Azin

The Provinces of the Country of Azin
Province Name Provincial Capital Current Provincial Governor
Azin (Province of the Capital) The city of Azin Military Governor (Duke) Charles Summers
Kallon The city of Kallon Military Governor (Duke) Liodga of Azin
Kent The city of Arketton Duchess Ellime’
Maderia The city of Aerial Duchess Ellime’
Aurora The city of Lights Duke Joseph Tully
Freehold (southern part of the Wasteland) The city of Freehold Duke Roger of Azin
Droconis (northern part of the Wasteland) The city of Sauron Duke Rex ath Dragon Kin
Island of Three Sisters The city of Kidman Duke Reginald Carvan
Lady’s Honor City of Franksten Duke Michael Thomas
Westhold The city of Westhold Military Governor (Duke) Erich Miles
Easthold The city of Easthold Military Governor (Duke) Thomas Carn
Northhold The city of Northhold Military Governor (Duke) Erich Varga
Northland The city of North Wood Grand Duke Tooley
Southland The city of Gates Military Governor (Duke) Erich Varga
The Forked Mountains The city Abbey of Katrina Duke Spike
Golden Oak The vale of Golden Oak Duke Jandar
Copper Oak The vale of Copper Oak Duchess Mia-El ath Copper Oak
Silver Oak The vale of Silver Oak Duchess Ella of ath Silver Oak

The Natural Resources of Azin

The Province of Azin

The province of Azin is the ruling province of the country. The province is lush and is part of the breadbasket of the country.

Town, settlements, villages, and cities that are within the province of Azin:

City of Crinthan City of Marra-Ten Village of Ri-Han Village of Riverside
City of Range City of Atommen City of Applican Village of Forrest View
City of Near Reach City of Far Reach City of Dresdale Military city of Arin
Village of Caprican Village of Han-Yi Village of Thodues Village of Elden
City of Dreams City of Cravten Village of Quenn City of Turmish
City of Le-gral City of Cross Roads Village of Lake's City of Lake's End
City of Zullan-Athen Village of lights City of Gates Outpost at the bridge Freedom
Outpost at the La Nari Bridge


Symbols of Azin
Country Flower: Red Rose
Country Wild Flower: Blue Violet
Country Tree: Oak
Country Plant/ Mushroom: Algo Root
Country Land Creature: Sky Cat
Country Sea/River Creature: Orca
Country Fish: Flounder (Blue Flounder)
Country Air Creature: Eagle (bald) White head
Country Stone: Sapphire
Country Song: Freedoms Cry (The Lady’s Tears)
Country Nick Name: Enforcer of Freedom
Country Beverage: Darken (Dark Bitter Stout)
Country Motto: For Life, For Freedom, For Lady, Never Surrender
Coat of Arms:

City of Azin


The city of Azin is the largest and youngest city in the country of Azin. During the Fourth War with the horde the High King Darius Nari’ sacrificed the then capital of the country the city of Corbis in order to stop the Hordes march. In gratitude to the Nari’ family and Azin itself the Dwarves, Elves, Haeflins and Centaurs built the city of Azin 20 miles north of the ruins of Corbis. The Nari’ family made the decision to name the new capital of country after the country name.

Province of Kallon

The province of Kallon is at the edge of the North Western region of Azin and serves as the gateway to the west. The city of Kallon acts as the provincial capital. The city is the third largest city in Azin.

The province of Kallon is also home to the Varga Plantation. The best horses in the world are bred and trained on the Varga Plantation.

Province of Kent

The province of Kent borders the Wasteland of Azin south of Kent, the province of Maderia borders to the east of Ken, the province of Aurora borders to the wet of Kent and the Azin province borders to the north of Kent. This places the province of Kent in the middle providing great opportunities for commerce and acting as a conduit for the exchange of information and ideas.

The province of Kent is ruled by the Duchess Ellime’ Ath Silver Oak. She is called the Velvet Covered Silver Gauntlet by the other nobles of Azin. She was appointed as one of the Constables of Azin. The Duchess primary philosophy is to maintain balance with the land. If the land is healthy so will the ones she rules.

