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The World of Dere 2

The Realm of the Horas The heart of the Horasian Empire lies in a region which is also called Fairfield or Old Realm. On its western coast, it spans from Grangor to Drôl and is separated from the Khôm Desert in the east by the Golden Cliffs and the High Eternals. Fertile fields and a mild climate guarantee the wealth of this region, whose ports are home to many renowned trading companies. As the most successful traders in Aventuria, the merchants of the Horasian Empire transport wares and passengers to the far corners of the continent in their proud sailing vessels. Daring captains and respected explorers set out for Uthuria or even distant Gyldenland, the legendary home of the first settlers. The capital of the realm, Vinsalt, was erected on the ruins of the old Imperial capital, Bosparan, which was destroyed by the people of Gareth. The city of Kuslik, still the only one in Aventuria with three mage academies, is the spiritual center of the Church of Hesinde. Long ago, the first people to set foot in Aventuria landed at Bethana, which is now the seat of the Church of Efferd Its long history made the Horasian Empire into a haven of traditions and a bastion of the belief in the Twelvegods. Famous temples and holy places attract many pilgrims. Many of the empire’s large cities compete with each other—not just for political influence and volume of trade, but also for glory and cultural splendor. Education and appreciation of the arts are required virtues for nobles and common folk alike. Power struggles between old noble families take place behind the scenes, and murderous conspiracies, sinister secret societies, and strange cults blossom in the shadows of palaces. The Cyclopes Islands in the Sea of Seven Winds also belong to the Horasian Empire. These islands are home to the last remaining one-eyed giants, the legendary masters of smithing for which the archipelago is named. The Lands of the Tulamydes The variety of bazaars in the Lands of the Tulamydes remains legendary, the artistry of their magical dancers holds great fame, and their storytellers astound audiences with tales of powerful djinn, cunning heroes, and majestic sultans. On the shores of the Mhanadi River and its tributaries (especially the Gadang) live a very temperamental people who differ from the descendants of the Gyldenlandian settlers in their tanned complexion, dark hair, and exceptionally flowery language. The fertile Mhanadi valley yields rice and other grains. Warm-weather fruit trees grow in abundance. The largest city is Fasar, a brooding crucible of people and the oldest city of men in Aventuria, known not only for its legendarily affluent masters but also for its sinister mage academy. Other cities on the Mhanadi are Mherwed primarily inhabited by Novadi devoted to Rastullah, fairytale-like Rashtul, and Khunchom, which is said to have been erected on the ruins of a lizardfolk city. On a high plateau on the border of Arania lies the Gorian Desert, and it is said that strong winds can carry its red sand all the way to Mherwed. Few survive an expedition to this hostile place. Another area, inhabited primarily by Tulamydes, is the valleys of the rivers Thalusim and Ongalo, where the strict manorial system sometimes fosters bands of thieves. Arania, Land of the Matriarchs Between Perricum and the Gorian Desert lies Arania. Its cities include Baburin, the capital Zorgan, Elburum, and Anchopal, which is currently occupied. Arania has been influenced by the cultures of the Middenrealm and the Tulamydes alike, and boasts industrious farmers, skillful merchants, and ingenious artisans. Women play a considerably greater role in society than men, which is uncommon for Aventuria, which generally does not support the idea of a superior gender. The Khôm Desert and the Caliphate The Khôm Desert, the largest desert in Aventuria, is home to the Novadi, proud equestrians and warriors. They worship one god, Rastullah, who appeared to them over 250 years ago in the Oasis of Keft. From his teachings they created the 99 Holy Commandments, which govern everyday life and interactions between the strictly patriarchal tribal cultures. Caravans with precious goods travel throughout their territory, braving the dangers of the Khôm between stops at oases and caravanserais. The most important of the desert fringe areas is the Shadif, which is famous for its noble breed of horse that exhibits proverbial fire and grace. The Lizard Swamps The rotting swamps and impassable mangrove forests south of the Khôm hold all sorts of poisonous animals and gigantic reptiles. Its oppressive humidity makes life