The Lords of Dust A pale white sky hangs thin over the dust of the Reach. The jagged Garaga mountains to the west rise like grey fingers reaching from the dust of the desert, capped with broken white fingernails. The desert floor runs in every direction like an ocean frozen in time, mountains of dust and stone rising and falling like silent waves. Striking black towers pierce the ground, great lances of Blackbone unique to this place. The blinding heat of the twin suns wash everything in liquid fire, yet the hot air seems to crackle with exotic energy. Like the land itself, the people who inhabit it are harsh and unforgiving, but filled with surprises. Since their near mythical exile from the fertile east thousands of years ago, these people have conquered this land, they range all through the Reach, striking out into the hot dust in titanic sailing cities, and carving their way through the desert in caravans. Secrets and magics steep every grain of this strange nation, adventure peeks through every door. Welcome, venerable travelers, to Ashan Ashan The nation of Ashan lies in the southern corner of the continent of Ilar. Bound by mountains on three sides and the hostile nation of An-Drezi to the east, the Ashani are isolated in their desert. Their great desert is far from lifeless however. A myriad of fantastic beasts make their home here, from the vicious Greatspines, lords of their dusty dominions, to the tribes of tiny Xota scrabbling over their webs of tunnels deep under the dust. Herds of ridgebacks wander the plains and flocks of qaizu fill the skies. The people are no less varied. Most of the olive skinned natives live in the nine cities that range across the desert. Warriors clad in shining armor fight for their lords, each master of one of the nine cities. Philosophers and scholars flock to temples dedicated to the goddess of learning, delving into the secrets of the universe in these universities. Priests walk barefoot through the cities, wrapped in red robes and preaching the word of the Thirteen. Farmers and growers toil in the sun, using the life giving properties of powdered blackbone to bring bounty from dust and feed a growing empire. Scores of traders traverse the voids between the cities, selling exotic wares from all over the world. The legendary Paragons, a society of elemental mages of godlike power can be seen in the courts of the lords of Ashan, and one would be so lucky to see one of them in action, wreaking devastation from their rune marked bodies. The vibrancy of Ashani culture is venerated all over Ilar, and travelers flock to these shining cities to seek their fortunes. Not everything is so golden however. Under the cover of nightfall, necromancers bring forth foul ghouls. Pirate raiders stalk the sands and reave blood and goild everywhere they strike. Cults and madmen haunt the underbellies of the city, and criminals run vast black markets all over the country. A savage darkness infects Ashan, if one is inclined to go looking in the shadows.

History and Geography The Ashani people have had a harsh history. The original colonizers of the desert were tribes exiled from An-Drezi, then the seat of the ancient Ilarian empire. The true reason for this exile has long been lost to time, but the hatred between the peoples have not. In fact, the word "Ashan" directly translates to "exile" in the old tongue. These exiled peoples found themselves on the edge of certain death. Many of them succumbed to the scorching desert before a year had past. Yet the most resilient and resourceful among them were able to tame the desert to their needs. Wild driju beetles were tamed and raised to grow large, able to fit entire villages upon their backs. The tribes slowly pushed their way into the desert on the backs of these beetles, surviving off the sparse lands. The desert had only begun to reveal its secrets, however. Earthquakes are frequent on Ashan, and once the dust settles the greatest boon of the desert is revealed. Sharp spines of black rock break through the ground during these earthquakes. The spines grow to titanic sizes, pushing through the crust. In the shadow of these spines entire lakes of water appear from underground, and all the creatures of the desert flock to them. Unfortunately, the spines are not permanent, they last only a few weeks before the next earthquake swallows them up. Blackbones come and go all over the desert, and for generations the ashani tribesmen prospered and grew as they chased each new Blackbone as it appeared, taking them all over the desert. The Ashani people revered these rocks in as being spikes that jut out of the spine of their most revered god, the great Serpent. They believed the earthquakes to be caused by the movement of the great serpent that lay under the dust of their land and treated the Blackbones as sacred places. ### rtttr About a thousand years ago a breakthrough occurred that would propel the Ashani peoples to the mighty empire they are today. Through alchemical processes, the scholars found that a tincture of powered blackbone caused flora to grow bountiful. Their populations boomed, and the tribes each ebgan to construct their great cities, gigantic creations of packed sand, rock, and wood from desert trees. The Ashani used systems of gigantic sails to harness the desert winds power and set their cities in motion across the sands as giant ships. Each of the early tribes created a city of their own, and thus were born the great Houses. The head family of each tribe became the financiers and masters of the city, and over time became the Noble Houses that controlled the empire. Hundreds of years of intermittent wars and conflict between the individual cities followed, till the the great houses all gathered in the very centre of the empire to create a capital city on a particularly unique blackrock deposit that never disappeared. The city, named Setias, became the center of the Ashani people politically and culturally. A King was appointed from the most dominant house of the time, House Renar, and the Renar Dynasty has ruled the empire since. Politics House Berethen currently rule the trade city of Talha, and Lord Malwen Berethen is famed for his shrewd business savvy. The Berethens are careful to hide any mention of their ancestral background of peasantry, as the first Berethen lord won the city through his merchant dealings, having been born a peasant. House Umber rules from their seat in Fellmar, the largest city in Ashan. The Umbers have ruled their city for longer than any other house save Ix, and have weathered every storm. Lord Lawson Umber rules with a just hand, yet whispers arise of shady dealings, far from the ears his Goldarm soldiers however.

