Location: South of Glantri and Ethengar, north and west of
Darokin, former Broken Lands.
Area: 60,000 sq. ft. (5,400 Sq. mi.)
Population: 15,000 (75% Shadow Elves, 15% various humanoids).
Languages: Elvish (Shadow Elf Dialect, Oenkmarian dialect),
Tharian Common, and other goblinoid tongues.
Coinage: Bright (gp), shine (sp), glint (cp), kalafi
(varnished strips of hard, bark-like fungus, they come in 10 gp,
50 gp and 100 gp denominations).
Oenkmarian coins can also still
be found: Quetzal (gp), axolotl (cp), ixitxachitl (jade ingots).
Taxes: Unknown.
Government Type: Independent city, formerly part of the Shadow
Elves' Kingdom.
Industries: Military, mining (gold, copper, tin, jade), fungus production.
Important Figures: Xatapechtli (Atzanteotl's minion, shadowelf, male, M15)
Flora and Fauna: Mosses, fungus, leeches, mosquitos, striders
(bipedal lizards).
Further Reading: GAZ 10 - The Orcs of Thar, GAZ 13 - The
Shadow Elves, AC1010 - Poor Wizard's Almanac to AC1012 - Poor Wizard's Almanac 3.
Description: by Dorrik Stonecleaver
Due to the shadow elf civil war and the following clashes we were unable to get a report from the Aengmor area. Actually we sent there our accomplished archeologist Julius Fyodorov, the one who wrote about the rising of Aengmor in last year's Almanac, but as of today we get no news from him. Anyway, in order to give you an overview of the former Jewel of the Depths, we charged our correspondents all-over the Old World to collect rumors and tall tales about the City of Aengmor.
One thing that might be of interest to the reader is how the shadow elves distinguish the city of Aengmor and the nation of the same name. Apparently, they don't have the same name. Both shadow elves and elves that I have talked to confirm that there is a difference between the two, but humans (and other demihumans) can't hear it. They claim it has to do with the sensitivity of their elven ears. Of course, when humans talk about Aengmor to the elves, the elves become just as confused because the humans can't pronounce the difference either.
The Land
"The city is built on a series of concentric plateaus over
what was probably the top of a rocky hill. Though usually
wrapped by smoke (probably coming from the local foundries), it's
sometimes possible to see a huge maze of narrow, chaotic streets.
Except the heavy walls there're a couple of notable buildings in
the city. On the top of the central plateau there's a big
temple, like the Thothian ones but with stepped sides instead of
sheer surfaces. Northeast of the temple there's a circular
arena, much smaller than the Thyatian coliseum, but similar in
shape. The city also has parks and a couple of lakes."
"Soldiers told me that the Shadow Elves conquered all the
Eastern Broken Lands [11,600 sq.mi (26,100 km2.). Ed.] killing
or enslaving all humanoids out there."
"The road is completely blocked, you can no more cross the
Eastern Broken Lands now. Before it was dangerous, now it's
suicidal. Shadow Elves kill humans on sight. The only way to
bring these carts back to Darokin is crossing through New Kolland
and the Great Crater, unless you want to travel the long way
through Fort Sablestone and the Sind desert."
The People
"Ruthless xenophobic shadow elves, that's what they're!"
-Anonymous adventurer
"We've managed to capture an orc alive a few months ago.
Actually he was so frightened that he spontaneously surrendered.
We tried to ask him about Aengmor, he looked scared and grunted a
few words about Oenkmar, evil elves rallying humanoids and a
feathered serpent. Not much in my opinion. I don't know what's
going on there, but it's certainly something dangerous. Believe me."
