dwarves wrote the Book of Tomorrow. This work recounted history and legends of life before the Scourge and recorded instructions on farming and other necessities of life aboveground which the inhabitants of the kaers and citadels would need to begin life anew. It included instructions on writing and speaking the Throalic language so that the generations that passed underground would be educated. But it also contained the philosophical and moral instruction that would prove vital if the newly-emerged peoples were to resist the return of the Therans. The dwarves managed to distribute this work surreptitiously to a majority of kaers before they sealed their doors.

Soon, the Horrors began to appear—only a few at first, but soon more and more. The kaers and citadels began to seal themselves off and begin the Long Night.

On Life During the Scourge
The Scourge was a terrible time indeed. Above ground, Horrors ravaged the countryside, destroying any who had not hidden and changing the very landscape with their ravenous appetites and love of destruction. Many Horrors broke into kaers and citadels—those poorly constructed, or those that held particularly rich sources of magic and Namegiver flesh. Inside, generations passed for some (the long-lived elves passed only a few generations; some Namegivers, such as humans, orks, and trolls, went through more than a dozen). Some folk passed their lives in relative safety—others had to watch as Horrors spent decades slowly eroding their defenses. Other Horrors took control of the minds of the inhabitants of some kaers and slowly corrupted the entire population, forcing them to slaughter and torture one another for their own amusement. Namegivers throughout the province fought bravely, but many thousands perished.

Then something odd happened. As Namegivers huddled in their kaers, waiting for the magic level to wane enough that the Horrors would be forced back to their home dimension, the normal cycle of magic changed. Four hundred years after the Scourge began, the level of magic leveled off and stopped dropping. For many years inhabitants waited, but still the level fell no further.

No one can explain why the cycle changed, but the truth of it remained—a century before the Scourge should have ended, the power of magic had stabilized at a fairly high level. Some few kaers began to open their doors. They discovered that most of the more powerful Horrors had retreated, but many remained.

On Life Since the Scourge
Those souls who stepped out of the kaers for the first time truly stepped into the sunlight of a new world. The Horrors ravaged everything on the surface: once lush forests were left barren and twisted; farmland was blasted desert; mountains had been stripped to bare bones of rock. The most fertile land in the province had been annihilated, leaving behind those areas we now call the Wastes and the Badlands. The creatures who had survived had often been twisted into bizarre and terrible forms by the Horrors. Still, the brave peoples of Barsaive began to stake out a new living in a world they had only heard of in stories, fighting for their livelihoods against harsh conditions, strange beasts, and the remaining Horrors.

Many Namegivers have still not emerged from their confinement. Unable to tell if the Scourge has ended and fearing the many deceptions of the Horrors, they remain huddled in darkness, awaiting a savior. Other kaers have been left lifeless and empty, their inhabitants killed—but their treasures and histories await discovery. Brave men and women dedicate their lives to helping recover the lost, fighting the remaining Horrors and helping the world recover from the Scourge.

For forty years after the Scourge, no word was heard from Thera in the province, and some dared hope that the empire had not survived. But the Therans did return and attempted to reassert their dominance. Thankfully, lead by their hearts and guided by the Book of Tomorrow, the peoples of Throal rallied to drive the Therans off and forced them into the extreme southwest corner of the province, where they now control only the city of Vivane and their military base, Sky Point. We are certainly not a unified whole, but with the Kingdom of Throal as a strong leader, we shall always fight for our freedom.

Now, eighty years since the opening of the kaers, Namegivers are still just beginning to reclaim their world, to discover its wonders and changes, to make their own destinies in a new world.

On the Nature of Magic and Name-giving
Magic works in many ways in our world. It is part of every living thing, making up a Pattern in astral space which encompasses all that exists. Astral space exists within and around all that is in our world, mirroring it in many ways, and its energies provide our life and powers. Most objects and creatures, however, have simple, uncomplicated Patterns. Living things have more complex Patterns than most unliving, but all have this astral imprint. However, those things which are Named have exponentially more complex Patterns. Therefore, any who have the ability to Name have a special place in the universe. To re-Name something is to change it from what it was—therefore Names are guarded and treasured, and once chosen are almost never undone. The ritual of Naming (which is different for nearly every different clan and race of Namegiver) is one of the most important ceremonies that a person undergoes in his or her life. Whether it is a person, a place, or an object, possessing a Name sets a thing apart, making it unique and powerful.

