Travel Guide

Rojaks’ Adventurer Travel Guide

Courtesy of Esteemed Roger Rojaks, Greatest Adventurer of Fallen Civilizations, Most-Enriched Investor of Aspiring Devices, and Wisest Scholar of the Learned Lodges

Chart of Information
1. A Short History of Landa-Langadal
2. Brief Regional Summary of Landa-Langadal
3. Guide to the Folk of Landa-Langadal
4. An Adventurer's Essentials
5. Hedge-Wizardry
6. Bestiary Sample
7. The Rojaks Initiative

1 - A Short History of Landa-Langadal

The kingdom of Landa-Langadal was formed in year 0 of the Ascension of Langadal calendar or, as other realms record it, the 384th year of Interval Three, following the liberation of the Landan people from the deprivations of the draconic menace and their ogre enforcers. Langdon the Scalebreaker arrived in Greater Zapalav (now the Hinterlands) by crossing Outcast’s Desert, bringing with him an army of vassals. With his forces, he fought his way through the orken hordes and arrived in the plains of Landa (now the Heartlands) whereupon seeing the plight of the local folk, he took it upon himself to systematically lay siege to each of the ruling dragons’ fortresses and slay each serpent one by one, forever breaking the hold that the scaled lot had over the good Landans. It is said that Langdon ruled Landa-Langadal for many decades after its creation, that the current royal family, the Laneds, are his direct descendants, and that the other Langadal families are the descendants of his vassals. The fledgling kingdom spent much of the next two centuries eking out an existence under constant conflict for survival- first against the remaining dragons, then their remnant ogre clans, and finally the orcs of Zapalav. It was only after these victories that brave Landans could expand outward from their core provinces, settling along the coast of Pery-Ferie, making contact with the dwarfs of Staalfeld, reconnecting with their Pobdren neighbors- and as of recently, finally venture into the Western Wilderness that for so long hid the most vile beasts of nature.

2 - Brief Regional Summary of Landa-Langadal

If you are going to travel the land in search of treasure, it would do you good to know the places where you should be looking. Some of them may even be in civilized lands!

Circuitu Ocean: The vast ocean that surrounds our realm. To the farthest north it is said that there are lands, walked upon by strange, misshapen creatures and ruled by yet stranger intangible beings. More importantly sea tales speak of archipelagos, some even inhabited, towards the west; few ships travel out into the horizon, so there may be yet undiscovered lands to explore and ancient relics to recover.

Eel Isle: Just a quiet small island sitting on the Western Sea, off the coast of the Heartlands; makes for a good stop on the way to Vastahely and the Western Wilderness.

Heartlands: The core of Landa-Langadal. While one might assume that a densely populated region with such richness in history would have nothing to offer an enterprising adventurer; that same history litters the countryside with countless old ruins and abandoned fortresses, many of which, unstable in structure and overrun with beasts, have yet to be reclaimed. Furthermore the dual capital cities of Landafold and Langafold are always a good location to bargain with patrons and secure funding.

Hinterlands: Immediately south from the Heartlands, over the Tor Mountains, is the less developed, but just as essential, Hinterlands. Won through the Landan-Zapalav wars, a series of conflicts spanning decades and concluded over a century ago, there is no shortage of hidden caverns, abandoned forts, and old battlefields to explore in this land. Of course, for the more daring, there is always the opportunity to join in sorties over the southern border and slay orc scum.

North Pobdren: Going south, one has the option of either the desert or the coast; along the coast can be found the city-states of Pobdren, each fiercely independent and yet ravenous for glory and conquest- but this is not a guidebook to the politics of far off mercenary states, so we instead focus on the very near mercenary state. The region known as North Pobdren (territory of the city Zarici) is the only trade stop between the imperia and the city-states- however it is beset by pirates, brigands, and cutthroats of all kinds, which make conducting commerce quite dangerous. Furthermore, the overland route passes through a dense wood populated by vicious fey creatures. Of course, this merely means well-paying work for an adventurer willing to try their hand at manhunting and fey-hunting.

Outcast’s Desert: A long stretch of desert to the south rumored to be the lost lands of a long-forgotten kingdom, an idea based on relics uncovered at the Dulm mines, which is also believed to be the location of the lost capital. Sandstorms will occasionally uncover old ruins across the region, some of which were built with subterranean accommodations, and all of which draw eager miners, archeologists, and adventurers alike. Bring water.

Pery-Ferie: The eastern frontier, a land of great potential for settlement, that is, until the recent conflicts with the Republic of Servis, which has also settled the region. The great lush forests and the wide-open plains with their wondrous wildlife would be described here, were they not burnt to their barest and trampled by the march of armies, with the fine city Nizsze turned into a marshland over which Landans and Servisians die. At the time of this writing- do not go there, war is not the business of adventurers, it is a messy, deceptive thing, the machinations of nobles that draws good adventurers to their untimely ends with the promise of spoils.

Pont Isle: A sizable island on the mouth of the Eastern Sea, it is the territory of the Pontagoe family, who are known as the most powerful of the Langadal families- with the exception, of course, of the royal family. They were the foremost investor in the settlement of the east, which they have greatly benefited from- up until the war with Servis, of which they have also become the foremost investor in.

