Southern Houress

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Leader: Lord Kaln Brighkly
Capital: Kentelly (12,600)
Population: 77,400+
Demi-Humans: Dwarves, Halflings, Elves, few Others
Humanoids: Many
Resources: Foostuffs, Cloth, Gold, Coal and Silver




Current Political Structure

3 Duchies, their Dukes and their Capital Cities


Duchy of Evarl

High Duke Kaln Brighkly

Capitol City: Kentelly

Duchy of Duchau

Duke Wayvin Duchau

Capital City: Ghamfarle

Duchy of Amoven

Duke En Togh

Capital City: Rorus


City Leader Pop. Pred. Race

M. Barrackus

Jirram 10,500 Human
N. Rorus Blix 15,500 Human
O. Kentelly * Zhike 12,600 Human
Havalla Hadol 3,504 Human
Stranviato Glishay 2,990 Human
Iegg Fhar Omho 3,087 Halfling
Ore Point Kine 2,954 Dwarven
Inya Reverin 2,887 Human
Fel Treighvor Lomni 3,574 Elven
Cingolen Oway (f) 4,340 Human
Eigernalf Troja 6,614 Dwarven
Ghamfarle Chavo 3,655 Human
Maniah Gutef 4,804 Human
Shria Crosavi 589 Centaur
Shorelain Kroner 5,011 Human

* = capitol

The lands of Brighkly hail back to the time of Varanady, when powerful lords dotted the western frontier of the great dark kingdom. The corridor of land known today as Brighkly and Blackmel was a prize heavily sought by the spiteful queen of Varanady. What eventually became the western frontier of the queen's vast empire was populated by several powerful independent dukes who quarreled incessantly. Through guile and manipulation, Queen Varanady festered those quarrels into open warfare that weakened the dukes. After a short time, during the 126th year of the 4th Age Of Man, the queen sent her forces marching into the lands and took the disorganized lords easily. These lands were the last taken before she launched the Great War against what is now the Northlands and then the west--a war which lasted twelve long, devastating years.

After the wizard Gremlidone and his allies had defeated the elementalist wizards who generaled the queen's armies, the allied forces of the west finally conquered Varanady and carved it up, erasing the kingdom from the map of Southern Houress forever. But one of the original lords, one Aur Brighkly, intended to survive. He had sided with Queen Varanady when he saw that he and the other lords could not withstand her. Years later, when the winds had begun to blow against the ruthless queen, and the western forces began to sweep down from the northwest, the aging Lord Brighkly turned against the queen. He betrayed her by allowing western forces to enter the lands he still controlled, and he then added his own armies to the attack against Queen Varanady's forces. Because of his decision to side with the forces from the west, Aur Brighkly was given control of what is now the lands of Brighkly and Blackmel.

A land rich in gold, silver, foodstuffs and coal, Brighkly is a well-traveled corridor for those moving to and from the shores of the lucrative city of Parfum. The traders maintain a steady stream of commerce that snakes from Parfum, up through Blackmel and into Brighkly, anchored in the north by the rich gladiator city of Rorus. The lands are well-ordered, and the citizens are, for the most part, content.

Topographical Points of Interest

Flane River and Coasit Lake

The Flane River flows down from the Ghiena Mountains all the way to the ocean near Darkwater. It acts as the border that separates the lands of Brighkly and Blackmel from Sestillion and the Northlands. Roughly halfway along the river's journey is the great Coasit Lake, a body of water rich in fishing and commerce traffic. Villages dot the river, which is a natural highway for goods and supplies flowing down from the Northlands.

Gemtek Pass

A long winding trade route that begins on the western border, runs briefly west into the Gloridon Desert, then south through the Votacks before turning west again into the Barony of Cricksrad. The Pass is a vital pipeline of trade between the east and the west. Both the Baron of Criksrad and the lords of Brighkly maintain troops along the pass to ensure it stays open.

Votack Mountains

This ancient spine is the gateway makes up the southern and much of the western borders of Brighkly. It separates Brighkly from the Dwarven Kingdom and the Gloridon Desert.


Significant Events/Holidays/Etc.

