H'kartha is a world much warmer than Earth and much of the land is arid waste. The milder climes tend toward the semi-tropical while much is a hellacious tropical or searing desert. Several sentient races inhabit the world: Humans, Orcs, Elves, Lizardmen, Amphibians, Dwarves, etc. Of these,the most numerous are the humans divided into three nations: Muerrin, Kiresh and Zharzhanjah.
The Endless Sea: The Great World Ocean that surrounds Gondwana. Most of it is deep and dangerous, the realm of dreadful storms, Dragon Turtles, Sea Snakes and other horrid beasts. The Ishandeshee Straits are a shallow portion of the Endless just to the north of Gondwana where the isles of Sorenso lie (this part of the Sea is known to the Sea-Elves as the The Sorensoraitu). It also becomes a large shallow sea south of the Great Continent in the area known as the Great Zargosh, and there are reputed to be other shallows.
The archipelagos of the North are Kashimai: Legendary homeland of the Kypros (halflings) now said to be the home of the Khunderkhun, dreaded ogre clans ruled by wizard chieftains known in legend as the Ogre Magi, some of whom have been time to time been recruited as mercenaries. Dhaigur: Legendary homeland of all the H'kartha elves, now reputed to be the home of the Dhaigharu (means Demon-warriors in an archaic elf dialect) Sorenso: The Atolls of the Barrier reef near northern Gondwana. Home of the Sea-Elves (Ishandeshee) and the Sahuagin. The sea-elves are fair with a greenish hue with blond hair and green or blue eyes. They are fairly tall for elves (about 5'5"-5'9") and of wiry build. They have a hellenic culture but are notorious pirates.
The western hemisphere is now a great mystery. There was once a Western Continent MU much smaller than Gondwana that sank beneath the waves, relict isles are said to remain called the Western Isles. These are a string of archipelagos that begin 200 leagues to the West and stretch almost to the World's Edge (See Below)
Recently mystics, seers,sages,soothsayers and certain adventuring parties have been percieving that a great continent called al-Ferengi (The Stranger) has appeared in the west, along with several large continental islands. This hemisphere is now known as Tellus. Travelling westward across The Endless Sea past the Western Isles, one passes into the Misty Sea, and some 1200 leagues to the west of Gondwana there lies the boundry between the Eastern and Western Hemisphers. (or travelling eastward past the Boiling Sea, the border is 2000 leagues to the east of Gondwana) These borders are known as the World's Edge. Some sort of mystical barrier divides the two hemispheres. The Eastern Hemisphere, is still called H'kartha, while the Western hemisphere now bears the mystical name of Tellus which means "New World" in ancient elvish.
THE EASTThe endless ocean stretches 2000 Leagues to the east in uncharted waters. What lies there is largely unknown even by those who use crystal balls to scry, except there are six archipelagos, the remains of a lost continent. The names of these archipelagos has been lost to time. Around these islands lies the Boiling Sea. Beyond these mythic places 2000 leagues to the east of Gondwana, is a strange barrier, known as the "World's Edge", that marks the borders of H'kartha and Tellus.
Closer to Gondwana, but still rather legendary due to the hazards of crossing the Endless sea, are three archipelagos: Lemuria, The Lost Reaches, and Kartizan.
THE SOUTHSouth of the Stormy Channel lies the Great Zargosh, an immense bed of floating vegetation that is said to be the burial ground of many foolish explorers.
Perhaps the most populous region in the world. Home to 1.5 million Kiresh, 200,000 Uruk-khoz (Orcs) and smaller amounts of Kypros (Halflings) Kiresheena (half-elves), and Ishandeshee (Sea-Elves). The Kiresh are a mediterranean looking people typically ranging from 5'2"-5'11". They have a babylonian-arabic-hellenic hybrid culture. Kyroz (population 150,000) is the largest city in the Delta and in the known world with the city of Muluk (around 75,000) being the second largest city of the Delta and third largest in the known world. The other major cities of the Delta range in size from Qaarna (15,000) to Ebra (45,000). The cities of Tiraez, Zarno and Flage falling in the 20-30,000 range. A number of large towns: Jusif (5000), Ebbende (6000), Ranju (10,000), Junjoli (2500), Everendeuv (4500), Yorblende (5600), Braku (8000), Fitzku (3500), Qiir (6500), Zhaul (5200) and Ghaz (3900) also mark the Delta urban scene. There are perhaps a dozen smaller towns. There are over 2000 villages in the Delta.