Staalfeld: Land of the dwarves with their great stone fortresses and arcane towers built in across the Staal and Koper mountain ranges. It is a peaceful region of open plains and bountiful woodlands, similar to the Hinterlands; although there occasionally roams across the countryside the wayward experiments of dwarven researchers, who undoubtedly would pay tidy fees for the retrieval of such creatures. One may also find profitable work from the countless established wizards, all of whom compete in magical commerce. For the aspiring hedge-wizard there is the opportunity to witness or learn from one of the ten famous dwarven arch-mages, masters of their craft and members of the dwarven ruling council.

Western Wilderness: Ah the western frontier, until a few decades ago it was a dense swath of forest infested with fey, ogres, and wild beasts of all horrors, with the only hospitable land being Vastahely on the southern peninsula ruled by the Vastan family. It was through Vastan efforts that gradual settlement began, creating a string of villages westward until they reached the western coast, where the city Wineburg was established for trade as well as mining the metals of Mt. Voet. Fierce wildlife has so-far stalled settlement of the north, but it is only a matter of time once the valley passages are fully secured.

Zapalav: A sparse and desolate land to which the remaining orken tribes fled after the Landan-Zapalav wars; several castles were built across the hillside border at that time with the purpose of ensuring that the imperia would never again fear an orc incursion. Some have since fallen into disrepair- but with orcs being as they are, this should not be a concern as they lack resolve and organization. Still, do your part for the imperia and kill any you encounter, they make good practice for the aspiring adventurer.

3 - Guide to the Folk of Landa-Langadal

The population of Landa-Langadal is estimated at roughly 2 million, it’s folk are distributed as follows.

Anuren: Goodly creatures. A curious collection of amphibious critters, similar in appearance to the diminutive frog. Their skin possesses a natural property of blending into their surroundings and they have long, but useless, tongues. The little things have a quaint corner of their own in the northernmost region of the western wilderness, where they live out peaceful existences subsisting on the local fish. Curiously, the anuren speak of a coming of age rite in which the young make solitary ventures to an ancestral temple to learn their “duty”. A silly process for a village mostly composed of carpenters and fishers.

Canislats: Rough lot. Make no mistake Canids do not resemble the common mutt, but rather the coyote- and with fierceness to match! In the imperia’s early years they were the subject of rumors, that the western wilderness was home to a kingdom of lycanthopes, ritually depraved and barbaric. No such thing ever existed of course, the Canids are not transforming creatures nor have they ever formed any kingdoms of their own; indeed, having acclimated to the settlement of the western wilderness, they make for excellent pathfinders and guides. Any aspiring adventurer or hopeful homesteader can easily find and hire one- no need to fear any trickery, they scorn such things.

Coluflock: Flighty bunch. Resembling the common pigeon, the average colum can easily launch themselves up to twice their height, but more often than not they make use of high ground and temperate winds to attain flight. These feathered folk hail from the lands of Servis to the east, a good number having trickled in over the years as mercenaries or surveyors. Do not be fooled by accusations of skulduggery and scavenging- columbs have been well-known helpers in charting both the western wilderness and the southern deserts. A wise adventurer could do well to consult a colum about the local geography!

Dwarflot: Hardy mystics. A dwarf is much like the average human, but shorter, tougher, more arcane- and sometimes, friendlier! Dwarves are heavily steeped in tradition and veneration of the arcane arts, with talented mages typically “embarking” on decade-long spiritual journeys within their hallowed libraries and towers, studying the countless tomes and records of their realm’s hoard. Dwarven mages are among the best in the world and, to our great fortune, ten dwarven arch-mages have made their home in Landa-Langadal. Also of note is the wandering “Hedge-dwarf”, who opts to embark on a worldly journey instead, gathering new knowledge for the keep libraries, these stalwarts make for great comrades.

Elfkin: Ever-present seneschals. There are two kinds of elves in the world, the more common meadow elf and the less common snow elf, both are taller than the average human, longer lived, and have incredible eyesight. Where they differ is origin, while the meadow elf can be found anywhere and is well-known as a cornerstone of history, the snow elf is more mysterious, hailing from a frozen isolated land far to the east bearing strange weapons and a hatred for halfolk kind. In either case never underestimate an elf, they always exceed expectations; one cannot go wrong relying on aid or advice from an elf.

Felives: Tricky travelers. Originating from Pobdren further south, these whiskered folk resemble the common cat, claws and all. Their natural curiosity and propensity for climbing make them targets of suspicion in urban areas, typified as assassins or burglars, it is said a felis’ claws grew sharper and darker with each crime- this is, of course, false. More importantly- an adventurer cannot ask for a better night guard! A felis is more than capable of traversing the rockiest elevations and keeping watch in the darkest of nights.

Halfolk: Resolute folk. Halflings are of similar appearance to humans, half the size, half the height, half the language, as their name might suggest. They are a consistent presence in any settlement as hard-working farmers and diligent artisans- do not be mistaken however, they maintain a proud martial tradition. Many a petty war have been decided when the local halflings committed themselves wholly to the effort, bringing with them superb discipline and cunning.

