Atlantean Trilogy Archive
A hand-painted sea chart on a candlelit table shows a ringed central island, sea serpents, ships and a compass rose beside brass dividers.

Places

Every land, nation, city, island, sea and wild place of the antediluvian world, region by region.

Region
Kind

529 places

  1. AboricRegionA region of central Alba inhabited by the Abor, a filthy, hostile barbarian tribe of Iberian origin whose name is an insult elsewhere in Alba. They worship the Old God Og through the local ogres, to whom they make regular human sacrifices, and hunt and fight with half-wild wolf-dogs, clubs, spears and slings.
  2. About the Atlantean WorldFront MatterThe book describes a whole world, including five of the largest cities in detail, plus maps and charts of currents, resources, trade routes and encounters. The Atlantean world is Earth in the Second Age, and every place and culture in it either existed or was once believed to exist, with legends edited for consistency and gaps filled by speculation.
  3. About the LexiconFront MatterGuidance for players and Game Judges: all dates follow the Atlantean calendar and are approximate, and a Second Age campaign should start between Second Age years 150 and 200 (about 15,000 B.C. in modern terms). Maps are deliberately imperfect, especially for wild lands, remote regions are left vague for the Judge to fill in, and most of the world is dangerous, poorly supplied wilderness.
  4. AchamantisIslandAn island with a Tharshi outpost built around a slave-worked copper mine, grown large enough to be named Alashiya.
  5. Acheron Embalming SupplyLandmarkSeller of embalming materials, made-to-order coffins and sarcophagi.
  6. Acheron Institute of AstrologyLandmarkA state-funded astrology school open only to worshippers of Heru as sun or sky god, with a free library for students and alumni and the Astrologers' Guild meeting weekly.
  7. Acheron UniversityLandmarkA sprawling university teaching engineering, history, geography, alchemy, magic, arts and foreign cultures, with a citizens-only military school and a theological center, the Temple of Serad and Sesha (deities of knowledge and wisdom).
  8. Acheron ZooLandmarkA large, well-kept zoo of exotic creatures.
  9. AcholiPeopleThe only human tribe of Samu, in the Achwa district: short, slender, mud-covered, feather-decked hunter-gatherers bound to their land by religion, who worship the Old Gods and revere the Afiti as gods. Taboo forbids adults to use anything not personally made or obtained, so trade is impossible; the sexes are fully equal, and taboo-breakers are left for the Afiti.
  10. AconcaguaIslandA rugged, desolate island counted part of Tamoanchan's South District, home (with Gualaguala) to the Chono, semi-nomadic neanderthaloids who are as intelligent as other humans and live in harmony with nature. They hunt with stone weapons and bolas, work bone and hide, paint rock walls and are known for powerful shamans of the Old Gods.
  11. Ahl-at-RabPeopleFerocious, warlike lizard-folk of the Qaddani deserts, mounted on huge thunder lizards.
  12. AiguaRegionA little-visited rain forest region of the East District full of small dinosaurs, rare mammals and brilliant birds. Its only people are the Uragua of the Urag Mountains, cave-dwelling rhea herders with stone tools and crude lead-work that is slowly poisoning them, bound by strict rules dividing tools (men) from food (women). They are probably descended from Ulloan refugees.
  13. AkelaNationThe grasslands of central western Eria, held by a confederation of five great tribes united under the Eagle. The tall, red-skinned, long-haired Akela are nomadic bison hunters and superb horse archers who seldom quarrel among themselves but raid the Kutchin and Tamarac, counting coup in battle and worshipping the Great Spirit.
  14. AkwatukRegionThe hilly, mountainous northwest of Eria, including the island of Iyata, forested with pine, cedar and redwood and thinly peopled by two tribes, the Kutchin and the Seal Hunters. Its northern hills are said to hold gold but also Sasquatch and saber-tooth tigers.
  15. AlbaIslandAn island usually counted part of Mediterranea but treated separately for its variety, from the Forest of Arden to the plains of Havar and the bleak north of Skara and Skye. Deer, cattle, wolves and ogres abound and a few dragons lair in the wilds. Its peoples range from the ogre-worshipping Abor to neo-Atlantean Avalon, Havar's druids and the corsairs of Cymbri and Skye.
  16. Alchemical Supply (Acheron)LandmarkA dealer in alchemical equipment and ingredients (no prepared mixtures) with trade to Tartessos and Sheba; buys quality materials in amounts of at least 1 oz.
  17. Alchemist (Acheron)LandmarkA small shop selling only prepared mixtures and buying raw herbs at half price.
  18. Alchemist (Tang)LandmarkStocks all ingredients and most mixtures; its eccentric, irritable owner is renowned for knowledge and skill.
  19. Alchemists' Guild (Acheron)LandmarkA huge guild house with teaching, residence and laboratory facilities and an employment registry.
  20. Alchemists'/Sorcerers' GuildLandmarkThe only magical guild house in Atlantis, offering labs, ingredients, training and registry for all ranks, plus an annual awards banquet with large prizes and grants, for members only.
  21. Altai MountainsMountainsMountains north of Baluchistan beyond which live primitive, speechless stone-age humans whom the Aryans, for unknown reasons, never attack.
  22. AmpatorCityCapital and royal seat of Amphisea and its only port of real importance; ships carrying caged wild beasts leave it daily for the arenas of Atlantis and beyond.
  23. AmphiseaNationThe southernmost Atlantean kingdom, a hot equatorial jungle land whose tall, dark-brown people live mostly on the more open east coast, while the dense west is crossed only by decayed First Age roads and haunted by outlaws and corsairs. It trades in wild beasts, hides and furs, and its jungles harbor sorcerous hybrids that collectors pay up to 10,000 gp to acquire.
  24. Animal TrainerLandmarkSells trained hawks, falcons, parrots, dogs, ocelots and exotic beasts, and trains customers' animals.
  25. AnostosContinent/RegionThe mist-shrouded Land of No Return west of the Sea of Dread, with a treacherous coast of rocks, cliffs and fjords; its south is kept mild by hot springs and southerly winds. It holds the Fells, the Weeping Forest, Dreamwood and the Iron Mountains, and is dominated by the Fomorians, piratical sea giants.
  26. AntillaRegionA vast undersea plateau averaging some 20 feet below the surface, with barely 5% above water, rising from the ocean floor on cliffs of 12,000 to 18,000 feet. Giant sea plants, some magical or healing, choke its waters and make it nearly impassable to ships, which has helped keep Eria isolated; its islets are sacred Triton spawning grounds guarded on pain of death, apart from a few set aside for human traders.
  27. Antillan ChannelSeaThe deep trench, over 20,000 feet in places, dividing the Antillan plateau from the shelves of Eria and Tamoanchan; its fast waters are full of tuna and cod but infested by Makara, who make crossing so dangerous that contact between Erians, Tamoanchans and Tritons is rare.
  28. ApothecaryLandmarkA supplier of herbal remedies and elixirs that also trades raw herbs.
  29. AquagaRegionThe northeastern coastal lands of Eria, home to the tall, copper-skinned Axte, Eque, Shepaug and Quinetu, semi-nomadic hunters of mastodon, deer and bear, with the Quinetu farming a little. They follow shamans and revere nature and the Earth Mother; they are not warlike, and the Quinetu and Shepaug trade gladly, though the Eque can be hostile.
  30. AraganaRegionA mountainous arc between Galecea/Tharshesh and Draconea, home to the Aragani, fearless, xenophobic nomadic hunters who have resisted every conqueror since the Atlantean Golden Age. They fear the evil eye, excel with the sling and worship the bear-god Atta. Their friends are the dwarves of the Citadel of Namtu.
  31. Architect/Engineer (Acheron)LandmarkAn old, respected construction firm supplying masons and slave labor.
  32. Architect/Engineer (Tang)LandmarkAn old family firm that worked on the Palace of Harmony and the Tang Temple, with guaranteed work.
  33. AricaguaRegionA rain-forest transition zone between the Central and East Districts, uninhabited except for wandering Choma, with Makara on its north coast. It is dominated by the Jaguar-People, shape-changing animal-men of the Huachamacan Mountains who worship a Jaguar-God at Mt. Huila with giant statues, gold and sacrificial pools, and whose Great Jaguar high priest is chosen by a hunt to the death.
  34. AstereaNationA jungle-covered Hesperian colony on a narrow coastal strip of the Sahara Sea, where most of the unique albino hunter-gatherers are enslaved and rebels in the Awalawa fringes sometimes ally with Gorgon raiders. It is the militarily most important colony, with nearly 1,000 troops.
  35. AtalanCityThe northernmost sunken Autochthean city, now little more than rubble; giant eels and the odd sea dragon discourage explorers.
  36. Atlantean ImportsLandmarkA Sheban merchant's shop of fine furnishings, clothes and curios from Jambu and Gondwana, who pays well for quality goods from those lands.
  37. Atlantean Magical and Alchemical SupplyLandmarkA renowned shop selling most alchemical and magical goods, including mixtures, scrolls and minor magic items, run by a husband and wife who are both sorcerers.
  38. Atlantean OceanSeaA vast, largely uncharted ocean whose First Age trade routes are now nearly abandoned; sailors believe its heart is empty of land and hug the coasts. Antillan Tritons roam it freely and keep its southern islands secret, while violent storms, undersea quakes and maelstroms make it perilous.
  39. Atlantean ResidenciesDistrictThe clean, self-sufficient residential sectors where most Atlanteans live, each with its own markets, water and resident militia.
  40. AtlantisContinent/RegionA large island continent with the River Oceanus on its eastern side, open Atlantean Ocean to its south, and the River Poseidonus and Sargasso Sea on its western flanks, stretching from cold Mestea in the north to tropical Amphisea, Azae and Diaprepea in the south. Mountains, plains and woodland dominate; a mountain spine ending in Mount Atlas divides it, with the city of Atlantis at its foot.
  41. Atlantis Historical SocietyLandmarkA heavily guarded state museum tied to the Institute of Knowledge, displaying hundreds of First Age artifacts and funding expeditions through a ten-scholar council.
  42. AtlantydesIslandA group of five large islands and many small ones deep in the Atlantean Ocean, forgotten by men and called the Islands of Solitude by Tritons; they are said to be uninhabited apart from birds and small animals. The sailor Glaucus told of a late First Age expedition that found megalithic ruins and a huge pyramid, where the explorers slaughtered one another.
  43. Atlas HippodromeLandmarkThe most prestigious arena, where invited athletes, performers and occasional gladiators entertain the royal families and the rich.
  44. AttalusCityThe ancient First Age capital of Atlantis, said by the Tritons to lie largely intact on the ocean floor; it is now the Triton capital of a vast undersea empire.
  45. AttlaCityA sunken city south of Attalus that once produced the magical metal orichalc and reportedly survived the Cataclysm in good condition; hordes of Makara sea devils prowl its ruins, so few Tritons go there.
  46. AuroraIslandThe only North Erian Ocean island with any factual basis, known from one ancient account of Atlantean voyages: an isle ringed by floating ice under a sky of brilliant colors, especially at the solstices, perhaps home to rare ice nymphs.
  47. AutochtheaNationThe Lost Kingdom, once home to the First Age capital and the richest trading center in the world, destroyed in the Cataclysm and now lying beneath the Sea of Lost Souls. It stays on the rolls of the ten kingdoms, but its council seat has passed to Hesperia's Celaenea, while Avalon, claiming descent from Autochthean refugees, petitions for it in vain.
  48. AvakuliPeopleThe painted, female-dominated hunter-gatherers of northern Pemba who keep Amazon ways, worship the goddess Hawwa and migrate seasonally without settlements; they trade ivory, furs and jungle rarities to Ophir for spears, machetes, bows and armor, and raid Ophirian border towns.
  49. AvalonNationA small city-state whose whole population lives in one walled city on an island in the River Usk, founded after the Cataclysm by the exiled ruler of the Lost Kingdom with help from the elves of Ys. Its culture blends Atlantean and elven influence and its nobles carry elven traits. It is led by the King and the paladins of the Order of the Grand Circle and hopes to unite the world peacefully as a 'New Atlantis'.
  50. AwalawaRegionThe jungle heart of Gondwana, often impenetrable and without human tribes, where dinosaurs, giant mammals and strange birds extinct elsewhere survive. Its name comes from a prayer to the Old Goddess Hawwa for protection; only exiles, bandits and hermits live there, yet treasure such as the diamond-strewn slopes of Ogili and Ollok lures adventurers to their deaths.
  51. AwokRegionAn isolated jungle land on the East District's upper peninsula, cut off by rain forest and the Makara-infested coast. The Timeri live by slash-and-burn farming in communal houses, with land claimed around inscribed monoliths, while the Choma live solitary lives as shamans imitating their totem animals and raise their young at the secret megalithic temple of Oguaana.
  52. AzaeIslandA tropical island kingdom at the southern end of the River Oceanus and the busiest of Atlantis's three island realms, whose harbors teem with ships guarded by Hesperian and Atlantean squadrons. Nearly half its people are transient foreigners; citizens pay no tax but owe five years of naval service, and the kingdom supplies the second largest share of the Atlantean navy.
  53. BabilaryIslandAn island south of Hsuan ruled by women, whose queen keeps a harem of mostly captive foreign men; Babilarians capture passing ships to supply men, all of whom are slaves or consorts.
  54. BaluchistanNationA thinly peopled mountain region on Jambu's west coast north of Molodo, home to the Aryans, fierce light-skinned nomads who attack strangers, prize courage above all and punish cowardice with death. They live in cart-mounted felt yurts, herd goats, yak, horses and woolly camels, and follow animism, with shamans who dabble in black magic.
  55. Barracks (Tang)LandmarkGuard posts across the city, each with two dozen city guards.
  56. Basilea ParkLandmarkA flowering park of rose gardens, lily ponds and marble benches, a favorite trysting spot for young lovers and only lightly patrolled.
  57. Baths of PoseidonLandmarkfreeThe most luxurious public baths in Atlantis, fed by one hot and one cold spring, gilded and free, and segregated by sex and species; their outflow feeds the two sacred groves.
  58. BathshebaIslandA Sheban island whose northern half was once given to a necromantic death cult of Baal, whose barrows turned the dead into undead guardians; the barrows are now sealed and guarded.
  59. Bay of SamaraSeaA shallow bay between the Fires of Baku and Jambu's Argan peninsula, warmed by a current from the Fires and choked with rooted weed; kraken, leviathans, sea dragons and plesiosaurs are said to feed there. It is reached through the dangerously shallow Samara Straits off Molodo.
  60. Baykal LakeLandmarkA lake north of Chu Tang in Hwang province, said to be bottomless.
  61. BershebaCitySheba's capital, a bazaar-like city of parks and promenades whose markets sell goods from everywhere, including Atlantean imports. The Queen's Palace has Atlantean columns, gardens, myrrh trees and exotic animals, and the Library, College of All Sciences, Astrological Observatory, Temple of Ishtar, Royal Museum and Barrow of Baal stand in parks outside the city. It builds and repairs ships.
  62. BhadgoanCityThe capital of Himvati, known for its many monasteries where martial artists and monks of mystic cults train, most closed to ordinary folk.
