The Hunt Brothers were traveling guards who formed a trade company that specializes in large caravans that are heavily guarded. On high risk targets, the brothers are still willing to travel themselves with the caravan.
Categories: The Lands
Ish
A large empire nation in the Southwest area of Atheles.
The Empire of Ish has survived for over 1500 years. It was formed by Da’atra Tiria, a powerful warlord who banded all the tribes together. He was from the deep Southern lands of Ish, and he claimed heritage to the gods of the desert. This belief still holds to this day, those of the Tiria family believed to being part gods and those related to him as the trueblooded Ishians.
Da’atra and his chosen, Empress Taraherra, were both gifted in magic, and used the life power of slaves to build and solidify their empire. The Wizards of Ish were formed, their power gifted to them by the gods through Da’atra. With the use of vast armies of slaves, Da’atra and his wizards subjugated the other kingdoms of the south. Through magic Da’atra and his wife lived beyond the normal life of humans, and their many children took over positions of power throughout the Empire. The empire was taken over by their first son, Ka’atra, who continued what his father began, and built the city of Ish, which surrounded a large lake in the middle of the southern desert.
- 4134 TM The Empire of Ish (called the Ishian Empire in the North) is formed in what becomes known as the Southlands. The first emperor of Ish is Da’atra Tiria. The Tiria family still rules in Ish now.
- 4175 Terramahut builds the City of Pathanamitta near what is now the Foothills of Tuk.
- 4356 The City of Pathanamitta is destroyed by the invaders from Ish. The city sinks into the desert, cursed by Taraherra, the wife of the emperor.
- 4362 The City of Raza Buraka is built by the escaped Warlord Tel Amarn. He escaped the destruction of Pathanamitta 6 years before.
- 4383 Tel Amarn dies and his City of Raza Buraka sinks into the desert falling to the curse of Taraherra also. Its Twin city, on the eastern side of the mountains is captured by the Empire and used as a main trade hub.
- 4693 The People’s Uprising. The current emperor is found guilty of heresy by the Priests and exiled. A young priest named Kalah, who has the divine blood from both his mother as a priestess, and his father as a brother to the old emperor, is ascended to the throne.
- 4695 Emperor Kalah bans the use of books. He says the emperors have long filled them with heresy and it is better to start anew. During this time, many of the ancient texts and tomes are burnt. He also empowers the Desert people of the Jal Dur desert, promising them their own nation if they rid the wildelands of the elves. This leads to a genocide of the wild elves and though they finally push back and defeat the desertmen, they are left weakened and forever scarred.
- 4729 (Westlands) The Mages of the West are formed. Ruled by three wizards they congregate in a large keep( Keep of Ismaren in the Misty Moor) along the Western coast ( Above the Vale of current times). Distrusted, they spend most of their time in solitude.
- 4629 The Mages of the West create the Gatestone. Fearing what they have created, they lock it away deep within their keep.
- 4743 Small border skirmishes between the Ishian Empire and the Westlands (Endamas) begin.
- 4745 The Ishian Empire invades North, the priests afraid of the power of the Mages of the West.
- 4757 The Ishian wizards invade the keep of the Mages of the West. Most are killed and many of their books are destroyed. The Gatestone is found and used to transport large groups of the Empire’s armies throughout the Westlands.
- 4759 The Emperor Enockt falls ill and dies, and a plague ravages the Empire. A peace treaty is written between Endamas and Ish.
- 5054 Uthgard begins its war to control Atheles by invading Tiren (The Great War, The Aradan War)
- 5057 Small border skirmishes between the Ishian Empire and Endamas begin again.
- 5059 The Ishian Empire breaks the treaty and begins invading the Westlands.
- 5062 Uthgard attacks Raza Kuraka and takes the city. The Ishian Empire tries to use the Gatestone to retake the city, but instead, they lose the Stone to Uthgard.
- 5073 The Ishian Empire, worn down by years of war, pulls their troops back and fortifies their borders. The elves stop their war, the high elves retreat into their forest and some of the grey elves and wood elves that are left lend their aid to Seladar (capital of the Aradan Kingdom).
- 5082 Seladar is destroyed. The city is evacuated. Aeerumar Aradan, last king of Selador is slain by one of his advisors, Caroth. Uthgard uses the Gatestone to open a rift from the battlefield into the heart of the city, ensuring victory.
- 5132 Second invasion of the West by Uthgard. Seahaven and Bordon, with the help of the Ishian Empire, push back the forces of Uthgard. Uthgard uses devastating magic again, ruining more of the Eastlands. In a massive final battle, Uthgard is defeated and the Warlock King is slain. During the culmination of the battle, the Disappearance happens.
- 5133 Ish is hit hard for decades by the magical storms that come over the mountains from the ruined wastelands of Aradan. Without the power of the Priesthood, the Empire starts to crumble.
