The continent of Aventuria, the primary setting for The
Dark Eye, lies on the world of Dere, which bears only a
passing resemblance to our Earth. We are not concerned
with whether Dere is spherical, like Earth, but many of
its inhabitants believe the world is round. Some scholars
speculate that it may be a flat disc, a hemisphere, or even
a ring. People normally refer to Dere’s sun as Praios’ Disk
or the Eye of Praios. The moon is commonly called Mada’s
Sign. Dere is a fantastical world of divine intervention,
wondrous magic, and dangerous monsters, and Aventuria
needs heroes to keep the world from sliding into darkness.
The Shape of the World
Three other known landmasses exist on Dere. If you leave
Aventuria and travel west across the Sea of Seven Winds,
you eventually reach the Gyldenland, which is called
Myranor by its inhabitants. If you travel straight across
the Southern Sea—a long and perilous journey—you reach
giant Uthuria, also called the land of the 12,000 gods. In the
east, beyond the Sea of Pearls, lies the Giant’s Shore, called
Rakshazar by the Tulamydes. It borders Aventuria in the
far north-east, but the two continents are separated by the
mighty peaks of the Iron Edge, which rise more than 9,000
feet into the sky.
“There have been many debates on the
shape of the world. Some think that Dere
is a disk, others that it is a sphere. The
Maraskani are certain that the world is a
discus, and I have even heard from scholars
who are convinced that a mysterious hollow
world exists inside Dere.”
—Nacladora Berlînghan, Blessed One of Hesinde Draconite
Aventuria stretches approximately 2,000 Middenmiles
(which correspond to our kilometers) from west to east
and approximately 3,000 Middenmiles from north to south.
Compared to Earth, Aventuria is roughly the size of Europe
as measured from the North Cape of Norway to the Italian
capital, Rome, and from the west coast of Ireland to the
city of Warsaw, Poland.
The Far North
The far north of the world shivers in the icy grasp of
eternal cold under the pale, flickering North Star, which
is also called Ifirn’s Light. The names of its regions, such as Hoarfrost Wastes and Grimmfrost Wastes, hint at their
desolate nature. Bards tell many tales of the horrors that
dwell here. Legends say that Firun, god of winter and the
hunt, keeps ancient evils imprisoned here. The snowcovered
Ice Cliffs, Misty Peaks, and Frozen Peaks mountain
ranges rise from the ice-encrusted plains. Yeti Land, the
name of Aventuria’s northernmost island, is home to
the wild snowbugbears. Ice dragons, such as the ancient
Schirr’Zach, rule the skies above the Eternal Ice. Tales tell
of the Wild Hunt of the archdemon Nagrach, which hunts
and kills indiscriminately. The harsh tribes of Fjarning Ice
Barbarians grudgingly share the land with the mysterious
ice elves, who generally avoid contact with anyone.
Apart from the city of Paavi, seat of the Duchy of the same
name, only a few scattered settlements lie on Icebreak Bay,
which is populated by amber collectors, hardy whalers, and
daring trappers. A short time ago, the Ice Witch, Glorana,
subjugated the lands surrounding Icebreak Bay. She is
presumed to have been killed, but it is said that her black
ice still corrupts the souls of those who carelessly leave the
protection of their homes.
A flat plain stretches out between the northern mountain
ranges and coasts and the eerie forests of the Salamander
Stones. This endless expanse of steppe, called Brydia, is
settled almost exclusively by nomads, the quiet and frugal
Nivese, who follow the course of seasons with their herds
of half-wild karan deer.
The Iron Edge, in the far northeast, is the mightiest
mountain range in Aventuria. The bards say that every
attempt to cross these 9,000 foot tall peaks has failed, and
the land beyond (the Giant’s Shore) is remembered only in
myth. Maybe the ancient dragon, Fuldigor, who is said to
be so huge that thousand-year old oaks grow on his back,
could reveal something about these lands. Folks say that he
has watched over the Demon’s Citadel at the border of the
world, deep in the Iron Edge, since the end of the Dragon
War.
The Forests of the North
In the east, the windswept, grassy plain of Brydia changes
over to the whispering, dark forests of Nornja, wherein lies
the city of Bjaldorn with its splendid Temple Hall made of
crystal. Even though a baron wields power here, the true
lords of Nornja are the treants, which impede settlement
attempts and watch outsiders warily from the depths of
the forest.
To the south is the Bornland, which lies on the rivers Born
and Wealbeck, the arteries of this feudal republic. Seafaring
trade is the lifeblood of Festum, the capital of the Bornland
and one of the largest cities of Aventuria. The Feudal
Marshal, elected every five years, resides here. Beyond the
free cities the Bronnjars rule as feudal landowners with
unrestricted power over their lands and over their serfs.