  63. BiramaRegionA jungle peninsula at the mouth of the Acua Gulf infested with minor demons and Hantu and home to the Hoac, demon-worshipping warrior cannibals who scar their bodies, summon demons at each full moon and raid Taracua for victims. Their shamans are said to use trained fer-de-lance snakes, and even they fear the Makara on the coasts.
  64. Black ForestForestA hostile forest on Mediterranea's northern coast full of nethermen, andamen, vampires, werewolves and spirits, ruled by the goblin lord the Erlking from a hidden fortress. The Erlking commands nearly all the continent's goblins and collects tribute from ogres, nethermen and some humans. Only bandits, witches and black druids enter it willingly.
  65. Black JungleForestA jungle in Dravidia said to hold rakshasa shapechangers, pisaca vampires and Hantu demons; Dravidians call it the most evil place on earth and never enter it.
  66. Blacksmith (Tang)LandmarkA small, very old family smithy doing high-quality work.
  67. Blacksmith/Stables (Acheron)LandmarkA busy smithy and stable for travelers that also trades horses and camels at standard prices.
  68. Bondmaster's OfficesLandmarkWhere foreign ships must dock, be inspected and pay tariffs for canal papers; ships without papers are seized and crews jailed or enslaved. A twin office stands at the south end.
  69. Borean ForestForestA dense, hilly forest along Hyperborea's south coast, named for Boreas the North Wind, passable mainly along boar trails. Firedrakes, werecreatures, ogres, goblins, arcitenus and reputedly wyverns, ouranabad and great dragons live there, but its streams and ponds yield amber.
  70. Bridge Tower GatesLandmarkThree-story stone towers at each canal bridge with orichalc-plated iron gates, each manned by twenty sentries and twenty archers, who charge a toll and may turn away disreputable travelers.
  71. Bridges of the Inner CityLandmarkMegalithic stone bridges riddled with secret passages and guard rooms and constantly patrolled from the tower gates.
  72. BroceliandeNationA small, peaceful forest kingdom of tall brown-skinned wood elves on Mediterranea's southern coast within Draconea, which goblins dread. Its elves live in tree platforms and are superb archers, craftsmen and metalsmiths. Its long-reigning King and Queen keep apart from the world but trade with Ys.
  73. CabbalusaIslandA legendary paradise island in the southern Atlantean Ocean, now disbelieved even by sailors, said to be home to beautiful goat-legged women who enslave sailors with song and seduction. Some tales make them witches who sacrifice a man each month to a Greater Demon, an Empusa, in return for shipwrecks that bring more victims.
  74. Calypso ParkLandmarkA public park of shrines, monuments, gardens and fountains where harmless exotic animals roam; open by day and patrolled by mounted sentries.
  75. Camel TraderLandmarkSeller of camels and some horses of varying quality at standard prices.
  76. Camphor IslandIslandAn island of Vedda known for its camphor forest, home, like Shiri Nahar, to shamanistic folk said to worship the first thing they see each morning.
  77. Canyon of NeptuneLandmarkA sheer undersea canyon about 17,000 feet deep cutting north from Antilla's southern cliffs almost to its center, rich in unique life including giant eels trained as Triton war steeds and domesticated hippocampi. It marks the Neptus-Sahuga border, and caves at its head are where all three Great Tribes meet.
  78. CardigiawnCityGadirea's only port, on the Bay of Dyved; a poor harbor that becomes nearly useless when northeast winter winds set in, so much trade goes through Atlantis instead.
  79. Carriage and Litter MakerLandmarkA maker of superb carriages and litters for the very rich.
  80. Cartographer (Acheron)LandmarkA seafaring Atlantean who sells fine maps and copies short documents.
  81. Cartographer (Tang)LandmarkA state-funded mapmaker supplying the military and Merchants Guild; sells city maps to the public.
  82. CelaeneaNationHesperia's narrow colony on Atlantis's east coast, won in Dark Age wars and later ceded by treaty; the richest, most populous and most prestigious colony, whose governor is a trusted royal relative and which holds Autochthea's council seat. Foreigners come and go freely and natives have some liberty, under a double garrison.
  83. Chana IslandIslandA small island off western Sala with the pitted moorings and walled fortress ruins of an old port; rich Meluhhans and Veddans hunt lions, dhole and fowl there by day, keeping well clear of the ruined fortress.
  84. Chandler (Acheron)LandmarkSeller of tallow, candles, soap and sealing wax.
  85. Chandler (Tang)LandmarkSells tallow, soap and sealing wax at standard prices.
  86. Channu-DaroCityAn Akhan River town upstream of Amri known to traders for its colorful festivals, bazaars and night life.
  87. Chariot-MakerLandmarkMaker of very good two- and four-wheeled vehicles.
  88. ChersonopolisCityThe splendid capital of Hesperia; like all Hesperian settlements only Amazons may live there, and foreigners must state their business to the guard to obtain a one-month pass.
  89. Chu TangCityThe larger and richer of Hwang province's two cities, a mining center for iron, copper, gold and jade; caravans carry jade from Khoyan through it to Tang.
  90. CimmeriaRegionHilly, forested western Hyperborea, flooded in spring, home to the Cimmerians, dark-haired hunters and trappers in stockaded villages of 10-40 who work good iron, perhaps learned from the dwarves. They are peaceful and leaderless except in war, distrust magic, loosely revere Atta, and ambush Vanir raiders.
  91. Citadel of NamtuCityA small, well-built dwarven fortress-town deep inside one of Aragana's highest mountains, named after Namtu, the king who brought the dwarves there. The dwarves mine metals and minerals and are pledged to mutual protection with the Aragani.
  92. Citadel of TokLandmarkA twelve-towered stone citadel in Draconea said to be ruled by a secret brotherhood of twelve evil sorcerers, the Twelve Masters, and stocked with magic items and lore. It is ringed by huts of ogres, goblins and slaves who defend it; the elves believe it was once a refuge of a forgotten cult.
  93. City Armorer/WeaponerLandmarkProduces and maintains arms and armor for the city guard.
  94. City FortressLandmarkA fortified barracks guarding the canal mouth; a similar fort stands at the southern end.
  95. City GranariesLandmarkWell-guarded stores of staple grain rationed cheaply to citizens.
  96. City of AcheronCityQaddan's capital and one of the oldest and greatest trade centers in the world, grown from a caravan stop of mud-brick huts into a monumental stone city with Atlantean pyramid and ring motifs. Famed for its universities, the world's finest library, the Kha-Em Canal and the Pharos, it welcomes all foreigners but Turanians; commoners pay no tax, theft costs a hand or foot, and only Heru and his aspects may be worshipped.
  97. City of AtlantisCityThe circular capital of Poseidonea and the Empire, 32,000 feet across and counted among the wonders of the Second Age, rebuilt on the plan of the sunken First Age capital with rings of land and water. Its walls are plated in brass, tin, and copper with orichalc; life there is orderly, prosperous and nearly free of crime, and visitors are welcome if they behave.
  98. City of TangCityCapital of Khitai and the largest, most fabulous city in Jambu, the Celestial City, built by the first emperors on cosmic principles of symmetry and harmony. Inside its 40-foot walls order is strict, with curfews, laws against drunkenness and guards who search suspects; foreigners must register, and staying over seven days requires vetting. Poor suburbs outside the walls shelter criminals, and state festivals preach Khitan superiority.
  99. Clothier (Acheron)LandmarkThe finest tailor in Acheron, patronized by rich nobles and merchants, with free custom work.
  100. Clothier (Mediterranean and Atlantean)LandmarkA tailor of Mediterranean and Atlantean fashions.
  101. Clothier (Tang)LandmarkSells all kinds of clothing of average workmanship and price.
  102. Colonies of TharsheshLandmarkTharshesh's five overseas colonies, set up in mostly uninhabited lands to exploit resources rather than to conquer peoples. Each is a grim, utilitarian walled fortress-city housing troops, administrators and laborers, supplied by the ships that collect its goods and seldom self-sufficient.
  103. CurracurrangMountainsA craggy mountain region bordering the Yallock forest, ending in near-vertical sea cliffs on the east coast. Its western cliffs hold the eyries of the Zephyr, a gentle winged folk who hosted the First Age historian Melkurion's expedition for about six months.
  104. CymbriCityA secret walled corsair port somewhere on Alba's rocky west coast, founded several hundred years ago by slaves who seized five Sheban galleys bound for Tartessos. It now has over forty ships and a diverse population of pirates and fugitives, governed by an elected council of three; revealing its location is punished by slow death. Tharshesh is rumored to pay it to spare its ships.
  105. DabbaNationA long, arid, rocky peninsula forming Gondwana's northern tip between the Mediterranean and Sahara Seas, peopled by the Lotus-Eaters, docile addicts of the Lotus Cult who barely bother to eat. Conquerors soon give up as garrisons succumb to the cult, Gorgons take Dabbans as slaves and sacrifices, corsairs raid for lotus powder, and Qaddan eyes its fine harbors.
  106. DamalawaNationA confederacy of small islands off southern Kota on the trade lanes between east and west Jambu, whose short, dark boat people build fine sailing craft and boat-shaped stilt huts. From Loempang they demand bartered tolls of metal goods from passing ships, pursuing any who refuse, and even Khitai pays; they worship the sea, chew betel and fight fiercely without armor.
  107. DarNationThe western tip of the Dabban peninsula, home to slight, peaceful farmers who plow with domesticated aurochs, excel only at pottery and live in grass-hut villages under councils, without metal or central government. Druids of the Earth Goddess Tama, they loathe the Lotus Cult and trade food to the wizards of Dardanus for protection against Gorgon raids.
  108. Daraka MountainsMountainsA dangerous range in Marhashi sheltering several dragon species and other monstrous reptiles; the threat leads many Sheban ships to skip Swazi and Umzinto and sail straight to Kuru.
  109. DardanusIslandA small, craggy island off Dar holding the Magical Institute of Dardanus, a walled complex of Atlantean marble behind orichalc-clad brass gates, founded by the neutral Grey Council, which bars political, religious and necromantic activity. Its magical and alchemical facilities, museum and library are said to be unequalled; intruders are dealt with harshly, and only Darian food-bearers may land freely.
  110. Dardanus Regent's OfficeLandmarkWhere would-be students apply to the Magical Institute of Dardanus, pay a fee and are interviewed about their training and goals.
  111. Delphos and TenedosIslandSister islands off central Palasgea home to a reclusive centaur tribe said to excel as painters, musicians and craftsmen.
  112. DiaprepeaIslandA poor island kingdom between Azae and Ophir, much of it lost to Cataclysm floods; most of its tall, dark-skinned people live in the cliff-girt citadel of Mehedra. Diaprepean infantry are famed and serve in the Royal Guard, the ruler is elected every six years and must be a veteran warrior, and the jungle interior holds Nethermen tribes and drowned First Age ruins.
  113. DraconeaRegionThe 'land of dragons', the untamed interior of western Mediterranea, empty of humans but full of goblins, ogres, Great Dragons, firedrakes, mastodons, lions and tigers. Ruined Atlantean and Hesperian outposts dot it, and shipwrecks on its coasts are common.
  114. DravidiaNationA dense, almost unknown jungle in the northeast of the Salwah subcontinent (the name also loosely covers all southwest Jambu), home to fierce, dark-skinned Dravidians who hide their villages behind traps, attack outsiders with blowguns, spears and clubs, and trust charms and image magic. None of them will enter the Black Jungle.
  115. DreamwoodForestA beautiful forest east of the Weeping Forest, full of satyrs, faeries and nymphs among flower meadows and fruit trees, patrolled by warlike arcitenus and malataur who let only Fomorians pass. Its River of Pleasure intoxicates like wine and in quantity brings wondrous, sometimes prophetic dreams.
  116. Drowned City of DomanuLandmarkThe most infamous of Diaprepea's offshore First Age ruins, at the end of the Peninsula of Ad on the island's south side; some pyramids rising from the water are said to be dry inside, their treasures guarded by fell beings.
  117. EaCityThe port capital of Electa, chiefly a naval base with large shipbuilding and repair yards, taverns for Amazon sailors, and a big Foreigners' Quarter for merchants.
  118. East and West MarketsLandmarkTang's two markets: the West known for food and exotic medicinal and alchemical supplies at high prices, the East for common goods at low ones.
  119. Ebony Dolphin Trade Co.LandmarkDocks and warehouses of a rich Ophirean merchant with about six ships, the main importer of Ophirean gold and ivory, who hires adventurers for security, sometimes for passage to Gondwana.
  120. EcuaNationA strong, centralized river-valley nation of the Central District along the Caucas River, ruled by the absolute monarch The Cua ('The Perfect Human') with five advisory councils. Society ranks everyone by 'perfection', and the capital Cauc stretches seven miles along the river in order of class. Rich in gold and gems, it wages a long, ritualized war with Quechua and Nazca guided by omens.
  121. ElassippeaNationA southwest-jutting peninsula of rolling hills and temperate forest, once a great horse-breeding and shipbuilding land tied to Autochthea, which was hit hardest by the dark ages and is only now reviving. Its herders, nearer to old Atlantean stock than most, and nomadic hunters are proud and independent; the old royal line was murdered by nobles long ago and a hatred of tyranny persists.
  122. ElectaNationThe oldest Hesperian colony, a peninsula commanding the Saharan Straits between the River Oceanus and the Sahara Sea, where five naval squadrons try to bottle up Gorgon raiders. Its enslaved tan-skinned natives have lost their old culture and defer to women.
  123. Electra and MenaMountainsHesperia's twin volcanoes, rising above the island's jungle interior and dormant since the Great Cataclysm.
  124. ElysiumNationThe Triton nation claiming all the waters and seabed from Tamoanchan and Eria to Lemuria and Khitai, plus the sacred island of Elysium. Its loosely united nomadic tribes ride hippocampi, farm shallows, trade and sometimes raid, meeting yearly off the holy isle; the lush island itself, a spawning and burial ground, is forbidden to all on pain of death.
  125. Elysium SeaSeaA sea between Tamoanchan and Lemuria dotted with small islands and home to dark-skinned Manuans, green-skinned Tritons and two dwarven groups. The rise of warlike Manua three centuries ago pushed islands into loose nations, now Manua, Ogata, Tora, Elysium and Munark; its tropical life is rich, metal is rare and used only for ornament, and tools are of shell, bamboo and stone.
  126. Embalmer (Acheron)Landmark100-10,000 G.P.One of the few non-cult embalmers in the city.
  127. Embalmer (Tang)LandmarkTang's most expensive and exclusive embalmer.
  128. EmpiIslandA large, desolate island south of Punt, smelling of sulphur and pitch and lit by red fires at night, shunned by all sailors. Called the Island of the Dark Gate and said to be larger inside than out, it may be a gateway to other planes, with a demon kingdom within that sends evil creatures into the world.
  129. EriaContinent/RegionA wild continent thought rich in untapped resources and peopled by tribes little understood abroad; outside traders are few and its maps unreliable. Legends name it the ancestral home of the first Atlanteans, and its tall, bronze-skinned eastern tribes and the giant Aesir fit that image, though scholars find no trace of advanced civilization. It runs from icy northern tundra through western conifer hills and central plains to eastern forests and southern swamps.
