Thursday, December 11, 2014

Making of an Arctic Sea


The northeastern part of Midrêth is a dangerous area for travelers.  There is the Cube of Infinity, sometimes used to terminate extremely dangerous criminals.  Around this unimaginably large cube is the Forbidden Sea.  In these waters, you risk being lost to freak tidal waves.  Beyond both of these is
Silfergath, making his own prison
the Prison Continent, more commonly known as Denerra.  During the Dawn War, this continent was used to imprison primordials and some of their powerful minions.    One of those imprisoned here was a icy monstrosity named Silfergath.

Silfergath was not a thinker, he was made by Thyrm and others to serve as a living war machine.  Twice he ended up creating his own
icy prison.  His final resting place is in the cold depths of Nautrek.  This sea changed when Silfergath became entombed in its depths.  It went from being a temperate ocean to be an arctic one.

Thursday, December 4, 2014

Pinnacle of Chaos


boots of the Horde of Chaos
The Pinnacle of Chaos is sited in a vault beneath Moghorob.  Long ago, a wild mage tried to enhance her power by tapping into the Elemental Chaos.  In so doing, she ended up getting herself killed, her sister killed, and opened a rift between Limbo and Bal-Kriav.  A black slaadi came through named Ushgergoon.  He would go on to form the empire of Neenth-Theen and later be a leading cause of the Chaos War.

Some of the heroes of Squad X7E may recall this place.  They fooled around with the Pinnacle of Chaos while on the Mine Splash mission.  Then, they were still wet behind the ears, and had no inklings of the device they were tampering with.

How does it all fit together?  The Entropy Fragments taken from the Pinnacle of Chaos were used in making the Entropy Arch opened at Sapthiladân.  The same one that you, Trauma Squad, are supposed to destroy.

Who is calling dibs on Oblivion?  First though, you must pry it from the dead hands Ushgergoon.




Wednesday, December 3, 2014

One Head Becomes Two


Ladneg the lemure and other insignificants
 
Demongorgon is a Prince of the Abyss, one of the more powerful, if not the most, of all the demon lords.  Many of the demon lords have been around a very long time.

Some time after the Dawn War, thousands, maybe
tens of thousands of years later, the gods and their angels warred with the demons.  They formed a special cadre of angels that fought the demons.  These angels became despoiled during their conflict with the demons, and would ultimately become fallen angels, and then devils, but that is another story.

The demon lords and devils have long histories, and the history of Ladneg talks about how Demogorgon nearly lost his head, and in the process became even mightier.

Tuesday, November 25, 2014

Weave Spiders


Weave Spiders are the guardians of the Web of Magic.   They protect it from intrusion by magic-abusing arcanists and web weavers.

In the Dawn War, the primordials learned of these planes of magic surrounding the god forged
Sarseg, chaos infused weave spider
worlds.  They captured one of these weave spiders and then tainted it with fell energies from the deepest reaches of the Elemental Chaos.  The weave spider became an abomination of its former self, instead of repair and protect, it sought to corrupt and destroy the Webs of Magic.

The chaos tainted weave spider was named Sarseg.  He created the numerous portals in the Womb of Entropy.  When the Lith-Crillion destroyed this place, the fragments of this place were scattered across the realms.  These chaos rocks became known as the Entropy Fragments.

Saturday, November 15, 2014

Bulwark of Târulûth


The Bulwark of Târulûth is a series of towers and defenses built by the gods and their angelic armies.  They were made to stop the primordial hordes from breaking out of Regadnîn.
Have you picked your DM's alignment for the next adventure?

Many of these defenses were engineered by Clangeddin.  At the time, this figure was but a angel, a very powerful one, member of the Golden Seven, and serving Bal-Kriav.

The defenders of this as yet unnamed world ( now called Bal-Kriav ) built great bastions to combat the often enormous size and great strength of the primordials and their armies.

Some of the bastions of the Bulwark are Aphalur, Irrai, and Nâzel.  One place, not built but "re-tooled " is Dališar.  This structure looks like a volcano, sort of acts like one, but is really an imprisoned and lobotomized primordial.

Sunday, November 2, 2014

Seductive as a Succubus


Concubine of Thararthel
Nothing good comes out of dealing with demons, especially succubus.  Their exotic beauty and cunning will slowly wear you down.  They are immortal, so their sinister plans can take years, possibly decades to come to fruition.