The power we know as magic comes from channeling the energy of astral space through the Pattern of a Namegiver or Named object. Some folk have this ability subconsciously, using the power of magic to enhance their natural abilities. These we call Adepts, and with their Talents they can reach heights in their Disciplines that common Namegivers cannot hope to equal. Warrior Adepts may wield a blade in ways a common swordsman could only dream of; Troubador Adepts can sing songs to break the heart of the hardest ork scorcher; Cavalryman Adepts forge a bond with their mount that allows them to break the very laws of the physical world.

Then there are those Adepts who wield magic in the form of spells—Illusionists, Nethermancers, Wizards, and Elementalists. Illusionists specialize in realistic images to confuse and deceive their victims; Nethermancers concern themselves with the working of spirits and the netherworlds; Wizards learn spells by rote from books and can achieve a wide variety of magical effects; and Elementalists weave the true elements of Earth, Air, Fire, Water, and Wood to manipulate the natural world.

Before the Scourge, spellcasting was more simple—one drew the astral energies and shaped them to her will. But the Horrors forever altered astral space, more severely even than they did the physical world. Swirls of pollution corrupted the very nature of astral space in many areas. Drawing such energies directly would do great damage to any spellcaster, and worse, serve as a sort of “astral beacon” for any lingering Horrors. So magicians of all stripes have learned to use a Matrix: a safe energy construct which emulates the Pattern of a spell. By drawing pure astral energy through a Matrix, a spellcaster may bring her spells into the world with much less danger. Though this method is sometimes slower than casting raw magic, it is the only thing that has saved the magicians of our world from almost certain death or defilement.

Magic is fairly common in Barsaive, though not as much so as in the Theran Empire—it is rightly said that Thera is an empire built on magic. The gathering of True Elements allows magicians to “weave” their properties into various items—for instance, weaving True Fire and Air into a cloak which would keep the wearer warm in the coldest of climates, or weaving True Air into the hulls of airships which allows them to sail in the sky as riverboats do through the water. These Elements are rare and difficult to collect, making them very valuable.

When all the True Elements are combined in careful balance, they produce the magical metal orichalcum, perhaps the most precious substance in all the world. Orichalcum is sometimes used to craft magical items and weapons of great power—it was orichalcum that was often formed into the sigils and wards for keeping Horrors at bay. Orichalcum coins are so valuable that they are never used for trade; they are almost entirely employed in fueling powerful magical processes and rituals.

On the Namegivers
There are eight Namegiver races in Barsaive. A brief treatise on each follows:

Dwarves—The most populace race of Barsaive, dwarves are of stocky build, averaging approximately 4 feet in height, and often have a great deal of facial and head hair. Dwarves are broad-chested, tough, and strong for their size. Dwarf ears usually come to a gentle point at the tips. Their average lifespan is 100 years. They often live underground (though they do just as well above ground), and often form very complex governments. They have a large number of scholars and merchants among them—in Barsaive, it is the dwarves who operate most of the trade routes and control the most powerful political force in the province, the Kingdom of Throal.

Elves—Elves grow to an average height of 6 feet 3 inches and tend to be of slight build. Their facial features appear symmetrical, and many races find elves attractive. Elves produce sparse body hair but often have luxurious facial and head hair. Elves have elongated, sharply pointed ears. Elven lifespan averages approximately 300 years. Elves often live in wilderness areas and give their major loyalty to their families (though many before the Scourge paid homage to the Elven Court at Wyrm Wood, which was corrupted during the Long Night by their own doing). Elves are revered by some for their wisdom and beauty; others find them aloof and dispassionate.

Humans—Humans average 5 feet 7 inches tall. Human lifespan is near 75 years. Of all the races of Barsaive, humans tend to be the most varied and the most adaptable to other conditions. They are capable of giving their loyalty to family, town, or nation with seemingly equal ease. Many other Namegiver races regard humans with suspicion, as they have a reputation for deviousness and utilitarian ideas of morality.