The wild, forsaken hills of the Transweal, northeast
of Festum, are home to strange fairies who have little
comprehension of or care for the worries of humans.
The rest of the land is covered in forests. A giant named
Milzenis makes his home in the Bornwood.
Ruined castles and dreams of a lost empire recall the
exploits of the Theater Knights, the faithful warriors of
Rondra. Hundreds of years ago, they fought valiantly
against the goblins and were just and fair rulers of the land.
The Bronnjars proudly trace their family lineage back to
this legendary Order.
The bustling Norbards travel through the Bornland and
its neighboring regions on business, always with songs on
their lips and memories of their kin in their hearts.
The former rulers of the land, the red-furred goblins, were
driven into exile in the Red Sickle and now dare to attack
humans only with superior numbers. They maintain their
ancient beliefs and still worship the Mother Sow, Mailam
Rekdai.
The mysterious forests of the Salamander Stones lie
separated from the Bornland by the Green Plains in the
east. Crystal-clear rivers flow here in deep valleys and the
leaves on the trees seem to whisper old songs. Within the
unspoiled beauty of the deepest wilderness one finds the
mythical homeland of the elves. Eons ago, the first of their
kind stepped out of the light into the physical world and
established the culture of the high elves. Their descendants,
the wood elves, still live here, albeit withdrawn from the
world. In the wet woodlands of the Kvill and other rivers
one finds the villages of the glade elves, built atop wooden
pilings.
The Steppes of the Orcs and the Former
Svellt League of Towns
The Stone Oak Forest and the mountain ranges of the Great
Olochtai and Firun’s Wall surround the dry steppes of the
Orclands, as if placed there to prevent their inhabitants
from ever leaving. Yet many wars of the past showed
that the orcs cannot be penned in. While most orcs are
content to reside here in large tribes and subsist via animal
husbandry and hunting, they are feared as vicious warriors
everywhere. A gruesome fate awaits their captives: the
strong are forced into slavery, and the weak are sacrificed
to the minotaur-like god, Brazoragh, or Tairach, the orc
god of death. The Aikar Brazoragh is seen by most orcs as
the unifier of the otherwise chaotic tribes and ruler of the
Orclands, sent by the gods directly. His warriors set out to attack the humans from Khezzara, the only orc city in a
land of nomadic tribes. The Orclands are also regarded as
the home of man-eating ogres, gigantic horrors that once
raided beyond the mountains and struck deep into the
Middenrealm, devastating everything they encountered.
To the east of the Orclands lies the former Svellt League of
Towns. After the last orc raid, small settlements are all that
remain of this once prosperous trading power. Towns such
as Gashok were conquered by the orc horde. Deepenborg
resisted, and burned for its efforts. Lowangen still pays a
steep tribute to the occupying forces. Tjolmar, on the other
hand, escaped unharmed. Rumor says the town’s resident
dwarves purchased its freedom. Riva, which sits on the
shore of the gulf of the same name, is the last independent
city of the old Svellt League. It is the gateway to the Nivese
steppes and the most important harbor on Aventuria’s
northern coast.
Thorwal and the Gjalskland
Many think the culture of the tall Thorwalers consists only
of raucous bawling, brawling, and drinking. But that is
only one side of the coin, since there exists more to this
valiant northern folk. The Thorwalers are some of the best
seafarers in all Aventuria, and are feared along the western
coast as pirates and plunderers. The enmity between these
northern folk and the slave holders of the deep south is
famous, as is their poisonous hatred for whalers, since they
worship the whale god, Swafnir, above all others.
Thorwaler bards keep old wisdom and stories alive in
their songs to strengthen and unify communities, while
their runes weave mighty spells to command winds and
waves. Most Thorwaler settlements (especially coastal
communities or Ottajaskos) are independent and organized
along lines of extended families or kinships. It surprises
some to learn that Thorwalers elect their leaders, including
the highest-ranking Hetpeople.
The capital of Thorwal is praised for its cosmopolitan
attitude. Other important places are Prem (the source of
Prem Fire, Aventuria’s most famous schnapps) and Olport,
where the Hjaldings, the ancestors of the Thorwalers,
first set foot upon Aventuria after sailing from from the
legendary Gyldenland.
The land is rough and unspoiled from the chalk cliffs of
Olport to the windswept isles of the Olport Stones, the
ragged fjords of the west coast, the high moors around
Waskir, the treacherous Hjaldor and Gray Mountains, and
the lowlands of the Borodin. The Gjalskland lends its name
to the Gjalsker Barbarians, a reclusive people who are as
rough as the land and who fear nothing but the sea.