Two notable heroes of Bal-Kriav that fell to the charms of the succubus, was a paladin named Galtrag and a hobgoblin conjurer named Thararthel.  This conjurer had a harem of three succubus that acted as concubines and advisors.  They probably had some doings in the fall of Valefor.

Saturday, November 1, 2014

Bal-Kriav the God


The world of Bal-Kriav was named after a god slain at the doors of Irrai.  He was killed battling a mighty primordial called Nakh-Zennîm.
Nakh-Zennîm
 
This as of yet unnamed world,
During the Dawn Era, the worlds were just formed or being formed by the gods. The primordials sought to undo their order and bring all back into the folds of the Elemental Chaos.
was named Bal-Kriav in honor of the god that died trying to defend it from the primordial armies.

Tuesday, October 21, 2014

Elephant Reverence


It was a great story, still believed by many, but the sad truth is that the elderaunts were made by the antipha.   These water archons, former elite soldiers of the durkoth, created the elderaunts to serve them as slave soldiers.  Elephant Reverence is a myth, preached by shamans for so long that came to be dogma, all to hide the dark secret of elderaunt creation. 

Be careful though, tell an elderaunt he was made in some vat and your likely to find a sword in your belly.

Golden Seven


Golden Seven, Seven Heavens - any coincidence? Who knows, maybe, one would have to know if the Seven Heavens came before Bal-Kriav.   The Golden Seven was an elite unit of angels that served the gods.  They were sent on dangerous missions to take down abominations, primordials minions of great might, and even to take out their primordial masters.

They fought in the Dawn War and were probably decisive in bringing victory to the gods and their angelic armies.  While on Bal-Kriav, they built a mammoth citadel called Aphalur.  This place lies in the great mountain range called the Elephant Backbone, and serves as the capital of a holy dwarven empire called Akthol-Tharag.  Don't bother going there though, they don't allow outsiders into the place, thinking that they would defile the holy place with their presence.

Some of the Golden Seven perished in the Dawn War, while others rose to become gods.  One interesting member of this group is Ares.  He must have been different back then, ally and friend to Athena and other goodly angels, time though took its toll on him and made him darker with the ages.

Monday, October 13, 2014

Central Faeglor



Hark! Light lovers, behold the dark reaches of Erochel.

Faeglor - Central

Reached critical mass with places in central Faeglor, so created the first Underdark map of Bal-Kriav:

Faeglor- Central 

Thursday, October 2, 2014

Boundary Wards


Sometimes things go really bad, resulting in Abyssal terrors coming into an area of Bal-Kriav, like what happened at Turgon, or perhaps someone made a mistake in the lab and unleashed some nether terror upon the populace, like what happened at Frosvir, or some careless mages decide to create two fell thrones and then unleash elemental forces upon each other, like what happened in Elemantum.    For these types of events that threaten a large area or perhaps even an entire continent, no small ward will suffice, arcanists have to bring out the big guns, and its not just one wizard, but many that are required to produce containment fields called boundary wards.  The biggest of these cover entire regions.

The Elemantum Boundary Ward confines parts of Elemantum, for without it, brutes of fire and ice are gonna run amok.  The Maen Fyrk Boundary Ward was created to keep negative energy from further corrupting the lands around Frosvir.   The Turgon Boundary Ward was erected to keep the hordes of the Abyss and the meddling of Demogorgon from affecting Bal-Kriav.

... and if you think a shield coming down is a joke.

Tuesday, September 30, 2014

Laughing Hairfoot


Laughing Hairfoot is not a name of some tavern, though it would fit well, but instead an ancient mine.  It has passed through three great families and made each wealthy.  Central Cinazan has a long history of gambling.   This dates back to Nermanis.  The first two families that owned the mine were Nermanean halflings.  It changed hands across the three families because of gambling.

The three houses that once held this mine are:
The current owner of Laughing Hairfoot is the deep gnome family of Shinszelmoggit.

Thursday, September 18, 2014

Court of One Hundred Eyes


To keep things running smoothly, empire's need agencies.  One of the strangest and collectively the most intelligent is the Court of One Hundred Eyes.  In times past, this agency was composed of nothing but beholders.  Where do they get a dozen or so elder beholders?  Well they figured that out before they started, you grow them yourselves.  The high blood orcs have a massive edifice in downtown Gháshul called the Beholder Crèche.  In this place they raise beholders, the lucky few may go on to join the Court of One Hundred Eyes.

