Aden Shahn

## **General**

Aden Shahn is a land of many cultures which aspires to be the greatest trading empire.  Having access to both the South Seas and a large road network , products from all lands can pass through Aden Shahn, bringing great prosperity to the region.  There are great plains, forests and hills, and a large protected sea where internal sea trading and fishing is common.  There are few resources that Aden Shahn is without.

Aden Shahn is also one of the strongest realms among the civilized in Eirethune. It is quite populous and still growing in relative harmony. The five regions of Aden Shahn can raise a very strong army should it ever be needed again, but fortunately, Aden Shahn is content growing within its borders rather than expanding beyond them.

Aden Shahn and Teldor have a strained relationship. The region of Surrin is divided between them and there has been a war specifically to reunite Surrin under Teldor leadership. Although Surrin remains undivided, the Surrin Question remains a point of contention between the two nations. This limits some of the trade between the two nations, even though they do still rely on each other to some extent.

## Government and Culture

Aden Shahn is comprised of five different regions, each of which is ruled by a regional lord. Each town is further ruled by a local lord, who may be selected as the regional representative. Typically, the regional lord will be the ruling lord from the largest city in a region. The King of Aden Shahn always resides in Bredenkham, long hailing from the Lahdrin line.

The cities themselves are ruled by lords that come from the community. Some of the cities have had the same ruling family since the city was formed, while others have methods of competition between the lords. The kingdom allows for a town and community to decide the rules for ruling succession, as long as they pay fealty to the crown.

In Bredenkham, there is a permanent council meeting palace, the Diet, where the regional lords, or their representatives, are sent to make the important decisions which affect the entire realm. At least once per year, there will be a Grand Diet, at which all lords from all towns are permitted to attend. The Grand Diet will also be summoned if there is some existential threat to trade or security that may affect more than one or two outlying towns. Generally, the regions are relatively autonomous, although if trade issues arise creating conflict or affecting more than one region, the issues will be raised at the Diet. The King has final say, but the lords of Aden Shahn have much sway with decisions that affect all of the regions, and this understanding has kept the peace between the lords for centuries.

Although there are plenty of free folk in Aden Shahn, many people are indentured to lords or merchant magnates, working off multi-generational debt as needed. Slavery is not common in Aden Shan, though it does find its way into some of the cities, so although uncommon, it isn't completely strange to find slaves. The minor trade with Teldor, where slavery is much more common, results in more acclimation to slavery in the northern region of Surrin.

One thorn in the side of Aden Shahn are the Free Cities of the South. The Smothe was a difficult place to incorporate into the realm, and many of the people of The Smothe left and spread across areas to the south to try to make their own lives apart from any nation. Aden Shahn finally did incorporate The Smothe, but while that occurred, the Free Cities of the South were born and solidified. Aden Shahn has understanding relations with these cities and trades with these cities, but there is a sense in the Royal Court and Diet that these cities should be part of the realm.

The other thorn is Surrin and Teldor. Even though the people of Surrin decided to join either Teldor or Aden Shahn centuries ago, even though Teldor initiated a war against Aden Shahn to incorporate southern Surrin, there is still this thorn, this disagreement, this impasse that between the nations that will probably never be resolved. There is trade between Teldor and Aden Shahn, but it is limited due to the tariffs and their relationship; still it's better than another war.

## Regions

There are five regions in Aden Shan, namely, Crocia, Surrin, The Smothe, The East Smothe and Osebb. The most populous areas are in Crocia and Surrin, and they are the most that benefit from the realm. The older regions of The Smothe and The East Smothe, although members of Aden Shahn, existed before there was a single realm and remember it. They are more reticent to be involved with outsiders and somewhat regret their allegiance with Aden Shahn. Nonetheless, all pay fealty to King Lahdrin in Bredenkham and still serve the realm.

## **Crocia**

Crocia is the most populated region of Aden Shan.  It lies at the north end of the on a peninsula, comprised of wide, fertile plains that makes its cities rich in trade. The people of Crocia are hard-working and have strong family ties which keeps them bound to their homeland. For a trading mecca, the people of Crocia remain close to their region.

The Cerud Plain is quite fertile and has many farms present for both cultivation and husbandry. This is the breadbasket of much of Aden Shahn, from Bredenkham to Niemandale. The roads through the plains are fairly well-traveled as they connect the relatively large agricultural cities to each other and the lands of the north. The majority of non-urban population of Crocia lives in or close to the Cerud Plain. There is traffic and work and relative safety found there which keeps the population of Crocia growing and happy.

The Cerud Wood is relatively calm and relatively full of small game in the north, whereas the woods become more dense and thicketed as it reaches up into the Arglued Hills. The Cerud Wood has been known to house bandits who raid the roads. In the wooded hills to the south, there are steadfast holds of underground dwelling goblins and kobalds, who rarely make their way out to see the villages, except for the random unfortunate passerby travelling to or from Dram Rising at the end of the peninsula.

The Arglued Hills south of the Cerud Wood are deforested and austere, as they gradually make their way to the small plain that surrounds Dram Rising. To the west of the wood, the Arglued Hills remain high until they drop off into cliffs at the edge of Cymyn Bay. It is said that the cliffs are dangerous for more than just their dizzying heights, as unfriendly creatures live among the rocks there.