  130. Erythraen SeaSeaA generally calm sea criss-crossed by Sheban trade lanes, also known as the Queen's Sea or Sea of Sheba. It is bounded by Gondwana, Turan, Jambu, Lemuria, the Isles of Ozar and Punt and opens east into the Bay of Ishnu. Its Lemurian waters, the Forbidden Waters, are shunned by sailors, and storms make the Fangs of Lemuria dangerous.
  131. EudeaNationA small peninsular kingdom on the west coast between the Sea of Lost Souls and the Bay of Maelstroms, peopled by tall, slender, bronze-skinned folk. Its wealth comes from alchemical and magical herbs sold through the capital Goldar, and its sorcery-dabbling kings sway the Council by threatening to raise the price of luxuries such as love philtres and perfumes.
  132. FaliasCityOne of four great Poseidonean cities around Llyn Llyon, a center of magical science and the poetic arts built in the finest Atlantean style.
  133. FindiasCityOne of four great Poseidonean cities around Llyn Llyon, renowned for magical science and poetry and a showcase of Atlantean architecture with plazas, gardens, amphitheaters, racecourses and universities.
  134. FomoriansPeopleThe dominant race of Anostos, seafaring giants related to the Jotun and Aegir and infamous as pirates and slavers; over 100 squabbling clans of 30-300 live in crude stone villages in the fjords. Females and slaves do the work while males drink fomor and raid in huge, swift, fire-resistant ships up to 200 feet long, eating or torturing captives unfit for slavery.
  135. Forest of ArdenForestOne of the last realms ruled by the Sidhe, in east-central Alba, fiercely hostile to human intruders and defended with traps and ambushes against everything from giants to goblins. Its many faerie folk include sprites, boggarts, oak men, nymphs, dangerous oreads and roaming druas. It has been ruled for ages by the mysterious Faerie Queen, bound by tradition.
  136. Forgotten SeaSeaA vast, rarely sailed ocean wrapping two-thirds of the globe, from south of Punt past the Isles of Ozar, Lemuria and Mu to the Isle of Dreams, bounded by the Nether Realm and merging with the Atlantean Ocean and the Stygian Sea. Its south is choked with ice and full of whales, seals and penguin-like birds; demonic creatures are said to roam near the Nether Realm, and Ice Nymphs to live on the ice.
  137. Fountains of the MoonLandmarkThe last remains of an ancient temple of a lunar deity, demolished when the First Dynasty outlawed non-Heru cults.
  138. FrislandiaIslandThe smallest of the three large North Sea isles, a snowbound mountain island far from other land and home of reclusive dwarves who claim it as their race's birthplace and descent from Earth Gnomes. Called the Splendid Dwarves of the Twilight and reputedly the richest civilization in the world, they live in the impregnable fortress city of Frostmark and are famed for battles with Jotun raiders.
  139. Frost PlainsLandmarkA flat snowfield beyond the Seidhr range that the Jotun call the Fylgjir ('ghost') Plains and never enter; dwarves think it an ancient burial ground. Vanir tales say frost, wind and death demons roam it in the service of Jormungandr, a mysterious monster beneath the ice.
  140. FrostmarkMountainsThe single mountain on Frislandia's west coast, hollowed into a warm, furnace-heated underground dwarven fortress-city of great halls, said to be impregnable and to hold vaults bulging with gems and precious metals.
  141. GadireaNationThe mountain kingdom on Atlantis's northeast coast, second only to Poseidonea in power, walled off from the rest of the continent by the Atlas mountains and rich in metals and gems. Its bronze-skinned people are heavily mixed with foreigners and dress in furs and heavy linens against the cold, and its kings claim descent from Gadieros, son of Poseidon.
  142. GaleceaRegionA large, roughly circular region of the Galecean Peninsula, split into the rainy coastal strip of Ugala and the dry, volcano-ringed plateau of Alamanazor, said to be frequented by elementals. Manticores, chimeras, arcitenus and trolls roam it, and ruins of Atlantean, Hesperian and unknown cultures attract treasure hunters.
  143. Gate of the Red BirdLandmarkThe main southern entrance of Tang, always guarded by two dozen sentinels.
  144. GavaIslandAn ice-bound, mountain-ringed island in far northeastern Eria, called the Land of Giants, where the last Aesir live on its warmer western coast. The bronze-skinned Aesir (7-8 ft) live for battle, drink and song, sailing to fight Fomorians and Jotun but never weaker foes, so their numbers are dwindling; they welcome travelers' tales and hate black magic.
  145. Gem Cutter and JewelerLandmarkAverage quality and prices, but the owner is a keen appraiser of gems.
  146. Ghost CityCityFairly intact ruins northeast of Attalus, once a rich Autochthean trade port; sunken ships remain chained to its moorings, and the undead spirits of their crews still guard rotting cargoes.
  147. GiphantiaLandmarkA legendary oasis in the Qaddani desert with fruit trees, magical flowers and nymphs, said to be home to the Zazir, tiny spirits said to produce the alchemical essences of all four elements.
  148. Glass WorkerLandmarkA wealthy glassmaker producing fine custom work and exporting to Tartessos.
  149. GoldarCityEudea's fabulously wealthy highland capital on the northwest shore of the Lake of Lin Lyon, famed for alchemical herbs; alchemists and sorcerers buy supplies there at half the standard price, and rich Atlanteans holiday there.
  150. Golian DesertDesertA desert said to lie amid the Golian Mountains, shown on early First Age maps but never confirmed by reliable witnesses. The only accounts come from dubious sources: the mad Nubian priest Okala, the drug-using Qaddani magician Toth-Azzis, and the demon-possessed Sheban sorcerer Ali-Raji-Khan, who variously describe gold-flecked sands, spirits beneath crystal sands and a white stone city.
  151. Golian MountainsMountainsPerhaps the largest mountain range in the world, running along Lemuria's whole southern coast and into the interior, with peaks such as Mt. Sarak and Mt. Nawa exceeding 20,000 feet. Pterosaurs nest on its cliffs, wyverns migrate in from Mu, and ogres, manticores and ouranabad roam it. The Khitan alchemist Chiang-Tu recorded its herbs and gemstones, noting that gems collect in rain-fed pools.
  152. GondwanaContinent/RegionThe Dark Continent, named for its untamed jungle and mountain interior, though advanced civilizations line its coasts. It divides into the jungle Interior, the fertile Saharan lands of the north, the savannah East Coast and the cooler, rugged Southlands; surviving prehistoric beasts, unicorns and dragons roam, gold and diamonds abound, and its peoples include many human races, Punt's dwarves, a few elves in Dabba, Andamen, goblins, Sidhe and earth-bound demons.
  153. Gondwanan QuarterDistrictAn attractive sector of wealthy Qaddani, Nubian and Ophirean merchants under an Atlantean regent, guarded mostly by Nubian mercenaries and home to the costly Ivory Palace inn.
  154. GorgosIslandA group of lovely jungle islands in the Sahara Sea ruled by the Gorgons, Amazon rebels whose civil war destroyed the Hesperian empire, now confined to the isles but eager to expand. Their warrior-priestesses worship the snake god Sefar, enslave and sometimes sacrifice males, fight with trained giant cobras, and raid Atlantean, Hesperian and coastal lands, selling slaves to Tharshesh.
  155. GoriasCityOne of four great Poseidonean cities around Llyn Llyon, a center of magical science and the poetic arts built in the finest Atlantean style.
  156. Grand MarketplaceLandmarkAcheron's main market, with hundreds of vendors of eastern silks and spices, northern amber, Ophirean gold and ivory, Sheban slaves and more.
  157. Great Canal of Kha-EmLandmarkA canal nearly ten miles long linking Acheron on the Mediterranean with the south, planned by Pharaoh Kha-Em-Heru and finished three generations later, wide enough for the largest ships. Fortresses line it, slaves and Zin captives maintain it, and every foreign ship pays tolls and tariffs at the Bondmaster's Offices.
  158. Great Palace of LightLandmarkThe emperor's private home, full of gardens and fountains and the most beautiful building in Jambu.
  159. Grove of PoseidonLandmarkThe sacred grove at the center of Atlantean worship, ringed three times by spring water from the Baths of Poseidon, with a silver-plated pyramid shrine housing the high priests of Poseidon, Cleito and Atlas; its rites are unchanged since the First Age.
  160. Grove of the White BullsLandmarkA holy grove holding the sacred white bulls the King of Poseidonea sacrifices at the opening and close of each Council of Kings, with a pyramid shrine to the ten founding brother-kings.
  161. Gryphon WarehouseLandmarkA large cargo storage complex guarded day and night by Nubian, Qaddani and Ophirean mercenaries.
  162. GualagualaIslandThe southernmost part of Tamoanchan, sister island to Aconcagua and slightly richer, where the Chono live in larger groups, farm a little and have one real village, Tagua, of bone-and-skin domes. Nearby are the High Shaman's house and Achacala, a sacred Og monolith in a ring of mastodon bones where shamans' power is greatly magnified.
  163. Gulf of AcuaSeaA warm semicircular gulf splitting eastern Tamoanchan, opening to the Atlantean Ocean between Birama and Awok. Sea devils make it so dangerous that only a few coasting vessels trade in its western part.
  164. Gulf of ZahranSeaA shallow gulf of the Sea of Baku with safe passages known only to Sheban pilots; its small islands are mostly estates of Sheban nobles.
  165. HalcyaNationThe least esteemed Hesperian colony, between Asterea and Qaddan, where the Amazon drive against Qaddan was halted, forcing a resented truce. Its main product is narcotic Lotus Powder, and the local Lotus Cult saps natives and Amazons alike, leaving discipline poor.
  166. Halls of JusticeLandmarkCourt where high priests of Heru settle all disputes, with grim cells below; executions follow at dawn in the Public Square.
  167. HalogaRegionHills, vales and fjords north of the Rhiphaen Mountains, home of the seafaring Vanir, fair-haired, bearded warriors in walled clan settlements of 100-600 under warrior chiefs. They sail Jotun-style dragon ships to raid Cimmeria, Mediterranea, Iber and Alba, fight Jotun and Fomorians, dredge amber as currency and honor the elementals of wind and sea through druids.
  168. HantuPeopleBrutish earth-bound demons of unknown origin with no fixed form (claws, wings, scales, extra limbs and so on), perhaps twelve species, that slip into the world through gates and rifts and often cannot return. They cannot be summoned, hide by day in swamps, forests and mountains, and hunt by night.
  169. HavarNationThe most populous region of Alba, a druidic land of plains and forests ruled by the High Druid, Keeper of Stonehenge, who teaches druidic lore to visitors from around the world. Its people worship Hawwa, wear no furs, eat mostly plants, use runes, and build large circular communal oak halls. Its border district of Havoc is plagued by fighting with Cymbrians and the Ska.
  170. HelioselenLandmarkA ruined Autochthean city in Elassippea that escaped the floods only to fall to earthquakes; a place of dread whose name Elassippeans refuse to speak and which they will not approach within a score of stadia.
  171. Herbalist (Tang)LandmarkSells teas and remedies at standard rates; the owner is an expert at identifying plants.
  172. Heru-SetiLandmarkThe holy center southwest of Acheron and true home of the Pharaoh and high priesthood, a place of pyramids and gardens around a colonnaded grove with temples to Reason, Emotion and Heru; its gardens are said to be guarded by beasts the fanatical priests control with magic flutes.
  173. HesperiaIslandA warm, fertile island in the River Oceanus home to the Amazons, a warlike female-ruled people whose empire once rivalled First Age Atlantis. Though diminished and locked in stalemate with Gorgos, it keeps a strong navy and army, trades with Atlantis and Ophir, and is ruled absolutely by a queen who is also high priestess of Hesperus.
  174. Hesperian ColoniesRegionHesperia's six colonial territories, five in northern Gondwana and one on the Atlantean coast, each run by a military governor (often called a princess) from a walled coastal fort with 100-200 elite troops and 2-8 ships. Native peoples outnumber the Amazons but have no voice in government.
  175. Hesperian QuarterDistrictA sector of Amazons from Hesperia and its colonies where Hesperian law and custom apply by decree, with small shops and the Hesperus Inn.
  176. HimvatiNationA mystic land high in the Kaila mountains shared by poor Xinjang herders, aggressive Kazak horsemen and the ruling Himvati, all Khitan-like peoples. The Himvati are governed by the Da'al, an incarnating god-king, through 333 monks and mystics; their capital Bhadgoan is full of monasteries training martial artists, and a small army holds off Kazak raids and watches Khitai.
  177. Horizon Trade EnterpriseLandmarkA reputable firm hiring out ships and crews, requiring a bond of one third of the ship's value.
  178. Horse Trader (Acheron)LandmarkSeller of the finest stallions and warhorses.
  179. House at the Rainbow's EndLandmarkAn exclusive courtesan's house for the wealthy, reputedly employing some of the world's most beautiful women and visited late at night by the city's elite.
  180. House of RabianLandmarkA cheap, middling tavern with a varied clientele.
  181. Hsuan IslandIslandAn Elysium Sea island said to be peopled mainly by Sidhe, with hidden gardens of golden plants and jade herbs and, the Khitans claim, a herb whose elixir raises the dead; the Sidhe's intolerance keeps visitors away.
  182. HuacRegionThe northern peninsula of Tamoanchan between the Elysium Sea and the Sea of Anahuac, now uninhabited desert, mountain and jungle but once home to a vanished pre-Atlantean civilization whose haunted ruins, step-pyramids and emerald sculptures remain. First Age Atlanteans planned colonies there and named its districts, but few were founded.
  183. Hwang ProvinceRegionNorthwestern Khitan province known for the grain city of Ts'in and wealthy Chu Tang with its iron, copper, gold and jade mines, near the Gorges of Chu Tang and bottomless Baykal Lake. Its northern forests yield ginseng despite ogres and wild mountain folk, and the outpost of Tai Yen on the Hwang River guards against Tammans.
  184. Hwang-Ti TavernLandmarkA tavern for martial artists and Khitan soldiers with average prices and good quality.
  185. HwarrumCityThe largest of Havar's circular oak communal settlement-houses, 130 feet across, rising from 10 feet at the rim to 30 at the center, with three floors around a ventilation shaft and a whole village inside.
  186. HyperboreaIslandA cold, windswept isle between Mediterranea and Jotunland of mountains, hills and game-rich forest, its rivers Kven and Cimer frozen most of the year. Originally home only to the Rock Trolls, it is now shared by the Cimmerian and Vanir tribes and by dwarves under the Rhiphaen Mountains. Its amber, worth about its weight in gold, draws traders from Sheba, Tartessos and Turan.
  187. IberIslandA fertile, green island with a rocky coast, feared for its aegir, dragons, spirits, dire wolves and goblins and teeming with every kind of Sidhe, supposedly under Oberon the Immortal. Most of it is dominated by the Picts, with the druidic realm of Uallach in the north and the colony of Tara.
  188. Ice NymphsPeopleA legendary friendly Sidhe race of the far southern Forgotten Sea, said to live on icebergs and ice sheets and to be born, age and die with their ice as dryads do with trees. Sailors believe they can command the weather, cursing crews that harm them and helping those that aid them.
  189. Imperial CourtsLandmarkThe seat of government under two massive roofs, holding the Offices of Taxation and Trade and the City Office of Residency, where criminal and civil cases are heard and major decisions made.
