An Epic

The Wintervale and Enemy Lands


Table of Contents

The Pass of Doom
The Wintervale
The Nameless City
Orc Cities
Cadocia and Human Lands

The Pass of Doom

This high and treacherous gap in the Trollheim Heights is essentially the only way to the East unless one goes by ship, for the Plateau to the south is blocked by impassable mountains that fall into the sea. The pass, however, has an evil fame, for the minions of the Dweller watch it. Two high fortifications, called the Branaglar or Doom-Spikes, stand at the most narrow section of the pass, and none pass these watchful strong places unnoticed. Black windows like eyes sockets in a skull face in all directions high up on the tower, and some nameless observer keeps an unceasing vigilance here in this cold and windy location. Tales say that the rock below the Spikes is riddled with caverns and holes, and at the alien sound of some immense horn a black tide of trolls and all manner of other monstrous denizens rushes forth to hold the pass and slay or take prisoner anyone foolish enough to cross without leave of the Nameless City.

The Wintervale

Beyond the Pass of Doom, which the Elves used to call the Dark Pass, lies the frozen expanse of the Great Glacier, a weather anomaly that has thrust down from the empty north like a greedy hand. This slowly flowing river of ice has carved a depression that spans hundreds of miles in the once fertile lands, cutting as a knife through the steppes and even the mountains. This ever-cold valley is called the Wintervale, the seat of Evil in Farland and the gateway to the realms that the Emperors of Farland called the Enemy Lands. The Great Glacier serves as a natural barrier between the Eastern and Western regions, although it truly is a realm of immense size in and of itself. Only creatures with a natural affinity for the cold make this place their home, and the evil will that seems to have spawned the Glacier also inhabits these beasts and monsters, imbuing them with a fell and dark spirit. Tribes of Frost Giants and Packs of Winter Wolves prowl the ice, hunting for food and seeking to do evil deeds. One of the denizens of the Wintervale is feared above all others, however, and the inhabitants of the Dweller's Lands regard it as the spirit of the Glacier. It is the gigantic and ancient ice-worm called Corpse-Grinder. It is unclear whether the evil worm is commanded by the Dweller but it does seem to leave the minions of the Dweller alone. Other hapless creatures lost in the expanse of the Great Ice have no such protection.

Corpse Grinder; Remorhaz Magical Beast 16: CR 15; ECL 23; Size G; HD 23d10+207; hp 357; Init +6; Spd 30 ft, burrow 20 ft.; AC 24, touch 8, FF 22; BAB +23/+18/+13/+8/+3; Grapple +47; Atk: +31/+26/+21/+16/+11 melee (3d8 + 16, Bite); SA Improved grab, swallow whole; SQ Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.; AL NE; SV Fort +22, Ref +15, Will +10; Str 34, Dex 14, Con 28, Int 5, Wis 12, Cha 10.

Skills and Feats: Intimidate +3, Listen +12, Spot +14; Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Iron Will, Power Attack.

Besides the native creatures, it seems that only peoples with the permission of the Denizen of the Nameless City make it through the Great Glacier and the Pass unscathed, and all too often the only creatures that have this leave are orcs and dark folk. To the eyes, the Wintervale is a huge and featureless expanse of ice, curving down ever so slightly towards the center of the valley. Mountains and hills are visible around the perimeter of the glacier that makes up the Wintervale, but from the center of the Vale, these mountains are lost in the distance and haze. The weather on the Glacier is harsh, with biting winds and howling blizzards. Below the Trollheim Heights, the vale slopes imperceptibly southward, and forlorn travelers who survive the inhospitable and unnatural environment of the Vale often find themselves drawn by the path of least resistance to the place they most hope to avoid, to ruined towers and edifices jutting up like the broken-toothed grin of a maniac: the Nameless City.

