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Isles of Less’Va

Table of Contents

The Kingdom of Less’Va……………………………………………………………...….2


The Hool; Natives of the Isles…………………………………………………………….8
The Jlull; Mhirrin Corrupted Hool……………………………………………………….11
Geography of the Islands ………………………………………………………………..14
- Pall’Ush………………………………………………………………………...14
- Mollus ………………………………………………………………………….16
- Al’Da…………………………………………………………………………...19
- Tal’Ram………………………………………………………………………...21
- Tower of Qul’Osh………………………………………………………………23
Bestiary…………………………………………………………………………………..24
- Aquatic……………………………………………………………………….....24
- Land…………………………………………………………………………….30
- Plant Life…………………...…………………………………………………..31
- Races……………………………………………………………………………34
The Kingdom of Less’Va

Location: Far East of The Burning Isle, East of Gol-Guron, seemingly in the open ocean
lies Less’Va.

Population: 20,000
15% Gelling
10% Felinor
70% NelVan
5% Comnar
Culture:
Less’Va is focused on perfecting magic. It is controlled by a Magocracy, a
council of five Mages. When one wishes to retire they open trials for people to attempt to
become a council member. The first person to complete all the trials will take up that
seat.
Unlike Superius people here have come to not look at Alchemists and Artifact
Mages as lower than True. They are seen as lesser, being that their natural connection to
the Mana is weak but they attempt to compensate for their shortcomings by learning to
use magic items to their fullest potential or to create Alchemical Mixtures useful for
someone (True or not) to get out of situations without tapping their own precious
reserves. The Unique physiological weakness of Jlull to Alchemical Mixtures.
Felinor are treated as treasures more than on Superius. They are often pampered
and kept in their homes or in the cities to continue their learning and philosophy. This is
a holdover from the times of History.
NelVan are the primary race here due to the groups which were traveling when
the migration occurred. NelVan have kept a strong control over the islands and have
managed some peaceful contact with the Hool. NelVan of Less’Va are modeling the
cultures after Getchmir. This is thanks to the trade done with Hool (see the descriptions
of Hool).
Gelling are not in the highest of positions but have done some good things.
Mainly they have become some of the best Pearl harvestors of Less’Va. The way the
Mana Pearl Beds form, smaller hands and fingers are required so as not to cause
unsustainable damage to the beds and keep them renewable. Most Gelling settlements
are near a pearl bed (with a hour or twos walk).
Comnar are the least populace and the least loved. To be a Comnar in Less’Va is
a sad life. Most have gone to remote areas and made their own small towns. Those in
cities are mostly Alchemists or Artifact Mages. Occasionally a Wilderguide will be
accepted in the city as useful to have around with going near the borders of the Jlull.
There is a great tower which is the only standing structure of the people who once
lived on these islands. The tower is ten stories tall with a tapering shape, made of pale
pink stone which looks similar to marble. Mana Vents and Mana Pearl Beds surround the
small rocky island. This tower is viewed as THE secret held by the island. All of the
windows are dark, with no ability to see in. The windows also seem protected. No mage
has been able to force through them. It is as if they are protected with force (See Mana
reveals this to be true). Less’Va has been unable to find a way into the tower yet.

History:
During the first multi-race exploration of DA 4102, the migration along the
Eastern coast saw a small group who were fiercly protecting a (relatively) small number
of Felinor. By the time they reached the Burning Island they had seen enough of
Superius to know they needed somewhere safer. Rather than turn back, they spent time
building ships to head east. It was the plan to head towards Demoraque, believing it was
likely there would be land in the middle.
The source of this information was a NelVan by the name of BarGal Ker’LeVa.
He claimed to have deciphered some of the texts in some ruins which spoke of a great
island to the East (in reality he didn’t succeed but critically failed. This led to a complete
misinterpretation.). This island was supposedly lush with much food and resources.
BarGal led the refugees (roughly 5000 at the time) in building one great ship. Efforts
were taken to load it with extra base resources necessary to make an extended voyage.
When they found the islands which now have become Less’Va they were uninhabited but
much smaller than anticipated. The people explored the first island for a week before
finding it safe and began settling.
Over generations they settled the islands and spread. They did not encounter the
Hool until DA 6005. They met while exploring the Mana Pearl Beds on the East most
Isle. It was a peaceful but tense meeting with the short and fragile looking fish folk being
nervous. It would not be until DA 6013 when the two peoples began to trade.
During the Age of Cataclysms when the Mhirrin twisted some of the Hool into the
Jlull, war broke out. The people of Less’Va had reached almost 10,000. By the time the
Jlull were driven to the western side of the Isles and the forces could consolidate, the
population of Less’Va was once more 5000. This led to a strong alliance with the Hool
who felt sorrow for the surface folk who aided the Hool in their difficult times. During
this war the Less’Va found the tower 100 leagues south east but could not get in.
Throughout the AC and LA Hool would travel far and wide looking for resources
which could be traded to the Less’Va for their help and their surface resources. The Hool
began finding deep water shipwrecks from Superius and other continents. This was then
brought to Less’Va and traded. As a result Less’Va was able to track the ages and learn
of the outside world. Through the Age of Cataclysms and the Lost Age it was
collectively agreed that Less’Va should stay hidden. To steel themselves against being
found the True began to work on founding new spells their brothers would not know.
They also went to great pains to create a vast mist over the surrounding waters making
them unfavorable for navigation. Within these spells were placed magical currents and
winds which would specifically affect ships and blow them off course. This made the
kingdom of Less’Va comfortable and their peaceful lives continued.
In the Age of Peace there has been a growing movement to re-establish
communication with Superius. The news of Galleran, Than Mordinar, Getchmir, and
even the Free Arix States has made the younger population optimistic. Many
traditionalists cite the Empire of Cannadoorn and Lor Donguel as counter points. Further
adding that the existence of Gol-Guron and The Brantall Empire being closest to them
makes it far more risky.

Currency:
Currency here are seashells which have been infused with Mana. They are from
various mollusks in the Shallows of the Mana Pearl Beds. The Mollusks are aggressive
to the small animals that eat the clams these pearls are formed in. When one of these
Mollusks die the body becomes a mist which returns to the core. The shell is left behind
with an Ambient Charge. It is illegal to use the ambient Mana points unless you can
prove it was a dire emergency or you get authorization of the council.
The Staropha Shell is the base unit of 1. It holds 1 Mana Point inside of it.
The Torbolda Shell is the unit of 5. It holds 2 Mana Points inside of it.

The Bollus Shell is the unit of 10. It holds 3 Mana points inside of it.

The Puritos Shell is the unit of 25. It hold 4 Mana Points inside of it.
Geography:
The Island Kingdom of LessVa has some considerations on resources and some
unique solutions to ecological problems. The first ecological limit is lumber. Wood is
only used for ships. Stones have been used to replace wood for cooking (heating is not
necessary) which are heating with magic or alchemy. The Trees are protected by the
government. Wood is not used for homes or anything else if another more readily
available resource is present.
The second ecological restriction is metal. Metals are found in abundance in the
mountains. The metals are not precious (gold) but are useful (the components of iron and
steel). The mountains expand underwater. The kingdom in conjunction with Hool take
pains to ensure the caverns are not punched into the ocean.
The third ecological concern is food and drinking water. The kingdom is
primarily on a seafood diet. They have also adapted some of the less offensive dining
habits of Hool. Vegetables are grown in steppe farms on the mountains. Magic is
extensively used here to accommodate growing conditions. Orchards are also cultivated
on each of the islands. These produce a large number of fruits. Magic must be used to
protect the orchards from a variety of pests.
Mana Pearl Beds are natural phenomena in this island chain. Hool did not know
how they came about. They are pearl beds much as Superius has but they are much
larger and much more productive (up to 300%). This is seen as the most precious secret.
Should an outsider find out about these, the Kingdom knows that its days of peace would
be at an end.
Another phenomena are Mana Vents. These are both above and below water.
They are crevasses which extend into darkness. No exploration of them has been
successful (no one has entered the crevasse and survived). As such it is considered best
to keep ones distance. However there is a benefit to them. When a True casts a spell
near them they draw on the ambient Mana which is emanating out of them. From the
Vent itself, all within 10 paces (above and to the sides) have 1D-3 Mana provided for
each stage of the spell which is cast.
The final impressive adaptation is the use of coral. True here almost all learn
spells to grow and manipulate coral, a knowledge learned by the path of The Shallows.
This coral is grown from nearby reefs and grown over the land. Using magic they then
smooth and shape the coral as a road to a city. It then is used in a number of ways. First
it is used as a road system between towns and cities. In the road system is a tube shaped
of coral. It runs salt water to all towns and cities where large fountain pools of fresh fish
are kept. This is used for food supply for the towns without a strong number of
fishermen. There are separate pools which siphon off salt water. They are then pumped
through a series of alchemical devices to produce fresh drinkable water. This is one of
the ways that Alchemists have gained acceptance by the True. This feat alone makes a
good Alchemist a necessity in every city. Lastly paths are grown to every home. The
road itself is grown up into a house built of coral. Alchemy pumps sea water and small
plant or animal life to keep the coral healthy through out the walls of the house. In this
way the Kingdom of LessVa is self sufficient. The only stone buildings are larger
governmental offices, some rooms for magic instruction (for safety) and lastly walls
around the luckier settlements.
The Hool
These diminutive people are a subrace, but are not playable. They should not be
deemed playable as they are not particularly interested in the outside world. The most
likely reason for them to work with others is often that the ones they are working with are
of Less’Va.
They have colored bodies (mostly Blue and Orange) which appear to have faded.
Their legs and arms are small in diameter. They possess a small stub of a tail which,
when full grown, extends 4” from the pelvic bone. They have three toed feet with
webbing between the toes. Their hands have three long fingers and an opposable thumb,
all with webbing. Their back has some fairly floppy fins which constantly flow
underwater, and are a point of pride for many Hool (this appears similar to a the fin of a
beta). The Hool have no neck, but a large bug eyed guppy head grows forward out of the
torso, with the top of the head and fin rising about a foot above the shoulder blades.
Their eyes are most akin to that of a chameleons, and are at a level (when fully grown)
that one and look over their shoulder. This allows them to look in two different
directions at once.

