Southern Houress

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Kingdom of Regdon

 

Leader: King Ehlos Bolgar
Capital: Regdon City (38,626)
Population: 215,000+
Demi-Humans: Elves, Halflings, Gnomes, Dwarves
Humanoids: Orcs and various others
Resources: Platinum, Silver, Gems, Foodstuffs, Timber

Map

 

 

Current Political Structure

7 Duchies, their Dukes and their Capital Cities

 

Duchy of Trianny

Duke Gesteere Bolgar

Capital City: Veraan

Duchy of Nogaul

Duke Akizar Calison Capital City: Trombley

Duchy of New Moorn

Duke Ku'tel Jononimous

Capital City: Barikeen

Duchy of Falcione

Duchess Urella Pantirus

Capital City: Graboe

Duchy of Shedere

Duke Alathor Karn

Capital City: Nantos

Duchy of Kestilar

Duke Fredrick Onsar

Capital City: Ketran

Duchy of Wistoria

Duke Falkono Daogon

Capital City: Regdon City

Regdon City is the seat of the kingdom

King Ehlos Bolgar lives in Regdon City in castle Falgamin

Cities

City Leader Pop. Pred. Race

A. Trombley

Akizar 7,750 Human
B. Regdon * Daogon 38,626 Human
C. Gearsh Orcbane 15,500 Dwarven
D. Barre'l Mericole 1,900 Halfling
E. Veraan Gesteere 6,000 Human
F. Ketran Onsar 14,500 Human
I. Alearus Falchag 10,000 Dwarven
J. Barikeen Ku'tel 12,000 Elven
K. Nantos Alathor 9,300 Human
16. Graboe Urella 10,500 Human
19. Rife Keeshan Esran 10,000 Elven
Bellpoint Loras 1,662 Human
Pearlbreach Soko 1,224 Human
Rustwallow Vhalakar 1,128 Human
Hublia B'Tar 3,500 Human
Homekkar Vanketh 3,800 Human
Hazelbourne Ranhor 1,558 Human
Nureve Gao 1,412 Human
Ere Waff Koatr 1,868 Human
Shadecrest Revarn 1,591 Human
Ancimenn Ironheart 1,785 Dwarven
Cragbury Arx 1,932 Human
Bouldrave Coffor 1,840 Human
Icroiron Brightstar 1,336 Elven
Wrine Eletha 1,780 Elven
Qanbu Samblar 1,361 Elven
Qaldena Hayward 521 Halfling
Praysa Akkar 1,761 Elven
Jaaqido Silverbuckle 1,042 Dwarven
Adracanbu N'Kaigher 1,682 Elven
Pregend Blackhand 1,194 Human
Privlosa Wistari 1,070 Elven
Chiocester Silverhair (F) 1,365 Elven
Bauffield Tiri 1,756 Elven
Srester Minia 1,270 Elven
Paunce Eckart 1,893 Human
Idrinville Charlner 1,256 Human
Clego Pompadus 936 Human
Kempoor Taulik 501 Human
Morahn Rahime 581 Human
Lua Fen Redaca 1,067 Human
Gachina Ballyrhom 1,307 Human
Klumnard Orcbane 1,740 Dwarven
Dorgat Bak 1,558 Human
Racco Thul'rhuun 1,950 Elves

* = capitol

Well over two thousand years ago, the entire lands of Southern Houress to the west of the Gloridon Desert were no more than wild lands inhabited by, for the most part, two races of barbarians--the Yairzie and Gous. Although primarily two races of savages existed, they were far from united, their tribes warring with one another constantly. The lands were loosely called the Barbarian Kingdom by those civilized nations outside of the untamed place. A well-known fact is that the barbarians were savage and did well to protect their lands from intrusion from outsiders of any kind, only rarely putting aside tribal differences to unite for a common cause. Little was recorded about the history of the barbarians during their first 800 years, as much of their experiences were passed down loosely from elders to sons through word of mouth and story.

Roughly in the 400th year of the 3rd age of man, tentative merchant contacts from the Hestrillite Empire traveled down into the barbarian lands hoping to introduce their wares to the savages and create a market for goods that they believed would make them rich beyond their wildest dreams. The emperor kept a close eye on matters, for success for the merchants meant success for his empire. For the first fifty years or so, the merchants made little headway. The barbarian tribe leaders were suspicious of any outsiders coming into their lands, and they usually killed the merchant caravans. But in taking the booty from the caravans the barbarians were exposed to wondrous items that dazzled them. As the years went on, the people began to speak out, asking that the merchants be allowed to come and trade with them. The elders had no choice but to relent. Over the next century or so, the influx of goods from the north increased almost exponentially, exposing the barbarians to the wonders of the modern lands beyond their borders.

Another influence came into the Barbarian Kingdom that would change it forever ... religion. As tolerance of outsiders increased within the ranks of the barbarians, clergy from outside their borders moved in among the populace. The barbarians had always been pagans, worshipping the land and the animals. But the strange clergy began to talk of wondrous beings who walked the heavens greater than those below. The priests demonstrated their holy magic to the barbarians. At first the savages were taken aback. But over the years the various religions of the civilized world began to take hold among the barbarians. Over the next century, many tribes of barbarians along the border of the Hestrillite Empire, heavily exposed to the religions and goods of the empire to the north, began taking on the look of a more modernized society with buildings and structures rather than hogans and tents and homes dug out of the ground or in caves. To the south, many tribes, mainly Gous, saw the corruption of their people coming and sought to cleanse the land. They launched war upon the tribes to the north. This lasted in the 50-years-long War of the Tribes. In year 462 of the 3rd Age, the Yairzie crushed the Gous and drove them back into what is now Gorth and the Barbarian Kingdom south of the Graget Mountains.

Twenty years later, in the year 482 of the 3rd Age, the emperor of the Hestrillites felt it was time to take the rich lands to the south by force. He felt the people had been softened to his way of thinking spiritually, and they were weakened with their war with the Gous. He sent his forces through the narrow passes of the Krestilac Mountains, led by a duke named Merrick Regdon. He encountered unexpectedly heavy resistance from the barbarian chieftains and found himself in dire trouble from the start. The war lasted nearly a year and Regdon faced defeat. For months, he had sent urgent messages to his emperor for help, but there had been no reply until one day. To his horror, Regdon received a note from his emperor stating, essentially, that he was on his own. Desperate, Regdon decided to use the one thing he had distaste for . . . magic. He secretly sent a message via haw to the Imperial wizard back home and pleaded for help. The wizard agreed and traveled to Regdon’s side. With Regdon’s army in grave peril, the wizard created a great magic item—a simple crown of gold--that he gave to Regdon. “With this crown,” instructed the wizard to Regdon, “you can control dragons and with them you can accomplish the task set upon you by the emperor.”

Leaving his demoralized troops, Regdon hiked back into he highest reaches of the Krestilac Mountains and found the nests of the great dragons that roosted there. With his crown, he summoned the mystical creatures to him. They came, and Regdon led them down out of the mountains to smash the barbarians and win the war. The barbarians were beaten back as far as the southern borders of what is now Criksrad and Maharool. In two years, Regdon had tamed the land. But when the emperor sent word of congratulations, Regdon ignored him. For months, Regdon ignored his emperor as he steadily brought those who were loyal to him over from the Hestrillite Empire.

After a year of stewing, the emperor sent word he was coming to inspect the newly acquired land of his empire. Regdon then responded. He sent word back that if the emperor were to come, he would be visiting not lands of the empire, but lands belonging to Regdon. The lands were now called the Kingdom of Regdon. Furious, the emperor sent his armies toward the mountains, intending that they should crush the traitorous Regdon and claim the won lands for the empire. But Regdon commanded the dragons to resist the invading forces, which they did, slaughtering hundreds of soldiers. The emperor was forced to retreat and give up any thoughts of further action against his upstart duke. A few years later, Regdon vowed to the dragons that he would never use the crown to control them again in exchange for the dragons agreement to keep the Hestrillites from crossing the mountains. The crown was hidden and lost in history, although many believe that the royalty of Regdon holds the secret of its location in case it may be needed again in the future.