To the east of Branch Haven and Niemandale lies the large Gartre Forest, whose center is rarely penetrated. The road to Feanon is relatively safe, but it is not wise to venture to far to the southeast from that road, especially if you find yourself near where the forest begins to rise into the Gartre Hills. The road along the cliffs between Niemandale and Garlish is safe during the day, but it's wise to have a few guards with any merchant train that might venture that way. It's considered a much wiser manner of transport to take a ship between Niemandale and Garlish.

To the west, the River Cymyn provides a natural boundary between Crocia and The Smothe. The River Cymyn is rather wide and deep and is navigable by 10-20 man craft all the way from Cymyn Bay to Feanon.

### Character Characteristics

*Humanoid* Characteristics: *Dark hair, Heavy frame*

*Humanoid Stats:* +2 Str, +2 Con

*Languages:* Goldar, Ang Thadesh (E), Balladda (D) Jadroar (½), Fang-Homar(O)

### Lexter

Lexter is a trading crossroads and an agricultural city. Though Lexter is an interior city, since it lies at an important crossroads between Surrin and The Smothe, Lexter has more than enough merchant traffic from other lands. Lexter and Branch Haven are the two main cities for agriculture in all of Aden Shahn, so when someone needs animals or cultivated wares, these cities are where people turn.

Baron Ankhnah is the ruler of Lexter and has continued in the family's legacy of maintaining Lexter as an important spokesperson in the Diet. The title of Baron has been in the Ankhnah family's hands for many generations, and it will always be noticed should the current Baron not be addressed as Baron. As the roads of trade are important to Lexter, the Baron will often hire out adventurers to clear the roads of scoundrels should the need arise.

There are artisans and shops to supply most simple desires in Lexter. They specialize is husbandry and farming equipment, but there are also boat masters present since the River Cymyn is not far. Hunting equipment also is well-stocked and can be made to order.

The main gods of Lexter are Thopila, Mistress of Harvest, and Kaelia, Mistress of the Hearth. With these goddesses, the people of Lexter insure their commitment to the fields and to the enjoyment of their community. There are certainly shrines to Hermax as well as Lasipa, but the harvest is the main focus of the people, and their offerings to the goddesses are fervent to insure their continued success in the fields.

### Niemandale

Niemandale is the largest city in Aden Shahn, and it also is its largest port. There are fine farms to the west from the crossroads in the north and to the south along the shore. There is good small game to the northeast in Gartre Forest, and the waters of Crocia Bay are full of fish if you can escape the trading traffic.

Family Rednan is the commanding family of Niemandale and arguably the most powerful family in the realm. Niemandale is tied to the Rednan lineage and has long been acclaimed by the state as they have been awarded the title of Duchy for many generations. At the Diet, there will always be a Rednan attending because there will always be a faction of lords who will align themselves with the Rednans. The Rednans are in favor with the King generally, but not without some degree of frustration. However, in Niemandale, the Rednans are clearly the rulers. Dissent of the family Rednan is not permitted in Niemandale, and it is a sure way of entering a life of indentured servitude. Niemandale is a large city, and getting an audience with the Duke is not common, unless special circumstances arise.

Niemandale has a bustling artisan and trading sector. Between the shops and guilds of Niemandale and Bredenkham, a person could find some shop that could have or forge the goods you are looking for. Given Niemandale is a large port, there are always great ships being built and being sent out into the South Seas.

The main gods of Niemandale are Hermax, Lord of Merchants, and Lasipa, Mistress of the Sun and the Moon. With these gods, the omens are always right for Niemandale, the merchant ships come and go without event, and the gold continues to build in the coffers of the merchants and lords of the city. Niemandale is a large city, so there are many shrines across the city to most of the Children Gods and all of the Guardian Gods.

### Branch Haven

Branch Haven is a successful agricultural and trading city in the Cerud Plain. Between Branch Haven and Lexter, the mouths of all Aden Shahn can be fed with a good harvest. Branch Haven is close to the capital, Bredenkham, and there is a good deal of foot traffic between the cities, even though it's still nearly a week's march. Branch Haven is also close to the lighter, and easier portions of Gartre Forest, and because of it, there is plentiful game acquired, and unfortunately, many thieves who lurk.

Branch Haven is ruled by family Brook. Baroness Brook is not a nice person, nor has the family been kind in recent history. They have, however, vied for control over Branch Haven for many years and in the past century have solidified their power. In the town center, Baroness Brook rules without question, and even in the immediate surroundings, it is known that she will enlist people to insure her rule. The Baroness is ruthless with thieves, and often hires mercenaries to assist with clearing the wood and roads to the east.

Branch Haven's guilds and shops focus on agriculture and husbandry. Given the large amount of trade from Bredenkham, there are shops which carry a large variety of miscellaneous wares; not necessarily always present, but a strange variety nonetheless.

The main gods of Branch Haven are Thopila, Mistress of Harvest, and Sapayo, Mistress of Games and Hunting. Gambling is actually rife in Branch Haven, and the worshipers of Sapayo abound, helping their odds, as well as their chance at successful game in the Gartre Forest. The agricultural population demands allegiance to Thopila, her temple is still the largest in town. There are many shrines to other deities in the town, although much inferior to the great two.

### Dram Rising

Dram Rising is a bit of a loner in Crocia. It is geographically isolated at the tip of a peninsula, stretching out in to the Tcherna Sea, and is further isolated by the difficult lands to the north between it and the other cities of Crocia. For this reason, there is an insular feeling in Dram Rising, making the community much more close-knit than the other cities in the region. The Arglued Hills to the north are desolate, but wild. The road traffic from that road is somewhat sparse, where only the more adventuresome or well-armed merchant trains may venture. Most of the trade comes from the sea, however, and that is where the people of Dram Rising mostly focus their attention.