The Nameless City

This ruined necropolis was once a thriving city whose name is now lost or unspoken. The place always had an evil repute among the Elves, however, and it is now more than ever a reputation that is deserved, for the place is in large measure truly a city of the dead. Almost all of the buildings of the city are in ruins, destroyed during the Battle of Sorrow. Some of the outer buildings in the city are still functional and here the unique living residents of the city dwell and work. These are the Irzuk, the Red-Skinned Orcs of the Vale, who are known for their sense of smell (+2 to survival when tracking by scent, favored class ranger). These strange orcs are actually a breed of dark folk that comes out of the spawning pits of Gorug, but most have taken up residence in the Nameless city, as they have a natural hearty resistance to cold. Thousands of these orcs swarm over the ruined docks of the frozen harbor and through the streets near the Eastern Skull Gate of the city, conducting the business of their master, the Chancellor of the City, Lord Kiborus, who is called the Cold Master. The orcs never venture into the inner city, however, for there the ghosts and corpses of the old inhabitants of the city--and their victims--still walk. Lord Kiborus also holds the power of command over these shadowy inhabitants.

Kiborus: Male Vampire, Human Clr15; Medium Undead ; HD 15d8 (Cleric); hp 91; Init +8; Spd 30; AC 32; Atk +15 base melee, +15 base ranged; +10/+17 (1d6+2, Slam; 1d8+6, +2 Mace, heavy); SA: Domination (Su), Energy drain (Su), Blood drain (Ex), Children of the night (Su), Create spawn (Su); SQ: Damage reduction (Su), Resistance: Turn (Ex), Resistance: Cold (Ex), Resistance: Electricity (Ex), Gaseous form (Su), Spider climb (Ex), Alternate form (Su), Fast healing (Ex), Undead; Class Features: Cleric: Spontaneous casting, Spells, Shield proficiency, Heavy armor proficiency, Medium armor proficiency, Light armor proficiency, Simple weapon proficiency, Turn or rebuke undead; Racial Features: Save DC for Domination & Energy Drain = 10 + 1/2 HD + CHA mod, Domination: Range 30',and caster level 13, Energy Drain: 2 levels, Blood Drain: Successful grapple and pin required to drain 1d4 CON each round, DR 15/+1, Turn Resistance +4, Cold Resistance 30, Electricity Resistance 20, Fast Healing 5; AL CE; SV Fort +9, Ref +11, Will +13; STR 18, DEX 19, CON --, INT 13, WIS 18, CHA 17. CR:17

Possessions: Weapons: +2 Mace, heavy: Unholy. Armor: +3 Chain shirt. Shields: +1 Shield, large, steel. Magic: Ring: Protection +2; Wondrous: Horn of blasting.

Skills: Bluff +11, Concentration +18, Diplomacy +10, Heal +8, Hide +10, Intimidate +10, Knowledge (Arcana) +6, Knowledge (religion) +7, Listen +14, Move Silently +10, Search +9, Sense Motive +12, Spellcraft +19, Spot +14.

Feats: Alertness, Charismatic Leadership, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Dwarf`s Toughness, Improved Initiative, Leadership, Lightning Reflexes, Mobility, Spring Attack.

Spells Prepared (Clr 6/6/6/6/5/4/3/2/1): ; 1st - Cause Fear, Command, Detect Good, Doom, Endure Elements, Protection from Good (d), Sanctuary; 2nd - Bull's Strength, Darkness, Desecrate (d), Enthrall, Hold Person, Resist Elements, Silence; 3rd - Animate Dead, Bestow Curse, Blindness/Deafness, Dispel Magic, Inflict Serious Wounds, Magic Circle against Good (d), Summon Monster III; 4th - Dimensional Anchor, Divination, Divine Power, Freedom of Movement, Inflict Critical Wounds, Unholy Blight (d); 6th - Blade Barrier, Create Undead (d), Harm, Word of Recall; 7th - Blasphemy (d), Control Weather, Destruction; 8th - Create Greater Undead (d), Fire Storm.

