Narvaez (Baronia de)

Location: Northwest of Saragon, north of Gargona, south of Torreon.
Area: 15,477 sq. mi.
Population: 16,000, including 12,300 in Puerto Morillos.
Languages: Slag Common (Ispan Dialect).
Coinage: Oro (gp), dies (sp) and centa (cp).
Taxes: 35% income tax.
Government Type: baronial, part of the Treaty of Tampico and a member of the Signatory Council.
Industries: Agriculture, mercenaries.
Important Figures: Barón Hugo "El Despiadado" de Narvaez y Montoya (baron, human, male, P(cr)15).
Flora and Fauna: Standard for its warm temperate climate, including kudzu, tomatoes, potatoes, maize, plains grasses, deer, armadillos, prairie dogs, turkeys, and eagles. Dangerous monsters include the vast number of goblinoids that raid from the Yazzak Steppes and from an unnamed swamp on the coast of the Gulf. Normal animals with Legacies can also be very dangerous.
Further Reading: The Savage Coast online document, Salvage Baronies Boxed Set.

Description: by Hernando Cagliostro

Narvaez. El nombre [The name. Ed] of this baronia alone is enough to cause fear in most people, and with reason. Narvaezans have always been intent on the conquest of all the Savage Baronias, and they intend for everyone to worship the flames of Ixion and his Inquisitor.

The Land

Narvaez is the largest baronia of the Gulf of Hule. It is mostly fertile farmland situated in the valley of el Rio Guadiana. Forested hills marks the borders on either side of the valley. Many aldeas [villages. Ed.] can be found along el rio, but most have been destroyed and are nothing more than ruins thanks to the holy war Narvaez embarked upon almost a decade ago. Only two main towns are still left in esta región: Paz del soland Punto-Eseobar.

The southern parte de Narvaez turns eastward and goes all the way to the sea, where Puerto Morillos stands. This is la capital of la nacion, where Baron Hugo rules with an iron fist and his Matones thugs enforce his laws. Life is Puerto Morillos is very subdued, as to try and be lively and entertaining marks one out for the dreaded inquisitors, who will most assuredly come and visit.

North of this stretch of land, and east of el Rio Guadiana, lies las Colinas Grutescas and an unnamed swamp. Banditos and religious refugees have made many a hideout in this area, and it is rumored to be filled with ruins and ancient treasures.

The People

Narvaezans are an oppressed people who have no freedom to do as they please. The dreaded inquisitors and their goddess, aptly named the Inquisitor, make sure that everyone is extremely devoted to Ixion. Those believed to have performed the slightest heresia [heresy. Ed.] are burned to the stake.

La poblacion is heavily taxed so el baron can afford to build his military forces. With these, he insures that there are no revolts in his nacion and enforces the worship of Ixion. Many such mercenaries even serve abroad, although most other countries are afraid to hire them because of their religious conviciones [convictions. Ed.]. Those that do serve outside of Narvaez must still pay taxes to el baron or they will be declared heretics.

El baron even exports the food of the commoners to other nacionas for money, often leaving them starving in his own baronia. Then El Despiadado [The Despised. Ed.] wonders why he has so many revolts and has to pay for so many soldiers. Los famous Matones, the elite guards of Narvaez, are nothing more than thugs who take pleasure in bullying those weaker than they are. And any who complain to the officials are soon found burning at the stakes; the inquisitors find their devotion in Ixion to be lacking merely days afterwards.

Narvaezans view Afflicted as those punished by the Immortals, in particular by Ixion. Since cinnabryl is rare in Narvaez, only the clero{once again, it's Curas -Oracle} of Ixion can keep the Red Curse at bay with their Maintain spells. Those who become Afflicted are therefore viewed as those who have not been faithful to the church and therefore suffer the punishment they deserve. What I believe is even worse is that the Afflicted themselves, so caught up in the religion of Ixion, believe that they are to blame for their curse. What kind of religion puts such false and destructive ideas into the heads of its own people?