Recent History
In Flaurmont AC 1012, after many bloody skirmishes, the humanoids surrendered to the dwarves, but joy was to last very short, because shadow elves attacked the city. In the following months Aengmor was conquered and lost many times by dwarves, shadow elves and humanoids with heavy losses on all fronts. Dwarves abandoned the city in Felmont, Alebane's ogres ransacked the city in Ambyrmont just a few days before the shadow elves' final attack. In AC 1014 shadow elven mages managed to raise the city back to the surface and their troops secured all the Eastern Broken Lands. From then on, little is known about who inhabits the city and what happens there. There has been a civil war among shadow elves and it seems that a few rebels elected Aengmor as their stronghold rallying the few scattered humanoids in the area and using them as slaves.
If you happen to be in Serraine when it's cruising in the
Darokin area don't miss to take an aerial tour over the City of
Aengmor. The skilled gnomish pilots will bring you on a
breathtaking and completely safe journey over the formerly buried
city of Aengmor, something you'll never forget.
If possible avoid crossing the Eastern Broken Lands, especially by night. If you go and happen to be surprised by shadow elves, immediately drop your weapons and keep silent until they capture you. Maybe they'll spare your life and you'll have the chance to go back home, although it's been rumored that they use captives as slaves in their mines.
If someone offers you to go in the arena in exchange of freedom, then refuse. A few orcs, captured by Darokinians, said that really terrible things happen in that arena.
Location: In eastern Darokin, north of the Five Shires and
Karameikos.
Area: 17,950 sq. mi. (40,388 sq. km.)
Population: 130,000 shadow elves. Languages: Elvish (Shadow Elf dialect).
Coinage: Bright (gp), Shine (sp), Glint (cp), Kalafi
(variously rated at 10 gp, 50 gp and 100 gp).
Taxes: One fourteenth of a shadow elf's earnings goes to the
Temple of Rafiel and the King. Employers deduct this amount from
the wages they pay and send it to the tax collector each month.
Tax evasion is very rare among shadow elves.
Government Type: Semi-autonomous Kingdom under the
jurisdiction of the Shadow Elves' Kingdom.
Industries: Military, mining (precious metals).
Important Figures: Tanadaleyo (Radiant Princess, shadow elf,female, F13/M13).
Flora and Fauna: Deers and other small forest animals,
basilisks, gorgons, and lycanthropes. Evil faeries are also
reported to have moved in. The flora is now predominately
twisted, and blight oaks are practically the only tree that has
managed to survive.
Also, the shadow elves have imported many of their skinwings to the surface, so they can continue to act as flying mounts for their soldiers. Some have since broken free and now live in the wild of the forest.
Further Reading: GAZ 5 - The Elves of Alfheim, GAZ 13 - The Shadow Elves, CM7 - The Tree of Life, AC1010 - Poor Wizard's Almanac to AC1012 - Poor Wizard's Almanac 3, and Joshuan's Almanac.
Description: by Filferil Feadiel
Long are gone those joyful days when the luxuriant Canolbarth forest was home of peaceful elves and merry faeries, when robins twittered in the fresh air and the sons of Ilsundal danced among evergreen trees. Now everything is dark and dangerous here, the only clear thing being the pale skin of Shadow Elves. [To learn more about the Shadow Elves' invasion check "Timeline of Alfheim Invasion" by Fabrizio of Lizzieni and Herv‚ of Vyonnes published in Rymskigrad by the Igorov institute. Ed.]
Gone are the mighty oaks that made Alfheim famous all over the so-called Old World (and even beyond), now the once-green forest is a dark and dry land, very similar to the dry steppe that covered the area before the arrival of Ilsundal's sons. Aengmor, as the Shadow Elves renamed my motherland, is located completely inside the Republic of Darokin, lying on a plain bordered by the huge Streel River (to the West), the cursed Cruth Mountains (to the South), where many friends died while fleeing to Karameikos, and the dangerous Orclands (to the North and East) home of nasty Orcs and hungry Trolls.