Stat Block:

Race Hool

Size 4' - 4'6" Weight 100lbs


Numbers Sh 3-6 Numbers Dps 5-8 Numbers PB 2-8
Habitat Sh 20% Habitat Dps 10% Habitat PB 15%
Lifespan 500-2000 yrs
Defenses Magic Armor
Temperament Cautious Reclusive Honorable

Life 40 80
Strength 50 60
Agility 70 100
Intelligence 60 80
Endurance 70 100
Movement w30, s70 w50, s120
Morale 80 110
(Note: Sh = Shallow Waters of 30 feet deep; Dps = Depths of 31+ feet; PB=Pearl Beds)

Culture:
The Hool are a peaceful and reclusive race. They will not harm another without
necessity. They have seen themselves as the rightful owners of the seas around the
Islands of Less’Va. They had little use for the land above water. This is why so much
time had passed prior to meeting the founders of Less’Va. After a few rough times with
communication the Hool felt it would be acceptable to let the new Air Men stay on the
islands.
Magic is not the same for them as for the surface dwellers. They do not use
Alchemy at all. The aquatic setting is not compatible for Alchemical Mixtures. They do
use artifacts and have True. The True often train in the shallows. This way they can
compare differences of magic both under water and above the surface. The Hool have
perfected a pair of paths of magic. The first path is called The Shallows, and the second
is The Depths. The Shallows have been openly taught to the Kingdom of Less’Va. The
Depths is considered to be sacred, and not permitted to be taught to outsiders.
After the Severance, the Hool were embroiled in a vicious war. The Kingdom of
Less’Va came to the aid of the Hool and drove the Jlull West into the Ocean of Felderass.
This cemented the acceptance of the Kingdom of Less’Va and led to the current trade of
far reaching sunken treasures being gifted to Less’Va.
The Hool in combat favor Spears. These are made of materials from below the
water. Often the spears, are passed down from one generation to the next. Since
establishing contact with the Kingdom of Less’Va, there have been a number of Hool
learning how to implement short thrusting blades. Often blades will of metal are
practiced with on land, while shell or bone based blades are made underwater.

History:
Long ago Glulja, the great Ooram (K’Grell Nat’Theth to those of Superius) felt a
great hunger. He swam about the oceans consuming all he could. He consumed those
above and below without regard for importance. After thousands of years Hoolnya,
became tired of living in the belly of Ooram. She gathered anyone who had survived and
began to organize them how to act, how to look, and how to fight. Hoolnya led them to
claw their way out from the inside. This angered Ooram who sped as far as he could
trying to find a way to get rid of those in his belly. In a blind rage he leapt from the
oceans and crashed his body against the rocks of an island chain (now the Isles of
Less’Va; and specifically located at the Ooramic Ribs). This killed him and freed those
inside. The survivors followed Hoolnya and became the Hool.
This may or may not actually be the creation of the Hool but it is all they are
sharing with the kingdom. They do not speak about the origins of the current empire (it
is, in fact, the only empire of the Hool ever to exist). They simply say “We are and will
be.” They do not remember the empire which once lived on the Isles of Less’Va. They
do however state that were that people alive they be a force Glulja would not be able to
withstand (it is rumored that the Hool have an ancient weapon of the lost people of
Less’Va).
The Hool have not made it known, but the landing of the Less’Vans happened to
be watched by the Hool. They were silently observing for years. The first contact with
the Less’Vans was not planned and it has actually proven to make the Hool like the
Less’Vans more. It proved that peace was the paramount concern of the Less’Vans.
When the Jlull were tainted, the Hool tried to help their brethren. Sadly the Jlull
were unable to be controlled and became a furious bloodthirsty race of their own. The
Hool were afraid they would be overrun, however the Less’Vans came to their aid and
this proved to the Hool their value. During this war, the Hool discovered from some joint
attacks about the Felinor’s plight. The Hool gathered and the Matriarch decided there
was no choice but to help the Less’Vans. The Matriarch and her aids determined that
collecting resources and information about the original homes of the Less’Vans would be
most helpful. The Hool began gathering the wreckage of ships, and to hide the fact that
they wished to aid the Felinor, they began to trade with Less’Va. The Hool often trade
unfairly (in the favor of the Less’Vans) or they risk the wrath of the Matriarch.
Government:
The Matriarch is a hereditary position. It passes from mother to oldest surviving
daughter. There is no ceremony and is done in secret. There are a small contingent of
Blood Guards, Hool who forsake all life which does not further the protection of the
Matriarch. The Blood Guards seek to become the most physically impressive Hool they
can be, they are, after all the male concubines of the Matriarch. All Blood Guard have
skills in 1 melee weapon at 90+, 3 other weapons at 80+, and have Mind over Matter at
80+. The Matriarch is not monogamous, unlike the rest of the race.
Beneath the Matriarch are Word Tenders. These are equivalent to Governors of
other kingdoms. Their power is absolute in their settlement(s). All Word Tenders
happen to learn at least 1 melee weapon at 80+. The also know Law: Hool at 90+. They
are considered prized to the Matriarch. Those among them lucky enough may be
escalated to the Blood Guards and to win a chance to produce offspring of the Matriarch.
The Jlull
The Jlull are a vicious degenerate race. They are shorter, stockier, and more
deadly than a Hool. They cannot be trusted and cannot be permitted to live, however the
Hool and the Isles of Less’Va have been unsuccessful at eradicating them.
The diminutive Jlull are a throw back to an earlier form of the Hool. They are all
deep Purple or Black. Their arms and legs are shorter, as are the fingers. They have less
webbing which makes swimming more difficult for them. They do however have long
talons on their toes and hands which are as hard as ivory. Their head is in the same shape
of a Dragon Eels head. They have a long tail (about 2 feet) which has a bottom fin and a
top fin which runs up their back which is about 6” tall.

Stat Block:

Race Jlull

Size 3'-3'6" Weight 130lbs


Numbers Sh 2-6 Numbers Dps 4-10
Habitat Sh 10% Habitat Dps 25%
Lifespan 100-500 yrs
Defenses Natural Weapons Armor
Temperament Violent Gluttonous Hedonistic

Life 65 100
Strength 75 100
Agility 60 80
Intelligence 40 70
Endurance 80 120
Movement w40, s60 w60, s100
Morale 60 75

Claws 2D+2
Bite 5D+6
(Note: Sh = Shallow Waters of 30 feet deep; Dps = Depths of 31+ feet)
Culture:
There isn’t much culture left to the Jlull. They tend to think only with their
stomach. They tend to eat any animal they can find, but they avoid plants (due to their
very real fear of alchemical components). The Jlull prefer Hool flesh. They can smell
the presence of a Hool underwater for 20 miles (30 miles above water). The Jlull also
have a distant memory of a great Ooram which they hate. There is a belief in what little
culture there is among the Jlull that consuming Ooram flesh will grant them eternal life.
The strongest and most ruthless leads them. They tend to organize into gangs
prior to fighting over leadership. It is not just the leader of the gang fighting, but the
whole gang. Every time there is a change in leadership packs have internal wars which
heavy losses on both sides.
Hool take the critical failure effect of any alchemical mixture or reagent which
touches them. They cannot cast magic nor can they stand the feeling of Mana. When
within 5 paces of a Mana Vein they take -10 to all skills. When within 20 paces of a
Mana Pearl Bed they take a -30 to all skills. It feels, to them, as if their skin is crawling,
muscles are pulling, and the moisture of their skin forces its way out (in very
uncomfortable ways). Needless to say, they find it mildly unpleasant.
They do not have much spoken communication. The Hool themselves recognize
syllables but have commented that the use is vastly incorrect, and that they cannot
understand what is being said.
The Jlull do not live in constructed homes, but flourish in a deep dark crevasse
between the westernmost islands. This crevasse is lined with thick seaweed which seems
to allow only the Jlull to pass. The area around it is vastly colder which seems to not
affect the Jlull, but the Hool feel it painfully.
There is no true governmental structure. They are gangs who lead with might that
share number of ideas. The Hool believe they share one soul, which explains their
linguistic oddity. The Kingdom of Less’Va however has theories about a single
intelligence shared by all of the Jlull. Neither theory is correct however.