House Uldain hold Dustfall as their ancestral seat. The twin brothers Ahrim and Nazir rule together, neither willing to carry the burden of lordship alone after the death of their father. Though Dustall is the smallest city of the nine, it has grown into the center of Ashani science and research under the careful guidance of the scholarly Ahrim, and her soldiers proudly carry the mantle of being the finest fighting men anywhere under the sun, courtesy of the warlike Nazir. House Il-Shahid rules Ashevil, praised for its famous craftsmen. The extensive equipment and technical skills required to keep all the cities of Ashan sailing come from Ashevil, and its diminutive leader Lord Engineer Ratham is well aware of the power this gives him. House Norrak rules the emerald city of Elan, famed for its brightly painted walls. Lord Asmi holds court here, and those who underestimate her often don't live to tell the tale. Though Asmi grew up in Ashan, her family hails from Baz and she was married to House Norrak to secure a trade agreement. After arriving in Ashan she discovered a natural aptitude for sorcery, and after just five years had became the first foreigner and youngest member of the Paragons. After the death of her husband Asmi took the lordship, breaking from the Paragons policy of non-interference. The other houses consider her a foreign upstart, but her city loves their emerald Lord with a frenzy. House Malaron rules Calar, a beautiful city famed for its art. When the late Lord Reliam Malaron cracked down hard on the crime in his city, the Bloodsworn knives responded by murdering almost his entire family. Whether by sheer luck or resourcefulness, Garis Malaron, the Lord's twelve year old grandson, survived. He seized control of the throne and prevented the collapse of his city in the face of this disaster. In the bloody years to follow, Garis fought tooth and nail to expel any trace of the Bloodsworn's influence from his city and earned his place as the King's Master of Whispers, at the age of seventeen. House Kaid rules Varello, the city of winds. The ancient tribe that built Varello were the last to do so, which led them to learn from the mistakes of the other tribes and build the fastest city ship in the world. Their flying fortress of a city still holds that title, much to the chagrin of Ashevil. Lord Ormen Kaid is dedicated to maintaining Varello's speed and defenses, as it is the vanguard for the Ashani army should the An-Drezi ever attack. House Ix is the oldest of the houses, each member still a direct descendant of the original chief of their tribe. The other cities have changed dynasties many times over the years, yet House Ix has never fallen. The lord of the city of Ix is perhaps the most powerful man in the entire kingdom. Some say house Ix is the true power behind the Renar throne, and no one can deny their military supremacy. Lord Astar Sargon Ix, the Blackhand, is an aged warrior who rules with a ruthless grip and fervent faith. House Renar, first among lords, kings of Ashan since time immemorial. House Renar rule the entire Kingdom, and their seat of power is the capital, Setais. The history books mark the Renars to be just rulers, firm yet caring for their people. Currently the throne is held by Sezin Renar, a slight man who has yet to live up to the might of his house name.

