The Grind

© Daniel S. Wall, 5/18/2026

Veteran of the Psychic Wars

Report on The Grind assembled for the benefit of the Library Philosophic

Written by Professor Piebald Hackmaster, Esquire.

(sundry commentaries attached)

I have seen The Grind in person, I have seen it from each side of the conflict, having made my way to the front lines of each of the three fighting factions at one time or another. I served briefly in the dwarven military in the early days of my career. Later I visited the elven lines as a military advisor, and I once entered the field from the orc lines as a hostage negotiator. Each time, I saw enough to understand the general tactics of each force along with the state of morale of the troops. Ine one respect, at least, I must say that they were all remarkably similar. To say that all of them held a bleak point outlook is quite an understatement. In all the time I spent on this theater, I don’t think I have met a single soldier that held out any hope, not for victory, and not for their own personal future. If ever, I met an exception, it was surely a fresh recruit who would surely die of his erroneous outlook soon enough.[1]

Never in my life have I seen a place so devoid of joy. It is a place where people go to die, where lives are wasted and forgotten. I wish I could find something positive to share in this report, but I simply cannot. This place should not exist. That is does is an indictment of all that is meaningful.

It is true that each of the armies in The Grind are actually in the service of the kingdom of Argensloft, which is to say that they are collectively the bane of peace-loving peoples all over the Sunset Isles. One might count it as a good thing that they are so busy killing each other, else they would surely be put to work inflicting great misery on others. Still, I wouldn’t count on this stalemate keeping these armies out of other people’s business indefinitely. The day will come when they bring this misery to someone else.

Why do these armies fight?[2] [3] [4] [5] Nobody knows, least of all those fighting in The Grind themselves. What must at one time have been an minor dispute between allied forces has long since become a source of eternal hatred worthy of rival kingdoms. Each of the armies has long since lost any sense of the common cause they might have found with one another for generations now, those fighting in The Grind sacrifice everything to gain a few hundred feet of ground, only to lose roughly equal amounts of territory in short order. It would be sad were those fighting in this war not so very hateful to begin with.[6]

***

So what are the differences between the forces in question?

The dwarven trenches have been carved directly into the earth. They garrison their troops in small, shallow, dungeons just a little behind the front lines. These small dungeons always have at least two exits, one toward the front lines and one toward the rear. Most often they will also have an exit heading out to each flank.

The dwarves are of course joined by dark elves, giants, and a variety of creatures from mountainous territories. Most of their allies are at least as tough as the dwarves, but their forces do not lack for magical powers. It’s a tough combination to face, great strength and great magic. If anyone gets to have their cake and eat it to, it is an army of dwarves accompanied by their favorite allies.

***

The elves typically make their own fortifications out of hedge-rows thick enough to block arrows and bolts. They have been known to carve a hole or two in these walls, a fact which has escaped more than a few of their foes, usually in their last moments of life. The elves place their garrisons in tree-houses set back a ways from the front lines. They run wooden walkways from tree to tree, and some lead well back to the greater forests far from the battlefields. Any enemy that reaches far enough into their territory to encounter the trees must be doing very well. Any enemy doing that well is also likely to run out of luck soon enough.

How do the elves manage such fantastic facilities in the midst of a wasteland? This is difficult to say, but I estimate it takes about 3 months to turn a dwarven trench into a sylvan fortification. I seems to take about 4 to 5 months to do the same for territory taken from the orcs. How much of the extra time is spent clearing traps and how much of it is spent trying to get something to grow where such filthy creatures had once dwelled, I do not know.

Elves are of course joined by a variety of fairies, leprechauns, gnoles, and other woodland creatures. They certainly do not lack for magic. Theirs is not the toughest army on the battlefield, but it is certainly the most one most likely to turn an enemy into a newt.

***

The orc trenches have also been carved into the earth, just as the dwarven trenches are, but for obvious reasons, the orc trenches are deeper. The orcs do not usually bother with underground garrisons, but they have been known to use them in turf recently taken from the dwarves. The orcs are just as bad at maintenance and cleaning as one might expect them to be, so their trenches are always filthy. Often, they are also in disrepair, a fact which the orcs seem to regard as an good thing. When a section of trench deteriorates sufficiently to make it an opportunity for their enemies, one can bet that the orcs have filled it with a number of trap, and planted enough forces around it to punish any enemy foolish enough to try and gain ground.

The orcs are joined by a variety of wretched creatures, from kobalds to goblins, ogres and so many more. Their forces are of course quite weak on magic, but they never lack for strong bodies to throw at an enemy.

***

Two additional features of The Grind are worth bearing in mind. The first of these would be the prevalence of spiritual warfare on the battlefield, and the second is a weird quality to the setting itself, one for which I have never heard a satisfactory explanation. Together these help to shape the horrors of the war into a uniquely horrible experience for anyone unfortunate enough to find themselves in its battlefields.

As to spiritual warfare, it is morbid icing atop this terrible cake. Soldiers on all sides of the battlefield have not only to contend with the blades and darts of enemy solders, they must deal with the spiritual attacks by witches and other terrible practitioners of distant attacks and stealth magic. The end result is a level of malaise wearing down the morale of troops until they no longer hope to survive the next battle.

As to the odd phenomenon mentioned above, I do not really know what to say about it. I have experienced it myself, and yet I know not what it is. Simply put, those who have left the region for a time and come back commonly remark about changes to the landscape, the shape and nature of the trenches, and even the nature of location vegetation. Those who have been present in the Grind the whole always reply in complete dismay, having experienced no such changes themselves. A wounded soldier in the dwarven forces once returned to the trenches to find a major garrison shifted half a mile to the east, and yet his companions could not remember the engineers reworking any of the trenches, let alone digging out a new bunker. I can assure you that similar stories have been told about territory held by each of the major armies. It seems that the region changes without being noticed by any of these present. Why, I do not know. I am guessing, it has something to do with the work of the witches.

The end.[7]

[1] Of course, there is hope in The Grind. One can always hope your enemies will die before you do. Some people might not find that a pleasing thought, but what else can I say. There is no pleasing some people!

– The Late Birgfester Miergrobbin, erstwhile Corporal, attached to Garrison 34 of the Dwarven Line.

[2] I can assure you that it is the fault of the dwarves. Any suggestion to the contrary must be regarded as a slander upon the nature of truth itself.

– Jared Leafeater, Elven Scout.

[3] Leafeater knows damned well that the entire conflict began with a terrible act of betrayal on the part of an elven general. If only he and his people would own up to their sordid history, perhaps we could all put this behind us.

– Matt Bastardson, Captain, Dwarven High Command.

[4]  Leafeater makes perfect sense, served up in a stew. He mattered once, but he needed more salt.

– Dictated by Grunt Kneecapper, Orc War Chief.

[5] It is the Tierzen who are clearly responsible for this war. They are the source of the conflict. I do not know how or why, but one finds them at work in each of the major factions, always behind the scenes, and always in leadership roles. If you are looking for a source to blame for the horrid stalemate that is The Grind, it is in the kindred of Tierzen.

– Eleasie Nuehiean, Elven Ranger.

