Tandé The people of this world have many names for the land which they call home; The elves call it Evespi, The great expanse. The dwarves call it Klost, though the most prolific name comes from the humans of this land, who name the earth Tande. The Great Expanse The elves call this land Evespi, The Great Expanse, and for good reason; this world is vast and diverse. In the north lies the White Wasteland, an eternal blizzard that dips well below freezing and has taken many ill-prepared adventurers lives. To the west lies the Backbone Ridge, an ancient mountain range that fences the Syrant Expanse. Long before there were records of these mountains, there were dwarves living in them. Their keeps are ancient and vast, connected by a series of underground canals, they are the ancestral home to the dwarves and their halls carry a long history of pride and might, befitting to dwarvish stonework. The elves claim the Jaded Timberland, an expansive forest at the north of the Backbone Ridge. The elves rarely wander en mass from their forests, preferring to stay hidden away. They play a more than active role in the political climate though, with elvish ambassadors present in any discussions of importance. They have the patience, cunning and lifespan to shape the political climate how they see fit. Though their longevity lets them hold grudges for much longer and some elvish diplomats have been known to strike revenge, through political means, on the descendants of those who wronged them hundreds of years ago. Humans live to the south, though their peoples are not united. The south eastern humans see themselves as civilised and cultured, and will fight to uphold their culture. Their love of cities and industry, paired with strong leadership has been the foundation for their ‘Great Kingdom', an expansive nation which has seen massive growth over the last 3000 years. The humans in the south west have long been aggressive towards their eastern counterparts. As a tribal people, living in harmony with their forests and coasts, they swear fealty to their chieftain and are content with their small scale culture. While they have no dealings with the Great Kingdom, they will often deal with the dwarves to their north, bartering timber and other wares for tools, food and weapons. The eastern continent is inhabited almost exclusively by avian races, collectivity referred to as Sengai. These include Aarakocra, Kenku and many other diverse races and subspecies. These Sengai have developed a deep and ancient culture of their own, however in the past few hundred years, slave traders have taken a liking to Sengai. While culturally sophisticated, most are not warriors and as such, the populus was defenseless against an unofficial invasion from the traders of the Great Kingdom. In today's age, Avian slaves have been bred for strength and stupidity. The people on Tande have grown to think very little of the avian races and derogatory slurs such as 'Birdmen' have become popular. A Land of Beasts and Fear The year is 4503, the great wall has just been completed, the south has been occupied by armies from the Great Kingdom and its lands annexed. The war for the south may be over, but the land is far from peaceful: Tribes of Orcs maraud the Moaning Heights. Giants, well rooted in the Shimmering Bluffs are wandering further out of their towering keeps and closer to the human plains below. Terrible monstrosities writhe in the depths of the Backbone Ridge, where the Syrant dwarves have mined beyond the roots of their mountains. While rare, Ancient dragons in the east rage against the tide of extinction that slowly washes over them, bringing fire and blood on all who stand against them. And there have been whispers of pale-skinned men walking unclothed in the blizzards in the far north, taking wandering adventures into the white and returning to take more. Character Creation You can create your character using races and classes from any of the WotC published books. While you are encouraged to have a look through your racial options, the most common races are: Humans

Elves

Dwarves

Aarakocra For Homebrew races and classes or Unearthed Arcana options, you will need to speak with your GM. The Holy Land The Cinder Wasteland, a holy land for many, lies a territory in dispute. It’s positioning between the humans to the south, the dwarves to the west and the elves to the north, makes it a key strategic and economical position. The Dwarves claim the land for themselves and have marched troops from their stronghold Dalmur to the holy temple Sandhearth. The Humans contest this claim, determined to rid the heathens from the holy land, they have dispatched troops to the city of Arid to hold the southern deserts and rally for the coming crusade. The elves remain silent and reserved as always, though their ambassadors have been active of late. Whispers of private talks with the elves are plentiful and many believe they stand to gain much from a war.

Traveling through the Mire: The routes that wind through the Boundless Mire are narrow and precise. Should you deviate too far, you could easily find yourself trapped in the bog. Characters must move at a slow pace (18mi/day) as described in the PHB (p182). If aided by a guide who knows the route, characters can move at a normal pace (24 mi/day). The East Coast The east coast is said to contain some of the hardiest humans alive, braving the bitter sea air and constant rain. They are a simple folk, appreciating hard work and a good day's labour. The people here live in harsh conditions, between the dark creatures that prey on those traveling the Boundless Mire and the giants picking off stray farmers in the hills, the folk of this land find themselves living in a dangerous world that gives no second chances. The Boundless Mire The east is dominated by a long mountain chain known as the Shimmering Bluffs that stand as a boundary between the inland communities and the hardened coastal peoples. Beyond the Bluffs is the Boundless Mire, a thick bog that stretches for hundreds of miles from the foot of the mountains to the coast. It’s thick marsh, propagated by the sea air and constant rain, has been known to silently snatch away the lives of those who wander from the well worn paths that wind delicately through its mass. Horrible creatures of all sorts have taken root in the Boundless Mire, feeding on the helpless souls that find themselves unfortunately trapped in the soggy soil. Though the dark monsters that roam the bog tend to steer clear of the mountains, where giants roam. The Shimmering Bluffs These tall gatherings of rock and stone have stood guardian over the east from before records began. Their tall peaks provide a natural barrier to inland communities, keeping the storm winds and harsh coastal climate at bay. The Bluffs also house an assortment of mountainous creatures that roam the stone peaks in search of easy prey. Giants are common in these hills. Many have made basic shelters in the lower hills, others have carved stone fortresses from the mountains themselves, and some are said to have sliced mountain caps off and taken to the sky with them, making floating keeps of the sundered stone peaks. The common man knows that no one should wander into the hills unless absolutely necessary, and even then, it would be absurdly dangerous to do so without the aid of seasoned adventures. Settlements Despite the harsh living conditions, many have chosen to settle this land. While the ground may not be fit to farm in most places, the sea provides a great fishing ground, and ships traveling north from Whitekeep often stop at the coastal towns to trade and allow crew shore leave. The hardiest of folk are found further inland, at the base of the Shimmering Bluffs. There is no sea to fish on, no good land to farm and monsters encroaching from the mountains and the Mire. A little further south, the bog ends and arable land becomes available. As such, many small villages, towns and hamlets have sprung up and farm the land there, trading with the folk in the mire to the north. To travel between the settlements of the east, one must go through the bog. There are loose routes, marked by large pikes thrust into the bog as waypoints. To stray too far from these guides is deadly, as the bog quickly turns to an unforgiving mire, sucking unsuspecting individuals down and holding them as food for the dark creatures that lie in wait.