Obsidimen—Obsidimen regularly reach heights of 7 feet 3 inches and often weigh nearly half a ton. Their craggy skin and bodily tissues incorporate the qualities of stone, and their most common coloration is black or gray. Obsidimen are hairless and have internal ears completely covered with a thin layer of skin. Natural lifespan for obsidimen has yet to be determined, but may be nearly a millenium. Obsidimen do not have families, as such—they owe their loyalty to their Liferock (the place where they are born and to which they return when they die) and their Brotherhood, which consists of other obsidimen spawned from the same Liferock. Obsidimen rarely live among other Namegivers and do not form villages of their own. Obsidimen are generally regarded as the epitome of patience and reliability, though their ways are alien.

Orks—Orks have a powerful build, averaging 6 feet 3 inches. Their lower canines usually protrude over their upper lips and their body hair has a coarse texture, almost always colored black, brown, or gray. Their ears are pointed, and about a quarter of the population shows elongated ears. Natural lifespan for an ork averages 40 years. Orks usually give their loyalty to their tribe and often form bands of warriors (which are called raiders if unmounted, or scorchers if on mounts). They are known for quick tempers and sometimes uncivilized behavior.

Trolls—Trolls are the largest of the Namegiver races, standing some 8 feet 6 inches on average and often weighing a quarter of a ton. Troll skin has a rough texture, increased by bony ridges, spines, or plating. Body hair is sparse except on the chest, and head hair grows considerably thicker and longer than human hair. Lower canines protrude from the mouths of a slight majority of trolls. The nose is broader than a human nose. Their average lifespan is 50 years. Trolls are fiercely loyal to their family or clan. They often reside in high mountain settlements and are famed for their airship raids on lowland villages. They are known for their fierce and idiosyncratic sense of honor and their ability to work the magical crystals of their mountain homes into armor and weapons.

T’skrang—T’skrang are reptilian beings standing 5 feet 9 inches tall on average. T’skrang skin color ranges from verdant green to green-blue, with some aqua-blue and even yellows, oranges, and reds. T’skrang have cauliflower-shaped ears set into the sides of their heads. T’skrang lifespan is nearly 80 years. T’skrang give their loyalty to their families, though their villages also hold a place in their hearts and the great aropagoi (major trading houses) claim the devotion of many t’skrang. They often have ridged crests on their heads, beaklike snouts, and tails which are nearly as long as their bodies. T’skrang mostly live along the banks of the Serpent River and its tributaries and become irritable if they cannot submerge themselves in water at least once a day. T’skrang are known for their flamboyant style and daredevil personalities, as well as their sometimes threatening trading prowess.

Windlings—Windlings are the smallest of Namegivers, standing only 18 inches high and weighing 13 pounds on average. They fly using two double-wings, similar to a dragonfly’s, made of a tough, iridescent membrane. A windling’s skin color matches the brightest colors in their environment. Windling ears come to even a sharper point than elven ears. Windling lifespan is nearly 170 years, and they do not appear to age as other Namegivers do. Windling society is haphazard—though they do have nobility who rule over them, they have no strict social order. Windlings are generally considered flighty and unpredictable, having short attention spans and mischievous senses of humor.

On the Nature of Dragons
There is technically one other race of Namegivers in our province—the dragons. Common dragons (though these massive creatures ought hardly be called “common”) exist in small numbers in all areas of our land. They are very powerful, reaching lengths of 120 feet and possessing 100 foot wingspans. Many say that the dragons were the first of Namegivers—it is certain that they are ancient and possess much knowledge.

In addition to the common dragon, there are some few great dragons alive today. No one knows how many of these great Namegivers may exist, though it seems likely no more than a handful live in all of Barsaive. These great dragons are larger than their common kin and have wisdom and power far beyond the greatest of other Namegivers; they rival the cunning of governments and the power of armies. A few great dragons held off the forces of the Theran army and airships for several years in Barsaive—a dragon is the only creature known to ever take down one of the massive flying Theran behemoths. Some few great dragons, such as Icewing and Mountainshadow, have shown a tolerance for other Namegivers—others, such as Usun of the Liaj Jungle, have shown them antipathy in their territory. In general, other Namegivers should give all dragons the greatest berth, avoiding them when possible and respecting their wishes when not. Dragons are careful, cunning plotters whose webs of intrigue are often so complex as to utterly baffle any but themselves.