[6] It hurts my heart to read such a terrible statement here. Whatever their connections to the awful kingdom of Argensloft, the poor souls wasting their lives in this terrible war are living things. Surely, they must have some redeeming virtues! We should have compassion for these poor souls instead of rooting for them to waste themselves on such a meaningless war. I have to believe that there is some good to be found in these trenches. We should all wish to nourish it with our own goodwill! I will be sending all the good vibrations out that I can muster, and I sincerely hope that other readers will do the same. Let’s plant a little love-berry in those trenches!

– Alyra Kine, Healer

[7] What the present author misses here in this otherwise excellent report, is the role of wildings in shaping the fortunes of this war. A coalition of Vek and Centaurs often work as mercenaries for the kingdom of Argensloft, bringing a range of allies along with them, but these forces work all sides of The Grind. To know which side will gain the most ground, one has only to learn which side the wildings are working for. To know when a trend will end, one has only to discern the moment the current mercenary contracts will end.

– Anonymous

The Western Clash

The Western Clash at a Glance

Major Value Conflict: Peace versus War.

Major Geographic Features: Forest and Wastelands.

Predominant Languages: Alpine, Bjoric, Foul Tongue, Riefellen, Strodi, Sylvan, Wild Tongue.

Kingdoms and Powers: Bjornsricket, Riefelter, Strødenheim.

Contents:

–           Introduction.

–           History.

–           Major Geographic Features

–           Settlements

–           The Road.

THE WESTERN CLASH

(As Related by Rue Heimstedt, Warrior Priestess of Volsh)

Do not let the name fool you, the Western Clash is actually quite calm.  It is not like the old days when the three kingdoms vied with each other for control of the island. Indeed, the founding of the Sunset Confederacy put an end to the wars that gave this island its name. Oh yes, the occasional skirmish does happen, but only very rarely, and nothing that would find its way into the histories. Even the monsters of the wastelands have been rather quiet for several generations, and the residents of the sylvan forest are content to keep others out of their homeland. The Faeries hardly steal any children from the villagers anymore. It has been 3 human generations since the Western Clash has seen true warfare. This is a peaceful land.

The Clash rests on the far western side of the Sunset Islands, rather near to the ice islands. Perhaps owing to the warring nations of the island’s past, the Western Clash has always seen a good number of foreigners. For a far-edge settlement, the island sees rather a lot of visitors. Many humans complete their trade by early fall and soon depart for warmer waters. Others will spend a winter on the island and sail out the following Spring.

History

The history of this land is no complex tale. In the days of yore when humans contested with one another for the pretense of rule, three separate kingdoms laid claim to this island, Bjornsricket, Riefelter and Strødenheim. They once fought a great battle on the western side of the island, and all of them lost.

The war between these kingdoms ceased 3 human generations past when all three kingdoms joined the Sunset Confederacy. Peace between them was of course a condition of joining, one that the sages of the Library Philosophic have enforced with great diligence. Each kingdom pulled its armies from the Western Clash, leaving behind a small port city. The cities of Pflorendrine and Klørnsby remain loyal to the kingdoms of Riefelter and Bjornricket, but the city of Rappakaliaden is now quite independent.

Okay, the kingdom of Strødenheim still claims it, but the folks from Rappakaliaden don’t usually claim Strødenheim.

Nowadays the humans are contained for the most part within the major cities and they mind their manners when traveling about the rest of the island.

It is an odd twist in the tale that none of these human kingdoms will trade with one another. This is of course the best that each kingdom can do to hurt its rival, though in truth the policy does little more than inconvenience their colonists on the Western Clash. As the ships from either kingdom will never be seen in the ports of the other, trade continues by another route, The Road of Clenched Teeth. This is the name given to the travel routes connecting each of the major human cities to one another.  It is an exceedingly dangerous road. What violence occurs in the Western Clash generally takes place somewhere along this route.

The real power on this island rests of course in the forests of the Faerie Fae, or perhaps with the dwarves under the earth. The round-eared fools are afraid to venture far from their own cities, so they never see enough to shake their confidence. As far as the humans know, they split control of the island between them, but even they know better than to act on their arrogance outside the walls of their own cities.

Notable Geographic Features

1          “Red Fish Lake” (The trait of this location is Red, at a power level of 2): For some reason the majority of the fish in this lake are red, even those that normally would not be.

2          “Roadside River” (Wandering 2): This river has 3 branches: the “North Fork,” the “South Fork” (which leads to “Red Fish Lake”) and the “The Southier Fork” which branches off to the south just to the west of Purdy’s Bride.

3          “The Wyrm Mountains” (Ancient, 3): Rumor has it that a Lindwurm lives in this mountain range, maybe two or three.

4          “The Lonely Peaks” (Solitary, 1): These two mountains are home to virtually no living creatures.

5          “The Northern Drainage” (Peace, 3): It is said that the river washes this region of the island clean. By most accounts, this refers to evils as well as garbage. The river has two forks: the “Left Fork” and the “Lefter Fork.”

6          “The Dwarven Range” (Stalwart, 2): This mountain range is obviously named for the presence of Grunder’s Hall. A few smaller settlements of dwarves can be found in and around these mountains.

7          “Pig Islet” (Solitary, 1): There are no pigs on this island. Rumor has it that an unlikable man once exiled himself to this tiny island.

8          “North Bay” and “North River” (Peace, 3): This bay and the river that feeds into it are both named simply for their location on the northern side of the island. The river has two forks; the “East Fork” and the Easter Fork.”

9          “It’s There.” (Peace, 1): This tiny islet is simply named “It’s there,” which it is. Nothing ever happens at this islet.

10        “Strøden’s Wall” (War, 3): These hills once provided an important defense for city of Rappakaliaden, effectly preventing dwarves and giants from joining their enemies in the great war.

11        “The Half Hills” (Nature, 2): These hills aren’t especially small, but they are divided into two halves. They are effectively known as the “Coastal Half” and the “Not So Coastal Half.”

12        “The Hills of Folly” (Tragic, 2): Legend has it that a number of parties have been lost in this mountain range. Nobody is quite sure why; they do not appear to be particularly foreboding.

13        “Piss Bucket Drainage” (Filthy, 1): This river is always filthy. Some say it’s because the wretched creatures use it as a sewage system. Actually, most everyone says that, because it’s probably true. Most definitely true.

14        “Blood River” (War, 2): This river has been known to flow red with blood. It even seems to happen when nobody outside the wastelands seems to know of anything violent happening upriver. The small fork feeding into it from the east is sometimes known as the “Puss River.” It really is best to leave that story alone.

15        “River of Tears” (Tragedy, 1): Suffice to say that this river is well named.

16        “Bay of Misery” (Tragedy, 1): This bay too is well named.

17        “Gassy River” (Filthy, 2): Yet another well-named feature of the wastelands.

18        “Milked River” (Nurturing. 1): No, there is no milk in the river. Never has been. The river is so named, because children in the region are known to starve. Folks took to saying the river had taken their mother’s milk. The northern fork of the river is sometimes called the “Curdled” fork of the river and the southern fork of the river is usually called the “spoiled” fork of the river.

19        “Normal River” (Peace, 1): There is nothing particularly unusual, gross, or outright evil about this river or its name, and that is the most disturbing thing about this river. Given its location, this perfectly lovely stream of water is surprisingly quite normal.

That is strange!

Oh yes, its forks are named the “boring” tributary (branching off to the north) and the “vanilla” tributary (to the south).