- 5677 The first recorded instances of the Return.
- 5683 The Dark Return. Magic flows through the lands.
- 5690 The Ishian Empire opens its borders and allows small bits of traffic. Much of the knowledge of the past is lost, the West and Northlands are no longer under the control of a single king, but instead separate entities. Bordon is still looked upon as protector of the Westlands and an uneasy peace settles over the land.
- 5698 South Keep, once a single fortress outpost along the Ishian border, starts to become a well-known trade town.
Wizards of Ish
The Wizards of Ish keep their secrets close. Once trained they are never allowed to leave the ranks of the Sorcerers. Of all the magic groups, theirs was the most untouched during the Disappearance and their stronghold in the center of Ish remains as it has for over a thousand years. But whatever knowledge they may have, they keep to themselves.
Much like the rest of the Ishian Empire their policies are strict, and death or slavery is a just punishment.
One of the biggest differences between the Wizards of Ish and the majority of other magic using groups, is their use of slaves as power reservoirs for magic. Powerful wizards can have a stable of slaves, blank eyed and pale, who are kept on leashes as a source of power for their magic.
Ansely, Mage of Eredar, Eastlands
From the Encyclopedia Atheles
“We are all but servants.”
Ishian wizards view themselves as conduits of God, and therefore as priests instead of workers of arcane magics. The wizards of Ish call themselves the Najur, an ancient word for servant. They, like most in the Ishian Empire, worship Tanthu-Ra, a sun deity. This is why all in the priesthood wear yellow robes.

They are ranked very high within the culture of Ish, with the Grand Priest even being considered higher than the Emperor.
They occupy the Temple of the Sun, a large squat building made of black stone.
They take volunteers from the citizenry to give themselves to God. This means that they willingly become vessels for the wizards to take energy from for spell casting. The Najur see them as disciples, who become vessels to the all power of Thanthu-Ra.
Religious Foundations
In the beginning, there was void and light. When light pulled free of the void, it became Rau, the creator, and the void became Vau, the destroyer. The space between Rau and Vau became Tau, the ocean. Rau and Tau moved away from Vau and when they did, Uau, the earth, was formed. With these three elements, all sorts of life sprang forth, including the holy ones. These were god like beings that helped form what life was on Uau. For long eons, the world grew and flourished. One of the holy ones, Orset, was jealous of other life and set to make himself more powerful by aligning with Vau, which introduced death. But death was not just for the other animals, and now the holy ones, too, knew time and death. As they died, their spirits fell upon the earth, and the terans of the lands who worshipped them inherited their spirits. The more holy spirit they inherited, the more revered they were. This led to wars between the holiest. And there were many tribes fighting. One tribe was led by the powerful lord Da’atra.
It was on his 25th birthday when the great comet came down from the sky. In the crater, there was a man who was found. This was Dhuoth, who claimed to be the child of Tanthu and Ra. This tall being looked different than other Ishians; he was taller and paler of skin. He provided Da’atra with great wisdom and helped him conquer his foes. He also preached to the tribe of the great power of Thanthu the Sun god joining with Rau the creator, marking them as a direct line to Creation itself.
Dhuoth would become the first Grand Priest when Da’atra became the first emperor. Dhuoth would help the Ishian empire grow, and he lived for hundreds of years. No record of death is ever found for Dhuoth, though many historians speculate that he was killed during the usurpation of Ish by Kalah.
The Rebellion – Mages who fight against the tyranny of the Empire and the Wizards of Ish
The Rebellion is a rather new group of mages who oppose the rule of the Emperor and the Wizards of Ish. They are hunted mercilessly throughout the Empire, but as magic has reawakened, they have grown in numbers and in power.
Secret is their strongest advantage, so very little is known of them.
Jan Melgrin
Merchant trader. Many different items importing and exporting.
Small business, but has ties with the Wanderers.
Katleen Zadeku
Baroness Katleen Zadeku
Wife of the Baron
Kowal
Kowal, the Grey City, is a large settlement in the Eastlands. It is the capital of a city-state that claims a large swath of land along the Weron River. It was an independent city-state separate from Endamas and Uthgard until the latter part of 5707 when it joined the Uthgard Kingdom.
The city of Kowal has reigned over its barren lands in the East since the end of the Great War. Ruled by the Zadeku family for years beyond memory, the city has been content with its own business for hundreds of years.
The City of Kowal
- Statistics: Crime 6; Danger 5; Economy 3; Law 5; Knowledge 3; Magic 1
- Highest Stat is 10, lowest 1
- Size: City, Seat of Barony
- Government: Aristocracy
- Economic System: Feudal capitalist
- Population: 10,800
Wards
- Towerview
- Westgarden: Westgarden grew as the city became a manufacturing hub during the 3rd age. This area became quite bohemian and flourished. When the plague hit, this ward suffered the most. Now, many buildings sit empty. The Tower still taxes this area, which has led to mass vacancies and the growth of the Squats.