History:
The Jlull were tainted by the Mhirrin. A large band of Hool had taken up
residence in the Western bay. During what Superius calls the Age of Cataclysms a portal
to Axterath opened under the sea. This portal is considered to have been a mistake as it
tore the ground asunder near it creating the crevasse.
The Mhirrin which leaked through twisted the area and eventually corrupted
something which had not been found. Deep in the crevasse there is a large crystalline
shard. During the portal’s time being open it began to absorb Mhirrin. At this point the
near six foot diameter shard emanates the energies of the Mhirrin throughout the
cavernous crevasse.
Since that time the Jlull heard the emanations of a great being, which claimed to
be the father of Glulja (it was actually a Grahgon lord but I won’t tell the Jlull if you
don’t). He told the Jlull he would grant them a boon if they would aid him in restoring
the Jlull to their rightful place in the world. The Jlull agreed and began to openly accept
the Mhirrin. Their task is simple. The Ribs of Glulja are on a spot which could have a
portal opened to Axterath. The Jlull were told by the father of Glulja that if they secured
the ribs, and placed the Mhirrin Shard there, Glulja’s father could come back, and reward
the Jlull. Mind you, scholars find this idea completely irrational, but those few who have
survived deep forays into the depths of the Jlull know that rational thought is not their
strong suit.
When the Jlull first began attacking the Hool, the Hool were unable to fight back.
The Jlull where quick and fast in their raids, which lead to a large amount of grappling,
ending an Hoolian meal. During a trading expedition between a trio of NelVan from
Less’Va and some Hool, the Jlull attacked. One of the NelVan was an alchemist who
was unfortunate enough to begin being bitten. In his desperate attempt to escape he
thrust a vial into the mouth of the Jlull. The Jlull immediately began to vomit, have
seizures, and have the insides of his mouth blister from burning. The other Jlull panicked
and fled. As the joint group recovered, they congratulated the NelVan about his act. The
NelVan was highly upset however. His hand had been ripped from his body, and his only
vial of Salve was missing. He bled to death at the spot. Both his body and that of the
dead Jlull were taken to the nearest city where alchemists examined what happened and
found about the weakness of the Jlull.
The Jlull believe, oddly enough, that one day a great leader will come to them and
lead them to glory against both the Hool and their allies, the Kingdom of Less’Va. They
do not believe that they will have this leader rise from within the Jlull. Jlull believe this
but do not have the mental ability to explain why (this is a command which was
programmed into them by the Grahgon lord who posed as the father of Glulja). There is
no doubt that should the enemies of the Jlull learn this, the efforts would be redoubled to
ensure the outer world could not communicate.
Geography of the Less’Van Isles

The islands are all minor dutchies in and of themselves. Those with fortresses
could wage small scale wars, while those on Mollus could hide in the lands, using boats
to transport around enemies. It would be quite reasonable to only show PCs either the
island they come from (should you be running an all Less’Van game) or only the first
island they land on. If someone wanted, entire islands could be stretched out farther to
make much more remote islands in a chain between continents. The maps for each island
have been cleared of nearby islands for clarity.

Pall’Ush
Pall’Ush is the most likely location for outsiders to find. This not due to a lack of
protection. It happens to be the most fortified and prepared for contact. The reason it is
most likely is that it is nearest to Superius, and it is only a matter of time until someone
dares the dangerous Sea of Felderass and happens to win.

Pall’Ush is considered the front lines in the on going war with the Jlull. This is
not a misconception. Here is where the scouts and raiding parties of the Kingdom of
Less’Va are based.

Settlements
The Eye of Less’Va is the Fortress where the raiding ships are kept and soldiers
are trained. The fortress itself is made of living coral, with stone reinforcements when
necessary. There are four towers, making a rhomboid courtyard with walls rising to
twenty feet. There are a few subterranean works which aid in storage. A large number of
True are employed here in the Tower of Hae’Barth (Northern Tower) which is used to
maintain the spells around the isles. The Tower of Jurr’Klobon (Southern Tower) is used
mostly by alchemists who specifically try to create mixtures which will, when brought
into contact with Jlull, do the most damage. The Tower of Der’Gloh (Western Tower) is
mostly used by guards and scouts to keep an eye towards Superius. The Tower of Werrel
(Eastern Tower) is the Marshal’s Office and Quarters. His family will have quarters and
living space here. The friends and most trusted aides of the Marshall have offices as well
in the tower.
Marhsal Jiklar Pallujush’Shin, Nel’Van Warrior.
Fleet is a port where the majority of ships are built. This is not due to the
proximity of the Fenn or even the Mollusks Spine, but due to where a number of
descendants of a NelVan family settled. This family ComEm'ThaLi'SoshIn is known to
be commissioned with knowledge of ships. The family has become proud after hearing
how their distant cousins have thrived in Getchmir. The town is not heavily fortified
however. Most of their defense against the Jlull is from flotilla’s of soldiers ferrying
between Fleet and Kel’Lass’ Passage.
Governor Tellan’Jun’Mahshin’Lass ComEm'ThaLi'SoshIn, Nel’Van True Mage
(focus on Elements).

Sites
The Buttress is a natural formation of rocky hills. Rains here make a large
number of natural lakes. The hills have a number of caves formed by over lapping
overhangs of rock. These overhangs sometimes go twenty feet below the surface, with
the spelunker crawling on their belly, before opening up into a cave. The Buttress serves
as a natural barrier holding the Jlull back. This is not to say that the Jlull are swarming
over the southern side of Pall’Ush, but it does help deter the stronger gangs from getting
too adventurous.
The Soldiers’ Bed is the only Mana Pearl Bed on Pall’Ush. It is named because
the largest battle occurred here between the Jlull and the Kingdom of Less’Va. The
population of Less’Va was cut down by 10% in one day of fighting. The Jlull would
have won were it not for the fact that prolonged time in the Beds, fighting, caused them
to pass out. This allowed the Less’Vans to land the killing strikes needed. That day it is
said that the pearls were stained red. To this day all of the pearls from this bed are tinged
red. People are not supposed to trade with red pearls as it is disrespectful to the fallen.
Some even theorize that the sacrifice there has made the pearls more potent than even the
Mana Pearls specific to the Isles of Less’Va. This is an unfounded claim.
Tor’Gramjal’s Fenn is no longer a true Fen. It has mostly become a woodland,
however there are remote places where an unsuspecting woodsman will step carelessly
and fall directly into a thick peat bog. Many suspect that the waters below at some point
ran to the ocean. In reality a small gang of strong Jlull have taken up residence deep in
the woods and are trying to revert it to a Fen. Should this occur the Jlull will be able to
reopen the subterranean water ways and have the ability to cut of the Eyes of Less’Va.
Pall’Ushan peet from this area is a reagent which has been discovered, native only to the
Fenn. It is considered one of the prime treasures of the islands.
Mollus
Considered the mainland of the Isles of Less’Va, Mollus is the center of the
population. Being that the majority of wood, ore, and Mana Pearls come from Mollus,
Mollus is considering indicative of the kingdom.

The island has a number of homesteads which produce the crops the kingdom
tends to rely on. Coral Roads stretch from Mnemo to The Coral Port. Realm is on it’s
own with no road through the mountains, but using boats to reach Port Thallim.

Settlements
The Coral Port is the primary settlement in contact with Al’Da. It is known to be
primary exporting settlement of Mana Pearls. The Bed of Providence is partly located on
the very shores of the docks. Aside from the abundance of pearls there is very little that
makes the town special. This of course is fantastic for the more shady characters.
Rumors abound of a Thieves Guild in the Port which smuggles extra Mana Pearls from
the Pearl Beds. A number of farmers inhabit the fields surrounding the Eastern
peninsula. The Governor here lives in a large estate in the middle of the town. The
current Governor is a Gelling lord who has made a small fortune from being a skilled
Scrimshaw artist.
Governor Jerron BrassHook, Gelling Skulker.
Port Thallim is the main port to travel to Realm. It is a home for many of the
woodsmen and miners of the Mollusks Spine. Many Miners live in mountain camps for a
month at a time, only switching off with new crews arriving to relieve them for a full
month. They pull from the mountains a fair amount of the ores used throughout the Isles.
Woodsmen do trapping, reagent harvesting, and occasionally Lumberjacking.
Lumberjacking here is not common but done to aid in trade in rough seasons. Trapping
furs and reagent gathering is where most of the professions are. The Governor here is a
NelVan Woodsman who has retired. He is known to be commissioned with knowledge
of the Greyleaf. He owns a small forested courtyard in the city where he tends five
Greyleaf trees. These are under constant supervision by guards of his bloodline. Any
who enter uninvited are killed without question. It has taken hundreds of years to
cultivate these which were planted and grown from the seed by a very distant ancestor of
the line. Since they were planted it has been found that planting another tree has ended
with one of the prior Greyleaf trees dying. This has led to no further attempts in over 500
years. Unlike the mainland, the Greyleafs are not sold here. To get them an Alchemist
must convince the Governor he is worthy.
Governor Shojol’Hurahn’Lass GreyleafSaviour (Needs a proper translation),
Nel’Van Alchemist, Woodsman skills.
Kel’Lass’ Passage is known as the main ferry port to Pall’Ush. It is used as a
trading port with Fleet. Fleet puts a lot of pressure on Kel’Lass’ Passage to follow their
lead. As such the town has rallied under a member of the same family who rules Fleet,
ComEm'ThaLi'SoshIn. There is a port here where repairs are done on ships, but they do
not construct ships. They do however construct barges to be used to skim the shorelines.
A large number of farms lie south of the Passage and trade through it.
Governor Jell’Ik’Gorthen’Less ComEm'ThaLi'SoshIn, Nel’Van Vagabond,
focused on skills based in carpenty.
Mnemo is known as a very somber town. The settlement is fortified against the
Jlull but they have a number of stone buildings. There are large libraries here and it is a
center of learning of the history of the islands. The reason for he somber mentality is due
to it being the first settlement of the pilgrims but it is close to the Fog Horn. This is the
place where the ship of pilgrims crashed and took many lives. A large living monument
of Coral is erected in the town square here. Every year on the Tonren of Nahn all cities
observe the pilgrims landing, however in Mnemo in additions, on the fifth day, the entire
town gathers and the populace attempts to chant for the entire day and night. People will
do this in shifts. Any languages are welcome to chant. The Chant itself is a Ghazal
which is in remembrance of those who have been lost in founding the Kingdom. The
Governor here is a NelVan of a family who were assigned a new commission once they
settled in the Kingdom to specifically record the kingdom’s history and preserve it. They
forsook their old family name and made a new one. Mnemo is home to many who are in
support of reestablishing limited contact with Superius to get documents about the
Kingdom to Getchmir.
Governor Malhoom’SiltThas’Lass MnemoMollus, Nel’Van True (focused on
Senses and Awareness).
Realm is the no man’s land of the Kingdom. Those who live here are mostly
lumberjacks, exporting lumber around the kingdom, and Deep Sea Fishermen who
provide bones for carving, oil for lamps, and fish for food. Aside from the prior
professions, reagents are harvested and traded with Peace’s Hearth. The Governor here is
the only Comnar leader. He is a rough sea captain who has gained the support of the
other captains. Realm often is at odds with the rest of the Kingdom since the residents
follow a Comnar.
Governor Bard Tollbridge, Comnar Vagabond (most skills focus on sea faring
skills).