20        “The Southern River” (Peace, 6): This river runs slow. It is peaceful. Even during the great war, it seems to have seen little in the way of violence. The tributary branching off to the west is known as the “Anticlimactic River.” The branch that turns off to the east is known as the “Deletable Chapter.”

21        “The Bear River” (Imposing, 3): This river feeds into the city of Klørnsby. The branch of the river to the west is called the “East Bear” and the one to the east is known as the “Easter Bear.”

22        “The Lying River” (Craft, 2): This river is named for the pirates who settled at the rivers end.

23        “The Sword River” (War, 3): Nobody knows how this river got its name.

24        “The Grave River” (Grave, 4): This river is known for the orc village at its fork. The tributaries are known as the northern graveyard (to the south) and the Northier graveyard (to the north. You cannot find any graveyards by its banks, but some of the tree sages in this forest will tell you that the region is indeed a graveyard of sorts.

25        “The Enchanted River” (Enigmatic, 6): Wiards and sorcerers are often drawn to this river.

26        “Gnome River” (Mirthful, 4): Gnomes live along this river. Their dwellings extend well into the forest, mixing with the elves. The tributaries are named the “North Gnome” and the “South Gnome.” For some reason, people on this island consider this an odd way of talking about them.

27        “Cat River” (Fair, 3): For unknown reasons, a number of feral cats live along this river. They aren’t everywhere, but there are far more of them than one would normally find in a forest. Yes, they come in all the varieties known to domesticated cats.

28        “The Traveling River” (Wandering, 2): this river is deep and exceedingly gentle, making it quite amenable to boating. People travel on the river as often as they do the road beside it.

29        “The River of Death” (War, 10): While sentient creatures typically experience no extra conflict, they will often see signs of conflict among the animal kingdom along this river. River otters have been known to rage turf wars along its banks, ants engage in terrible battles with one another, and other creatures just seem more territorial than usual along the banks of this river.

30        “The Vegan River” (Peace, 2): For some reason, the elves living along this river have all sworn off the consumption of meat and other animal products.

31        “The Nameless River” (Enigmatic, 1): Just a basic river flowing through the tundra.

32        “Turnup River” (Nurturing, 1): This river is named for the abundance of wild root vegetables found near its banks. For some reason, locals have never come to distinguish its tributaries from one another.

33        “Useless Islet” (Austerity, 2): The island was named by settlers from Riefelter who always seemed to find their plans for its use frustrated.

34        “Islet of Spiders” (Industrious, 3): This little island is known for the many spiders known to dwell upon it (about 3 times as many as one would normally find for the area).

35        “The Blasted Stones” (War, 13): Legend has it that great gods fought upon this islet at sometime in the past. One can see evidence of their marks upon the land, but nobody knows what happened or what gods may have been involved.

36        “The Rock of Truce” (Peace, 4): The great war ended with a treaty negotiated here.

37        “The Isle of Beauty” (Art, 3): A small community of Tsidatsiti is known to live on this island. It is otherwise known for the frequency with which natural elements of the island seem to create beauty.

38        “The Islet of Disappointment” (Tragedy, 1): Someone once discovered a few nuggets of gold on this island. Years of efforts to mine the small stretch of land have discovered a few more. The Dwarves of Grunder’s Hall regard the island as a particularly horrible waste of time and effort.

39        “Miggy’s Stop” (Science, 2): Nobody remembers who “Miggy” was or why the islet bears his or her name.

40        “Massacre Islet” (War, 2): It is said that pirates once slaughtered the survivors of a shipwreck on this island. Those living in Thieves Harbor deny this of course. Most will tell you the pirates spared at least 1 person.

41        “The Jump” (Wandering, 1): This island is named “The Jump” as it is the last piece of land many see when sailing away from the Western Clash.

42        “Maeph Island” (Vibrant, 3): This islet is known for the number of waggamaephs that travel about it.

43        “Familiar Islet” (Sociable, 4): This islet is known to be home to a number of mascots. It is often visited by wizards looking for Familiars.

44        “The Ravens” (Black, 1): Nobody remembers why these two islands are called “The Ravens,” but they are. For the sake of specificity, they are sometimes called the “Top Raven” and the “Topper Raven.”

Current Settlements

Cave of the Leftward Dragon (Enigmatic, 15): Long before the humans came to this island it is said that a great white dragon made this his lair. The cavern takes its name from the crippled nature of the old wyrm, a weak left wing, as it were, a defect which could apparently be seen in its flight. The old wyrm always seem to fly in circles, so we are told. Nobody has seen him in a dozen human generations, but I’ll wager the old beast is still sleeping up there now, lying somewhere deep in that mountain, just waiting for some fool to wake him.

The City of the Dead (Death 6): This is the site of a ancient port. At its peak, the city had a population of about 2,000-3,000. It appears that roughly half the population died within the space of a single winter. Nobody today knows why.

The City Off the Floor (Fair, 12): This is a large city with a population of 5,000-8,000) elves and roughly 1,000 related kindreds. The vast majority of the homes in this city are up in the trees.

Crossroads Inn (Mirthful, 2): This is a small inn located at the crossroads between the three different branches of the Road of Clenched Teeth.

Elf-Sushie Hollow (War, 7): This is a small village of orcs and Hobgoblins, boasting a population of no more than 500. Its name is a terrible joke, told in the tongue of a terrible people, but it is not without truth. Another truth that could be told about Elf-Sushie Hollow is that the greatest war leaders of the Western Clash have consistently come from this village. There are larger settlements among the wretched creatures of the wasteland, but we do not keep track of them. None have more impact than the leaders of Elf-Sushi Hollow.

The Fairie Fey (Nature, 9): These stretches of forest land are filled with sprites of all kinds, filling the forest with great magical powers. With the exception of the city off the floor, most of the residents in this region do not have permanent dwellings. Humans and other more civilized kindreds are not welcome in these forests, though punishment for intrusion depends a great deal on the will of those catching an intruder. My own kindred, the elves, will most likely escort unwelcome guests to the birder, but the faeries are at least as likely to make an example of them.

Most regard the northern Fairie Fey as the greater source of power between them.

I grew up on the western edge of the Greater Fairie Fey.  I know little of its interior. What little I know beyond that whichh I have written above is not for human eyes to read. Most folk with any sense will leave this region alone. You, my reader, had best do the same.

The Gnome Warrens (Mirthful, 8): Gnomes are mysterious folk. Most would say that about a thousand gnomes live in the small hills along this coast. Most would also say it is best to leave them alone. It is not that the Gnomes have any great armies, but so much magic in one place is always a cause for concern.

Grunder’s Hall (Protection, 6): This is a community of dwarves numbering roughly 3,000 strong. They keep to themselves mostly, emerging only to trade weapons and other iron works with the city of Rappakaliaden or the Port of Giants. It is often rumored that this keep contains an entrance to the Great Dungeon, but there is little evidence of that. The Dwarves in this mountain certainly show no signs of access to it.

The Halfling Half-Mile (Peace, 3): This peninsula is of course far larger than a half mile wide, and it is home to a sprawling population of halflings. Most would number its population at about 5,000, almost all of them farmers. What contact these folks have with the outside world is for the most part limited to their human neighbors in the city Klørnsby, which the Halflings also look to for protection. They also do extensive trade with merchants traveling up the Road of Clenched Teeth.