In conquering the barbarians, Regdon united them. Using his experience as a duke from a civilized land, he worked on eliminating tribal views and instituting feudal views. He brought the Yairzie together and made their leaders dukes of their lands, answerable to him alone. Over the next 300 years or so, Regdon and his descendents forged the kingdom into a powerful nation. The richness of their exports and trade were enough to smooth relations with the emperor to the north, who had little choice but to bow to the prospect of such wealth. Regdon became a force on the continent.

A century or so after the beginning of the 4th Age of man, the threat of Varanady to the East grew to a point of intolerance. There had been many instances where agents from the dark queen had been caught trying to infiltrate the Kingdom of Regdon and influence those in power there. The King had been willing to ignore the stories of conquest to the east because it didn't affect him and his people. But now that changed. King Regdon threw his resources into helping the resistance to the east. Eventually, by the 130th year of the 4th Age, the dark queen was defeated and Sestillion restored as a rightful kingdom. For the next decade or so, Regdon's advisors kept in close contact with the lands of the east, for the King wanted his influence there in the rebuilding of the countries to protect his interests.

The Kingdom of Regdon prospered from the trade with the newly freed lands to the east. The kingdom grew in strength and power. But the underlying religious freedoms allowed the people, who still had strong independent roots, began causing a problem. In 153, Baron Sine Criksrad, who supplied most of the men who went east to fight the dark queen's forces, began grumbling that his people had sacrificed the most but gained nothing. The lands of the baron were not overseen by a Regdon Duke, so the grip of the King was not as tight there. The King brushed the baron off, and Criksrad and his people stewed. Many cited the fact that the primary lands of Regdon were of the Greek faith. The faith of the Baron's people were primarily Norse. The Baron and his people began to feel that that they were looked at as second class because they didn't worship the Greek gods. This animosity began to fester over the next half century as those in the northern lands began to see those in the south as agitators and impure to be following gods not their own.

Hoping to calm tensions in 212 of the 4th Age, the current King, Avolon Regdon, decreed that there would be more religious tolerance within the kingdom. He hoped to allay fears and calm tensions among his people and his lords. But the decree only emboldened those subjects to the south and alienated the lords to the north. Open conflict arose over the next 25 years. Finally, an aged Avolon Regdon, facing civil war, negotiated with the southern lords and allowed them to break away from the Kingdom in exchange for peace. He knew if the northern lords had organized and conquered the lords to the south, the Kingdom would suffer far greater than compromising the situation. The northern lords were furious and nearly went against their king, who had to use all of his charisma to persuade them to accept his decision. Formally, as of the 212th year of the 4th Age of Man, the Barony of Criksrad became a sovereign state, and peace was restored to the land.

Since then Regdon has prospered, although tensions with the Hestrillites on the high seas over the past few decades have escalated, and war may be on the horizon for the two nations.

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Points of Interest

 

Espris River

 

The Espris is a far reaching river that begins in the Lund hills at the northern border of Regdon. It rounds south for hundreds of miles, feeding the Nentack Lake before reaching the southwestern Rockroost Mountains. The Espris is a busy waterway that is used to transfer goods to the farthest reaches of the kingdom.

 

Hectain River

 

Flowing from the northernmost reaches of the Rockroost Mountains, this waterway winds its way southwest to feed the Nentack Lake.

 

Satikur River

 

Winding from the western face of the Rockroost Mountains, the Satikur is a relatively short river that feeds the Nentack Lake.

 

White River

 

The White River runs east from the easternmost reaches of the West Krestilac Mountains, and feeds the Nentack Lake.

 

Nentack Lake

 

This huge lake is a central hub of trade in the kingdom. There is a constant stream of ships and barges running through the waterways leading and and out of the Nentack Lake, making it very important.

 

Sea of Ralmarg

 

A turbulent sea bordering on the southwest part of Regdon, Ralmarg is known to swallow ships regularly, making it a treacherous sail for even the most experienced captains. There are also many fantastic creatures that lurk within its depths.

 

Sea of Regdon

 

The Sea of Regdon is a massive ocean that resides in a natural bay. A great deal of ship trade goes on here.

 

Champion Bay

 

A relatively small bay bordering the Sea of Regdon that provides a natural break to the rough seas beyond. Many ships come here to offload and onload trade goods.

 

Jarvis Channel

 

Encircled by two outcroppings of land, the Jarvis Channel is a natural bay where ships come for trade. It is also the harbor to Regdon's southern naval fleet, which protects the kingdom's underbelly.

 

Lurid Hills

 

These high rising hills straddle the border between the Hestrillites and Regdon. They are mostly inhabited by halflings and gnomes, as well as a few kobolts.

 

Imorg Hills

 

Bordering the Hestrillite Empire and flowing from the eastern face of the Krestilac Mountains, these quiet hills are home to few humans or other.

 

Quarl Hills

 

The Quarl Hills mark the easternmost tip of the Krestilac Mountains. Those inhabiting the hills are mostly halflings and gnomes, with a few othes living underground.

 

Krestilac Mountains

 

The long running Krestilacs run from within the Hestrillite Empire to the heart of Regdon. This is one of the places where dragons are believed to have retreated over a thousand years ago. These mountains are thick with humanoid, specifically orcs and goblins, as well as many more.

 

Rocroost Mountains

 

The Rocroosts run from the eastern edge of Regdon and into Criksrad, separating the two contries from the Gloridon Desert. As per the name, the spires are well populated with the legendary Rocs. There are also many dwarves, orcs, goblins, kobolds, and many other creatures.

 

Reliad Mountains

 

The Reliads separate Regdon's northeastern border from the Hestrillite Empire's southern border, as well as the Gloridon Desert. The Kholhaas Pass runs through it to the Hestrillites and is a frequently used avenue for trade. These mountains are primarily inhabited by giants of all kinds, as well as other humanoids.

 

Bottomless Chasm

 

This chasm has been here since before anyone could remember. Ancient legend tells that Athena's followers were moving to escape an army of barbarians hot on their heels. As they were about to be caught, a great spear flew down from the clouds and gashed the land, creating a barrier the barbarians could not pass.

 

Stretching over 125 miles long, nearly a mile deep, and over a mile wide at its widest, the misty depths of the chasm is home to creatures such as trolls, giants, and harpies. Every so often, some of those creatures venture out of the chasm to wreak havoc, but the lords of Ketran always brutally put them down.

 

Gloridon Desert

 

This vast sun baked wasteland is a treacherous place to live for any creature, even those adapted to such an environment. As with any desert wasteland, food and water are at a premium, and are often used by humanoids living there as currency to purchase what they need.

 

Laraunt Forest

 

A large forest on Regdon's northern border, this ancient forest is home to the Laraunt elves. Trade from the kingdom flows through here along the Espris River and the King's road.

 

Gerand Forest

 

A huge ancient forest, the Gerand blankets the southern nearly the entire southern border of the Kingdom of Regdon. The trees are home to an untold number of elves, who have been allies with the royalty of Regdon for centuries.

 

Hell Haunts

 

The Hell Haunts is a dark and mysterious wood located to the south of the Southern Rocroosts. These deep haunts are filled with all manner of evil creatures, including undead. Those who go there rarely come back, and if they do, they're never the same.