These days, Afflicted are automatically viewed as heretics and are to be killed on sight. Also, druids and mages are equally viewed as heretics, since they obviously worship other sources of powers for their spells. It is because of my arcane studies that I was forced to flee my own homeland.

Recent History

Narvaez was the first baronia along the Savage Coast, created many years ago by Ispan [A group of Thyatians. Ed.] colonists at the turn of the last century. They claimed the entire coast of the Gulf of Hule where almost all the other baronies now lie.

Soon after it's creation, several towns declared their independence and formed their own baronias. Then, in AC 913, the first baron died and la baronia was divided in two by his two heirs. The northern baronia remained Narvaez while the southern baronia became la Baronia de Sotto. Over the next decades, Sotto fell apart to numerous civil wars and eventually became what are known as las baronias of Gargona, Almarron, and Cimmaron.

Meanwhile, Narvaez itself was facing many revolts and declaraciones of independence as well. Tired of these secessions, el baron started building his forces and attacked the rebellious towns. By AC 937, Narvaez had reclaimed all its lands, not including those that were given to Sotto. El baron continued to build his forces to prevent any other uprisings. Narvaez became known for its infantry and military throughout las baronias. They held their land and remained peaceful until the next century.

Then in AC 1005, Narvaez fell into civil war over their religion. El baron managed to unite his people in AC 1006 by claiming that it was the other baronias which were heretics, uniting los factiones into a Holy War against the rest of las baronias. Torreon, Texeiras and Vilaverde joined Narvaez against the other baronias. This war ended when Hule invaded, forcing los barons to work together or lose all their lands.

Near the end of AC 1009, the Red Curse spread throughout the land and many Narvaezans became Afflicted. This has begun causing many troubles within la baronia, and many believe that another religious civil war is inevitable. Last year, Baron Hugo began stockpiling smokepowder, and many feared that la baronia would again start a spree of conquests and expansion. In consequence, they have created sanciones which thankfully forbid the export of smokepowder to Narvaez.

Don't Miss

Unless you are willing to become a near-slave to the whims of lost Matones and the inquisitors, I recommend avoiding Narvaez as much as possible. If you must go, stay in small villages where you will be harder to find.

The one thing I enjoy in Narvaez is to see the daring swashbucklers in Puerto Morillos. They wear masks and go about taunting the inquisitors, the priests of Ixion, los Matones, and even el baron. Sadly, many of them have been killed and burned to the stake, but just as many always manage to escape and harass the fanatical Narvaezans even more.


Saragon (Baronia de)

Location: East of Guadalante, north of el Grande Carrascal, and west of Gargona and Narvaez.
Area: 8,757 sq. mi.
Population: 8,000, including 6,600 in Ciudad Matacon.
Languages: Slag Common (Ispan Dialect).
Coinage: Oro (gp), dies (sp) and centa (cp).
Taxes: 20% income tax.
Government Type: Baronial, part of the Treaty of Tampico and a member of the Signatory Council.
Industries: Sages and knowledge.
Important Figures: Baron Balthazar de Montejo y Aranjuez (baron, human, male, W12).
Flora and Fauna: Standard for its warm temperate climate, including kudzu, tomatoes, potatoes, maize, plains grasses, deer, armadillos, prairie dogs, turkeys, and eagles. Dangerous monsters include goblinoids that raid from the Yazzak Steppes. Normal animals with Legacies can also be very dangerous.
Further Reading: The Savage Coast online document, Salvage Baronies Boxed Set.

Description: by Hernando Cagliostro

Saragón is one of the three enlightened states of las baronias. Along with GargoĄa and Almarron, its rulers promote philosophy, arts, and educations among its publacion. Saragon is also famous in its role of defending las baronias from invasions from the Yazzak Steppes thanks to la careta de la barrera [The Barrier Mask. Ed.], an artifact of the Immortal Ixion which repulses enemy forces that approach it. A second artifact, the Bracers of Forbiddance, enhances the Barrier Mask's already great powers.