Klørnsby (Great 3): This is a port city belonging to the kingdom of Bjornricket. It has about 5,000 full time residents, but it always has about 500 to 1,200 visitors.

Land of the Deer Keepers (Nurturing, 4): Time was when the Western Clash was home to a number of peoples given to herding reindeer. Now, they just reside in the northeastern side of the island, a bit north of the city of Pflorendrine. There might be about a thousand of them left; others of their kind have moved into the larger human settlements. A few have joined the elves in the Faerie Fae. The other Kingdoms have claimed the rest of their old deer-herding territories and the wild herds of caribou have declined of late.

Mud and Sorry (Death, 2): This village of mixed wretched creatures has been sacked many times by other wretched creatures of the region. Survivors are always joined by other wretched creatures to rebuild. Still, the community has seen more than its share of violent deaths, even for a village of wretches.

The Overkill (Death, 5): This is the site of a great battle between the kingdoms of and Bjornricket, Riefelter, and Strødenheim. A few of the great leaders were given some sort of burial. A few hundred bodies were placed in a mass grave, but the majority of the dead were left where they had fallen. To say that the site is haunted would be putting it mildly. Nobody goes here anymore.

Nobody!

Pflorendrine (Civilization, 3): The city of Pflorendrine is loyal to the Kingdom of Riefelter. Its population is about 7,000 strong with another 3,000 living in the hinterlands. The colony of Pflorendrine is capable of fielding just 4,000 spears in times of war. The colony falls under two rulers; Lord’s Methgar and Hroth Bilgen. Lord Methgar is a powerful merchant who handles all matters of trade and the management of infrastructure. Hroth Bilgen enforces the law and maintains a small force of warriors dedicated to the safety of the colony. In times of war, it is Hroth Bilgen who will manage the local armies of Pflorendrine.

The city of Pflorendrine imports large quantities of iron, some from its home kingdom and others from the Dwarves in Grunder’s Hall. Not surprisingly, Riefelter manufactures a great variety of weapons and tools. Its finest weapons are of course imported from Grunder’s Hall. The people of Pflorendrine have never had sufficient cloth. All attempts to establish sheep herds have been thwarted by orc raids from the Wasted Flats. Plenty of grains are grown in the hinterlands around this city, but what garden vegetables they wish to eat will generally come to them from the Halfling Half-Mile.

Port of Giants (Respect, 7): This is a colony of Sea Giants and a few related kin. It is about 400 strong (more when ships are in harbor). They do little to disturb others, and few would be so foolish as to disturb them.

Purdy’s Bridge (Industrious, 2): This is simply a bridge enabling folks traveling the Road of Clenched Teeth to cross a river.

Rappakaliaden (Freedom, 5): This is an independent port city formed from the remnants of Strødenheim’s colonial army. Its permanent residents number close to 4,000, about half of whom claim descent from Strødenheim. The other half of the permanent residents of the city came to it from someplace else entirely. The city always has at least 1,000 visitors from various kingdoms throughout the Sunset Islands, and occasionally from lands still further distant. While some residents are still loyal to the kingdom of Strødenheim, others abandoned their loyalty at the end of the great war. Still others came to reside in the city from different regions altogether, giving the city a tremendous variety of cultural influences. Life in Rappakaliaden can  be quite chaotic, but many of its residents cherish their independence and take great pride in their home.

Screamalot (Cruelty, 5): This is a large community of various wretched creatures (orcs, bugbears, goblins, hobgoblins, and kobalds). The most notable thing about this location is the fact that other wretched creatures consider their treatment of prisoners to be exceptionally cruel.

Screaming Lunch City (Cruelty, 4): This is a large city of about 3,000-5,000 orcs and related wretched creatures. It is also the source of a great number of half-orcs, many of which are thought to be the offspring of human slaves. By most accounts, the city has far more slaves than one could attribute to limited raiding of recent years. What sustains the volume of slaves held in this village remains the subject of much speculation.

Sour Note Village (Art, 2): This is an orc village (about 1,000 strong) known to produce a bard or two. Nobody outside the wastelands would be impressed by their music, but they do seem to be musicians. Others have noted that the leaders of this community have elevated cruelty to an art form. On that score, the orcs of this village are indeed artists.

The Skraeling Islet (Enigmatic, 3): It is said that folks from the Ice islands camp here from time to time. No-one knows why, and none have approached them to ask. Colonists from the Turtle Island tell terrible tales of thee strange men. I fear their interest in the Western Clash will prove a great challenge to us one day.

Thieves Cove (Cunning 3): Pirate ships have been known to drop anchor in this harbor. They are always careful to avoid conflict with any of the major settlements on the island. Rumor has it that they actively trade with elements of the Fairie Fey and perhaps the city of Klørnsby. The possibility that they may be trading with the orcs of Your Grave village seems implausible, and yet somehow also quite likely.

Valley of the Łigen (Peace 6): This entire valley is filled with Łigen, most of which are gathered into small communities of about 100 adults each. No-one knows how many live there, nor anything else about their resources or interests. They will engage in active relations with the city of Rappakaliaden as well as the dwarves in Grunder’s Hall, and of course they are happy to trade with any merchants traveling up the Road of Clenched Teeth. The Łigen community is widely regarded as a force for peace throughout the island.

The Wasted Flats (War, 4): This region is full of various small villages inhabited by orcs, kobalds, and other wretched kindreds. As these wretched creatures have brought little conflict to the rest of the island since the great war, they fight continuously among themselves, and they have never stopped preparing for a larger conflict.

The northern section of the wastelands is generally regarded as the weaker section of the wastelands while the southern part is considered stronger. Whether or not this is an accurate appraisal remains to be seen. Rumor has it an opening to the Great Caverns lies somewhere in these wastelands, whether it be in the lesser flats or the greater flats. For myself, I do not believe it.

The Wilding Marsh (Filthy, 3): Solid ground is scarce on this valley. Three separate villages of Vek call its southern edge home and centaurs dwell at its northern edges, but inside the marsh itself, one mostly finds lizardmen and Mushroom People. Nobody knows many souls occupy the marshes and their perimeter.

Your Grave (Peace, 3): This village is comprised of a number of wretched creatures. It is quite obviously out of place, well away from the wastelands and deep inside territory that should belong to the Fairie Fey, and would, if it were covered in more trees. Strangely, the Inhabitants of this small community do little to molest those around them. Since the end of the great war, a few would-be heroes have led expeditionary forces against this community. None have returned, neither humans nor elves. The village is clearly quite capable of violence, but they do not seem eager to instigate it.

I will say that I find the effort to make war on Your Grave to be quite foolish. While its inhabitants do not seem to take prisoners, and clearly they have no love for the fair kindreds, they have never been known to take part in any wars or raids on anyone else. If that village is a bear of sorts, it is a bear we should not be poking with a stick.

Your Mother (Violence, 3): This is an orc village of around 1,200 with about 500 related kindreds living in and around it. It is said that some of the wretches living in this village trade peaceably with the Inns along the South Bite Road, but of course they (and the inn keepers) are always discrete about it.