 

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Duchy of Trianny

 

Houses of Trianny

 

       

House

Bolgar

 

House

Ballyrhom

 

House

Orcbane

 

House

Bak

 

House

Thul'rhuun

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Veraan

 

Leader: Duke Gesteere Bolgar

Population: 6,000
Power Center: Conventional
Alignment: Lawful Good
Gold Piece Limit: 15,000; Ready Cash: 4,500,000
Population: Humans: 4,500; Dwarves: 800, Halflings: 500; Gnomes: 150; Others: 50

Guards: 60; Militia: 550
Sheriff: Warrior lvl-8

 

A large and well-fortified port city, Veraan boasts a modern militia and army that is ready to march on land or sail on the seas. It is considered the far reaching western first line of defense against marauders. Overlooking the sheer cliffs of Jzenzier is the great Gray Fortress, built over eight centuries ago and looks as new as the day it was finished.

 

The extensive dock system allows for dozens of ships of all size to dock as they stop to take on supplies and rest their crews before continuing on their way north or south. The fleet of twenty warships lie docked in watery caverns cut into the face of the Jzenzier cliffs, ready to emerge to meet any challenge.

 

The leader of the city and its defenses Duke Gesteer Bolgar. The Bolgars family has been closely tied with the Regdons since they invaded what is now the Kingdom of Regdon, centuries ago. Gesteer is a harsh but fair man, and he tolerates little in the way of chaos in his city.

 

Religion

 

Although there are private places within the city where people can worship their god, there are six proper temples here.

 

Moradin (DnD)

 

Girru (Babylonian)

 

Forseti (Norse)

 

Pelor (DnD)

 

Athena (Greek)

 

Horus (Egyptian)

 

 

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Gachina

 

Leader: Mayor Jhodnice Ballyrhom

Population: 1,307
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 800; Ready Cash: 52,000
Population: Humans: 483; Halflings: 261; Elves: 235; Dwarves: 130; Gnomes 91; Half-Elves: 65; Half-Orcs: 39; Others: 3

Guards: 22; Militia: 85
Sheriff: Fighter lvl-7

 

Located on the southern shores of the Sea of Ralmarg, about 123 miles to the northeast of Veraan.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four temple proper here.

 

Poseidon (Greek)

 

O-Wata-Tsu-Mi (Japanese)

 

Belenus (Celtic)

 

Haststelsi (Native American)

 

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Klumnard

 

Leader: Leader Torvag Orcbane

Population: 1,740
Power Center: Nonstandard
Alignment: Chaotic Good
Gold Piece Limit: 800; Ready Cash: 69,600
Population: Dwarves: 643; Humans: 348; Halflings: 313; Humans: 174; Gnomes 121; Half-Elves: 87; Half-Orcs: 52; Others: 2

Guards: 21; Militia: 88
Sheriff: Fighter lvl-8

 

Located at the western tip of the Western Krestilacs, about 68 miles to the southeast of Veraan.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Moradin (DnD)

 

Yondalla (DnD)

 

Corellon Larethian (DnD)

 

Odin (Norse)

 

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Dorgat

 

Leader: Mayor Soon Bak

Population: 1,558
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 816; Ready Cash: 62,000
Population: Humans: 1,230; Elves: 140; Halflings: 77; Dwarves: 46; Gnomes 31; Half-Elves: 15; Half-Orcs: 15; Others: 4

Guards: 15; Militia: 77
Sheriff: Fighter lvl-7

 

Located on the shores of the Aquantis Ocean, about 130 miles to the southwest of Veraan.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Ehlonna (DnD)

 

Aegir (Norse)

 

Dahak (Babylonian)

 

Lao Tzu (Chinese)

 

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Racco

 

Leader: Mayor Jammesh Thul'rhuun

Population: 1,951
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 855; Ready Cash: 78,000
Population: Elves: 1,872; Humans: 39; Halflings: 19; Others: 21

Guards: 42; Militia: 137
Sheriff: Fighter lvl-7

 

Located on the island inlet to the Jarvas Channel about 75 miles to the southeast of Dorgat.

 

Religion

 

Although there are private places within the town where people can worship their god, there is only one temple here.

 

Corellon Larethian (DnD)

 

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Duchy of Nogaul

 

Houses of Nogaul

 

   

House

Calison

 

House

Loras

 

House

Soko

   

House

Vhalakhar

 

House

B'Tar

 

House

Vanketh

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Trombley

 

Leader: Duke Akizar Calison

Population: 7,750
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 3,000; Ready Cash: 712,500
Population: Humans: 5,252; Elves: 1179; Halflings: 127; Gnomes: 95; Half-Elves: 47; Half-Orcs: 47; Others: 3

Guards: 77; Militia: 387
Sheriff: Warrior lvl-14

 

The city of Trombley is a central port along the trade routes running east/west and north/south. Although the population is under 8,000, the amount of people within the city at the high point of the trading season can more than double that. There is a heavy elven influence in the city, as the elves of the Gerand Forest have a keen interest in a human city that borders their land. There is a good mix of races within Trombley, minus dwarves, who are curiously absent.

 

Referred to as the "City in Twain" Trombley straddles the great Espis River that flows down from the Krestilac Mountains to the north, with half of the city on the east bank and the other half on the west. There are three great bridges linking the two halves of Trombley, each one able to split in the middle and raise up through a series of winches and pulleys, allowing the constant flow of ships to move down the Espis River to the cities of the south.

 

The trade is so lucrative, that there isn't much one cannot find in the way of goods and services within the walls of Trombley.

 

Religion

 

Although there are private places within the town where people can worship their god, there are six proper temples here.

 

Corellon Larethian (DnD)

 

Yeh-Wang-Yeh (Chinese)

 

Brigantia (Celtic)

 

Ki (Sumerian)

 

This temple is administered by an elven High Priest named Friseth.

 

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Bellpoint

 

Leader: Mayor Valiso Loras

Population: 1,662
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 800; Ready Cash: 66,440
Population: Humans: 1,312; Halflings: 149; Elves: 83; Gnomes: 33; Half-Elves: 16; Half-Orcs: 16; Others: 4

Guards: 16; Militia: 83
Sheriff: Fighter lvl-8

 

Located 100 miles to the south of the southern tip of the Bottomless Chasm.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Hephaestus (Greek)

 

Raiden (Japanese)

 

Diancect (Celtic)

 

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Pearlbreach

 

Leader: Mayor Gaylin Soko

Population: 1,224
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 800; Ready Cash: 48,800
Population: Humans: 452; Halflings: 244; Elves: 220; Dwarves: 122; Gnomes: 85; Half-Elves: 61; Half-Orcs: 36; Others: 4

Guards: 12; Militia: 61
Sheriff: Warrior lvl-5

 

Located on northwestern edge of Nentack Lake.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Ehlonna (Dnd)

 

Yondalla (Dnd)

 

Shu (Egyptian)

 

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Rustwallow

 

Leader: Mayor Trisk Vhalakhar

Population: 1,128
Power Center: Conventional
Alignment: Lawful Good
Gold Piece Limit: 800; Ready Cash: 44,800
Population: Humans: 891; Halflings: 101; Elves: 56; Dwarves: 33; Gnomes: 22; Half-Elves: 11; Half-Orcs: 11; Others: 3

Guards: 11; Militia: 56
Sheriff: Fighter lvl-4

 

Located at the southern end of the Hectain River where it empties into the Nentack Lake.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Utu (Sumerian)

 

Goibhniu (Celtic)

 

Vayu (Indian)

 

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Hublia

 

Leader: Mayor Chonsie B'Tar

Population: 3,500
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 3,000; Ready Cash: 525,000
Population: Humans: 3,500; Elves: 275 Halflings: 200; Others: 25

Guards: 35; Militia: 175
Sheriff: Warrior lvl-9

 

Located on the eastern shores of the Nentack Lake at the mouth of the Satikur River, this bustling port town is well traveled both on shore and land. It represents a busy trade route between the upper and lower areas of the Regdon and beyond.

