Venatia – Sturmdrang Mountains

Here begins the preview of the northeast quarter of Venatia. This map introduces a new geographic region – the Sturmdrang Mountains. The Forest of Dread lies on the western periphery, and the Golden Coast and Golden Sea take up most of what is left.

Sturmdrang Mountains
The Sturmdang Range is connected to the westernmost portion of the Great Yamas. The Sturmdrangs are lush mountains and very ancient. A host of rivers originate in their snowbound peaks, with the Rhodon River merging with the River Dan and flowing into the Tepid Sea, and the others (Dinar, Scorda and Oeagrus) emptying into the Golden Sea.

The slopes of the Sturmdrangs are covered with coniferous forests, and the valleys are choked with broadleaf forests. The mountains are rich with flora and fauna, including brilliant red poppies, edelweiss, wild thyme, bilberry, black bears, wolves, foxes, martens, wild goats, badgers, lynx, eagles and bats. The most conspicuous inhabitants of the Sturmdrangs, and the reason for their name, are the storm giants.

NOD, unlike a world founded on immutable scientific laws, does not have natural processes per se’. The natural progress of seasons, the patterns of wind, rainfall, etc are all the labors of the fey folk and other agents of the Old Gods, including their ancient, defeated foes, the giants. Weather, of course, was the purview of the storm giants, and every region of NOD has a storm giant (or family of storm giants) assigned to govern wind and rain. The storm lord of Venatia made his home in the Sturmdrangs, where he still accepts offerings and sends forth life giving rains and death dealing bolts of lightning..

Random Monster Encounter (Roll 1d12)
1 Alp (1d6)
2 Beast (see below)
3 Carcohl (1)
4 Drude (1d6)
5 Giant (see below)
6 Griffon (1d6)
7 Humanoid (see below)
8 Lantern Goat (1d3)
9 Oread (1d2)
10 Rothran (1d6)
11 Waldgeist (1d6)
12 Wraith (1d6)

Beast Encountered (Roll 1d8)
1 Badger – Giant (3d6)
2 Bear – Black (3d6)
3 Eagle – Giant (3d6)
4 Goat – Giant (3d6)
5 Lynx – Giant (1d6)
6 Musimon (2d6)
7 Ram – Giant (3d6)
8 Wolf (4d6)

Giant Encountered (Roll 1d3)
1 Giant – Stone (1d6)
2 Giant – Storm (1d3)
3 Ogre (3d6)

Humanoid Encountered (Roll 1d8)
1 Arimaspian (3d6)
2 Barbegazi (8d6)
3 Bugbear (3d6)
4 Knocker (8d6)
5 White Lady (3d6)
6 Wild Man (8d6)

On Venatia – Introduction

VENATIA
Venatia is a region of woodlands and hills nestled between the Klarkash Mountains in the west and the Great Yamas in the east. Once dominated by the Nomo Empire, it is now home to several competing city-states – Antigoon, the golden city, Blackpoort, the city of thieves, Lyonesse, the white city and ancient Ibis. Venatia has several sub-regions, including the Dreadful Woods, Forest Perilous*, Golden Coast, Golden Sea, Great Myre*, Harrowing Hills, Reed Sea, Rooky Wood*, Tepid Sea* and a small portion of the Wyvern Hills and Nabu Desert.

* Does not appear on this map – wait for future installments.

Dreadful Forest

The Dreadful Forest is thick and dark, consisting mostly of evergreens (spruce, pine) and brambles. It’s primary inhabitants are the noroob and kobolds – hundreds of small copper and tin mines can be found beneath the forest. Orcs, goblin and ogres prowl the forest as well, and incursions by thugtoads and lizardmen are not uncommon in the forest’s western reaches.

The Dreadful Forest is really the foothills of the Sturmdrang Mountains. It is bordered by the Forest Perilous to the north and the Great Myre to the east. Reptilians figure greatly into the ecology, for the whole forest was once ruled by the Lizard Kings, technologically advanced ancestors of the noroob and lizard-men. Lizardman ruins can still be found in the forest, along with some of their artifacts.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Baccae (1d6)
2 Bear – Black (1d6)
3 Beetle – Giant Stag (1d6)
4 Dragon – Green (1d3)
5 Firedrake (1d8)
6 Flying Squirrel – Carnivorous (6d6)
7 Giant – Hill (1d4)
8 Goblin (9d6)
9 Kobold (12d6)
10 Lizard – Giant (2d6)
11 Lizardman (3d6)
12 Noroob (2d6)
13 Ogre (2d6)
14 Orc (6d6)
15 Phycomid (1d6)
16 Pixie (1d6)
17 Pseudo-Dragon (1d8)
18 Thugtoad (3d6)
19 Wolf – Reptilian (3d6)
20 Woodwose (1d3)

KOBOLD – There are hundreds of small kobold mines in the Dreadful Forest. Many mineshafts are long since abandoned, the vein running dry and the miners moving on. For the most part, the kobolds mine copper and tin in the woods, with a few lucky groups finding silver, gold or precious stones. Kobold warriors wear leather armor and wield picks and short bows. For every 12 kobolds there is a 1 HD sergeant, for every 24 a 3 HD lieutenant and if more than 60 kobolds are encountered they are led by a 5 HD captain. For every sergeant in the band there is a 10% chance that they are accompanied by a 2nd to 5th level adept (see NOD #1) or magic-user.

• Kobold: HD 1d4; AC 6 [13]; Atk 1 weapon (1d6); Move 6; Save 18; CL/XP A/5; Special: None.

WOLF, REPTILIAN – An invention of the ancient Lizard Kings, reptilian wolves have the same statistics as normal wolves.