Great Centaur Flight

Date: Day 14 of the Month of Autumn's Waxing

Centuries past, the centaurs dwelling in Shria Valley were driven out by the forces of Varanady. They trekked over 1,000 miles through the Gloridon Pass to the western side of the continent of Southern Houress to escape. They returned home once the Dearkus War had ended. Each year, they make a weeks-long journey retracing the steps of their ancestors through the Gloridon Pass to Regdon City. The day is celebrated with great reverence by all Ountrai Centaurs everywhere.


Duchy of Evarl

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities marked on map as stars)



Leader: Governor Zhike Thenlem

Population: 12,600

Power Center: Conventional

Alignment: Lawful Good

Gold Piece Limit: 45,000; Ready Cash: 5,700,000

Races: Human: 9,220; Halflings 552; Elves: 476; Dwarves: 350; Gnomes: 50; Half-Elves: 0; Half-Orcs: 0; Others: 76

Guards: 76; Militia: 380

Sheriff: Fighter lvl-10


This is the capital city of the Duchy of Evarl and the capitol of Brighkly proper. A large city rich in heritage, Kentelly bristles with trade. The city sits on Blackmel's northernmost border, and is a key stopping point along the great trade route. The Brighkly family is quite prominent here, with 4 castles dotting the landscape. The Brighklys hold the Red Circle, which is a gathering of the 12 best nights in Kentelly and the lands in the immediate area. The knights of Brighkly are well respected throughout most of the continent.


Kentelly is a city ruled by a strong hand and a pervading sense of religion. There is little tolerance for the faithful who dwell here to stray from the path of righteousness. With that said, the thousands of travelers who pass through this important link in the great trade route are given only marginal leeway in matters of revelry. They cannot be held completely accountable for their misgivings, as they are not true believers. But the tolerance of the authorities within Kentelly only goes so far, and the dungeons of the mighty castle Morovakess are filled with those who did not heed the orders of the town guard.




Although there are many public places to pray within the vast city of Rorus, there are five temples proper:




Located near the east side of the city, this simple prayer lodge is overseen by the Great Shilah Tuari.




Located in the center of the city, this grand temple is tended by High Priestes Lolai Temreas.




Located near the water in the norther part of the city, this church is overseen by the High Priest Irfon Peairs.




Located at the southern end of Kentelly, this eye catching temple is overseen by the High Priestess Kalki Aggarwal.







Leader: Mayor Jirram Moraloff

Population: 10,500

Power Center: Conventional

Alignment: Lawful Good

Gold Piece Limit: 25,000; Ready Cash: 4,875,000

Races: Humans: 9,240; Halflings: 430; Elves: 365; Dwarves: 300; Gnomes: 75; Half-Elves: 0; Half-Orcs: 0; Others: 65

Guards: 65; Militia: 206

Sheriff: Fighter lvl-10


Built upon the western shore of the Coasit Lake, Barrakus sits roughly at the halfway point along the great trade route. This city is also a focal point for trade vessels running east and west across the lake bringing and sending supplies to the Kingdom of Sestillion. As a central trade hub, Barrakus is a place where nearly any type of good and service can be found.


Political Structure


Barrackus is overseen by the Mayor, who is part of a 5-man council of lords. The council is as follows:


1. Lord Jirram Moraloff (human mayor)


owns 100 acres of land north of town along the western coast of the Coasit Lake. He has no force of men-at-arms, just his servants and farmers, numbering about 33, who work his land. He does, however, command the 50 town guardsmen who reside in a barracks at the southern entrance to town.


Jirram is not religious at all. In fact, he has a healthy contempt for anyone who worships the gods.


2. Lord Lexor Iuus (human)


owns 390 acres stretching along the western coast of the Coasit Lake along the eastern edge of Barrackus. Besides his servants and peasants, which number about 120 in all, he has a force of 5 knights and 15 men at arms residing at this castle by the lake.


Lexor and his people are firm worshippers of Ianlia and Ardru.


3. Lord Ennor Ulek (human)


Ennor owns 1000 acres stretching directly south of Barrackus. His personal force of men-at-arms numbers approximately 24, and there are 12 knights who serve under him as land owners. Ennor resides in his castle about 10 miles to the southeast of the road leading into the southern border of Barrackus. There are at least 25 men at arms in the castle with 15 servants. There are a total of about 54 families (about 254 people) who farm approximately 400 acres of land.


Lord Ennor is a hard-core worshipper of Mordrun and does everything he can to promote the views of his god from his position on the council.


