These eyes of mine have seen the sun set on the lands of Danuhn for over two centuries now. You ask how a man such as I have achieved this feat? How I have managed to win a victory over the sands of time?

You obviously have no idea who I am, allow me to enlighten you: I am Mudagu.

Capitol: Da’Nuhn

Cities: Da’Nuhn, Te’Nahn, Go’kuhn

Villages: na’lehn, Ti’rohn, Ro’mek, an’teh, Spa’ruhn

Ruler: The Serpent Empress (The God Empress)

Religion:       Ghedra (Snake Godess), Tharloss (Spider Godess),  Arnez (Eagle God)

Other Religions:              Various

Imports:                     Wood

Exports:                     slaves, precious stones and metals

Cultures:                     Urban, Nali, Rural, nomadic, tribal.

Da’nuhn, the southern gem, home of the sand seas and the deadly jungles of Reh’na’lah. The country is the whole of the southern peninsula of Kotani, although the whole is not united as one. Albeit all pay tribute to the Snake Throne, at least on the surface. The western part is what is in actuality the country controlled by the God Empress, this is where all the cities are, the city Da’nuhn itself is placed more or less in the middle, with river connecting it to the serpent bay and the port city of Te’nahn to the north. Go’Kuhn is on the south-western shores. In between is a long stretch of sand dunes where small nomadic tribes and some towns and villages can be found.

In the east the desert goes over into barren lands and hilly mountains, before reaching the jungle Reh’na’lah, which even futher east connects to Nadu Lila.



“As we came upon a hilltop I looked westward and in the distance I could again see the great sea, but this a different sea than the one I left so many moons ago. Around us I saw ruins of some old town or city, so little remained that it was impossible to determine what make it was how big it had been or who had lived here and how long ago. Looking back east I saw all my folk spread out, making camp about the ruins. We had lost so many over these last few months, but passing by cities always seemed to attract more followers, whilst loosing some. We numbered somewhere around three thousand souls, plus my men-at-arms and hired mercenaries. So close to four thousand souls. That would be enough to build, protect and supply a city. It was that evening, at supper time, that I made my proposal to my wife and officers, and against their advice addressed the people and founded My city, Our city.”
-From the journals of Lord Demrod Bendheart

Founded by Demrod Bendheart of Narjannast, Luciat is a city-state far to the west and north of Narjannast and the eastern shores of Kotani.

Luciat a sizeable city, holds up to around 500.000 inhabitants inside its city-walls, with many many more just outside in what is knowns as the shanty town.
Luciat has been divided into sectors, the construction work has just recently been finished, between each sector there are check points, passing through most of them is no problem, but a few require papers, especially into the warehouse districts and the wealthier neighbourhoods.
Luciat’s docks and harbour is located about 2 miles or so west of the city, a siezeable town now, yet dependant upon Luciats protection and trade. The harbour itself has been walled, with one main gate facing east to the city, and two smaller gates, one to the north and one to the south. It is patrolled by a few Ternati, but mostly it is kept safe by the new recruits from Bendheart’s new City Guard.

The area between the harbour and the city has been fully settled, all the ruins either removed or used as foundations for new buildings. This area is filled with travellers and poor people. It is patrolled, but the Towns guard, a motley crew of seamen and volunteers armed with clubs and daggers, can hardly be trusted. Most can be bribed, in fact most expect to be. Most inhabitants have to pay for protection, this has led the wealthier of the inhabitants, mostly tavern owners, to go together and form a sort of town council. They have managed to recruit some of the Town guard to work on their behalf, and there is currently a small-time war or conflict going on between the Council of Inns and Towns Guard, in addition there are many gangs of thieves and robbers who fight each other, but small alliances are forming, to prepare for the winner of the conflict between the Council and the Guard.

The area has become known as the Mid Town, it has no walls and has been mostly ignored by the Teranti and Bendheart and his council. The recent criminal activity and the small-time war has come to the attention of Bendheart, but with so many changes and plans in progress there is little he can do. He quietly supports the Council of Inns, but there is little resources he can supply them with.

Lord Nimael Bendheart, the current ruler, has formed the City Guard, trained by the Teranti, to patrol the city markets, guard at the outer city walls and keep law and order within the city walls, for the time being lead by Teranti officers.