Golden Coast
The Golden Coast consists of a largee range of highlands bording the Golden Sea. The highlands are as rugged as those of the Wyvern Coast to the southwest, but receive more rainfall and thus support more vegetation. The coasts have the thickest woods, including forests of date palms, sycamores and pistachios. The hinterlands have smaller copses of bay laurels, hazels, lindens, maples and spruces. Animal life is also more plentiful on the Golden Coast, with the most common predator being a breed of lanky, golden-furred wolves. The highlands are also pocked with dozens of artesian wells and bubbling springs. They are rich in deposits of gold, copper, tin and zinc.

During the Pandiluvian Age, the highlands of the Golden Coast were little more than small, scrubby islands in the what was then part of the much larger Tepid Sea. Many of the elder races established underwater mining operations in the highlands, traces of which can still be found today in irregularly shaped caverns filled with dark, dank deposits of primordial sea water and the descendants of the bizarre creatures that once inhabited those seas.

As the waters receded, the highlands were settled by the chalkeions, a race of bronze-skinned men. The chalkeions built small settlements that gradually grew into small city-states and there honed the art of war and worshiped such gods as Sabazios, Hecate and Bacchus. At its height, the Nabu Empire conquered the city-states of the bronze men and reduced their numbers to the point that they would no longer be a threat to the empire and its ambitions, and the chalkeions remain few in number to this day. The Nabu left behind a few settlements of humans and beastmen (see Beastmen of Nabu in this issue).

With the fall of the empires of Nabu and Irem, the elf-dominated Empire of Nomo expanded into Venatia, but never really came as far as the Golden Coast. A few adventurers established strongholds in the region, but the land remained wild and in the possession of the remaining chalkeions. In recent times, the exiled dwarfs of the western continent have begun to establish mining operations along the Golden Coast.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Aurumvorax (1)
2 Baccae (1d6)
3 Basilisk (1d4)
4 Bear – Black (1d6)
5 Gorgon (1d3)
6 Humanoid (see below)
7 Panthera (1)
8 Ram – Giant (2d6)
9 Roc (1d3)
10 Stymphalian Bird (1d6)
11 Wolf (3d6)
12 Wyvern (1d3)

GIANT SUBTABLE
1 Giant – Bronze (1d3)
2 Giant – Hill (1d3)
3 Gnoll (3d6)
4 Ogre (2d6)

HUMANOID SUBTABLE
1 Beastman – Aigosy (6d6)
2 Beastman – Arcs (2d6)
3 Beastman – Axum (6d6)
4 Beastman – Esou (6d6)
5 Chalkeion (1d6)
6 Centaur (1d6)
7 Dwarf (6d6 or 1d6+3)
8 Human – Bandits (1d6 x 10)
9 Nymph (1d6)
10 Satyr (1d6)

AIGOSY (Goat Men) – A large group of goat people might be a patrol or a caravan moving goods on the backs of allocameli. The warriors wear ring mail under black robes and carry shields, maces and slings. There is one 3 HD sergeant for every six warriors, one 5 HD lieutenant for every 12 and a 7 HD captain if more than 30 are encountered. There is a 10% chance per sergeant of a 2nd to 5th level aigosy (see “Beastmen of Nabu” in this issue).

• Aigosy: HD 1; AC 5 [14]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: Climb, +1 save vs. mind-affecting spells, +2 save vs. disease and poison.

ARC (Bear Men) – Arcs are usually encountered as a single hermit with the abilities of a 5th level fighting-man, monk or arc (see “Beastmen of Nabu” in this issue). The arc will be wearing a simple brown robe tied at the waist with a length of rope and carrying an earthenware jug on his shoulder and a large, gnarled club.

• Arc: HD 5d6+10; AC 7 [12]; Atk 1 club (1d8+1) or 1 grapple (1d6); Move 12; Save 12; CL/XP 5/240; Special: +1 to hit and damage with club, +1 to hit with grapple, deals 1d6 damage per round while grappling, jug with 1d12 doses of cure light wounds.

AXUM (Falcon Men) – The axum wander the hills in hunting parties of 2d6 individuals. The band will be led by a 4th to 6th level axum (see “Beastmen of Nabu” in this issue), fighting-man or ranger (see “Fighting-Men of Nod” in NOD #1 or “On the Fighting-Men of Nod” on the Land of Nod blog). The axum wear leather armor and carry curved long swords and daggers and a bundle of 6 javelins each.

• Axum: HD 3; AC 7 [12]; Atk 1 weapon (1d8); Move 15; Save 14; CL/XP 3/60; Special: +1 to hit with missile weapons.

CHALKEIONS (Bronze Men) – Usually a small party wearing hoplite armor and carrying spears, short swords and short bows. There is a 60% chance they will be mounted on warhorses.

• Chalkeion Hoplite: HD 5; AC 2 [17]; Atk 2 by weapon (1d6); Move 12; Save 12; CL/XP 5/240; Special: None.

DWARFS – Either a patrol of warriors wearing chainmail and carrying shields, axes and light crossbows or a small group of 4 to 9 prospectors. The patrol will have one sergeant for every 6 dwarfs, one lieutenant for every 12 and will be led by a captain if more than 30 dwarfs are encountered. There is a 5% chance per sergeant in the patrol of a dwarf druid.

• Dwarf Warrior: HD 1; AC 4 [15]; Atk 1 weapon (1d8); Move 6; Save 17; CL/XP 1/15; Special: Detect stonework.

• Dwarf Prospector: HD 3; AC 3 [16]; Atk 1 weapon (1d8); Move 6; Save 14; CL/XP 3/60; Special: Detect stonework.

ESOU (Sheep Men) – The paranoid esou are encountered in large, well-armed groups that are either patrolling or on an important errand. The warriors wear chainmail and carry shields and maces. For every 6 esou encountered there is a 3 HD sergeant. For every 12 esou encountered there is a 5 HD lieutenant wearing platemail. If more than 30 esou are encountered, they are lead by a 7 HD captain in platemail. There is a 10% chance they are mounted on giant rams. There is a 5% chance per sergeant that they are accompanied by a 2nd to 5th level cleric of Onuris, a Nabu god of war.