  190. Inn at the River's EndLandmarkAn inn, tavern and brothel for merchants and sailors with variable quality, run by a Qaddani who keeps Nubian mercenaries to keep order.
  191. Inn of the Crimson MoonLandmarkA spacious inn with fine cuisine and terraced gardens, frequented by senior officers and the influential; only respectable guests are admitted.
  192. Inn of the Red BirdLandmarkAn overpriced, mediocre inn for travelers and adventurers whose owner loves gossip and strange tales.
  193. Inner IslandDistrictThe central island of Atlantis, 3,035 feet (5 stadia) across, entered by 100-foot gateways at its north, west and east bridges, each guarded by twin towers; its walls are 75 feet high, and its docks serve only the military and royalty.
  194. Institute of KnowledgeLandmarkA vast state university teaching ten fields from Alchemy, Sorcery and Astrology to Engineering, Linguistics, Theology and Healing, admitting only above-average intellects; only the Magical Institute of Dardanus is thought better for alchemy.
  195. IntroductionFront MatterPresents The Lexicon as the atlas and encyclopedia of the Atlantean setting and as volume two of Bard Games' Atlantean Trilogy, alongside The Arcanum and The Bestiary. The three books together form a full fantasy role-playing setting, though each can also be used on its own to enrich an existing campaign.
  196. Iron MountainsMountainsA snow-capped range north of Anostos's forests covering over 1,000 square miles and mined by Fomorians for tin, copper and iron, with rubies and onyx found 10-40 feet down. Cave and mountain trolls, wyrms, storms and mostly hostile Nethermen tribes make prospecting profitable but deadly.
  197. IronholdCityThe great underground fortress of the Rhiphaen dwarves, seat of their king and army, where ore from all outposts is smelted and forged and gems and surplus ingots are kept in guarded vaults.
  198. Isle of DemonsIslandA dread island off western Anostos whose waters seethe and from which inhuman shrieks carry up to 12 miles at night; it swarms with hundreds of Hantu, earth-bound demons that fight among themselves. Stranded Hantu will serve a powerful caster for a way home, so some magicians visit.
  199. Isle of DreadIslandA large volcanic island in the southern Stygian Sea buried in ash and cut by lava, where normal beings cannot survive long without magic. First Age Atlanteans found huge gems there, including Black Diamonds (worth ten times ordinary diamonds) found nowhere else; a necromancer's undead and demon workforce are said to remain after he died in an eruption.
  200. Isle of DreamsIslandA seemingly paradisal island off southeastern Mu that neighboring natives treat as taboo and the Zephyr say is haunted by mad spirits; Khitan legend calls it a dragon's illusion. The logbook of the sage Ahmahd of Joktan records its riches and nymph-like maidens, then crewmen driven to laughing suicide and hysteria.
  201. Isle of ElysiumIslandThe sacred Triton island, spawning ground and favored burial place, lush and mild all year and said to be rich in gems; nymphs, nature spirits and magical creatures live there under Triton protection, and no human may land.
  202. Isle of TamawaIslandA lonely, drought-and-flood-plagued island north of Huac, known for the Elysium Palisades, a huge serpentine cliff on its west coast that the Atlanteans meant to quarry. It has many animals but no known intelligent inhabitants.
  203. Isles of MediterraneaIslandThe islands around Mediterranea, grouped into those of the Mediterranean Sea, the Straits of Ys, the Eridan Straits and the Scythian coast. Most are uninhabited havens for corsairs and Sea Peoples; the notable inhabited ones are Ogyrus, Ogylus, Delphos, Tenedos, Ogleostra, Melos and Achamantis.
  204. Isles of OzarIslandA ragged chain of islets, spires and reefs from Punt to Lemuria, once called the Fangs of Lemuria, dividing the Erythraen and Forgotten Seas; reefs, currents and storms wreck ships. The archmage Ozar claimed the isles over a century ago and is said to have filled them with exotic beasts from across the world and other planes. No one claims to have landed since.
  205. Isles of TirakambaIslandDozens of islets in the mouth of the Acua Gulf, mostly haunted by beasts and reptiles. The largest, Inigre, is ringed by an ancient seamless megalithic 'Wall of the World' enclosing isolationist farmers of unequalled agricultural skill who grow magical hybrid plants, work gold and gems but make no weapons, and honor a great central monolith.
  206. Isles of ZoraIslandThe permanent islands of the Sea of Baku, the larger ones held by Sheba and the rest empty or home to exiles, outcasts and hermits.
  207. IspahanCityThe sultan's seat, in a great oasis in the heart of the Turanian desert: a sea of tents among palms and pools around a few stone buildings, chiefly the minaret-towered palace said to have been built by Jinn for the First Sultan and to hold generations of treasure. It also has a Public Bath and a Temple of Eloah.
  208. JambuContinent/RegionA vast continent between the frozen North Sea, the Erythraean and Elysium Seas and the Sea of Baku, containing nearly every terrain from the Kaila mountains to the Tuholo Desert, Kota's jungles and Tamala's tundra. Apart from great Khitai and Mohenjo-Daro in Meluhha it is mostly home to nomads, farmers and hunters, and much is unexplored.
  209. Jewel of the LotusLandmarkA superior inn for the rich and noble.
  210. Jeweler (Tang)LandmarkA jeweler whose quality is inconsistent unless paid exorbitant prices.
  211. JokazIslandA legendary isle said to be the lair of an ancient, huge and immensely powerful female dragon renowned as an oracle; she guards her privacy and treasure with ingenious obstacles, yet wizards and heroes still quest to consult her.
  212. JoktanNationA fertile coastal land in the southwest of the Turanian peninsula whose tall, light-brown people descend partly from Atlantean colonists. It once formed one Atlantean province with Sheba and was later conquered by Hesperia's Amazons, but unlike Sheba it resisted adopting female rule.
  213. JotunlandNationA frigid, storm-darkened land in the far North Sea, home of the blue-skinned Jotun frost giants, reputed ancestors of the other giant races. Its interior of glaciers and ice spires is drained by seven ice rivers. Coastal Jotun build ice castles and dragon ships and raid widely; the interior Jotun are cave-dwelling brutes without fire or metal.
  214. KabirCityThe inland capital of Gadirea, commanding a key road junction of north-south routes and the only road across the mountains into Mnesea.
  215. Kaila MountainsMountainsThe towering range at the roof of the world where Himvati lies, with snowbound peaks and a plateau grazed by Xinjang herds.
  216. Kalchanka TavernLandmarkA cheap, low-quality tavern and inn for freedmen, mercenaries and adventurers.
  217. Kanawalla DesertDesertAlso called the White Desert, a trackless salt-white waste filling much of central Mu and the largest desert in the known world. Melkurion recorded near-lifeless salty sands, deadly three-inch white scorpions, glare-induced snow blindness, visiting wyverns and Zephyr warnings of saurian 'snakes'; his expedition vanished there.
  218. Karmakula HillsLandmarkFoggy hills in southern Zemlazelan where the last woolly mammoths and a few woolly rhinos roam, their white coats turning spotted brown in summer.
  219. KawannaPeopleReclusive hunter-gatherer tribes of southeastern Tamarac living in walled villages of thatched huts, fishing and canoeing the Awa River; their quartz, mica and shell jewelry is found across Eria. Scalp-taking warriors with shaved heads and scalp locks, they feud endlessly with the Mound Builders, their shamans riding to war with them.
  220. KhaffirCityOphir's capital and the favorite stop for foreigners, home to a university esteemed from Atlantis to Meluhha, a great stadium and entertainment districts second only to Tharshesh.
  221. KhitaiNationThe largest and most powerful nation of Jambu, the Land of the Yellow Earth, ruled by a demigod emperor descended from ancient monster-slaying kings; conquered by First Age Atlantis, it regained freedom after the Cataclysm. An advanced agrarian empire of seven social classes, it has fair but harsh justice, peasant rights, a 2,000-ship navy and the largest army in the world.
  222. Ki-Yung TempleLandmarkA free school for monks teaching eastern mental and physical disciplines, open to any applicant.
  223. KlymeusCityMestea's small but busy hilltop capital port, famed for its late First Age observatory, abandoned in the Dark Age and restored in the Second; astrologers and archimages study there and dignitaries, reputedly even the Council of Kings, seek its forecasts. It also exports timber, furs, hides and amber.
  224. Konsu Boarding HouseLandmarkCheap, poor-quality lodging with decent food.
  225. KorvaCityThe largest port city of Azae, on the Bay of Falga.
  226. KotaNationA nation of four peoples, the Shan, Muong, Isam and Khamar, united under a government at Ban Chieng, where the ruling Isam trade tin, gold, silver and spices, mainly with Damalawa. Its peoples are deeply religious; its small army of Muong infantry and Shan archers faces border disputes with Khitai and raids by ogres and Tampan mountain folk from the Tashu mountains.
  227. KuNationA loose confederation of fishing and farming villages on Mediterranea's northern Hyperborean Sea coast, whose people resemble the Vanir. They are fine woodworkers and cod fishers who sail flexible leaking skin boats, and they prosper as middlemen in Hyperborean amber, trading it south by sea via Ys and overland. A mock 'King of Ku' is crowned for 24 hours each year at the Summer Fish Festival.
  228. KulugmiutRegionThe frozen northern islands and coasts of Eria, almost barren and unmapped, home to the Tunit as reported by the Akwatuk: short, stocky tribes named after patron spirit animals, thought to have crossed lost land bridges from Jambu. They are superb ivory carvers who build snow houses, drive dog sleds and use seal-oil lamps; they are highly superstitious, with female shamans held most potent.
  229. Kun-I-San TheatreLandmarkA theater staging patriotic plays about Khitan history and heroic emperors.
  230. KuruCityMarhashi's rocky coastal capital sprawling along the River Grut, with wizards' estates inland and markets, shops and wharves on the coast; the only town with a sizeable foreign population.
  231. KusaIslandAn island shunned by all natives as the haunt of spirits, minor demons and devils, though rumor says Sheban corsairs buried treasure in its jungles; it is also an original homeland of the Manuans.
  232. KushNationA poor, arid land on Gondwana's northeast coast whose semi-barbarian people are kin to the Turanians and Qaddani, ruled by a hereditary queen called the Candace and defended by a council of generals. Rich in copper, tin (never exported), sapphires and some gold and silver, it depends on food imports through its ally Sheba, and is wary of Qaddan and hostile to Nubia and Massawa.
  233. KutchinPeopleNomadic caribou hunters of Akwatuk who make almost everything from caribou, excel at tracking and ambush, and resist the more numerous Akela. Isolationist, plain-living and distrustful of strangers, they are ruled by chieftains who may be challenged by any male, while their celibate shamans live apart as healers and historians.
  234. Lake of DragonsLandmarkThe source of Massawa's Awaash River, where dragons come to breed; their caves are thought to hold plundered hoards, and the ruins of Melka Kontaurea are said to lie on its shore.
  235. Land of the BasilisksDesertA small coastal desert in Okalo where many basilisks roam freely, home to the Namaba, a nocturnal, naked basilisk cult who eat outsiders and their own dead and fight with slings, rocks, shaman magic and bare hands.
  236. LapidaryLandmarkThe city's best dealer in precious and semi-precious stones, buying, selling, appraising and trading them.
  237. Legacy of the First AgeHistoryFirst Age colonial ruins, some still holding treasures, dot the world's wilds, and Nethermen and Andamen survive in scattered tribes though most sorcerous abominations are gone. Atlantean influence shows in Qaddan's pyramids, Tamoanchan's step-pyramids, the looks of Erians and Hesperians, and the belief that sorcery and alchemy seeded other magic; the Atlanteans also left folklore of iron-masked devil conquerors.
  238. LemuriaContinent/RegionA vast tropical continent of primeval jungle, swamp and very high mountains, only partly mapped by First Age Atlanteans; surviving charts of its interior fetch high prices from scholars. Heavy rain and hurricane winds are common, vegetation grows explosively and many beasts survive only here. Its untapped resources lure adventurers, many of whom never return.
  239. Lesser PalacesLandmarkTwo gilded, treasure-filled apartment palaces flanking the Atlas Hippodrome, home to court officials and Royal Guard officers and closed to the public.
  240. Lesser Zone of LandDistrictThe middle ring of Atlantis, given to athletic grounds, ball courts, wrestling arenas and statue-filled parks, with public docks along its walls and frequent sentry patrols.
  241. Library at AcheronLandmarkA huge library famed for its facilities, which double all research success rolls; citizens use it free.
  242. Limner (Tang)LandmarkEmploys exceptionally skilled painters and illustrators.
  243. Limner/ScribeLandmarkAmong the best copyists and illuminators in the city.
  244. Linguist/ScribeLandmarkCopies and translates documents and teaches Khitan, Dravidian and Gondwanan; the owner collects ancient scrolls and tablets.
  245. Litigant (Acheron)LandmarkA legal office handling trade licenses and import-export matters.
  246. Litigant (criminal cases)LandmarkA firm specializing in criminal defense.
  247. Litigant (general practice)LandmarkA general legal practice.
  248. Litigants (Tang)LandmarkA respected legal office with experts in tax, trade, civil and criminal law.
  249. Livestock (Acheron)LandmarkSeller of fowl, cattle, goats, pigs, horses, oxen and camels at average prices.
  250. Llyn LlyonLandmarkA lake in Poseidonea ringed by four great cities of learning; Eudea's capital Goldar also lies on its northwest shore, where it is a holiday spot for wealthy Atlanteans.
  251. Locksmith (Acheron)LandmarkA small shop specializing in heavy fortress locks, with smaller locks too.
  252. Locksmith (Tang)LandmarkAn old family business that has worked for the emperor and officials.
  253. MadaanCityAn oasis village of Turan beside the sacred rock-cut cliff tombs of the sultans, caliphs and great heroes, whose ashes are kept in golden urns amid golden statues.
  254. Maelstrom BaySeaA bay off Atlantis holding a permanent whirlpool, the only permanent maelstrom shown on human maps; it makes the waters off Amphisea's west coast and southern Eudea dangerous.
  255. MaganNationA savannah kingdom across the straits from Punt, rich in gold, diamonds and above all copper, whose tall, shaven-headed Magani blend borrowings from all their neighbors. Twice freed from Atlantean and Hesperian rule, it trades mainly with Sheba, is ruled by a warrior-mage monarch chosen by contest from the extended royal family, and has a rigid class system under the fanatical cult of Ash.
  256. Magical Supply (Tang)LandmarkThe only licensed seller of magical goods in the city proper, stocking elixirs, potions, powders and ritual supplies, with occasional minor magic items and scrolls.
  257. MaiaNationThe second oldest Hesperian colony, a sparsely peopled coastal land like Electa but with only a standard garrison acting as border guards and police; its slaves descend from settlers forced in from Taygea and Electa.
  258. Major Zone of LandDistrictThe outer ring island of Atlantis, famed for a daily horse track a stadia (607 feet) wide running its whole length, flanked by businesses, parks, baths and military posts. A privately owned underground shipyard opens off the southern canal, and old tunnels beneath the ring see strange events.