Sites
The Fog Horn is a peninsula with a pearl bed which is where the ship carrying the
pilgrims crashed. The Mana Pearl Bed itself is littered with remains of the ship. Some
claims artifacts have been incorporated into the beds by the Mollusks. One may be able
to find remains or lost treasures of the original settlers if they dug in the beds, however
the government tends to frown on such activity.
The Mollusk Spine is the forested mountain range which supplies the majority of
ore materials for the kingdom. Many of the mines stretch out far beyond the surface
lands. Of these caverns, only around 50% are mapped, and 20% in active use.
Regularly, parties are sent into caverns near current work areas to scout for dangers to the
Miners.
Guidance Wood is a very dark temperate forest. It is considered a lifeblood for
Realm. Many reagents are harvested within the wood as well as many furs and meats
provided. No coral path has been successfully grown in the forest. Whenever True tried,
the roads would be destroyed in the night, in perfect silence. This has lead to rumors of a
presence in the wood itself. Most of the Woodsmen who base their living in the forest
tell those who are too eager to explore that while few have died from this presence,
primes have gone mad from their encounters. All children of Realm know that if they
ever end up lost in the wood all they must do is scream out at the top of their lungs that
they want to leave the woods and then begin walking and the path will come naturally to
them. Many theorize whatever entities exist in the forest are happy to let people live as
long as the depths of the wood are not violated.
The Bed of Yel’Fah is a Mana Pearl Bed where one ancient Hool, Yel’Fah lives.
He is a great True Mage with the most perfect understanding of the Paths of the Shallows
and the Depths that exist. He taught the first people of the Kingdom of Less’Va. To
study under him is a great honor. Yel’Fah will only teach those who can prove to him
both a drive for peace and to defend the islands themselves. Yel’Fah is centuries old,
breaking all lifespans of the Hool. They have come to revere him as a chosen of the
world bearer (their idea of the Creator). None know the truth behind his longevity (he
secretly has developed an alchemical combination of rare regents which will slow aging
to a 50th of its speed) however the longevity is wearing out and he is believed to be
beginning to die. The natural environment around his Pearl Bed is serene, and the
Kingdom lays no claim over the bed or the plains and forests within 5 miles of the waters
edge. There are rumors that he could tame a Ooram and speak with one should he desire,
due to his inherent attunement to nature.

The Island City Al’Da


Al’Da is the Capital of the Kingdom of Less’Va. The Great Halls of the Learned
are here as well as the Nexus. Here the difficult decisions of the Kingdom are decided.
Many who desire education or power come here and attempt to etch their name into the
halls of the Lords.

To defend the island city, the Breakers were augmented from natural underwater
mountains to large semi-natural hill covered islands. These break storms and other
natural phenomena. It also has proven to be difficult to navigate the shallow waters,
allowing a natural deterrent to the Jlull.

Settlements
Al’Da itself is the only city. There are four districts in the city which are
sometimes considered small cities themselves. This is not to say each is independently
governed but that they could largely be considered their own due to size.
The Southernmost district is called Peralis. Peralis is named to sound similar to
“pearls” due to them being close to the Mana Pearl Beds. The majority of this populace
are Gelling. Most of the standard merchant businesses and low-middle class housing is
here. There are short stout walls of coral to protect the area. There is a port here where
the standing ‘fleet’ of Al’Da is stationed. These two dozen ships are small and
maneuverable to navigate the Breakers.
The North-western district is referred to as The Lost. The name is in reference to
the vast number of Comnar who live in the district, to remind them they Lost all of their
gifts. Here one finds the grunt work being done. Most of the Comnar here are lower
class with a couple in the middle class. Some shops exist but are not very profitable due
to the social stigma. Many farm the fields outside the city on all sides.
The Eastern district is Jo’Turnal’s Text. Here the Great Halls of Learning are
stationed, training many of the young True of the Kingdom. Most Nel’Van try to live
here amongst their own. The layout is more like a great university campus than a town.
Great stone walls are placed here. There is a great wharf where ships dock from The
Coral Port. It is practically against the law to be Comnar in this part of the city.
The Central district has been named Feldera. One will note the similarity to
Felderass, this is deliberate. All of the Felinor of Al’Da live here around the
governmental buildings. This section is neatly groomed and kept impeccably clean.
Also the Coral Amphitheater is located here. The Amphitheater is the center of the only
church followed in the kingdom, Heln Tor Kahl. The Heln here have expressed an
interest in rejoining their brethren on Superius to strengthen them.
If the city were to be sieged, the Lost would be considered a loss. The Lost would
empty into Peralis, where they would make a southern stand while Feldera would empty
into Jo’Turnal’s Text. The two walled districts would force the enemy to spread the
armies thinly or to attack with two walled fortresses, one in their back and the other in
their front.
The Governmental body is made up of one True for each Path (one of each for
Superius, and one for the Shallows), a Merchant Lord, a Grand Marshal, and a High
Priest of the Heln Tor Kahl. This council of eleven vote with a simple majority being
needed for any decision. Each lord also has a brief tidbit to give some idea of who they
are and their weight in the Kingdom.
The Current Lords are:
Lady of Awareness – Lady Doorana Saanmannolla, Felinor True (also a practiced
woodsman)
Lord of Senses – Lord HaffantorjanMoll’Lass CammanKorthan, NelVan True (is
a practiced artisan)
Lady of the Body – Lady AannOlis’Harranna’Ness ComEm'ThaLi'SoshIn,
NelVan True (also has shipright knowledges)
Lord of Travel – Lord Merryweather Springer, Gelling True (has Skulker skills as
well)
Lord of Elements – Lord Jurran’Korlan’Woolghan’Lass Koolam’Forthas, NelVan
True (also an Alchemist of skills second only to Governor Kaynah Tallrama of Peace’s
Hearth. This is a sore spot for him.)
Lady of Manipulation – Lady Sesshallhana Moolishanna, Felinor True (If there is
a Felinor woman on Aesil;Dan who knows how to get what she wants, its her. She has
come to secretly desire the power wielded by Paullia Saulha of the Truespire.)
Lord of Forces – Lord Korbalach’Lass Jemmadahar’KoorPoll, NelVan True (A
collector of all manner of curios, a very Elderly NelVan, Skilled enough to also be Lord
of Elements or Awareness.)
Lord of the Shallows – Karraq Jullamnajar, Male Felinor True (One of the rare
male Felinor, he studied under Yel’Fah and is considered the pinnacle of Yel’Fah’s
teaching.)
The Merchant Mistress – Lady Shalla PearlMistress (forced a change on the
family name once she came to power), Gelling Skulker
The Grand Marshal – Grand Marshal FrudHaffRan’LessVa’Lass Kel’Lass,
NelVan Warrior.
The High Priest of the Heln – Heln Qul’OshMurJakthan’Lass TallfasMarrjon,
NelVan True (focus on Forces). (Note: The reason there is a High Priest is that the call
of a cleric is difficult and there have been few, as such a proper council has not been
constructed. There are high ranking priests for each race, but they often send Qul’Osh as
he has been able to gain a strong respect of the other lords.)
Sites
Aside from the city, the Mana Pearl Beds and the Breakers are considered one and
the same. They have slowly begun to populate with flora and fauna of the nearby islands.
Many of Jo’Turnal’s Text find the islands fascinating and tend to take extended forays to
them to observe nature.

Tal’Ram
The Forbidden Isle is it’s unofficial name. The island itself is shared between the
Kingdom and the Hool. Not only is it technically jointly occupied, but it is also largely
unused.