• Esou: HD 1; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (due to armor); Save 17; CL/XP 1/15; Special: Only surprised on 1 on 1d8.

GNOLLS – Gnoll war/hunting parties number 3d6 warriors. For every 6 gnolls there will be one sub-chief and if more than 15 gnolls are encountered there will be a chieftain. The gnolls are wearing leather or ring armor and carrying spears and bundles of javelins. There is a 3% chance per sergeant of a 2nd to 5th level adept (see “Wise Women & Cunning Men” in NOD #1, or “On Wise Women & Cunning Men” on Land of Nod blog).

• Gnoll: HD 2; AC 5 [14]; Atk 1 bite (2d4) or 1 weapon (1d10); Move 9; Save 16; CL/XP 2/30; Special: None.

Golden Sea
The Golden Sea is a deep body of water that connects to the Tepid Sea via the Strait of Sabaz. Despite its depth, the Golden Sea is fairly calm, and much of the outer reaches of the sea is shallow, allowing easy navigation by galleys. The sea got its name for the deposits of gold on its shores and in its shallows.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Aspidochelone (1)
2 Harpy (1d6)
3 Humanoid (see below)
4 Nymph (Oceanid) (1d3)
5 Octopus – Giant (1d3)
6 Roc (1d3)
7 Sea Serpent (see below)
8 Shark – Large (1d6)
9 Turtle Shark (1d4)
10 Wyvern (1d3)

HUMANOID SUBTABLE
1 Galleass – Ibisian
2 Galley – Merchant
3 Galley – Pirate
4 Locathah (6d6)
5 Mermaid (3d6)
6 Scrag (2d6)

SEA SERPENT SUBTABLE
1 Briny (1d3)
2 Fanged (1d4)
3 Gilded (1d6)
4 Spitting (1d3)

IBISIAN GALLEASS – The Ibisian navy patrols the Golden Sea in sleek galleasses. The ships are constructed from golden brown hardwoods and have brilliant yellow sails that bear crimson ankhs. The ships are armed with bronze cannon and always have a shipboard magic-user, usually of 3rd to 6th level and sporting an array of spells useful to naval combat. Issue #2 of NOD has rules for naval combat that Referees might find useful.

LOCATHAH (Fish Men) – The locathah are a race of fish men who once dominated the Golden Sea. They have glassy black eyes and flesh reminiscent of a goldfish, with bits of pink and purple on their finger tips, toes and the tips of their arm, leg and back fins. Their numbers are now fewer, thanks mostly to the depredations of the shark-worshiping sahuagin. A locathah patrol will be armed with barbed spears and knives fashioned from obsidian or flint. For every 6 locathah, there will be a sergeant with 4 HD. For every 12 sahuagin, there will be a lieutenant with 6 HD. If more than 30 locathah are encountered, they will be led by a level 8 fighting-man.

• Locathah: HD 2; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 2/30; Special: None.

MERCHANT GALLEY – A merchant vessel with a single oar deck carrying about 2,000 gp worth of mundane cargo. The galley is crewed by six sailors and twenty rowers. They are commanded by a ship captain and first mate. The sailors are armed with light crossbows and axes, while the rowers can fight with clubs. Leaders wear leather armor and carry scimitars and daggers.

• Sailor/Rower: HD 1; AC 8 [11]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
• Captain: HD 5; AC 4 [15]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: +1 to moral checks, troops +1 to hit.

PIRATE GALLEY – A pirate vessel with two oar decks, the galley is crewed by twelve pirates and thirty rowers. They are commanded by a ship captain and first mate. The pirates are armed with light crossbows and axes, while the rowers can fight with clubs. Pirate leaders wear leather armor and carry scimitars and pistols. There is a 1 in 6 chance of a mage being aboard.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in round 1, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit
• Pirate Mage: HD 2d6; AC 8 [11]; Atk 1 weapon (1d4); Move 12; Save 16; CL/XP 3/60; Special: Two first level magic-user spells, backstab for double damage.

Harrowing Hills

The Harrowing Hills are a range of craggy hills that ring the river delta, forming a barrier between the Reed Sea and the Nabu Desert. The Nabu side of the highlands are barren, while the Reed Sea-side is more lush, though not as lush as the wetlands themselves. Beyond the river, the hills support, at best, tough grasses and thorny shrubs fit only for goats. In happier, more prosperous times, the hills were the location of dozens of villas owned by the nobility of Nabu. Most of these villas are now lost, but a few remain as villages occupied by the beastmen of Nabu.

Most of the active settlements in the Harrowing Hills are along the canyon through which flows the River of Death. These hillside villas have terraced fields set anywhere from 40 to 60 feet above the level of the river. There are few landing sites on either side of the river, usually massive stone quays backed by sturdy, narrow temples chipped into the walls of the canyon. From these quays, dozens of little trails extend back into the hills, sometimes being constructed as stairs that ascend more than 100 feet before turning into well worn paths. These paths lead, in a twisting, indirect way, to the different villas, and from there into the hinterlands and a few scattered homes of goatherds.

Most folk avoid the hinterlands, especially when the sun is highest, due to the visitations of the Sun Queen, a malevolent fairy queen who claims dominion over the hills. Her beautiful servants appear to travelers and laborers under the noonday sun and relieve from them the burden of life. The western hills are said to be home to an equally unpleasant earth dragon of considerable age. Ibis sends into the hills patrols of clockwork cavaliers in the shape of hawk-headed warriors in gleaming brass scale armor mounted on steeds that resemble brass hippogriffs.