Dram Rising, although small, is run by a full Baron of the realm, and the family Feardah has long been the ruling family in the small community. The Feardah family is proud of their community, and they will always have someone, if not the Baron, present at the Diet. For this reason, perhaps, Dram Rising maintains their status as a full barony. The Feardah family has no larger aspirations, as they primarily desire to maintain and protect their own lands. It is not uncommon for the Feardah family to work with adventurers in making sure the community of Dram Rising is safe from the wild lands which surround it.

The artisans and shops of Dram Rising are focused on seafaring, although hunting and agriculture are still quite important. Because of the sea trade, from time to time, there can be special finds in the wares that might be found in Dram Rising, but it's an off-chance, given the limited size of the market.

The main gods of Dram Rising are Sapayo, Mistress of Games and Hunting, and Sapahn, Lord of Conscience and Remembrance . There are a few public shrines to Thopila, Thadaok, Hermax, Chanahn, Lasipa, and Kaelia, and perhaps some others that are kept out of sight, however, the isolation and the focus on the sea truly makes the people of Dram Rising tied to Sapayo and Sapahn.

## **Surrin**

Historically, Surrin is a divided region between Teldor and Aden Shahn. However, the capital city of Aden Shan, Bredenkham, is found in Surrin, and is protected and supported by several fortified cities, keeping the southern part of Surrin firmly in the realm of Aden Shahn. There was a war over Surrin conducted by Teldor against Aden Shahn prior to the Great War, yet the ties between the people of the two Surrins share a common sense of understanding, regardless of the dynastic allegiances.

The center of Surrin is comprised of the Reden Fields and Gartre Plain with the crossing of the Lucas and Cymyn Rivers. Neither of the fields are particular fertile, but they are still mostly populated by farms where it makes sense to, generally near the two rivers. The agriculture in this area is enough to support the capital, but not much is exported. Still, the rivers are navigable to around Feanon in the east, which provides another means of transport across Surrin, including lumber and other trade goods from Polkevin or Feanon.

The Neges Wood, from Thangor and north, is a relatively sparse wood, with good lumber for construction. The game is plentiful and, other than the sporadic brigand or mountain lion, the wood is safe.

Further to the west are the plains between wood and hills, the Cyfail Plains and the Smothe Plain. These are relatively fertile plains for farming and husbandry, but they are bordered by the East Mote Hills and the Cyfail Wood, neither of which is particularly safe to travel within. The farms in this area stay close to the rivers, roads and towns. Even near Carndred, the farms are to the east of town, because not even the parapets of the city will protect the fields to the north. Nonetheless, the farmers continue to till the soil and provide Bamtie, Thangor and Carndred with enough product to satisfy their own needs as well as to export to other areas less fortunate.

The East Mote Hills are dangerous and it is not uncommon for Orc, Goblin or even Ogre raiding parties to make their way down into the valley in search of plunder and sacrifice. The towns in eastern Surrin are only so big, and they can't handle safety everywhere in the region.

To the north east lies the Cymydog Wood, which is thick and full of game. There isn't much danger to the civilized folk of Surrin therein, unless you travel too far east into the Wedyn Hills, or in the expanse between the roads in Teldor.

Surrin is a successful trading region and the capital city shows it.  The major difference between the cities and towns of northern (Teldor) and southern (Aden Shahn) Surrin is found in their worship.  The people of Surrin are great minstrels and are known throughout the East as such.  There are several touring circuses in Aden Shahn & Teldor that are based in Surrin.

### Character Characteristics

*Humanoid* Characteristics: *Dark Hair, Light complexion, Blue eyes, Heavy frame*

*Humanoid Stats:* +2 Con, +1 Int, +1 Wis or +1 Cha

*Languages:* Goldar, Irar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

### Bredenkham

Bredenkham is the capital of Aden Shahn and the second largest city in Aden Shahn. The city not only holds the palace of the Family Lahdrin, rulers of Aden Shahn, but also it contains the Diet of Aden Shahn, the council chambers for all of the lords of the realm. Trade and mercantilism is extremely important in Bredenkham, not only because it is the capital city and is host to lords from all over the realm due to the Diet, but also because it is a city that is quite close to the heartland of Teldor and any trade to realms north of that. Other than trade itself, Bredenkham is mostly an agricultural city, although there is some stonework as well.

Another import from Bredenkham's extensive trade network, is the presence of minstrels and circuses. More than any other city in Aden Shah by far, Bredenkham is full of music and song. There are a couple schools to teach song, acrobatics and simple magic, but it is also common to find a good variety of foreign entertainers present in the city.

The Lahdrin Family is the most powerful family in the realm and has been the ruling family of Aden Shahn for centuries. Perhaps given the city's exposed nature to the north and its ties to Teldor Surrin, the Lahdrins have always been more prone to inclusion rather than exclusion. Besides their dynastic feudal power, they are also quite involved in and protective of the trade in Bredenkham. Included with the Diet, the merchants will be able to air any issues they have the lords of the realm. The lands immediately around Bredenkham are safe, but if merchant trains are impeded or attacked, there will be repercussions including the hiring of mercenaries to investigate and eradicate any troublemakers.

