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The World of Dere

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.