The forest receded a few miles since the invasion giving ground to lush Darokinian grass. The Canolbarth's trees turned into twisted version of their former selves, their gnarly and intertwined branches forming an impenetrable canopy that shrouds the forest undergrowth in darkness. New fungi of an unknown sort and strange mosses now grow under the twisted trees, but without water the once-mighty forest is slowly dying.
Gone are the rivers and the lakes, gone are the fresh streams and the small waterfalls, gone is the water from Alfheim. [this is not completely true. As far as I know the northern rivers and the Selinar lakes aren't entirely dry, because of water runoff from the Dwarfgate mountains. Ed.]. Nothing lasts of my homeland, only darkness, drought, death and decay.
Gone are the sons and daughters of Ilsundal, gone is High King Oberon and his court of merry faeries, gone are the dryads and the fauns. The current dwellers of Aengmor are Shadow Elves, a xenophobic and violent race, a pale imitation of real elves. Shadow Elves are really different from elves: they live in (disgusting) stone houses or in (even more disgusting) caves, like the burly dwarves from Rockhome. Unlike dwarves they like to sing, but they have horrible squeaky voices. The Shadow Elves' way of life has indeed little to do with the "standard" elvish one: usually Shadow Elves spend most of their time underground, because the sun is harmful to them; they don't eat bread, berries or boars, but trania, a strange food that they grow underground; they know very little about trees and usually prefer stone over wood to build their houses or temples.
These underground elves are a very religious race. Their priests, usually called "shamans", wield a tremendous power inside their society. You can recognize these shamans from the purplish mark on their forehead, this mark identifies as favorites by Rafiel [the marked ones don't belong to a particular race as written in last year's almanac. Ed.]. It's rumored that some among them are very accomplished spellcasters, able to destroy a whole army with a simple gesture of their hands;personally I doubt it.
Another peculiarity of this twisted race is their favorite mount: horrible squeaking flying monsters called skinwings.
Though the memory of the Shadow Elves' invasion is still fresh in my mind, I won't say anything here about that sorrowful occurrence, because too many people already spoke about that,often out of turn.
After the invasion the forest has never been the same again: no more elves to tend the trees, no more trees to shelter the birds, no more twittering birds to enliven the elves' lives. Anyway life has not be easy for the invaders either. The first problem has been the forest itself, because the powerful evil magic used by shadow elves has completely destroyed the forest enchantments causing the nightly rainfall to stop and thus the once-mighty oaks to slowly die. Shadow elves asked the Norwold elves for help, but they could do little to restore the originalspells.
That same evil magic caused another big problem, one that should worry everyone in the Old World, not only the Shadow Elves: bad magic points. These sources of evil magic already existed before the invasion, but recently they grew in number and power. Strange monsters appeared in Canolbarth and odd things happened near these areas, only the Immortals know what willhappen in future.
Because of their warlike nature shadow elves had also problems with peaceful Darokin: first the silly request of extending Aengmor borders just after the end of the Great War, then the kidnaping of young princes Erian and Calenderi that putAengmor and Darokin on the verge of a war, and finally the invasion of Oenkmar, with shadow elven troops boldly crossing the Darokinian soil as if it was their home! Unfortunately the Darokinian army still recovering from the war against the Master of Hule was able to face the aggressive Shadow Elves, so now they must put up with such blatant violations of Darokinian ground.
Anyway, after the civil war that razed the forest even more, it seem that Princess Tanadaleyo decided to take the diplomatic way in a desperate attempt to save the twisted forest. As assistant to Treekeper Jorodrin Feadiel, I'm here in Rafielton with Alfheim diplomats, but I must admit that, after last years assassination attempt, I don't trust these elves very much and I don't think there will ever be peace between us.
In my opinion there's nothing worth seeing in Aengmor and
you've better keep out of the forest if you wish to live long.