Bredenkham and Niemandale have the greatest variety of shops and guilds in the realm. Trade is the most important industry in Bredenkham and by looking at the wares in the city, it will be plain to see how this is true. There are stoneworks in the plains surrounding the city, and the lumber from the northeastern wood also makes its way to the city by the river trade. For that reason, both the roads and rivers in the area are well patrolled.

The main gods of Bredenkham are Apasta, Lord of Song and Dance, Hermax, Lord of Merchants, and Hramit, Lord of Construction. There are shrines somewhere in the city for almost all of the gods, but those three have the clearly largest temples in the city. Each of the main temples has auxiliary facilities to help with worshipers. Apasta has a school and library for improving song, dance and poetry. Hermax has an extensive library with maps and information on trade goods. Hramit has a large library of architectural documents, covering styles and techniques of areas all over Eirethune.

### Polkevin

Polkevin is the furthest north city of Aden Shah, close to the sphere of influence of Teldor. Given its somewhat isolated location, however, it is more often its own city than part of either realm's sphere of influence. That being said, it is not truly isolated from the world. Polkevin is Aden Shahn's access to northern maritime trade as it lies on the shores of The Cymydog, one of the two main branches of The Bryan. The citizens of Polkevin are perhaps a breed apart, but they are cognizant and part of the world's influences. Polkevin is a city of merchants. There is some supporting industries like hunting and lumber, but it prospers based on the trade from The Cymydog and from the roads that pass through it.

Family Saemund rules Polkevin's citizens and is awarded the title of Baronet in the realm. They are a strong family in the merchant trade and will protect the routes of trade should anything intervene. There is fish in The Cymydog, but there is very little agriculture or husbandry in its secluded location. The Wedyn Hills are wild and generally dangerous to travel, and the Cymydog Wood encroaches on the city and the shore road to the north. As Polkevin is a small town, when anything beyond their control arises, they are quick to alert the closest cities for help, both Feanon and Bredenkham, but also Redenkorz of Teldar. For this reason, family Saemund keeps close ties with these cities regardless of their realm allegiance.

For its size, Polkevin has an interesting set of merchant shops. The trade going in and out of Polkevin helps it maintain a different visual and olfactory flare compared to other cities so geographically isolated. There may not be consistent wealth of wares, but it is not rare to find something unique in its small market.

Polkevin still is a breed apart, and long have they thanked the forces beyond their understanding for the relative safety that the inhabitants have enjoyed. For this reason, there is strong worship of Esada, Mistress of Spirits, as they believe that it is the forces that exist all around that help Polkevin's survival and growth. Of course, Hermax, Lord of Merchants, is also heavily worshiped, as almost everyone in Polkevin has a relative in some position related to trade.

### Bamtie

Bamtie is responsible for most of the agriculture in western Surrin. Its position on the River Nant allows it to move lighter goods north into Teldor, all the way to The Bryan. The farms near Bamtie lie along the River Nant, and only a bit north into the Cyfail Plains or south in the Smothe Plain. Although the Neges Wood is fairly tame, venturing too far west into the East Mote Hills or the Cyfail Wood is quite dangerous and wild. It is not rare for Bamtie settlers to be waylaid by creatures or wild tribesmen from the west, and for that reason, most of the population of Bamtie stays rather close to the city gates.

Family Sigismund is related to family Lahdrin in Bredenkham and for that reason, there was been a Duke in Bamtie for many generations. Bamtie also adds to the agricultural strength of Surrin, which diminishes the region's reliance on goods from either Crocia or Teldor. Bamtie is not a large town, and so it is quite common for Duke Sigismund to request assistance either from other cities or from mercenaries in order to secure their region. The threat posed by entities in the East Mote Hills is constant and the Lords of Bamtie are always looking for reinforcements.

The shops and guilds in Bamtie are pretty standard, the focus of wares being on supporting the agricultural and hunting trades. There are boat constructors for smaller craft and smaller barges available, and once in a while there are items of note from areas outside of eastern Surrin.

The people of Bamtie are hard-working and somewhat suspicious, not unlike their neighbors in The Smothe to the south. The constant onslaught against their surroundings keeps them on their toes. To that end, the main worship in Bamtie is focused on Thopila, Mistress of Harvest, and Thakune, Lord of War. Sapayo is probably the next most common, but her temple is little more than an elaborate shrine.

### Carndred

Carndred is up against the hills in more ways than one. The main walls of the town use some of the steep rocks of the hills behind it as a barrier, although there are still patrols above the stone cliffs to make sure no trespassers attempt to scale down from those heights directly into the town. To the east, lies the Smothe Plain and most of the farming tied to the town. The lands along the road to Bamtie are also set aside for farming and husbandry, but due to the area's close proximity to the East Mote Hills, few farmers attempt to build out any further west than next to the northern road. The Amyndd Forest that divides The Smothe from Carndred is relatively peaceful along the road, but it grows more wild quickly as it heads west into the hills.

Family Bargnor rules Carndred for the present, and only for a comparably short period, perhaps 50 years. There have been known to be duels between the lords of Carndred to seek the rightful rule of control over the town, as opposed to having a secure dynastic lineage. That being said, there isn't direct animosity between the lords of Carndred, as they have too much to deal with in their surrounding environment. Typically, after a duel has concluded between the lords, there won't be another challenge for 10 years or so, if at all. The current Baronet Bargnor has not and probably won't be challenged for years, due to his service to the town in keeping in relatively safe, and his prowess as a fighter. Even though the town is rife with more martial folks, there is always a call for helping out with the safety of the community.

