In the last week, you have felt a compulsion to get to the city of Ishmon. You have seen yourself walking to the Inn of the Bitten Camel. You are not alone. There are others to your left and right walking with you in your dream toward the same goal.
What does the future hold? Only the Invisible God knows for sure!
*Geography and Sociology*
The first session will take place on the Isle of Ishmon. You can see a sketch of the Island at WWW address
Map of Isle of Ishmon
The Isle of Ishmon likes in Magasta’s 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 5’3". 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 mother’s 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 5’7". 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 5’4". 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.