Landan: The common man. There is not much to say! We are the most numerous in the land and are a good and earnest people capable of great deeds!

Langadal: The blue bloods. Ah, nobles of the land, who live lives of finery and luxury within their centuries-old estates. The term is derived from the great hero “Langdon the Scalecracker”, who pulled together the scattered folk of Landan and defeated the ogres clans and dragon despots. Most nobles claim heritage to the initial army serving under the Scalecracker or leaders who came after, hence “Langadal”. Word of advice, avoid the machinations of the high folk, and if you encounter one, distract them with gifts!

Orchost: Brutish savages. Far to the south east, near the badlands, lurk the treacherous orcs. Big tough creatures with the strength of bears and a taste for sapient flesh- but rest assured their numbers have been trimmed significantly over our imperia’s time. Still, should you encounter one in a rabid rage, here is some advice. While orcs may seem durable on the outside, once you pierce the hide, the internal structure is a crude and laughable thing- their bodies entirely fall apart at the first sign of trouble! Doubtlessly they are a beast whose time has long passed.

4 - An Adventurer’s Essentials

Never leave home without these! They are your daily bread and workman’s tools by which you can call yourselves adventurers.

Containers, by which gear can be stored.

Supplies, by which one subsists.

Tools, by which to traverse the land.

Gear, by which to pave into the unknown.

Of vital importance.

5 - Hedge-Wizardry

A word of caution to those aspiring wielders of arcana. A wizard who engages in transactions of an exclusively magical nature, that is outside the capacity of a regular mercenary or daytaler, must be registered as a settled wizard with the Imperial Arcana-Registrar and a comprehensive record of each month’s transactions must be sent to the local registrar at the end of every month; any movement of business location must also be reported. A hedge-wizard is defined as an unregistered wizard, often of a traveling or hobbyist sort, who is forbidden from engaging in magical economics. This legal restriction, obviously, does not apply to those calling upon divine powers, who are backed by their respective organizations.

6 – Bestiary Sample

A pamphlet so small as this cannot fully capture every creature to be encountered, however, here are general descriptions as well as advice for some particular wilderness dangers.

Bear: A mass of meat and hide, this forest creature can easily overpower any person with its raw strength and resist any weapon with its hide. Do not provoke the ire of one, it moves faster on four legs than the average person.

Dodeocre: A vicious creature native to the Western Wilderness, similar in appearance to a lion, but with a wyvern-like stinger in place of a tail. Rumors attribute its origin either to escaped magical experiments or a natural crossing between wyverns and lions. Either way, what is certain is the creature is more than adept at skewering its prey multiple times over in an instant with stings in quick succession, is as strong as a bear, and capable of traversing elevation with great leaps. Contrary to tales told, the stinger does not possess venom.

Gremlin: A fey trickster with innate powers drawn from its mind. Physically weak, these creatures have been observed to protect themselves with barriers as well as launching objects or lighting fires from a distance. Though they have wings, these are vestigial as their flight does not require wings.

Kobold: When dragons still ruled the land, kobold served as the direct attendants of their realm, as bureaucrats and soldiers. Since those times the degenerate creatures have fallen from grace, their lifespans greatly shortened by a dependency on dragon’s blood, a need molded into them by their masters. Still, watch out for their infamous clawed kicks, perfect vision in darkness, and blood-draining bites.

Ogre: Second to the kobolds are the ogres, enforcers of the dragons and allies of the orcs. With their extraordinarily tough hides, lack of pain, and uncanny natural healing, the ogre clans were the hammer with which dragons crushed dissent. Nowadays the ogre clans are broken, lone ogres and small families hiding away in caverns and forests, living out savage existances fighting amongst each other.

Skeleton: Whether by spirits or mortal hands, undead roam old ruins or abandoned hideouts, the most common being the flesh-decayed skeleton. If one comes across such a creature, it can be slain by breaking apart its corporeal form, bludgeons are recommended for this, as the bones are difficult to hit otherwise. Take caution, these walking bones may still possess the equipment they died or were laid to rest with- and the skills to put it to use! Most reports of skeletal undead describe the creatures as using knightly gear, perhaps some warriors of old are not yet ready to pass on.

7 - The Rojaks Initiative

Now that you have this handy guide, go out there and adventure responsibly! Always remember, the Rojaks Initiative has plenty more material for your convenience, just come to one of our establishments in Landafold, Langafold, Lengfold, Vastahely, Vilmhely, Vogelplaat, or Wineburg. Rojaks will always lead you right!

























Roger Rojaks and Rojaks Initiative are not responsible for any injuries, harm, or crimes caused by reckless and unprepared exploration, wandering, or adventuring. Roger Rojaks and Rojaks Initiative do not sponsor adventuring trips or patronize adventurers through the sale of products and information. Roger Rojaks and Rojaks Initiative are not associated with any deities, cults, vagabonds, mercenaries, or mercenary companies. Roger Rojaks and Rojaks Initiative are not responsible for improper interpretation and use of the information provided.