The shops and guilds in Carndred are focused on hunting, agriculture and war. There are good armorers for all sorts of sizes and mounts. The trade from other areas outside of Surrin and The Smothe is quite light, so most of the trade goods are still focused on what Carndred needs, rather than 'might enjoy'.

Carndred is focused on self-survival and as such, they are quite proud of themselves and a bit insular, similar to their neighbors in The Smothe. That being said, they always welcome help, although may be hesitant to acknowledge any difficulty that been met. The people of Carndred primarily worship Thaknue, Lord of War, Sapayo, Mistress of the Hunt, and Thopila, Mistress of the Harvest. There are actually some noticable shrines to the Guardian Gods as druidic life is not uncommon in this part of Surrin.

### Thangor

Thangor is at the crossroads of western Surrin and access to Teldor in the midst of a lovely part of Neges Wood. To the north, the edge of the wood is relatively close and there is farming supporting the town, but hunting and husbandry are major foci for the people of Thangor. In addition, due to the position of the city on the trade routes, they also have commonality with Bredenkham for having a relatively large number of entertainers present. The inns and taverns of Thangor are lively and always have music present, regardless of the hour.

Family Rhorvik has ruled Thangor for many generations, mostly due to a multi-generational policy of hearing issues posed by the community, in a manner more frequent than other ruling lords. Baronette Rhorvik (f) is also always present at Diet meetings, even though they are a Baronet. In terms of bounties and work, there isn't much that Thangor needs, unless the trade routes are impeded, and in that case, they will open bounties to any who will help out.

The shops and guilds of Thangor are focused on hunting and trade, but they do have items from outside of Surrin and Aden Shahn due to their location. There are also shops focused on helping minstrels and acrobats due to their common passage through the city.

Worship in Thangor focuses on the major activities in the city. Apasta, Mistress of Song and Dance, Sapayo, Mistress of Games and Hunting, and Hermax, Lord of Merchants, all have decent sized temples in the city. The temple to Apasta also has some training facilities for song, dance and poetry.

## **The Smothe**

The Smothe, like the East Smothe, is an old land that was inhabited before the realm of Aden Shahn was formed. Over the centuries, it's never really felt much kinship with the rest of Aden Shahn, nor does feel that it wants or needs to be part of the realm. It is part of Aden Shahn, but the lords of The Smothe only show up at the Grand Diet in Bredenkham, unless there is a specific interest that involves The Smothe. The Smothe historically also extends south through the Amyndd Hills to the free city of Katorba, although Katorba is not part of Aden Shahn. Nonetheless, the inhabitants of The Smothe, whether they are in Aden Shahn or around Katorba, are more comfortable with themselves than with the other cities outside of The Smothe.

The west of The Smothe is bounded by Amyndd Forest and the East Mote Hills, both wild and dangerous. The road north through Amyndd Forest is relatively peaceful, but not the dense, thickets and hills directly to the west. There are some fertile plains along the Amyndd River which is inhabited by a small number of farmers, but The Smothe is more known for widespread hunting.

The people of The Smothe are proud of their ancient solitary foundations and with their own environment. With that, they have been focused on the spirits of their environment, both good and evil. Worship of the Guardian Gods is very common, but also the people of The Smothe are aware of and attribute changes in their lands to the spirits and demons that live among them, similar to their cousins in The East Smothe.

The Smothe are members of the **Tcherna Council,**which allows them a certain level of constant trade income. It also allows them to trade with places without caring particularly for whether they like the region or not.

### Character Characteristics

*Humanoid* Characteristics: *Dark hair, Dark complexion, Light frame*

*Humanoid Stats:* +2 Int or +2 Cha, +2 Dex

*Languages:* Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

### Cities of The Smothe

Cities and Towns of The Smothe, Aden Shahn

### Bontham

Bontham is the only walled town in The Smothe that is part of Aden Shahn, and as such, the people of The Smothe treat Bontham as its true capital. People from the area revere the town and treat their visits almost as pilgrimages. There are some who leave the Smothe and make their way to the Katorba, or other Free Cities of the South, but those who have close ties to the region remain and hold Bontham dear.

Bontham is surrounded by the Amyndd forest on the west, but has fertile plains to the east. The forest is quite wild, but to those of The Smothe, it offers not only a good place to acquire game, but also a place that is truly of The Smothe, a land dark and mysterious and full of spirit.

Family Felayeshahm has ruled Bontham for as long as any can remember. They are The Smothe and are accepted by others as if they would accept a river or a forest. Baron Felayeshahm does not leave The Smothe, though he will occasionally send a representative to Aden Shahn to the Diet. For matters concerning The Smothe directly, however, the Family Felayeshahm will post bounties open to any willing to assist. There is always activity endangering The Smothe and there is always work defending The Smothe.

The shops and guilds in Bontham are focused on survival, hunting, items martial and items spiritual. Rituals to the Guardian Gods, to the spirits and demons hidden in people, shadows, weather or stone, are all quite common in Bontham and ingredients to help accomplish these offerings and prayers are present in the town's stores.