Province of Maderia

Prior to the Fourth War with the Horde, the city of Aerial (capital of Maderia) was part of Azin. During the Fourth War with the Horde the city was taken by the horde and believed destroyed. The mountain pass that allowed travel between the city and region of Aerial was destroyed by the horde. It was not discovered for over 250 years later that the inhabitance that escaped the horde occupation began to rebuild the city and the towns and villages that were located near the city. In TK 1041 a centaur herald entered the lands of Kent to deliver the message that the region of Aerial can now be reached. When news reached Azin, the king ordered the construction of a road from Kent to the region of Aerial in Maderia also known as the wild lands.

Over the next few years trade and commerce with Maderia flourished. King Rene’ Nari’ decided that the duchess of Kent would manage the province of Maderia until such a time as relations completely normalize with Maderia.

Province of the Forked Mountains

As the provincial name suggests the Forked Mountains is a province that is comprised of a mountain range that occupies a great deal of territory running north to south towards the center of the country of Azin. The province of the forked mountain has gone through many political changes in recent years. The capital of the Forked Mountains was the city of Mountaindale until recently (TK 1045). The former Konung (Dwarven King) advocated to the Abbot General of The Abbey of Katrina. The Abbey was once known as Horde Bane Abby until the passing of the human Dowager Queen of Azin Katrina Nari’. To honor her memory the Dwarven Abbot General renamed the Abby.

Province of Aurora

The Province of Aurora is ruled by the family Tully. The Tully family and the Nari’ family have had a close bond for over 400 years. The Tully family is known as the King’s Lance. When it was decided to begin to integrate different provinces soldiers into a national army the province of Aurora was chosen to act as the national training grounds. The province boasts a diverse topography and climate zones that are ideal to train soldiers.

The Trackers of Azin

In the year TK 1005, it was determined that a specific branch or department of the Azin military was needed to assist the High Queen of Azin in her tasks. Since most of the tasks the unit was needed for revolved around researching and discovering answers and resources, the newly formed department was called the Trackers of Azin.

The Trackers report directly to the High Queen of Azin and do not report to the High King of Azin. This personal force of the High Queen is not bound by most regulations of the King’s army and is used at the discretion of the High Queen. During their 40 plus years in existence, the Trackers of Azin have proven to be much more than assistants to the High Queen’s research. They have become the right arm of enforcement of the High Queen. Many believe that this has brought a balance to the political relationship that Queens and Kings have had throughout history.

The Trackers of Azin stand out in their Sable and Silver tunics and sable breeches made of the finest materials. Most of the Trackers of Azin are veteran soldiers, users of magick, and scholars that are hand picked by the command council of the Trackers of Azin. The command council of the Trackers of Azin is chaired by the Queen herself.

Their exact missions are only known to the High Queen of Azin and she does not always inform the command council or her husband on the nature of those missions.

The Trackers of Azin are loyal to the High Queen of Azin. They wear a badge with the Rose of Blue upon it to show their absolute devotion to the High Queen. Over the years, the number of Trackers of Azin has increased from 15 in TK 1005 to 7 columns in TK 1048.

The Motto of the Trackers of Azin is:
Totus Pietas, Pro Regina, Pro Licentia which translates to Absolute Devotion, For Queen, For Freedom

The Horse Corps of Azin

Among the military units that comprise the Azinian military, there is a special branch known as the Horse Corps of Azin. Currently there are five Horse Corps, each with five columns. Each column is comprised of riders from either the same clan or village or town. This supports cohesion for each column. Cohesion that would normally take years of training occurs almost instantly. So ingrained is the cohesion of each Corps, that they are often referred to by their members as Clans and not Corps. Each Corps is comprised of outstanding horsemen of common blood. The five Horse Corps are:

The Black Horse Corps The White Horse Corps
The Grey Horse Corps The Red Horse Corps
The Blue Horse Corps

Each Corps has their own banner or arms with each of the column’s arms designated by a number upon the arms. As an example, the first column of the Black Horse Corps has a sable horse on a field of silver with a sable I beneath the horse.