The Hool own the foothills of Hoolnya’s Salute from shore to shore (North and
South) and own the Mana Pearl Bed. The fields themselves on the Hool side of the island
are not used. There are no surface settlements. The Kingdom does not know why it was
wanted. In truth the Hool wanted the land to not only test the trustworthiness of the
Less’Vans but also to hold for the right time to turn over the Mana Pearl Beds and the
rich agricultural lands when it was most needed.

Settlements
Peace’s Hearth is a small town with a port to trade with Realm. It is a town of
Woodsman and Alchemists. It is the center of Alchemical learning in the Kingdom of
Less’Va. It is here where the affect of alchemy on the Jlull was truly understood. It is
here where the majority of alchemical mixtures in the kingdom are combined. All races
are permitted here, barring the Jlull. The Governor is a Felinor Maid who is a master in
many mixtures. She has been very kind to the Hool, which granted her people the boon
of building a coral road to the Mana Pearl Bed of the Hool for easier trade. There are no
fortifications here, and most buildings are on support beams, suspending them between 2
and 5 feet above the ground.
Governor Kaynah Tallrama (Blood of Felderass), Felinor Alchemist.
The Less’Van Armitage is the fort where Tal’Ram and Al’Da are protected. A
solid fleet is on guard. Patrols station themselves along the border with the Hool as a
support pool for strikes by the Jlull. The keep is simple and made of stone. There are no
towers, only battlements on and in the walls. Outlying farmers provide food for most of
the Kingdom, making Tal’Ram a major strategic location. The Marshal in charge of the
Armitage is a Nel’Van soldier who is a master of tactics. He has worked hard to scout
and fortify the island.
Marshal KylYuh’LoFum’Less, NelVan Warrior.

Sites
Hoolnya’s Salute is the mountain chain, foot hills, and forest which creates the
natural border between the Less’Van Kingdom and the lands claimed by the Hool. The
mountains are home to the Cliff Leapers and known as a very dangerous climb. There are
mines in the western mountain bases which lead into the rest of the range, due to the
danger placing the mines higher up in the mountains. Many structures exist up in the
mountains which can not be identified. Neither the Hool or Less’Vans know who made
them or where the makers went. Some claim that miners who disappeared in the
mountains found treasures so valuable that they hid with them. If this is true, the Miners
likely have gone deep into the mines.
The Hool-Pass is the single passage over Hoolnya’s Salute which is considered
safe. The natural wildlife of the island passes through here as well, and predators have
learned this. It is considered safe, because with a large enough guard force the majority
of beasts will not approach. Small bands however report varied attacks by wildlife and
the occasional Jlull incursion (these often being rogue gangs trying to take what they can
and hurry back to the ocean).
The Hool-Beds are the Mana Pearl Bed which the Hool lay claim to. It is
considered the most productive of the beds in the island chain. Many Puritos are raised
and harvested here in special Hool controlled ‘programs’. Those who make friends with
the Hool of the Hool-Beds can sometimes be taught a little bit of the practice that the
Hool here have (Mana Pearl Tending is a skill at 80+).
The Ribs of Glulja is the supposed location where Glulja thrust himself on the
islands, killing himself and freeing Hoolnya and her followers. There are around twenty
large curved pinnacles of white material here. They are so infused with various minerals
from both time and the ocean that no Master of Elements can confirm or disprove that
they are bone of an Ooram. The Hool view it as a sacred place. The Kingdom of
Less’Va has a number of True who believe that in the area when they cast See Mana that
they can see a number of images of various Hool in different ages. (In truth these are the
Ribs of Glulja himself. The images of the Hool are not ghost but the Mhirrin of Axterath
trying to push through to establish contact with the Shard the Jlull have. No one knows
this but the Father of Glulja.)

The Tower of Qul’Osh


Located over 100 League from the peninsula of The Coral Port, the Tower of
Qul’Osh is the only building without an island. The tower rises from the sea bed itself.
This tower is made of the same material as the ruins of the unknown prior inhabitants. It
was discovered by a Nel’Van named Qul’Osh, thus its name. The tower is viewed as the
very key to unlocking the ancient knowledge of the Isles.

The tower is surrounded by potent Mana Pearl Beds and Mana Vents. There are
no windows or doors on the tower, and people trying to use the magic of travel find it
buffets them to the far side of the tower. The Hool have found the entrance deep in the
water. It is a cave, but no Hool will enter. As they get near they can feel an ominous
presence and decide to leave. They have not told the Kingdom yet however, since they
tend to be more careless.
Aquatic
Dominai Monster
Rating: 890/1750
Size/Weight: 3-10’; 40-380lbs
Number: Solitary
Habitat: The Depths
Life Span: Unknown
Defenses: Armor (GF:20)
Attacks: 8 Slams (3D) or Constrict (20-40D)
Temperament: Aggressive
Life: 100/400 Endurance: 100/200
Strength: 100/400 Movement(land): 20/40
Agility: 20/60 Movement(water): 50/100
Intellect: 30/50 Morale: 20/50

General Description
When the Hool were alone the Alshu were in great number, and sought after for
food. The eight tentacled beings were a pale turquoise color with small beaks. They
would flee instead of fighting. No bigger than a Hool, they could not defend themselves
against a well equipped Hool.
Yet when the Mhirrin came these soft beings were affected. The voice of Glulja
whispered to them and warped them. No more do the Alshu exist. The Dominai are their
heirs. They now are a deep purple, with thick plates of chitin growing out of their bodies.
The beaks are lined with snaggled fangs. Six eyes have forms on the central body mass
which glow orange in the murky depths, giving 360 degree sight.

Behavior
Dominai are hunters of everything, including themselves. They will try to
ambush prey. When they do they will lash out with their tentacles to slam opponents.
Every arm that hits makes a strength check minus the opponents strength (half the value
if the target is not aquatic or if they are surprised). A success means the tentacle has
latched on. If two more tentacles hit a target the Dominai will constrict it’s following
round. When it does, the target takes 5D per tentacle, without adjustment. The Dominai
uses its massive strength to rend it’s opponent
The Dominai can also travel on land for one hour. They are known to sneak into
settlements and try to constrict sleeping people. Out of water all of their damage is
halved. If they have been out of water over an hour, every 10 seconds past this deal 1D
to the Dominai as their body loses moisture.

Habitat
The Habitat the Dominai prefer is unknown. They aren’t talking and none have
been found at rest. Some even theorize they do not rest. Furthermore no young Dominai
have ever been sighted. As such it is theorized they can no longer reproduce and may be
unable to die from old age.
Jlullic Sword Nose Monster
Rating: 380/510
Size/Weight: 2-3’; 20-40lbs
Number: 2-12
Habitat: Between the Depths and the Shallows
Life Span: 5 years
Defenses: none
Attacks: Skewer with Sword Nose (2D)
Temperament: Aggressive
Life: 40/60 Endurance: 60/70
Strength: 70/80 Movement(land): n/a
Agility: 80/100 Movement(water): 40/80
Intellect: 10/20 Morale: 60/100

General Description
The sword nose is not remembered from before the arrival of the Mhirrin. Yet not
long after it arrived, these strange fish appeared. They are sleek and black. They have
skin like an eel and breath through gils. Their nose is a long sharp ivory blade. They use
this to stab prey and kill those near them before eating the flesh.

Behavior
Jlullic Sword Noses are highly aggressive. They often congregate near the
Crevasse. They are seemingly completely subservient to the Jlull. Many Jlull raids on
the Hool in the depths are done with a school of the Jlullic Horn Nose.

Less’Van Mollusk Animal


Size/Weight: 2” long; less than 1 oz
Number: 1-100
Habitat: The shallows on the shore in the Mana Pearl Beds

General Description
Nothing is more indicative of the Less’Van existence than the Less’Van Mollusk.
These small pseudo pods have shells which change as they age due to the very magic
they absorb. The coloration of the shell happens naturally. The actual creature inside is a
pale green or sage. The magical nature seems to repel the natural predators of such
things.
Some believe that the creation of new shells can be perpetuated by painstaking
transplanting the ‘slug’ from inside the shell to a none-magical shell. The Kingdom does
not sanction this and would likely punish those caught doing it heftily.

Spoils
Mana Pearls can often be found near these, and the very shell of the slug is a
reward.
Lover’s Fan Animal
Size/Weight: 1-3’ Long; .5-1lbs
Number: 2-15 in a Host
Habitat: Shallows

General Description
These beautiful flat fish are some of the most friendly beings in the Shallows.
They have flat, flowing bodies which have varied patterns and bright colors on them.
They possess a long tail which trails behind them. They love to play with other fish and
with beings who enter the shallows. If allowed to, one will mouth someone. If the
person tastes good to the Fan, they will seem to retrieve various shiney objects in the
area. They graze off of plat life in the shallows.