Worship to the spirits and demons is extremely common and as such, there are temples to Girkahd, Lord of Demons, Mardank, Lord of Dreams, and Esada, Mistress of Spirits. The Guardian Gods are worshiped as well, although most direct supplication is done in the wood, at the river, in the field, or in the hills. Sapayo is the third main temple in town as everyone in Bontham needs an extra bonus during the hunt. The other Children Gods may have a small shrine or two, with those more related to the spirit world or bolstering of mana receiving shrines of more reasonable size, such as Mata, Lord of Knowledge and Magic, or Lasipa, Mistress of the Sun and the Moon.

## **The East Smothe**

The East Smothe, like The Smothe, is a region that existed before the creation of Aden Shahn, and they remember (or pretend to remember) what it was like to be independent. The East Smothe is more populous than The Smothe, but nearly as insular. There is more trade present here and the road that links the 4 major towns of the East Smothe is frequented by merchant caravans.

The East Smothe has access to plains to its east, but they are not exceedingly fertile, and unfortunately, they can be quite dangerous near the Wedyn Hills. Regardless, the Cymydog Plain and the Amed Plain provide enough farms for the East Smothe to be self-sufficient in farming and husbandry, and offer exports of both as well. The horses of the Amed Plain are wild, strong and fast, and can offer a good price at any market.

The East Smothe are members of the **Tcherna Council,** which allows them a certain level of constant trade income. It also allows them to trade with places without caring particularly for whether they like the region or not.

The Gartre Forest in the East Smothe is quite wild, especially as they rise into the Gartre Hills. Hunting is common there, but so are bandits and creatures of the dark wood. It is not uncommon for goblinoids to raid from the deep wood, or from the Wedyn Hills. Orcs, Ogres and even Giants have been seen in the Wedyn Hills, and so few in the East Smothe work too near those dread hills.

The people of The East Smothe are proud of their history with their land and environment. With that, they have been focused on the spirits of their environment, both good and evil. Worship of the Guardian Gods is very common, but also the people of The East Smothe are aware of and attribute changes in their lands to the spirits and demons that live among them, similar to their cousins in The Smothe.

The East Smothe do sometimes venture in the Wedyn Hills to mine, but only with respect. The entire region was devastated due to carelessness and greed during the Eastern Dragon Wars, and the people of East Smothe remember the tales. They respect the unknown and the sagas of history.

They also respect the many who were lost in the Great War due to the savagery of the Ur Lords. During the period of the Great War known as The Return, Thang-Gwr carried out mass crucifixions in the Smothe and the Amed Plains in Udbotsi on stone dolmen and x-crosses. After the war was over, many of the dolmens were broken asunder, but in every major town of the Smothe, you will find one in the market square as a reminder of what was done to them by the Ur. As much as they do not trust Crocia or Surrin or foreigners, their hatred of the Ur Lords is stronger and never to be forgotten.

### Character Characteristics

*Humanoid* Characteristics: *Dark hair, Dark complexion, Light frame*

*Humanoid Stats:* +1 Con, +2 Int or +2 Cha, +1 Dex

*Languages:* Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

### Hatchmann

Hatchmann is the southernmost of the town of the East Smothe, and relatively tranquil, and pleasantly growing when compared to the others. It sits on a peaceful bay where fish abound and a few merchant ships find safe harbor. The Amed Plain to the east is fertile for miles, and quite peaceful until you arrive to close to the Wedyn Hills. To the south lies Fools' Wood, appropriately named for there is no reason for a man to wander off the trail, especially as it runs along the Daear Hills.

Family Rohim rules Hatchmann with ease, and has done so for generations. They are a merchant family and make sure the trade routes north and south through the East Smothe are safe. Baron Rohim knows that Hatchmann serves as a financial link between the East Smothe, Osebb and Udbotsi, and seeks to maintain those routes to keep Hatchmann safe and growing. The people of Hatchmann understand the Baron's commitment to the city, and are happy to serve him.

The shops and guilds of Hatchmann are mostly focused on seafaring, fishing, agriculture and trade; however, there are many shops which have goods from Udbotsi and Osebb, which makes the markets here a bit more interesting.

The people of Hatchmann are aware of their limited success and worship those gods directly associated with their industries: Thopila, Mistress of Harvest, Hermax, Lord of Merchants, Sapayo, Mistress of Games and Hunting. Yet, Hatchmann is still part of the East Smothe and they do still feel the call of the spirits around them. The temple to Esada is well-frequented and important to the people of the city and its surroundings.

### Feanon

Feanon is the northernmost city in the East Smothe and it holds much in common with Hatchmann in terms of appreciation of what the community gains in trade. It prospers from trade with Surrin and Crocia, moving goods south from Polkevin and north from the East Smothe, Osebb and Udbotsi. Feanon also enjoys some fertile farming lands near the River Cymyn and in both the Gartre Plain and Cymydog Plain. The River Cymyn isn't navigable by medium craft beyond Feanon, but people can use it for trade heading west and south.

Family Blaise is a relatively new family to rule Feanon. The last ruling family, Risbar, died out without a direct heir, and Lord Blaise made a forceful and public claim to rule Feanon. The family Blaise is a trading family and so when the claim went forth, the other man merchant families in Feanon supported Blaise. The town has accepted the new ruling family, but there had been ties between family Risbar and Lahdrin, the royal family, which has slowed entitlement from the King.

The shops and guilds of Feanon are focused on agriculture and trade, but the broad trade that makes its way through the city expands the variety of wares available. Also given the mobile nature of many of the visitors, there are many tradesmen who arrive for a month or two, and are available to perform small jobs.

