The Stain Frontier

North Deitziel

In the north of the canyon-scarred dry lands of Deitzeil lies the city that its people once called the capital of the world: Staian. This city was the seat of the fallen Emperor Saint Trice. Following the crushing defeat during the War of Red Sands, Staian became a duchy of the Colloran Empire and has since existed as a vassal, led by its queen, Ellephane Trice.

Old Collora

Once the seat of human civilization and the self-proclaimed crown atop the head of the world, Old Collora is now little more than a ruin. Decimated by a years-long civil war and struck twice by celestial noctrite during catastrophic moonfalls, the city's grandeur has been reduced to complete devastation. Its streets lie desolate, save for the prowling beasts that prey upon the foolish few who dare to enter.

Even the mighty Staian Empire, which claimed the ruins 20 years ago, has struggled to restore order or reclaim the city's former glory. The effort to tame Old Collora has proven fruitless, as its ruins have birthed an ecosystem of monsters resistant to human intervention.

To contain the threat, the city has been sealed behind towering walls, preventing the spread of the monstrous infestation. Across the Falcrun River stands the new seat of power, Staian—a banner of resilience and the ambition of the empire. From this vantage, Staian watches over the haunted remnants of Old Collora.

Moonfall Lake

Once a quaint, though isolated village, the entire area was obliterated when a magical artifact was recklessly activated by the local mayor, summoning ten meteor elementals. These strange beings, capable of manipulating gravity and magnetism, were composed of chunks from the shattered moon, once captured by Crudilex. They descended from the sky, annihilating the village and leaving nothing but a massive crater. Over time, the local river diverted into this crater, giving birth to what is now known as Moonfall Lake.

Few dare venture near it, as the giant meteor elementals still roam the region. Rumor has it that when the mayor was killed, the artifact he used was lost in the chaos. It's said that whoever finds the artifact could gain control over the elementals, but despite many attempts, it has remained undiscovered for decades.

Birch River Accent

The river from the low moonfall basin up to the greatness at is lined with a very disorienting birch forest. Millions of completely identical trees line the climbing hills of the Accent making the landscape have almost no distinguishing characteristics, and very easy to become turned around in. So much in fact that few travelers in this region go by land, either rafting down the river or wading back up it- hard to get lost when the only path into or down!

The Greatnest

The Greatnest is the primary settlement of the Coranth, a young race of moth-like humanoids driven by their core values of peace and balance. They live in communistic colonies known as nests, with the Greatnest being the largest of them all. In these nests, resources are shared equally, and any surplus is directed toward the most vulnerable members of the community. Outsiders often view their communal approach to ownership and equity as naïve, but the Coranth’s nests flourish and thrive throughout Crudilex.

The Greatnest itself is a massive silkweave structure built atop a hilltop spring. From a distance, it resembles a large hanging hut, but up close, its true scale becomes evident. The structure towers five or six stories tall, made from a paper-mâché-like material, with countless openings and balconies. These spaces all connect to a massive central area, which serves as a public vegetable garden. The Greatnest is home to the largest Coranth community, and like most nests, it is guided—not ruled—by a Queen. The Queen decides where new nests will be built and lays a new generation of Coranth every decade.

Cactus

Home to the hardy Cactus Flower Firbolg, this rugged region lies on the boundary between the Wilder and Haik'za'Kak. Towering cacti, known as the Spinewoods, dominate the landscape like a sprawling forest. Massive 40-foot tumbleweeds roll through the sands, swept by relentless sandstorms that scour the rocky terrain.

Hidden within the densest depths of the Spinewoods is the fort of the Cactus Firbolg. Concealed from prying eyes, this sanctuary, both home and staging ground for the Firbolg, who cultivate endurance and strength to prepare for a conflict they believe to be inevitable—a great war between the world of men and the world of beasts. The Firbolg await the call of their leader, Hazradorf, who they believe will one day rally them to invade Deitzeil and reclaim it from humanity.

Trice

Perched high among the highest mesa of the Redwaste, Trice is a city of sandstone, its towering structures meticulously crafted over decades of terramancy. Once the proud seat of the Staian Empire, Trice was a bastion of power and influence, overlooking the vast deserts below. However, following the crushing defeat in the War of Red Sands, the city began to crumble. Its infrastructure faltered, its control over nearby territories slipped away, and its once-thriving population abandoned it for greener pastures.