Kiborus Fabius of Farland became a vampire in the year 7260 F.R. He was a priest in the Far City in Farland, but he secretly harbored dark desires in his heart. The Walker knew this and decided to test him: he possessed him and had Kiborus abduct and murder a young girl. Although he was under the Walker's control, in his heart of hearts Kiborus enjoyed the deed. Thus he failed the test. To punish him, an ancient Vampire named Crimson was sent to visit him. After years of servitude, Kiborus slew his creator and found service with The Dweller in the Vale. This Dark Ruler sent him to Daven to recruit The Lord of Gluttony. He slew the then-king of Daven, Dakor V. He later made Saithith. After teaching Saithith how to be a successful vampire, Kiborus left. Finally, the eminent vampire took up residence as the Chancellor of the Nameless City.

Lord Kiborus is an average-looking bald, bearded man. His beard is neatly trimmed, and his baldhead gleams. He has pale, shiny skin, but can easily pass for human in less than perfect lighting. His eyes are remarkable, however; they are violet in color and sparkle with a horrible silver light. He rarely shows the fangs that pass for his canines. Kiborus dresses in rich black garb made of velvet, cut in a timeless style, and he wears a diamond at his throat. At first glance, this combination puts one in mind of a priest. Kiborus will fight with his unholy mace about 50% of the time (determine at beginning of all melees). The former priest of Heshtail (now a priest of Vornoth) is very polished and mannerly in his speaking, but he has a fiery temper and is quick to anger. When he flies into a rage, he is murderous.

The sight that dominates the city, however, is the Frostspire, a huge and featureless tower that rises up hundreds of feet into the mists that perpetually cloak the cold, damp city. The tower is indeed made of pure, translucent ice, ice that seems impervious to the hottest fires, for this spike resisted all attempts by the Leagued Armies to destroy it. There is only one visible means of access to this horrible structure--a great dark opening like a toothless maw that gapes, doorless and seemingly unguarded, in the base of its western face. Here bides the Dweller in the Wintervale, legends say, though if this is true no one currently alive in the West can verify it.

Orc Cities

The cities of Gorug and Haigrog, or Orc-haven, are the two ancestral cities of the orc race. For many thousands of years these cities have existed, mostly as crude settlements, and they have been sacked and burned numerous times, and as many times by orcs as by other races. Until the victory of the Wintervale approximately 350 years ago, the Dweller periodically used nearly every resident of the cities in the perpetual Western Wars, which the orcs called the Wars of Orc-Pain, and as such the communities remained crude and barbaric. After the Dark Conquest, the denizens of these two cities were left in relative peace, which they promptly used to wage war on each other. Neither city was interested in decimating its population in reckless onslaughts, however, and as such they turned to solutions that were subtler, at least for orcs. The Oluk leaders of Gorug developed a secret breeding plan, to create specialized orcs and dark folk to completely and totally serve the bellicose purpose to which they are assigned. For example, the Irzuk or trackers were bred here. The Oluk race was also changed, crossed with trolls, to create a race of regenerating super-warriors called the Bazok.

Bazok (Orc-Troll)

Medium-sized Giant

Hit dice: 2d8+2 (16 hps)
Initiative: +0
Speed: 30 ft.
AC: 19 (+4 natural, +4 scale mail, +1 dex)
Base Attack/ Grapple: +2, +7
Full Attack: Greatsword +8 melee; or longspear +2 ranged; or 2 claws +7
Damage: greatsword 2d6 +7, or longspear 1d8+5; or claws 1d6+5
Face/Reach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear)
Special Attacks: Rend Special
Qualities: Fast Healing 5, Darkvision 60 ft.; scent
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 21, Dex 12, Con 17, Int 7, Wis 8, Cha 6
Skills: Intimidate +2, Listen +2, Spot +2
Feats: Weapon Focus (greatsword)

Climate/ Terrain: Any land and underground Organization: Solitary, pair, gang (2-4), squad (5-8), or band (11-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class

A cross between the largest Oluks and trolls, Bazoks look like gigantic (7 1/2 foot tall) orcs with thick muscles and green, warty skin. They only obey Oluk orcs, whom they have been taught to respect since birth, and will destroy any other humanoid that annoys them, if Oluks are not present to restrain them. They even hate trolls, although they fear them. They have no culture, and are generally kept locked in pens between fights. Bazoks are just smart enough to resent this.