 

The town is also known for its prison, known as Eden because the warden there keeps the prisoners naked to cut down on the odds they'll escape.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Ramman (Babylonian)

 

Kord (DnD)

 

Heironeous (DnD)

 

Pah (Native American)

 

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Homekkar

 

Leader: Mayor Doithe Vanketh

Population: 3,800
Power Center: Conventional
Alignment: Neutral Evil
Gold Piece Limit: 3,000; Ready Cash: 570,000
Population: Humans: 3,200; Elves: 350; Halflings: 200; Others: 50

Guards: 38; Militia: 190
Sheriff: Warrior lvl-8

 

Homekkar is a port town on the western edge of the Nentack Lake. It lies at the mouth of the White River and is a major stop along the aquatic trade route moving primarily north and south along the shore.

 

The Devil's Shoal is a rocky barrier that lies anywhere from 1 to 3 miles from the Homekkar's shores. The reef begins about 10 miles to the south of Homekkar. From there, it stretches roughly 40 miles north along the coast. The barrier does well to protect the many barges from rough waters. The downside is that the only way for ships to get past is for them to enter a corridor between reef and shore at the northern and southern reaches.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Marduk (Babylonian)

 

Thor (Norse)

 

Tobadzistsini (Native American)

 

Nin-Hursag (Sumerian)

 

Wizard Presence

 

There are two wizards living in Homekkar in separate residences. Neither claim membership of the Royal Wizards' Guild of Regdon.

 

Entreval

 

A human wizard living in a tower near the shores of the Nentack Lake.

 

Boabar

 

A female gnome living in a small cottage just to the north of the town limits.

 

Thieves' Guild

 

Splitcloaks

 

A group of thieves who have roosted in Homekkar for many decades, no one knows who their leader is. Rumor has it that the Splitcloaks are overseen by a werewolf.

 

Merchants' Union

 

An organization of town merchants led by Cilus Granbarer, who owns the Urban Heaven Inn.

 

Sailors' Union

 

The shoreman working within the town are all members of this guild, led by the dockmaster Wayne Fenn.

 

Other Places of Interst

 

Vanketh Keep

 

Located on a small hill to the north of town overlooking the Nentack Lake, this place is home to Mayor Diothe Vanketh.

 

The Blessed Stone

 

In the center of the town square is a large flat grey rock. Legend has it that Marduk himself appeared one day and sat on this rock, saying that it was a good place for people to live. For thirty days thereafter, the god sat and preached the gosphel until people came and began to settle in what is now known as Homekkar.

 

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Duchy of New Moorn

 

Houses of New Moorn

 

       

House

Jononimous

 

House

Brightstar

 

House

Hayward

 

House

Samblar

 

House

Eletha

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Barikeen

 

Leader: Duke Ku'tel Jononimous

Population: 12,000
Power Center: Nonstandard
Alignment: Chaotic Good
Gold Piece Limit: 15,000; Ready Cash: 9,000,000
Population: Elves: 11,100; Humans: 400; Halflings: 200; Gnomes: 200; Others: 100

Guards: 120; Militia: 600
Sheriff: Warrior lvl-13

 

Occupying the southern coast and edge of the mighty Gerand Forest, the ancient elves have built the grand treetop city of Barikeen. The elves have ruled here for centuries, honoring pacts with the kings of Regdon long past. Few humans frequent the elven shores, except those who have the honor of the elves' blessing and respect.

 

The elves of the Gerand Forest are quite territorial, and brutally expel or destroy uninvited guests. They are also arrogant, and look down on most other races. The wizards that dwell among them are of the most powerful on the continent, and spell casters go to great lengths to gain an audience with the Supreme Felai (high wizard) to benefit from his ancient knowledge.

 

Duke Ku'tel Jononimous is a very old elf, having ruled since before the Kingdom of Regdon was created, and he has seen much. He has a fondness for drink and is subject to fits of rage when it comes to dwarves, whom he looks down upon as lower than orcs.

 

The Gossamer Sloops, named for the magical sails which propel them swiftly through the seas, are feared for their agility and resistance to conventional weaponry. No one has dared to challenge even one of them in over half a millenium.

 

There are several elven clans scattered throughout the vast forest. They enjoy a truce that was formed long ago after centuries of warring among themselves, but it is a truce that is formal, if not tense.

 

Religion

 

Although there are private places within the town where people can worship their god, there are seven proper temples here.

 

Corellon Larethian (DnD)

 

Ehlonna (DnD)

 

Boccob (DnD)

 

Obad-Hai (DnD)

 

Artemis (Greek)

 

Gharan-Dis (DnD)

 

Thoth (Egyptian)

 

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Icroiron

 

Leader: Council Leader Oliweth Brightstar

Population: 1,336
Power Center: Magic
Alignment: Chaotic Good
Gold Piece Limit: 829; Ready Cash: 33,200
Population: Elves: 1,282; Halflings: 26; Humans: 13; Others: 15

Guards: 20; Militia: 75
Sheriff: Fighter lvl-6

 

Located in the Gerand Forest about 68 miles north of Barikeen.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Corellon Larethian (DnD)

 

Innana (Sumerian)

 

O-Kuni-Nushi (Japanese)

 

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Wrine

 

Leader: Council Leader Solana Eletha

Population: 1,790
Power Center: Magic
Alignment: Chaotic Good
Gold Piece Limit: 895; Ready Cash: 71,600
Population: Elves: 1,718; Halflings: 35; Humans: 17; Others: 20

Guards: 22; Militia: 89
Sheriff: Ranger lvl-7

 

Located in the Gerand Forest on the shores of the Sea of Regdon about 81 miles to the east of Barikeen.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

 

Corellon Larethian (DnD)

 

Obad-Hai (DnD)

 

Nephthys (Egyptian)

 

Sif (Norse)

 

Top

 

Qanbu

 

Leader: Council Leader Lamruil Samblar

Population: 1,361
Power Center: Magic
Alignment: Chaotic Neutral
Gold Piece Limit: 852; Ready Cash: 54,400
Population: Elves: 1,306; Halflings: 27; Humans: 11; Others: 17

Guards: 18; Militia: 71
Sheriff: Mage lvl-5

 

Located on the shores of Champion Bay about 132 miles to the northeast of Wrine.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Obad-Hai (DnD)

 

Bragi (Norse)

 

Enki (Sumerian)

 

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Qaldena

 

Leader: Headman Wiseman Hayward

Population: 521
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 220; Ready Cash: 6,200
Population: Halflings: 500; Gnomes: 10; Elves 5; Others: 6

Guards: 8; Militia: 38
Sheriff: Fighter lvl-5

 

Located in the Quarl Hills about 118 miles to the east of Qanbu.

 

Religion

 

Although there are private places within the town where people can worship their god, there are two proper temples here.

 

Yondalla (DnD)

 

Ehlonna (DnD)

 

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Duchy of Falcione

 

Houses of Falcione

 

       

House

Pantirus

 

House

Akkar

 

House

Silverbuckle

 

House

N'Kaigher

 

House

Wistari

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Graboe

 

Leader: Duchess Urella Pantirus

Population: 10,500
Power Center: Conventional
Alignment: Lawful Neutral
Gold Piece Limit: 20,000; Ready Cash: 8,200,000
Population: Humans: 7,000; Dwarves: 2,300 Halflings: 600; Elves: 400; Others: 200

Guards: 105; Militia: 525
Sheriff: Warrior lvl-10

 

This magnificent coastal walled city enjoys trade by water and land. Graboe's primary importantce is twofold: ore and protection of the kingdom.

 

The mines of Torleqor are legendary for the sheer depth and intricacy of the shafts and tunnels that honeycomb its depths. Gold, silver and gems have been mined there for the proliferation of the kingdom for centuries by men and dwarves. Vast caravans travel secret magical paths running northeast through the Gerand Forest on their way to Regdon City. It is said that those who have tried to disover the trails have been killed and buried out of sight.

 

Built into the walls of the grand Fortress Uor'Droth are openings where strange fire-belching weapons with great range await enemies foolish enough to attempt an attack on the city's shores. There are also rumors of boats that travel beneath the surface of the water, and they have the ability to sink surface ships with surprising ease.