  259. MakaraPeopleAn ancient race of scaly-skinned sea devils bent on ruling the seas, most numerous in the Sargasso Sea; they hate Tritons and humans alike, attack ships and coastal settlements, and ride and use domesticated sharks as war steeds and beasts of burden.
  260. ManaRegionA deadly jungle on the southern peninsula of the Acua Gulf, with man-eating plants, demons from Birama and a few dinosaurs. It is home to tribes of Andaman (leopard-, bear- and panther-men bred by First Age Atlantean sorcerers) who hunt humans for breeding and food, and to ape-like humans without tools or language beyond simple sounds.
  261. ManaguakIslandAn uninhabited paradise island near Elysium, thought by some to be another Triton holy place, yet visited safely by sea-nomads for supplies and shelter.
  262. Manawak, Manuk, Melekuala and SamalIslandThe other islands ruled by Manua, each home to a similar semi-nomadic fisher-gatherer tribe with its own customs, held down by Manuan garrisons.
  263. ManinoaIslandAn avoided island of mystery, said to be home to an old and powerful wizard with fiendish, inhuman companions.
  264. ManuaNationThe most coherent island nation of the Elysium Sea, short, dark-skinned warriors from Nonamato and Kusa who have conquered several neighboring islands and are hostile to Ogata and Tora. They fight to the death in bone, sharkskin and blowfish armor, raid in 60-foot outriggers and worship a nameless dragon sea god, sparing sea dragons.
  265. MarhashiNationThe rich southernmost nation of Gondwana, a land of veldt and uplands where gold, diamonds and copper are so common that true wealth lies in imported silver, tin, iron, amber and other gems. It is a bureaucratic magocracy led by a Grand Wizard, secretly steered by the Order of the Lion, over second-class Citizens and many Slaves; taxes are harsh and fashion, especially feather headgear, is a passion.
  266. MassawaNationA militaristic east-coast realm of tall, black-skinned herders along the Awaash River and the coast, ruled through the army by its king in secret partnership with its shamanistic priests. Travelers and Sheban traders are welcome and its archers are renowned, but heavy taxes and border camps hint at designs on its neighbors; its jungle interior hides the Lake of Dragons and lost Melka Kontaurea.
  267. Master Ship BuilderLandmarkAn old, respected yard designing and building ships of all kinds, with some used vessels for sale.
  268. MatuaIslandSettled by a family and retainers exiled from Tang in Khitai after a failed coup, who founded Peng Lai, keep Khitan customs and farm and herd goats.
  269. Maze of the TritonsLandmarkA labyrinth of caves crossing beneath the plateau between the Canyon of Neptune and the Antillan Channel, with a single true path guarded by the strongest Sahuga shamans and used as a deadly test of honor; non-Tritons are never allowed in. Its walls are said to hold vast riches in gems, pearls, coral and old coins.
  270. Medicinal, Alchemical and Magical ShopsDistrictA sector of medicinal, alchemical and magical shops, some dealing only in poisons and narcotics.
  271. MediterraneaContinent/RegionA continent of very varied terrain, from the Turanian deserts and the Scythian grasslands to the Galecean plateau and the mild Mediterranean coast. Most of it is barbarian wilderness with primitive tribes and dangerous beasts; advanced cultures exist only at its fringes (Sheba, Tharshesh, Ys, parts of Turan). Its known mineral wealth is modest, perhaps because it is little explored.
  272. Mediterranean QuarterDistrictA shabby sector of Mediterranean immigrants and merchants under an Atlantean regent, with shops, temples and the notorious House of the Black Hawk tavern.
  273. MehedraCityA citadel on a high ridge walled by cliffs on three sides, the only settlement of note on Diaprepea; mostly a military base with a minor trading port, and never breached by Nethermen assaults.
  274. Melka KontaureaCityA legendary ruined Atlantean city on the shore of the Lake of Dragons, said to hold vast treasure and malevolent wraiths, though no one is known to have visited it.
  275. MelosIslandAn island between Ogylus and the Symplegades with the thriving Tharshi outpost Tarmel, the regional center of the obsidian trade.
  276. MeluhhaNationA land of northern mountains and desert nomads, southern jungles and a populous central Akhan River valley, where the capital Mohenjo-Daro and other river towns thrive on trade. It is a sovereign monarchy under a sultan with a rigid caste system, from priests and warriors down to the dasa, and mystical religions full of secret cults.
  277. Mercantiler (Acheron, copper and brass)LandmarkA dealer in copper and brass goods who also buys good foreign pieces.
  278. Mercantiler (Acheron, curios)LandmarkA large import-export house specializing in odd furnishings, textiles and curios.
  279. Mercantiler (Tang)LandmarkDealer in exotic western oils and curios who buys decorative items at standard prices.
  280. Merchants Guild (Tang)LandmarkA powerful guild with which every merchant in Tang must register or face reprisals.
  281. MerinaCityThe pre-Amazon port capital of Celaenea and a major trade hub between Hesperia and Atlantis, among the world's richest cities; it is strictly segregated, and foreigners staying over a month must live in its Foreigners' Quarter.
  282. MesteaIslandThe northernmost Atlantean kingdom, an island of woods, low ridges and gorges where firedrakes, ogres and bog giants lurk, so its fair-skinned people keep to the southern coast. Its capital Klymeus holds a famed First Age observatory, amber finds are drawing miners and corsairs, and its king must be a skilled Mestean-born astrologer whose council influence is second only to Poseidonea's.
  283. Metalsmith (Acheron)LandmarkA large, reputable maker of tools, weapons and armor and longtime supplier to the Qaddani army.
  284. Metalsmith (Tang)LandmarkGood goods at standard rates; made to order at 50% more.
  285. Metalsmith and Weaponer (Tang)LandmarkGood to very good work at standard prices.
  286. Military FacilitiesLandmarkTwelve complexes of barracks, stables, armories and training grounds for the Atlantean and Poseidonean army, including war chariot units.
  287. Military StationsLandmarkBarracks and office posts each manned by a sergeant with twelve or more sentries, sending out three-man patrols and holding a 10 x 10 x 10 ft cell.
  288. Ming TavernLandmarkAn exclusive tavern of gourmet food, rooms, baths and courtesans favored by senior officials and nobles.
  289. Misty IslesIslandA mist-shrouded volcanic archipelago of two large isles and seven islets somewhere deep in the Forgotten Sea, sighted only occasionally (last nearly a century ago) and never found twice by the same route. They are silent, with plants but almost no animals. A captain claimed to have buried Sheban treasure on the largest isle's northern beach.
  290. MneseaNationA mountain kingdom west of the Atlas range, as rich in iron, tin, gold, silver and copper as Gadirea, but with no major ports or cities; its capital Mneseopolis is small, and most people live in mountain valley towns. Uniquely, all able-bodied citizens serve at least five years, and the kingdom hires out its light infantry as mercenaries, making it Nubia's chief military rival.
  291. Modern Day AtlantisHistoryPresent-day Atlantis is a major world power with a navy of over 2,000 warships and a respected army; its magic, alchemy, crafts and engineering are prized, though much First Age lore, including large-scale orichalc making, is lost. It is the most enlightened state, with no castes or slavery, low taxes and jury trials, ruled by a Council of Ten Kingdoms under the King of Poseidonea.
  292. Mohenjo-DaroCityMeluhha's sprawling mud-brick capital on the Akhan River, a vital trade link between east and west visited by ships from Sheba, Acheron, Khitai and Tartessos; because all nations' ships are welcome it is called The Open City.
  293. MolodoNationA rugged mountain land on Jambu's west coast whose poor, wool-clad herders and farmers meet yearly at Karak to settle disputes and at Kandar for a week-long trade fair, and gather at Herat when war looms against the Horse Nomads of Baluchistan. They worship an earth mother and goat father; a goat cult in the east lends wives to guests by lottery, and they play the rough mounted game of Karkash.
  294. MongalaRegionThe Tu-Holo desert and parts of the Kunlun, Altai, Hanga and Khinghan ranges, a barbarous land of monsters whose only humans are the Mongalan nomads, the continent's finest horse archers, herding on its northern grasslands and raiding Himvati and Khitai in hard winters. Snow leopards and yeti haunt the mountains, and man-eating ogre tribes rule the desert.
  295. Moto NuiIslandAn island at the heart of Tora but outside the confederation, refuge of a few dozen warlike, reputedly cannibal Zephyr ravaged by war and magical plagues, with ancient barrows and obelisks of unknown origin.
  296. Mount AmadagascaraMountainsThe peak on Punt crowned by the Royal Citadel, a scattering of small buildings in the park-like Royal Preserve where Punt's kings live in solitude and contemplation.
  297. Mount AtlasMountainsThe southernmost and largest peak of the mountain spine that splits the Atlantean continent; the city of Atlantis lies in its foothills.
  298. Mount TamaMountainsA peak in the Okaloan highlands topped by a Hesperian citadel built to guard diamond mines; its garrison, never relieved, still survives as the Tamara, and legend says a great diamond hoard lies inside.
  299. MuContinent/RegionA largely uncivilized continent south of Lemuria with volcanic mountains, white deserts and tropical forests, rarely visited. Its climate ranges from humid eastern rain forests to a parched desert and sulphurous volcanic ridges. Elysium islanders report frequent earthquakes, and the First Age astrologer Darus III prophesied that Mu, which has twice risen from and sunk into the sea, will sink again.
  300. MunarkNationThe sea-nomad Great Tribe, whose many tall tribes, each with its own face paint or tattoos, wander the whole Elysium Sea on rafts yet stay bound by long-standing treaties and meet yearly at Manocnac. Neutral to the other island nations and treated as kin by the Tritons, they claim Manocnac, Temareta and Nakua as homelands.
  301. MuriasCityOne of four great Poseidonean cities around Llyn Llyon, a center of magical science and the poetic arts built in the finest Atlantean style.
  302. Mystic (Acheron)LandmarkA far eastern healer, claiming Khitan birth and speaking little Qaddani, whose cheap cures are said to work well.
  303. NagaPeopleEvil reptilian humanoids ruling the Yallock forest, followers of the snake goddess Tiamat, practitioners of black magic able to communicate with and influence reptiles. They drink mammal blood from golden cups, sacrifice captives to Tiamat, carry fine gold serpent-pommelled daggers and reportedly ride wyverns; their wizards' garb resembles that of Qaddan's snake-sect priests.
  304. Nan MatalCityThe Manuan capital and the nearest thing to a city in the Elysium Sea: over a hundred thatched huts on bamboo stilts linked only by canoe, on the island of Nonamato.
  305. NazcaNationA powerful militaristic realm of the Central District ruled by the Falcon People, who conquered the tribes of the Five Valleys and govern them through garrisons in Hesperian fashion. Its rich mines yield iron and precious metals, and its gold and silver 'falcon' coins are trusted everywhere. Rank depends on military service, necromancy is outlawed, and the Nazca are implacable enemies of theocratic Quechua.
  306. NeptusPeopleThe Great Tribe of southeastern Antilla, most in contact with outsiders and especially Atlanteans, and so the most tolerant of non-Tritons, though repeat offenders are not forgiven. Least troubled by the Makara, they are the most peaceful tribe and live by a loose, free-form democracy.
  307. Nether IslesIslandThe little-known islands off the Nether Realm coast, of which only three appear consistently on old maps, besides the Satyrydes and Taenerus. Cartographers have given them fanciful names.
  308. Nether RealmsContinent/RegionA mysterious land at the far south, perhaps the edge of the world, bounded by the Stygian and Forgotten Seas and shunned by sailors. Southern Tamoanchan natives call it the Land of the Dead and Elysium islanders say dragons such as three-headed Azhdak are born there. The anonymous 'Log of the Mariner' describes a labyrinth of mountain-sized ice islands divided by canals, strangely warm and apparently lifeless.
  309. Ngani SwampLandmarkA fetid swamp along Lemuria's southeastern coast, with gnarled trees, four-foot giant leeches, ghouls and hidden Hantu demons. Despite its horrors it is the most visited part of Lemuria because it is the only source of Ngani black pearls and of black lotus, whose narcotic powder ('Ngani black') is illegal in many lands but sought by black marketeers.
  310. NonamatoIslandA rich island split by high mountains into a lush western region and a harsh eastern shore, roamed by fisher-gatherer clans; its only settlement of note is Nan Matal.
  311. North Polar RegionsRegionAn almost unknown expanse of ice and snow; Fomorians think it empty, Nethermen say ice golems, frost demons and yeti live there, and Aesir legend tells of a polar fissure leading to a jungle world within a hollow earth.
  312. North SeaSeaThe icy sea north of Jambu, bounded by Anostos, Jotunland, Zemlazelan and the Erian Ocean, of which it is really the western part. A strong arctic current carries icebergs westward around the globe.
  313. North Sea RegionContinent/RegionThe icy north of the known world: the isle of Hyperborea, frost-giant Jotunland, and the islands of the North Sea and the Sea of the Dead.
  314. NubiaNationA landlocked land of jungle and savannah whose very tall, ebony-skinned hunter-gatherers are not aggressive but are legendary warriors. Its great chieftain hires out volunteer mercenaries, especially to Qaddan, Sheba and Tharshesh, at premium rates in exchange for metal goods, so its troops carry the world's best arms; bands worship the Old God Eloah in their own way and are tolerant of other faiths.
  315. Observatory at KlymeusLandmarkAn ancient late First Age observatory on the Klymeus hilltop that survived the Cataclysm, was abandoned in the Dark Age and repaired early in the Second Age; astrologers and archimages from many lands use it to study the heavens and predict events.
  316. Ocaraba ChannelSeaThe deep, clear, warm channel separating Eria from Tamoanchan, linking Tamarack Sound with the Atlantean Ocean and Antillan Channel. Makara infest it, blocking trade; they especially like the Maka Lagoon, the world's largest lagoon, whose fresh water intoxicates them and their shark steeds.
  317. Oceanus ParkLandmarkA large park of hanging gardens, paths and brass gazebos popular with university students, patrolled at night.
  318. Office and Council HeadquartersLandmarkIssues state publications, books, pamphlets and notices.
  319. OgalapagoIslandA large volcanic island with jungle coasts and giant tortoises, visited mainly by Munark sea nomads and occasionally by Nazcans. Neanderthaloids who fled First Age Atlantean conquerors live in its central valleys and shun all contact.
  320. OgaramangoIslandHome of the fiercest foes of Manua, a competitive tribe devoted to physical strength and war; exiles from a brief civil war settled Rapa Nui.
  321. OgataNationA shaky alliance of three island tribes, Ogaramango, Temuah and Salawati, formed only against Manuan aggression; it also claims many small empty isles and surrounding waters, which Tritons and nomads use freely.
  322. OggiaForestPleasant, game-rich forests in north-central Mediterranea, home of the Roms, gypsy nomads who travel the continent in painted wagons as performers, fortune-tellers, herbalists and silver and goldsmiths. They believe the gods allow them to steal from anyone but each other, yet shun violence and brand violent members as outcasts. They are said to be ruled by a gypsy king on an oaken throne in a hidden glade.
  323. Ogili and OllokMountainsTwin mountains deep in Awalawa whose slopes are said to glitter with half-buried diamonds, drawing treasure hunters into the jungle.
