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

Raven

© Daniel S. Wall, April 14, 2026.

***

“Yes, The Raven is ever the benefactor of mankind, but Raven does not always choose for men what men would choose for themselves.”

– Agnor, The One Eyed

***

This deity appears to be an exceptionally large raven. He is an accomplished trickster whose skills have often benefited mankind. Raven is also greatly feared as his blessings are almost always mixed with some cause of misfortune.

***

Religion: The cult of the Raven is strong in the outermost regions of the Turtle Islands as well as the Sunset Islands. He has few priests, or even dedicated followers, but in the more remote lands it is common to find that a shaman or a healer who sing his praises on a regular basis. Whatever their own deity, hunters and travelers will commonly pay tribute to Raven, hoping that he will show them the way to their game or to their home.

***

Domains: Fire, Birds, Trickery.

Symbol: Raven

Favored Offerings: Food. Offerings to Raven are customarily tossed outside a campsite or home-site

The Hellion

© Daniel S. Wall, April 13, 2026.

***

“Dearest Lord Kearadin,

“I am filled with joy to know that you have interested yourself with the safety of the city of Crarlione. I am told you have addressed a number of questions about the Order of Twilight, a number of whom have recently arrived in your city. I appreciate your concerns. As a friend to the knights of this order, and a Priest sharing their devotion to Great Eye in the heavens, I can assure you that these devoted men pose no danger to the lawful citizens of our great community. Indeed, their only concern the defense of this city and its laws, and interest that you and I no doubt share with them. If you would but meet with him, I am quite sure the Captain of the mission to your city will be happy to explain the cause for each and every one of the executions carried out within your beloved city. I am equally confident that he will answer any questions you may have about the manner of questioning given to certain parties.

“I understand that Lady Kearadin has been most fretful of recent days, and I would like to take this opportunity to suggest a means of settling her fears. Rumors of indiscrete relationships mean nothing to me, not even those pertaining to your close friend, Lord Baltic. I am quite certain that their meetings in the south garden are entirely innocent, and that she has her own reasons for keeping them to herself. Neither should your lovely wife waste any worries on allegations of bribery and corruption, particularly those alleging that a certain shortfall in payments to the architects building our city’s defenses. As I hold you and your lady in the highest of esteem, and as I know that her husband holds the health and safety of the city close to his heart at all times, no such proof could ever be forthcoming, not even in a letter from a certain ambassador to your lovely home. You can rely on the Order of Twilight to reveal the truth of any such matters and to stand in favor of that truth, which of course we both know will be in your favor. Please tell your dear lady, it is quite certain that she need not fear for her husband on account of such petty gossip. Neither do you, I am sure.

“May the sun greet you and yours with warmth and a smile. I am quite certain that you have all earned at least one more beautiful day in this lovely city of ours.”

– Skirna Shé, High Priest of the Hellion.

***

The Hellion appears as an unblinking eye. Its gaze is always described as disconcerting. Even those who worship the Hellion have been known to experience fear at the sight of it. It is said that the Hellion floats high above the world and all its inhabitants, watching every action and peering into the lives and even the thoughts of all living things. The Hellion acknowledges no domains of privacy and no limits to its own interests. It seeks to know the heart of all living things, and to judge the same.

The Hellion is a powerful force for justice and order, but it is a force utterly without any sense of mercy or compassion. The Hellion would have all sentient creatures obey the laws of their own land. If there is any exception to this quest for law and order, it is only to be found in restraints upon those charged with executing the law. The Hellion and His follower have been known to bend or even break any rules calling for such restraint. This Hellion acknowledges no reasonable grounds for deviation from the official rules of any land, insisting on obedience to rules long since abandoned in practice. Selective Enforcement is to the Hellion nothing but corruption, and those rulers foolish enough to show mercy are unworthy of the powers granted to them.

***

Religion: Th cult of the Hellion is strongest in the Sunset Islands. Followers of the Hellion are unremitting proponents of law and order. They will support the laws of whatever land they find themselves in, often acting as self-appointed investigators of others’ wrongdoing. Given time, followers of the Hellion will try to insert themselves into the official authority structures of the land. If successful, they will quickly become ruthless enforcers of the law.

It would be foolish to think of followers of the Hellion as caricatures. They are well aware of the limits of their own power, and they can be quite shrewd when picking their battles. It is always the goal of the Hellion and His followers to attain perfect enforcement of the laws and perfect compliance from those subject to it. Laws deemed unwise are to be repealed, not merely allowed to lapse into non-enforcement. And indeed, the followers of this powerful deity can be very discerning with regards to the wisdom of many laws. They will however seek to minimize the rights of citizens against those in power, and they recognize no rights of privacy against the authority of law.

With few exceptions, Priests of the Hellion will take up the Divination School of magic and use that to learn any number of secrets which they will share with others only when it suits them to do so.

***

Domains: Punishment, Spying.

Symbol: The Symbol of the Hellion is a menacing eye.