4. Lord Gemini Forlo (human)


Gemini owns about 300 acres of land to the southwest of Barrackus and to the west of Ennor’s lands. Only about 75 acres are farmed by 10 families (36 people). Gemini is an older man with a small keep holding 6 men at arms besides his family. His interest is in the merchant shipping that comes down the river and across the Coasit Lake. Lord Gemini is a believer in the word of Celphea. He will tend to lean in the direction of what Lord Ennor proposes, but he is reluctant to advocate too far in the direction of Math Mathonwy and her priests for fear of seeming too biased.


5. Lord Jormick Ackiss (human)


Ackiss holds sway over 590 acres of land to the west and northwest of Barrackus. A full 400 acres of land are farmed by 18 families, a few of which are tobacco-growing Halfling clans. Ackiss’ lands provide much of the food that supplies Barrackus. The surplus of tobacco, food, and timber imported across the lake bring Ackiss much wealth. Ackiss lives in his large keep, called Ackiss High, in the hills a few miles to the south of Reventrell Hold.


Lord Ackiss is a huge, quiet man of reflection. He worships Arawn and has managed to promote the beliefs of his religion quietly while on the city council, unlike some of his more vocal fellow lords.




Although there are many public places to pray within the vast city of Rorus, there are five temples proper:






Located on the shores of the Coasit Lake near the northern edge of town, this temple is minded by a human woman named Mairwen Humphries.




The most worshipped god within Barrackus is Ianlia. The temple is located on the shores of the Coasit Lake roughly in the middle of the town and has provisions for people to worship any of the gods. The head priest is a dwarf named Ceefus.




This small and indiscreet temple can be found roughly 2 miles to the northwest of Barrackus in a thick grove.









Leader: High Official Reverin Alo

Population: 2,887

Power Center: Conventional

Alignment: Lawful Neutral

Gold Piece Limit: 1,000; Ready Cash: 8,800

Races: Humans: 2,328; Halflings: 177; Elves: 159; Dwarves: 88; Gnomes: 62; Half-Elves: 44; Half-Orcs: 26; Others: 3

Guards: 8; Militia: 36

Sheriff: Fighter lvl-7





Fel Treighvor


Leader: Lord Lomni Oifel

Population: 3,574

Power Center: Nonstandard

Alignment: Chaotic Good

Gold Piece Limit: 865; Ready Cash: 62,800

Races: Elves: 2,651; Humans: 631; Halflings: 210; Dwarves: 10; Others: 12

Guards: 35; Militia: 95

Sheriff: Fighter lvl-7








Leader: Lady Oway Swan (f)

Population: 4,340

Power Center: Conventional

Alignment: Neutral Good

Gold Piece Limit: 900; Ready Cash: 53,600

Races: Humans: 2,495; Halflings: 768; Elves: 741; Dwarves: 134; Gnomes: 93; Half-Elves: 67; Half-Orcs: 40; Others: 2

Guards: 29; Militia: 85

Sheriff: Fighter lvl-7







Leader: Mayor Kroner Fwalson

Population: 5,011

Power Center: Conventional

Alignment: Neutral Evil

Gold Piece Limit: 3,000; Ready Cash: 83,400

Races: Humans: 3,698; Halflings: 1,190; Elves: 650; Dwarves: 330; Gnomes: 220; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 25; Militia: 75

Sheriff: Fighter lvl-6




Duchy of Duchau

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities marked on map as stars)


Ore Point


Leader: High Hammer Kine Ossikamma

Population: 2,954

Power Center: Conventional

Alignment: Chaotic Neutral

Gold Piece Limit: 922; Ready Cash: 38,000

Races: Dwarves: 2,415; Humans: 370; Halflings: 65; Others: 65

Guards: 25; Militia: 66

Sheriff: Fighter lvl-7







Leader: Leader Troja Steelfist

Population: 6,614

Power Center: Conventional

Alignment: Lawful Good

Gold Piece Limit: 4,005; Ready Cash: 94,400

Races: Dwarves: 4,949; Humans: 690; Halflings: 416; Gnomes: 310; Others: 78

Guards: 44; Militia: 113

Sheriff: Fighter lvl-8







Leader: High Lord Chavo Drayen

Population: 2,655

Power Center: Conventional

Alignment: Neutral Evil

Gold Piece Limit: 1,900; Ready Cash: 70,000

Races: Humans: 1,907; Halflings: 328; Elves: 182; Dwarves: 149; Gnomes: 33; Half-Elves: 16; Half-Orcs: 16; Others: 4