But for those foolhardy adventurers who like to live on the
edge, always risking their life there's one thing to see:
Rafielton, the only permanent settlement of Shadow Elves. When
the shadow elven troops invaded Alfheim in the fall of 1007 AC,
all the elven villages were destroyed or burned down in the
short battles that occurred. The westernmost area of Alfheim
Town suffered from magically-started fires too [actually
shadow elven authorities blame the fleeing Alfheim elves for
setting their cities on fire. Probably the truth stays somewhere
in the middle. Ed.], anyway, the Shadow Elves decided to
preserve this city and, after renaming it Rafielton, elected it
as Aengmor's capital. As you may know Alfheim Town wasn't the
real capital of Alfheim, but was more correctly a trading post where
humans and elves might exchange their goods, it was also
the only human-looking city with a few stone buildings and a
surrounding wall and this is probably why shadow elves decided to
put the capital here.
Not being so skilled in working with wood, though they're trying to learn, Shadow Elves decided to remove the ironwood wall and replace it with one made of solid rock. This wall and the many new stone buildings give Rafielton a gloomy dwarvish look. King Celedryl Plaza was immediately renamed Rafiel Square and covered by a linen canopy held up by tall poles, this canopy shelters those pale Shadow Elves from the burning rays of the sun. On the eastern side of the square (in the former non-elvish area) the Merchant Brotherhood Office, now houses the Radiant Princess court, in front of it the former Darokinian cathedral shelters a small group of shamans. A new temple to Rafiel was under construction on the eastern edge of Rafiel square, but the civil war caused the works to stop. The dwarvish compound is now the army headquarters, while the air-force (skinwings) has its headquarters in the former Alphatian embassy. No foreign ambassador has now an official seat in Rafielton, though a permanent envoy of the DDC have a room in the only inn of Rafielton: "The Golden Skinwing".
Nothing lasts in the sky city except a few rotten axes andropes.
Rafielton now houses roughly 15,000 shadow elves, mostly
soldiers, while the majority of them live in the caves near the Sump and Weir.
Location: South and south-east of Glantri, north of Darokin.
Area: 11,600 sq. mi. (26,100 sq. km.) on the surface, with an
unknown amount of territory underground.
Population: 5,000 goblinoids.
Languages: Elvish (Shadow Elf dialect), Tharian Common (most
dialects), and most other goblinoid tongues.
Coinage: Any, as all are stolen from neighboring lands. No
local coins are produced.
Taxes: Whatever a horde leader can take.
Government Type: Feudal monarchy.
Industries: Warfare above ground, while fungus growing and
mining (of gold, copper, tin, and jade) take place underground.
Important Figures: Deimos (human lich, male, M18).
Flora and Fauna: The Broken Lands are just swarming with
creatures driven out of human lands. This includes herds of
goats, giant ants, rock baboons, every race of goblinoid, giant
lizards, rats, giant scorpions, and giant spiders.
Further Reading: GAZ 10 - The Orcs of Thar, AC1010 - Poor
Wizard's Almanac to AC1012 - Poor Wizard's Almanac 3.
Description: by Alasdhair MacCallum
If there is any place on Mystara that one could consider a part of the Pits [AD&D: Mystaran name for the Abyss] made real on our world, it would be the Broken Lands. Only the most foolhardy would enter the area voluntarily, and unfortunately, that list includes any merchant who wishes to travel between Darokin and Glantri. Since it's a major trade route between the nations, I have traveled through the Broken Lands several times, so that I can give you this description from my experiences.
The Vesubian trail crosses straight through the mountains of the area, making an arduous climb seem like a daily event. Even the walk back down is dangerous and the slopes are very steep. Near the Glantrian end of the trail, off to the East, one can barely see a huge mountain peak covered in snow; this unnamed mountain is about the only sight on this side of the broken lands.
The second known trail follows the Streel River to Ethengar. This trail is wider than the Vesubian trail. Since it passes through a rough valley, it often reaches a width of up to several hundred meters (yards). Although no less exerting than the Vesubian trail, there is definitely more scenery. First of all, after leaving Corunglain, there are two active volcanoes, each belching fire and lava down their slopes. Of course, because of the dangers of the volcanoes, the caravan route fords across the river and makes its way into the high mountains.