hard for travelers. A mighty kingdom of lizard people once controlled the southern half of the continent. Few humans live in these jungles, which are the natural habitat of the achaz, bipedal lizardfolk who live primarily in pile dwellings. Very little is known about them other than they worship old gods (the mighty H’Ranga) and subsist on hunting and fishing, and some of them know crystallomancy, the ancient magic of gemstones. Despite the dangers and hardships, humans occasionally enter these swamps in search of spices, reptile skins, Tsa’s Spring of Eternal Youth, and treasure and artifacts from ancient achaz kings. On the northwestern border of the swamps lies the city of Selem, which is what remains of the old Tulamydian city of Elem. It is said that Elem was destroyed by the gods themselves. Today humans and lizardfolk dwell in Selem together, but the city is a sad hive of poverty, deterioration, and creeping madness. The City States of Meridiana Al’Anfa, the Black Pearl, is the second largest city in Aventuria. Here one can rise from coconut mat weaver to wealthy Grandes in a heartbeat—a trait that attracts immigrants from all across Aventuria. Yet the fall from free citizen to slave can be just as quick, since the inhabitants of the city embrace slavery. Often do the reckless or unlucky disappear, only to be found later in the Hanfla River that flows into the sea. Most citizens worship Boron as highest of the Twelvegods, and poisons and intoxicants are the most sought-after goods. Murders often go unsolved, which has earned the city its nickname of Sore of the South. Al’Anfa’s poor are not worse off than those elsewhere, but its rich are unbelievably affluent—Al’Anfan Grandes make even some Middenrealmish Counts look like beggars. The archenemy of Al’Anfa is Brabak, where slavery is outlawed and where the Grandes and their excesses are both greatly despised and secretly envied. This city on the marshy estuary of the Mysob faces a mountain of debts due to years of financial mismanagement. As the gateway to the legendary southern continent of Utheria, much money still flows into the coffers of Brabak, but it is lost just as quickly. The city is a popular destination for free spirits, since they can indulge their whims to study at the local black-magic academy, free from conventions and limitations. Other cities in the region, such as Chorhop, Mengbilla, Sylla, and H’Rabaal, are former provinces of other realms. Today they are independent, just like the small jungle kingdom of Kemi. Only Hôt-Alem is still allied with Gareth as a protectorate colony of the Middenrealm. Few other independent city states still exist today. Any that did not seek a pact with Al’Anfa or the Golden Alliance (made up of the Horasian Empire, Brabak, and Kemi) were soon conquered by Al’Anfa. The Vice-Kingdoms of old now exist only in name, and the former royal city of Mirham is a vassal of the far mightier Al’Anfa.. Steaming Jungles On the southern tip of the continent stand the Rain Mountains. The western slopes of these 18,000-foot-high peaks open into lush valleys, while the eastern slopes descend to dense jungles. Travelers must be brave and knowledgeable to survive where gigantic constricting waters, poisonous vipers fill the undergrowth, and sabertooth tigers hunt on the area’s few paths. The best teachers are the native, copper-skinned Forest People, whom we collectively call the Moha, after their largest tribe. These small-but-agile folk do not often treat with outsiders and are usually hostile toward trespassers. Altoum and the Forest Islands The defining feature of the Charybbean, as this part of the sea is known, is pirates and freebooters. The Black Serpent, a society of pirates with more than 100 members, maintains its headquarters in Charypso, on Altoum. But the colonial fleets of Bornland, the Horasian Empire, and Al’Anfa also cruise these waters, along with Thorwalian Ottas and ships of Kemi. Each has its own agenda. White, palm tree-covered beaches, isolated bays, and lush jungles dominate these islands. The remote Forest Islands, far from any civilization, make excellent hideouts for the pirates of the Southern Sea. Shady individuals sell socalled treasure maps in almost every port tavern from Riva to Hôt-Alem. Some maps might even be real. Outposts of (Middenrealm) civilization exist only on Token, Sokkina, Iltoken, and Benbukkula due only to the presence of spices. The fleets of Al’Anfa, Festum, and the Horasian Empire dominate the trade in precious goods. Various tribes of Forest People live in the interior of many islands alongside the dark-skinned Utulus, who came originally from the southern continent of Uthuria.