Favored Offerings: The Hellion is most pleased with human sacrifices involving the execution of guilty parties. The Hellion is not pleased with any sacrifice that is not carried out as punishment for someone properly sentenced to death for their own guilt.

 

Volsh

© Daniel S. Wall, April 13, 2026.

***

“Whether Volsh will trade or plunder those he meets, who can say? He does not remember friend from foe.”

– Aindor Rumusvig, Story Teller

***

Volsh appears as a large man with a muscular build. With long black hair and a great beard tucked into his belt. Volsh carries a great spear and wears heavy furs. His face bears a great scar, said to have been acquired in a battle with Hval Maluk.

It is said that Volsh owes his lack of memory to Ogassa. Volsh had been imprisoned as a young man, so the story goes, and he cried for aid. Ogassa came to the imprisoned warrior, asking what could possibly cause such a strong young warrior to weep? Volsh begged the Deceiver for a chance to see the world outside his cell. Ogassa simply smiled, and all of Volsh’s chains fell from his body. In time Volsh would see every corner of the world, yet he would remember none of it. Credit for both may be given to Ogassa.

What Volsh lacks in memory, he makes up for in heart, at least according to some story tellers. Faced with a great challenge or a terrible foe, he always rises to the challenge. To some, his great strength and determination makes Volsh a hero, but to those on the other side of his axe, Volsh is a terrible villain who will stop at nothing to take what he wants. The wisest of skalds will tell you that both of these things are true. He has fought for good, and he has been the evil that good must fight back against. What matters to Volsh is the battle itself. Mere mortals can only pray that he will take their own side.

When traveling the roads, Volsh always walks alone or rides a great horse. When sailing the high seas, he takes with him a small crew of the greatest heroes.

Volsh is largely indifferent to the fate of those whom he meets abroad. If he has anything to trade, he will often do just that. If he arrives in a location poor, Volsh will often attack and plunder a new location, taking their stuff with him to trade, often to trade it at the very next town. He has also ben known to accept a ransom from local nobles to leave a region in peace. This suits Volsh quite well. He takes no pleasure in the suffering of others, but he will have what he wants by whatever means seems best.

***

Religion: Fittingly enough, worship of Volsh is giuded by a smattering of traveling priests. They create no houses of worship, choosing instead to erect stone alters in honor of Volsh and his exploits.

Because the cult of Volsh lacks any real home, his religion remains quite small, mostly found in the westernmost regions of the Sunset Islands along with some of their colonies. Seldom do priests of the explorer hold any real influence over the affairs of state. Yet, all who travel far from home know themselves to be under his care, so to speak. Few are his actual followers. Yet, any who travel far from home know themselves to be under the care of this powerful god. And thus Volsh gets his due respect from many who would otherwise pray to other gods.

***

Domains: Exploration, Sailing, Travel, War.

Symbol: A Ship.

Favored Offerings: Any form of treasure. Volsh is not particularly greedy. Often a coin or two will get as much attention as a small fortune. What matters to him most is that he is remembered by those who would travel.

Tlegachet

© Daniel S. Wall, April 12, 2026.

***

“Upon greeting Tlegachet, The first king showed his admiration with a dozen strong horses, a chest of gold, and a wagonload of the finest silks. The second king bore no gifts at all. One his knees before the fair nomad, he said simply; ‘the gates of my kingdom are open; whatever is mine is now yours.’

“To the first king Tlegachet replied; ‘The riches of miserly men is a burden upon their soul. I shall repay your kindness today by relieving you of the bonds which now bind you. Your city shall feed itself without grains, greens, or meat; your armies shall fight without hands; your mentors shall teach without tongues, and your women shall raise their children without husbands.

“Tlegachet smiled upon the second king; ‘There is no shame in empty hands, but only in tight knuckles and sweaty palms. To you I shall bring the treasures which a generous king ought to have at his disposal. In a fortnight you shall receive all the wealth and slaves that you could ever dream. The children of your kingdom shall grow fat and wise. Your farmers shall reap beyond their own seeds, and your armies shall join mine bearing new weapons and riding new horses. When next I travel, you shall be at my side, and you shall share in the riches we discover.”

– Kulest Hulugur, Elder Bard.

***

Tlegachet G’Surl is at once feared and loved throughout all the lands knowing her name. She appears as a beautiful nomad, always in the company of great horses. (She always rides a standard horse with at least 3d8+10 Experience Points) carries a great bow and a scimitar. On her right hand, she bears a ring of war.

Tlegachet is known both for her compassion and her cruelty. The one, she shows to all who submit to her rule, and the other she inflicts on all who resist her. Stories of her compassion towards those Tlegachet brings under her control are matched only by those of misery and suffering inflicted by those who thought to deny her ambitions.

***

Religion: Priests of Tlegachet rarely settle into any kind of temple. They travel instead with great warriors, preferring especially to accompany those on the march in foreign lands. Many a soldier

***

Domains: Conquest, Pastoralism

Symbol: The Symbol of Tlegachet is a scimitar over two horse hooves.

Favored Offerings: Tlegachet is most pleased with well cooked meals offered to her in prayer.

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.