Dead beholders of the Court don't go to waste.  They are sent to the butcher, an expert in beholder anatomy.  He carves them up, put the parts in some protective gel, and then sends them to places that use them in grafts.  Limbwerks is one of the most well-known places that deal in grafts.

Wednesday, September 10, 2014

Weretopia


Torbish
Weretopia is a region of lycanthropes, not a few pacts of werewolves or some wererats terrorizing the sewers.  In this region there are tens of thousands of these shifters.


Their population grew from a group of shifters brought here by a person they call The Savior - but better known outside of Weretopia as Gass-du-lac Dras'ee.

One of the nastiest villains of this region is Torbish.

Weretopia is under construction, so there is a lot of green on the maps and a yet to be developed map.

Tuesday, September 9, 2014

Chaos War


In case you haven't been keeping up on recent events, a great war rages across northern Brucrumus. 
Chaos Behemoth
 
The Chaos War, which is currently covering three major fronts, has a lot of empires involved.  In this Grashakh Front, a major figure of the realm perished.  This was Emperor Blac'drugulois - former leader of the Orchish Empire.

The Cinazan Front is the worst battle zone of the Chaos War.   In this area, cities that fall to the Horde of Chaos become warped by the passing of creatures like the chaos behemoth.  The ruins left in the wake of the Horde are forever changed and pretty much inhabitable.   These places are coming to be called the chaos ruins for lack of better words - one example is Erchinor.   There are three other cities like this one that have been obliterated.

The Chaos War will reshape the realm, similar or different to other great wars of the past:
  • Black Tide War
  • the war between Arkhosia and Bael-Turath, ( I haven't yet put a page up for this yet or even know what to call it - if you recall, Wizard introduced this war of the dragonborn and the tieflings in 4th edition.  They left it open enough to add a lot history )  I've added a bit about the races and empires

Sunday, September 7, 2014

Hecatoncheires


The  hecatoncheires is a very powerful monster from the Epic Level Handbook.  Some of the monsters in this book seem like they should be foes of gods, rather than mortal heroes.

"Each time they were released, an old patheon fell.  Few creatures can stand up to a hecatoncheires in combat, not even the gods."

I decided to introduce one of these to Bal-Kriav.  It doesn't roam the lands or anything crazy like that.  One was created in the Aerie of Dragons, giving rise to a place called Humlazakhêr.

The Godstone, an obelisk created by Ares and Torog, tells the tale of them creating a colossal hecatoncheires.

Thursday, August 21, 2014

Demon Cannon and Ole' Faithful


Imagine two cannons, one built in the abyssal reaches of the realm of Orcus and the other a mortal crafted cannon.  Both were the largest cannons of the time.  The hordes of the Black Tide sought to prove there superiority not just in war but in engineering and valor.  The Black Tide was led by unusual and vain figures, some sought power over domination, and some fought for the glory of personal valor.   This came to fore in an epic battle called the Occupation of Milithian.

The Black Tide sought to prove that their cannon was better than Milithian's great cannon.  The Black Tide moved the Squealer of the Abyss into position to counter-battery fire the defenders mighty cannon called Ole' Faithful.  The two cannons fired upon each other for hours and saw their crews replaced multiple times.  The cannons themselves, were barely damaged from each others counter-battery fire.

When Milithian's sea wall was breached, the garrison ordered the sinking of the barge holding Ole' Faithful.  The cannon crew continued to fire Ole' Faithful as she sunk into the depths.  The defenders held the city and later raised Ole' Faithful.  Today, it is a monument to the heroes that died while manning it and those that perished in the defense of the city.

Wednesday, August 20, 2014

Godless Heathens and Gods In the Making

Bal-Kriav has been the place where some of the realm's deities have got their start.  Deities of the Bal-Kriav realm get their power from their worshipper base.  They may be powerful in one realm - such as Toril, whereas on Bal-Kriav they may be weak or non-existant.  The Balance oversees the entrance of gods to the realm.   Their goal is to keep a balance in the pantheon.   If one deity gets too strong, they open a way for another god to enter the realm or promote some hero to divine status.

Enough of the Balance, lets get to the gods that came to power in the realm of Bal-Kriav


Potential candidate for ascent - Raxcvillibus, this legendary figure killed the demi-god Coeus, he will probably have to take down another and claim there domains before The Balance will make him a god.

