Greetings!

We will go ahead and do a role-playing adventure set on the Isle of Ishmon. You can see a sketch of the Island at WWW address

http://www.geocities.com/dr games/images/august.jpg

Geography and Sociology

The Isle of Ishmon likes in Magastaís pool within the Thousand Isle group. The island has been settled for as long as anyone can remember. There are several racial groups on the island.

The elves are the first group. They live primarily in the Greylock Forest. The elves have a greenish complexion an average height of around 5í3". They are a fun loving lot, and more than one humna has rued the day that he was the butt of some elvish joke. The elves worship Aldrya and all of the holy motherís festivals are observed most strictly. The elves are most at home in nature and in woods in particular. No elf has ever been in want of food or drink in a woods.

The second group is made up of the Beijabar; they inhabit the north side of island. The group has an average height of around 5í7". They have fair complexions with a reddish tinge to their hair. They are rumored to have been the first settlers of the Troll Lands.

The third group reigns supreme on the southern half of the island. These swarthy, warlike humans have dark complexions with short, powerful builds. The average Ishmolin stands about 5í4". More on their culture a bit later.

There are a number of places of note on the Island. The Kyglon mountains bisect the Island nearly in two. The range is currently a haven for orcs, ogres, giants, and unsavory wildlife. Only the truly brave or foolish enter the mountains with anything less than an army.

There are two major routes through the mountains. The first is Cut-throat pass. Many a foppish merchant has been known to give up his wealth and ife on this causeway. It is the haven of countless bandits and highwaymen. Yet, every year in the Earth season merchants travel the long path from Ishmon to Kimlov to sell their wares. The gathering of mercenaries and adventurers in the last weeks of Earth season in Ishmon is well known; the merchants are always in need of good, reliable protection. The second way past the mountains is more treacherous than the first. The western end of the mountain range ends some five miles from the sea. The way is sure and the footing is firm, but the Beijabar inhabiting this piece of Ishmon are not interested in making their home into a throughway for travelers. The natives of the western channel care neither for gold or cattle. They seek only the ceaseless flow of enemy blood down the haft of their tribal weapons.

There are four major rives on the Island. The Ishmolin River is the life blood of the southern half of the Island. All along its course, channels and ditches carry water into the well tended fields of the farmers and herdsmen of the region. The Nissar and Mindow rivers flow cold and foreboding from the mountains into Kimlov. At certain times of the year, the water carries strange maladies. The Beijabar are not fond of these rivers. The Zippon river is generally known only to the few trappers that frequent its shores at its headwaters. Only the gods know the remainder of its slow and windy course.

The Bistivjon and Tyl wastes flank the Ishmolin River. These wastes range from simply hot and dry in Storm season to inhumanly hot at the height of Fire season. A few solitary nomad tribes pick a meager existence from the flats, and little is known of these tribes. They come to town only to trade their herbs and livestock for the baubles and goods they can carry on their backs. The Zin highlands are home to several tribes of orcs. The area is viewed as more of an annoyance than a real danger. There are several species of healing herbs and exotic spices found only in this region; that helps the local populace tolerate the occasional half hearted orcish raid into the surrounding farms.

The Agmostin swamp is a dank and dismal locale. Only the desperate and the chaotic tainted live the swamp. Visitors of a more wholesome variety come to the swamp to obtain powerful herbs and exotic creatures. Visitors that come at night often do not return.

The Greylock forest is a stately growth untainted by the spoiling hands of man. The militant elves within its boundaries have seen to this. The elves of this Wood often play funny tricks on the humans that violate its sacred bounds. Humans tell tales of games like "catch the arrows, no hands."

The Island has three major settlements. Zin is the home of the vicious Tsankth pirates. The pirates routinely raid any ship within sight of the shore, but even the pirates will not stray from the shallow waters. Little else is known of the city to outsiders. Kimlov is the home of Beijabar. The Beijabar are a clannish people, and their city is no exception. Even when the merchants bring their goods from Ishmon, the natives insist on following a complex ritual. Merchants too callused to follow the ritual are ignored at best, and at worst many of these unbelievers disappear by the dark of night.

Ishmon is the center of commerce on the island. Nearly any product can be found here from the skins brought by the Beijabar to the trinkets and weapons brought by the Tsankth. The City streets are filled from sunrise to sunset with the turbanned heads of the merchants making a sale or merely bickering for its own untold pleasure. All the major regigions are represented here as well. Ishmon has his own temple of course. Dendara has a shrine as well as Gorgorma, Lumavox, Salilgor, and Nikel. There are rumored to be cults to the Blackfang and Trickster as well. Almost every trade imaginable is practiced somewhere in Ishmon from gold smelting to rug weaving.

Session Start Point

It is currently Illusion week of Earth season, and the week of festivals that sends the merchants of the city on their way toward Kimlov is already underway. The most foolish and vrve have all gathered within the walls of Ishmon to be hired on as guides and guardsmen for the journey. But, some do not join in the clebration of their neighbors. They are very solumn adventurers; each for his or her own reasons makes way toward the Sultanís palace. For each the plalace door opens, and each id led to the audience chmber of the sultan. Soon after the last arrives he tells his tale.

Sultanís Tale

Each of you has come to me for a different reason; yet, each of you holds a common fate. Long ago this island was part of a vastly rich trading route to Credia in the Timerian Empire. Those were wondrous days for this island, but then a mage on a faraway island worked a tremendous magic. This magic closed the seas, and from that day forward any that traveled further than the sight of land was swallowed up and never heard from again. My an ancestor, the great sultan, Imod siv Deshnovi, tasked a fleet of Zin to guard the coasts and insure that no unsuspecting fisherman or merchant would venture out too far from the coast and be swallowed up. This worked well for a time, but none day there rose up amongst these trusted guardians of the sea an evil and unscrupulous man, Navir, who turned the people of Zin against the kind Sultan. The people at Zin became a terrible blight upon the face of the waters surround Ishmon. The tribesmen of the northern half of the Island, embolden by this move, also turned on the Sultan, and the Island was divided in a devilish three way civil war. Finally, the high assassin of Ishmon cast a great magic that stopped the war by destroying the armies of each of the three factions (much to the appeasement of his god). The high assassin was required to make a bargain to accomplish this magic, because it was outside the realm of ordinary mortal accomplishment.

He was turned to stone until the time when a ritual would be performed over his body. That same day, the leaders of the three groups met and swore over the assassinís body that as long as he was tone there would be peace on Ishmon. I have recently learned that the spell on the sea has been broken, and a ship has departed from Credia to bring us world of the new magics that allows passage on the sea. The pirates must be destroyed before this ship arrives or we will never be free of the terrible curse. My armies stand ready to sweep down on the Zin, but the oath of my ancestor binds me to keep peace while the assassinís body and release him from his curse. I do not know the exact location of the body or the terms of the ritual which will release him, but I have been told by my royal diviner that you can find a guide at the Tavern of the Seven Curses in Zin. Unfortunately, I cannot aid you directly in any way once you leave the palace this night. Time grows short. No one must know of your mission. May Ishmon smile on you Ö