The Kypros (halflings) are the third largest ethnic group in the Delta and have a gypsy-type culture, they are famed as rogues, musicians, artisans and witches. They live in clans called Troupes.
The Eastern part of The Delta is known to the Kiresh as the Fel Marshes (and to the Orcs as Khu'k'uk-k'ain-khore) and it is the homeland of the second largest ethnic group of the Delta, the Uruk-khoz (Orcs) whoare ruled by the Demon-King Gruumish from his citadel of Fel Gador.
The Delta is bounded by the Sea to the North, the Mountains of Madness (SouthWest) and the Yorbol Palisades (Southeast). Beyond that on the west is the Zholith Desert (known to the Kiresh as al-Kholith/ or the Moors as al-Jholith, the Dust dwarves as Kholith-Rhujak and the Sand-elves as Zhyjhalinthe),the Greater Salamwardu River with its lush jungle cutting through the center, and the Jhoz Desert to the east. Vashaleyneshee (Sand Elves) and Darakhghar (Dust Dwarves) inhabit these wastes.The sand elf's are known to their sea-elf cousins as the "Mad Children". Originally a race of sylvan elves, their forests were destroyed suddenly in a great cataclysm. The surviving elves were all children and adolescents, producing a "lord of the flies" situation that has left a legacy to this day. As elves go, the sand elves typically have lives brutish and short, most dying before their 150th year. They are fierce desert clans whose life is built on raiding and vendettas. They have also became adapted to the desert the way their forebears were adapted to the woodlands. There are more noble sand-elf clans who while fierce have some of the elvish character of old. Others are little better than brigands.
The clans of the Darakhghar are reknowned for their fierce bezerker warriors. Based in the Mountains of Madness, they roam and raid the Jholith desert. The Mountains of Madness are so called because of the the fierce, irascible and unreasonable Dust Dwarves whose temperments are largely colored by their dependency ont he Janiz root, a narcotic chewed by the warriors of the Darakhghar clans. Dour, xenophobic and frequently greedy, the Darakghar have a poor reputation among other races, yet those who have learned how to approach these dwarves in the right ways, have found a side of them that is honorable, generous, loyal and hospitable. Darakhghar have been known to live as long as 650 years.
Also in deserts to the south and west of the Delta are the tribes and clans of the Zharzhanjah. There are over 200,000 Dervishes scattered across the Anvil Desert and the Dervish Barrens. There are twenty main tribes each with 5-12,000 members and each comprised of 5-8 clans. The tribes are named for the twenty winds that flavor the Northern Gondwana region: Njari, Zephyr, Talijaru, Khiskhanothe, Remaaru, Leukhaash, Ma'daara, Bhazakh, Muru, Ghozhan, Uijol, Yudalikhe, Neduari, Zatal, Qaazikh, Erambo, Baarderuk, Bhaida, Veda, and Popolik
THE JHOZ DESERT:
The Jhoz is said to have terrible monsters like Sand Worms that come in from the Al-Faraq, the Faraka Wastes. via the Al-Khojath desert. The Jhoz is largely uninhabited, although ruins and treasure can be found there. Of course there are reasons why it is still there. The coastline of the Jhoz lies across isle-choked narrows known as the Gauntlet which cuts between the cliffs of the Jhoz coast and the the dangerous deep waters of the Xejol-Va'al (Maelstrom). The isles of the Gauntlet are known as the Dragon's Tail . Kobolds( Qobolah) are know to scavange in Al-Jhoz although they typically dwell in the Yorbol Palisades or the rugged Al-Khojath barrens.
LENG:
Little is known of the High Plateau of Leng. A cold. forbidden desolate place, it is said to be haunted, littered with ruins and under the taint of a great old one known as LENG, much as the Fel Marshes are tainted by Taleth-Krun. Few who have dared to venture into this place have returned, and most of those who had been driven mad.