- Squats: Small square buildings on the city’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this became a section of town that was neglected and forgotten. The Tower did not ever tax these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.
- Middleborough
- Grand Heights
- Woodward
- Oldtown
- Dworvtown
- Chimneys
- Waterfront “The Houses”
About:
- 2/3 population died in first plague.
- low population.
- Magic is punishable by death.
- Mass graves all along outer border.
- War with tyr hurt city
- Ghul raids make trade hard
Industries
Kowal produces a lot of corn during the summer season, feeding its citizens, and allowing trade with our settlements. But it’s main export is metal. Before the great war giant foundries were established and Kowal provided much of the arms and armament for Uthgard. This factories and know how have survived, and Kowal’s factories work day and night smelting ore and producing metalworks for Tyr, Uthgard, and Endamas. While the roads in and out of Kowal are dangerous, they are guarded well for incoming shipments of ore and exported goods. It is a rough life in the factories of Kowal, but one can scrape by with a decent living by working in them.
Laws
- People own property, but must pay the lord a tax on land and income.
- Magic is forbidden and punishable by death.
- Thievery is punishable first by loss of a finger, second two fingers, and third by the loss of a hand.
- Gambling is legal, but in a house of gambling there is a 50% tax on winnings.
- If accused, both the accuser and the accused are treated the same until the trial. The accused must prove innocence, not be proven guilty.
- For witchcraft, older methods of torture may be used.
There is the Steel Guard for the Baron’s household, City Guard for people, overseen by the Sheriff, and the Red Guard, a church-backed organization. Magistrates rule the court system and are appointed or dismissed by the Baron.
Landscape
Weron River to the south. Lesh Forest to the East. Urtgen forest to the North West
Townships, settlements, and villages:
Locales Alphabetical:
- Baks and Burke
- Bizarre Bazaar
- Cats Herbs
- Crane Company
- Darkwinter Tavern
- Druid Grove of Thay
- Duke’s Arena
- Dworv Town
- Greystone
- Groenwald’s Booksellers
- Kowal Library
- Marn’s Refuge
- Northguard Inn
- Piper’s Pub
- Sascha’s Storehouse
- The Beaker
- The Broken Chip
- The Den
- The Squats
- Walled Tower
- Westgarden
Groups Alphabetical:
- Children of the Light
- Companions
- Cult of the Crimson King
- Death Takers Guild
- Edge Company
- House of Kowal
- Ministry of the Arts
- Red Dagger
- Red Guard
- Riddle House Players
- Society of Librarians
- Sons of Silence
- Wanderers
Personalities Alpahbetical:
- Archbishop Gunderlan
- Arnexi Zadeku
- Bezel Mumfors
- Biena
- Brelmani Ayo
- Caitir Hundred-arrow
- Dael
- Dwygar
- Elyn Kryska
- Etahn Belbane
- Felwiyn
- Grael Ograin
- Heilman Ricter
- Helfen
- Heroes of Dwarftown
- Hothlund Kelvhac
- Jan Melgrin
- Katleen Zadeku
- Knight Commander Damien
- Martyn
- Mediev Zadeku
- Mort
- Naru
- Nulthari
- Rob Bevaskin
- Verien
- Willem Godowsky
- Zevaria
Kowal Timeline
- 4558 – Olaekin Baleband conquered most of the North as a warlord and builds the city of Pardalor. He claims the surrounding lands and names his kingdom Uthgard.
- 4731 – The iron-rich hills are found beyond the Urtgen forest, and a land rush ensues. The largest settlement builds up around a place where the Weron River narrows, allowing for easy ferrying back and forth.
- 4892 – Kowal is founded as a barony in the Uthgard Kingdom.
- 4944 – Tritium is discovered, and a way to mine and shape it is soon devised. The super-strong metal allows for better tools and weapons, making Uthgard a powerful, and rich, kingdom.
- 5054 – Uthgard begins its war to control Atheles by invading Tiren (The Great War, The Aradan War)
- 5132 – The Great War ends. Magic has ruined many lands in the East. Uthgard falls as a kingdom. And the Disappearance happens, with magic and many peoples and creatures vanishing.
- 5133 – Years of hardship follow as the remnants of the Uthgard army are still strong and cause problems all along the North and Westlands. The Ishian Empire becomes solitary, allowing no traffic to and from their country. Kowal asserts its independence, but with it comes a loss in income.
- 5368 – The empire of Zhou invades over the Eastern Sea.
- 5379 – Many of the lands of the Eastlands (Old Aradan and Uthgard) fall under the control of Zhou. Kowal stays independent, and the sale of metal to Zhou brings a fresh influx of prosperity to the city.