Each Corps is headquartered near their home lands. The headquarters for the five Corps are:

The city of Kallon for the Black Hose Corps
The city of Northhold for the White Horse Corps
The city of Easthold for the Grey Horse Corps
The city of York for the Red Horse Corps
The city of Sutland for the Blue Horse Corps

While not in training or on campaign, the members of each Corps lead their normal lives as farmers, merchants, townspeople, and so forth. (A modern comparison to the Horse Corps would be the National Guard.) There are plans on adding additional Horse Corps in the future as the logistics are far less complicated to organize local units. During their training and while on campaign, they receive payment from their local lord that is subsisted by the Crown of Azin, as well as tax credits for service. The pay scale is as follows:
Rider 1/8 P per day
Lancer ¼ P per day
Sergeant ½ P per day
Sergeant Commander ¾ P per day
Column Commander 1 P per day
Corps Commander 1 ½ P per day

The Horse Corps of Azin were created in TK 1030 for home guard duty during the Fourth War with the Horde. As the war progressed, several columns were sent into battle on foreign lands to defend Azin and the Alliance against the Horde. Several of the columns distinguished themselves during battle and after the battles were over. The holding action that the 1st and 2nd column of the Black Hose Corps initiated allowed for the evacuation of 90 thousand civilians to escape the clutches of the Horde.

The Horse Corps of Azin Motto is Pro Licentia, Familia, quod Victoria which translates to For Freedom, Family, and Victory

The Wasteland of Azin

Azin Wasteland

(Magical Wasteland)

Legend of the Wasteland

Even before the written history of the Elves. The ancient ones tell the legend of the great struggle to the young. The legend states that the God of War grew too greedy with his charges. The first races of Alquennas suffered at the hands of the God of War. The rest of the Gods realized the pain and suffering the God of War was inflicting upon the people of Alquennas. The 21 other gods relinquish their power and will to the God of Thunder.

The God of Thunder with the powers granted him set forth to do battle to stop the god of war. A new race was created to bare witness to this battle. The first Elf stood watching the Gods fight. The God of war was mortally wounded and fell to Alquennas. The God of War struck Alquennas in what is now called the wasteland of the continent of Cellenda in what is now called the country of Azin). The God of Thunder badly wounded granted the Elves long life so he could tell the story of this battle. Several centuries later the God of Thunder realized that the planet was not healing well. The God of Thunder created the keepers of the land. The Dwarves began to help heal the land. The god of Thunder can still be heard with his mate the goddess of Lightening on stormy nights.

The mass destruction that caused the formation of the wasteland occurred thousands of years before the dawn of man. The Chaotic (without direction or control) release of enormous amounts of magical energy altered the landscape and all the inhabitance of what is now called the wasteland.

Even after thousands of years the wasteland stills emanates unusual energies and spawns mysterious creatures. The normal evolution of the inhabitance in the area is forever altered. When the Dawn of man came to be, Man soon learned of the Wasteland. Even man with his arrogance, prowess and strength would learn that the wasteland would not now or ever be tamed. Over the years a series of watch towers were built to warn the cities if anything came crawling, slithering or flying out of the wasteland.

The mages on the other hand find the wasteland a fascinating education. It is unfortunate that 68% of the mages that go into the wasteland for a magical pilgrimage do not return.

Effects on Characters and magical actions

The effects of the wasteland differ per type of Character. Use the following as a guideline:

AllAny character with the special ability of Sense magical forces will suffer 1fatigue points of damage per hours that they are in the Wasteland. They will also suffer a -3% to all acts of concentration.
PriestsAll priests’ double fatigue costs during any Acts of faith
MagesAll mages reduce fatigue costs during casting a spell by ½. There is an abundance of Mana and it will freely give of its self.
Priestly MagesDo not have any modifiers
PsionSuffer an additional -3 FP per hour

Casting spells /Activating magical items

The activation of a spell or a magical item within the wasteland may attract a Mana Stalker (discussed later in this document). If a spell or magical Item is activated there is a 15% probability that a Mana stalker will appear. If a second spell or magical item, even repeating the spell or use of the magical item is activated within 10 min. in the same area (2 mile) then the probability increase by another 10%. The probability increase by 10% if a third spell or magical item is activated within 20 min. of the original spell/magical item activated. The probability increases by 10% after each spell/magical item is activated. However if the gap between activation is greater then 10 min. then the probability does not increase. Spells that were activated outside of the Wasteland will not attract Mana Stalkers.