The Road of Clenched Teeth

To hear the locals talk, the Island has but one major road, but anyone looking at the map will most likely say that there are in fact three of them. As the point of the road is to connect the three major human settlements, the local perspective makes sense, but of course, there are in fact three different segments of this road system, all of which converge on the Crossroads Inn. The segment of the road proceeding from the inn to the south and the city of Klørnsby is known as the “Southern Bite.” The road proceeding to the east and the city of Pflorendrine is known as the “Eastern Bite.” The road proceeding north to the city of Rappakaliaden is known as the “Northern Bite.”

If one looks hard one can find the remain of an old road passing to the west, leading up to the “City of the Dead.” The road is overgrown with vegetation. It is quite impassible at this point. Nothing can be gained from traveling along it.

A: Grandpappy Happy’s Inn. Grandpappy Hapswitch, known as “Happy” operates under the protection of Klørnsby. His runs a small inn. His only staff are his two young sons and his wife.

B: Egil’s Stables. Egil Hammarson runs a comfortable inn. He has no family, but he employs 6-10 employees, at least 4 of which will be capabe fighters. Egil himself is known for his skill with a crossbow. He is also an accomplished breeder of horses, keeping upwards of 2 dozen horses at his inn at all times.

C: Halfdan’s Keep. A small operation run by Halfdan, his wife, three young sons and one teenage daughter. Halfdan typically employs 3-5 assistants, at least two of which will know how to fight. Halfdan is known to serve the best alcoholic refreshments on the island. Whether it be an ale or a brandy, Halfdan’s stock is the best to be had. Halfdan carries a great axe which is rumored to carry a powerful enchantment.

D: Hrolf’s Bend. Hrolf’s great grandson (Ulfre Thurmisgaard) runs this operation. It is the largest of the roadside inns along the Road of Clenched Teeth. Ulfre’s brother and his cousin Hamli and his wife Gretchen serve as the resident cooks. Hrolf employs 8 regular servants and 6 guards. Rumor has it that Hrolf’s Bend generates insufficient profit to keep going, surviving on the basis of its namesake, Hrolf, a pioneer who blazed the trail which would become the road itself.

E: Arn’s Place. Arn is perhaps the strongest warrior in the Weeping Way. A former explorer, and self-admitted plunderer, Arn built a small inn along the road where he now spends his retirement. Arn’s wife is an accomplished seamstress, but she is best known for the beauty of her voice. Both of Arn’s sons are accomplished warriors with wives of their own. Sneli has three boys and one girl. Garrick has two daughters. Arn’s daughter, Fria, is a well known healer with magical powers well known throughout the Road of Clenched Teeth.

© Daniel S. Wall, April, 4, 2026.

 

 

 

 

 

A DISQUISITION ON METEOROLOGICAL MORALITY AND THE GEOGRAPHY OF CONTEMPT

© Daniel S. Wall, 4/1/2026

– Written by Goad (with sundry commentaries attached)

It is true that the world was once thought to be round. This is an error likely born in the reckoning of dwarves, some of whom still preach this nonsense. Those dwelling overlong in the darkness of caverns cannot be much blamed for losing their sense of geography, and many a bearded braggart has come to the surface with stories of digging his way from the kingdom of Riefelen to the courts of the Wisdom Isles. Round-earthers have all manner of convenient stories to tell. It is all foolishness, of course. The world is flat, and all stories to the contrary may be put back in the honey pot where they belong.

This round-earth mythology is hardly the only bit of foolishness one may encounter in the course of serious studies. One must of course take great care when learning about the world in which one is to live because a great many voices have a great many foolish things to say about it. This world is a mystery. To understand it properly is to transform one’s mind into something greater and far more beautiful than ordinary souls could possibly imagine. It is a transformation no less challenging than that sought by the alchemists, a challenge made more difficult by the errors of every guide who offer assistance upon the matter. Every source has its bias. If one is to grasp the nature of the Stone Philosophic, she will have to read someone of proper wisdom.

It is for this reason that I take up my pen.

***

We shall begin this text with an account of the major regions of the world, then move on to discussion the climate, and finally, we shall conclude with channels of movement.

Major Regions

Stone Philosophic

With a few exceptions, the major regions of the world are defined in terms of the archipelagos contained within them. A single continent does in fact exist and a few islands are isolated. Apart from these exceptions, the major regions of the world itself may be identified with the clusters of islands contained within them.

The Sylvan Isle: The elves always seem to think they are the center of the world, and unfortunately, they may be right about this, damn their little pointy ears anyhow! The elven kindred was born on the Sylvan Isle, and it does indeed occupy the center of the known world. Most of the elves I know seem to think this entitles them to act as a morale compass for the rest of us. They have advice for every kindred, and for every known kingdom of men, and that advice always sounds like wisdom to some gullible git foolish enough to listen to them. I always found listening to the advice of elves to be a good way to purge a bad meal, but that’s just me. Some people have stronger stomachs.

…and weaker minds.

They tell us that standing atop Seer’s Point in the Sylvan Isle, one can actually see all the lands of the world.[1] This too sounds like nonsense, if you ask me, but nobody has enough sense to ask me, and so the elves continue to spout their nonsense at all those who will listen. The elves claim this fluke of the local landscape gives their mystics unique insight into the affairs of the world at large, but there is only so much one can learn from climbing up on top of a rock. Yes, the elves do seem to have the best magic outside of a gnome warren, but only the dimmest flame in the campfire would think it was because of Seer’s point, let alone any great wisdom on the part of elves. If an elf is telling you how to magic up a sword or warning you of a storm coming to your shores, you should probably listen, but if she is telling you how to handle a matter of diplomacy, you’d best submit her proposal to the consideration of your hungriest pigs.

Just throw the note right in with the rest of their slop!

Okay, so if elves are so smart, why are there no centaurs on the Sylvan Isle? Next time, you meet an elf, ask they why?

Seriously, ask them!

Creepy-little tree-loving freaks aren’t above genocide, I can tell you that much, but who in the Hell hates centaurs? I mean, I do, but not like that, not like the elves once did on the Sylvan Isle![2] [3]

The Sunrise Islands: looking to the east of the Sylvan Isle, the sunrise will reveal the islands bearing its name. This archipelago stretches for thousands of miles toward the frozen edges of the Stone Philosophic. It bears the greatest variation in all the known regions of the world, both as to its physical environment and as to its known inhabitants. Some of the sunrise islands are comprised of desert; others are full of dense jungle, and of course these islands possess all manner of climates in between. So, it should come as no surprise that the people and creatures found on these islands vary considerably among themselves.

Within these isles, one finds many creatures of legend. The manticore originates from these islands, as does the rakshasa, the naga, and the djinni, along with a host of other creatures, each hailing from different parts of the archipelago. The Sunrise Islands are full of strange oddities and great mysteries, a few of which, I must admit, are worth seeing with one’s own eyes. The region is also home to some of the strangest deities known to the world. Honestly, there is no reckoning the pantheon of this region. It is best to steer clear of priests when traveling anyway.

…or at home, for that matter!

The Sunrise Islands are the source of spices and silks enjoyed in other lands (often to excess, if you ask me). The music and the poetry from these lands are among the finest of all the world, or so I am told, but frankly, I think that says more about the sad state of these arts in our own aesthetic wastelands than anything else. Anyway, the arts from this region seem to impress others, and there doesn’t seem to be much I can do about it.