Factions Several factions are vying for power in this empire and you can align yourself with any of them. House Ix House Ix seeks the throne of Ashan. Lord Ix believes the Renars to be weak and complacent, standing by as foreign merchants take control of the Ashani coffers and An-Drezi grows bolder every day. Ashan deserves a strong hand at the wheel, led by a man who can do what is needed to save the people of Ashan. House Kaid has always known the danger of An-Drezian aggression, Varello has been fending off raids for dozens of years. Ormen Kaid stands with House Ix, if war is to come then it is better to strike first. House Il-Shahid Lord Engineer Ratham served with Sargon during the Battle of the Burning Sands decades ago. While his pragmatism keeps him away from the political arena, he has aligned his house with his former commander. The Royal House of Renar The Royal house wants a peaceful and stable Ashan. So long as the people are safe and the money keeps flowing, the Renars are content. Conquest and war holding nothing of value, times have changed. Diplomacy and unity for all nations of Ilar is the way forward. House Uldain Ahrim and Nazir Uldian have always preached peace. Dustfall could not have become the scientific center of the region without the peace of the last 40 years. And while Nazir Uldain may be one the greatest swordsmen in the kingdom, he is never one to chase a fight. House Malaron Lord Garis Malaron is a believer in justice and law, he stands by the king not only as his Master of Whispers, but as the enforcer of the word of the rightful king. House Norrak Lord Asmi Norrak is loved by her city for her kindness, and her determination to do what's best for Elan. Renar's rule has brought prosperity and security for her people, and she wants nothing more than to continue that. The Bloodsworn Knives The undisputed kings of the criminal world, the Bloodsworn knives are a secretive group that pulls the black strings of every shady dealing in Ashan. Who knows what they might want, but whatever it is will be be taken at the edge of a knife. House Berenthen and the Trader's Coalition House Berenthen wants nothing more than the economic prosperity of Ashan. Malwen Berenthen understands that more than armies and magic, money is the blood of empire. And if some of that money were to find itself in his vaults...what of it? His numerous investments and the support of the merchant coalition give him power into every corner or Ilar. For every coin that passes through your fingers, House Berenthen gets a gets cut. House Umber Lord Lawson Umber controls the largest population center in all of Ilar, understandably Lord Bepanthen has considerable business interests in the city. The houses became further intertwined last year with the marriage of Keran Umber, the lord's sun, to Ilya Berthen. The Enlightened Paragons Not much is known of the Paragons. They consider themselves to be philosophers and scholars first, but their tattoo covered bodies betray their power. The paragons are sorcerers of unimaginable elemental power, and to make an enemy of one is a death warrant signed in fire and blood. The hand beyond the grave... Those who look in the darkest parts of the world hear whispers of a new power, rising out of the dust of ages... Foreign Ashan enjoys a friendly alliance with the seafaring Baz peoples of the far east. Ashan also keeps the peace with the Lanthian Federation, but holds growing concerns about their diplomatic ties with An-Drezi. While Ashan is currently at peace with An-drezi, both countries harbor a deep hatred of each other. Intermittent battles flare between the two powers every few decades, such as the infamous Battle of the Burning Sands that left both sides bleeding and forged a general out of Alaistair Sargon Ix. Currently the two powers are locked in a cold war, using their influence to push the myriad smaller states of Ilar to their sides.

Religion and Culture Almost all Ashani adhere to the faith of the Eternal Twelve. The pantheon consists of thirteen divine figures, not truly deities such as the rest of Ilar believe in. The figures are treated more as wild spirits, drawing power from the actions of man and nature. The gods or spirits are considered genderless and ephemeral, inhabiting a plane of pure magical energy that leaks into our world through runework. There exist no images of the gods in Ashan, thirteen runes serve as their symbols in the physical world. The discrepancy between the name of the faith and the number of gods lies in the thirteenth deity, the black serpent Asif. Though it is venerated by the Ashani as the life giver, the other divinities cast it out long ago, and as such is not considered one of the twelve. Organization The Doma of the Twelve is the main religious order of Ashan. The Doma are a powerful force in Ashan, one of the central pillars of society. The leaders of the order are thirteen High Priests, each a representative of one of the gods. They hold council from Setias, administering over a network of thousands of priests in each major city. The priests congregate in temples called Doma, where they worship and study runework. Practices and Beliefs The actions of men give power to the gods, and the day to day actions pertaining to a god's domain are considered a minor form of worship. The most common form of worship however, can be observed at noon every day anywhere Ashani congregate. The rite of the twin suns, where priests lead communal songs that every Ashani nearby participate in. Their voices harmonize in ancient, wordless song, lasting till the suns have passed their zenith. Each of the twelve are praised in this way, but Asif the serpent is only worshipped at the end of each month at midnight. Anyone who has ever survived an Ashani duststorm knows why they worship in song. They believe the spirits of their dead ride the winds eternal, singing with the scouring gales. Pantheon Amhazat Domain - The twin suns , light, and honor Glorious Amhazat, chief of the pantheon, watches over mankind as the burning twin suns. Zanth Domain - The twin moons, protection, children Moon-blessed Zanth is a quiet god, looking over the silent desert night and preserving the innocence of children. Beema Domain - Law and Justice Blind Beema sees all, and ensures the laws of man are just . Hama Domain - Birth and Death Hama straddles the line between life and death, giving with one hand and taking with the other. Surmenno Domain - Mercy and Compassion, the poor The kindness in the heart's of men is the domain of Surmenno, protector of the poor and oppressed. Karthan Domain - Strife and chaos Karthan is the fickle god of disorder, and blesses in turn those who ask protection from pirates and the reavers themselves. Riel Domain - Conquest, war, and power Riel is the soldier's god, the soul of a warrior. Armies win and fall by it's winds. Gamerah Domain - Magic and runes Gamerah's domain encompasses the magic that leaks from the astral plane into the human world through runic script. Ambriel Domain - Storms, wind, and sky Ambriel roars and screams down the Reach, wild and free. Suzna Domain - Life, growth, farmers Suzna watches over the sparse farmlands of the cities, these thin bands of dark earth are all that separate the Ashani from a death by inches. Orchet Domain - Commerce and trade Wealth and prosperity tricke from Orchet's golden fingers. Lariel Domain - Wisdom, logic, and learning The scholar's god stands as a bulwark against ignorance and a force for progress for all mankind. Asif Domain - The earth, underground water, blackbones Dark and sinuous Asif coils through the flesh of the earth, and the blessed blackbones are surely his great body breaking into the sunlight.