The Outer and Inner Cloister and the Rethorus; the power centre in Luciat, is patrolled and guarded by the Hawk’s Guard, the elite and official guards of Lord Bendheart himself.

Trade is good for the city, relations are good with Nuamci to the north and trade has picked up with Be’lak. The southern towns and villages has also started more frequent trade with Luciat. In the bay of luciat ships come and go daily, travelling north, south and westward.

With this new rise in activity, the surrounding country side has become perilous for travellers, as bandits and raiders has started highway robbery of the rich and poor alike. Within the city and the immediate surrounding areas people are somewhat safe from these raiders, but the city’s crime element seems to have become more organised and bold. Bendheart and his council has tried to strike down on this, but so far with little effect. This has lead to the Teranti now being given the mandate to hunt down not just thieves and cut throats, but also petty criminals like pick pockets and scavengers. This has led to some harassment of even honest merchants, as well as swindlers and quacks. Much to the ire of the wealthy merchants and businessmen. Even some nobles are becoming fed up with the persistence of the Teranti and Bendheart. Most common folk on the other hand take the good with the bad, more strict guards and the occasional curfew is considered a small price to pay, for safer streets.

“Luciat is the northern most metropolis on Kotani. It houses somewhere around one hundred thousand individuals within its city walls, and another forty thousand or so outside, most of which can be found along the four mile long harbour, adjacent to the Bay of Luciat. Luciat sits on the western edge of the plains between Narjannast and the western seas, it rests on a hill top, looking down on to the Bay of Luciat, a small basin connecting to the main sea further north and west. Luciat was founded hundreds of years ago by Demrod Bendheart, a nobleman exiled from Narjannast. His city grew rapidly and trade has been good, connecting the northern city-states with the sea and the south, and also some city-states to the east by way of Be’lak.”

-Royal Chronicler Palpus Quir

Luciat Factions


Nimael Bendheart – dictator (rules by right of heritage)

The ruling council 13 members:

1. Lady Reihna Uyari (elected)

2. High Lord Quitahl Bloodmoon (permanent member by heritage)

3. Lord Wilher Uhmuri (elected)

4. Lord Karai Torran (elected)

5. High Lord Andar Suntear (permanent member by heritage)

6. High Lord Torn Rockrift (permanent member by heritage)

7. Merchant Lord Iranu Steephill (elected)

8. Merchant Lord Ytanar Oruqai (elected)

9. High Lady Gwena Windthorn (permanent by heritage)

10. Merchant Lady Turee Porani (elected)

11. Merchant Lady Elaina Naheer (elected)

12. High Lady Morina Thunderspear (permanent member by heritage)

13. Lady Norinth Penla

 This is the ruling body of Luciat. Whilst Bendheart’s will is law, most laws and reforms are discussed with his council. The last year has also seen the addition of one more member, although not holding an official position, the captain of the Teranti is present during most, if not all, sessions of the council. His responsibility being the security and safety of the city makes his thoughts and advise on most reforms important.

Other factions in the city that have some limited political power are:

1. The Merchants guild (with four representatives this term)

2. The Artisans Guild (includes smiths of all kinds, masons and more. Most of the old guilds have been implemented, the main exception being the merchants guild).

3. The Guild of Taverns (although not having large impact, their opinions and issues are usually taken into consideration, as they are the ones who give the people beer and circus so to speak).

4. The Artist Guild (is all but powerless, but they are, without exception the most vocal of the guilds).

5. Thieves Guild (whilst it doesn’t officially exist, the Teranti and the newly created city guard know of them, and some deals have been struck, to keep the city in order).

6. Assassins Guild (are publicly denied, and even in the council there is serious doubt as to the existence of this guild, especially if there is a guild house in Luciat or near by.)

7. The Underground Fighting Guild (again a guild not publicly acknowledged, it does exist, having and underground arena somewhere outside Luciat. Rumours have it that Bendheart hires particularly successful fighters.).