Spell Outcomes

Specific spells will have their outcomes altered due to the Wastelands. All fire spells will increase in potency by one ML of the caster.

Warning
Do not activate a Fireball spell too close to a Mana pool. They just might EXPLODE. The people of Kallon will feel the explosion (more then 800 miles distance from the Wasteland)

Contour and Topography of the Wasteland

The ground is grayish fine sand rich with organic materials. The land is covered with rolling hills with many crevasses that extend hundreds of feet into the ground. In the dead center of the wasteland there is a five mile by ¾ mile deep crater. Some say the crater is the final falling place of one of the gods that fought in this place. In areas there are pools filled with Mana. There are several bodies of water in the Wasteland, mostly the size of a medium kettle lake (¼ – ½ miles). There is a theory that the ocean to the south of Azin once flowed through the wasteland or at least part of it.

Liquid Mana Deposit, Pool, Lake and Sea
Mana Sea
Liquid Mana

Liquid Mana is liquid energy that can be used by the natural world and by those willing to learn to wield it. One pint of liquid Mana is equal to 8 fatigue points.

The Wasteland has areas, which have trapped Mana in sufficient quantities to form Mana deposits. These Dark blue to lighting blue deposits are comprised of liquid Mana. The mages guild has for years attempted to farm these pools with some success. Usually the mages will empower items or stones. To date the mages guild has not found away to empower living creatures directly from the Mana pools. However with the correct ritual a mage can use liquid Mana to restore a creature’s life force if the creature is not dead. The Mana stalkers are the only known creatures that can take sustenance directly from the Mana pool. There is 79% chance every 100 miles to encounter a Mana source of some sorts:

Type Size
Mana DepositPuddle to small pond
Mana PoolSmall pound to small lake
Mana LakeSmall Lake to Large Lake (almost a sea)
Mana SeaLarge lake to a Sea


There is always a chance that a Mana pool, lake sea or deposit can explode if too much Mana is stored in the deposit (making the Mana Stalkers a necessary part of the balance of the waste land) or if there is a substantial release of energy:

Deposit type Ignition Energy Energy Released
Mana Deposit30 points of energy10 D10 per foot
Mana Pool400 points of energy50 D10 per foot
Mana Lake800 points of energy500 D10 per foot
Mana Sea1800 points of energy1500 D10 per foot

The radius of a Mana deposit explosion is determined by the size of the deposit. The energy released by the explosion will be at full force for ½ the distance of the radius center of the explosion and then will reduce down from ½ to ¾ will be ½ and from ¾ to the outer edge of the explosion will be ¼ of the strength.

Type of deposit Radius of explosion
Mana Deposit3 feet x radius of the deposit
Mana Pool9 feet x radius of the pool
Mana Lake15 feet x radius of the lake
Mana Sea40 feet x diameter of the lake


Liquid Mana is unstable in its natural form. Liquid Mana can be stored in Glass containers only. If the Liquid Mana is stored in anything else but glass it will explode in 1D10 minutes with an energy release of 1D10 points of energy per pint of liquid Mana.

Makes stabilizing procedure for liquid Mana

Liquid Mana can be converted into a stable from by the same means of reducing a magical material down to MR 0. Liquid Mana is rated as a MR 10 material. Once it has been reduced to MR 9 it can be stored in metallic containers and is still a liquid. Once it is reduced to MR 8 it can be stored in Leather cases and is still a liquid. Once it is reduced to MR 4 the Mana can be stored in any type of container and is still liquid. At MR 2 the Mana can be made solid or kept in a liquid form or a form in between solid and liquid. Once the Mana has been transformed into a sold it can not longer be used to heal creatures. Once the liquid Mana is reduced to MR 0 one pint or one pound of it can be used to power an item with 8 fatigue points. Once the Mana is introduced to the item and is affixed to the item the Mana will be absorbed by the rest of the materials in the item.

Liquid Mana Ritual

The ritual to use liquid Mana to heal another is not a very complex ritual. The person performing the ritual must make a Concentration TSC% roll - 13 + (3 * number of pints of liquid Mana) modifier. The Ritual can only be performed once a day by the person performing the ritual. The receiver of the ritual can only receive this ritual once a week The Crit die result determines the success of the ritual.