  324. OgleostraIslandThe largest Mediterranean isle, coveted by Tharshesh for its harbors, position and agates, but held by the native Sardana, whose countless dry-stone nuraghi towers and signal fires have repelled Tharshi colonists for years.
  325. OguamanaIslandA young volcanic island whose volcano still erupts regularly; thought to be uninhabited.
  326. OguanabaraRegionA jungle peninsula on the north side of the Acua Gulf inhabited only by the Abara, tall, dark head-hunters possibly related to the Nazca, who shrink the heads of any human they kill and rank warriors by their trophies. The heads sell for 1,000-4,000 G.P. as curios and necromantic fetishes; Andaman trade live captives for them.
  327. OgygiaIslandAn island in the southern Sea of the Dead near Alba and Iber, said to be a paradise ruled by Calypso, queen of the Nereids, whose nymphs lure passing ships. Good men may rest there, but those who stay past one night can never leave, and evil men face the nymphs' magic.
  328. OgylusIslandAn island half a day's sail southeast of Peloponnesus whose First Age ruins are occupied by short, dark, bloodthirsty people akin to the Scythians but without horses.
  329. OgyrusIslandAn island a day's sail north of Acheron and a black-market stop, site of the Tharshi outpost Tarrus, which attracts free traders and scoundrels.
  330. OkaloNationA former Hesperian land of coastal savannah and volcanic highlands, now a loose hegemony of herding villages each ruled by a shaman of Og, returning to civilization faster than Pemba. Rediscovered diamonds are traded, notably to Tharshesh, for metal, some passed to the Okwilu to keep them in their jungles; the hereditary shaman-chief of Kaguata is king.
  331. Okama Public ParkLandmarkA landscaped public garden with pagoda gazebos.
  332. Okamchak ProvinceRegionThe ruling northeastern province of Khitai, home to the capital Tang, much of the army and the richest Mandarin families, with the copper-mining military town of Dao Sung, tea, cloth and paper from Shem Yang and the fishing port of P'ong Yan.
  333. Okawala RiverLandmarkThe river dividing Pemba between the Avakuli and Okwilu, haunted by otherwise extinct reptiles and other dangerous beasts.
  334. Okioga LakeLandmarkThe lake in Samu beneath which lives the Master, the most powerful Afiti, who settles disputes among lesser Afiti in exchange for human victims.
  335. Okok ProvinceRegionKhitai's southeastern province of fine craftsmen, fishermen and warriors living on the coast, with wild tribes in its mountains; Nyoki and Kyushi export silk, tea and incense and grow splendid gardens, while Fuzho is famed for armorers and swordsmiths.
  336. OkwiluPeopleMale-dominated hunter-gatherers of southern Pemba, descended from the Pembans who threw off Hesperian rule, who wear drab clothes and straw masks, keep women as chattel and worship the druidic Old God Og; they trade with Okalo and hate the Avakuli.
  337. OphirNationA fabulously wealthy west-coast kingdom, the leading exporter of gold, diamonds and lead and a key trade partner of Atlantis, with mountain cave-dwellers in the north and rich coastal cities. Its fair, ancient monarchy dates to the Hesperian era; its capital Khaffir has a respected university and entertainments second only to Tharshesh, though thieves abound and the army is stretched guarding frontiers.
  338. OrongoIslandSettled by exiles from Samal after a feud; all its people have some skill in Elemental Magic, and each generation yields a few truly powerful warlocks.
  339. OtesiumRegionThe valley of the River Eridanus, home of the Otesi, fair, long-lived hunter-gatherers who claim nymph ancestry and live in harmony with nature. Family groups are led by their eldest members, and they fight with spears and trained dogs, disdaining bows and slings. Few foreigners visit.
  340. Outposts of TharsheshLandmarkSmall wooden or stone trading forts dependent on Tharshi ships, where natives exchange opium, hashish, lotus, salt, herbs, oils, gems, ores, slaves and hides for silver.
  341. Palace of DelightsLandmarkA courtesans' house for the very rich, popular with high-ranking foreigners.
  342. Palace of HarmonyLandmarkThe emperor's official palace, where he acts publicly as ruler and lawgiver and holds receptions and diplomatic functions.
  343. PalasgeaRegionThe smallest of Mediterranea's southern peninsulas, rugged and forested, shared by Sidhe and olive-skinned goat-herding Palasgeans who work fine stone but no metal. It is divided into tribal territories: Peloponnesus, Oguges, Arcadea (home of the Sidhe), Argos (with the hydra-infested Lernan Marsh) and Nemea (lair of Nemean lions).
  344. Pan P'o HouseLandmarkAn inn with far eastern food and decor, popular with eastern travelers.
  345. Pan P'o ProvinceRegionKhitai's southwestern province along the Chan Jiang River and the wild lands west of the Tashu mountains, farmed by the small, hardy Zuang; south of the Xun Xi gold and ivory abound but reptilian humanoids prey on intruders. Its cities include Chung, the port of Nanki, the mining river port of Wu Han and perfumed Sin Tao.
  346. Pantheon SupplyLandmarkA small shop of religious articles, vestments, incense, candles and oils.
  347. ParaguaRegionA mountain-and-jungle region between Nazca, Quechua, Aigua and Ulloa, uninhabited by humans since the Uragua passed through. Hantu haunt the caves of the Tumucumaaye Mountains amid scarlet leech fungus and rumored treasure, and gremlins claim the land as a 'nation' with a king, a tiny golden palace in the gremlin city of Oa, enslaved sprites and a declared 'war' on Nazca and Quechua.
  348. Park of MonumentsLandmarkA large park of hanging gardens, fountains and statues of Heru and past Pharaohs, unsafe at night despite patrols.
  349. Park of the AtenLandmarkA park centered on the Arena of the Gods, a 20,000-seat stadium for races, sports and rituals involving the Pharaoh.
  350. PaukIslandA craggy, sparsely jungled island south of Babilary shunned by sailors for its giant cave spiders; Khitan legend says a forgotten corsair buried a fabulous treasure in one of its caverns.
  351. PembaNationA jungle region named in Hesperian times and now split by the Okawala River between two hostile tribes: the female-ruled Avakuli in the north, who trade with Ophir, and the male-ruled Okwilu in the south, descended from rebels against Hesperia, who trade with Okalo. Each despises the other's social order.
  352. Perfumery (Acheron)LandmarkSeller of imported and local scents and oils.
  353. Perfumery (Tang)LandmarkSells exotic scents of all sorts.
  354. PictlandRegionThe part of Iber roamed by the Picts, merciless blue-woad-stained, spiral-tattooed nomads whose rank depends on prowess in battle and the hunt. Warchiefs settle disputes by unarmed duels, and surrender to an enemy means permanent exile. They raid Tara and cross to Alba in hide boats.
  355. Plain of GwyddneuRegionA fertile rolling tableland west and south of the city of Atlantis, called the Breadbasket of Atlantis in the First Age and laced with copper-plated stone irrigation canals fed by two rivers. The canals still work, but neglect has cut arable land to about 60% of its First Age extent; the rest is wild grazing land haunted by bandits.
  356. PoseidoneaNationThe most prestigious Atlantean kingdom and center of the Empire, filling the south of the continent and holding the city of Atlantis as its and the Empire's capital. Its tall, regal people have the purest Atlantean blood, it is the most populous kingdom with the largest foreign population, and its king claims descent from Atlas.
  357. PotterLandmarkA maker of excellent urns, vases, tiles and pottery.
  358. PromeusCityMestea's dull fishing port, trading mostly in dried cod, with a shady name as a refuge for smugglers and fugitives; Cymbrian corsairs visit and its small, reluctant Poseidonean marine garrison provides little security.
  359. Public Baths (Acheron)LandmarkCheap, crowded public baths and a hub of gossip.
  360. Public Baths (Atlantis)LandmarkBaths famed for supposedly medicinal mud baths, drawing visitors from far away.
  361. Public Baths (Tang)LandmarkAttractive baths for the middle and upper classes offering baths, grooming, laundering and attendants.
  362. Public SquareLandmarkSite of proclamations, executions and dismemberments, which are official only with a high priest of Heru present.
  363. Public Well (Tang)LandmarkWhere many residents draw drinking and cooking water.
  364. PuloIslandHome of a tribe of huge black-skinned ogres who enslave a small human population; unconfirmed rumor speaks of a great gold mine worked by the slaves and reachable from the sea.
  365. PuntIslandAn island between Gondwana and Lemuria guarding the passages from the Erythraean Sea to the Forgotten Sea, proverbial for the strange, fragrant with myrrh and rich in gems. It is a civilized dwarven realm of above-ground poured-stone buildings, ruled by a mostly contemplative absolute king from Mount Amadagascara, where alchemists and magicians outrank warriors, magical jewelry is made, and giant ostrich cavalry and trained baboons serve.
  366. Pyramid Forts of Atlas and PoseidonLandmarkTwin fortress barracks flanking the Pyramid Palace (Atlas to the west, Poseidon to the east), serving as armories, stores and the city's last line of defense, with catapults on their roofs and stairs to the military docks.
  367. Pyramid of the AtlantydesLandmarkAn immense pyramid of unknown, perhaps pre-human origin on a cliff above the southernmost promontory of the southernmost Atlantydes island, above the anchorage Glaucus called Haven Bay. His expedition went mad and killed each other before anyone entered it.
  368. Pyramid Palace of PoseidoneaLandmarkThe gilded half-pyramid palace of Poseidonea's royal family, built inward from the orichalcum-plated Inner Island wall, housing the royals, chief advisors and select Royal Guards.
  369. Pyramid Temple of PoseidonLandmarkThe largest pyramid in the world and the political heart of the Empire, silver-plated, with a golden fence around its summit temple and the orichalcum Pillar of Law in a sacred inner room. It opens to the public only on the equinoxes and solstices and is guarded by the Royal Guard.
  370. QaddanNationA northeastern Gondwanan kingdom whose wealth comes from tolls and taxes on the Great Canal of Kha-Em, dug by slaves over three generations. The Pharaoh is worshipped as the god Heru made flesh; the state tolerates only aspects of Heru, farms the River Styx, exports fine glass and fights Turan and the Zin, with an army of infantry, chariots and war elephants unbeaten for nearly 300 years.
  371. QuechuaNationAn advanced theocracy of the Central District whose tall, bronze-skinned people inherited Atlantean knowledge. Priests of Tici Viracocha, a merger of Atlas and a tribal god, rule absolutely over Warrior-Priests (paladins) and Commoners, with class set by entrance tests at puberty. A sacrificial Lottery keeps the population in line. Lacking iron, it covets Nazca's mines and Taracua's trade.
  372. Queen's ShipyardLandmarkA larger version of the Royal Military Shipyards open to all visiting sailors and merchants.
  373. RaamahIslandA Sheban island whose seaport Aram is a crowded, intrigue-filled haven for traders, army and navy. The other three-quarters are reserved for High Citizens' estates but are mostly wilderness with bandits, griffons and the rare golden-red Sheban Lion, symbol of Sheba.
  374. Racing ArenaLandmarkA large outdoor arena with a one-mile track for daily chariot and horse races, grassy slopes for commoners and pavilions for the rich; betting is heavy.
  375. RangpurCityThe fortified northern city of Meluhha where most of the army is based and its war elephants, lancers and infantry are trained.
  376. Rapa NuiIslandSettled by warrior-athlete exiles from Ogaramango who lost a power struggle; they kept their fishing-gathering ways and built the thriving town of Roa.
  377. Rhiphaen MountainsMountainsA range along Hyperborea's south coast and into its interior, dividing Cimmeria from Haloga, rich in iron, tin, copper and gold and contested by dwarves, Rock Trolls and Vanir. Hippogriffs are common on its slopes, but its dominant peoples live beneath it.
  378. River of GriefLandmarkA hazy blue magical river in the Weeping Forest, said to be the tears of the forgotten goddess Tua; its water is safe to drink, but its evening mists inflict sorrow unless resisted.
  379. River of PleasureLandmarkA crystal river in Dreamwood whose water intoxicates like strong wine; drinking 6 pints or more brings a deep sleep of wondrous dreams, 50% of them divinatory. Fomorians flavor it with fruit and narcotic herbs.
  380. Roadside MarketLandmarkA road lined with small shops and stalls of butchers, bakers, potters, tanners, tinkers and other tradesfolk.
  381. Royal AmphitheatreLandmarkA free public venue for performances, lectures and philosophical debate, ringed by statues of famous Atlanteans.
  382. Royal Military ShipyardsLandmarkPoseidonea's private yards along the southern inner wall, for royal and military ships only, able to handle vessels up to trireme size.
  383. Royal Palace (Acheron)LandmarkA self-contained palace city for the Pharaoh and family, with its own granary, stables, temple, alchemical infirmary and garrison, closed to the public except on holy days.
  384. Rugmaker (Acheron)LandmarkA fine rug seller who serves tea and biscuits to browsers.
  385. Rugmaker (Tang)LandmarkSells beautiful rugs and imports.
  386. SabaCityThe largest Tamalan settlement and center of their fire religion, where the Keeper of the Flame guards the powerful sacred fire stick and lights every family's lamp once a year.
  387. Sage (Acheron)LandmarkA scholar of ancient languages, obscure scripts and magical tomes who appraises writings and buys books and scrolls at no more than standard prices.
  388. SahugaPeopleThe secretive, shamanistic Great Tribe of Antilla, aloof towards outsiders and trained from childhood in shamanic arts, using dolphins as power animals against Makara sharks. They live in the south-central interior of their region, at almost constant war with Makara of the Antillan Channel, and guard the Maze of the Tritons.
  389. SalaNationA loose confederation of shy, short tribes under their elders, with a capital at the large village of Vishaka near gem mines; they farm, herd, fish and trade gems to Meluhha for copper and brass, and carve towering wooden images. No one lives in the monster-haunted northern jungles.
  390. SalawaCityThe principal port of Kush and a key stop on Sheban trade routes, with poor naval facilities but a Merchant Quarter famed across Gondwana for fine, costly goods and pushy bazaar traders; Massawa covets it.
  391. SalawatiIslandThe only island in the Elysium Sea with true agriculture, whose people herd boars and grow yams, bananas, plantains, sugar cane and breadfruit around the towns of Yuku and Kiowa; the Kiowans are skilled boatbuilders who sail to Lemuria and Mu.
  392. Salter and Spice DealerLandmarkSeller of superior exotic spices from around the world.
  393. SamuNationA land of western jungle and eastern coast-like country divided by rivers and lakes, carved up among the dreaded Afiti, ghoulish undead shamans who prey on the living; the mightiest, the Master, lives beneath Okioga Lake and is paid in human victims. Only the superstitious Acholi of the Achwa district remain, forbidden by taboo to use anything they did not make or obtain themselves.
  394. SangirRegionThe dense jungle of Lemuria's northern and northwestern coast, named Sangir by the Shebans, full of dangerous beasts, venomous and constricting snakes, and bands of giant ape-like lemures. It yields many herbs and fibers. A Dravidian legend of First Age Atlantean colonists arriving in flying silver ships is now generally rejected for lack of evidence.
  395. Saragava MountainsMountainsThe jagged mountain spine of northern Zemlazelan, haunt of prehistoric beasts and reputedly immense rocs, great dragons and giant otters and wolverines.