 

The Duchess Urella is known to be a sorceress who has summoned strange creatures to harass and even destroy those who have threatened not only her city but herself. She is feared by many, even, it is told, the king himself.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are five formal temples. They are listed below:

 

Corellon Larethian (Elven)

 

Nai No Kami (Japanese)

 

O-Kuni-Nushi (Japanese)

 

Huitzilopochtli (Aztec)

 

Isis (Egyptian)

 

Athena (Greek)

 

Yondalla (DnD)

 

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Praysa

 

Leader: Bright Star Elas Akkar

Population: 1,761
Power Center: Nonstandard
Alignment: Chaotic Good
Gold Piece Limit: 817; Ready Cash: 70,400
Population: Elves: 1,391; Humans: 158; Halflings: 52; Gnomes 35; Dwarves: 17; Half-Elves: 17; Others: 3

Guards: 23; Militia: 89
Sheriff: Fighter lvl-7

 

Located in the Gerand Forest at the southern tip of the Western Krestilacs about 137 miles to the northeast of Graboe.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Corellon Larethian (DnD)

 

Rhea (Norse)

 

Aphrodite (Greek)

 

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Jaaqido

 

Leader: Supreme Jhon Sanmet Silverbuckle

Population: 1,042
Power Center: Nonstandard
Alignment: Lawful Good
Gold Piece Limit: 841; Ready Cash: 41,600
Population: Dwarves: 800; Humans: 93; Halflings: 52; Gnomes 31; Gnomes: 20; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 15; Militia: 59
Sheriff: Fighter lvl-6

 

Located on the northern slopes of the Western Krestilacs about 130 miles to the northwest of Trombley.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Moradin (DnD)

 

Goibhniu (Celtic)

 

Odin (Norse)

 

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Adracanbu

 

Leader: Most High Trileer N'Kaigher

Population: 1,682
Power Center: Magic
Alignment: Chaotic Good
Gold Piece Limit: 888; Ready Cash: 68,900
Population: Elves: 1,328; Humans: 151; Halflings: 84; Gnomes 70; Dwarves: 13 Half-Elves: 13; Half-Orcs: 13; Others: 9

Guards: 35; Militia: 140
Sheriff: Fighter lvl-7

 

Located on the eastern shores of the Jarvis Channel about 75 miles to the east of Graboe.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Obad-Hai (DnD)

 

Poseidon (Norse)

 

Kura Okami (Japanese)

 

Chih-Nii (Chinese)

 

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Privlosa

 

Leader: City Leader Cailu Wistari

Population: 1,070
Power Center: Magic
Alignment: Neutral Good
Gold Piece Limit: 800; Ready Cash: 42,800
Population: Elves: 845; Humans: 96; Halflings: 53; Gnomes 32; Dwarves: 21; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 23; Militia: 89
Sheriff: Mage lvl-4

 

Located on the shores of the Sea of Regdon about 125 miles to the southeast of Graboe.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Corellon Larethian (DnD)

 

Heng (Native American)

 

Kuan-Yin (Chinese)

 

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Duchy of Shedere

 

Houses of Shedere

 

 

 

 

 

House

Ironheel

 

House

Karn

 

House

Ranhor

 

House

Gao

 

House

Van Koatr

 

 

 

 

 

House

Revarn

 

House

Ironheart

 

House

Arx

 

House

Coffor

 

 

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Alearus

 

Leader: Falchag Ironheel

Population: 10,000
Power Center: Conventional
Alignment: Lawful Neutral
Gold Piece Limit: 25,000; Ready Cash: 10,500,000
Population: Dwarves: 8,500, Humans: 1,000 Elves: 300 Halflings: 100; Gnomes: 80; Others: 20

Guards: 125; Militia: 655
Sheriff: Warrior lvl-10

 

Alearus is another important port city guarding the southern frontier of the Kingdom of Regdon. An intricate docking system allows dozens of ships of all sizes to lay port here. Overlooking the port is the impregnable Iron Horn, a massive multi-story tower riddled with all manner of missile weapons to sink any hostile ships.

 

The city and its defenses, along with three other small castles lining the border with the Barbarian Kingdom to protect Regdon's underbelly. Falchag and the rest of the Ironheel clan rules things with iron fists, having done so for the past three generations.

 

Docked within the great ports of Alearus are fourteen heavy warships that are crewed at all times. Their duty is to protect merchant ships and be ready for any hint of an incoming invasion by sea.

 

There are miles of tunnel running from Alerus to the Iron Horn Mountains to the southeast, where the dwarves have fortifications and supplies to withstand a seige for well over a year. The tunnels are connect to the other castles along the southern border, making it impossible to lay seige to just one castle with the hopes of winning.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are seven formal temples. They are listed below.

 

Moradin (DnD)

 

Enki (Sumerian)

 

Nin-Hursag (Sumerian)

 

Ama-Tsu-Mara (Japanese)

 

Girru (Babylonian)

 

Geb (Egyptian)

 

Sif (Norse)

 

Top

 

Nantos

 

Leader: Duke Alathor Karn

Population: 9,300
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 25,000; Ready Cash: 8,000,000
Population: Humans: 7,500; Elves: 1,100 Halflings: 350; Gnomes: 250; Others: 100

Guards: 100; Militia: 495
Sheriff: Warrior lvl-12

 

A major trading port of call leading into the gut of Regdon, Nantos is another walled city with a huge fortress overlooking the shore. Another fleet of ships rests here to protect shipping from pirates and guard against invasion. Also spaced along the beaches are giant-sized trebuchet to be used against any hostile forces attempting to land.

 

Duke Alathor is the possessor of Whelvorin, a mystic trident that commands the friendship of the hundreds of Locatha who dwell in the warm coastal waters near Nantos. The trident had been created a millenia ago by the same wizard who helped create the first crown of regdon. Several times in history, the Karn have called upon them to defend the city and save Regdon from invasion.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are six formal temples. They are listed below.

 

Corellon Larethian (DnD)

 

Athena (Greek)

 

Brigantia (Celtic)

 

Tobadzistsini (Native American)

 

Nin-Hursag (Sumerian)

 

Loki (Norse)

 

Top

 

Hazelbourne

 

Leader: Mayor Arcil Ranhor

Population: 1,558
Power Center: Conventional
Alignment: Neutral Evil
Gold Piece Limit: 900; Ready Cash: 62,000
Population: Humans: 1,230; Halflings: 140; Elves: 77; Dwarves: 46; Gnomes: 31; Half-Elves: 15; Half-Orcs: 14; Others: 5

Guards: 15; Militia: 77
Sheriff: Warrior lvl-4

 

Located on the southwest shores of the Nentack Lake about 72 miles to the southeast of Homekkar.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Hermes (Greek)

 

Tlazolteotl (Aztec)

 

Shakak (Native American)

 

Dionysus (Greek)

 

Top

 

Nureve

 

Leader: Mayor Huli Gao

Population: 1,412
Power Center: Conventional
Alignment: Chaotic Good
Gold Piece Limit: 800; Ready Cash: 56,400
Population: Humans: 522; Halflings: 282; Elves: 254; Dwarves: 141; Gnomes: 98; Half-Elves: 70; Half-Orcs: 42; Others: 3

Guards: 14; Militia: 70
Sheriff: Warrior lvl-8

 

Located on the southern tip of the Nentack Lake.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Susanoo (Japanese)

 

Ushas (Indian)

 

Yondalla (DnD)

 

Corellon Larethian (DnD)

 

Top

 

Ere Waff

 

Leader: Mayor Robert Van Koatr

Population: 1,868
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 850; Ready Cash: 74,400
Population: Humans: 1,475; Halflings: 168; Elves: 93; Dwarves: 56; Gnomes: 37; Half-Elves: 18; Half-Orcs: 18; Others: 3