With all the great riches and mysteries contained in the Sunrise Isles, it is no wonder that explorers from other regions often seek to enter these waters and explore the wonders within them. Those that make it home alive always come back with great stories, and those stories always inspire more explorers.

Nobody ever learns better from those who do not return home.

The Coral Islands: Just to the south of the Sunrise Islands, one will find the Cradle Islands. These are full of odd people, most of whom have little to say for themselves. Their tools and weapons are made of wood and stone, and they employ only the crudest of primitive canoes in travel. I am told they worship the Shark King, at least when they are not singing songs about fiery volcanoes. There is little else to be said about the people or any other the creatures of these isles.[4] [5]

We shall move on to more interesting topics!

The Island Down Under: I have nothing to say about this place.

The Wretched Isles: To the south and east of the Sunrise Islands, one will find the Wretched Islands. This is the largest archipelago known to science. It is said to be the birthplace of all the wretched creatures of the world; orcs, goblins, kobalds, and myriad other filthy kindreds all seem to have begun in these islands. Inflicted as they were by their gods upon these cursed islands, the wretched kindreds have since spread about the rest of the world, bringing pain and misery with them wherever they go. Whatever terrors have been carried along with the wretched diaspora into other lands, it surely must pale in comparison to the horrors to be found within their own homeland.

We really don’t know much about these islands or the creatures living in them, because few have returned from travel to even the most accessible of the Wretched Islands, and none from those at the farthest reaches of the archipelago.[6] [7] Anyway, who would want to know anything about orcs or goblins, or the lands upon which they live? So, we really just don’t know much about this place. Only a fool would trust the word of the wretched creatures themselves, but one must assume that places home to cruelest and filthiest of kindreds would provide a world of great violence and greater suffering.[8] 

Cradle Islands: Due east from the Wretched Isles, one may find the Cradle Islands. The entire archipelago is known for its warm climate. With few exceptions one does not encounter snow in these lands, and I am told that ice has been banished once and for all. What one does find in this land is dense jungle and great rolling grasslands. One also finds a great variety of animals, many of them terrible, and many quite beautiful. It is of course no great surprise that some of the animals found upon these islands are both beautiful and terrible. (I do wonder how many fools have been too busy marveling at the beauty to appreciate the danger, but a fool is a delicacy best consumed raw and screaming, so I am told.)

It is said that the Goddess Mirona is most at home in the Cradle Isles; the perpetual warmth of this region being a direct reflection of her own pleasant moods whenever resting here or even thinking about these lands. It was here in the Cradle Islands that She first made men, and it was here that She first placed them. Some would say it was here that men should have stayed. Be that as it may, the Cradle Islands are home to a great variety of peoples and creatures; men who transform themselves into leopards, dwarves that may swallow a man whole, and smaller people still who ride ants as one might otherwise ride horses. A great many strange beasts can be found in the cradle islands. Whether or not that is a reason to explore the place or to avoid it altogether is a test of taste and temperament.

…and wisdom, or the lack thereof.

Isle of the Goddess: Due east from the Cradle Islands is the Isle of the Goddess, so named because it is where the Goddess, Feliah, has been imprisoned. She has little influence over the rest of this world, so long as she remains here, but the island and all who find themselves upon it are hers to do with as she pleases. Other gods will not interfere with matters unfolding on the islands, as they cannot do so without weakening the bonds that keep Feliah confined to the island itself. By all accounts, it is best for all if she never leaves the shores of this gods-forsaken place.

It is said that Feliah sends emissaries about the world at large to capture prisoners for her own amusement. How these emissaries leave or return to the Isle of the Goddess remains a mystery, for no ships travel to or from the island, nor do her minions seem to fly, and of course none whom they have carried off have ever been known to return home.

I would advise the reader against attempting to set foot upon the shores of this terrible island, but honestly the world is well rid of anyone foolish enough to attempt the trip.

Isle of Powers: Due east from the Isle of the Goddess is a land of great magical powers. Little is known of the creatures that live there, and by most accounts, this great body of land is mostly empty. The greatest challenges associated with travel to its shores seem to lie in natural dangers. The winds and currents off its shores are exceptionally trecherous. The land itself is said to be quite volatile, and even the air upon this island is said to regard the living as a predator might think of its prey. Then of course, there is the danger of managing whatever magical powers one might acquire in this land. To carry that power home safely is an ambition likely to earn one a place in the graveyard.

…if, that is, one is lucky enough to die in the company of anyone in possession of a shovel.

Sunset Islands: As the sun completes its journey it sets briefly over an archipelago due west of the Sylvan Isle. It is in these lands that one may find knights in shining armor, the sailing barbarians of the far west, and even the scholars and artists in the city-states residing in its warmest waters. In the Sunset Islands, one may encounter a unicorn, a pegasus, a siren, or even a leprechaun. These islands serve as the origin of the minotaur and the satyr, and even the occasional red bull. This is also the land of faeries, dryads, nymphs, and many other creatures dwelling in pristine forests and meadows.

The Sunset Isles are home to a great many gods most of whom spend a good deal of their time at war with one another. These isles are also home to the Library Philosophic, the Great Weir, and the Torturers Guild, both of which carry authority rivaling the greatest of the elven sages ever to stand atop Seer’s Point. The peoples of the Sunset Isles have launched ships sailing to the furthest reaches of the known world and established colonies on the shores of many far lands.[9] These explorers have brought many principalities from distant lands to their knees. Truly, the Sunset Isles are the greatest islands containing the greatest peoples on the surface of the Stone Philosophic.

There are no powers in the world greater than those seen under the sunset at the close of day.

The Land of Giants: School children often wonder why they must learn the word “continent?” It seems a pointless term to most, because there is but one continent in all the world. That continent is the Land of Giants, a great stretch of land due north of the Sunset Islands.

Few go there.

None should.

Men of the far west have been known to do battle with the inhabitants of this great land; it is true. These fellows in their horned hats seem to take great pride in being slain by the giants. Some have even returned telling tales of great battles against great foes, but honestly, most of these braggarts would be lucky to leave a bruise upon a giant toe or kick on it in the shins before outrunning their companions all the way back to the boat. Honestly, I will never understand such fools!

Sea Giants have also been known to travel back and forth between the Land of the Giants and the Sunset Isles, but Sea Giants have little to say about the Land of the Giants, and horn-helmed fools with broken axes have little to offer but tales of blood and sacrifice. So, we don’t know much about the place. It is not that there are any great mysteries in this land; what is known is obvious. Its inhabitants are powerful and warlike. There is little else to know about the place and little hope that one could survive the process of acquiring first-hand knowledge of it.

Turtle Islands: The Turtle Islands are nestled in between the Land of Giants, and the Dragon Islands. They are surrounded by some of the most dangerous waters in all the world, a fact which has kept them relatively free of outside interference for most of their history. That these islands have giants and dragons for neighbors would seem to provide yet another reason for the relative lack of visitors to their shores. 

Somewhere in this archipelago lies an island completely flooded by fresh water. (How that works, I do not know.) These Islands also contain great mountainous regions as well as deserts, forests, and large rolling grasslands.

The Turtle islands are home to a few great empires, at least one of which uses ropes for books. Another is known to write their histories in stone. The rest of the peoples living in these lands are a mystery to me. Most are said to dwell in smaller villages, though it is quite possible that the explorers reporting on the region have missed a kingdom or two. Rumors of great golden cities have yet to be confirmed.