  396. Sarakan JungleForestThe wildest region of Lemuria, a mist-filled valley between the Tarakan and Golian ranges crossed by the Samra river. The First Age historian Andromelius described 100-foot lizards, giant plants, and cannibal sub-human tribes akin to lemures who use stone tools and dugout boats and may know rudimentary magic.
  397. SarawaNationAn undeveloped land south of the Himvati ranges between Dravidia and Kota, home to four tribes: Kane fishers whose king is nominal monarch, Akh rice farmers behind glyph-carved gates, godless Lahtu hunters with poison crossbows, and silver-bangled, opium-using Lishun. The monarch may never leave Pandah lest a curse turn all Sarawans into monsters, and unexplored ruins lie to the north.
  398. Sargasso SeaSeaA dark undersea forest of giant kelp full of wrecked ships, bones and corpses, prowled by giant eels, sea dragons and kraken and ruled by the Makara. Legend says the Makara king dwells in a smooth stone palace in a hidden city here, his coffers filled from a thousand wrecks.
  399. SargoPeopleA densely weeded region beside the Sargasso Sea and home to the Sargo Tritons, skilled undersea horticulturists whose endless war with the Makara has made them warlike, isolationist and deeply suspicious of outsiders. Honorable and quick to avenge insult, they set rank by yearly non-lethal net-and-trident duels.
  400. SaturniaRegionA southern peninsula of Mediterranea with few humans (like the Palasgeans) living mainly in the Eridanus valley, and a few Tharshi timber outposts. Its nymphs hate the Tharshi. The Vale of Avernus, source of the River Alphaeus, is said to lead to the underworld and Xanadu, and the nymphs guard cursed First Age Atlantean ruins on the west coast.
  401. Saturnus GymnasiaLandmarkA public outdoor facility used mainly by animal trainers and equestrians.
  402. SatyrydesIslandThree very large cold islands, Panogwyll and Panogyr in the Forgotten Sea and the largest, Panogea, near the frozen Ice Bay of Garmar, with mist-filled volcanic valleys of tropical growth where Satyrs and Gwyllion live. Every eleven years they cross the winter ice to the Ice Cove of Panogwa to raise an ice monolith and hold an eleven-day fertility rite. Sheban sailors reported First Age Atlantean ships frozen in the bay.
  403. School of Culinary ArtsLandmarkA school for chefs, many of whom find well-paid work with the nobility.
  404. Scribe/Linguist (Tang)Landmark10-20 G.P. per pageTen scholars who copy or translate manuscripts in Khitan, Dravidian and most Gondwanan dialects.
  405. ScythiaRegionThe largest region of Mediterranea, rolling plains and steppes roamed by hundreds of bands of ruthless horse-nomads who hunt and make war alike and take scalps and skull-cups as trophies. Their shamanistic, necromantic cult favors Atta, and dead warriors are embalmed and buried in kurgans surrounded by corpses said to rise as guardians. Ruins dot the land, including legendary Eridan.
  406. Sea Nymph BazaarLandmarkAn open-air market of mostly smuggled Mediterranean goods such as Tharshi silver, Hyperborean amber, Rom charms and Black Forest herbs; vendors buy from independent traders.
  407. Sea of BakuSeaA shallow sea between Turan/Scythia and Jambu, bounded north by Hyperborea and Zemlazelan, whose central 'Sea of Fire' burns endlessly from seabed oil and gas springs, blocking north-south passage. Sheba holds the larger permanent islands, and Sheban traders keep to the southern sea. Its features include the Isles of Zora, the Strait of Wolves, the Samara Straits and Bay, the Gulf of Zahran and the Eridan Straits with the Well of Awatan.
  408. Sea of Lost SoulsSeaThe stretch of ocean covering sunken Autochthea, bordering Elassippea and Eudea; its floor holds the drowned First Age capital and other ruined cities.
  409. Sea of the DeadSeaA cold, dark sea far north of Atlantis, ringed by Anostos, Jotunland, Hyperborea, Mediterranea and Atlantis itself, known for sea-dragons, icebergs, endless summer days and dark winters, with islands ranging from monster lairs to Ogygia.
  410. Sea PeoplesPeopleA loose confederation of about fifty tall, dark-skinned seafaring nomad tribes of mixed blood, claiming descent from Atlantean colonists or a civilization lost in the Cataclysm. Denied a homeland by Tharshesh, Hesperia and Atlantis and preyed on by the Ska and Vanir, they hire out as mercenaries and sailors but never lend their own ships.
  411. Seafarer SupplyLandmarkA warehouse shop of maritime gear such as sails, rope, chests and barrels at average prices.
  412. Seal HuntersPeoplePeaceful folk of Iyata and the northern Akwatuk coasts who live in half-buried sod houses and hunt seal, walrus, mammoth and bear with harpoons and poisoned spears. They love music and cave painting, revere sea and earth, hold week-long equinox festivals, are governed by councils of elders and trade with the Kulugmiut using shell currency.
  413. Seamen's GuildLandmarkHiring hall for sailors, navigators and marines at standard rates.
  414. Seidhr MountainsMountainsIcy, thought-impassable peaks through Jotunland's interior, haunted by wolves and yeti. The coastal Jotun mine ore there that they believe magical, hauling it down frozen rivers on sail-sleds.
  415. Seven Stars StablesLandmarkStables that house arena horses, offer breeding and race registration, hold monthly horse auctions and sell riding gear.
  416. ShamballaCityA legendary hidden land of Himvati shaped like an eight-petalled lotus of eight principalities, with enchanted gardens, magic fountains and shrines tended by the highest mystics; ringed by the Mountains of the Moon, it can be found only by the good of heart.
  417. Shang-Ti TempleLandmarkTemple of Shang-Ti, god of heaven, worshipped for agriculture and weather control.
  418. ShebaNationA rich matriarchal maritime trading empire on the Turanian subcontinent, of Atlantean origin reshaped by Amazon conquest, ruled absolutely by the Queen of Sheba with Princesses and viceregal appointees. Its big seaworthy ships dominate the Red Sea, the Erythraen Sea and the Sea of Baku, carrying other nations' goods and ideas; allies pledge its defense, and it relies on a small navy, militia and mercenaries against Turanian raiders.
  419. Shipyard (Acheron)LandmarkRepair and overhaul yard for all sail and oar craft at about average prices, based on damage relative to the ship's worth.
  420. Shrine of the Serpent CultLandmarkTemple of Heru as the evil serpent Set; legal but shunned, meeting in secret.
  421. Shrines of the ElementalsLandmarkFour pyramid shrines to the true elementals of earth, wind, water and fire, visited by pagan cults and some orders of witches and warlocks.
  422. Silver/Gold SmithLandmarkA small jeweler in silver and gold that buys raw metal.
  423. SkaraRegionWindswept moorland in northern Alba, home to the Skara, shepherds and hunters who split from the Ska of Skye long ago. They avoid the sea, build impressive slate towns with paved streets and sewers, worship Hawwa and Og, and raid neighbors in quick hit-and-run strikes for food and animals.
  424. SkyeRegionAlba's wooded northwest coast, home of the Ska, who build wooden towns and ships and took up piracy from the Cymbrians, their bitter rivals. They favor longbows and battleaxes, have no allies and too few people to threaten trade routes seriously. Uig holds a 90-foot stone pillar to Og, rumored to be used by a Black Druid cult.
  425. Society of Magical Arts and SciencesLandmarkA state library and research center for magic and alchemy with excellent facilities, open only to Khitans.
  426. SoothsayerLandmarkAn old crone, thought by many a witch, whose accurate predictions cost according to her mood.
  427. Sorcerers' Guild (Acheron)LandmarkThe only guild house in the known world solely for sorcerers, offering registry and laboratories but no instruction or components.
  428. Stables/Armory (Tang)LandmarkStables and stores for the city guard's horses, weapons and armor, guarded by two dozen sentinels.
  429. StarrRegionA region on Alba's east coast inhabited by a small tribe of tall, brown-skinned, semi-nomadic pacifists who follow the red deer and worship the Old God Tama. They use no metal, value neither wealth nor power, and avoid everyone except the Sidhe of Arden, who generally accept them.
  430. State Astrological ObservatoryLandmarkRegarded by Khitan scholars as the center of astrological knowledge.
  431. StonehengeLandmarkThe holy circle of Havar, grandest of the megalithic monuments to the Old God Hawwa, used both for worship and as a calendar tracking the sun and moon. It lies in the district of Aw, and the High Druid is its keeper.
  432. Straits of AyrSeaThe strait between Alba and Iber, dotted with moss-covered rock pinnacles where the Ayr Tritons, secretive merfolk of druidic faith, live.
  433. Stygian SeaSeaDreaded, rarely sailed waters said to hold leviathans, kraken and giant sharks, squid and whales, and a demon-worshipping tribe of Makara whose shamans have bound lesser demons to the sea and command giant great white sharks. Deep earthquakes send tidal waves outward from its heart.
  434. Sun-Li ParkLandmarkA public park of flowering trees, gardens and a stream.
  435. SurkanCityThe inland capital of Azae and seat of its king, less commercial and much smaller than the island's ports, yet base to over two hundred warships and their crews.
  436. SutiPeopleFierce caravan bandits from Turan who sometimes raid merchants and travelers in the Qaddani deserts.
  437. Ta-Nen TheatreLandmarkA 5,000-seat amphitheater for music and plays, too costly for most commoners.
  438. TaenerusIslandA harsh island split from the Nether Realm by earthquakes, guarded by the shallow Taenerus Reef on the route linking the Atlantean Ocean with the Stygian Sea. It was a First Age source of gems and site of Atlantean breeding experiments, and monsters still roam it. The neanderthaloids of Aconcagua and Gualaguala hold it sacred as the afterlife of heroes and try to stop visitors.
  439. TamakaIslandSettled by semi-nomadic dissidents expelled from Salawati for resisting farming; there are no settlements, only thatched cottages built at will and abandoned.
  440. TamalaRegionThe frozen far north of Jambu, home to the only Caucasian peoples of the continent, of unknown origin, who live in clans of 20-200 hunting whale, seal and caribou. They worship fire, and each year every family carries a whale-oil lamp to Saba to be lit from the sacred fire stick by the Keeper of the Flame; in hard winters some cross the frozen North Sea to raid.
  441. TamaraPeopleDescendants of a forgotten Amazon garrison on Mount Tama who still obey their old orders, keep Hesperian traditions and male slaves working terrace farms, and mean to reconquer Okalo. Unlike Hesperians they are devoted to the Lotus cult and embrace magic; tall, blonde and dark-skinned, they wear lionskins and fight with short bows, short swords and broad daggers.
  442. TamaracRegionCentral eastern Eria, home to the Mound Builders, organized tribes who raise earthen platforms, dome houses and sacred burial mounds where the dead lie with their goods, and where tampering is punished by death. They farm, practice herb lore, weave, make pottery and work native copper; their antler-crowned, painted warriors prefer close combat and fight the Akela and Kawanna.
  443. Tamarack SoundSeaA shallow, warm sound about 100 feet deep between Tamoanchan's northern peninsula and Eria, with the isle of Tamawa and a few rocks as its only land. Rich in fish and turtles, especially Awashata Bay, its center hides giant sea snakes and snapping turtles; Erian canoes fish near shore, and Makara and Tritons visit rarely.
  444. TamoanchanContinent/RegionA rugged, sprawling continent ranging from wild tribes and cannibals to sophisticated neo-Atlantean states, divided into a subtropical Northern District, a jungle-and-mountain Central District rich in metals, a cold, sparse Southern District and a jungle Eastern District of two peninsulas. Many species are unique to it, notably shape-changing animal-men, and elves and dwarves are almost unknown.
  445. Tang StablesLandmarkThe only horse trader in the Celestial City, with excellent mounts.
  446. Tang TempleLandmarkTemple of the Seven Immortals, deities of the celestial spheres.
  447. Tang University ComplexLandmarkA state university teaching the arts and sciences only.
  448. Tanner (Acheron)LandmarkSeller of high-quality leather, hides and furs from southern Gondwana; buys raw hides.
  449. Taproban IslandIslandAn uninhabited jungle island southwest of Vedda, home to amphisbaenas, the metal-eating alicanto bird and many birds and snakes; reputedly rich in gems and metals but rarely visited.
  450. TaraCityTharshesh's only colony outside the Mediterranean, a grim, heavily fortified fortress on Iber's southwest coast where slaves mine copper and iron. Constant Pictish raids and corsairs make it feel besieged, so mercenaries are paid 5-10 times standard wages.
  451. Tara Mountain RangeMountainsA volcanic range along Mu's northern coast and interior, inhabited only by small lizards, wyverns, firedrakes and wyrms. Eruptions, lava and toxic vapors are dangerous mostly to the careless. It is a rich source of crystal-filled geodes, drawing a growing number of prospectors.
  452. TaracuaNationThe most civilized realm of eastern Tamoanchan, a friendly, trading, metalworking culture of three coastal cities that has preserved the best of Atlantean and Hesperian ideals. An elected king and queen share power with Councils of Sages and Landowners, and men and women both serve in an army that guards against Birama's cannibals and Mana's animal-men. Its people love body paint, murals, fine pottery and jewelry.
  453. Tarakan MountainsMountainsA largely unexplored range spanning Lemuria from east to west, thought impassable, with chasms, crumbling ledges, treacherous winds and ice-capped peaks. Rocs and griffons live on its northern face and winged reptiles in the south. The scroll of Kalik of Turan tells how his leader, the wizard Solan, fell to his death and landed among plum-sized diamonds.
  454. TarantaCityThe most pleasant Tharshi colony, on southeastern Saturnia, exporting produce and prized wines. Its regent lives in the luxurious mansion Sybaris, guarded by about 50 elite Nubians; the resentful nymphs of Saturnia play cruel tricks on those who stray from the fields.
  455. TarawaIslandA little-known isle ringed by jagged rocks and dangerous currents that make it unreachable by boat, though local tribesmen dive for pearls in its waters.
  456. TargrimCityA dangerous Tharshi tin-mining colony on the Draconean coast, attacked more than once by dragons, whose mines suffer cave-ins and wyrms. Its regent buys slaves with no questions asked and seeks adventurers to scout Draconea for expansion.
  457. TartessosCityCapital of Tharshesh and among the western hemisphere's biggest cities, a former Atlantean colony rebuilt after the Cataclysm, now perhaps the busiest port in the world and certainly the most corrupt. Its buildings are ramshackle atop Atlantean foundations, it is overcrowded and filthy, and taxes are crushing, but anything can be bought for a price, contraband included.
  458. Tartessos illicit goods and servicesTableA price list of rare or illegal goods and services readily available in Tartessos.
  459. TartukCityThe Tharshi colony on the isle of Atuk, mining high-quality agates and producing cork, hides and olive oil. Its unusually tight security (up to 500 troops and more than two dozen signal towers) is suspected to protect narcotics passing through.
  460. TarxianCityThe most enigmatic Tharshi colony, a secret military base on a little island in the mid-Mediterranean, closed to all outsiders on pain of death. At least a thousand elite mercenaries and a dozen or more warships are based there, possibly many more, and service is believed to be for life. Ys, Atlantis, Hesperia and Qaddan all want its secrets.