Badri’Jurat (Draft)


Badri’Var’Jurat, a sprawling metropolis, sitting in a basin within the Badri’Jurat mountains. Isolated from the outside world, except through sparse trade with Quein (locally known as Der’Euhn, previously Avalo/Court) and some small towns and cities below and around the mountain. Badri’Var’Jurat has a long history of warfare and conflict. As the Great War died down in the outside world, the war changed its scale and narrative within the Badri’Jurat. In a basin within a mountain range, far south of Torum’s Arm and the Utari, a sprawling city once laid. During the Great War the basin was a lot smaller, but over the course of the war, and various tectonic shifts, the basin grew. The first city itself lies in ruins, in the midst of the basin. The current city fills the basin almost completely. The city is mostly cut off from the outside world, except for a few trails and paths that lead down, there are no well travelled routes. Perilous paths through tunnels, passes and narrow mountainside trails lead off in various directions in the forests surrounding parts of the city. Some lead to tunnels and caves, others lead out and down from the mountains, some to dead ends, others to cliffs. There are also other threats in the mountains; beasts and monsters harass any traveller. Badri’Var’Jurat was towards the end of the Great War two houses of noble lineage, warring for control over the basin and the whole of Badri’Jurat. At the time of the last lunar alignment the two houses were united by marriage, which formed the royal house; “The third faction”. The royal house ruled and strengthened it position, whilst the two houses followed. The unification of a royal house was partly due to religious manipulation, if not prophetic and holy. For years the church held control, by supporting the royal house and sweet-talking the two houses. Still, though, vendettas and assassinations happened at almost the same rate as before. Open war and conflict, went from mass murder and bloody mayhem, to politics in a court, with blood behind curtains and in dark alleys. By the year 950, the royal house had become so strong that it started slowly, but surely, to cut ties with the church and it’s agenda. At this point politics changed dramatically. The representatives from the two houses, and various other smaller houses, started to take higher risks, suddenly the church was not in complete control, which meant that money could be spent in other ways. The church lost its position and voice in the royal political chamber, now only acting behind the scenes, struggling for power and control.

Ghorz Introduction

The world of Pentarus, as we have come to know of it through excavations and reclamation of ancient wisdom, is a large globe suspended in a large void, it is encircled by five heavenly bodies. These lunar orbs or moons are what our priests refer to as the Pentioc, the physical manifestation of the five gods who guide us in our divine duty.

Our duty to steward Pentarus out of the chaotic past to dispel its mysterious and unite its wayward people under our banner of enlightenment and reasoning. From ancient texts we have divined that it has been but nine hundred and ninety years since the end of the Great War which devastated the legacy of our predecessors. Civilization has been reborn, the cities of our nation flourish and our explorers make contact with new lands every passing year. Truly we have seemingly impossible task before us to unite these fractious and disparate savages under the banner of Ghorz. However, our gods, science and armies are the mightiest in the known world. We will endeavor, We will endure, we shall succeed. This world shall be ours.

Extract from Treatiez Memorandun by

Tyrius, Grand Sage of Ghorz

Pre-Barrier Text’ Taken from the Great Archives of Ghorz

To find the path to truth I must start from the beginning

It began with nothing.
An endless void.
It was from within this void the Gods emerged,
both they and the void were the products of higher law beyond the ken of all,
by who all above all is governed.
I know it as the Perpetuum.

The five Gods gazed into the void and as it is was their nature

It was given a name.
The voids perfection was spoilt,
It was no longer nothing,
It was named and began to take shape,

become aware.

The void turned on the gods and tried to rid itself of their presence and its name.
Doing so would return the void to nothing and bring it peace.
The Gods defended themselves yet could not best the overwhelming power of the void, which gnawed and tore at them.
They conspired to invest a part of their immortal souls into the weaving of creation,
A place that was not void, where they could rest and be for a time free from pursuit, a barrier of space and time.
The weaving commenced and the void threw itself at the Gods creation,
The eternal struggle began.
The Gods losing more and more of their essence in weaving creation while the void growing stronger devouring it.
That is until we were created,

Our essence at least
Mortal essence was a factor unforeseen by the Gods,
Who, in their weakened state were far from omnipotent,

Becoming engines of creation,

Never knowing truly what they weaved.

It was the mortal essence that saved creation,
When mortal essence pooled in creation it merged and split and in doing so created more essence without relying on any more divine investment.
In fact essence could return to the gods and when a sufficient amount had done so,

The gods awoke from their torpor.