On the Horrors
Distasteful as this subject is, any work on our land would be remiss without mentioning the presence of the evil that is the Horrors. Since the Scourge, many Horrors have taken refuge in our world. They linger in the corners and hollows, waiting to prey on the unwary or foolish.

There are as many different kinds of Horrors as there are individual Namegivers in our world. They come in every size and shape imaginable, and many that our sane minds would refuse to grasp. Some are as small as a seed—others are larger than a small village. They sometimes appear beautiful; sometimes their form is so monstrous that a Namegiver might be driven to madness just to look upon them. Most of those who have managed to hang on in our world are the very clever or very strong.

Horrors have dual natures—they exist on the astral and physical planes simultaneously. They use magic instinctually and cruelly. They can take control of weaker minds and make the unfortunate wretches perform all manner of abominable deeds. Many can raise the dead back to a semblance of life—some might tear the skin off a man’s bones in seconds, or rend all his muscles in a single moment, or make him slaughter his own family. Most abhorrent of all, a Horror may simply make its mark on a victim and let him live for years, using him as a gateway to elicit pain and fear from others. Many kaers fell by admitting strangers who bore a Horror’s mark, only to realize years later that they had been corrupted beyond redemption and the whole populace faced certain death. Indeed, the fear of a “Horror mark” is one of the enduring causes of suspicion and division among the people of Barsaive today; any who bear such a mark are utterly outcast (if not outright hunted down and killed), and even the rumor of such a mark is enough to ostracize an individual.

On the Spiritual Beliefs of Barsaive
Most of the peoples of Barsaive pay respect to the twelve Passions. Each race and many regions have their own beliefs on their origins, ways, and customs, but the Passions are something that unite all the Namegivers. The Passions are the living embodiments of the life force of the universe, giving form to the collective ideals and emotions of the world. The Passions can and do take physical form in our world, touching the lives of individuals; many Namegivers lift up pleas and thanks to the Passion appropriate to the situation.

Sadly, during the Scourge three of the Passions were driven to madness. How this happened is not known, but these Passions are now twisted and their followers seek only to spread discord and misery. Worship of the three Mad Passions is grounds at least for banishment from most communities, if not death, and their worshippers stay well hidden.

Some few Namegivers, rather than call upon differing Passions depending upon their need, devote themselves to the ideals of a single Passion and attempt to live to the ideals of that Passion in all aspects of their lives. These are called Questors, and they often have powers to rival that of Adepts, granted them by their patron Passion.

The Passions and their associated spheres of influence are: Astendar, Passion of love, art, and music, called upon by lovers and artists; Chorrolis, Passion of wealth, trade, jealousy, and desire, usually entreated by merchants; Floranuus, Passion of revelry, energy, victory, and motion, often importuned by sailors and travelers; Garlen, Passion of hearth and healing—many of her followers are the best healers in Barsaive, and almost all Namegivers call upon her in times of trouble; Jaspree, Passion of growth, care of the land, and love of the wilderness, often close to the hearts of farmers and woodsmen; Lochost, Passion of rebellion, change, and freedom, who is the patron of slaves and those who love freedom; Mynbruje, Passion of justice, compassion, empathy and truth—many of Mynbruje’s followers are respected judges of disputes; Thystonius, Passion of physical conflict and valor, almost always invoked by warriors going into battle; and Upandal, Passion of building, construction, and planning, who is always exhorted before any construction is undertaken. Of the Mad Passions, Dis is the Passion of confusion, unnecessary work, bureaucracy, and slavery; Raggok, the Passion of vengeance, bitterness, and jealousy; and Vestrial, Passion of manipulation and deceit.

On the Current Nature of Barsaive
The Therans named the province of Barsaive 600 years ago, before the Scourge began (and still claim it as part of their empire). Barsaive is vast and loosely rectangular—it might take a man on horseback nearly a month to ride from its southern to its northern border and half again that much to cross the expanse from east to west (provided good weather and roads). Barsaive’s southern boundary is Death’s Sea, a huge body of molten stone so hot that only elementals, Horrors, and those with magical protection may pass over it. The heat from the sea has transformed the surrounding land into a vast expanse of barren rock and sand. Where the Serpent River empties into Death’s Sea lie the Mist Swamps, always shrouded in steam and vapor. Legend says that the Passions trapped Death beneath Death’s Sea, but if enough blood is spilt upon the ground, Death may one day be released.

