Bautlaon

**Bautlaon** is a southern continent on the world of Kalatos. The island of Greensky is also considered a part of the continent, though it is probably large enough to be considered its own. It is the setting for the Horn Gang campaign and the home of all of the party's characters.

## Environment

### Jaderun forest

The Jaderun is a hilly, tropical jungle region separated from the rest of the continent by the Delar Alps. Flowing down from the Delars is the Miundgo river, which flows northward and empties into the {{{}}} ocean. On its eastern edge, the port city of Solquet lies connected to the river by way of artificial canal.

### Delar Alps

These rugged mountains separate the Jaderun from the main continent of Bautlaon. A single road constructed many centuries ago is the quickest way to traverse the range. However, this does not guarantee safe passage, as a number of giant kin make their home among the peaks.

### Raventi Plains

The Raventi Plains extend from the northern side of the continent to where the Torn Ridges and the Daervieth Mountains meet. The region is bisected by the Rovark river and the marsh that it flows through. Certain bands of nomadic peoples call this land home, but few permanent settlements exist outside of the Djintarian Empire.

### The Lethnass Wood

*For full article, see The Lethnass Wood.*

The Lethnass Wood is not the largest forest on the continent, but it is certainly the most mysterious. The outer edges of the Wood are akin to a normal forest, but the closer to the center one travels, the danger increases exponentially. Divine, arcane, and natural dangers combine to create monsters that protect its heart from any travelers that wish to traverse it, not to mention the rumored gateways to the Feywild and Shadowfell that summon otherworldly threats to the material plane. Despite this, a small number of groups live on the outer parts of the forest and use its supernatural gifts for their survival. Notably, Valarin of the Horn Gang is from one of these groups.

### Yhendala Gorge

The space between the two main mountain ranges is a massive canyon, which in some places is many miles across. Many who pass through the area use the river to travel as opposed to the winding trails on the sloped sides of the gorge.

### The Torn Ridges

The Torn Ridges is a mountain range that extends from the north of the continent to about halfway down, where it is separated from the Daervieth Mountains by the Yhendala Gorge. It lies between the Raventi Plains and divides the Otnum Holt and Iremus forest. These are the tallest mountains on the continent, and thus much of the peaks are perpetually snow capped. Because of the rough terrain of the mountains, only groups that are accustomed to such environments call this place home, including herds of goliaths and some goblinoids.

### Otnum Holt

The Otnum Holt is a rocky, hilly forest to the northeast of the Torn Ridges. It was the former home of the nation of Fallestar, until its fall to goblinoid hordes. The former cities lie in various states of ruin, and the troops use the remaining structures to create new societies.

### Ur'halt Desert

North of the Eral river, the plains give way to a large area of dry scrubland. The region is very rocky with large cliffs and plateaus dotting the landscape. Plant life is sparse, and animals are just as infrequent. Small groups of native peoples as well as refugees driven from Fallestar live in a number of small communities in the desert, though no large cities exist.

### Daervieth Mountains

The Daervieth range borders the Yellowed Wilds and the Iremus forest. Mining cities of primarily dwarves like Vandris and Nundroff dot the region due to the many veins of magical and mundane materials that lie beneath the surface. In addition, the southern portion of the range is where the Arcane Well of Transmutation is located.

### Iremus Forest

The Iremus Forest is the largest forest on the continent. Much of it is flat and taken over completely by massive trees. The Bautlaon River flows through it in a southeastern direction, parallel to the Daervieth.

### The Yellowed Wilds

The Yellowed Wilds is an area in the south of Bautlaon. Though it is largely mapped, its thick trees and unwelcoming, varied terrain prevent any permanent residence from being established on the ground. The native beastfolk (like tabaxi and leporidans), however, are adapted to this environment and have built various arboreal settlements throughout the forest.

### Herlbatus

The region that includes the fields of Northern and Southern Herlbatus and the Herlbatian Sea is home to a number of city-states united under a single banner known as the Corvistan Republic. While it lies primarily in the Northern fields, it also extends to a many islands within the Herlbatian Sea and into the Southern fields. The region is home to a large number of elves, including the rarer sea elves, but also many other races.

### The Alpatetes

*For full article, see the Alpatetes.*

The chain of islands to the southeast of the main continent is mostly covered in forests. The size of the islands varies greatly: some are only a few miles across, some are nearly as long as the Daervieths. The islands are home to some port towns used by traders and the native folk who travel frequently from island to island.

### Greensky

Greensky is a vast, solitary island far south of the mainland. Icebergs are commonly found around the island. Throughout the winter, glaciers cover the northern side of the island. In the summer, however, the ice recedes and a plain of short grasses emerges, allowing the few animals that reside here to live comfortably. The southernmost tip of the island is where the Arcane Well of Divination is found, where a small community of protectors resides.

## Political Powers

### Fallestar

*For full article, see Fallestar.*

The once-prominent nation of Fallestar lies within the Otnum Holt, using the readily available rocky terrain to construct strong towers and keeps. Despite the physical power of the cities, however, due to political incompetence and economic downturn, it was weakened years ago by the attack of united bands of goblins, hobgoblins, and other goblinoids. The former residents are scattered, with some remaining in the now goblinoid-controlled cities and some in an exodus, establishing new cities or finding new homes in other nations.

### The Djintarian Empire

*For full article, see Djintarian Empire.*

The Djintarian Empire extends from the Chanting Valley, through the southern Raventi Plains, and down to the southern coast and the Lethnass Wood. Its people are composed of primarily humans, though many halflings, gnomes, and dwarves exist natively. The nation is led by a triumvirate composed of triplet sisters: Telvon, Varlen, and Beldia Djintar.

### The Corvistan Republic

*For full article, see Corvistan Republic.*

The Republic of Corvista is a union of city-states in the Herlbatus region. The population of the country is primarily elves and half-elves, including high elves, sea elves, and wood elves. Many large cities exist under the banner of the republic, including Lanis Del and Rockspire. In addition to the Herlbatian Sea and the well-maintained road system, the nation often utilizes a small number of airships, which also frequently travel outside the nation's borders.

### The Aeroloth

*For full article, see Aeroloth.*

The Aeroloth dwell in a group of arid islands to the northeast of the mainland. The country is largely unknown, and travel in or out of its borders is infrequent. Its denizens are a mix of elves and humans, which guard the Arcane Well of Necromancy.