As urban decay took hold, rampant crime and lawlessness further eroded Trice’s stability. Ultimately, Empress Elephane Trice decreed the construction of a new city, Staian, to the west at the desert’s edge, designating Trice as a vassal throne for the empire's new capital.

In recent years, Trice has seen a resurgence. Restoration efforts have breathed new life into its central districts, and the city is slowly returning to its former glory. However, its revival is incomplete. The sprawling outer edges remain largely abandoned, plagued by danger. Crime syndicates, wandering monsters, and outriders from the wastes have claimed these areas as their own, turning the outskirts into a dangerous no-man's land.

Haik'za'Kak

The ancestral lands of the gnolls, Haik’Za’Kak is a clay desert of ruddy earth that transforms dramatically through the seasons. During the wet months, shallow muddy lakes dot the landscape. In drier seasons, the claybanks crack and shift, hiding treacherous quicksand pits. Despite these harsh conditions, the region’s rich soil fosters an extraordinary seasonal bloom of giant succulents. These alien-like plants spread across the land in vibrant sheets of color—reds, purples, yellows, and greens—turning the desert into a vibrant painting of life. When the intense heat of summer returns, the succulents retreat into underground pods, lying dormant until the rains come again.

The gnolls of Haik’Za’Kak are fiercely protective of their homeland. Secluded and secretive, they guard their sacred grounds and hidden villages from outsiders, who are unwelcome in this ever evolving and dangerous land. Luckily few venture too close due to the deadly Fangs that serve as a border to the region. The only group granted passage through these lands are the Cactus Firbolg, who protect the northern expanse of Haik’Za’Kak. This alliance between the gnolls and Firbolg has endured for centuries, their shared respect for the land forming an unbreakable bond.

The Fangs

The natural barrier of Haik’Za’Kak, The Fangs, is a desolate expanse of rugged boulder fields and towering sandstone mesas. This treacherous region earns its name not only from its jagged, tooth-like geography but also from the relentless winds and sandstorms that scour the land. Winds regularly reach speeds of over a hundred miles per hour, carrying fine, razor-sharp grains of sand that flay flesh from bone. The Fangs are unforgiving, nearly impassable to all but the most prepared travelers. Even among the extremes of Deitzeil, a land known for its severity, The Fangs stand out as an violent, unforgiving trial of survival.

While surface travel is almost impossible, subterranean tunnels provide a semblance of refuge from the twin suns’ searing heat and the slicing storms above. However, these underground passages are far from safe. Ankheg broods prowl the blasted mesas, using their powerful mandibles to drag prey into the depths, where their lairs are overwhelmingly complex. The tunnels are also home to Termitidae, a species of giant monstrous termite-like insects that construct enormous nests in the upper reaches of the mesas. The Ankheg and Termitidae are locked in an unending war for dominance, adding another layer of peril to those who seek shelter in these hostile underworld tunnels.

For anyone venturing into The Fangs, preparation is not just advisable—it is the difference between life and death.

The Endless Fire of Yagmafarashu

The Gnolls live primarily in the rocky savannahs and foothills called The Gnoll Bluffs and are extremely protective of their living environment. They chose intentionally to live far from other civilizations because of their most sacred of locations, the Boneyard and Endless bonfire of Yagmafarashu when a gnoll has reached the end of its existence the fire in its skull begins to smolder and its natural regeneration cycle begins to fail. When this happens the gnoll collects all the bones it can and journeys back to the Boneyard. There it throws itself upon the bonfire, conjoining the fire in its skull with that of the pire. And all around the fire Gnollish necromancers pile Hyena skulls, and periodically these skulls alight and a new gnoll is born. Most cultures don't believe that they are returning to life but rather the skills, experiences, and life journey are joined together and a completely unique new gnoll is born. It’s natural talents being gifts from the group. Because of this, gnolls believe in community and helping each other reach their goals because all of those skills, talents, ambitions, and desires will return to the pack.