- 5402 The beginning of the Plague. The Zhou Empire falls in disarray. Many return back over the sea, and have not been heard from since.
- 5575 – The Zadeku family rises to prominence as the rulers of Kowal. They take the old title of Baron, but actually rule as the head of the city-state.
- 5629 – The Third plague ravages Atheles, leaving the cities and kingdoms separated and superstitious.
- 5648 – Mediev Zadeku was born.
- 5673 – A sickness grips Kowal. People get a high temperature and a deep cough. About 25% of the population succumbs to the “Red Cough.”
- 5674 – Mediev Zadeku took the throne of Kowal as his father fell sick to the Red Cough
- 5677 – The first recorded instances of the Return.
- 5684 The Return Wars end in the winter.
- 5703 – The Baron’s son, Arnexi, returns from travel, where he has been silenced for being a Ravager.
- 5704 – The Red Night. Novro 27th. After a riot and fire in the city, Kowal falls under martial law, and the Red Guard searches house to house, looking for mages.
- 5706 – Catastrophe of the Greystone. The Greystone is burned to the ground in a strange event that none can remember clearly. Apra 12th
Kowal Gaming Resources:
- Kowal Lifepath
Maps:
- Kowal Northern Streets – DTRPG / Patreon
- Craven’s Hollow – DTRPG / Patreon
- Sascha’s Storehouse – DTRPG / Patreon
- Cat’s Herbs – DTRPG / Patreon
- M Bar – DTRPG / Patreon
- Druid Grove of Thay – DTRPG / Patreon
- The Den – DTRPG / Patreon
- Eliuska Manor – DTRPG / Patreon
- Albino Raven – DTRPG
- The Hide; An adventurer’s keep – DTRPG / Patreon
Adventures:
- The Haunting of Eliuska Manor: A haunted house adventure for levels 4-6
- The Wanderer’s Test (Shadows of the Tower 01): A starter adventure for level 1.
- The Cursed Grove: A mini adventure for levels 1-2.
- The Temple of the Valley (Shadows of the Tower 02): A level 2-3 adventure in an ancient eldar temple.
- The Pact: A stand alone adventure for level 4, you must infiltrate a local gambling house and put an end to it, one way or another.
Kowal Library
The Kowal Library is a public library that allows any citizen access to books. They are always looking to purchase or find new or old books.
It is also home to the Society of Librarians.
The library of Kowal is many things to many people. It is a public repository of knowledge, free for citizens to peruse and read. It is the main printing press of the Eastlands, making books more readily available to all. And to a secret few, it is also a group that collects, catalogs, and experiments with magic.
The first floor of the Library hosts the public books, the printing press, and offices. The second floor holds the shelves of rare books and historical artifacts. Below that are the vaults and dormitories, their contents only known to the Society.
History
The Library of Kowal was formed by a group of monks who were once part of the Unelesia Church. As the church grew more rigid in their practices, the Library grew separated. As time went on, the Library became less and less involved in religious institutions.
Becoming a member
Becoming a member of the Library costs 10 gp and a signature. The new trustee will be issued a bronze coin which will be imprinted with their fingerprint which they will also leave an impression for matching in the member’s book. This allows the member to check out a single printed book from the first floor, and to visit the top floor which holds rare and one of a kind tomes.
Gaming:
Lesh Forest
A large forest to the south east of Kowal.
Lord Jim’s
Lord Jim’s is a small tavern right in the heart of the Fish Town market. It is a popular tavern in the area and is known for its cheap drinks and rot gut liquor. The proprietor, Jim, is a gruff man who doesn’t take kindly to any nonsense in his bar. Overall, the smokey, worn bar is welcoming to all, if a little on the rough side.
Lorthain Tamen
Lorthain is a little taller than an average man, but his muscled frame makes him imposing. He is quiet and thoughtful, but when he is merry, his laugh fills the room. His hairless head makes him easy to pick out in a crowd, or find on a battlefield. His dark brown skin shows the scars and wrinkles of many decades of travel, looking to be over 40 cycles of age.
Background
Lorthain was born in the Tower; his father was a refugee from the Southern Empire of Ish. His father became an Archeon and his mother a librarian at the Tower. He enjoyed his time growing up among the ancient tomes and empty passages and took the mantle of Archeon with pride and reverence when he was old enough. He was assigned to Malynn when Malynn was a young initiate, as all Archeons are assigned to Luminar by the Tower; but they have grown to be good friends.
Motivations
Lorthain follows the law of the Tower to the letter. If someone is believed to the a Ravager, they must stand trial; and if found guilty, they are silenced. There is responsible use of magic and there is not, there is no gray to him in this area. His second goal is the protection of his friend Malynn.
If the adventurers end up in the drinking tent, Malynn will be waiting at a side table. He is playing a card and token game with his companion. When he sees the group read the following.