Guards: 50; Militia: 101

Sheriff: Fighter lvl-8







Leader: Overseer Gutef Tylon

Population: 4,804

Power Center: Conventional

Alignment: Lawful Neutral

Gold Piece Limit: 2,050; Ready Cash: 79,000

Races: Humans: 2,667; Halflings: 860; Elves: 724; Dwarves: 580; Gnomes: 226; Half-Elves: 90; Half-Orcs: 54; Others: 3

Guards: 43; Militia: 115

Sheriff: Fighter lvl-8




Duchy of Amoven

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities marked on map as stars)


Leader: Lord Blix Coyearson

Population: 15,500

Power Center: Conventional/Monstrous

Alignment: Chaotic Neutral

Gold Piece Limit: 110,000; Ready Cash: 5,875,000

Races: Humans: 12,245; Halflings: 1,395; Elves: 775; Dwarves: 465; Gnomes: 310; Half-Elves: 155; Half-Orcs: 155; Others: 65

Guards: 155; Militia: 775

Sheriff: Warrior lvl-14

Rorus is the dark jewel in the Brighkly crown. The largest city in the land, Rorus’s claim to fame is the Gladiatorial Games that run from early spring through late fall, nearly seven months of festivals and games and glory. He/she who is crowned the grand champion earns the respect of all … at least until the next champion rises to prominence the following year. The city is a bustling port of trade with many stopping by on their way west to Regdon and vice versa through the Gemtek Pass north of the Gloridon Desert. There is an unusual mix of humanoids ranging from human to orc, ogre to hobgoblin. A strict sense of order lies at the surface of the city, kept in place by a brutal town militia. Simmering racial feuds are left at the gates here. Those matters are best settled in the arenas to the sounds of screaming spectators. So it is often a strange sight to first-time visitors to Rorus to see orcs and elves in the same room and sometimes even conversing civilly amongst one another. But underneath that ordered surface is a dark side to the city that is very dangerous. As long as it doesn't spill into the public eye, the militia seem to look away.

The games involve all comers, and that means any race and class. Class tournaments involve wizards, warriors, priests, and many other sub classes. There are also free for all tournaments, with betting on any event an important aspect of the experience. Less popular, but still prevalent, are the non-lethal events where competitors can battle one another until one of them can no longer go on. Referees assure that fallen contestants may fall, but they will leave the arena alive . . .  most of the time.

Nearly as important as the gladiatorial competition itself is the festival. Thousands of individuals participate in the medieval fair to share in culture, debate on politics and theology. It is also a place for debauchery and revelry that is unmatched on the continent. Much of the fair takes place outside the walls of the city, beyond the influence of the city militia. In these places, lawlessness is sometimes a sad fact. Duke Eng Togh, the powerful Orge Mage under whose influence Rorus lies, resides in his castle nearly 200 miles to the northeast. Profiting heavily from the games, he turns a blind eye to the shady dealings within the city.

Gladiatorial Games of Rorus


For over 260 years, the gladiatorial games in Rorus had grown in scope and size to become the premier gaming event on the continent. Now, overseen by the governor of Rorus, a dark man named Blix, the games have grown even larger over the past two decades. The event now spans 7 months, from The Month of Spring's Waxing to The Month of Winter's Waxing, and thousands harken to the city, packing it with a wide variety humans, non-humans, humanoids and other. Nearly 40,000+ strong stream to Rorus during the 7 month period.


They come to fight for the ultimate prize of the service of the Efreeti Mirokal, who sits at the top of the Black coliseum in the center of town glaring down at those who fight. The gladiator who defeats all others then faces the elder Efreeti. If the gladiator defeats the Efreeti in non lethal combat, he then commands Mirokal. But Mirokal has been a prize no one could have for over 100 years. Only a few have had the guts to face the Efreeti. Most who have earned the right to face Mirokal have declined. The money that gladiators earn from the lucrative betting on the competition is enough to satisfy them.