Staian

The Stai people have inhabited the Deitziel region for thousands of years, their culture deeply entwined with the harsh deserts and canyons of the land. Their newest capital, Staian, was established after the fall of the Empress’s father, rising from the ashes of a fractured empire. Built directly across the Falcrun River from the monster-infested ruins of Old Collora, Staian represents a fresh chapter for Stai culture.

Despite its youth, Staian has already become a formidable power. Its towering walls, cutting-edge fortifications, and disciplined military mark it as one of the most significant cities in the world. The city’s purpose, however, is far from solely defensive. Under the ambitious rule of Empress Ellephane Trice, Staian seeks to reclaim and rebuild Old Collora, purging its streets of the monstrous ecosystem that now thrives there. This monumental task is not only a matter of survival but also a declaration of the Stai people’s intent to establish Staian as the supreme superpower of the world.

While the city’s military might and strategic location bolster its reputation, the ultimate prize lies in Old Collora itself—a once-thriving metropolis whose restoration could restore the Stai Empire to its former glory.


Baft's Roost

Perched atop a towering mesa on the western plains of the Redwastes lies Baft's Roost, a circle of jagged peaks littered with the enormous skeletons of beasts and the shattered remains of airships. Vultures swarm endlessly overhead, scavenging whatever remains they can find. At the heart of the desolation is the Baft, the self-styled king of vultures.

Baft is a fearsome griffin with the head of a vulture and the body of a winged lion. This hyper-intelligent being is a master of cunning and cruelty. He is the scourge of the skies above the Redwastes, hunting any who dare fly through his territory unprepared. Baft's magical prowess is equally terrifying, as he has used it to awaken and bind a network of scavenger animals under his command.

Through this web of beasts, Baft gathers and trades information across the Redwaste frontier. Bandits, outriders, outlaws, and cut throat barons alike benefit from his intelligence network, paying him tribute in exchange for his services—or risking it all to refuse him. Baft ensures there is always prey lured into his domain, relying on his agents to manipulate the movements of unsuspecting travelers and merchants. Those who venture too close to Baft's Roost are unlikely to escape its skies alive.

Silkwind

Nestled within the rugged canyons of the Redwaste, Silkwind serves as the home of Crudilex’s most industrious gnomes. Carved into the canyon walls, the city thrives as a hub of innovation, particularly in gyronaughtics and the application of Tho Sand—a rare and volatile material—combined with electricity to power revolutionary inventions.

The cliffs surrounding Silkwind are riddled with veins of compressed Tho Sand, making it one of the only places in the world where this resource is mined in abundance. However, its extraction and distribution are tightly controlled by the powerful Tho Barons, a coalition of mining magnates who hold sway over the city’s economy and politics. Aspiring inventors flock to Silkwind in hopes of obtaining this precious resource, though navigating the various barons’ monopolies and competitive businesses often proves as challenging as their inventive pursuits.

The city’s energy is frenetic, with a gold rush-like fervor driving fierce competition among inventors and entrepreneurs. The promise of fame and fortune pushes the limits of creativity, and each day sees new and wondrous devices emerge from Silkwind’s workshops. The city’s reputation for groundbreaking technological advancements has made it a valuable asset to neighboring kingdoms, who eagerly offer sheriffs and protection for the canyon gulch against the dangers of the surrounding lawless Redwastes.

While innovation flourishes, the dominance of the Tho Barons perpetuates a culture of exploitation, greed, and shadowy deals and cloak and dagger business. Inventors and Gyronaughts often find themselves locked in a cycle of dependence, indebted to the very barons who fuel their dreams. Yet, for those bold enough to challenge the odds, Silkwind offers unmatched opportunities for the ambitious… or the unsavory

The Redwaste

The Redwaste is a sprawling expanse of crimson sand deserts and drylands in northern Deitziel, a lawless frontier where survival depends on cunning, strength, and speed of the draw. Once under the shadow of the Staian Empire, the region is now an anarchic battleground, its scattered settlements claimed and contested by hundreds of mounted outriders and criminal automata mech crews. These factions fight tirelessly for dominance, with each seeking to carve out a slice of the unforgiving desert for themselves.

The landscape is dotted with contested territories between key locations such as Trice, Rattlesnake Gorge, and Silkwind. The Redwaste's are far too vast for one group of outlaws to control everything, leading to constant clashes between rival gangs and factions. This perpetual chaos ensures that no single group can dominate the sands for long—at least, not among the living.