The Warring Kingdoms
To the south of Thorwal and the Orclands lie Nostria and
Andergast, whose feud has continued for more than 2,000
years and made them known as the Warring Kingdoms.
Shaped by strict feudalism, Nostria and Andergast are
separated by a forest wilderness that itself is home to
numerous druids and witches. While coastal Nostria feuds
constantly with the Thorwalers, the wooded hinterlands of
Andergast face constant threat from the orcs. Old enmity
and new conflicts have shaped a sullen and tight-lipped
people who trust only in tradition. Aventuria views both
regions as backwards, a belief supported by Andergast’s
general tenet that men are somehow superior to women.
The Middenrealm
In all of Aventuria, the Realm of Raul, also called the
Middenrealm or New Realm, controls the largest territory.
The Realm of Empress Rohaja of Gareth stretches from the
windswept coasts of the Sea of Seven Winds in the west to
the Tobrien Sea and the Gulf of Perricum in the east, from
Rashtul’s Wall and the Yaquir River in the south to the
Rathil and the mountain ranges of Dark Ridge and Dragon
Stones in the north.
At its most western point lies the Principality of Albernia
with its capital, Havena, the Middenrealm’s largest and
most important harbor on the Sea of Seven Winds. The
Albernian landscape is characterized by wide fens, dark
lakes, and treacherous moorsr.
Probably nowhere else in Aventuria can one find more
fairies than in the dense green of Farindel Forest, which
takes its name from the greatest of the fairies, Farindel.
Another well-known figure is the Father of Tides, whom
many see as the avatar of the Great River. His kingdom is
said to exist beneath its surface.
Between Albernia and the peaks of the Kosh Mountains
lies the Duchy of the Northmarches, home of infamous
river pirates and secretive druid circles and well-known
for its powerful dukes and nobles devoted to Praios. The
Northmarches hold much power in the Realm. The duchy
is characterized by mountain ranges, hills, and dense
forests with many settlements. The administration of
the Middenrealm resides in the Northmarches’ capital
of Elenvina. A long-standing enmity exists between the
steadfast and loyal people of the Northmarches and the
freedom-loving Albernians.
The high peaks of the Windhag Mountains and their forestcovered
valleys shape the landscape of the Margravate of
Windhag to the west, and it borders the Duchy of Grangor
in the south. Few live here, and those who do settle in fishing hamlets and pirate villages on the western cliffs
of the mountains where they survive on fish and other
seafood, the gifts of Efferd. Bands of bandits, wild kinships,
and even orc tribes claim territory in its remote valleys.
People who think of the Principality of Kosh generally
picture dwarves and homesteading. Two important
mountain kingdoms of the dwarves are located in this
region. The province contains large portions of the Kosh
Mountains and the hilly lands to the east, which border the
Great River. One fourth of its inhabitants are dwarves and
therefore Kosh is rightly seen as the center of craftsmanship
in Aventuria. This is especially true in Angbar, the capital
of the province, which is also the center of the worship of
Ingerimm.
The southernmost province of the Middenrealm is the
Principality of Almada, on the river Yaquir. Since it borders
the Horasian Empire, it serves as a fortress against the
Novadi, the fierce warriors of the Khôm Desert who often
ambush the infidels to the north of the Yaquir in the name
of their god, Rastullah. As a border province, it suffers
periodic flare-ups of the century-old rivalry between the
Old Realm, the New Realm, and the hot-blooded Almadan
nobility. Its mild climate supports grape cultivation and
the rearing of horses. Locals possess a certain joviality
but also a certain eagerness to quarrel. The capital, Punin,
is the heart of the northern sect of the Church of Boron.
Cosmopolitan in flavor, the city attracts adventurers,
cultural enthusiasts, and scholars alike.
To the northeast of the Kosh lies the Margravate of
Griffonsford, which suffered much from the military
adventures of the orcs. Many orcs stayed on and now work
in the fields or in the workshops and manufactories of the
province capital, Griffonsford. Refugees from Tobrien,
which was conquered by Borbaradian invaders, come here
to start a new life. Not all of them succeed.
To the east of the Kosh lies the Kingdom of Garetia, the
central province of the Middenrealm. Lush fields cover
this fertile land supports lush fields, and trade and
craftsmanship flourish in a large number of small towns.
Most of the land is dedicated to feeding the many hungry
mouths of the great metropolis of Gareth, which is the
capital of Garetia and the Middenrealm and the largest
city on the continent. All roads lead to Gareth, a city of
burghers and guilds, Blessed Ones and warriors, thieves and vagabonds. It is the home of the Merchant Prince
(Emmeran Stoerrebrandt, the richest man in Aventuria)
and the location of the City of Light, the spiritual center
of the Church of Praios. The eeriest place in Garetia must
be the forest and swampland to the southwest of the
capital. The First Demon Battle, which was fought long
ago, left permanent scars on the land. To this day few dare
to venture into this cursed region, which is known as the
Demon’s Fallows.