Ooram Animal
Rating: 8105/13,670
Size/Weight: 1,500’ Long/250 Tons
Number: 2-6
Habitat: The Ocean around Less’Va
Life Span: Unknown
Defenses: Crown: GF 5, PF 100; Flesh PF 5
Attacks: Ram (20D blunt)
Temperament: Passive
Life: 5,000/10,000 Endurance: 80/90
Strength: 2,500/3,000 Movement(land): n/a
Agility: 70/90 Movement(water): 120/220
Intellect: 35/50 Morale: 80/100

General Description
The Ooram is a N’Grell Nar’Theth in appearance but only half the size. They
have long sleek stripes of fluorescent colors which range from yellow to green to blue.
They glow in the depths of the ocean and can sometimes be seen in the mists when they
breach the surface.
Behavior
Unlike their greater cousins, the Ooram, do not bite. Instead they circle to gain
speed and ram their target. This causes massive trauma. There are tales of ships being
rammed by one which entered one side and exited the other, leaving two holes in the
ship. No one can confirm this but the few battles seen between the Ooram and other
terrifying beasts by the Hool, suggest it would be founded in truth.
The Ooram have been known to be somewhat playful with smaller unmasted
ships. Some folks have reported smaller Ooram playfull capsizing a boat and then
pushing the occupants and their boat to the Shallows. Furthermore, it seems they have a
love for the Gelling. Multiple Gelling have reported tales of battles with Jlull or Dominai
under water which would have meant death, until an Ooram nearby arrived and drove off
or killed the attackers. Afterwards they have always reported the Ooram either taking the
Gelling to the Shallows or ensuring they reach a friendly Hool settlement. The Hool
cannot explain it as such interaction never occurred before the Gelling arrived.

Habitat
The homes of the Ooram have never been found, however it is known that near
Ribs of Glulja Ooram can be seen making eery calls in the night. Some have also noted
that many Ooram push dead Ooram into the shallows here. Many great bones of the
Ooram can be found in the shallows. The Hool consider this a sign of the true essence of
the Ribs of Glulja.

Ooric Mollusk Animal


Rating: 2430/12,330
Size/Weight: 6’ and up; 300lbs and up
Number: Solitary
Habitat: Depths; Submersed Caverns
Life Span: Unknown
Defenses: Shell (GF:20; PF:100); Blood Mist
Attacks: Pseudo Pod Slam (5D+10)
Temperament: Passive
Life: 1,000/10,000 Endurance: 700/1200
Strength: 500/800 Movement(land): n/a
Agility: 20/100 Movement(water): 10/10
Intellect: 10/20 Morale: 10/20

General Description
These Great Mollusks are rare, and have been spotted only in the depths. They
are great beasts with other small sea life encrusted on their great spined shell. They
really are only preyed upon by the Ooram. However since most live in deep submerged
caverns this is atypical.

Behavior
They will not attack. They will try to flee. If they get cornered they begin to lash
their massive pseudo pod at enemies. To escape the Ooric Mollusk will shoot out a
Bloody Mist. This sickly blue slime is actual Blood from the beast. As soon as it is used
all attempts to hit, target, or detect the Mollusk get -10. The Mollusk, based on how
scared it is can expend more blood into the water. This is at a rate of 2 Life points being
taken to give a further -1. The blood will not dissipate for 10 seconds, and for every 20
Life points spent, it will stay an extra 3 seconds. Creatures movement speeds decrease by
50% if they are in a cloud that gives -50 or higher. Even more terrifying is that at 80%
the character will begin to ingest the blood, which quickly fills lungs and will suffocate
an adventurer.
If the Mollusk is scared it will often pull into its shell first. At this point it is
impossible to miss with a touch or melee strike, but one must make a strength roll and
add the damage of their weapon to break the PF. If they don’t, the weapon bounces off.
If this succeeds the Mollusk will either fight if cornered, try to flee, or Mist.
Spoils
The Mollusk is known to collect debris. As such any number of treasure from
ships can be found. Sometimes, Hoolian treasures can be found, which can make a great
friend of the Hool if returned to them.

Poorou Fish Animal


Size/Weight: 6-18”; .5-2lbs
Number: 12-36 in a school
Habitat: Tropical Shallows

General Description
The Poorou is the most varied and simple fish of the Less’Van Isles. They are
often between 6” and 18”, weighing 8oz to 2lbs. The fish tends to stay in the shallows,
and are often herded by the Hool in their cities. Pourou vary in color, but are always
brightly colored. Three varieties exist, striped, spotted and solid. Each variety can mate
with each other and are known to produce some truly magnificent color combinations
when proper breeding occurs.
They are also the main protein source on islands. Many of the public fountains in
Less’Va have schools of Poorou fish. They tend to eat various small sea creatures which
most people cannot see.

Skimmer Animal
Size/Weight: 1-3’ Long; 2-8lbs
Number: 2-8 in a Family
Habitat: Shallows

General Description
These small green lizards are favorite pets of the people of Less’Va. They are
green and scaled with eyes which appear to be gemstones (Saphire and Emerald being
most common). They have long clawed toes which allow them to climb with a long
whiplike tail. The tail has a pair of fins which dip into the water which trail elegantly
behind them. Due to this and the membranes between their legs and the their bodies, they
are after to scoot along the surface of the water. When they do this a pair of air sacks
inflate on the sides of their belly serving as air bladders.
They have a generally cuddly and fearful demeanor. As such most children in
Less’Va have them as pets, or take care of one of the indigenous ones near their home.
Thick Back Animal
Size/Weight: 3-6’ Long; 70-200lbs
Number: Solitary; Mated Pair: 2-5 in a Family
Habitat: Anywhere

General Description
This eight legged lizard is a massive creature with a shell which is incredibly
hard. It varies in color from a pale green to a pale blue. The shell itself is often close in
color to the body. The shell has a PF of 50, and a GF 10.
Thick Backs swim through the ocean lazily and are very docile. The only
impressive quality they have is the fact that they seem almost un-phased by the Mhirrin.
The Hool tell of storms of the dark energy long ago which Thick Back would lazily travel
through with no reaction. Thick Backs are considered to be good luck for food supplies.
Whenever they are seen on the shores of Less’Va they are napping. This is considered a
sign that they have been able to eat their feel and now need to rest.

Widow’s Malice Monster


Rating: 300/410
Size/Weight: 1-3’ Long; .5-1lbs
Number: 2-15 in a Host
Habitat: Shallows
Life Span: 1 year
Defenses: none
Attacks: Sting (1D + 1D Electrical)
Temperament: Aggressive
Life: 40/50 Endurance: 30/50
Strength: 40/60 Movement(land): n/a
Agility: 90/100 Movement(water): 30/50
Intellect: 10/20 Morale: 40/60

General Description
These are clear descendants of the Lover’s Fan. The color changes to that of
either sand or a slate grey stone. The tail courses with electrical charge. Down the center
of their body are bright red spines which stand upright when hunting and lay down when
scared or passive.

Behavior
The Widow’s Malice is only aggressive when there are enough of them to make
them think they cannot lose a fight. As soon as these lose half of their life, they will flee,
leaving their Host behind. The Widow’s Malice however seems terrified of the Depths
and will thrash wildly rather than go deeper in. Some scholar theorize they know of a
dread terror in the ocean and want nothing to do with it.
Land
Black-Shelled Grinder Animal
Size/Weight: 2-4’; 20-30lbs
Number: 1-3
Habitat: Deep Jungle areas

General Description
This Large Beetle is a deep forest green. It climbs through the jungle eating
vegetation. It is easily scared off and will run every time it is confronted with a threat. It
is never aggressive.
The Less’Van have learned that one can get the Grinder. It has a soft white meat
which can be cooked with many herbs to produce a fantastic flavor. One Grinder can
provide food for a few days for a family. As such some domesticate these and actually
butcher and sell the meat.

Blue-Beaked Pomppou Thief Animal


Size/Weight: 1’; 5lbs
Number: 6-50 in an Aery
Habitat: Anywhere Pomppou fruit is found

General Description
These intelligent birds are likened to Frell. While they cannot be as expressive
they use tones and calls from their prestigious blue beak. Their bodies are covered in
brilliant pink or red feathers.
Wherever Pomppou fruit naturally occurs Aeries will be found. This is something
which at first annoyed the few who attempted to farm the Pomppou because the birds
jealously guard the trees. They will kill off any insect which causes damage to the plants.
As such most farmers have grown to love these birds. The birds are also clever and seem
to teach their own. The bird has taken the presence of the Less’Vans as a deal. They will
live in areas with the fruit, and farmers will cultivate extra trees. Even more strange is
the near bartering relationship between farmers and the birds. Before a farmer can
harvest from a tree they have to bring Pomppou fruit with them. When they arrive they
seem to barter by holding out fruit to the most beautiful bird in the Aery (seemingly the
main Female) who will either then permit the farmer to pluck a fruit or demand another.
Once the birds allow the farmer to pluck a fruit they will allow the farmer to continue
until roughly half are left. At that point the birds will cause trouble and mischief until the
farmers leave.
Cliff Leaper Animal
Size/Weight: 4-5’ Long; 200-300lbs
Number: Solitary or 2-4 in a Family
Habitat: The Mountains of the Isles

General Description
These broad shouldered and heavily muscled beasts are the majestic lords of the
Mountains. The Cliff Leaper is covered in long golden-brown hair, and has a pair of
gnarled horns which curve diagonally around the sides of their head. They have hoofed
feet, which is separated into a pair of pods which can grip on either side of a precipice.
These are known to climb to highest peak and bleet to the sky for hours. To
disturb one leads to the leaper fleeing to another peak.
Occasionally these are hunted for extra food for miners but are generally left
alone. They move too quickly over too difficult of terrain to be worth hunting. Some are
considering trying to catch some to raise some domesticated herds for the mines in the
mountains, but this has yet to prove viable.