Largest native plant is a bush that grows as a clump of 3-ft long wooden branches covered in what appears to be a downy hair, but is actually tiny little leaves. From the end of these branches there drips a steady stream of sap that eventually forms a tear-shaped amber ball. When a branch is removed from the bush, ball-intact, it can be used as a mace, for the sap is quite hard and heavy and well-attached to the wood. These maces make a distinct whirring noise when swung about. If a hit with one of these maces causes maximum damage, the mace breaks.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-2 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ROLL ENCOUNTER
1 Bandit (6d6)
2 Beastman (see below)
3 Clockwork Cavalier (1d6)
4 Jackalwere (1d6)
5 Lady Midday (1d6; only in daytime, 1% chance of the Sun Queen and her court)
6 Owl – Giant (1d6)
7 Pixie (1d6)
8 Poltergeist (3d6)
9 Serpent (see below)
10 Skeleton (6d6)

BEASTMAN SUBTABLE
1 Aigosy (Goat People) (7d6)
2 Arc (Bear People) (2d6)
3 Axum (Falcon People) (6d6)
4 Esou (Sheep People) (6d6)
5 Kawa (Fox People) (6d6)
6 Moulaj (Night Raven People) (2d6)
7 Qamouli (Camel People) (3d6)
8 Riri (Swine People) (3d6)

SERPENT SUBTABLE – all serpent encounters are with a single specimen who always gains surprise
1 Cobra
2 Cobra, Giant
3 Giant Spitting Snake
4 Viper

AIGOSY (Goat Men) – The goat people are sometimes found in large bands wandering the hills in search of mystic herbs and woods for use in their divinations, or else hunting down a predator that has recently struck their herds. They are armed in leather armor and carry javelins and spears. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 aigosy are encountered. For every sergeant there is a 10% chance of a 2nd to 5th level aigosy (see “Beastmen of Nabu” in this issue) or magic-user with the group.

• Aigosy: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 18 (17 vs. mind effects, 16 vs. poison and disease); CL/XP B/10; Special: None.

ARC (Bear Men) – A small number of arcs live in the Harrowing Hills. They are cave-dwelling hermits, but come together each year in the Spring to feast and play. If more than 1 arc is encountered, it is a sure bet that they are on important businesses. Arcs wear leather armor and carry large clubs and jugs of mead.

• Arc: HD 3+3; AC 7 [12]; Atk 1 weapon (1d6+1); Move 12; Save 14; CL/XP 3/60; Special: +1 to hit when wrestling.

AXUM (Falcon Men) – Axum encounters are either with a small band of exiles looking for a new perch, or with patrols from one of their lonely towers. In either event, they will be on foot and wearing leather armor beneath flowing white robes and tall white turbans, and wielding swords and long bows. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 axum are encountered. There is a 1 in 6 chance the captain is a ranger or has levels in the axum class (see “Beastmen of Nabu” in this issue).

• Axum: HD 1; AC 7 [12]; Atk 1 melee weapon (1d8) or 2 missile weapon (1d8); Move 15; Save 17; CL/XP 1/15; Special: None.

BANDITS – This is a band of human bandits preying on the few merchant ships and caravans that travel through the hills. They will be a desperate lot in leather armor and armed with spears and short bows. For every six bandits there will be one sergeant with 3 HD. For every 12 bandits there will be a lieutenant with 5 to 6 Hit Dice. If more than 30 bandits are encountered, they will be led by a captain who is a level 7 or 8 fighting-man. There is a 3% chance per sergeant encountered of a magic-user of 2nd to 5th level, and a 3% chance of a cleric of 2nd to 5th level.

• Bandit: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.

ESOU – The esou of the hills usually inhabit abandoned human villas. They send out many patrols, and these patrols usually react with hostility to strangers. Esou warriors wear chainmail and carry shields, spears, short swords and light crossbows. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 esou are encountered. There is a 1 in 6 chance the captain is a fighting-man or has levels in the esou class (see “Beastmen of Nabu” in this issue).

• Esou: HD 1; AC 2 [17]; Atk 1 weapon (1d8); Move 9 (due to armor); Save 17; CL/XP 1/15; Special: Only surprised on 1 on 1d8.

KAWA – A merry band of kawa can be a sight for sore eyes in the Harrowing Hills. Hunters by trade, they have little to steal and thus little to fear from others. Although kawa are initially wary of strangers, they will parlay and after an exchange of gifts will show hospitality. Kawa warriors wear leather armor and carry short bows and short swords. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 kawa are encountered. There is a 1 in 6 chance the captain is a ranger or has levels in the kawa class (see “Beastmen of Nabu” in this issue).

• Kawa: HD 1; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 17; CL/XP 1/15; Special: Surprise.

MOULAJ – The moulaj are encountered in small bands in search of treasure to loot. They will make every attempt to hide from or avoid adventurers, but may tail them in the hopes of being led to a loot. The moulaj wear black robes over their leather armor and carry daggers, light crossbows and short swords. They are led by a 3rd to 6th level cleric/thief or moulaj (see “Beastmen of Nabu” in this issue).

• Moulaj: HD 1d6; AC 7 [12]; Atk 1 weapon (1d6); Move 12; Save 18 (17 vs. undead); CL/XP 1/15; Special: Cast one level 1 cleric spell per day plus see above.

QAMOULI – Qamouli encounters are always with a band of traders and their families. As a group, they are easy to spot in their yellow robes and tall, crimson turbans, holding their long spears decorated with gleaming holy symbols. The qamouli are among the friendlier races in the hills. Each band is led by a 4th to 7th level venturer (see NOD #2) or qamouli (see “Beastmen of Nabu” in this issue).

• Qamouli: HD 2; AC 7 [12]; Atk 1 weapon (1d8+1); Move 15; Save 16; CL/XP 2/30; Special: See above.

RIRI – Riri treasure hunters comb the hills for hidden shrines and tombs of the ancient Nabu. They are standoffish and encounters with them can quickly turn violent if they fear adventurers are after their treasure. Offerings of intoxicating drink can soften them up, but one must take care not to wait around form them to become drunk, for drunk riri are as dangerous as suspicious riri. The warriors wear ring mail and carry shields and axes. There is one 3 HD sergeant per 6, one 5 HD lieutenant per 12 and one 7 HD captain if more than 30 riri are encountered. There is a 1 in 6 chance the captain is a thief or has levels in the riri class (see “Beastmen of Nabu” in this issue).