EL Muerte

Above all others, one name strikes terror across the Redwaste: El Muerte, the Undead Gunslinger. Clad in a stylish red duster with silver tipped boots and wielding his legendary twin golden revolvers, he roams the desert as a harbinger of death. By day, outlaws may squabble and scheme, but by night, the Redwaste belongs to El Muerte. His skeletal banditos prowl the darkened plains, spreading his influence with each town they ransack and each victim they claim. To defy him is to vanish into the night, swelling the ranks of his warband of bones.

The outlaws of the Redwaste know one unbreakable rule: Everything the darkness touches is El Muerte’s. Ignore it

Rattlesnake Gorge

Rattlesnake Gorge is a perilous yet pivotal hub in the Redwaste, known for its regular earthquakes, treacherous saltpeter mines, and gunpowder mill. The canyon’s crumbling cliffs reach their lowest points here, creating a natural choke point that has become a hotspot for trade—and conflict.

The region boasts a global reputation as the birthplace of many legendary gunslingers. Chief among its claims to fame are the Hammersmiths, master gunmakers who specialize in crafting firearms of unmatched reliability and classic design. While they avoid cutting-edge advancements, their weapons are prized for their dependability and craftsmanship, making them highly sought after throughout the Redwaste and beyond.

This desirability comes with a price. Outriders and bandits frequently plague the area, vying for control over the lucrative trade of Hammersmith firearms. Who truly rules Rattlesnake Gorge is a question with no clear answer, as power shifts frequently between warring factions. The people of the Gorge have learned to live with the uncertainty, often reciting a grim local adage:

“When tax time comes, don’t matter who collects, so long as you only pay once.”

The Chittering Mesa

A colossal mound of Termitidae swarms, towering thousands of feet into the air. This mound is believed to be the origin of the giant termite monsters, housing several thousand swarms that constantly war for control. Their tunnels and brood chambers stretch for miles into the desert. Approaching the Chittering Mesa is a death sentence—if the swarms sense the heat of a living creature on the surface, millions of horse-sized termites erupt from below, devouring anything in a blood frenzy. With few non-cannibalistic resources, the swarms constantly and violently compete with one another for any and all prey.

Beneath the surface, the tunnels are so packed and teeming with life that the air is stale and poisonous, filled with gases produced by the monsters, to which they have adapted. This forces the swarms to never leave the mesa for more than a few minutes, preventing any predators from delving too deep into their horrid hive. At the root, the queens, fat and enormous, sit in acidic pools, producing endless hordes of soldiers to send up into the hive.

Kodo

The western farmlands of Kodo are the lifeblood of northern Deitziel, renowned for their expertise in breeding massive domestic beasts. These creatures are integral to the Staian Empire, serving as both the backbone of its agriculture and a vital part of its military supply chain. The rolling plains and expansive pastures of Kodo are dotted with herds of these enormous creatures, tended by generations of skilled breeders who have perfected their craft over centuries.

The region is known for producing beasts of burden strong enough to haul entire caravans, war mounts capable of carrying armored soldiers into battle, and even creatures whose milk and meat sustain the empire's growing cities. Despite the area's bucolic appearance, life in Kodo is not without its challenges. Seasonal storms often sweep through the plains, threatening crops and herds alike, while occasional raids by Redwaste outriders constantly test its people.

The Kodo Breeders' Guild plays a central role in the region's economy and governance, ensuring the empire's demands are met while maintaining fair trade within the local communities. The guild is also responsible for protecting the secrets of staians’s unique breeding techniques, which have for centuries produced creatures of war such as the towering Royal War Elephants used in the Red Sands. Their secrets are jealously guarded against foreign spies and rival kingdoms.

The Fallen Titan

The colossal mountain-high dullahan, known as the Colossus of Riddles, stirred to life at the dawn of the Age of Adventure. Prophecies foretold a cataclysmic clash between the greatest beings of land and sea: the Behemoth and the Leviathan. Their battle, it was said, would carve paths of devastation across the world. The Colossus awoke, not to fight, but to watch and await its prophesied adversary. For thousands of years, the titan wandered the earth, its monumental form looming like a walking mountain. Yet, the Leviathan never rose from the depths, and the Colossus's purpose remained unfulfilled.