Black Coliseum: this large oval-shaped stadium rises over 5 stories. The outside walls are decorated with the granite statues of some of the greatest gladiators the world has known, who look down at the milling crowds below. The epic center of competition can hold 10,000 screaming fans. The rectangular arena, where the gladiators compete, is 120’ x 80’. This is where the bouts take place for the championship rounds in the last two weeks of the overall competition. Until then, the place stands silent and foreboding.


Kalif Pits: there are three of these spaced directly to the south of the Black Coliseum. They are much smaller, holding only about 3000 fans. The arena is smaller, a rectangular area about 60’ x 40’. These pits are strictly for non-lethal combat, considered for lesser warriors. These bouts are not as well attended, for people want to see blood. But they are good for warriors to tune themselves up.


Gladiator Pits: mirroring the three Kalif Pits to the north of the Black Coliseum are the Gladiator Pits. Above the entrance to each of these three pits is a sign that has a phrase in human, elvish, dwarvish, gnoll, orc, and ogre that says: Life rides upon strength or the coin . . .


These bouts are very well attended as death is what people expect to see. The gladiators here strike with lethal force. They win the bout by killing their opponent, knocking them out, or forcing them to say “Matte”. But there is a risk in saying Matte. When a gladiator is knocked out or says Matte, his opponent will look to the Overseer sitting at the high end of the stadium. He will then flip a large, gold coin. One side has an acorn with a sprout coming out of it. The other side has a skull and crossbones. If the acorn comes up, he will give a thumbs up. This means that the fallen gladiator will live. If the skull and crossbones comes up, then the standing gladiator must slay his opponent. If he does not, he himself will be slain. This is the meaning behind the sacred words.


A seemingly endless stream of gladiators comes to Rorus. A few are free; most are slaves and fight for the pleasure and profit of their masters. Betting and trading are rampant within the city during the games, and a tent city nearly rivaling the normal population of Rorus itself springs to life on the hills south of Rorus proper.


There is a standing order from Blix that no conflicts arise outside of the arena under the severe penalty of incarceration in Kandock Prison, located near Blix’s castle. It usually fills up quickly during the gladiatorial season, as many choose not to heed Blix’s warning that combat only takes place in the arenas.


Aside from the city guard, which is formidable in size and skill, Blix maintains order through a garrison of 75 ogres commanded by 12 ogre magi who answer to Blix. Their job is mainly to maintain presence within the city and the encampments outside the city during the gladiatorial season. The human guardsmen carry out the task of organizing the games and making them flow.


The symbol of Blix, which everyone under him wears, is the head of a cobra on a field of black.




Although there are many public places to pray within the vast city of Rorus, there are six temples proper:


Athena (Greek)


The largest temple serves the majority of the population, which worships Athena. The structure rises against the inside of the eastern wall of the city on serveral acres of lush land. The head priest is Lamna Penthia, an elderly woman of great wisdom and power.


Corellon Larethian (Elven)


Located in a thick grove near the center of the city, this temple is tended by the elven druid Chius.


Gharan-Dis (D&D) This humble monastery is located in the northwest corner of the city near where the dwarves in the foothills dwell. Master Duris is the elder monk who oversees his pupils here.


Ki (Sumerian) This temple is a tall tower that rises about 50' near the southeastern part of the city. It is tended by the Orvaskia the Prime.


Olidammara (D&D) The temple to Olidammara is located in the poor part of town to the south of the rings district. The priest in charge is Khamfelisaan, a halfling with an infectious smile and a penchant for angering even the most even minded of people.


Pelor (D&D) This temple is located in the western part of the city near the wall. It is tended to by a gnomish woman called Glin Tavor.


High Magicians' Guild of Brighkly


This guild has been in existence since the fall of the White Queen. The wizards here are led by a temperamental man known as Anderus, and they have no love of the wizards from Kristal, with whom they are constantly at odds.


The wizards in Rorus reside in 9 silver domes known as the Spheres of the Arcanum. The larger central sphere is where Anderus and Blix reside. Surrounding it are 8 smaller spheres within which are wizards of each school of magic.







Leader: Lord Hadol Fa Zhen

Population: 3,504

Power Center: Conventional

Alignment: Chaotic Good

Gold Piece Limit: 900; Ready Cash: 60,000

Races: Humans: 3,243; Dwarves: 125; Halflings 80; Others: 65

Guards: 16; Militia: 95

Sheriff: Fighter lvl-7


Havalla is a very old town nestled in the Kleriff Hills south of the Pentledos Mountains, and is a stopping point in the east/west trade route between Rorus and the tribes of the Gloridon Desert.