The Land

Saragon is mostly composed a prairies that lie along el Rio Maldito and Rio Copos. The western borders run along la Bosque de las Sombras (The Forest of Shadows), a woods rumored to be haunted by the legions of soldiers who died fighting the gnolls who once inhabited to forest.

Saragon is has three baronets, minor lords who represent each one region of la baronia. The baronet of Aranjuez represents the north, while the baronet of Montejo the southern parts of la baronia. The baronet of Saragon comes from the central area of la baronia.

The People

Saragoners are an enlightened people, much like Gargonans, due mainly to the good education they receive from the nobles. Mages and scientists are very common here, and are in fact renown throughout las naciones as the most wise sabios [sages. Ed.] of the Savage Coast. Many here study the Red Curse and are trying to understand it better, and possibly defeat it if possible.

Also common in Saragon are the Inheritors. This is due to the fact that the original Inheritors all came from this nacion. In fact, baronet Don Luis de Manzanas is one of those original Inheritors. Because of this longer use of Legacies in the area, Saragon has more red steel and cinnabryl then most other naciones. Despite this high concentration of cinnabryl, most people use the priestly Maintain spell to keep the Red Curse at bay. This is parcialmente [partially. Ed.] because of cinnabryl's high price, and parcialmente because they have been well thought about the consequences of running out of cinnabryl. Afflicted are therefore rare as even the children of the land understand the properties of the dreaded Red Curse. Those that are Afflicted are treated no differently than someone with any other disease or wound; say someone missing a leg or an arm.

Recent History
Saragon has had a relatively peaceful history, and this is perhaps one of the reasons it is an enlightened state. La nación was formed in AC 966 when los baronias of Montejo and Aranjuez united after several anos [years. Ed.] of working together to defeat encroaching goblinoids and gnolls. Saragon remained peaceful except for a small dispute over watering rights with Guadalante throughout most of its history.

In AC 993, adventurers found the Barrier Mask which has helped keep la baronia safe since then. AC 1006 brought the holy wars in which Saragon united with other baronias to fight against Narvaez. As it is well known, this battle ended when all las baronias united to fight off Hule. Then, in AC 1007, goblinoids from the Steppes invaded, but were subsequently repulsed as well.

At the end of AC 1009, magic failed for a week, and there was much commotion in la baronia. Goblinoids took advantage of the failure of the Barrier Mask to attack Manzana's tower and destroyed it. Also, this is when the dreaded Red Curse spread throughout the land.

In AC 1010, Luis de Manzanas had a new castillos constructed, but was then challenged by the Inheritor Balazar. The troubles caused by this challenge eventually led to the discovery of the Bracers of Forbiddance, which helped repulse another goblinoid invasion led by Balazar. This new artifact, along with the Barrier Mask, are in la posesion of baronet Don Luis de Mazanas, where he keeps the borders safe from goblinoids and Narvaezans.

Since then, Saragon has remained out of most of the politics of the region, except for its demand to increase los sanciones on Narvaez.


Slagovich (City State of)

Location: West of Gulf of Hule, northern region of Serpent's Peninsula.
Area: 1,232 sq. mi. (3,200 sq. km.)
Population: 17,000 (mostly humans and a few demihumans)
Languages: Slag Common (Slagovich Dialect), Slagich (dialectof Traladaran).
Coinage: Bright (Br; 90% silver, 10% undepleted cinnabryl), Fair (Fr; 98% copper, 2% undepleted cinnabryl), Dim (Dm; depleted Bright), Dark (Dk; depleted Fair). Value: 1 Br = 5 Fr = 50 Dm =500 Dk.
Silver ingots are used in merchant trades.
Taxes: Unknown.
Government Type: Independent monarchy ruled by a Margrave.
Industries: trade, mining (cinnabryl).
Important Figures: Margrave Miosz II (noble, human, male, F5), Stavro (leader of the Knights of Halav, human, male, F14).
Further Reading: Voyage of the Princess Ark: The Slagovich Affair, in the Champions of Mystara box set, Red Steel Boxed set. Also, the Savage Coast online document.