• Riri: HD 1+1; AC 4 [15]; Atk 1 weapon (1d8); Move 9; Save 17; CL/XP 2/30; Special: Fight until -5 hit points.

SUN QUEEN – On very rare occaisions, travelers through the hills encounter the Sun Queen and her court. The Sun Queen is a powerful fey accompanied by three Lady Middays and nine golden lions. Encountering the Sun Queen almost always means death. The Sun Queen appears as an 8-ft tall woman with white skin (actually white hot skin) and flaming hair. Her thin, angular body is unclothed.

• Sun Queen: HD 12 (70 hp); AC 2 [17]; Atk 1 slam (1d8 + 1d6 fire); Move 15; Save 3; CL/XP 14/2600; Special: Aura of heat inflicts 3d6 damage within 5 ft, 2d6 damage within 10 ft and 1d6 damage within 30 ft, immune to fire, her aura of heat and touch cause confusion in those who fail a saving throw.

• Lady Midday: HD 4; AC 3 [16]; Atk 1 shears (1d4+2 plus 1d6 fire); Move 12; Save 13; CL/XP 8/800; Special: Burning touch, confusion, dark sensitivity.

• Golden Lion: HD 5+2; AC 4 [15]; Atk 2 claws (1d4), 1 bite (1d8); Move 12; Save 12; CL/XP 6/400; Special: Body gives off tremendous heat, causing 1d6 damage to all within 10 feet, immune to heat and fire, double damage from cold.

Nabu Desert
Click here for information on the Nabu Desert

Reed Sea
The Reed Sea is a vast wetland, the river delta of the River of Death. The delta consists of rich, sandy soil criss-crossed by thousands of smalla and large water courses, all of them choked with papyrus plants. The delta supports a rich variety of plants and animals, including olive, qumquat and silver beech trees, dozens of berry-producing shrubs and such animals as silver foxes, ibis, ducks, eagles, water rats, serpents and a unique variety of leaping cattle called the Nabu Blue that have long horns that sweep back from the head, in the manner of an antelope, narrow faces and bodies and blue-grey coats with white spots on the haunches.

The largest settlement on the Reed Sea is Ibis, an ancient port of Nabu that survived the empire’s downfall largely intact. Since the fall of the empire, Ibis has prospered as both an independent city-state (as it is now) and as a far-flung colony of Nomo. Ibis is surrounded by hundreds of manorial villas and boasts a fine university. As in the days of old, it is ruled by a wizard king, the scion of a long and storied dynasty.

Monster encounters should be diced for twice a day, once in the daylight hours and once at night. There is a 1-3 in 1d6 chance of a monster encounter. The monster encountered can be chosen from the list below or diced for randomly.

ENCOUNTERS
1 Catoblepas (1d4)
2 Clockwork Cavalier (1d6)
3 Cobra (1, always surprises)
4 Crocodile (2d6)
5 Eblis (1d6)
6 Grey Ooze (1d6)
7 Hippopotamus (1d6)
8 Humanoid (see below)
9 Mud-Man (2d6)
10 Rat (see below)
11 Tangleweed (1d6)
12 Vermin (see below)

HUMANOID SUB-TABLE
1 Bandit (6d6)
2 Man-at-Arms (6d6)
3 Qamouli (2d6)
4 Synthoid (3d6)
5 Trader (2d6)
6 Wererat (2d6)

RAT SUB-TABLE
1 Rat – Brain (9d6)
2 Rat – Ethereal (2d6)
3 Rat – Giant (12d6)
4 Rat – Shadow (2d6)
5 Rat – Wizard’s Lab (3d6)
6 Spine Rat (12d6)

VERMIN SUB-TABLE
1 Centipede – Giant, Small (3d6)
2 Crabnipede (1d6)
3 Ear Seeker (12d6)
4 Effluvial Grub (1)
5 Leech – Giant (2d6)
6 Mosquito – Giant (3d6)
7 Rot Grub (12d6)
8 Sorcery Leech (6d6)
9 Spinal Leech (9d6)
10 Throat Leech (9d6)

CLOCKWORK CAVALIER – See Harrowing Hills above.

MEN-AT-ARMS – This represents a patrol from Ibis. Half of the patrol is light infantry wearing leather armor and carrying shields and spears. The other half are archers wearing leather armor and carrying short bows and short swords. Patrols sometimes ride on skiffs, but are usually on foot. For every 6 men-at-arms there is a sergeant-at-arms, for every 12 a 5th level fighting-man and if more than 30 are encountered they are led by a 7th level fighting-man. For every sergeant present there is a 5% chance of a 2nd to 5th level cleric accompanying the patrol.

QAMOULI – See Harrowing Hills above.

TRADER – A band of traders either employs shallow barges to move goods or else is leading a camel caravan.

Wyvern Coast
Click here for information on the Wyvern Coast

Wyvern Coast – The Tepid Sea

This post will cover the Northwest quadrant of map J11, giving some information the geographies involved and random encounters. My next post will highlight some of the encounter areas. This post is not open content.

J11-WyvernCoast-NE

Tepid Sea
The Tepid Sea is a warm, shallow sea known for its sea turtles and the depredations of corsairs from the Wyvern Coast and filibusters from Brigantia. Storms are rare on the Tepid Sea, and most of the water is clear enough that one can see the sea floor. The eastern shores of the Tepid Sea are home to mollusks that produce a rare (and thus expensive) purple dye that remains in favor throughout the Motherlands. The “Purple Kings” of the Wyvern Coast built their fortunes upon the trade in this dye.