Guards: 18; Militia: 93
Sheriff: Fighter lvl-7

 

Located along the southern Espris River about 50 miles to the southeast of Nureve.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Amatsu-Mikaboshi (Japanese)

 

Olidammara (DnD)

 

Pah (Native American)

 

Kuan Yin (Chinese)

 

 

 

Top

 

Shadecrest

 

Leader: Council Head Darl Revarn

Population: 1,591
Power Center: Nonstandard
Alignment: Lawful Evil
Gold Piece Limit: 800; Ready Cash: 63,600
Population: Humans: 1,256; Halflings: 143; Elves: 79; Dwarves: 47; Gnomes: 31; Half-Elves: 15; Half-Orcs: 15; Others: 5

Guards: 15; Militia: 79
Sheriff: Warrior lvl-8

 

Located on the southern Espris River just to the southeast of the Southern Rocroosts.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Varuna (Indian)

 

Artemis (Greek)

 

Nin-Hursag (Sumerian)

 

Wee Jas (DnD)

 

Top

 

Ancimenn

 

Leader: Warfist Ironheart

Population: 1,785
Power Center: Nonstandard
Alignment: Chaotic Good
Gold Piece Limit: 875; Ready Cash: 71,200
Population: Dwarves: 1,713; Humans: 35; : Halflings 17; Others: 20

Guards: 22; Militia: 113
Sheriff: Fighter lvl-8

 

Located in the southwest portion of the Southern Rocroosts.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Moradin (DnD)

 

Athena (Greek)

 

Goibhniu (Celtic)

 

 

Top

 

Cragbury

 

Leader: Mayor Krove Arx

Population: 1,932
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 812; Ready Cash: 77,200
Population: Humans: 1,526; Halflings: 173; Elves: 96; Dwarves: 57; Gnomes: 38; Half-Elves: 19; Half-Orcs: 19; Others: 4

Guards: 30; Militia: 109
Sheriff: Fighter lvl-7

 

Located on the shores of the Sea of Regdon about 78 miles to the soutwest of Ancimenn.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ra (Egyptian)

 

Haststelsi (Native American)

 

Set (Egyptian)

 

Top

 

Bouldrave

 

Leader: Mayor Waran Coffor

Population: 1,840
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 814; Ready Cash: 73,600
Population: Humans: 1,453; Halflings: 165; Elves: 92; Dwarves: 55; Gnomes: 36; Half-Elves: 18; Half-Orcs: 18; Others: 3

Guards: 19; Militia: 99
Sheriff: Fighter lvl-7

 

Located on the southern border of Regdon about 87 miles to the south of Cragbury.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ki (Sumerian)

 

O-Kuni-Nushi (Japanese)

 

Idun (Norse)

 

Lei Kung (Chinese)

 

Top

 


 

Duchy of Kestilar

 

Houses of Kestilar

 

 

 

House

Onsar

 

House

Gilmeronna

 

House

Silverhair

 

 

House

Tiri

 

House

Minia

 

House

Von Eckart

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Ketran

 

Leader: Duke Frederick Onsar

Population: 14,500
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 40,000; Ready Cash: 29,000,000
Population: Humans: 9,500; Dwarves: 1,500, Elves: 1,900 Halflings: 900; Gnomes: 550; Others: 100

Guards: 145; Militia: 725
Sheriff: Warrior lvl-9

 

This ancient and powerful city rests at the northernmost tip of the Bottomless Chasm. Ketran is a fortified city and a gateway to the northeastern route into the kingdom along the King's Road. Those entering the kingdom travel through this extremely busy place.

 

The walled city is built around the formidable castle Uhr, which can withstand the harshest of assaults. Ketran is a diverse city that plays host to travelers far and wide at they move across the kingdom.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are six formal temples. They are listed below.

 

Athena (Greek)

 

Quetzalcoatl (Aztec)

 

Ishtar (Babylonian)

 

Osiris (Egyptian)

 

Moradin (DnD)

 

Corellon Larethian (DnD)

 

Top

 

Rife Keeshan

 

Leader: Ersan Gilmeronna

Population: 10,000
Power Center: Magical
Alignment: Chaotic Good
Gold Piece Limit: 15,000; Ready Cash: 7,500,000
Population: Elves: 9,500; Halflings: 200; Gnomes: 200; Others: 100

Guards: 100; Militia: 500
Sheriff: Wizard lvl-12

 

Nestled along the banks of the winding Espris River in the Laraunt Forest, this elven city is build high among the ironwoods that grow in abundance there. Like most elves, they have a high opinion of their race compared to all others, yet they have come to tolerate humans as a necessity of maintaining peace and order in the kingdom they are a part of.

 

The rulers of the city, all clan leaders, are wizards. Magic is an everyday part of the elves of Rife Keeshan. They, like most elves of the Laraunt Forest, believe magic is a part of them to be used as a tool to improve their quality of life, so long as it is used in the right way.

 

The Espris bring good down from the north, where merchants load their goods onto a seemingly endless parade of barges that make their way hundreds of miles downriver to the Nentack Lake and beyond. The elves exact a sizeable toll from those traversing their river through their forest.

 

Rife Keeshan is a shining star of elven brandy producers, with dozens of family brands brewed constantly. The silver liquid is coveted far and wide by anyone with the coin or magical knowledge to buy it.

 

Many wizards from across the world make pilgrimages to the towering ironwood trees of wizardry, which contain mystic knowledge about white magic dating back to the dawn of memory.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Corellon Larethian (DnD)

 

Ehlonna (DnD)

 

Boccob (DnD)

 

Izanagi and Izanami (Japanese)

 

Top

 

Chiocester

 

Leader: Mayor Zufre Silverhair (f)

Population: 1,365
Power Center: Magical
Alignment: Chaotic Good
Gold Piece Limit: 816; Ready Cash: 54,400
Population: Elves: 1,078; Humans: 122; Halflings: 68; Gnomes 40; Dwarves: 27; Half-Elves: 13; Half-Orcs: 13; Others: 4

Guards: 58; Militia: 149
Sheriff: Fighter lvl-10

 

Located at the northern tip of the Espris River on the border with the Hestrillite Empire. Chiocester lies about 60 miles to the northeast of Ketran.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Corellon Larethian (DnD)

 

Bragi (Norse)

 

Apollo (Greek)

 

Top

 

Bauffield

 

Leader: High One Sethi Tiri

Population: 1,756
Power Center: Nonstandard
Alignment: Chaotic Good
Gold Piece Limit: 866; Ready Cash: 70,000
Population: Elves: 1,685; Humans: 35; Halflings: 17; Gnomes 12; Others: 7

Guards: 17; Militia: 87
Sheriff: Fighter lvl-8

 

Located along the upper Espris River about 80 miles to the southeast of Chiocester.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ehlonna (DnD)

 

Boccob (DnD)

 

Tlaloc (Aztec)

 

Heng (Native American)

 

Top

 

Srester

 

Leader: Town Master Broltrai Minia

Population: 1,270
Power Center: Magical
Alignment: Chaotic Good
Gold Piece Limit: 841; Ready Cash: 50,800
Population: Elves: 1,219; Humans: 25; Halflings: 25; Gnomes 12; Others: 14

Guards: 40; Militia: 109
Sheriff: Ranger lvl-6

 

Located in the Laraunt Forest 55 miles to the southeast of Ketran.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Ehlonna (DnD)

 

Boccob (DnD)

 

Brahman (Indian)

 

Top

 

Paunce

 

Leader: Mayor Robb Von Eckart

Population: 1,893
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 881; Ready Cash: 75,600
Population: Humans: 700; Halflings: 378, Elves: 340; Dwarves: 189; Gnomes 132; Half-Elves: 94; Half-Orcs: 56; Others: 4

Guards: 37; Militia: 119
Sheriff: Fighter lvl-8

 

Located about 62 miles to the southwest of Rife Keeshan.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Kura Okami (Japanese)

 

Yen-Wang-Yeh (Chinese)

 

Vayu (Indian)

 

Top

 


 

Duchy of Wistoria

 

Houses of Wistoria

 

 

 

 

 

House

Daogon

 

House

Grindeek

 

House

Redbeard

 

House

Blackhand

 

House

Charlner

 

 

 

 

 

House

Pompadus

 

House

Ghajire

 

House

Rahime

 

House

Redaca

 

 

 

Cities, Villiages, Towns, Etc.