Description: by Piotr Drobnjak

It's a great pleasure for me to describe my home city in such a precious book published in the same land that gave birth to the Mighty Halav. May He protect us all and help me in the use of Thyatian.

The Land

Slagovich proper is just a five centuries old small stronghold built high atop a plateau, next to a cliff overlooking the Gulf of Hule. The City State also controls a tiny stretch of hilly land between the village of Kastr to the south and the ruins of Grabana to the north.

High and well-defended walls surround the city's mortar and stonework houses, but the nobles and the richest families live inside the walls. Most of the population lives in badly maintained dwellings, outside the protection of the walls. A few scattered farms dot the countryside.

Almost all buildings have a faint reddish-brown color, due to the presence of cinnabryl in the area.

The People

The inhabitants of Slagovich, mostly humans of mixed Yavi and Traldaran race, sport dark hairs and reddish-brown skin (probably due to the Red Curse). A few demihumans inhabit the city too. Despite the many adventurers and the bustling trade business, most of the population consists in poor miners who work in the rich cinnabryl mines.

Worship of Halav is the main faith in the area, especially since the brotherhood known as Knights of Halav has helped Slagovich resisted many of Hule's attempts at seizing the City.

Recent History

In the last decade or so the whole area suffered from continuous war. Slagovich is an important trading post and the gate to the East, moreover it has an important mine of cinnabryl, the evil Master of Hule has tried to conquer it several times. He almost managed to do it in 1000 AC, when the Margrave Miosz II, then a child, was able to keep his throne thanks to the intervention of the Knights of Halav and an Alphatian adventurer named Haldemar.

In the following years Hule invaded Sind and attempted to conquer all the City-States, but the alliance of the five city-states managed to repel the Hulean evil bands.

Recently, as the Hulean threat loosened, Slagovich has been attacked by joint forces of Zvornik and Hojah and tension is still high in the area.

Don't Miss

Slagovich most famous features, except the Black Samovar inn, are the hydraulic mechanism designed by excellent Slagovich engineers and present everywhere in the city.

Located in a huge natural cavern connected by a natural shaft to the city, the harbor is a masterpiece of engineering. For a high fee the cavern can be sealed and filled with water, thus allowing a ship to move deep into the city along a series of canal to unload their goods.

Due to the high number of canal, drawbridges and water locks, the City of Slagovich is also known among eastern travelers as "Glantri of the West".


SUMA'A (Kingdom of) and GUMBAR (Kingdom of)

SUMA'A

Location: Western edge of the Arm of the Immortals, Brun.
Area: 19,240 sq. mi.
Population: 60,000, including 25,000 in the capital Sumag).
Languages: Ak'an (a language descended from Tanagoro andogre).
Coinage: pesawa (ep), cedi (gp).
Taxes: 10% export tax, 15% import tax (0% food import tax), 5%mineral tax.
Government Type: Monarchy moderately influenced by mercantile interests. The king must be a shaman.
Industries: Mining (gold, iron, diamonds, electrum, platinum),jewelry.
Important Figures: Aw'ar (Chief Priest of Sumag, ogre-kin, female, P(shaman)15).
Flora and Fauna: unknown.

GUMBAR

Location: Western edge of the Arm of the Immortals, Brun.
Area: 28,120 sq. mi.
Population: 72,000, including 30,000 in the capital Emdur).
Languages: Ak'an (a language descended from Tanagoro andogre).
Coinage: pesawa (ep), cedi (gp).
Taxes: 10% export tax, 15% import tax (0% food import tax), 5%mineral tax.
Government Type: Monarchy heavily influenced by mercantile interests. The king must be a shaman.
Industries: Mining (gold, rubies, diamonds, electrum,platinum), jewelry.
Important Figures: Droog (Chief Priest of Gombar, ogre-kin, male, P(shaman)10), Opatuo (head of the Mining Exchange of Emdur, ogre-kin, female, Merchant14).
Flora and Fauna: unknown.
Joint description of Gombar and Suma'a: by Gnighmen Lodestar

Note from the Editors: Although Suma'a and Gombar are not properly a part of the Savage Coast or an area affected by the Haze or Red Curse, we have decided to include it in this section for now as the Arm of the Immortal is close enough for to be included into the Savage Coast. When the Arm of the Immortal is known well enough to have its own section, expect these nations to be moved there.