Random Encounters
3 Turtle, Giant Sea (1d4)
4 Nymph (1d6)
5 Sea Cat (1d6)
6 Crocodile, Giant (1d6)
7 Mermaid (2d6) and Merrow (1d6)
8 Crab, Giant (2d6)
9 Dolphin (3d6)
10 Shark, Small (2d6)
11 Merchant Galley (80%) or Merchant Cog (20%)
12 Aquatic Humanoids (see table below)
13 Eel, Giant Electric (2d6)
14 Pirate Galley (see below)
15 Aquatic Troll (1d6)
16 Sea Hag (1d3) and Merrow (1d6)
17 Ray, Giant Manta (1d4)
18 Tusked Whale (1d4)

Random Humanoid Encounters
1-2 Crabmen (2d6)
3 Oktomon (3d6)
4 Sahuagin (2d6)
5 Triton (2d6)
6 Undine (3d6)

Random Battlefield Terrain
1-3 Sandy Ground – half movement
4-7 Rocky Ground – chance to lose footing at top speed
8-9 Kelp Forest – half movement, obscuring cover
10 Chasm – chance of falling

Merchant Galley: A merchant vessel with a single oar deck carrying about 2,000 gp worth of mundane cargo. The galley is crewed by six sailors and twenty rowers. They are commanded by a ship captain and first mate. The sailors are armed with light crossbows and axes, while the rowers can fight with clubs. Leaders wear leather armor and carry scimitars and daggers.

• Sailor/Rower: HD 1; AC 8 [11]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 1/15; Special: None.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 3/60; Special: None.
• Captain: HD 5; AC 4 [15]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 5/240; Special: +1 to moral checks, troops +1 to hit.

Merchant Cog: A merchant cog is used for long voyages, and thus carries a more exotic cargo – rare woods, exotic armor and weapons, silk, spices, etc. Assume 5,000 gp worth of cargo. The cog is manned by twelve sailors. They are commanded by a ship captain and first mate. There is a 2 in 6 chance of a priest aboard and a 1 in 6 chance of a mage. The sailors are armed with light crossbows and axes, while the leaders wear leather armor and carry broad swords and pistols.

Oktomon: The oktomon fulfill a roll in the submarine ecology of the Tepid Sea like that of the Vikings. They are plunderers, especially of the surface world, but also traders and explorers. They typically lair in low-ceilinged caves that other species find difficult to negotiate, and they stock those cave lairs with an astounding array of traps. When encountered away from their lairs, the okotomons are either seeking plunder or trade. In either event, they are equipped with serrated spears, one or two gaff hooks, nets (primarily used for carrying items, but also useful in a fight) and round, polished shields. If more than twelve oktomons are encountered, they will be led by a captain.

• Oktomon: HD 3; AC 5 [14]; Atk 4 weapons (1d6); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: None.
• Captain: HD 6; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 11; CL/XP 6/400; Special: None.

Pirate Galley: A pirate vessel with two oar decks, the galley is crewed by twelve pirates and thirty rowers. They are commanded by a ship captain and first mate. The pirates are armed with light crossbows and axes, while the rowers can fight with clubs. Pirate leaders wear leather armor and carry scimitars and pistols. There is a 1 in 6 chance of a mage being aboard.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in round 1, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit
• Pirate Mage: HD 2d6; AC 8 [11]; Atk 1 weapon (1d4); Move 12; Save 16; CL/XP 3/60; Special: Two first level magic-user spells, backstab for double damage.

Sahuagin: Sahuagins are aggressive, territorial fish-men. They are matriarchal and are ruled by priestesses. A sahuagin settlement will consist of a basalt ziggurat topped by a temple to their shark deity, Omoo. Within the ziggurat are the living quarters of the priest-queen, her attendants, her consorts and other minor nobles. The ziggurat is surrounded by dozens of stone huts and slave quarters. Sahuagin encountered away from their settlements are always on the hunt for meat, plunder or slaves. A sahuagin war party is always led by a noble. If more than 8 sahuagin are encountered, they will also be accompanied by a priestess riding atop a shark. Sahuagin are equipped with obsidian axes and nets.

• Sahuagin: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 16; CL/XP 2/30; Special: None.
• Noble: HD 4+1; AC 5 [14]; Atk 1 weapon (2d6); Move 12 (Swim 18); Save 13; CL/XP 4/120; Special: None.
• Priestess: HD 3+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 18); Save 14; CL/XP 4/120; Special: Cleric spells (2 x 1st level), banish undead.
• Small Shark: HD 4; AC 6[13]; Atk 1 bite (1d4+1); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: Feeding frenzy.

Triton: Tritons live in coral towers decorated with riches taken from sunken ships. Bands of tritons encountered at sea are equipped with shields, tridents and daggers and always ride hippocampi. Tritons are always led by a knight. If more than eight tritons are encountered, they are also accompanied by a priest.

• Triton: HD 3; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 14; CL/XP 4/120; Special: Magic resistance 90%.
• Knight: HD 6; AC 5[14]; Atk 1 trident (1d8+2); Move 1 (Swim 18); Save 11; CL/XP 7/600; Special: Magic resistance 90%.
• Priest: HD 4; AC 5[14]; Atk 1 trident (1d8+1); Move 1 (Swim 18); Save 13; CL/XP 6/400; Special: Magic resistance 90%, cleric spells (2 x 1st level, 1 x 2nd level).
• Hippocampus: HD 4; AC 5[14]; Atk 1 bite 1d4); Move (Swim 24); Save 13; CL/XP 4/120; Special: None.

Undine: Undines are aquatic relatives of the elves. Unsullied by the blood of mortals, the undine are taller than their surface cousins, with pale, gaunt skin, silvery hair, long, webbed fingers and toes and large, violet eyes. They live in exquisite keeps constructed from white stone and decorated with banners made of linked, multi-colored scales. Most undines use giant seahorses as mounts, and keep small hunting squids and swift barracuda for use in their hunts. Undines encountered away from their home will usually be on a hunt, and the party will include no more than one hunting squid or barracuda per three undines. If more than twelve undines are encountered they are led by a warlock. Undines are equipped with scale armor, tridents and daggers and are usually mounted on giant seahorses.