Snout Nosed Scavenger Animal


Size/Weight: 2’; 25lbs
Number: 2-7 in a Family
Habitat: Anywhere on Less’Va

General Description
This hairy beast is able to survive anywhere on Less’Va. They seem capable of
eating anything they find. They are covered in a thick fur which is odd considering the
climate of most of the island. They possess a hairless snout and seem to grunt through it
constantly. Each foot has three toes and an opposable thumb which allows it to climb. A
herd of these is domesticated in nearly every town and used as a main meat source.

Plant life
Slimeweed Plant
Size: 1-10’ Long
Number: Unknown
Habitat: The Crevasse

General Description
Slimeweed is the Mhirrin tainted, long leaf masses which grow around the
crevasse. A thick dark purple, nearing black sludge which seeps down the lengths of the
sea weed. The Hool view it as aberrant; while the Jlull relish in it. Jlull will sometimes
eat it prior to committing particularly heinous acts (it seems to affect them as a narcotic).
Any Jlull under the effect of Slimeweed will get only half of the penalty any physical
wounds would give. The roots tend to grow deep into the crevasse and actually appear
as old growth tree roots.
Less’Van Coral Plant
Size: Vast
Number: Unlimited
Habitat: The Shallows

General Description
Less’Van Coral is a beautiful form of bright pink, blue and occasionally reddish-
purple coral. Unlike other corals it does not move on it’s own but it does grow outward
in a creeping manner, attracting all manner of small fish. It is porous but when
compacted, using the Path of the Shallows, the coral becomes smooth like polished stone.
This coral can still live above the surface as long as fresh sea water is pumped through it.

Less’Van Rockvine Animal


Rating: 2,200+
Size/Weight: No more than 1 square league
Number: 1
Habitat: Mountains of Less’Va
Life Span: Unknown; presumed to match that of the mainland variety
Defenses: Stone-like body (PF: 40; GF: 15)
Attacks: Enzymes
Temperament: Unknown
Life: 1,000 – 5,000 (100 per Pod)
Strength: 800
Agility: 80

Description
The Less’Van Rockvine is only identified as such in it’s similar style of existence.
They are a light pink color and marbled. This allows them to draw colorful birds to preen
on them. They have the same lifecycle as the normal variety, yet they do have a phase
(roughly one month a year) in which it goes completely dormant. This has yet to be
explained but has allowed a number of hapless travelers to escape certain doom.
The pods look like Pomppou Fruit, in fact, a number of the few wild Pomppou
trees grow on or between the vines of the Less’Van Rockvines. Their fake Pomppou
Pods have an enzyme that forces an END roll with a -50 penalty. This will make a man
sleep for 1-10 days. During this time, the nearest vine literally splits open and will
constrict the target. This vine will, after covering a person, being growing through them
via the mouth or naval cavity. At this point the vine itself secretes enzymes (when
properly gathered a skilled alchemist may find use for such a thing, but no one has
survived an attempt).
Pall’Ushan Peet Plant
Size: .5” tall; spreads are as vast as 20’ in diameter
Number: Varies based on marshland
Habitat: Tor’Gramjal’s Fenn 35%

General Description
This material is amazingly resilient to fire. It is incapable of burning and it has
the smell of rotting wood. The peet itself grows over the few areas of the Fenn left and is
known to often float above the deepest, darkest parts of the Fenn. It is rumored to be a
vastly sought after food for Jlull, and the creatures can smell it from miles away. This is
unknown to be true or not but is often all the deterrent necessary for people to carry it
around in air-tight containers.

Tal’Ramian Meadow Grass Plant


Size: 1-5’ tall; .5-3” diameter
Number: Root Pods of 3-12 stalks
Habitat: Tal’Ram Meadows 50%

General Description
Tal’Ramian Meadow Grass is not as much grass as it is a thick and resilient tube
of thick almost stone like fibers. These tubes have a thin sheath of leafy material on the
outside. Once shucked, the tube can be chewed on. The tube itself has a sweet flavor
and is ground down into a granule for use in cooking. People walking will chew on
pieces of Tal’Ramian Meadow Grass for energy or just a pleasant taste. Inside the tube is
a hollow center with a juice inside. This juice is sweet and has the consistency of water.
It is called Grass Drip. Most people drink it for pleasure. Some soldier however, on long
patrols when short on drinking water will rely on it. Each stalk contains 2-4 oz of Grass
Drip, and the bulb for the roots containing 8-10oz.

Pomppou Fruit Plant


Size: 6”-1’ Diameter
Number: Strains = 3-30 Pomppou Fruit
Habitat: Kingdom of Less’Va 60%

General Description
These orb shaped bright orange to red colored fruits are one of the favorite sweets
of the locals. These fruit have a hard shell. Once cracked and broken open juicy fleshy
matter is found. It is a deep sweetness, similar to that of a pomegranate. These are often
traded as a valuable fruit as it is very strongly affected by the weather. The more stormy
the islands are in a year, the better the Pomppou yields. Most peculiarly these trees have
been found growing wild on The Breakers. The rest of the islands have had most of the
ideal lands for growing them claimed. In these areas the orchards are jealously guarded.
Some of the Kingdom wish desperately to acquire the Eastern side of Tal’Ram in an
effort to create massive orchards.
Races
Felinor (variant) (being)
Stats: See main entry in Continent Superius page 181

Soul Bonding Adjustment


When the islands were found it became clear that the Felinor must move swiftly.
The collective group gathered to perform a ritual which sealed their soul bond to the
bounds of the island chain. This has provided a simple fix, their soul bond has not yet
been known to manifest outside of the islands. This ensures they may remain isolated but
does not consign the majority of Felinor to death. However it has been considered that
the enchantment may unweave itself. This would lead to the youngest generation finding
a troubled existence and would potentially lead them to leave the island, or face a most
torturous fate.

Hool (being)
Rating: 470+Weapon/spell+
Size/Weight: 4’-4’6”, 100lbs
Number: Shallows 3-6; Deeps 5-8; Pearl Beds 2-8
Habitat: Shallows 20%; Deeps 10%; Pearl Beds 15%
Life Span: 500-2000 yrs
Defenses: Magic, Armor
Attacks: Magic, Weapons
Temperament: Reclusive and Cautious; Honorable and Fair
Life: 40/80 Endurance: 70/100
Strength: 50/60 Movement(land): 30/50
Agility: 70/100 Movement(water): 70/120
Intellect: 60/80 Morale: 80/110

General Description
These diminutive people are a subrace, but are not playable. They should not be
deemed playable as they are not particularly interested in the outside world. The most
likely reason for them to work with others is often that the ones they are working with are
of Less’Va.
They have colored bodies (mostly Blue and Orange) which appear to have faded.
Their legs and arms are small in diameter. They possess a small stub of a tail which,
when full grown, extends 4” from the pelvic bone. They have three toed feet with
webbing between the toes. Their hands have three long fingers and an opposable thumb,
all with webbing. Their back has some fairly floppy fins which constantly flow
underwater, and are a point of pride for many Hool (this appears similar to a the fin of a
beta). The Hool have no neck, but a large bug eyed guppy head grows forward out of the
torso, with the top of the head and fin rising about a foot above the shoulder blades.
Their eyes are most akin to that of a chameleons, and are at a level (when fully grown)
that one and look over their shoulder. This allows them to look in two different
directions at once.
History in Brief
Long ago Glulja, the great Ooram (K’Grell Nat’Theth to those of Superius) felt a
great hunger. He swam about the oceans consuming all he could. He consumed those
above and below without regard for importance. After thousands of years Hoolnya,
became tired of living in the belly of Ooram. She gathered anyone who had survived and
began to organize them how to act, how to look, and how to fight. Hoolnya led them to
claw their way out from the inside. This angered Ooram who sped as far as he could
trying to find a way to get rid of those in his belly. In a blind rage he leapt from the
oceans and crashed his body against the rocks of an island chain (now the Isles of
Less’Va; and specifically located at the Ooramic Ribs). This killed him and freed those
inside. The survivors followed Hoolnya and became the Hool.
This may or may not actually be the creation of the Hool but it is all they are
sharing with the kingdom. They do not speak about the origins of the current empire (it
is, in fact, the only empire of the Hool ever to exist). They simply say “We are and will
be.” They do not remember the empire which once lived on the Isles of Less’Va. They
do however state that were that people alive they be a force Glulja would not be able to
withstand (it is rumored that the Hool have an ancient weapon of the lost people of
Less’Va).
The Hool have not made it known, but the landing of the Less’Vans happened to
be watched by the Hool. They were silently observing for years. The first contact with
the Less’Vans was not planned and it has actually proven to make the Hool like the
Less’Vans more. It proved that peace was the paramount concern of the Less’Vans.
When the Jlull were tainted, the Hool tried to help their brethren. Sadly the Jlull
were unable to be controlled and became a furious bloodthirsty race of their own. The
Hool were afraid they would be overrun, however the Less’Vans came to their aid and
this proved to the Hool their value. During this war, the Hool discovered from some joint
attacks about the Felinor’s plight. The Hool gathered and the Matriarch decided there
was no choice but to help the Less’Vans. The Matriarch and her aids determined that
collecting resources and information about the original homes of the Less’Vans would be
most helpful. The Hool began gathering the wreckage of ships, and to hide the fact that
they wished to aid the Felinor, they began to trade with Less’Va. The Hool often trade
unfairly (in the favor of the Less’Vans) or they risk the wrath of the Matriarch.