Some heroes of the realm never make the god roster, but go on to serve in other capacities.  The paladin Galrag ascended, becoming a Solar, and serves Athena.

Thursday, August 7, 2014

Whitefang


I've put together some back history for the dragon-descended.  I like a good origin for races and I think this one is workable.  It all started with Whitefang.  

Monday, August 4, 2014

Apex Predators - Dragons?


 Back in 1st edition dragons were pretty darn weak.   A max strength red dragon had at most 88hps.  This beast would go down in a fight pretty fast against a 14th lvl party, so I tripled there hit points and made them formidable foes like they should be.  I once gave a dragon claws that were equivalent to swords of sharpness.  It was a limb reducing experience for that party.  This dragon was a gold dragon.  The party thought, oh look a friendly dragon, lets go parley with him.   After some conversation, the dragon attacked and someone queried, hey your a gold dragon, and it said "Yes, I'm a gold dragon that was raised by reds."   

I have a few historical dragons and one of the present that are legendary.  They came out with legendary status is one of the Epic books or some other tome I read at Borders.   These dragons and other creatures of legendary status were akin to the tarrasque.

  • Tauth'ghourn - this was a blue dragon, when it died, one of the thirteen swamps of Meldar were named after him.  This dragon is signficant since it acted as a buffer between the dragonborn and the tiefling.  When he died, war erupted between those peoples and would continue on and off till both of empires crumbled
  •  Apocalypse - this dragon helped build Iglutt, or at least his slave army did
  • Sebgult - the oldest and meanest dragon of this part of the world, when this dragon stirs, and it is very rare now, you can say goodbye to some city - still need some fill-in material for that dragon, you got some mayham that you think he caused - then write it up and make it Bal-Kriav canon
  • Amaglothorn - this white dragon created Ice Tear, and with it nearly destroyed two empires, whites have been known as the most chaotic and reckless of the chromatic dragons, the recklessness usually gets them killed
  • Bothorthesh - was a red dragon.  Dragons don't always hole up in some ruined keep or cave, some build empires.  Dragons forming empires has largely happened in the Aerie of Dragons.  Thashangriel was founded by Bothorthesh.
  • Hellbleaker - was a red dragon that founded Goth-Dyvermoir 
  • Khiruphandân - was a green dragon that founded Maratazîr  
  • the list goes on - check them out under Other Heroes (basically an area for Heroes with a lack of material for a full page)

Lot of URLs - Dont miss this one:


The big picture - all on one page, the mapped regions of Brucumus


Tuesday, July 29, 2014

Viressur


At the time, they probably didn't know that they were doing deeds that would become legends, but the Golden Elite helped turn back the Black Tide.

They also secured Viressur.  Deep under this place, two powerful artifacts are locked away for a good reason.

Šukhan Legion


So, your the last one out of the inferno?   What happened back there? asked Commander Zôrun.
The Šukhan are all gone, said Scout Marizgûr
The entire legion gone?  said Zôrun with shock.
Don't worry about pursuit, they destroyed half of the giant army, said Marizgûr
What happen to your arm?  asked Zôrun
A lighting bolt nearly tore it off.  I have never seen so many lighting bolts and storms of ice in all of my life.  Imrik was aglow with magic.  They all perished back there, the Šukhan Legion saved all of us, replied Marizgûr with noticeable pride.

Monday, July 28, 2014

Black Wood


Black Wood was once a hero.  He helped recover two powerful artifacts called Blizzard and Firestorm.   Black Wood proclaimed "These items are best secured in a vault and kept out of the hands of both mortals and gods."  His feelings now are probably different.

Nobody is sure when or why Black Wood went down the path of darkness, but his record since the Battle of the Relics has been a stain on druidic pride.

Sunday, July 27, 2014

Where is that relief party?


Through the course of adventuring in Torazam Sanctum, you have had a few wounded and sick.  Some had smashed limbs or other issues that needed more intensive care than a field dressing or cure spell.  Those sent out are replaced by a relief party.  Those going out take sacks of coin and other loot that is not needed in the adventure.  The relief party coming in bring in news from the outside, fresh pints of ale and other victuals.  They also bring in notes and secret missives:

This one was passed off to the deep gnome.  He was kind enough to pass it on to you, figuring that it is a show of friendship, trust, and his prominence.