And so when the Gods realized what they had created in their hibernation we, our essence was harvested on a cosmic scale.
The Gods encouraged the essence to pool and multiply in vast quantities gathering it periodically to maintain creation and to grow stronger themselves.
Once they had enough power to safely continue the weaving of creation and fend of the void they turned to the mortal essence remaining and blessed it or shall I say them.
The mortal essence became the mortal soul,

The Gods created Pentarus and its moons and all else that lay within creation.
They placed the mortal souls upon Pentarus and gave them form in which to live and die in what was to be their paradise, the Gods also gifted to them a tiny fraction of the divine power over creation. Magick.
With this power to shape creation great wonders and horrors have been achieved,
Yet regardless of what we do every thousand years on the night of the celestial alignment the gods impart their gift,
That is, until tonight.

We have gone one step to far,
What we have done is wrong,
History will tell you the rest of that I am sure.
What is important is what I have discovered,
This knowledge will let you of the future know that there is a law beyond that of our own and of the gods and of the void,
To understand it is to transcend from the greed that got us to this point,
While I can I will depart to walk this path one day you may find me.


This document should be destroyed before the next senate review. Imagine what the repercussions of something like this getting out into the public, let alone what it will do to the war effort against Tremine. You have my full permission to use whatever force necessary to extract the document from the great archives and to dispose of it. Do not fail, and do not return, your life and service to me are over. You have a been a faithful servant and a good friend Alstoir.


Letter to Commander Alstoir Verbolhm

from Tyrius, Grand Sage of Ghorz

Some history from Kotani

North-western Kotani Continent


Nothing about the world before the Great War is known, no facts at least. People speak of a time of happiness, greatness, peace and prosperity. No one knows for a fact what happened. Some even claim that in this period of perfection there lived other mysterious races alongside humans. Though since none of these races, now classified as mythical, have shown themselves for as long as anyone can remember, they are by all but the most knowledgeable considered myths, bedtime stories and such. Even those who are sure about their existence are unsure what happened to them.

In the land around Luciat and all the way to the forest of Cumari, and south to Chelibar and east towards Narjannast these races are considered nothing but myths and spooks.

Though some of the elders claim there is some truth in the old legends and stories.

After the Great War, there was not peace. What happened was that the major faction within the war fell apart, alliances broke and the war turned into many smaller and widely spread wars. Many soldiers deserted, many of the mercenary armies were either relieved of their service, or they left their employers.

A few companies remained in service though, amongst them the Teranti company, which history stretches as far back as before the beginning of the Great War, and that is longer back than anyone knows. With little accuracy the Great War is said to have at lasted for more than 1000 years, though if this is true or not, is unknown. What is known is that none of the old empires or kingdoms still remains, not in this part of the world. After the Great War, which end is impossible to pinpoint exactly, there were wars among the lesser lords, but most cultures and societies had had enough of war, and the retreated back to their cities, or remains thereof, and started rebuilding, and a few decades after the end of the GW trade started again between some of the smaller towns and villages, later some of the cities started trading. 500 years post GW Lord Demrod Bendheart and his host arrived in these lands, upon the ruins of an old unnamed city he rose Luciat, he said he would bow to no king, and he would be king but for his city and those who wanted his protection. He built and fought for 7 years, at the end of this period he had secured Luciat and its immediate surroundings. He soon started trade, and started to rebuild the old harbour of the old city that Luciat stood upon. And some years after that, the first ships arrived from the northern towns and cities for trade. Since that Luciat prospered.

In year 951 AGW, Lord Demrod Bendheart’s descendant and heir, Irano Bendheart died of old age, his wife had died some 19 years earlier. Their offspring, Nimael Bendheart took over his rightful place, as lord of the city, continuing were his father let off. At this point Nimael was 19 years old.

Throughout his 20 year long reign, he has encountered many of the same old problems as his ancestors did, but in recent years, the troubles and issues have become more frequent and varied.

Lately he has hired a mercenary company called the Teranti Company, to act out as local law enforcement. They are in addition to Luciats City-Guard, and they number less, though their expertise is what makes them so good, especially against organised crime.