• Undine: HD 2+1; AC 5 [14]; Atk 1 weapon (1d8); Move 12 (Swim 15); Save 16; CL/XP 2/30; Special: Telepathic communication with humanoids and aquatic creatures.
• Warlock: HD 5; AC 5 [14]; Atk 1 weapon (1d8+1); Move 12 (Swim 15); Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1), telepathic communication with humanoids and aquatic creatures.
• Barracuda: HD 1; AC 6[13]; Atk 1 bite (1d8); Move (swim 24); Save 17; CL/XP 1/15; Special: None.
• Giant Seahorse: HD 4; AC 7[12]; Atk 1 bite (1d6); Move 0 (Swim 24); Save 13; CL/XP 4/120; Special: None.

Wyvern Coast
The Wyvern Coast is a range of sun-baked badlands between the Nabu Desert and the Tepid Sea. Its shoreline hosts a multitude of caves and coves that provide hiding places for the pirates that roam the Tepid Sea. The hills provide little of value other than volcanic glass and some fancy stones. The only city-state on the Wyvern Coast is Ophir, infamous for its bazaars, slave market and assassin’s guild. Ophir was once the main seat of power for the ancient Purple Kings that ruled the coast.

Random Encounters
3 Cyclops (1d4)
4 Lamia (1d4)
5 Scorpion, Giant (1d4)
6 Insectaur (1d6)
7 Eagle, Giant (2d6)
8 Pirates (3d6) and First Mate (see below)
9 Dragon Man (2d6) and Warlock (see below)
10 Lion (2d6)
11 Lizard, Giant (2d6)
12 Tick, Giant (2d6)
13 Igniguana (1d6) or Shocker Lizard (2d6)
14 Slavers (6d6), Slave Master and x 10 slaves
15 Wyvern (1d4)
16 Leucrota (1d6)
17 Basilisk (1d4)
18 Shedu (1d4)

Random Battlefield Terrain
1 Meadow – no penalties
2-5 Gentle Slope – slight chance to lose footing
6-9 Steep Slope – chance to lose footing, higher ground bonus
10 Cliff – chance of falling

Dragon Men: The dragon men of the Wyvern Coast live in settlements composed of bronze domes surrounded by gardens of colored stones and succulents. Dragon men wear no armor. They arm themselves with two-handed axes and longbows. Dragon men encountered outside their settlements are led by warlocks.

• Dragon Man: HD 1+1; AC 6 [13]; Atk 1 bite (1d4 + 1d4) or 1 weapon (1d8); Move 15; Save 17; CL/XP 3/60; Special: Spell (1 level 1), bite.
• Warlock: HD 5; AC 6 [13]; Atk 1 bite (2d4) or 1 weapon (1d8+1); Move 15; Save 12; CL/XP 7/600; Special: Magic-user spells (3/2/1).

Pirates: The pirates of the coast are found in secluded coves, licking their wounds and preparing for their next venture. They sometimes have established camps protected by earthworks that they share with camp followers – traders, craftsmen and wenches. Other times they simply hide their galley and head for a high cave that gives them a good view of the sea. Groups encountered away from this lair are usually on hunting expeditions and armed with crossbows and axes.

If fewer than fifteen pirates are encountered they are led by a first mate. If more than fifteen pirates are in a group they are led by a captain. The first mate and captain will be armed with a broad sword, musket and three pistols.

• Pirate: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 16; CL/XP 3/60; Special: +1 hit and damage in first round of combat, backstab for double damage.
• First Mate: HD 3; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 14; CL/XP 4/120; Special: Backstab for double damage.
• Pirate Captain: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage; +1 morale; troops +1 to hit.

Slavers: A band of slavers is probably moving their victims to a mine or to their secret lair within the hills. There will be ten slaves for every slaver encountered. Slavers are equipped with leather armor, whip, light crossbow, club and man-catcher. Slave masters are equipped with leather armor, whip, short sword and light crossbow.

• Slaver: HD 1; AC 7 [12]; Atk 1 weapon (1d8); Move 12; Save 17; CL/XP 2/30; Special: Backstab for double damage, man-catchers.
• Slave Master: HD 5; AC 6 [13]; Atk 1 weapon (1d8); Move 12; Save 12; CL/XP 6/400; Special: Backstab for triple damage.

Wyvern Coast – Introduction

The first map grid I’m going to detail on this blog is J11, which contains the Wyvern Coast and the Nabu Desert. This first post will give an overview of the area.

J11-WyvernCoast-Small

Map J11 – History
During the Pandiluvian Age, what is now the Nabu Desert and Pwenet savanna was a shallow sea and the Wyvern Coast was a series of rocky islands. The elder things and fish men built their cities in this shallow sea, leaving the rocky islands to wyverns, chimera and a few primitive men.

When the waters receded, they left a great grassland dotted with trees and a range of highlands and mountains along the sea. The elder things and fish men retreated with the sea, with the ancient lizard kings and their human slaves filling the void. For centuries the lizard kings fought over the savanna and left the coast to monsters and primitive hill tribes. Finally, human slaves overthrew their reptilian masters and established themselves in the city-states they once built and labored in as slaves.

In the northern reaches of the savanna, the humans established a sorcerous empire under the command of a mysterious king called Nabu, who ruled from a city-state called Per-Nabu. The Nabu Empire made war against their neighbors and established colonies and tributary states along the Wyvern Coast, into the barbarian-infested woodlands of Venatia to the north, and into Pwenet, the southern reaches of the grasslands. Eventually, they came into contact with the rival empires of Kolos in the jungles of Cush and Irem far away in the west. These ancient superpowers clashed at sea and on the land, and eventually summoned up powers well beyond their control. Kolos became a lost city, its people scattered through the jungles. Irem and Nabu, on the other hand, were blasted by the gods (or so it is said), their domains becoming wastelands.

