Southern Houress

Click Here for full map


Leader: Grand Vorik Dolan LaCrete
Capital: West Kronlin (9,500)
Population: 125,000+
Demi-Humans: Elves, Halflings, Gnomes, few Dwarves
Humanoids: Many
Resources: Silver, Copper, Gems, Coal, Iron and Foodstuffs




City Leader Pop. Pred. Race

1. Kreakel

Serpentson 4,000 Human
2. West Kronlin * Dolan 9,500 Human
3. DíSalle Ki (f) 7,000 Human
4. Marquel Ioliss 3,500 Human
Z. Wispwillow Hogjowles 2,000 Halfling
Grinikoth Pristhe 2,390 Human
Lamdortha Keydroo 3.200 Human
Elth Camus 2,800 Elven
Fwayin Lomg 3,200 Human
Bim Bar Alaion 4,000 Elven
Poriqe Lloriana (f) 3,860 Elven
Narvai Raxinni 2,500 Human
Utier Sceemus 3,000 Human
Bariss Tygalla 6,400 Human
Geonaar Zaltraish 5,200 Human
Vianosis Ethlando 2,700 Elven
Plumia Hoome 4,300 Human
Crosinten Slek 2,600 Human
High Zem Numexis 3,000 Human
Weetelton Steelgaze 2,600 Human
Kvar Bal 4,100 Human
Conifras Choz 3,500 Human
Crysal Elkara (f) 5,500 Human
Bejor Ki Winn 3,700 Human
Rocanor Aljero 2,400 Human
Dassia Agisan 3,250 Human
Trayaal Serpentson 4,300 Human
Blasitaph Wildeyes 2,400 Human
Tengelene Ar Ketra 5,300 Human
Ra Mak Sunstorm 2,600 Human
P'Sidia Yuth 6,200 Human
Ransar Keth Suak 6,900 Human

* = city where Grand Vorik resides

Current Political Structure

12 Tribal Lords and their lands


Grand Vorik Bal

of Kvar

Vorik Aljero

of Rocanor

Vorik Ar Ketra

of Tengelene

Vorik Wolfspaw

of Conifras

Vorik Agisan

of Dassia

Vorik Sunstorm

of Ra Mak

Vorik Elkara

of Crysal

Vorik Serpentson

of Trayaal

Vorik Ioliss

of P'Sidia

Vorik Ki Winn

of Bejor

Vorik Wildeyes

of Blasitaph

Vorik Suak

of Ransar Keth


The Northlands are a puzzle of territories that are inhabited by people who trace their lineage back thousands of years ago to the powerful bands of Elganaar barbarians. Many centuries ago, as the kingdom of Varanady grew in power and threat, the tribal leaders, known as Voriks, nominated the strongest among them as a leader and referred to him as the Grand Vorik. He did not rule completely, as he had to gain a consensus from the other tribal leaders first. This made for a more stable existence for the peoples, who had warred among one another in typical barbarian fashion for hundreds of years.


Not long after the tribes agreed upon mutual cooperation, in the summer of the 117th year of the 4th Age of Man, the Queen of Varanady marched her forces into the Northlands and slaughtered thousands of men, women and children. By the time the barbarians rallied, it was too late--the Northlands had become a part of the Kingdom of Varanady. What was left of the tribes fled north into the Ghiena Mountains. Many continued northward, dispersing into the lands north of the mountains to become part of other populations. But a few hundred grim, determined barbarians stayed in the mountains, waging a hit and run campaign against the forces of Varanady in the Northlands over the next 13 years. They were effective only in the sense that they tied up men and resources in the Northlands that the queen might have better used elsewhere in her aggressive campaign to expand her kingdom.


By the end of the 130th year of the 4th Age of Man, the queen had been defeated and her kingdom dismantled. The tribes, what remained of them, came back to reclaim their territory. Many soldiers of Varanady, along with subjects of the queen who had moved into the newly-won lands of the Northlands, were persecuted horribly by the barbarians. They wanted revenge, and got it. For 3 years, former Varanady subjects were weeded out and executed without a trial. In the year 133, the great Grizz of the Lake, a man of epic size and wisdom, won the title of Grand Vorik. He wasn't the acknowledged choice of the other Voriks. Rather, he took the position by killing the current Grand Vorik in a contest of swords--something that had never been done before. He threatened to war upon the other Voriks if the killing of the former Varanady subjects did not end. He proclaimed that the time for killing was at an end. After a year of some fighting, the other Voriks agreed. In the year 134, the barbarians outlawed persecution of the former people of the dark queen's kingdom. This marked what has become known by the Northlanders as the dawn of civilization for their people. And over the years, they have come to refer to themselves less as "barbarians" and more as "Northlanders."


Over the next few hundred years, the Northlanders have rebuilt their society, keeping to their traditions while consolidating their resources to become more than a group of loosely-tied lands. The Voriks have long realized how trade if vital to the existence to their followers, so they have allowed the establishment of trade routes into their lands. Still reclusive in nature, the Northlanders are suspicious, but not foolish. They realize the importance of keeping goods flowing into and out of their country, and encourage it.


Topographical Points of Interest


White Wood


A huge, sacred forest that has been feared and revered for as long as the Northlanders can remember. Legend has it that the various gods in the heavens roam the land in animal form within the White Wood. Voriks reserve the right to test their mortal strength against the gods each year. In the spring, the Voriks come together in a great festival where they compete with one another to see who is the strongest and the wisest. The victor earns the right to enter the White Wood at dawn of the Summer Solstice. Once inside the Wood, the Vorik will try to hunt down and destroy one of the "gods," which is usually a bear or other power creature. Once the Vorik kills the "god," he will drink of its blood to infuse the power of the gods into his body and make him powerful. In this way, Voriks are revered as being powerful and one step removed from the gods themselves.


A permanent garrison of warriors, taken from every tribe, patrols the border of White Wood. They will kill anyone who tries to enter the sacred wood. These men are called Celestial Guardians.


Treasure Mines of Blasitaph


There are many legends and mysteries surrounding the Treasure Mines of Blasitaph. The certainties are that the mines are located somewhere in the Ghiena Mountains most likely near or in the direct vicinity of Castle Ironstar. The castle is the residence of Vorik Wildeyes and one of the most heavily-fortified castles on the continent. It is rumored that the mines in the side of the mountain are connected to the castle by winding maze of false turns and traps designed to thwart and/or kill all but the few who know the correct path. Many believe that the gems and raw precious metals are brought from the mines through the miles of tunnels up into the center of the great Castle Ironstar. Overlooking the courtyard where the treasure is brought up is a balcony with a great chair, where Wildeyes surveys it all. No one has ever been able to substantiate the rumors, but it is no secret that a great amount of refined gold and gems come from this area of the Northlands.





Significant Events/Holidays/Etc.


Northlands Liberation Day


Date: Day 2 of the Month of Autumn's Waxing


The Northlands used to be a savage area of Varanady, which ruled the entire continent east of the Gloridon Desert centuries ago. The lands were eventually liberated, and the lords who dwelled there agreed to a loose alliance that exists today. The Liberation Day is hailed as the day when Varanady was destroyed and the entire continent was freed from the fear that the Queen of Varanady held over the people of the land.




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)



Home     Classes     Continents     DM     Links     Players     Contact


Copyright 2018 Curtis W. Berry