In the mountains, it passes along the base of Mount Valdomir, named after a Traladaran merchant who died here. Mount Valdomir reaches incredible heights and is perpetually covered with glaciers.
Once back along the river, both the trail and river pass in a huge canyon located between two very high plateaus. Often, unless the sun is at high noon, the caravan will remain in the shadows of the cliffs on either side of it.
Finally, a dangerous swamp known as the Mucks, where entire caravans have been known to be sucked down into the mud, is all that remains in the way to Ethengar.
The people of the Broken Lands consist of nothing but barbaric goblinoids who follow the rules of survival. The strongest one leads the groups simply because he will kill anyone who challenges him. Those goblinoids who manage to take charge of large groups often style themselves as kings and queens, but these titles mean nothing to the civilized world of men and elves. And that is about the extent of civilization in the Broken Lands.
Along the Vesubia river, trolls are the most frequent encounter. They mindlessly attack any caravan they see, not even fearing their own death. Of Course, this makes them formidable opponents. Be warned: if you travel in the area, make sure to always - and I do mean ALWAYS - have a fire handy in case of atroll attack.
Near the Streel River, orcs and gnolls are the major threat to caravans. Although They are easier to deal with than trolls, they are more numerous and a lot more craftier than trolls, making this journey dangerous in its own way. On the interesting side, these goblinoids seem to outright fear Heldannic Knights, remembering clearly the massacre the Knights caused on their people during the Wrath of the Immortals.{He means The Great War, Wrath of the Immortals was the only way to describe the sinking of Alphatia -Oracle} Having a few Knights with your caravan is really a very good idea. Another idea that caravan leaders enjoy most is to have some of their men dress up as Heldannic Knights, which causes the same effect. Of course, The Heldannic Knights view this as heresy, so such activities are not without risk either.
The Broken Lands have been without any true leader since Thar united the tribes under his banner [having lost most of his previous horde to Prince Kol of Glantri. Ed.], and invaded Rockhome while the dwarves were in the middle of a civil war. Thar lost that battle and never returned to the Broken Lands. The only other goblinoids of note, King Alebane and Nizam Pasha, also left the Broken Lands, each striking out in their own direction. Only a handful of the goblinoid who lived here now remain, and even that population is dwindling.
Now, various new kings are trying to dominate the area, but none have had much success. As such, this only helps to create anarchy among the goblinoids. Only one has had any success so far is an individual named Deimos. Deimos' race still remains a mystery as none have seen him, but many speculate he is an orc [Adventurers who defeated Deimos after this account was written describe Deimos as a former human lich. Ed.].
But another threat has risen in the area - literally. The City of Aengmor is now the base of a group of Shadow Elves who are trying to dominate the tribes of the area. Since the goblinoids are too busy bickering among themselves for power, the Shadow Elves are succeeding rather easily. I can only speculate that in a few years, all that remains of the Broken Lands will soon belong to the city of Aengmor. Still, on the brighter side, the constant battles between the Shadow Elves and goblinoids have made caravan travel much safer in the area than it has been in years.
These lava flows follow predictable paths and are usually easy to avoid, so one can safely navigate in the area to a good vantage points. Still, many have died when they believed they were safe (hence the reason why the trade route takes a long detour around the area), so do not attempt anything without an expert to guide you along. When in a safe area, a favorite hobby of some is to place an item into the lava edge then remove it slowly. The lava will cool down and solidify, placing the emerged sections of the item in solid rock. These "items-in-a-rock" make good merchant curiosities, since most people believe that magic was involved somehow.
Location: West and north of the Five Shires.
Area: 68,964 sq. mi. (155,169 sq. km.), not including the
Orclands, which is only nominally under control of the Republic.
Population: 1,260,000 humans, plus a scattering of elves,
dwarves, and halflings.