Crit Die Result Successful Concentration TSC% Roll
01-04Normal success
05-09The receiver receives 1.5 the amount of fatigue
10The receiver receives double the amount of fatigue
Crit Die Result Unsuccessful Concentration TSC% Roll
10-08Receiver takes 1D10/2 of Damage
07-06Performer and Receiver take 1D10 Damage
05-04Performer and Receiver take 2D10 Damage
03-02Performer and Receiver take 3D10 Damage
01The performer and the receiver die

Water in the Wasteland



Most of the water in the wasteland is found underground. There are wells throughout the wasteland that are fed by underground rivers and lakes. The Saurians and the nomads of the Wasteland have maps of the Wells. The Wells are also called temples of life since most of them are protected by mud brick buildings.

Weather of the Wasteland

The Wasteland of the wasteland is not affected by the outside world. Some say the mysterious energy affects the weather. The land has less the 10 inches of rain per year. In an instant a clear day can turn into a violent electrical storm. The weather can not be scribed or predicted. The Wasteland is the only known area on the planet that Storms of pure Mana occur.

Mana Storms

These mystical storms come in four varieties. Minor Mana Storm, Mana Storm, Severe Mana Storm and Devastating Mana Storm (Onslaught or in other words “This is going to Hurt, a lot”)

Mana Storm occurrences

There is roughly a 10% probability that a Mana Storm will occur per day on the fringes (0-30 miles) of the Wasteland. The chance of a Mana storm increases to 30% per day in what in the area known as the reaches of the Wasteland (31-65 miles). The chance of a Mana storm increases to 40% per day in the area known as the inner reaches of the Wasteland (66-100 miles). The probability of a Mana storm increases to 50% per day in the area of the Wasteland known as the Dranke’ (Mysterious Heart 101-200 miles).

The probability of a Mana Storm is altered by the time of the year. The Below table

Day Modifier
Midsummer’s+10%
Midwinter’s+10%
The Day of Magick+40%
The Day of Magick and MiraclesSpecial
The Day of the Savior’s Redemption-10%
All Saints Day-10%


When a Mana storm occurs, what type of storm is it? There are many factors that contribute to the types or severity of the Mana Storm. Our scholars do still not understand most of these factors. The following is what has been observed to be the breakdown of severity occurrence:

Type of Mana
Type of Mann Storm Percentage of Occurrence 1D100
Minor Mana Storm40%01-40%
Mana Storm30%41-70%
Severe Mana Storm25%71-95%
Devastating Mana Storm5%96-100%


Crit Die Results will determine the duration of the storm

Duration
Crit Die Result Storm Duration Crit Die Result Storm Duration
0110 minutes064 hours
0230 minutes076 hours
031 hour0810 hours
041 ½ hours0914 hours
052 hours1024 hours

Minor Mana Storm

The skies begin to glow, a little like blue fire. The features of the landscape develop an aura. Winds will be at 20 mph. Characters with out any magical abilities will not be affected in any manner, with the exception on a very minor probability of 5% of getting a minor Mana burn (sunburn style burn –1 fatigue point). Characters with detect magical forces will suffer -1 fatigue point per hour of the storm (a headache). All magical items that are exposed to the storm will gain one lost charge per two hours of exposure. All mages get ½ d10 –1 lost Fatigue points back. All mages that have all their fatigue will feel that they have a little more power for 1 D10 hours after the storm has ended.

There is a 65% probability per magical creature in the storm area will emerge from their lairs to soak up the Mana from the storm. Magical Creatures will gain back 1-3 fatigue points in addition to their normal healing (up to their normal level). Magical creatures will gain back1 Body point in addition to their normal healing (up to their normal level). Magical creatures will also gain up to 1/4 of their daily nutrition requirement for every two hours they are exposed to the storm. Using the Crit die result from the magical creature emerging roll will determine how much Fatigue, body and nutrition each magical creature will receive per hour of the storm:

Result Fatigue Body Nu. Value
01100
02100
0311/81/16
042¼1/16
0523/81/8
062½1/8
072½1/8
083½1/8
093¾¼
1031¼


Mana Storm

The skies begin to glow, like blue-white fire. Visibility is down by 10%. The features of the landscape develop a bright blue-white aura. Winds will be at 35 mph. Characters with out any magical abilities will not be affected in any manner, with the exception on a minor probability of 15% of getting a minor Mana burn (sunburn style burn -5 fatigue). Characters with detect magical forces will suffer -3 fatigue point per hour of the storm (a headache). All magical items that are exposed to the storm will gain 3 lost charge per two hours of exposure. All mages get ½ d10 lost Fatigue points back. All mages that have all their fatigue will feel that they have a little more power for 2 d10 hours after the storm has ended.