When the relief party came in from outside of Okrungknot, you were given an odd scrollcase composed entirely of leaves and reeking of pine sap. It was sealed and unbroken, the carrier was warned that anyone but a druid that opens this will probably die. The scroll reads:

You have been selected to be a Nature Protectorate for Faeglor. The Chaos War is getting out of control, and now The Balance is worried. We were already worried, but now that they are we can take a more active role in the conflict.

In Torazam Sanctum, you will come across a gold apparatus. This thing is a gold clockwork. If it is still in there, then the Eldritch Conclave have not figured out its importance. You must keep it alive. It will save tens of thousands of lives.



As for the flesh army, be careful the path you take. You don't want to be on the field in this war. Heroes are short-lived as ground stompers.

Your friend,
Thanwaen - Nature Protectorate of Cinazan


Friend?
Yes, Thanwaen is the one who led the survey to Maegorion.  You (the deep gnome) and others formulated the information that led to an understanding of Dark Timber Migration.

Remember Thular-Tûr


It was a rallying cry for the Burterinii fighting in the Conclave War - "Remember Thular-Tûr".

In the Conclave War, Thular-Tûr was the first fortress assaulted by the First Khazarkar Empire.  The fortress ended up being wrecked when web weavers unleashed ancient Lith-Crillion magic on the place.  This caused a tear in the Web of Magic which would be one of many that caused the Gulimbor Cataclysm.

One item of that period is a powerful shield that has been used in countless battles over the past three epochs.  This item is the Shield of Thular-Tûr.

Crits and Fumbles Can Lead to Rezzing


Some game rules on resurrection, system shock and the crit and fumble tables.

For the current campaign, we are using the 1st Edition rules for resurrection and system shocks.


Bored with that, then read up on your minotaur history - because if the Horde of Chaos wins the Cinazan Front then your either dead, enslaved, or now an aberration of the Horde.

Some choice pieces on the minotaurs

There are times in history, when one individual or group of adventurers can change the course of history, so reading on the Bull Nation is not fully appreciated until you read up on Raxcvillibus Dumu-loc.

(not to be confused with the gimp Rax in WOW)
 

Friday, July 25, 2014

Alreirsoar


Alreirsoar is a fire giant city.  Pretty damn hot and dangerous place if your not a fiery brute like a salamander, fire archon, hell hound, fire giant, fire troll (oh how I miss that monster from 2nd edition - believe it was in a dragon mag), or red dragon.   The city is sited between two volcanoes.  The volcanoes are linked by a Great Wall, one called Yorthrun Tor.  The marvels of  engineering don't end with this wall.  Two lava river, one from each volcano, join in the city.  Lava is diverted through canals and enormous statues, which turn into great lava falls.  The lava cuts through the center of the city and into an enormous fiery lake.  It doesn't end there, how could it, the lava would either keep flowing into the lands, probably exhausting the volcanoes, or harden as it lost temperature - oh no, the lava goes into drains.  It is then diverted through underground canals back to the volcanoes where one day, probably years later, that same lava will again flow through the wondrous city of Alreirsoa.

Thursday, July 24, 2014

Crom Laughs At Your 5th Edition



This guy takes a dump on 5th Edition.

For me, 3.5 is the end of the line, not messing with any more editions.

Wednesday, July 23, 2014

Plethora of Paladins

Plethora of Paladins

There are some references on Bal-Kriav for characters who played some of these classes:

Keith M. had a paramandyr named Lazarus.  He seemed to be fond of non-fantasy historical names- another was a deep gnome named Torquemada.  This toon was part of the League of Ten.

Alex H. had a githyanki illrigger / psionicist named Ryglaglanis.  This toon was once part of Black Banner.

Found An Old Psionics Handbook

This was an interesting book back in First and Second Edition.  Some of the powers like split and temporal acceleration were quite powerful.  I don't see Emperor's Light Bolts in this guide - perhaps we pulled that from another source.

Complete Net Psionics Handbook

Duergar Background


For this campaign, and for the duergars:

Do you want to be a citizen of the glorious empire of the Khazarkars or a citizen of some Underdark empire? The Khazarkar's only major holding of the Underdark is an ancient kuo-toan city they excavated. This place is called Gholompotl. It has a 14K population and holds drow, duegar, deep gnomes, a few khazarkars. The mixed bag population is a result of the conflicts that have occurred in this part of Faeglor.