The worship in Feanon is focused on Hermax, Lord of Merchants, and Thopila, Mistress of the Harvest, but as with other cities of the East Smothe, the people of Feanon appreciate their surroundings. The Guardian Gods and the spirits in the environment are acknowledged through worship of Esada, Mistress of Spirits.

### Bog's Head

Bog's Head is one of the more difficult cities to inhabit in all of Aden Shahn. There are some fertile plains to the east, but they are not very far from the Wedyn Hills and are often attacked. To the west, the Gartre Forest is dense, thick and dangerous. Leave the road from Feanon to Garlish, and you will be attacked. Furthermore, north and south of Bog's head are two dark and mysterious moors, Lina Moor and Pen Moor. Creatures and spirits abound in these moors, though the inhabitants of Bog's Head seem acclimated to their surroundings. Still, some believe that in each moor there lives a black dragon, though no one will venture to find it because of the destruction that dragons had gone on before. Almost oblivious to the danger, the people of Bog's Head will leave offerings, perform rituals, go on strolls in the wood and marsh with daily routine.

Family Honus is the ruling family of Bog's Head for countless generations. Baron Honus acknowledges their part in Aden Shahn, and will even attend the Diet, but the Honus family are still out of place in any council outside of the East Smothe. Troubles often arise in and around Bog's Head, the people of the town do acknowledge that, and so the Baron will near continuously have something for mercenaries or adventurers to do, albeit not without risk.

The shops and guilds of Bog's Head are simple and supply the modest needs of the community. There will be trade goods from other lands, albeit not a large portion, but the trade routes will manifest something in the town's markets. The artisans in town are capable of supplying most any hunter with the martial goods required. There are even vendors for making pens, should orcs or goblinoids need capturing and torturing.

Like the other towns in the East Smothe, the people appreciate the spirits around them, and in Bog's Head this extends to all manner of spirit and demon. Whatever is perceived to change the surroundings, it is acknowledged in Bog's Head that there are many forces at work. The temples of Girkahd, Lord of Demons, Mardank, Lord of Devils and Angels, and Esada, Mistress of Spirits, are pronounced in the town square, along with the temple to Sapayo, Mistress of Games and Hunting. There are many smaller shrines in town, but the main three temples are frequently visited by people from all around Bog's Head.

There is also a monument in Bog's Head to House Detmanth, the most renowned family of the Smothe and core member of the Houses of Raj Gohn. Detmanth Ruins lies in the Barrier Mountains to the east, rising high above the Wedyn Hills, but no one ventures there any longer.

### Garlish

Garlish is a town of fishing, hunting and agriculture, along the trade routes north and south through the East Smothe. It has limited ground access to Niemandale along the cliff road, but most visitors come along the main trade route. Garlish is pinned to the north by the Gartre Hills and Forest, where hunting is easy to come by. To the east, the Amed Plain offers plenty of land for farming and husbandry. Many of the horses caught in the wide plains are brought to Garlish stables for training. Animal training, in general, is a common focus of any citizen of Garlish. Garlish is still, however, primarily a fishing town. The town has a pleasant coast and the fishing banks along the north coast of the Tcherna Sea are very flush.

Family Tehrakh rules Garlish and has done so for a couple centuries. They are fisherman and sea traders and receive the respect of the people of Garlish as well as the King of Aden Shahn. The Baroness is fair and humble, but understands and is part of her people. The Baroness will have bounties from time to time as merchants are attacked, but even though the city is near the Gartre Hills, it seems more the case that if they don't bother the hills, the hills don't bother the town.

The shops and guilds of Garlish are focused on the industries of fishing, seafaring, agriculture, husbandry, trade and hunting. There are trade goods appearing from the trade traffic that passes through Garlish, but the people of the area care more about their own surroundings than the lands abroad, so foreign needs are not the needs of Garlish.

Garlish, like the other towns of the East Smothe, focus on the spirits and soul of their environment as well as their own day to day vocations. Thopila, Mistress of Harvest, Sapayo, Mistress of Games and Hunting, Chanahn, Mistress of Beasts, are all well-represented by temples in Garlish, as is Esada, MIstress of Spirits. Hermax does have a large shrine in town, as do several other Children Gods. It is also quite easy to find help seeking places to make offerings to the Guardian Gods should a worshipper need it.

## **Osebb**

Osebb is the southernmost region in Aden Shahn. It stretches from the straits on the eastern Arm of the South all the way to the Amed Plain and the edge of Udbotsi in the west. The land on the arm is exceedingly difficult terrain as the Daear hills fill most of the arm with its own center accentuated by the high Reasume Mountains. For almost the entire perimeter of the arm, the Daear Hills drop into the sea in abrupt cliffs, except for a few breaks where the roaring Reasume River makes its way to the sea, and where the cities of Benthous and Bae Eern lie. To the east the wild and dangerous Fools' Wood divides the hills from the peaceful Amed Plains.

The cities of Osebb are far apart and the settlements between are scattered, but there is a sense in Osebb to continuously explore and live apart that carries through everyone in the region. The people are known as great sea travelers and mountain climbers, attempting to find new places that their parents never knew.

The land around Osebb can be quite rough, especially in the Arms of the South. For that reason, the towns of Osebb are part of two great trading pacts, namely the **Tcherna Council** and the **Construction Alliance of Osebb and Lebben****.** These trade organizations have helped the region work with its neighbors and have kept them in some sense of constant trade income.