There is a 75% probability per magical creature in the storm area will emerge from their lairs to soak up the Mana from the storm. Magical Creatures will gain back 4-7 fatigue points in addition to their normal healing (up to their normal level). Magical creatures will gain back up to 2 Body point in addition to their normal healing (up to their normal level). Magical creatures will also gain up to 1/2 of their daily nutrition requirement for every two hours they are exposed to the storm. Using the Crit die result from the magical creature emerging roll will determine how much Fatigue, body and nutrition each magical creature will receive per hour of the storm:

Result Fatigue Body Nu. Value
01411/8
02411/8
0351 1/81/8
0451 ¼1/8
0551 3/81/8
0661/8
076¼
0871 ¾¼
0972¼
1072½

Severe Mana Storm

The skies begin to glow, a bright white like that of a star. Visibility is down by 25%. The features of the landscape develop a bright -white aura. Winds will be at 50 mph. Characters with out any magical abilities will not be affected in any manner, with the exception of a probability of 55% of getting a Mana burn (sunburn style burn. Bad sun burn -10 fatigue). Characters with detect magical forces will suffer -5 fatigue point per hour of the storm (a headache). They must also make a Stamina roll. If they fail they are dizzy for the next 10 min. -10% to all skills. After ten min. they must make another Stamina check. All magical items storm have a 5% chance of overcharging. If the item fails it will loose 2 D10 of charges. If it does not fail it will gain ½ of all lost charges. All mages get ½ of lost Fatigue points back. All mages that have all their fatigue will feel that they have a little more power for 4 d10 hours after the storm has ended.

There is an 85% probability per magical creature in the storm area will emerge from their lairs to soak up the Mana from the storm. Magical Creatures will gain back 8-12 fatigue points in addition to their normal healing (up to their normal level). Magical creatures will gain back up to 4 Body point in addition to their normal healing (up to their normal level). Magical creatures will also gain up to 3/4 of their daily nutrition requirement for every two hours they are exposed to the storm. Using the Crit die result from the magical creature emerging roll will determine how much Fatigue, body and nutrition each magical creature will receive per hour of the storm:

Result Fatigue Body Nu. Value
0181¼
0281 ½¼
0392¼
04102 ½1/8
051031/8
06113 ¼1/8
0711¼
08113 3/4¼
09123¾
101241

Devastating Mana Storm

The skies and the features of the landscape are indistinguishable bright white. Winds will be up to 75 mph. Characters with out any magical abilities will not be affected in any manner, with the exception of a probability of 85% of getting a Mana burn (sunburn style burn. Bad sun burn -15 fatigue). Characters with detect magical forces will suffer -15 fatigue point per hour of the storm (a headache). They must also make a Stamina roll. If they fail they will become unconsciousness for the next ½ hours. At the end of the ½ hour they must make another Stamina check. If they fail the Stamina check they will remain unconscious All magical items storm have a 15% chance of overcharging. If the item fails it will loose all their charges. If they do not fail then they become fully charged. All mages get all lost fatigue points back. All mages that have all their fatigue will feel that they have a little more power for 8 d10 hours after the storm has ended.

There is a 95% probability per magical creature in the storm area will emerge from their lairs to soak up the Mana from the storm. Magical Creatures will gain back 12-30 fatigue points in addition to their normal healing (up to their normal level). Magical creatures will gain back up to 20 Body points in addition to their normal healing (up to their normal level). Magical creatures will also gain 100% of their daily nutrition requirement for every two hours they are exposed to the storm. Using the Crit die result from the magical creature emerging roll will determine how much Fatigue, body and nutrition each magical creature will receive per hour of the storm:

Result Fatigue Body Nu. Value
01124100%
02158100%
031810100%
042112100%
052314100%
062616100%
072717100%
082828100%
092919100%
103020100%

Inhabitance of the Wasteland

There is a nomadic tribe (humans, elves, dwarves, and Haeflins) which call themselves the Duranta (chosen messengers). They trade goods found and made in the wasteland for survival. They have been given special dispensation from the Kingdom of Azin and the churches of Azin. There is an unwritten and unspoken rule that the Duranta control the border. They will keep what is in the wasteland in the wasteland for as long as they want to.