  461. TaxidermistLandmarkA respected, high-quality, high-priced taxidermist.
  462. TaygeaNationA Hesperian colony split from Electa purely for administration, once home to the same native tribe; its Amazon presence is lighter, and its capital Tay is a shipyard, supply depot and backup port for Ea and Aster.
  463. Temple of AnuLandmarkA small necromantic temple of Anu, Heru as lord of the afterlife, whose cult embalms its dead and reveres Anu as a sahu (mummy).
  464. Temple of HeruLandmarkThe largest temple in Acheron, home to over 100 priests and acolytes of the supreme patron.
  465. Temple of IsaLandmarkTemple of Heru as Isa, merciful goddess of healing and birth, served only by priestesses.
  466. Temple of the dark monks (Tang)LandmarkA temple thought to train assassins under a sinister monastic order, rumored to receive secret government money for favors.
  467. TemuahIslandHome of a peaceful fisher-gatherer tribe steeped in shamanism and natural lore, just beginning to farm.
  468. TextilerLandmarkSells silks, fine cloth and velvet and buys from independent traders at half price.
  469. TharsheshNationA wealthy, thoroughly corrupt mercantile realm south of Galecea, built by the Tharshi barbarians on the ruins of the Atlantean colony of Tartessos and its silver mines. It is a lawless melting pot of nations governed by an elected Prefect and six Regents, defended by mercenaries, and dominant in Mediterranean trade; it pays off the Gorgons and Cymbri and keeps five colonies and several trading posts.
  470. The Black SkullLandmarkA late-night tavern for the city's worst, visited by witches, black magicians and necromancers, rumored to hide a fence's secret room or a demon cult.
  471. The Blossom HouseLandmarkA high-class brothel famed for beautiful, charming courtesans.
  472. The CanalsLandmarkMegalithic canals with rentable private docks and free small-craft harbors at their midpoints; every vessel entering pays a toll by length.
  473. The Cyclopean ForgesLandmarkThe largest metalworks in the known world, employing Ophirean goldsmiths, Tharshi silversmiths, Hyperborean dwarven armorers and Atlantean platers; orichalc items are sometimes in stock.
  474. The Dark Age and Hesperia's Golden AgeHistoryAfter the Cataclysm the world sank into barbarism for millennia until new coastal nations arose, among them the Erians, Amazons, Khitans, Ophir, Qaddani and Tharshi. The Amazons of Hesperia conquered much of northwest Gondwana and pushed deep into Atlantis, but overextension, strife with the snake-worshipping Gorgons and Ophir-Qaddan counterattacks led to civil war and the loss of most Hesperian conquests.
  475. The DwarvesPeopleThe Rhiphaen dwarves, perhaps their race's last great refuge apart from Punt, live 100-800 feet or more underground and are the world's best miners, smiths and gemologists. From the fortress of Ironhold their king directs mines, patrols and ore wagons, wars with the Rock Trolls, trades with Cimmerians, hates the Vanir, befriends the Aesir and reveres the Earth Elementals.
  476. The FellsRegionA barren, eroded wasteland behind the coast of Anostos, once forest but stripped by generations of Fomorian shipbuilders; red dust cuts visibility to 50-100 feet, and rock slides, dust storms and ravines make it hard going, yet it is the only way into the interior.
  477. The First AgeHistoryLegend says Poseidon took a wife among the savage first Atlanteans and fathered ten sons, each given a kingdom, with eldest son Atlas as overlord. Their tall, copper-skinned descendants built stone cities, mastered alchemy and sorcery, united as Atlantis and spread across the world, but later kings grew tyrannical; their sorcerers bred chimeras, manticores, griffons, Nethermen and Andamen, until the Cataclysm sank the capital and ended the empire.
  478. The Gilded DragonLandmarkA seedy counterpart of the Silver Unicorn used by gamblers and shady types, with average prices and service.
  479. The GuardianLandmarkA soldiers' tavern run by a retired infantry captain and veteran of the Turanian wars; Turanians are unwelcome and payday brawls common.
  480. The MawLandmarkThe largest maelstrom in the world, in the central Atlantean Ocean; its pull is felt across nearly a third of the ocean and tightens into a whirl hundreds of miles wide, from which no one has ever returned. It is the only part of the ocean Antillan Tritons shun.
  481. The NorthlandsRegionA vast, mostly empty wilderness in northwestern Jambu of yeti, mammoth, saber-tooths, wolves, musk deer and caribou, with a few fierce primitive tribes, some said to ride mammoths. They speak only in sign language; Mongalan and Khitan trappers win their goodwill with trinkets such as glass beads and trade metal for musk, sable, horn and hides.
  482. The PharosLandmarkA lighthouse about 450 feet tall guiding ships into the harbor and canal, its flame magnified by crystals and mirrors; always manned and heavily guarded.
  483. The Pharos TavernLandmarkAn average waterfront tavern for sailors and locals where fights are common.
  484. The Philosopher's StoneLandmarkA garden tavern and inn for students and faculty with average prices and good service.
  485. The RequisitionerLandmarkA general store of cheap, average-quality supplies, run by a retired adventurer full of tales of exotic lands.
  486. The Rock TrollsPeopleAn ancient, brutish race said to descend from goblins and giants, original inhabitants of the Rhiphaens, driven deep underground by the dwarves but still raiding mines with help from mountain and cave trolls. Legend places their huge king on an obsidian throne in a vast cavern palace with slave-worked mines and passages reaching distant lands.
  487. The Second AgeHistoryThe present era began with the fall of the Hesperian empire. In its first 150 years Atlantis re-emerged as a world power allied with Ophir and friendly with Hesperia, while Tartessos, Qaddan, Sheba and Khitai rose as rival powers; small wars continue but the great powers keep an uneasy peace.
  488. The Silver PentacleLandmarkA quiet inn for spell casters, alchemists and scholars, decorated with curios and relics; six burly slaves eject noisy guests.
  489. The Silver UnicornLandmarkA comfortable sporting inn whose owner takes bets and runs dice tables; athletes, gladiators and charioteers drop in.
  490. The Sorcerers' MarketLandmarkAn open-air bazaar of small shops and stalls selling magical supplies and ingredients, also frequented by peddlers and nomads of doubtful honesty.
  491. The West InnLandmarkAn upscale inn serving Atlantean and Mediterranean food, with its own stables, smithy, laundry and tailor.
  492. The Willow Branch InnLandmarkA simple middle-class inn and tavern popular with city guards; average prices, good service.
  493. ThuleIslandA large, barren island between Anostos and Jotunland with half a year of daylight and two months of darkness. The savage, demon-worshipping Scritifi impale sacrifices and throw them into a crevasse said to reach Hell, and an order of black magicians exiled from Atlantis is said to live there.
  494. Titan Stone QuarriesLandmarkA dealer in marble, granite and cut stone quarried in the Atlas range, run by three Atlantean architect-engineer brothers.
  495. ToraNationA confederation of four autonomous islands settled by exiles from elsewhere, each culturally distinct and somewhat xenophobic but united against any outside threat.
  496. ToymakerLandmarkA shop of clever, attractive toys made mostly by its highly skilled tinker-owner.
  497. Tradesmen's Guild (Atlantis)LandmarkHiring hall for carpenters, masons, engineers, laborers, drivers and bearers at standard rates.
  498. Tradesmen's Guilds (Acheron)DistrictThe sector of simple guild houses for salters, charcoalers, brick masons, millers, masons, carpenters and others.
  499. Tritons of AntillaPeopleWater-breathing humanoids of three Great Tribes who co-operate freely but prize individual freedom so highly that each Triton decides only for himself; chiefs, honored for descent from ancient sages, may only propose. They treat outsiders with wary neutrality, keep defense pacts with the River Tritons of Hesperia, split into Lesser Tribes and Bands, and are the sworn enemies of the Makara.
  500. Tu-Holo DesertDesertThe desert at the heart of Mongala, roamed by huge tribes of ogres who live on wild ponies and crave human flesh; the Kazaks of Himvati live on its southern edge.
  501. TuranDesertThe Great Desert of Turan (the name means 'endless desert'), the unclaimed desert heart of the Turanian subcontinent, roamed by scores of feuding, hot-tempered camel and horse nomad bands grouped into seven tribes under caliphs and a hereditary sultan at Ispahan. They are superb but undisciplined mounted archers who raid caravans and neighbors, keep foreign slaves, subordinate women, and hold sworn oaths sacred.
  502. UallachNationA small peaceful realm in northern Iber, a remnant of pre-Pictish inhabitants and a sacred center of bardic and druidic lore named for the greatest bardic poetess. Its people rely on powerful druidic magic to keep the Picts out and are governed by the Ancient Order of the Council of Uallach.
  503. UgmurCityThe one sizable settlement of the Abor of Aboric, a network of interconnected caves with hidden entrances around the countryside from which the Abor ambush strangers. Much stolen treasure is said to be stored in its depths, though some goes to the ogres as offerings.
  504. UlloaRegionA barren southern peninsula dividing the Atlantean Ocean from the Stygian Sea, with jungle and copper in the north, once a civilization of mountain cities torn by religious wars before the Atlanteans conquered it. At the siege of the capital Yamquisapa the Old Gods turned its evil High Shamaness to granite, and the whole population later vanished through the Gold Door on Mt. Achane into an underground world. It is now haunted, monster-ridden and nearly empty.
  505. Uncharted IslandsIslandMany small islands of the Elysium Sea are unmapped and undescribed; most are ordinary, but a few may be as strange as any in the book.
  506. University of Medicine and AlchemyLandmarkA school of medicine, herbology and alchemical healing.
  507. University of the ArtsLandmarkAn esteemed academy teaching music, painting, sculpture, performance, chirography and metal and gem crafts under master artisans; it also runs a supply shop.
  508. Uranus GymnasiaLandmarkAn outdoor practice field for top Atlantean athletes, open to the public all year.
  509. Utgard ForestForestThe only forest in Jotunland, a thriving white-needled conifer wood along the southern coast that supplies timber for Jotun ships. Dire wolves, snow leopards and polar bears roam it, and escaped slaves report two tribes of Nethermen whom the Jotun hunt for food.
  510. VacaCityTaracua's coastal capital, built on the ruins of an Atlantean port, mostly adobe and thatch with great stone temples and fortresses. Instead of shops it has a vast public market overseen by a daily judge. It houses the king and queen and an army under seven female warchieftains; theft means slavery and a second offense, murder or adultery means death. Commoners pay a 25% maize tax.
  511. Vaca Public Market pricesTableAverage prices of popular goods in Vaca's Public Market.
  512. Vale of AvernusLandmarkSaturnia's most sacred place, where the River Alphaeus rises and plunges underground, reputedly emerging in the subterranean realm of Xanadu; legends call it the gateway to the Underworld.
  513. Valum ChivumCityEudea's fortified western trade port, used by ships bound for Eria, Tamoanchan and Antilla and home to several dozen Atlantean warships; Makara sea-devils raid it, while friendly Neptus Tritons come to trade.
  514. VeddaNationA small country at the tip of the Salwa peninsula whose only city, Veddashud, is famed for temples; the rest is jungle and swamp. Under the Caliph and an elaborate ten-caste system its craftsmen turn gold, gems, ivory and rare woods into goods worth five to ten times normal, enriching the upper castes while the poor majority grow restless; its war elephants are the best anywhere.
  515. VirNationForested river country of the Vardar valley whose tall, warlike stone-age barbarians live in permanent riverside villages, wear wolf-skull caps, and transplant wild food plants. Their animist shamans honor wolf, stag and fish spirits under the earth goddess Tama, and leaders rule by besting the previous leader in a duel. They trade furs and amber with Ku and Tharshesh for metal goods.
  516. Weeping ForestForestA bleak forest of drooping willow-like trees, white wolves that howl at the full moon, crows, boggarts, gwylion and arcitenus, with rare herbs valued by alchemists. Its River of Grief, said to be the tears of the forgotten goddess Tua, gives off evening mists that bring deep sorrow, which Fomorians fear.
  517. Well of AwatanLandmarkA feature in the deep Eridan Straits between Cimmeria and Scythian Eridan that causes strange tides and currents in storms and at full moon; sea monsters and sea devils are said to live in it.
  518. Wilderness of ZinRegionA slightly more fertile extension of Turan's desert holding many small, feuding nomad herder tribes, a few settled villages and many magical beasts. Each tribe claims to be the progenitor of all Zin and has its own god, and they know almost nothing of metalworking. Their baskets and cloth are sought by Sheban and Tharshi traders.
  519. WoodcarverLandmarkMaker of custom ship furnishings and figureheads; average prices, very good work.
  520. Woodcrafter (Tang)LandmarkExcellent carvings, jewelry boxes and chests.
  521. World ParkLandmarkA huge free park where most nations are honored with a garden, fountain, walkway or statue; crowded by day and seldom patrolled at night.
  522. YalakNationA rugged, volcanic peninsula between the Mediterranean and Euxine seas, home of the reclusive Yalaku, descendants of barbarians led by Atlantean First Sages. They live in three gateless 'beehive' cities entered by roof hatches, value time spent indoors, share everything including group marriages, excel at crafts and arts, and have no warriors. Outcasts trade opium and hashish to Tharshi merchants.
  523. YallockForestA great eucalyptus-shaded tropical forest across eastern Mu, rich in spices, fruit and wildlife and watered by the Onala, Fromm and Currang rivers. Its masters are the evil serpent-worshipping Naga, who are said to dwell in a hidden labyrinthine stone city in the interior.
  524. YsNationA small High Elf island kingdom in the Straits of Ys, which separate Alba from the mainland, famed for its triangular white-towered city on an offshore spire, whose flood-gated walls shelter a great harbor. It thrives as a trading haven and shipbuilder rather than a trader, keeps a small fast navy and a superbly equipped army, and admits only elves as residents. It is ruled jointly by a King and Queen advised by the guilds.
  525. ZarzisCityThe capital of Elassippea and its only port of consequence, a busy trading town on the Sea of Lost Souls, smaller than the cities of Eudea or Poseidonea.
  526. ZemlazelanIslandA harsh, cliff-bound island between Jotunland and Jambu where no settlement has lasted more than a generation or two, home to fierce survivals such as dire wolves, cave bears, saber-tooths and giant rams. Rocs and dragons are said to haunt the Saragava Mountains, and the last woolly mammoths and rhinos, whose ivory is highly prized, roam the Karmakula Hills.
  527. ZephyrPeopleA peaceful, near-angelic winged people who build nest-like eyries on the Curracurrang cliffs. They care for the young, old and sick, will not kill animals for food and live on gathered fruit; each has a role such as musician, weaver or warrior, and they fight skillfully with bow and javelin. They are sworn enemies of the Naga and do not drink alcohol.
  528. ZimbaCityMagan's walled capital of only about 60 acres, whose stone towers and walls are plated with copper in Atlantean style and which looks far more advanced than it is. It holds the King's palace and harem and a great public circle of shops and taverns, and is spreading beyond its walls.
  529. Zones of WaterDistrictThe three canal rings of the inner city, called the Inner, Middle and Outer Rings, each lined with wharves, shipyards and warehouses; only the military-held Inner Ring restricts shipping. Underground ramps and stairs on the metal-clad walls link water and land.