Languages: Thyatian Common (Darokinian dialect), but many
other languages are represented among the populace.
Coinage: Daro (gp), half-daro (ep), tendrid (sp), passim (cp).
For transactions involving large amounts of money (larger than
500 daros), a CLOC - Certified Letter of Credit - is used.
Taxes: 5% of annual income (8% for incomes over 100,000
daros), collected annually on Thaumont 1. Every 5 years, a net
worth tax is assessed; anyone whose income has increased since
the last assessment must pay 5% of the gain in taxes. There is
also a 3% sales tax.
Government Type: Republic, it is a republic as
leaders are voted in, but only the wealthy can be able to apply for
positions of power, Secretly, Darokin is also a plutocracy.
Industries: Agriculture, fishing, trading, and diplomacy.
Important Figures: Chancellor Corwyn Mauntea (human, male, T6)
Flora and Fauna: Herds of cattle, horses, sheep, goats, and
buffalo.
There are various mountain ranges around the nation that are home to mountain lions and bears.
The Malpheggi Swamp is known for its crocodiles and giant lizards, as well as being the refuge for roving gangs of bandits and goblinoids.
The southern part of Darokin is mostly covered by the Canolbarth Forest which happens to have its southern region covered with oak
forests, while to the northern region, evergreens dominate. Around the nation of Aengmor, blight oaks can be encountered within the borders of Darokin.
The northeastern section of Darokin is known as the Orclands
and is completely dominated by bands of goblinoids.
Further Reading: GAZ 11 - The Republic of Darokin, AC1010 -
Poor Wizard's Almanac to AC1012 - Poor Wizard's Almanac 3, and Joshuan's Almanac.
Description: by Ursula Bremen
It is with the utmost pleasure that I am able to submit this description of my home, the Republic of Darokin. It is a particularly nice change to be able to write a report that hasn't been carefully censored to relieve it of any potentially dangerous information. Without further ado, allow me to introduce you to the highlights of this land that I know and love.
The people of the Republic benefit from the great wealth of our nation has, perhaps more so than any other nation in the known world. Even though there is a significant minority of truly wealthy people, even the most poorest of citizens (those of the Copper class) are still more well off than lower class citizens of other nations... and there is more opportunity for raising one's status in Darokin than anywhere else, too!
Most of the nation is ruled by the Outer and Inner Councils, with a heavy influence from the various Merchants' Houses. There are still a number of dominions that are more feudal in nature; they are owned and governed by individuals, and their ownership is inherited. Such Borderlands tend to be less organized and often more dangerous than Heartland territories. Occasionally a Borderland is absorbed into the Heartland when its owner dies without an heir, or when the Council buys it out.
Trade with the nation of Sind has been steadily on the rise, following the events of the Great War, and ties have been renewed with the Atruaghin peoples to our south - notably with the Bear Clan on the northern side of the plateau. Tiger clan attacks in the Tenobar Borderlands have been on the rise since the induction of a new high priestess last year.
The Averoigne Quarter is also popular. Averoigneans, who fled the Forty Years War in Glantri [c.788 AC. Ed.] ended up in the region of Athenos, which was then a minor port town. The Averoignians were among the earliest settlers of the region, along with the Makai (many of whom had fled there centuries earlier, following Thyatian invasions of the Ierendi Isles). When the Athenos Canal was finally completed in 868 AC, and the city burgeoned as a major commerce center, the Averoigne and Makai cultures were already well ensconced within the populace. They remain so to this day, and the Averoigne Quarter is one of the greatest legacies to their influence. Athenos is also one of the few cities in Darokin (Selenica being the other one) where most of the population is bilingual (speaking Darokinian and Sylaire).