At Barsaive’s northern boundary lies the vast expanse of Blood Wood, once known as Wyrm Wood. The traditional seat of the nation of the elves, Wyrm Wood underwent a terrible corruption during the Scourge. Queen Alachia of Wyrm Wood refused the Theran Rites of Protection and Passage—her magicians constructed a vast wooden kaer to ride out the Long Night. But halfway through the Scourge, the elven protections began to fail, and the Court knew it was certainly doomed. In a last desperate effort to ward off the powerful Horrors that threatened them, the elves enacted the terrible Ritual of Thorns—all the elves in the wood sprouted wicked thorns through their flesh which caused them terrible agony. The Horrors, unable to feed off of pain and fear which they did not cause themselves, turned from the Wood. But Alachia and her Court had corrupted the elves as surely as any Horror. To this day, most elves outside the Wood will not pledge loyalty to Alachia’s Court, though Blood Wood still claims sovereign power over all the world’s elves. The Scol Mountains lie to the Wood’s west—the Scythia and Caucavic Mountains to its east.

In the west of Barsaive lie the Wastes. Many scholars believe that the Horrors entered more shelters built in the Wastes than elsewhere—nowadays, little exists in the region save for monsters, Horrors, and a few small plants and animals. The Wastes were once productive farmland and their loss is much lamented. Just east of the Wastes is the Poisoned Forest, a large woodland that has forever been corrupted by Horrors. The Forest is in a constant state of decay but will never die, and no wholesome creature can live there. The Delaris Mountains run southeast from the forest’s southern tip.

The Aras Sea marks the eastern border of Barsaive—beyond this large saltwater ocean lie other lands with whom Barsaive has only begun to make contact and trade. The major waterway in Barsaive is the Serpent River, which cuts the province into two uneven parts as it winds its way from north of the Wastes down to Death’s Sea. For most of its length the Serpent is so wide that a riverboat takes an hour to traverse it. Hundreds of lesser rivers, streams, and springs feed into the Serpent along its length, including the Coil, Tylon, and Mothingale Rivers. The Serpent creates the most fertile land in Barsaive, and the wide, long valley sloping up from its banks contains countless villages and towns. The Serpent also winds its way around the Throal Mountains, the slopes of which support many nomadic tribes, and within the mountains lies the Kingdom of Throal. Other mountain ranges, roughly spaced evenly along the southern border from west to east are the Twilight Peaks and the Thunder and Dragon Mountains.

Several landmarks are of note in Barsaive. Vegetation in the province varies from woodland forests to lush jungles, the most notable of which are the Liaj Jungle in the west and the Servos Jungle in the east, both lying along the Serpent or one of its tributaries. The Badlands are a barren area bordering Death’s Sea on the east—as a rich feeding ground for Horrors, it suffered much the same fate as the Wastes.

Most of Barsaive’s population is spread out in small villages and towns near major trading roads, though many are isolated and scattered throughout the countryside. Many small villages are made up of the inhabitants of kaers who live close to their old defenses; often these have as yet made no other contact with the outside world. Nearly a third of the province’s peoples live within Throal, which has opened its doors to Namegivers of all races. Throal is the great underground city of the dwarves, the largest settlement in the province. Tens of thousands live in its winding tunnels, and the Grand Bazaar is the greatest trading center in the land. Some other large cities of note:

Bartertown—Originally a marketplace outside the gates of Throal, Bartertown has grown into a city in its own right. A haphazard collection of buildings, tents, and stalls, it is said that anything can be obtained in Bartertown—for a price.

Parlainth/Haven—Parlainth was the Theran provincial capitol before the Scourge. As far as rumor is concerned, magicians in Parlainth attempted to shift the entire city into one of the netherworlds for the duration of the Scourge, hoping to avoid the Horrors in this way. No one knows the true fate of Parlainth, but it suddenly reappeared a few decades after the Scourge ended, devoid of sane Namegiver life and infested with Horrors. Because of the vastly valuable treasures it is said to contain, it attracts treasure hunters and adventurers from throughout the province. Haven is a small trading outpost established on the outskirts of the Forgotten City, specializing in equipping adventuring bands heading into the ruins.