NORTHEASTTHE COASTAL KINGDOMS (MUERRINSTAN)
This area is home to the wealthy and powerful Moorish city-states (Sultanates) of Taliban, Fashir, Barour, Qalakmur, Borsippa and Khengarabad. A number of smaller emirates ( Adab, Agade, Arabella,Baaldek, Dilbat, Eridu, Isin, Feraz, Kutha, Larsha, Leshan and Mashkanshabri) complete the picture. The Moors are a tall, dark-skinned human nation with an Arabian nights culture. They are fierce warriors and the Moors (Muerrin) are famed for their mystical arts. There are nearly a million Moors.
Taliban is the largest Moorish city and the closest one to the Delta. It has a population of over 80,000 and is the second largest city in the known world after Kyroz. It has traditionally been the most powerful Sultanate in Muerrinstan.
Fashir is the second largest Moorish city. It has a population of 50,000 people. The emirates of Kutha, Larsha and Leshan are traditional allies of the Sultanate of Fashir. Fashir is an traditional enemy of Taliban but has been unwilling to join the Amethyst Alliance until they are offered a leadership role.
Barour is another great city of some 40,000 people. The Sultante of Barour is a traditional ally of the Sultanate Taliban.
Qalakmur, Borsippa and Khengarabad each are cities of around 30,000 people. They have formed an alliance with each other and the emirates of Agade, Eridu, Isin, Feraz and Mashkanshabri known as the Amethyst Alliance, in opposition to the Pelai and domination by Taliban or Fashir.
The emirates of Adab, Arabella,Baaldek, Dilbat tend to be neutrals.
The area is also home to some of the Akatai (Aquatic lizardmen) who serve as mercenary allies to the Moorish states. As Akatai eggs use to be a delicacy to the Kiresh, the Akatai hate them with a passion and will gladly kill and eat a Kiresh, although they are friendly to Moors and tolerant of Sea-Elves with whom they have had a mixed relationship
AL-KHOJATH BARRENS:
This region consists of arid rugged badlands lying to the west of Muerrinstan. They are inhabited by fierce non-human tribes including the Qobolah (Kobolds) small but fierce warriors who use giant insect mounts, Hobu-Gholzur (Hobgoblins), Jharghaz-Haz (Evil Desert Lizardmen), and the deadly Khojath (Mantis Warriors). The area is rich in mineral wealth and alchemical compounds, but its inhabitants make utilization of these resources by outsiders difficult.
WESTTHE NORTHERN CARAVAN ROUTE skirts the desolate, haunted and rugged Plateau of Leng passing through the narrow vale known as the Vale of Tears.
THE SOUTHERN CARAVAN ROUTE travels through the Dragon Mts. via Dagger Pass. The northern and southern routes then diverge and wind through the Dervish Barrens to the various Oasis Emirates and then converge when they pass through the Great Rift which is bounded by the Howling Jungle and the mountain kingdom of Tavreikreig.
THE GREAT RIFT
The Great Rift Valley is controlled by the mountain dwarves who call it Kreigkhanghar. The Great Rift is the trade route to the Far Kingdoms.
FAR KINGDOMS.
The Far kingdoms are said to be inhabited by the Batrachi or "Toad-men", a race of amphibian humanoids. Their kingdoms are rich in various resins, spices, hardwoods, and other rich-trade items. The exotic names of the Far Kingdoms are known to the people of the Delta through some of the products that come from them: Etzu most famed for its aromatic Omasque and Petulie oils, Kuluk known principally for its spices, Ycand for its silks and other fabrics, Turu for its Ironwood, Sadr? for its Dyewoods and Resins, Dhreghku for its narcotics and medicines, Langhuri for its Chocolate, Jaipuku and Lysokhob for their jades and precious stones.
THE CENTERTHE GREATER SALAMWARDU
This great river is hugged by the Ustu Jungle winds down into the rich jungles and lakes of the mythical land of the Lost Empire set around Lake Kharkhos The Ophidians (Snake-men) and other "Dreaming-folk" and dire creatures known to haunt the ancient ruins that dot the floodplains and valleys cut by the Greater Salamwardu.