(italicized titles are smaller communities not marked on map)

 

Regdon

 

Leader: Duke Falkono Daogon

Population: 38,626
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 40,000; Ready Cash: 37,240,000
Population: Humans: 29,714; Halflings: 2,676; Elves: 1,931; Dwarves: 2,958; Gnomes: 472; Half-Elves: 186; Half-Orcs: 186; Others: 3
Guards: 886; Militia:
4,931

Sheriff: Warrior lvl-19

 

The city of Regdon lies within the Duchy of Wistoria and represents the heart of the Kingdom of Regdon. The lands of Wistoria are held currently by a towering giant of a man named Falkono Daogon, who lives within the city of Regdon itself. The city, a gateway to the north, is huge, having been built over the years against a jutting southern tip of the Krestilac Mountains. Made to withstand dragons and any incursions that might come from the Hestrillite Empire to the north, the city of Regdon is surrounded by a 20' high wall of thick stones cut from the heart of the Krestilacs. Every 100' is a tower 30' tall that curves upward and inward toward the city, coming to a point at their tops. They look like dragons' teeth, and the wall was appropriately named The Dragonmaw. It has stood for over eight centuries and has never been breached. The city of Regdon is a bustling port for travelers coming from the all points of the compass. At peak trading times, there can be as much as twenty thousand people within the city walls. The city is well-patrolled and order is strictly kept by the huge force of city guardsmen. High Mayor Merrick Learian oversees the city, while King Bolgar resides within castle Falgamin in the Nobility Section near the northern end of the city.

 

The core population is anywhere from thirty seven to forty thousand people. The predominant population is human, with a noticeable number of dwarves and halflings. But the sheer number of travelers bring all sorts of humanoids and even monsters, who can stay as long as they behave. Being a central trade hub, the city of Regdon sports all manner of shops that represent nearly every trade imaginable. One shortage, though, is that of legitimate magic shops and wizards, who seem to be in short supply. The various guilds representing organized trade and other activities are well entrenched within the city. Newcomers intent on establishing themselves would do well to touch base with the local guild first, or the consequences could be disastrous.

 

A huge arena in the center of the city, just south of where the tower of wizardry stood, is home to various sporting events and gladiatorial competitions that are held yearly. The gladiatorial games are usually held at the beginning of spring. Regdon City is known throughout the land as one of the prime spots for raising champion war horses. The breeders here attract equestrian experts from as far away as the continent of Clorne.

 

Regdon City tolerates weapons on those who travel their streets. But the city guard, which dresses in armor representative of red dragons--and called the Dragon Guard--bear no tolerance to those who use their weapons without just cause. Koftishok Prison is filled with those who did not keep this fact in mind.

 

Five Sectors of Regdon City

 

The city stretches nearly a half mile long (north and south) and a quarter mile wide (east to west). It is divided into 5 sections: the nobility sector, the wizards block—which was seized by the king in 1030 after the destruction of the tower of wizardry, the religious sector, the merchant sector, and the old city.

 

Old City

 

The Old City makes up nearly half of the eastern part of the City of Regdon. It is walled off from the rest of the city and is home to the middle and lower-class residents of the city. About 250 years ago, the nobility wanted an expansion of the city to relieve overcrowding, as well as have new luxurious buildings constructed for their meetings and leisure. The walls surrounding what is now the Old City were left intact. The Dragonmaw was extended out from the original walls of the Old City to surround the whole city that stands today.

 

Nobility Sector

 

The Nobility Sector is home to those lords and ladies of privilege. The sector takes up a block running from the north to the east side of the city. Those not of noble birth are not allowed here unless they have legitimate business and the papers to support it. Near the northern part of the sector, bordering the Religious Sector, sits Castle Falgamin. There resides the King as his court. Not far from that is the mayor’s house and other various royal offices used in running the city and the kingdom.

 

Wizards Bloc

 

The wizards guild had been a part of Regdon City for nearly as long as the city had been in existence. The great Tower of Wizardry is a twenty story tower of dark green that floats over 100 feet in the air, secured by four giant links of chain that are magically attached to the bedrock below. Underneath the tower is a large dias. Wizards leaving the tower, can teleport down to the ground here. Those who which to go up and have permission, are magically teleported up to the tower. On the ground surrounding the tower are colleges dedicated to each school of magic.

 

Surrounding the masstive tower are acres of land dedicated to the homes of a great many wizards.

 

Religious Sector

 

This piece of property is located in the northeast section of the city. There are temples and and churches to a great many gods, and general facilities where people can go to pay homage to their god in private.

 

Religion

 

Religious Brotherhood

 

Located in the Religious Sector, the Union House is where the various clergy throughout the city congregate to share ideas. They formed this association centuries ago, and it has allowed them to live in harmony with very few exceptions. The head of the association is rotated every five years so that a different representative assumes the post. There are approximately 400 clergymen and women living within this sector.

 

Aside from 5 the major structures dedicated to the pantheons above, there are 15 temples for the following individual gods:

 

Arawn (Celtic)

 

Loki (Norse)

 

Zeus (Greek)

 

Hera (Greek)

 

Athena (Greek)

 

Shao Hsing (Chinese)

 

St. Cuthbert (D&D)

 

Kord (D&D)

 

Pelor (D&D)

 

Obad-Hai (D&D)

 

Chalchihuitlicue (Aztec)

 

Hotoru (Native American)

 

Ishtar (Babylonian)

 

Ratri (Indian)

 

Isis (Egyptian)

 

Merchant Sector: This huge part of the city is home to most of the trading merchant businesses within the city. Most of them cater to the massive volume of travelers moving through the city as part of the trade routes they follow in all directions. The amount of goods that flow through here is staggering, and profits can make a person rich in the blink of an eye. The merchant guild is very active and brooks no one making business without them making their cut. In the northern part of the Merchant Sector, where it meets the Wizards Block, is a large cluster of buildings where gladiators and brokers do their business for the games that take place in the coliseum at the southern edge of the Wizards Block.

 

Thieves' Guilds

 

Brotherhood of the Unspoken Word

 

This sizeable thieves guild has been active in the city for decades. Saitar is the current leader of the guild, and he is feared by all, for he seems to own the shadows and has mercilessly killed all who have opposed him. There are four sub-guilds, ran by what are called “seconds” reporting to Saitar himself.

 

Wicked Grin

 

This guild is located in the Old City and is run by the 10th level (thief) male half orc second named Renterey Uk (nickname: grinning butcher). There are 140 thieves in this guild house.

 

Naked Eye

 

This guild is located in the Nobility Sector. It is run by the 11th/6th level (thief/ranger) female halfling second named Usere Took (nickname: small fire). There are 77 thieves in this guild house.

 

Bloody Palm

 

This guild is located on the edge of the Religious Sector. It is run by the 9th level (thief) male ˝ elf male second named Livid Ulewe (nickname: slender thorn). There are 91 thieves in this guild house.

 

Scarlet Shroud: This guild is split in two, with each part located in the bustling Merchant Sector. It is run by a pair of seconds: the 12 level (monk) female human second named Druuna (nickname: death dancer); she runs the northern guild house. The other second is the 10th level (thief) male kenku named Verak (nickname: razorwing). There are 152 members between the two guild houses.

Shadow Web

Recently a mysterious thieves guild has arisin within the city and has been quickly gaining prominence. They seem to have a religious motivation in everything they do and have achieved a reputation for taking on jobs that involve killing or thwarting wizards, which they have been rumored to perform for free.