There is also at least three village of Saurians in the Wasteland. They are allied with Azin. The closest saurian village to the border of the wasteland is Tahre’. The leader of the Saurian Village is Krylian. He is a good leader and loyal to Azin.

Wild Life Plant

The Wild Life Plant is one of the most unusually plants known to the Realms. The plant it self grows to 12 feet high and 1- ½ to 2 inches thick. A staff made with the Wild Life Plant has the same specifications as a shod staff with only 1/3 the weight of a wooded staff.. The only problem is that a white-hot saw or magic can only cut the Wild Life Plant. The plants grow in patches of a few to entire forests. The root of the Wild life plant mixed in a healing Slav or Potion increases the effectiveness by an additional 3 Fatigue or one body point of healing.

The Wasteland Road

Before Prince René was born his Uncle David under orders from his David’s older brother the king began to build a road into the wasteland to the city of freehold located on the Western edge of the wasteland.

The City of Freehold

The City of Freehold has its origins during the time that users of Magick were persecuted by several human religions. The Horde convinced several of the human churches that users of Magick were in league with the Horde. The great burning of users of Magick began. The city began its construction several hundred years after the first pilgrims went into the wasteland. Under the leadership of a human named Conrad the city of Freehold was cut out of the wasteland. Located on the Western edge equal distant from the southern and northern borders of the wasteland the city has grown over the years and continues to reclaim acres from the wasteland.

Creatures of the Wasteland

Creatures one would find in a dry land almost arid dessert inhabit the Wasteland. There are exceptions to this. The Mana Stalkers hunt Mana, either creatures that use Mana externally or they feed off the Mana pools or they absorb the Mana right from the air (usually if other prey can not be found and not all Mana stalkers can absorb energy.)

The Mana Stalkers

There are different types of Mana stalkers however they all have one thing in common. They feed on Mana. All Mana stalkers can feed from the Mana pools. The Mana stalkers also gain nourishment from Mana storms. Mana stalkers will also hunt Mana, hence the name Mana stalkers. The Mana Stalkers will drain Mana from living creatures. Some of the creatures drain the Mana from ones aura, as others must consume the prey. All living creatures have Mana. The creatures that expel or use Mana externally attract the Mana stalkers. There are three types of Mana stalkers. Each type can have multiple sub-types of Mana stalkers. The Mana stalker types are:

Land-Ones that move on or just above the land
Air-Ones that can fly / glide
Water-Ones that live in the water.

Cultural information of Azin

The people of Azin believe that life is a great journey or Life is the Great journey and that the journey will bring you back home to complete the great circle of life. To this end there are several different greetings and farewell phrases used by all classes in Azin:

Greetings

I hope the journey was kind to you.
Looks like you have fared well from the journey
Welcome from the journey

Farewells

Safe Journey
May the journey be pleasant to you.
I await your return from the journey
May your journey be short


Note:
The phrase “May your journey be everlasting.” used when the speaker does not desire the one they said it to ever come back. It is a polite way of stating. Get lost and do not come back!

Important product of Azin

Algo Root (Magical Materials Fire MR 6)
Algo root also known as the root of life found naturally on the Continent of Cellenda in the mountain valleys of the White Mountains in the Kingdom of Azin. The root is too powerful to ingest without being diluted with other herbs or cows milk. It has the ability to cure anyone suffering the effects of any normal venom as long as they have body points left, if it is prepared correctly. If the Algo root is prepared correctly, there is a 68% Total success chance that the mixture can cure the effects of any normal venom. In addition, if the Algo root is prepared correctly there is a 58% chance that the mixture can cure the effects of any unusual venom. If the Algo root is prepared correctly, there is a 48% chance that the mixture can cure the effects of any Magical or magically enhanced venom.

The Algo root cannot cure Dragon Venom

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