Beasts Creatures of all sizes roam the Reach, and adventurers will likely run into many of them. Beware, the beasts of this land are often vicious. Caution is recommended when traversing the wilds. Xota Xota are small, blind creatures that inhabit tunnels under the desert floor in loose tribes. They display some rudimentary intelligence but are unable to speak. They are about three feet high and gray in color, their backs speckled with red and jutting with thin spikes. When threatened they attack in packs, using their long claws and shooting spikes to fend of predators. Some of them grow to fearsome sizes, a full head taller than any man, with venomous spikes along their blue backs. Xota Redbrood skulking in their caves Greatspines Greatspines are the apex predators of the desert surface. they can grow up to 30 feet long, their birdlike bodies balanced on two powerful legs. They can outrun anything under the sun, and once they catch up they make quick work of their prey in their powerful jaws One of many failed attempts to tame the greatspines for war Ridgebacks Herds of ridgebacks wander the Ashani plains. Great sails of skin along their backs shift in the wind, catching moisture and cooling them in the hot days. they are simple minded and peaceful, but when threatened the herd can flatten any foe under their heavy feet. Naga These long, colorful serpents are a common sight anywhere in Ashan. Humans ride them as mounts, using them for transportation and draft labor. Eastern riders have remarked that they behave just like the horses of their homelands, albeit far more dangerous. Driju Beetles These massive insects criss-cross the entire desert, carrying whole communities of traders and tribesmen upon them. All human civilization outside of the cities exists on the backs of these gentle giants. A driju caravan rides into town Caswai Runners These fast running pack predators can be seen harrying ridgebacks anywhere on the desert plains at night. Their appearance is similar to the greatspines, but at only 4 feet tall they rarely pose a threat to humans. These crafty scavengers can pack quite a punch if you're caught unawares, so listen for their squawking when you camp at night. A captured runner being released outside the city

Qaizu Flocks of these beautiful winged drakes can be seen flying through the air on their gossamer on any summer day. They stand only a foot tall, and come in every color under the rainbow. To see a flock of quazi take flight into the twin sunrise of Ashan is truly a beautiful sight.

A flock of qaizu spotted in An-Drezi, flying east for the summer. Gravewalkers There have reports from the remoter tribesmen that their dead sometimes rise from their shallow graves. While this is most likely rural superstitious nonsense, it doesn't hurt to be careful. Geass Mothers The undisputed master of the underground and the most fearsome creatures in all of Ashan, these great wurms are titanic in size and rarer than diamonds. There are very few solid eyewitness accounts, for in the rare occasions they deign to attack surface dwellers they seldom leave anyone alive. No one has ever seen the full length of one, but their heads are filled with rows of grinding teeth that tear through stone like wood before the axe. Claw like arms ring their great maws, snapping at anything that falls in their path and skewering them. No sightings have been reported in years, but beware the rumbling sands.