In the aftermath of the cataclysm that struck Nabu, its colonies either became independent city-states in their own right, or simply melted into the wilderness. Nabu’s northern forts in Venatia were overcome by the barbarians and destroyed, not to be colonized again until the great expansion of the Nomo Empire. Nabu’s port of Ibis on the Golden Sea became a powerful city-state and remains one to this day. The tributary ports on the Wyvern Coast rose to prominence for a short time, their rulers being called the “Purple Kings” due to the dies that help make their fortune. Nabu itself is now known as the City of Death on the aptly named River of Death, its vast treasures and terrible knowledge waiting to be discovered by courageous adventurers.

Geography
Map J11 is mostly hot and arid, with the coast, grasslands and high mountains being slightly more pleasant than the sun-baked hills and desert sands. The four geographic regions represented on the map are the Nabu Desert, the Pwenet Grasslands, the Tepid Sea and the Wyvern Hills.

The Wyvern Hills were once controlled by a dynasty that is now referred to as the “Purple Kings”. At the height of their power, these kings established many colonies on the Tepid Sea. In their later years they fell under the dominance of the Nabu Empire. When that empire was destroyed and its grasslands scorched, most of the Purple City-States were abandoned and fell into ruin. Only Ophir, the greatest of them, exists to this day.

The people of the coast and hills are a bronze-skinned mixture of Motherlander and Lemurian. The grasslands are home to pure-blooded, swarthy Lemurians.

Each day and night the Referee should dice for the chance of a dangerous encounter. Generally, there is a 1 in 6 chance of such an encounter, or a 1 in 8 chance if a ranger is present. There is an equal chance of becoming lost.

In the next couple of days I will show the northeast quadrant of Map J11, describe the Tepid Sea and Wyvern Coast, provide some random encounter tables and describe some major set encounters.

My Great Big Setting

Generally, I like to keep things simple. My personal rule for campaign design is: Create nothing you don’t absolutely need to create. If you’re not running a game in which adventurers are going to engage in deep, political intrigues at court, then don’t bother designing a political system and the political power players of the aforementioned court. You’re wasting time that could be spent designing something your players are going to see / hear / touch / smell / taste / fight, etc. After all, most Referees have lives outside of the game – full time jobs, families, etc. When I have time to create things for the game, I want to get the most bang for my buck.

This is the reason I went from running a 3rd edition D&D game to running a Castles & Crusades / Swords & Wizardry hybrid. Less time spent on rules and number crunching, and more time to describe lost temples, majestic city-states and dank orc lairs.

When it came to designing my campaign world, I started off in the vein of classic Greyhawk. I drew a map of the continents, penciled in the national borders, threw in some settlements (thank you Medieval Demographics Made Easy), grabbed the coolest heraldry that I could find, and wound up with a nice little encyclopedia of facts and figures that never came into play once my player’s boots hit the ground. In short, I forgot that I was designing a game setting, and got caught up in the fun (for me) of designing a world. So, it was time to retool. Gone were the nation states and in came a few islands of human civilization surrounded by a vast, chaotic wilderness. Gone were the Encyclopedia Britannica maps and in came the hex maps. Gone was a vast world with dozens of regions, and in came a small, tightly focused … well, not so fast.

One of the things I like best about this planet we live on is the diversity. Paging through an atlas, you might see things like “United States of America” and “China”, but get beneath the surface of those black lines crisscrossing the globe and you’ll find thousands of unique cultures. The internet, especially sites like Google and Wikipedia make it possible for an average person to discover, on a daily basis, peoples, places and things of which I had never heard. When you consider how different many modern societies are from our own, the mind boggles at how different societies were a thousand years ago from our own. The world is incredibly rich, and with my love of exploring it, I was going to need way more than a single region for my fantasy campaign. Imagine the possibilities. If you’ve decided that a band of adventurers in something approximating medieval England need the quills of a manticore for whatever mystical nonsense they’ve involved themselves in, how cool is it that they have to travel half-way across the globe, to India, to get them. Because India is the only place on earth where manticores can be found. When I first let my players glimpse my partially completed atlas, there was an immediate interest in visiting the places on the map, places like Amazonia, the Klarkash Mountains and the Plains of the Emu Riders. That was the campaign I was going for; adventurers getting outside the bounds of stuffy civilization and seeing what was over the next hill, and knowing that Amazonia in Hybresail and the Forest Perilous in the Motherlands are going to be dramatically different places – different cultures, different sights and sounds and smells and different monsters. So, when it came to making my world, I simplified everything but the map. For the map, I went big.

NOD

What you see here is the product of a ridiculous number of hours spent filling in hexes. Every square on that map represents a map measuring 75×45 hexes (give or take – the further north or south you go, the more those maps are stretched out). Initially, I used a free hex mapping software, and the finished regions on this map were done with that software. Recently, I bought the pro license for Hexographer, designed my own hex graphics, and began the process of re-drawing those regions.

Nod is arbitrarily divided into six “continents”. On the east coast of Mother Ocean are the Motherlands, my fantasy Europe. To the South is Lemuria, a mash-up of African in the north and India and Southeast Asia in the south. To the east of the Motherlands and Lemuria lies the Mu-Pan Empire, my fantasy China. North of that is Ultima Thule, the continent of prehistoric giant mammals and barbarians in fur swim-wear. On the west side of Mother Ocean we find Antilia in the north and Hybresail to the south. Beneath the surface of Nod are several underworld vaults inspired by pulp fiction, with the deepest vault holding something akin to Dante’s Hell. Beyond Nod there is Astral space and a Copernican system of planets to explore. And maybe someday, some adventurer will get all the way to the Firmament and try to drill through to whatever lies beyond.