Havalla is a place where the law is lax and money can dictate how they handle certain situations. People must be on guard at all times to keep themselves and their property safe. Havalla is known for its fine Havallian stallions, many of which are prized by warriors from near and far.


The Trinity Council


The lands in and around the town are owned by three lords that sit at a triangular table called the Trinity. From there, they decide matters pertaining to their lands, their people and many other things. The lords are:


1. Lord Hadol Fa Zhen

2. Lord Kenitar Oleze

3. Lord Baldran Szec




Although there are public places in which people may pray to their gods, there are three prominent temples within Havalla.




This black and white temple that resembles a massive three story sphere, is home to a Vilketh (high priest) and her twelve acolytes. Near the path leading to the entrance is a sign bearing the crossed hammers of Grothkele.




This temple is a cluster of black buildings with the largest one rising from their center. The head of the temple is a priest that oversees four devoted students of their god. Each building is painted with a the symbol of a heart and dagger.




This fine temple is the home to the Guji (high priest) and his 4 followers. The magic circle that represents K'tash is engraved on a flat rock near entrance.


High Magicians' Guild


Witin the city limits, near its center, is a squat square tower painted sky blue. This is the guild tower of the High Magician's Guild out of Rorus. The supreme wizard, eight underlings, and their followers reside here.


Horse Lords


For centuries, members of each of the three families of Havalla have groomed their sons to breed and raise the finest horses in the land. Men and others who appreciate fine horse flesh come to Havalla from many miles away to pay great sums of money on the Havallian horses.




For generations, the lords of Havalla have quarreled with the centaurs in the Shria Valley to the south. The lords claim that the lush valley belongs to them, but the centaurs disagree and are powerful enough to deter any thoughts the lords might have concerning driving them out.







Leader: Most High Glishay Mogna

Population: 2,990

Power Center: Conventional

Alignment: Neutral Good

Gold Piece Limit: 845; Ready Cash: 39,600

Races: Humans: 2,282; Halflings: 289; Elves: 249; Dwarves: 95; Gnomes: 59; Half-Elves: 19; Half-Orcs: 9; Others: 4

Guards: 21; Militia: 49

Sheriff: Fighter lvl-4





Iegg Fhar


Leader: Council Head Omho Toefoe

Population: 3,087

Power Center: Conventional

Alignment: Chaotic Good

Gold Piece Limit: 25,000; Ready Cash: 4,875,000

Races: Halflings: 2,543; Humans: 321; Elves: 110; Others: 83

Guards: 29; Militia: 89

Sheriff: Fighter lvl-8




Shria Valley Centaurs

Leader: Triterreth Crosavi

Population: 589

Power Center: Conventional

Alignment: Chaotic Good

Gold Piece Limit: N/A

Races: Centaur: 589

Militia: 312

Approximately 25 miles southwest of Rorus near the edge of the Gloridon Desert is Shria Valley. It is a deep valley cutting through the plains. It is ten miles long and three at its widest point. There are close to 500 centaurs living within the valley, mainly clustered around the widest point in homes built against the sheer valley walls. Each end of the valley is walled with stones and mortar with a pair of huge gates barring entrance. The walls are guarded constantly against intruders.

Centuries ago, the centaurs were normal men and women called Ountrai. They were a relatively small tribe of humans concentrated within the valley area. Known for their superior skills in battle, these warriors worshipped Vor. With the White Queen’s forces in the region, the Ountrai had no shortage of battles to fight.

One day a group of Ountrai caught wind of a rumor that a sacred herd of war horses belonging to Vor himself had come to graze in a lush pasture near the Shria Valley. Tired of fighting for so many years and gaining no clear victory, a group of Ountrai men made their way to the pasture. There, they found a herd of 50 of the most magnificent black stallions they’d ever set eyes on.