THE LOST EMPIRE
The Lost Empire is said to be the last remnant of the Old Empire of Gondwana enchanted to exist out side of normal time and space. To the typical visitor all that exists in this area is a wild jungle wilderness, but some explorers have claimed to have visited this realm and to have returned. The idea of the Lost Empire is popular legend among common folks, but dismissed by learned society. Sages are unable to penetrate the area with scrying magics. Pelai ships are reputed to avoid this area.
TONAI LAKES
Past the rugged, mountainous Khojath Desert that borders the Coastal Kingdoms of Muerristan lies a thick jungle inhabited by giant ferocious lizards. Within these barriers lies the famed Toani Lakes. On floating islands in these great lakes according to legends are the nine cities of gold. These treasure-filled cities are according to some legends inhabited by a mysterious aquatic race of halflings known as the Tonaitain. Others say the cities are inhabited by a lost race of dragon-men, others say they are inhabited by a lost race of aquatic elves. Sages are unable to penetrate the area with their magic and Pelai ships are reputed to avoid this area.
TUQIL ISLES
Past the GREAT SALT WASTES that borders the Jholith Desert and the Utsu Jungles, lies the Marshes of the Troll King. Beyond these accursed coastal marshes lie the Tuqil Isles and the Great Lagoons. The Tuqil islands are mountainous isles cut by deep crevaces and canyons. These canyons are said to be rich in rare, enchanted gemstones known as Tuqils. Each of these stones is worth a small fortune. They are guarded by an evil winged race of humanoids called Dirdirs whose cities lie on the mountaintops of the Islands. In the bazaars of the Kiresh and the Moors, maps to safely navigate the various perils and reach the fortunes within. Most, if not all of such maps are false. Still a few daring adventurers have returned to civilizatin laden with such stones. Pelai ships are reputed to avoid this area.
THE NEAR SOUTHBeginning beyond the Coastal Kingdoms and cutting southwest across the Continent to the Far Kingdoms is the GREAT FARAKA WASTES Faraka Wastes. This wasteland covers more than 1/3 of the continent and is said to contain many relics of lost civilizations, but few have ventured there and returned. It was once a fertile region.
THE FAR SOUTHBeyond the Far Kingdoms are the TOWERING PEAKS and beyond that are the ABYSMAL WASTES which form a great barrier to the lands beyond. On the East side of the continent on a jutting peninsula lie the EMIRATES OF HAZIMONDE . These are the realms of the mercantile Haz (Desert Lizardmen). The Haz are great traders and explorers. They bring exotic items from the lands of the Atyri on the southern tip of the continent to the Coastal Kingdoms. They are said to have ranged deep into the Faraka Wastes and discovered miraculous treasures and ancient knowledge. They are a secretive people however and why willing to trade are distrustful of other species motives. The Haz have spoken of places further to the south.
THE SOUTHERN BADLANDS
The Far South stretches some 800 miles from the Abysmal and Faraqa Wastes to the northern border of Atyria. The region begins with a vast plataeau that stretches from one end of Gondwana to the other. This is region is called the Crimson Steppe and the Haz say that it is covered in high grasses and is the domain of terrifying predators so fearsome that even the brave Haz do not dare to enter this area. On the east coast lies the Vhugar Hills of which little is known by the Haz, and it is avoided by the Pelai.
The Crimson steppe gives way to a large haunted desert in the Far Southwest known as the Desert of Bones. This stretches down to Atyria and the Burning Plains in the East. The Desert of Bones is bordered to the South by Atyria and by the remnants of a vast dry sea-bed filled with active volcanoes known as the LOST SEA . The Haz claim that this is the domain of evil sorcerors.
The Burning Plains stretch along the eastern third of Gondwana from the Crimson Steppe to Atyria. The Burning Plains are a large steppe of baked mud, basalt outcrops and lakes of obsidian. They are filled with the ruins of ancient civilizations and according to the Haz are haunted by malevolent spirits. South of these lands, lie the enchanted realm of Atyria, home to the city-states of the Sorceror-Kings.
ATYRIA:ENCHANTED LAND OF THE SORCEROR KINGS
The Sorcerer-Kings are not very benevolent and the Haz while trading with them, do not speak kindly of the Atyrians (also called the Atyri). Atyria, once united under the hegemony of the High King of Aberdon, is now divided and despoiled because of a great revolt against the Pelai. Those Sorceror-Kings loyal to the Pelai rule over what remains of civilization there, while those in rebellion have been driven into the deserts, mountains and forests.