Bazoks begin combat by throwing their long spears. On the next round they draw their greatswords and charge into melee. Their weak regenerative ability gives them courage in battle, but they are not completely fearless and have been known to flee, especially if their oluk commanders have been slain.

Rend (Ex): If the Bazok hits with both claw attacks against the same opponent, it latches on and rends the flesh. This attack automatically deals 2d4+7 additional hit points of damage.

Scent (Ex): A Bazok can detect approaching enemies, sniff out hidden foes, and track by sense of smell as if it had a Survival skill of 5.

Other races of Dark Folk were crossed and mixed, with less notable results.

The Denizens of Orc-haven, on the other hand, cultivated the ability to create machines and engines of war. They created devices to hurl fire and rock long distances, devices to use against infantry, and gigantic self-propelled towers to scale walls. In the process of this strange arms race, these two cities developed something of a culture rare among orcs, even in the conquered and more civilized lands. They each developed ruling classes and even written histories and plans. The ruling caste of Gorug is the Leg-Breakers and the ruling tribe of Orc-haven is the Red Fangs, and both of these clans are responsible for the written records of their city. Luckily for the rest of Farland, and perhaps even for the Wintervale, the perpetual strife between these two cities retards their cultural and military progress, and both cities are still under the sway of the Nameless City and still provide troops if they are called upon to do so. (Because of their centuries of civilization, the favored class of the orcs of these cities is fighter.)

Cadocia and Human Lands

Frigid Cadocia to the north is a land that is nearly civilized. Indeed, trade and currency are possessed by the Eskimo-like Cadocians. These folk subsist through hunting, gathering, and fishing, and they have developed seaworthy ships to hunt whales. Most of the Cadocians live in small communities that move to follow the food source, but there are two cities in the land, although both are small. Majutenos boasts a population of some 5000, which swells in the summer. Laipedos is the second largest town, with a population of 2000. The Cadocians send tribute to the Nameless City and are ruled by its representatives. The average Cadocian wants nothing more than to be left alone by the brutal agents of the Vale to live his life in peace.

Along the Eastern coasts of the area called Yrrkune live oriental peoples that call themselves the Kunese. These peoples are mostly barbaric, and they have no major cities. They willingly serve the Wintervale and even worship the Dweller as a god, along with Vornoth, whom they call Sodring. While these people have not been allowed to establish cities or develop much of a culture, they still have certain facets of their civilization that are notable. They believe above all in honor, and they will do their utmost to fulfill any oath they take, even to the extent of committing suicide if they fail.

South of the Greatwall Mountains is a huge continent called Eruna, full of wild, dark-skinned humans and all manner of beasts and monsters. The dweller has sent agents into these lands too, but he by no means holds sway, except in the city of Budum-ishi. This community, built in a fertile river-valley, consist of men with light brown skin. This city is ancient indeed, and it once held sway over a civilization that encompassed the entire area in which it is set. Now this ancient place is all that is left. The people of Budum-ishi revere their ancestors and build for them great tombs and monuments, sacrificing many slaves by walling them up alive within the crypts. They worship gods with the heads of animals, the Lord of whom is Vornok-ka, or Vornoth, pictured as a man with the head of a bat. As a people, they are concerned with dark and ancient secrets and magics of all sorts. Because orcs and barbarian folk are not skilled in this area, the wizards who of old used to provide support for the dweller's shock troops came from this region. The infamous Khadufel the Southerner, the wizard who belongs to The Eye, hails from this town.