Kratas—Located almost exactly in the geographical center of Barsaive, Kratas is known as the Thieves’ City and is a veritable crossroads of information and stolen goods.

Iopos—Located in the northwest corner of Barsaive, the city of Iopos is ruled by a powerful family of magicians called the Denairastas who have held power there since before the Scourge, and who have repeatedly vowed to defeat both Throal and Thera and take control of the province.

Jerris—The wealthy trading city of Jerris lies along Barsaive’s western edge, between the Liaj Jungle on the east and the Poison Forest on the west. A perpetual cloud of black-gray smoke hangs over Jerris, floating in from the Wastes that lie just west of the Poison Forest. A fiercely competitive group of trading houses act as the de facto rulers of Jerris.

Travar—Of all Barsaive’s ancient cities, Travar alone has maintained its pre-Scourge splendor. Its white marble towers and spires overlook the banks of the Byrose River in the southeast of the province. Travar’s location provides excellent trade access to both the t’skrang and Throal.

Vivane—Once one of Barsaive’s most beautiful cities, Vivane now stands as a testament to Theran power. The Barsaivian city nearest the seat of the Theran Empire (on an island in the distant Selestrean Sea), Vivane fell first to the Therans on their return and much of the city remains in ruins. Vivane is the only Barsaivian city with a sizeable slave population. Just to Vivane’s southwest lies the Theran military stronghold of Sky Point, a massive platform so large that an entire village lies in its shadow. Many airships of the Theran Armada are docked at Sky Point and from thence make sallies over southwestern Barsaive.

On Legends and Heroes

Stories and legends teach us about our history, our people, and our place in the land. They give us hope for the future and fuel the exploits of mighty heroes. Legends are what sustained us through the Long Night—the stories of a land of green grass, blue sky, and the glorious light of the sun.

But legend is a two-edged sword. Many are the cautionary tales passed from ear to ear: the stories of strangers let into a town only to lead to its ruin; stories of Horrors disguised as loved ones wreaking havoc; stories of lone wanderers who are scouts for raiding parties that leave villages smoking ruins. Due to the terrors endured in the last century, the normally open people of Barsaive have in some cases become a suspicious lot. While Namegivers of many races may reside in one town, the inhabitants are likely to distrust strangers on sight and require many proofs of loyalty before they are fully accepted. Some isolated kaers are still unaware that the Scourge has come to an end, and venturing into one of these strongholds is to invite death at the hands of rabidly distrustful Namegivers. Other communities have emerged from hiding but still harbor a deep distrust of anyone they do not know.

Adding to the difficulties of a traveler are the changes in the land. The Scourge changed the very landscape of the province, rendering pre-Scourge maps essentially useless for any but the most major of landmarks. Now, trade roads exist or are being forged between major cities, but beyond these the land remains unexplored and potentially dangerous. Wandering as far as a hundred yards off of any trade road may place the unwary traveler in harm’s way, leading to unexplored wilderness, isolationist villages, or even unopened kaers.

However, a way to detect those who might be marked by a Horror was discovered before the Scourge, and many villages use these tests to ascertain the safety of allowing a stranger within their community. It was discovered by the Therans that those who had been touched by a Horror were unable to create art of any kind—apparently, being so alien to our world, the Horrors had no concept of artistry. Therefore, to prove that they are untainted by Horrors, most Namegivers learn to create art so as to prove themselves untouched. From embroidery to rune carving to singing to dancing to drawing, all manner of artistic endeavors are pursued by all races. If one approaches a town politely, they may have a chance to demonstrate their ability and be at least grudgingly accepted.

Even if one is taken in for the night, many villages have little to spare by way of food or resources. Of course, talented travelers, such as Adepts, sometimes find themselves welcomed and then expected to aid the town in their time of need. Tales of villages who welcome strangers and then sacrifice them to a Horror, or perform other foul deeds, or even sell them into slavery also abound, so caution is appropriate on both sides.

"We are still slaves if we do nothing with our freedom."