I traveled briefly in these two kingdoms when Serraine was passing nearby. Matazumi had piqued my interest of this area with tales of land rules by giant civilized ogre like beings. These beings, he informed me, lead two huge mercantile kingdoms lead by shamans. These kingdoms are rich in mineral wealth with gold, electrum and iron being mined extensively from the hills and mountains of the Arm of Immortals which form the eastern extent of the two kingdoms.

Numerous types of precious stones are also mined from these areas and these along with the gold are crafted by the artisans of the land. The jewelry and mineral wealth, however, is not what has made the area rich.

It is the oversea trade that the people conduct with countries up and down the western shore of Brun and Davania as well as the eastern extents of Skothar that has made the kingdoms what they are. Both kingdoms lead extensive merchant and naval fleets with which they maintain their control over the water.

Once Matazumi had given me this briefing of the land which I would travel in I effected a magical disguise to help me pass unnoticed during my brief sojourn through the land. I decided to borrow a Cloud-Clipper for my journey and land near the city of Emdur - the capital of Gombar.

The Land

I was unable to visit any area outside the city of Emdur during my stay and therefore do not know anything about it. I hope to visit the two kingdoms again soon and describe in more detail the area with more detail on the Kingdom of Suma'a and the lands surrounding the city of Emdur.

However in my travel from the area where I landed my plane into the city I noted some things. Primarily the lack of people living outside the city - I passed no-one on my short journey and there were no farms not that the land seemed very arable. Why there are no people living on the land is a mystery to me and how the populace can eat is truly a surprise. During my short trip I did notice the sounds of drum beats. From where and why these drum beats were beating was also a bit of a mystery for me - one that I was unable to answer during my stay.

The People

The people of Gombar and Suma'a are twofold in their interests. Firstly there are the merchants and miners who are interested in furthering their mercantile aims. Then there are the religious groups who lead the populace.

The interactions between the religious and mercantile members of the people are very interesting. The mercantile members of the people seem to have control over the religious group by virtue of the money and jobs that they generate. However the religious groups lead the people. It is true that the leaders are heavily influenced by mercantile interests but a similar influence of the shamans over the merchants was evident to me by the respect that shamans visiting the Mining Exchange were given. They were not feared as those who are religious seem to be in other areas but actually treated with respect.

Don't Miss

The Mining Exchange in Emdur is the tallest and most opulent buildings in the city. In fact the height of the building is astounding. Over 25 stories high, the building is truly massive, especially considering that for the tall inhabitants that each storey is fifteen feet high, why a building should have so many storeys is, however, beyond me. Though seeing the building I have an idea for a weight and pulley mechanism that could be attached to the outside of the building which would move people up and down floors without the need for stairs - I think I'll call it a mechanical-levitator.

The Exchange is a hive of activity during the day and throughout the night. Within the exchange miners come in and sell their goods. In the same place merchants buy the minerals to trade with other countries. Artisans also frequent the building buying gold and gemstones and selling their crafts to merchants.

The most amazing sight within the Exchange is a large room, known as the Floor, which exists over three storeys within which the prices of the cargoes of ships as well as the standings of the mineral finds from the mines are traded and re-assessed on a continual basis. The room is a very confusing within ogre-kin screaming prices and names at the young ogre-kin above them at large boards who write the new prices and standings in the relevant places. How anyone can hear anything in this place is an amazement to me. I was here the day after the platinum from a new mine was being traded in the Exchange - I was informed that on this day that the Floor was more active - how this can be is beyond me.