Seeing the mark of Vor on the horses as a sign of providence, the Ountrai men trapped the horses and took them back to their community. The warriors saddled the horses and took them into a battle, achieving marvelous success. They lost two of the horses, though, and by the time they returned home, the skies had already darkened with the fury of Vor

Furious, the war god spoke to Ountrai people in the form of a scowling cloud that danced with red lightning. He told them that for daring to enslave his sacred horses, and worse, allowing two of them to die, they were doomed. Since the Ountrai loved horses so much, they would forever be bound to them. A flash of lightning struck the ground and instantly transformed every Ountrai man, woman, and child into a centaur. This wasn’t just done to those living in the Shria Valley, it happened to all Ountrai everywhere in the world, totaling some four thousand. And thus the centaur were born.

The centaurs everywhere were quickly shunned by men, who cited them as abominations. Over the years, the centaurs grew more bitter toward men, especially those who wielded magic, whether divine or arcane. They looked upon those men who wielded a power that warps the norm and causes grief to everyone as evil and untrustworthy. Even today, centaurs hate magic and will avoid it at all costs.

Over the centuries, some centaurs have migrated out of the valley and even Brighkly to settle in lands elsewhere. In this way the centaurs have spread across the land.

The overall leader of the centaur herds (called the Triterreth) is Crosavi, an elder at 50 years. He oversees a council of five (called the Quintorum) that representatives the five communities (aka Runs or herds) within the valley. The leaders and their communities:

1. Cloven Tahl of the Shria Run: located on the north side of the valley about 3 miles from the western edge of the valley.

2. Pligone of the Dremalau Run:  located at the western entrance to the valley.

3. Alezark of the Chenneth Run: located midpoint of the valley on the north side.

4. Crosavi of the Sithkel Run: located at the eastern entrance to the valley.

5. Glyvohante of the Nothaman Run: located about 4 miles from the eastern entrance on the south side

Shria Centaurs

Cloven Tahl and his three brothers are direct descendants of the group of Ountrai who captured Vor's horses. They are ill-tempered and will try to kill anyone who reminds them of their part on the Ountrai’s curse. As such, those who live as part of the Shria herd are distrustful and aggressive toward others they do not know well.

Cloven has been calling for war upon the humans who have dared to lay claim to their ancestral lands. Only a majority from the other council members have kept them in place. Even so, Cloven has quietly looked the other way when his brothers and other males have led raids against humans to the north and east of their valley.

**Cloven Traits: he’s exceptionally ugly, with a flat nose, deep brow, and a scowl that would melt wax. He speaks loudly and is belligerent.

Dremalau Centaurs

Led by the enigmatic Pligone, a young male centaur only recently elected to the coveted position, the Dremalau centaurs are relatively peaceful except when it comes to the Shria, with whom they are constantly at odds with. Pligone is young and more susceptible to the notion that force may be the only way to reckon with Hadol Fha Tzen.

**Pligone Traits: Good looking centaur who favors wearing his gold bracelets and matching necklace. He’s a bit clumsy and is prone to predicting oncoming doom (invasion by the humans).

Chenneth Centaurs

Alezark leads this herd. An aging but still virile stallion, he is against warring with the humans unless they strike first. The harassment of the centaurs by the hands of Hadol Fha Tzen’s men has not resulted in any deaths, so Alezark and his people remain neutral.

**Alezark Traits: Alezark has a huge scar running from his left pectoral to his right side below the ribs. This came from a fight with a suitor for his wife. He has the most beautiful singing voice of any Shria centaur.

Sithkel Centaurs

Crosavi is an old stallion that shows his age through a gray coat and mane. He is wise and patient and has championed patience over rash action against the human threat that has become more apparent over the past few years than in their history. His people are extremely loyal to him. 

**Crosavi Traits: Has golden eyes, is a master painter, yet bites his fingernails noticeably.

Nothaman Run

Glyvohante is the fine strong stallion that leads the Nothamans. The leaders of this herd have always been in favor of embracing their heritage as centaurs rather than wishing they could go back to being human. They abhor conflict and have advocated peace with the humans if at all possible. 

**Glyvohante Traits: He is exceptionally handsome, drinks everyone under the table, yet is irratable.



Southern Houress











Defiled Lands




Gloridon Desert










Pirates Isle







Drow Cities









Northern Houress







Dragon Isle



















Vohrn (Akuri)   Vohrn (T'agh)   Wildlands
























Iron Lords




Savage Land


Tivar Isle











Top of the World

(coming soon)



Heel of Irith

(coming soon)



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