Some areas of interests for the Underdark races beneath Cinazan:

Monday, July 21, 2014

Instance: Torazan Sanctum


Dungeon:  Torazan Sanctum, Okrungknot
Objective:
  • wipe out the garrison at Okrungknot keep and inside at Torazam Sanctum, 
  • kill the High Seeker of Relics
  • capture the High Seeker of Relics for those that have been quested by Set 

Torazan Sanctum was built by the Mad Wizard Flay.  He died over 500 years ago.

Notable figures in this dungeon:

Molten-Arm:  mage garrison commander, "the runner at the keep", now dead

High Seeker of Relics, the one that sent you on a suicide mission to the toad ruins (Froglem), the occupants of Torazam call him the "Milkdriker" (probably not to his face)

Githil's Disciples - former band of adventurers that retired and are now holed up in Torazam, two of them are now dead, the wererat rogue and the ranger you killed in the large cavern with multiple towers

Body Count:
Nermanean rogue - poison trap (dust of sneezing and choking)
Xeph bard - poison trap (dust of sneezing and choking)
khazarkar priest - turned to stone (beholder)
deep gnome ("the father") - killed by a "released" maralith
"Doorman" - count-down trap, killed by 18d6 fireball (natural 1)

Friday, July 18, 2014

Beating the System - the DM

So, you want to make a crack character that will make the DM up the monster strength or perhaps just to kick his game plan into the gutter.  Encounters is usually not a problem in my campaigns, but you can make your character a threat if you want.  Yes, we have threat in dice and pencil games, if your a geared out adventuring pimp, then intelligent monsters are gonna see this - so be prepared to make a lot of saves for deadly spells. 

Some ways of buffing out your toon:
  • grafts
  • DM giving you crappy loot tables - build your own gold teeth of epic charisma, or other item at a forge 
  • maniac conduit and other fantasy concoctions can give an added edge, if  you have sufficient coin, and addictions are a minor nuisance

In the end, remember your in a party, whether it be composed of good or evil characters, your only as strong as the weakest link.  You may dump all your coin into the best gear, but the others may be slow and getting around to it, so instead of filling up bags of holding with jeweled and epic loot, your stuffing it with butchered party members.

Thursday, July 17, 2014

Did you say easter eggs or dragon eggs?


For current campaigners, there are"easter eggs" on the Bal-Kriav website.  This could be items your slated to find and often nuggets of information about things, heroes, and areas that you are currently exploring.  The information of areas you explore will often become part of realm lore - so if your up-to-date on the content, you may learn something you have yet to discover - just play along with it.

Now regarding those dragon eggs you thought I murmured.  There are dragon eggs in abundance in the Aerie of Dragons, but perhaps you meant dragon orbs.  These items are extremely powerful and game changers.  They have brought down empires and laid waste to vast tracts of land.   Khalas-Tûr came about as a result of the machinations of the Charm of Razalannas.  The villain Katrana tore apart the Sylvan Kingdoms from using the Elder Orb of the Ember Wyrms.

Dwarves of the Dark Path

Bal-Kriav has a sizable dwarf population.  The largest population is spread across the Clans.  Some of the interesting themes for some groups of dwarves is there downfall from working with dark powers.  This could be because they were taken to their edge of morality by incessant wars - such as with the Rethmorg and the Mîmêk.  There are the frost dwarves which escaped the Abyss, only to be cursed with their leaders becoming haunting ghosts on their death.   They build enormous crypts in the depths, not as a place of reverence for kings, but as a tomb prison.  There are many of these prisons for the ghosts, all linked, a dire place called Arakkhalgam.

All is not bad for the dwarves of Bal-Kriav.  There are many sizable empires and notable achievements and marvels attributed to them.

Lith-Crillion, a race long thought to be near invincibile

The Lith-Crillion did good for the races that followed, leaving marvels like the Pyramids of Power and ancient ruins for adventurers to plunder.  We can't say the same for the sand giants that served them.    Many of them fell to the Stone Curse.

For long, they were thought to be masters of a young world with few advanced races.  The Saer Erkjorg seem to have found a chink in the armor of the all-mighty Lith-Crillion.

Purging of the Hags and Beginnings of Psionics

The nasty hags of Messu-Nora and the auhtai can be thanked for spreading psionics north into Gulimbor.


Too bad the overall evil they perpetrated on travelers and villagers would lead to there near extermination in the Purging of the Hags