It is said that these islands are home to a great many strange creatures and even stranger peoples. Men with mouths in their stomachs have been known to consume visitors to the Turtle Islands. Those fortunate enough to escape such a fate have told tales of great thunderous birds, feathered serpents, and great panthers who dwell under water. By far the strangest of the creatures said to live in these lands would be a kind of wild cattle, shaggy in appearance, found in such great numbers as to rival the blades of grass upon which they feed. I have seen blankets said to be made from the hides of such beasts. Stories of their great numbers, I cannot confirm, and I do not myself believe a word of it. One would do well to take anything one reads about these islands with a grain of salt and a dose of pepper.

A feathered serpent makes as much sense as a water panther, but the men with mouths in their stomachs have been verified by trust-worthy sources.

The Dragon Islands: To the north and east of the Turtle Islands, and due north of the Sylvan Isle, one may find the Dragon Isles. The name says it all. Nobody goes there, not ever, and nobody who ever did ever came back.

Don’t be a nobody!

The Wisdom Isles: Just to the east of the Dragon Isles and northeast of the Sunrise Islands, one may find a new cluster of islands known for the wisdom of its people. It is from these islands that the compass originates. In the Wisdom Isles, it is said one may find the greatest and wisest of dragons, celestial creatures with powers to rival the gods themselves. In some parts of the wisdom isles, one may also encounter foo dogs, fox women, great magic wielding ogres, along with a variety of other strange creatures.

 I am told there is even a kind of river demon that carries water about on the top his head. I often wonder whether or not such creatures can be made to carry anything more tasty in their skulls. A wiser demon would surely prefer to a flagon of ale for a head.

I am told there are great civilizations in these lands. In fact, I am sure of it. Why these kingdoms do not issue forth from their own shores to claim a share of lands from neighboring peoples, I do not know.[10][11] With the exception of their horse lords, the people of this region seem to be content to remain in their own part of the world.

Strange!

The Ice Islands: All of the outermost islands of the known world are known as the “ice islands”, which is appropriate, because ice is all that one will find upon them. It is said that people live upon some of these islands. I am told they hunt sea mammals for their food, their clothing, and a good deal of their tools. I am also told that they herd reindeer to meet the bulk of their needs. That this is a contradiction is plain to see.

 …and I wish people would stop telling me things.

The Island Impossible: I am told that a single island lies out beyond the Ice Islands far to the southeast of the known world. This island can even be found upon the best maps of the world that I have found, which of course serves to illustrate the prevalence of superstition, even amongst the most learned scholars of the Library Philosophic.

Hell is the impossibility of reasoning with anyone foolish enough to put an impossible place on a map!

Climate and Currents

The greatest minds at the Library Philosophic have tried to determine the logic of weather to be found in the world at large along with the movement of its waters, but they have met with little success in the matter. Weather can be quite cruel, and there isn’t much that mere mortals can do about it.

As a general rule, the regions of the world nearest the center seem to have the warmest climates whereas those nearest the edge of the known world appear to be the coldest. This principle does have exceptions, not the least of them being the Sylvan Isle itself which is mild, but nowhere near so mild as those islands nearest to it in each of the major regions of the world. How it is that the center-most land mass in the world could possess a climate without the characteristics of that centrality is an interesting question!

I blame the elves, of course!

The waters between each cluster of islands (as well as the Land of Giants) can be rather problematic, a fact which renders travel from one region of the world quite dangerous. As a general rule, the waters on the rightward side of an archipelago will travel from the center of the world out toward its edges whereas the waters on the leftward side generally flow toward the center.[12] Being more filled with eddies and cross-currents, the left side of the island are usually more unpredictable. Within any given cluster of islands, the waters typically flow from the leftward side of the island toward the rightward side, but this depends a lot on the placement of specific islands and other variables. As a general rule, Sailing between any two archipelagos will be more dangerous than travel between islands within the same region.

It should also be said that the warmth of the world appears to travel in much the same direction, albeit taking the space of a year to complete its journey. The Sunrise Islands are getting their summer at precisely the same time of year that the Sunset islands are getting their winter. The dragon isles get their summer at precisely the time that the Cradle Islands are getting their own winter (or whatever passes for winter in that archipelago). It seems that whatever warmth a given region of the Stone Philosophic is to have, it will get that warmth when said warmth makes its way about the circuit of its own seasons. Why weather works this way is a question for astrologers and alchemists.[13]

Intra-Archipelago Travel

It should be said that winds and currents between the Sunrise and the Sunset Isles have been mapped out with reasonable accuracy for some generations now, allowing the greatest degree of safety known for travel between the different regions of the known world. To a somewhat lesser degree, travel between the Sunset Islands and the Wisdom Islands appears to be reasonably well established, at least in some circles of the known world. Together with the Sylvan Isle, the Sunrise, Sunset, and Wisdom Isles are commonly thought to form the whole of the known world whereas everything else is a little bit more mysterious. These islands and the trade routes between them are collectively known as the “Common Civilization” of this world.

Airships: A few regions of the world are known to produce airships, and these do sometimes travel across great distances, but that is rare as the winds between the great regions of the world can be as dangerous as the waters. Ships Captains of both the sea and the air know it is best to stay near the major islands, and only the most reckless venture out into the open spaces and wild currents.

The Dwarven Rail: It is said that the dwarves of the western-most islands in the Sunset Archipelago have engineered a machine that travels between islands atop a skeletal road of sorts. This is a great accomplishment, if something of a hazard to local shipping, but the dwarven rail connects only a few of the Sunset Isles, and it has been known to fail, spilling its short-crews and their foolish passengers out into the sea. I should not be found upon it for price of a thousand dragon eggs! In any event, the rail does not extend to lands beyond that Sunset Archipelago.[14]

The Great Dungeon: It is a well-known fact that a single system of tunnels connects most of the regions of the known world.[15] Indeed, we cannot rule out the possibility that all of the major archipelagos have been connected by means of this great dungeon. Whether or not any leg of the dungeon might have surfaced in the Isle of the Goddess or the Isle of Powers is an interesting question, but it does seem that the great tunnels do reach into all of the more accessible lands of the world. It would of course take quite awhile to travel by these passages from one cluster of islands to another, and doing so would likely take one through a great many strange and powerful subterranean kingdoms. The dangers of such travel surely outweigh the expected benefits.

How air remains worthy of the lungs in some of the deeper tunnels remains something of a mystery. Suffice to say that it does.

Sea Elves: There is but one kindred that sails the waters between archipelagos with confidence, and that is the Sea Elves, or the Kiamsti. Many of these elves spend their entire lives (long as they may be) aboard a ship of one form or another, never setting foot on land. In fact, I am told that these elves often experience great hardship on solid ground, having great difficulty keeping their upon it, or even holding their lunch down without some hint of motion in the surface upon which they rest their feet.