The Atyri have several castes:
![]() | The Harute, lowborn wingless Atyri who look like a mix of human and reptile, They are cowardly and generally have al low intelligence, they ae the laborers of Atyrian society. They are serfs bound to estates or to labor corvees and have little rights in society. While the trepedations of the war have decreased their numbers, there could be as many as a half million of these humanoids in Atyria. | |
![]() | The Iljhum , a warrior caste, whose members long have been recruited as shock troops by the the Pelai and appear as humanoids (some winged), a distortion of their former humanity. There bodies are naturally armored, and certain sub-caste have a rhinocerous-like horn projecting their foreheads, which they like to decorated with gems and other adornments. Members of this race have innate spellcasting abilities which vary among the seven sub-castes of the Iljhum. The Haz name for the Iljhum is Gideth-yan-khei (Demon-men), which has spread more widely than "Atyrians". The Pelai who recruit Atyrians as crew have even begun calling them Githyanki (their pronunciation of the Haz name). These warriors once numbered in the tens of thousands, but their numbers have declined sharply due to losses in the service of the Pelai and to the revolt. |
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The Yuldar are the high caste Atyri also known as Paragons. They are the priests and mages of Atryi society. It is from the ranks of this exalted class that the They have not been seen outside of Atyria and their physical form is not widely known. The Haz call them Gideth-zer-haiya (Demon-Mages), a name that has been corrupted by others as Githzerai. This caste is few in number said to number in the low hundreds. |
On H'kartha on Northern Gondwana there are six seasons: Low, High and Late Summer, and Low, High and Late Winter. Each Season has two months. Each month is dominated by one of the 12 constellations. Low Summer consists of the month of Ceti the Whale and of Tafrritah the Red Damsel. High Summer consists of the monthss of Ja'al Moloch-the Flaming Salamander and Tabrechi the Scorpion. Late Summer consists of the Months of Iasco the Wind-Serpent and Ledkkgharu the Hyena-god. Low winter consists of the months of Ghalanu the Oathmaster and of Malax the Trader. High Winter consist of the Months of Onyx the Dreamlord and Huthie the Efreet-Lord. Late Winter consists of the months of the Goddess Effion of the Oases and Salamwardu, Lord of the Delta. The rains such as they are fall mainly in Winter. Winter temperatures are also cooler although typically not cold. The main seasons for military expeditions are High Summer, Low Winter and Late Winter. The year is 360 days long.
Each month is 30 days long. The month is colored by the phases of the moon, the fortnight of the waxing moon, the high magic day of the Full moon, the fortnight of the waning moon and the high magic day of the New Moon. There are four weeks in each month, plus the two special days of High Magic. The days of the week are controlled by and named after the planetary bodies of the sphere: Solaris (The Sun-First Day), Selene (The Moon-Second Day),and the Planets: Glyth (Third day), Toril (Fourth Day), Chandos (Fifth Day), Karpi (Sixth Day),and Anadia (Seventh Day). The extra days of each month are known as Idril-Sel (Full Moon) and Adril-Sel (New Moon).
There are the Nine winds of High Summer and Late Winter: Njari, Zephyr, Talijaru, Khiskhanothe, Remaaru, Leukhaash, Ma'daara, Bhazakh, Muru,
Seven winds associated with Low Summer and Low Winter: Ghozhan, Uijol, Yudalikhe, Neduari, Zatal, Qaazikh, Erambo
Four Winds associated with Late Summer and High Winter:Baarderuk, Bhaida, Veda, Popolik
People speak of the four, seven or nine winds in different contexts. Each of the wind has a different set of characteristics, smell, taste, temperature, strength, and fortune. Different people have different views on the lucks of various winds and thus swear by different winds. Each of the Zharzhanjah tribes is named after one of the twenty winds. Njari, Zephyr, Talijaru, Khiskhanothe, Remaaru, Leukhaash, Ma'daara, Bhazakh, Muru, Ghozhan, Uijol, Yudalikhe, Neduari, Zatal, Qaazikh, Erambo, Baarderuk, Bhaida, Veda, Popolik