As the eons passed, whatever divine force sustained the Colossus began to fade. In its final days, the titan marched eastward, its steps carving scars across the landscape of Deitziel, before collapsing in the Silkwind Gully. The immense fall shattered a canyon wall, rupturing an underground reservoir and creating a massive hot spring waterfall that now cascades over its broken, crumbling body.

Today, the Fallen Titan has become a sacred site to the Vermontis, a devoted group who worship the Colossus as a divine being. They have built a thriving society around its remains and the thermal springs, which they revere as gifts from the lifeblood of the titan.

CULTURE

Rulership

  • Empress Elliphane Trice, The ambitious ruler of Staian, Elliphane Trice seeks to reclaim the glory of her lineage by expanding her fledgling capital into the heart of Old Collora, consolidating her power as the world's dominant force.

  • El Morte, The undead gunslinger with twin golden revolvers and an entourage of skeletal banditos, El Morte rules the Redwaste’s night, striking terror into all who cross his shadowed domain.

  • Baft, The Vulture, A hyper-intelligent griffin with the head of a vulture and the body of a winged lion, Baft commands a network of scavenger spies and dominates the skies over the western plains from his lair in Baft's Roost.

  • The Tho Barons, Ruthless industrial magnates, the Tho Barons rule Silkwind’s mines and markets with an iron grip, hoarding the precious Tho Sand that powers the city's unparalleled technological advancements.

Food.

  • Redwaste Flatbread, A tough, unleavened bread cooked on suns heated stones, often served with cactus fruit or a spread made from roasted seeds and fermented cactus. It’s commonly eaten by travelers as a quick, filling meal.

  • Rattlerpickles, The Nickname for anything pickled in Dietziel, Since the practice is really only present in Rattlesnake Gorge, Where Saltpeter-Pickled Vegetables are a local favorite. Given the proximity to the saltpeter mines, pickling is a common preservation method. Vegetables such as cactus and desert greens are pickled in saltpeter brine, giving them a sharp, tangy flavor that pairs well with the otherwise bland meats and grains of the region.

Holidays

  • Festival of the Fallen Titan, A holiday dedicated to the colossal Dullahan, the Colossus of Riddles, and the divine power that once sustained it. Celebrated at the site of its collapse in the Silkwind gully, The Local Vermontis, normally secluded and isolated, open their town to all local Deitzielians to gather to honor the titan’s legacy. All those who partake must burn their clothing and Bathe in the Hot Springs at the Titan’s Heart. Followed by feasts with hearty Vermontian food. Travelers from across Deitziel come to seek the titan’s blessing though they may not understand the cult. Doing the Journey is considered a rite of passage and good luck among all the folks of North Deitziel. Plus, It doesn't hurt to get a free bath.

  • The Ol’ Reckon, Celebrated in Rattlesnake Gorge, The Ol’Reckon, or its formal name “Gunslinger's Reckoning” honors the legendary gunslingers and hammersmiths who shaped the region's history. The holiday marks the anniversary of the founding of the Rattlesnake Gorge, as well as the annual “reckoning” of any rivalries among gunslingers and factions. It’s a day of friendly callouts, Nonlethal duels, sharpshooting contests, and gunfights, with plenty of alcohol and hearty food like baked beans, salted meats, and pickled vegetables.

Taboos

  • Venturing to the Fangs without a posse The Fangs, with their deadly winds and hostile environment, are considered cursed by the people of North Deitziel. It’s believed that the land itself punishes those who venture into the fang too far without a group. Some even believe if you set foot in the area alone and return, the sandstorm will follow you wherever you go until you die, Killing everyone you meet from there on as it chases you down.

  • Never feed the Buzzards In a land ravaged by monsters, harsh environments, and constant conflict, abandoning the dead is a serious taboo. Whether it’s the fallen in battle or those who die in the desert, people of Deitziel believe that leaving bodies unburied or burned will literally feed the secrets they have to Baft, the King of Vultures, when he and his kin come and eat the body. Or that the corpse will be found by the El Muerte outriders in the night and turned into a skeletal Bandito who will come and raid your homestead for leaving them behind. If someone dies, No matter how dire the situation or how you feel about that person, They must be buried or burned.