Sea Elves are difficult to understand. They are excellent sailors, that much is clear, but nobody ever knows how they will treat others. On a good day, an encounter with sea elves leads to trade, and many sailors could tell you about the time they have been saved from disaster through the aid of the sea elves. On a bad day, an encounter with sea elves is an encounter with pirates. Either way, nobody spends much time with sea elves. Guests will always be invited to leave in short order, and prisoners will be sold or disposed of in whatever way these creatures think best.[16]


[1] It is at this point a settled matter that one can in fact see all the world from the top of Seer’s Point, or at least those with the proper powers may do so from this vantage point, but scholars are uncertain as to the reason for this clarity. The height of the point would not explain the full ability to see to such great distance as clouds and dust would seem likely to render  such visions unclear at a distance. What is seen from Seer’s Point is known to be intelligible and meaningful to those that see it. This cannot be fully explained by the height of the great rock.

The elves are no help in explaining this matter, because they will allow no outsiders access to the point, and their own explanations for the visions gained at the top of the point lack corroboration from any credible sources. It is safe to assume some supernatural power is at work at Seer’s Point, but its exact nature remains a mystery to the world at large.

  • Entimious Munti, keeper of Geo-Scripts, Library Philosophic

[2] It hurts my heart to see an important work of literature repeat this terrible lie. Our kindred has no great hatred for centaurs.

  • Cliestielle Freneslier, Elven Seer

[3] So, why, Clistelle, are there no centaurs on the Sylvan Isle? Can you tell me that?

  • Anonymous

[4] On this matter of the technology in the Coral islands, I thought it worth raising a question I have been unable to answer myself. I and others have often seen the ships of the Cradle Isles in the waters just off the Turtle Islands. The waters in and around that region are far from easy to navigate, and yet the Cradle Islanders handle them with relative ease, a fact which suggest that the present author may well have under-estimated the people of the Coral Isles, at least with respect to their seamanship.

      – Kestensia, Elven Mage of the High Seas

[5] Methinks, this Kestensia praises Goad with faint damn here. By most accounts Goad was a terrible sailor in his day and an even more terrible Sea Captain. He sailed all around the world at one point, but most credit that to the combined wisdom of his first mate and his navigator, the latter of which is known to have carried with her a star chart from the Coral Islands. Most of Goad’s crew would tell you that he never saw anything anywhere he went but gold or the lack of it. I have heard this directly from the mouths of people who survived his unworthy leadership. According to his own sailors, this Goad-fellow didn’t know his “starboard” from his “port.” He was known to have sailors punished for using sailing jargon. One poor fellow barely survived correction for using the word “jib.” I will never understand why the writings of his tiny purple troll have come to be the gold standard in Geo-scholarship. Surely, we can do better than this!

  • Pushgallen Tarrywine, Captain, of The Very Small Rock

[6] The comments above must be weighed against the tale of Abaxi Carnache, the leader of an expedition to the Wretched Islands. By most accounts, he and all seven of his ships left the Isle of Mogendrid in the Sunset Islands, never to be seen or heard from again. The wizards of the Library Philosophic tell a different tale, however, a fact owing to their possession of a personal item from Carnache. Three times since his disappearance, the wizards of the Library Philosophic claim to have successfully watched Abaxi through a Seer’s Stone. Each of the wizards report the man living at peace along with members of his crew amongst a village of orcs and goblins. Each of these accounts has been attested by several witnesses sworn before their own gods. The third of these viewings was even subjected to special scrutiny under my own supervision. His story did not waver. Even under great duress, the man held fast to his claims. It may well be that humans dwell in peace somewhere on the Wretched Islands to this very day.

  • Tornonin, Arch Torturer

[7] The tale of Abaxi Carnache is of course utter nonsense!

  • Anonymous

[8] It must be noted that the Wretched Islands are not merely home to the unruly creatures of the world, the islands themselves are known to violate the natural order of the world. It is sometimes said that water would flow uphill in some of these lands. Sounds have been known to assault the eyes of those visiting the outermost islands in this region, and colors have been said to dance upon the skin, always in the most unpleasant way possible. One cannot even rely upon winter to follow the Autumn over the course of a year in the Wretched Isles. The eastern-most of the Cradle Islands, it is said, silently scream in response to the presence of the Wretched Isles in nearby waters. The world itself objects to the presence of these islands in much the same way that the better creatures of the world object to the presence of the wretched kindreds.

 – Garsling, Mekaharen, Geo-Mage of Mogendrid

[9] It should be said that the ships of the sunset islands reach far lands by virtue of science and technology acquired from the Wisdom Islands, and a good many weapons wielded by colonists from the Sunset Islands appear to have origins in other parts of the world as well. Whether or not their conquests are anything to brag about depends on who you ask. In any event, it is hard to believe those sailing from these shores would wield anywhere near the same power on distant shores were it not for aid from the dragons of the Gret Weir. Whether or not the author of this text is aware of such matters, I cannot say.

In any event, good fortune can be as fleeting as bad. Some folks ought to bear that in mind.

  • Anonymous.

[10] It may well be that the gods in their collective wisdom have advised leaders of the Wisdom Isles to stay within their own waters, thus clearing a path for the conquests of the Sunset Islanders.

  • Hithti Maevoris, Regent of the Library Philosophic

[11] No, it may not.

  • Anonymous.

[12] It is believed that the movement of the waters reflects the moment of creation wherein the claw of the great dragon, Hetht, first spun the world in a rightward manner, thus setting the pattern of creation, of healing, and of building anything of value. The world is spinning in a rightward manner, thus each archipelago pushes waters out to the periphery along its leading edge even as water rushes back in on the trailing edge behind each set of islands. To turn in the opposition direction is to engage in destruction, in witchcraft, and to work against the will of life itself. The world itself spins rightward; that which spins to the left takes everything to ruin.

  • Niarren Tsiret, High Counselor, Library Philosophic

[13] Some clever folks have taken to inquiring as to changes in the length of the day over the course of the year. As the sun simply travels from east to west on a given day, it seems strange that people in different regions of the world would see the length of the day change over the course of a year. The highest councils of the Library Philosophic have discussed this matter at great length and arrived at the conclusion that such questions may in fact be traced to the work of devils. As such, the matter has been referred to the Torturer’s Guild for any further inquiries.

  • Maxie Hortuqie, Secretary to the High Council of the Library Philosophic

[14] Goad is correct to suggest that the surface rail for the engines does not extend beyond the Sunset Islands. What seems to have escaped Goad is the possibility that a leg of the rail may dive beneath the surface of the earth and into the Great Dungeon. In principle, this would give the dwarves access to all the world. As of yet, we have no reason to believe the rail has come up in any distant land, but we cannot rule out the possibility that this has already happened or that work toward such a goal is already in progress.

  • Adisa, Herbal Healer

[15] It should probably be noted that this is the means by which a dwarf might have tunneled from Riefelen to the Wisdom Isles, a story which Goad makes fun of in the opening passages of this text. The prospect of a round earth has little to do with it.

  • Tael, Arch-Mage

[16] This passage on sea elves is the key to understanding the isolation of the rest of the world. Goad makes a big deal about dangerous currents and other natural hazards, but there is little reason to believe a good ship cannot travel from one archipelago to another without fear of wreckage. It is the threat of elven piracy that keeps the regions of the world separated from one another.

We have no way of knowing how many ships have been sent to the bottom of the sea by Kiamsti, but it is a safe assumption that Goad is underselling the problem. Whether or not that is due to his own past history of business with this terrible kindred is an interesting question.

  • Jaspar Kalisit, Navigator of the Golden Leaf