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The Land


The March of the Griffin is a land carved from sorrow and sealed in blood, where every stone remembers a tragic past and every shadow hides what followed. From the choking depths of the Dark Forest, where trees whisper with the voices of the damned, to the fever-dream bogs of the Great Marsh that birth monstrosities in their sulfurous womb. Here, in the heretic-haunted hills of Duranlar, faith has curdled into something dark and hungry, while the spider-web streets of Delmaen weave unending tales of betrayal. This is where hope comes to die, and where the brave come to learn the price of courage. Tread softly, for the ground itself is a liar, and the locals have long since sold their souls for survival.

Table of Contents



The land


The Dark Forest


The Dark Forest

The Dark Forest isn't just woods—it's a breathing entity, a cancerous growth of ancient Vercors that devours light and sanity alike. Its canopy is so dense that noon feels like midnight, the air thick with the scent of rotting mulch and something older, something metallic and wrong. The trees themselves seem to watch you, their bark twisted into faces frozen in silent screams. Deep within, the gorges of Vivesaigues and La Dombe cut through the ground like festering wounds, their cliffsides crawling with unknown lights. Locals whisper of an ageless witch who rules inhuman creatures, and of the "Bark-Skins," feral humans who've adapted to the forest's corruption. They hunt with stone knives and worship something that moves in the deeper shadows. From east to west, the Danverse Cliff rises like a wall of judgment, its sheer face scarred with caves that exhale a cold, mind-numbing mist. Those who venture too close return as empty-eyed husks, if they return at all.


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The Great Marsh


The Great Marsh

The Great Marsh is a landscape of slow death, where the very air is a poison broth of methane and decay. What solid ground exists is a treacherous illusion—floating islands of peat and root that shift with the tides, swallowing the unwary without trace. The water runs black with tannins and things best left unimagined, while willows weep blood-red sap into the stagnant pools. Here dwell the Bog-Folk, a crowd of outcasts, thieves and murderers who build their villages on stilts above the murk, their pale skin perpetually slick with marsh slime. They trade in rare things that should have been left underwater, plants that grant visions and slow poisons. Most of them are said to worship the Bloated Toad from rickety shrines that sink slowly into the mire. But even they fear the deeper channels where the water bubbles with unnatural heat, and where things with too many joints and a skin too slick drag themselves through the reeds after dark. The marsh has a heartbeat you can feel through the ground—a slow, wet thumping that promises nothing good.


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The Hills and the Abbey of Duranlar


The Hills and the Abbey of Duranlar

The eastern hills are a jagged spine of granite and sorrow piercing tall, wild grass here and there, where the wind howls through narrow passes like a dying man's last breath. The soil here is thin and bitter, yielding only thorny scrub and gnarled trees that clutch at the rocks like skeletal hands. Perched atop one of their crags, the Abbey of Duranlar broods—a fortress of dying heresy where the remaining nuns have long since abandoned civilization. Their chants echo through the hills at night, and the peasant in the remote farms below bolt their doors and whisper of the Dark. To the west, the hills are gentler but no less dangerous—a patchwork of desperate hamlets swollen with refugees fleeing the Ichtimidian advance. These folk have the haunted look of those who've seen too much, their loyalties as shifting as the fog that rolls down from the heights. They pay tribute to no lord, trusting only in their makeshift palisades and the crude charms nailed above every doorway to ward off what walks in the high country after dark.


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The City of Delmaen


The City of Delmaen

Delmaen is a beautiful corpse—a city of soaring towers and once magnifiscent domes with elegant bridges now left slowly rotting from within. The Vivesaigues and Dombe rivers embrace it like twin serpents, their waters running slate-gray with mud. In the wealthy districts, nobles play their games of intrigue in marble halls, their faces hidden behind porcelain masks, their daggers sheathed in silk. But in the tangled alleys of the lower city, life is cheaper than a loaf of stale bread. Here, the cults of Dervanu and Fortuna hold sway, their symbols scratched into crumbling walls, their agents moving through the crowds like poison through wine. The city's council, led by members of the Ishtarite nobility, rules from the Keep—a fortress that guards the slums built under the shadow of the very cliffs that overlook the great southern lake. But their power is contested at every turn by the low borns, who scheme in smoke-filled rooms and hope for freedom. Each handshake hides a knife, and every smile is a lie waiting to happen.


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The City of Delmaen

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