After the Year of Fire, parts of Garetia and the former
Principality of Darpartia combined to form the eastern
Marks. The naval harbor in the city Perricum, capital of the
Margravate of the same name, is HQ for the Middenrealm’s
Sea of Pearls fleet. The two defining features of this rather
wealthy province are its seafaring trade and the most
important temple of the martial goddess, Rondra.
The young Rommilysian Marches include large areas
of the former Darpartia, and its capital, Rommilys, is the
spiritual center of the Church of Travia, goddess of home
and hearth. The land offers hope to refugees and warweary
veterans seeking a peaceful existence.
At the Troll Gate, the wide mountain pass between Black
Sickle and the Troll Peaks, the forces of the Ravenmarches
prevailed against the hosts of the Dead from Warunkia.
The Margravate of Warunk continues the fight against the
dark legacy of Borbarad and has already liberated the city
of Warunk. Countless undead and ghosts were raised there
during the occupation by Borborad’s forces, and many of
thems still haunt the countryside to this day.
The northernmost province of the Middenrealm is the
Duchy of Weiden, which stretches from the Dark Ridge
to the Red and Black Sickles and from the southern shore
of Nine-Eye Lake to the river Rathil. Cattle barons operate
much of the land as grazing grounds and often fight each
other for supremacy, though they still hold chivalry in
high regard. The people of Weiden view themselves as
defenders against the orcs, which remain a constant threat
to the northwestern border regions.
Dense forests and meager farmlands typify the Duchy of
Tobrien, which used to include all the lands to the east
of the Black Sickle. It was once the largest province in
the realm. Except for the Margravate of Warunk, Tobrien
suffered the most from the occupation by Borbarad’s
henchmen and lost large amounts of territory to the
Shadowlands. The land stretching from southeast of the
Dragon Stones to the Beilunk Mountains has since been
reclaimed by the Tobrien Duchy. Only the mountainous
areas of the wooded Transysilia and the demonically
blighted city of Yol-Ghurmak continue to resist the
warriors of the Middenrealm. Many refugees from the
east chose not to settle in this sparsely populated land and
instead moved on to Garetia, Almada, and Albernia.
The Margravate of Sunmark, located near Beilunk, is a
bastion against the Heptarchs, the heirs of Borbarad. A
miracle of the sun god, Praios, protected it from the Demon
Master’s blasphemous magic during the war, and though
the Heptarchs have now all been defeated, it may take
decades to purge their legacy from the face of the world—
if such is even possible.
The Delvings of the Dwarves
Dwarves make their homes in many mountain ranges
in Aventuria, and their independent kingdoms remains
separate from human realms. The conservative ore
dwarves, the oldest and most numerous of the dwarven
peoples, live in the Phecano Forest, the Iron Forest, and
the deepest mountains, of which Xorlosh is the oldest
settlement. The forge dwarves, known for their thirst
for ale, their rowdiness, and their smithing artistry, live
primarily in the Forge and Thash Mountains, but scattered
clans live in the Khunchom Mountains and on the eastern
side of Rashtul’s Wall. The folksy hill dwarves live primarily
in the hilly lands around Lake Angbar in Kosh but also
in many regions of the Middenrealm. The adventurous
diamond dwarves lived in the Beilunk Mountains until
Borbarad drove them out, but they have since found a new
home in Rashtul’s Wall. Hill dwarves and diamond dwarves
maintain the best relations with humans.
The deep dwarves, the degenerate descendants of dwarves
of the lost delving of Umrazim, live in certain mountains
in the Orclands and the Middenrealm. The wild dwarves,
whose origin is unclear even in the dwarves’ own history,
prefer to settle in the far northeastern corner of Aventuria.
Many dwarves live in human cities where they are held in
high regard as artisans and merchants.
The Island of Maraskan
Before falling to the Borbaradian conquest, the combative
Maraskani fought a long guerrilla war against occupying
forces from the Middenrealm. Today only the Shîkanyad
of Sinoda in the south and parts of Maraskan’s east coast
remain free. The rest of the island is split between the Dark
Hordes (cruel warlords who worship the blood-drinking
archdemon Belhalhar) and worshipers of the archdemon
Charyptoroth (the Terror of the Blood Sea). An ancient
power haunts the heart of the island, but even before the
Borbaradian conquest the island was known for its dense
jungles and its poisonous plants and animals. Even today,
few can survive a march through this heart of darkness.