Although Osebb is also an old proud region that existed prior to the establishment of Aden Shahn, they are more inclusive than their neighbors to the north in the East Smothe. Their lords participate in the Diet and are willing to work with any of the other members of the realm. At the same time, the people of Osebb are relieved to return home, only to prepare for their next journey.

In Osebb, it is Lasipa, Mistress of the Sun and the Moon, whose shrines dot the countryside. The Sun and Moon ground all in their continuous presence, but yet they are both are always travelling, much like the soul of the people of Osebb.

### Character Characteristics

*Humanoid Characteristics:* *Dark hair, Green Eyes, Olive Skin*

*Humanoid Stats:* +1 Con, +2 Wis, +1 Dex

*Languages:* Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

### Cities of Osebb

Cities and Towns of Osebb, Aden Shahn
 ​Benthous
 ​Ryders Corners

### Bae Eern

Bae Eern is the keeper of the straits of its own name. It is the gateway from Aden Shahn and the Tcherna Sea into the South Seas. It has no real land trade routes, nor does it have much need for trade itself, but its position as a port means that nearly 100% of all sea trade that goes between the Tcherna Sea and any location reachable by the South Seas will stop in Bae Eern.

The coast at Bae Eern is quite pleasant as it slopes up to the hills where many fruit groves lie. The main keep stands high above the port, rising up as the hills rise. The port is the focus and many roads leave the town center to spread out to each of the wharves spreading out along the coast.

Family Domison has ruled Bae Eern since it was a small port. Baron Domison is well respected by the people of Bae Eern and the King of Aden Shahn as well. The Family Domison are both merchants and seafarers and are important in the general functioning of the city even if they weren't the rulers. The ships of Family Domison are often used as emissaries for the realm when needed, and are always happy when the trip goes beyond the local waters.

The hills directly around Bae Eern are relatively safe, but if you venture off of the roads you can run into problems quickly. Sometimes these dangers make their way on to the roads or even into the city, and when that happens, the Baron will call out for bounties on the invaders. The city alone at the end of the Arm of the South must survive.

The shops and guilds in Bae Eern are focused on merchant travel, but there is always a good assortment of wares from other lands. The boat builders are quite good in Bae Eern and are willing to craft any sized ship.

The main temples in Bae Eern are dedicated to Hermax, Lord of Merchants, Sapayo, Mistress of Games and Hunting, and Lasipa, Mistress of the Sun and the Moon. The other Children Gods are well-represented in Bae Eern, especially for a relatively small town, primarily because of the diverse people that pass through the port.

### Benthous

The southern coast of the arm is wild and rugged, except for the two outlets where the roaring Reasume River plunges into the sea and the soft opening moment in the coast where the city of Benthous lies. Benthous is primarily a fishing city, although there is certainly a fair amount of trade passing through it as it supplies the East Smothe via the road. Besides the sea, Benthous is surrounded by the Daear Hills. In the lower portions, the hills are covered in fruit orchards, but as they rise up, the hills become more forbidding.

Family Joarn rules Benthous and has for several generations. They are a fishing and seafaring family, but understand the importance of trade to the small city. The Baron does send representatives to the Diet in Bredenkham and seems the value in participating in the realm's issues. The Baron also brings up the concerns of the isolated Osebb cities, especially their susceptibility to pirates that might venture on the South Seas and endanger trade. As for local matters, Baron Joarn is always willing to post bounties to protect the city and the trade route to Ryders Corners.

The shops and guilds of Benthous are focused on the maritime industry with some support to land trade as well. There are goods from other lands that make its way into the city through trade, but only marginally represented.

There are temples to Sapayo, Mistress of Games and Hunting, and Hermax, Lord of Merchants, and Lasipa, Mistress of the Sun and moon, as they represent most of the people. There are a few other shrines in town, and there are paths out into the hills or along the shore for quiet places to worship the Guardian Gods.

### Ryders Corners

Ryders Corners is an agrarian city, trade post and doorway into Ubotsi. It is mostly surround by farmland stretching into the South Amed Plain. The Awed Wood is also very close to the city, yielding good hunting without much danger. The community of Ryders Corners has been present on the plain for long before Aden Shahn, humble in their position, but still serving travelers as they come and go. The call to venture comes to citizens of Ryders Corners as well, but it comes with a promise that the city will always be there when they return.

Family Ryder has been the ruling family since the town's inception. They do have a working relationship with the Diet and the King and are willing to work with the other lords of Aden Shahn as needed. Family Ryder is both an agrarian and merchant family, and they have several family members who actively work as merchants in Udbotsi as well as Aden Shahn. In general, the area is fairly safe, but there are times when the roads are interdicted by bandits, and more rarely, creatures descend from the Wedyn Hills into the plains.

The shops and guilds of Ryders Corners are mostly aimed at farming, husbandry, hunting and merchant gear. There is an interesting assortment of goods from the East Smothe and Udbotsi as well, often resulting in something a bit out of the ordinary.

The main temples in Ryders Corners pay tribute to Hermax, Lord of Merchants, Thopila, Mistress of the Harvest, and Lasipa, Mistress of the Sun and Moon. There are small temples to Dagilian, Lord of Law, and Kaelia, Mistress of the Hearth, because of the number of travelers from Daemore. There are small shrines to many more Children Gods as well to accommodate the travelers that come and go.