Another site of interest is the Great Wall. Work began on the Great Wall of Darokin way back in Sviftmont AC 1010 [see PWA1, ed.] and was finally completed in Vatermont of AC 1014. The 6 meter (20') high wall runs for 200 kilometers (125 miles), from Fort Fletcher to Corunglain City, following the southern edge of the Broken Lands. It is a remarkable feat to have built such an immense project by human hands. I also find it rather amazing to stand on the wall, look to the horizon, and still being able to see the exact same wall stretch all the way out of sight.
Location: Central plains area, north and west of Rockhome.
Area: 57,970 sq. mi. (130,433 sq. km.)
Population: 325,000 (population down from previous
years due to internal civil war in 1014 AC). There is also an
unknown number of goblinoids.
Languages: Ethengarian.
Coinage: All referred to as tangs. Coins of platinum, gold,
electrum, silver and copper come in 1x, 5x and 10x their normal
value denominations.
Taxes: None; all property belongs to the khan. Each year, on
Sviftmont 23 (the Day of Counting), all families herds are
returned to the main herd. On Flaurmont 15 (the Day of
Blessings) the khan divides as he sees fit all herds and wealth
among the families of the tribe.
Government Type: Nomadic tribes ruled by khans (chieftains),
loosely allied under a Great Khan (king).
Industries: Cattle, horse-breeding.
Important Figures: Moglai Khan, (The Great Khan, human, male,
F19) and his bodyguard Gundai (a sabre-tooth tiger), Batu (Khan
of the Bortaks, human male, F11), Ghazan (Khan of the Taijits,
human male, F7), Huaji (Khan of the Kaeruts, human male, F15),
Hulagu (Khan of the Uighurs, human male, F16), Jemugu (Khan of
the Yakkas, human, male, F8), Kadan (Khan of the Kiyats, human
male, F15; rumored to be possessed by an evil spirit, HD16),
Temur (Khan of the Yugatais, human, male, T16).
Flora and Fauna: Grasses and small patches of short, wiry
trees called tobai trees dominate the land. On the animal side,
goats, yaks, deer, ibex, dogs, bears, boars, horses, lions,
lynxes, panthers, lizards and spiders are commonly encountered.
Dragons, wyverns, and griffons have also been spotted in the steppes.
Finally, in the area known as the Land of Black Sand, various
undead are said to be haunting the place.
Further Reading: GAZ 12 - The Golden Khan of Ethengar, AC1010
- Poor Wizard's Almanac to AC1012 - Poor Wizard's Almanac 3, and
Joshuan's Almanac.
Description: by Ursula Bremen [Excerpted from a report
submitted to the Darokin Diplomatic Corps; reprinted with permission]
Dear Sir, I have the honor to submit my second report of the [CENSORED] mission to the Ethengar Khanates. The purpose of the mission is to report on the changing political climate and the possible dangers posed by the Great Khan's declaration of war on the
Principalities of Glantri.
Of other notes, the road leading from the region now known as Aengmor (the former "Broken Lands"- see report [CENSORED]) has been paved all the way from that region up to Bargha, an improvement from my last report, and construction of a newer trail leading through Taijit territory is well underway. Such a major construction by the Ethengarians is unusual, and I speculate that it is, too, of military significance. Specifically, for the transportation of [CENSORED], which I noted in the camp of Bargha in my last visit.
The anti-Glantrian sentiment that has always been present in Ethengarian society is at a new level. Priests of the Ten Thousand Fists of Khan (see Attachment H) have been traveling to the many winter camps, stirring up feelings of hatred towards the Ethengarians' neighbors.
In the Great Khan's camp of Bargha, the number of dwarves is at an unusual high. Many dwarves from Rockhome have come to join in the war against the Glantrians, whom they have hated since the Great Persecution of 802 AC, when the dwarves were driven out of Glantri, under suspicion of bringing a plague with them to the land.
In any case, the Ethengar Khanates are not a good place for outsiders at the moment, as the [CENSORED] are on high alert for Glantrian spies, and have been capturing and interrogating any outsiders into the Sea of Grass.