Culture and Beliefs


The Hool are a peaceful and reclusive race. They will not harm another without
necessity. They have seen themselves as the rightful owners of the seas around the
Islands of Less’Va. They had little use for the land above water. This is why so much
time had passed prior to meeting the founders of Less’Va. After a few rough times with
communication the Hool felt it would be acceptable to let the new Air Men stay on the
islands.
Magic is not the same for them as for the surface dwellers. They do not use
Alchemy at all. The aquatic setting is not compatible for Alchemical Mixtures. They do
use artifacts and have True. The True often train in the shallows. This way they can
compare differences of magic both under water and above the surface. The Hool have
perfected a pair of paths of magic. The first path is called The Shallows, and the second
is The Depths. The Shallows have been openly taught to the Kingdom of Less’Va. The
Depths is considered to be sacred, and not permitted to be taught to outsiders.
After the Severance, the Hool were embroiled in a vicious war. The Kingdom of
Less’Va came to the aid of the Hool and drove the Jlull West into the Ocean of Felderass.
This cemented the acceptance of the Kingdom of Less’Va and led to the current trade of
far reaching sunken treasures being gifted to Less’Va.
The Hool in combat favor Spears. These are made of materials from below the
water. Often the spears, are passed down from one generation to the next. Since
establishing contact with the Kingdom of Less’Va, there have been a number of Hool
learning how to implement short thrusting blades. Often blades will of metal are
practiced with on land, while shell or bone based blades are made underwater.

Government
The Matriarch is a hereditary position. It passes from mother to oldest surviving
daughter. There is no ceremony and is done in secret. There are a small contingent of
Blood Guards, Hool who forsake all life which does not further the protection of the
Matriarch. The Blood Guards seek to become the most physically impressive Hool they
can be, they are, after all the male concubines of the Matriarch. All Blood Guard have
skills in 1 melee weapon at 90+, 3 other weapons at 80+, and have Mind over Matter at
80+. The Matriarch is not monogamous, unlike the rest of the race.
Beneath the Matriarch are Word Tenders. These are equivalent to Governors of
other kingdoms. Their power is absolute in their settlement(s). All Word Tenders
happen to learn at least 1 melee weapon at 80+. The also know Law: Hool at 90+. They
are considered prized to the Matriarch. Those among them lucky enough may be
escalated to the Blood Guards and to win a chance to produce offspring of the Matriarch.

Language
The Hoolian language is guttural and can only be spoken underwater. It uses
small sacs at their neck to fill with water and emit various visual and physical effects in
the water (swirls, bubbles, waves, etc). This makes it only possible for none-Hool to read
it. They are incapable of speaking Hool.

Habitat
The Hool prefer to sculpt buildings out of living coral. They are often shaped into
a cone which spirals as it rises. This allows for water to pass over them with less
resistance while providing some shelter from the currents. They tend to build on the
gently sloping areas of the islands but attempt to stay a good distance (a mile or so) from
any Mana Pearl Bed in an effort to show proper respect. They will grow various
underwater plants which are eaten in the lower slopes and the higher slopes depending on
how much light they need. This entire lay out has been described by many Less’Vans as
pleasant to visit.

Spoils
Hool do not carry large packs. Often they travel with a Poor to Average short
sword, and an Average to Good quality spear with some light armor. Most (75%) also
carry 1-5 Staropha Shells. 20% carry 1-2 Torbolda Shells as well. 5% will be carrying
the previous ones as well a single Bollus (90%) or Puritos (10%).

Jlull (being)
Rating: 499+
Size/Weight: 3’-3’6”, 130lbs
Number: Shallows 2-6; Deeps 4-10
Habitat: Shallows 10%; Deeps 25%
Life Span: 100-500 years
Defenses: Armor
Attacks: Claws (2D+2); Bite (5D+6)
Temperament: Violent and Hedonistic Gluttons
Life: 65/100 Endurance: 80/120
Strength: 75/100 Movement(land): 40/60
Agility: 60/80 Movement(water): 60/100
Intellect: 40/70 Morale: 60/75

General Description
The Jlull are a vicious degenerate race. They are shorter, stockier, and more
deadly than a Hool. They cannot be trusted and cannot be permitted to live, however the
Hool and the Isles of Less’Va have been unsuccessful at eradicating them.
The diminutive Jlull are a throw back to an earlier form of the Hool. They are all
deep Purple or Black. Their arms and legs are shorter, as are the fingers. They have less
webbing which makes swimming more difficult for them. They do however have long
talons on their toes and hands which are as hard as ivory. Their head is in the same shape
of a Dragon Eels head. They have a long tail (about 2 feet) which has a bottom fin and a
top fin which runs up their back which is about 6” tall.

History in Brief
The Jlull were tainted by the Mhirrin. A large band of Hool had taken up
residence in the Western bay. During what Superius calls the Age of Cataclysms a portal
to Axterath opened under the sea. This portal is considered to have been a mistake as it
tore the ground asunder near it creating the crevasse.
The Mhirrin which leaked through twisted the area and eventually corrupted
something which had not been found. Deep in the crevasse there is a large crystalline
shard. During the portal’s time being open it began to absorb Mhirrin. At this point the
near six foot diameter shard emanates the energies of the Mhirrin throughout the
cavernous crevasse.
Since that time the Jlull heard the emanations of a great being, which claimed to
be the father of Glulja (it was actually a Grahgon lord but I won’t tell the Jlull if you
don’t). He told the Jlull he would grant them a boon if they would aid him in restoring
the Jlull to their rightful place in the world. The Jlull agreed and began to openly accept
the Mhirrin. Their task is simple. The Ribs of Glulja are on a spot which could have a
portal opened to Axterath. The Jlull were told by the father of Glulja that if they secured
the ribs, and placed the Mhirrin Shard there, Glulja’s father could come back, and reward
the Jlull. Mind you, scholars find this idea completely irrational, but those few who have
survived deep forays into the depths of the Jlull know that rational thought is not their
strong suit.
When the Jlull first began attacking the Hool, the Hool were unable to fight back.
The Jlull where quick and fast in their raids, which lead to a large amount of grappling,
ending an Hoolian meal. During a trading expedition between a trio of NelVan from
Less’Va and some Hool, the Jlull attacked. One of the NelVan was an alchemist who
was unfortunate enough to begin being bitten. In his desperate attempt to escape he
thrust a vial into the mouth of the Jlull. The Jlull immediately began to vomit, have
seizures, and have the insides of his mouth blister from burning. The other Jlull panicked
and fled. As the joint group recovered, they congratulated the NelVan about his act. The
NelVan was highly upset however. His hand had been ripped from his body, and his only
vial of Salve was missing. He bled to death at the spot. Both his body and that of the
dead Jlull were taken to the nearest city where alchemists examined what happened and
found about the weakness of the Jlull.
The Jlull believe, oddly enough, that one day a great leader will come to them and
lead them to glory against both the Hool and their allies, the Kingdom of Less’Va. They
do not believe that they will have this leader rise from within the Jlull. Jlull believe this
but do not have the mental ability to explain why (this is a command which was
programmed into them by the Grahgon lord who posed as the father of Glulja). There is
no doubt that should the enemies of the Jlull learn this, the efforts would be redoubled to
ensure the outer world could not communicate.

Culture and Beliefs


There isn’t much culture left to the Jlull. They tend to think only with their
stomach. They tend to eat any animal they can find, but they avoid plants (due to their
very real fear of alchemical components). The Jlull prefer Hool flesh. They can smell
the presence of a Hool underwater for 20 miles (30 miles above water). The Jlull also
have a distant memory of a great Ooram which they hate. There is a belief in what little
culture there is among the Jlull that consuming Ooram flesh will grant them eternal life.
The strongest and most ruthless leads them. They tend to organize into gangs
prior to fighting over leadership. It is not just the leader of the gang fighting, but the
whole gang. Every time there is a change in leadership packs have internal wars which
heavy losses on both sides.
Hool take the critical failure effect of any alchemical mixture or reagent which
touches them. They cannot cast magic nor can they stand the feeling of Mana. When
within 5 paces of a Mana Vein they take -10 to all skills. When within 20 paces of a
Mana Pearl Bed they take a -30 to all skills. It feels, to them, as if their skin is crawling,
muscles are pulling, and the moisture of their skin forces its way out (in very
uncomfortable ways). Needless to say, they find it mildly unpleasant.

Government
There is no true governmental structure. They are gangs who lead with might that
share number of ideas. The Hool believe they share one soul, which explains their
linguistic oddity. The Kingdom of Less’Va however has theories about a single
intelligence shared by all of the Jlull. Neither theory is correct however.

Language
They do not have much spoken communication. The Hool themselves recognize
syllables but have commented that the use is vastly incorrect, and that they cannot
understand what is being said.

Habitat
The Jlull do not live in constructed homes, but flourish in a deep dark crevasse
between the westernmost islands. This crevasse is lined with thick seaweed which seems
to allow only the Jlull to pass. The area around it is vastly colder which seems to not
affect the Jlull, but the Hool feel it painfully.

Spoils
Hool often do not have treasure. They will often wear Poo quality armor. They
occasionally (40%) also have a random assortment of gear from a recent raid (determined
randomly or at the GM’s discretion).

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