 

Merchant Guild

 

There are over 120 business owners who are a part of this long-standing guild. The headquarters is located in the Tower of Aoklee and overseen by the old jolly Owenstan Borbo. Everyone who owns a business that sells or trades must pay homage to the guild. Owenstan has made it very unwise for anyone to try to run a business in Regdon City without paying their dues to the guild.

 

Artisan Guild

 

Workers from blacksmiths to bakers to carpenters—mostly manual laborers—are part of this association. Located in the Old City in the house that once belonged to the mayor long ago, the heads of each worker class meet here monthly.

 

Miners Guild

 

Comprised strictly of miners who mine gold and silver in the Monte Coia mines to the east of the city. Dwarves make up most of the membership, and they meet whenever they feel the need. The head of this guild is a dwarf named Gildifor.

 

Wizards Guild

 

This guild, having been in existence for over a millennium, is located in the fabled Tower of Wizardry in the Wizards Bloc. High above in the tower overlooking the ancient city of Regdon, the wizards of each guild of every city in the realm gather twice a year to debate matters of their craft.

 

Eagle's Eye

 

Two miles to the east of the city, where the hills begin to rise into the mountains of the Krestilac, is a towering spire of rock called the Eagle's Eye. It rises 100 stories into the air, with stairs cut into the stone around the outside of the tower itself, which is solid rock. This was once used by Regdon City guardsmen to watch for invasion forces. Anyone standing at the top can see for leagues in any direction.

 

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Barre'l

 

Leader: Mericole Grindeek

Population: 1,900
Power Center: Conventional
Alignment: Chaotic Neutral
Gold Piece Limit: 900; Ready Cash: 76,000
Population: Halflings: 1,600; Gnomes: 200; Humans: 100

Guards: 19; Militia: 95
Sheriff: Warrior lvl-8

 

Located near the southern border of the Imorg Hills, Barre'l (also known as "Tiny Taverns") lies close the King's Road, which stretches from East to West cutting the Kingdom of Regdon in half and facilitates trade across the kingdom. The town itself acts as a frequent rest stop for travelers, and there are a lot of them. The halfling population, which is also well-known for their fields of golden tobacco, which they sell for a tidy profit, have accepted their lot with vigor.

 

Although their population is small compared to many other towns and cities, Barre'l, there are no less than twenty taverns that service travelers who frequent the city, and their food and drink are top notch.

 

There are twelve notable halfling familes living in Barre'l, the most pwerful and influental of which are the Grindeeks, who have ruled the town for over ten generations.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are only two formal churches.

 

Yondalla (DnD)

 

Obad-Hai (DnD)

 

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Gearsh

 

Leader: Orcbane Redbeard

Population: 15,500
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 12,000; Ready Cash: 725,000
Population: Dwarves: 12,100; Humans: 2,000; Halflings: 500; Gnomes: 400; Elves: 300; Others: 200
Guards: 75; Militia: 
4,083

Sheriff: Warrior lvl-10

 

Run by dwarves hailing as subjects of Regdon, this bustling port city boasts over 100 ships in its docks at any given time. They come from all over the western seaboards of Northern and Southern Houress and beyond, carrying the wealth of the world to feed a hungry kingdom while taking goods from the interior lands by sea to places far off.

 

There are four main clans that control Gearsh: The Redbeards, The Shigarians, the Kriktels, and the Grayoaths. They rule with an iron will forged by centuries of greed and a peace kept by a strict balance of power. The leaders and clan territories are listed below:

 

Northern Reaches

Orcbain Redbeard

Town: Voorkya

Southern Reaches

Dolgrim Shigarian

Town: Coblikell

Eastern Reaches

Toraus Kriktel

Town: Onxyia

Western Reaches

Bazdion Grayoath

Town: Kreave

 

Although the dwarves deal with those of other races often in their territories on a regular basis, they don't particularly like it. Only profit and the threat of the King of Regdon annexing the city and populating it with human subjects keeps the dwarves placid.

 

There are a series of ten castles stretching from the shores of the Sea of Ralmarg to the western slopes of the Krestilac Mountains. Guarding the border with the Hestrillites to the north, the castles are referred to as "The Link." The castles are maintained by the Redbeards and staffed by conscripts from all four clans.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are 4 temples all dedicated to Moradin.

 

Moradin (DnD)

 

Northern Temple: overseen by the High Caliclan Omlew Steeltoe.

Southern Temple: overseen by the High Caliclan Romor Gomafram.

Eastern Temple: overseen by the High Caliclan Wistox Gieslar.

Western Temple: overseen by the High Caliclan Unso Broalack.

 

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Pregend

 

Leader: Bordermaster Ogmek Blackhand

Population: 1,194
Power Center: Conventional
Alignment: Lawful Good
Gold Piece Limit: 800; Ready Cash: 47,600
Population: Humans: 441; Halflings: 238; Elves: 214; Dwarves: 119; Gnomes 83; Half-Elves: 59; Half-Orcs: 35; Others: 5

Guards: 81; Militia: 296
Sheriff: Fighter lvl-12

 

Located on the northern border with the Hestrillite Empire, about 72 miles northwest of Regdon City.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are two proper temples in Pregend.

 

Ehlonna (DnD)

 

Brahman (Indian)

 

 

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Idrinville

 

Leader: Mayor Vlen Charlner

Population: 1,256
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 800; Ready Cash: 50,000
Population: Humans: 992; Halflings: 113; Elves: 62; Dwarves: 37; Gnomes 25; Half-Elves: 12; Half-Orcs: 12; Others: 3

Guards: 50; Militia: 97
Sheriff: Fighter lvl-7

 

Located about 65 miles to the west of Regdon City.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three proper temples here.

 

St. Cuthbert (DnD)

 

Inanna (Sumerian)

 

Oghma (Celtic)

 

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Clego

 

Leader: Shoremaster Jack Pompadus

Population: 936
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 800; Ready Cash: 37,200
Population: Humans: 346; Halflings: 187; Elves: 168; Dwarves: 93; Gnomes 65; Half-Elves: 46; Half-Orcs: 28; Others: 3

Guards: 19; Militia: 106
Sheriff: Fighter lvl-5

 

Located on the shores of the Sea of Ralmarg about 32 miles to the south of Gearsh.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three proper temples here.

 

Lao Tzu (Chinese)

 

Daghdha (Celtic)

 

Snake-Man (Native American)

 

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Kempoor

 

Leader: Mayor Taulik Ghajire

Population: 501
Power Center: Conventional
Alignment: Neutral Evil
Gold Piece Limit: 350; Ready Cash: 7,400
Population: Humans: 395; Halflings: 45; Elves: 25; Dwarves: 15; Gnomes 10; Half-Elves: 5; Half-Orcs: 5; Others: 1

Guards: 11; Militia: 25
Sheriff: Fighter lvl-6

 

Located at the southernmost tip of the Bottomless Chasm. He has a makeshift pit where people come to fight his wing-clipped giant lizard in what is called "The Day of Worth."

 

The leader of the small village is Taulik Ghajire, a ruthless man who tolerates no mischief. He lives in his keep overlooking the village.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to,

 

Aphrodite (Greek)

 

The temple of Aphrodite is located to the east of Kempoor and is tended by a beautiful cleric named Icthys.

 

Daghdha (Celtic)

 

Located near a pond in the woods about a mile to the southeast of Kempoor is a grove belonging to Delik the Druid.

 

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Morahn

 

Leader: Mayor Alsta Rahime

Population: 581
Power Center: Conventional
Alignment: Lawful Neutral
Gold Piece Limit: 295; Ready Cash: 6,900
Population: Humans: 215; Halflings: 116; Elves: 104; Dwarves: 58; Gnomes 40; Half-Elves: 29; Half-Orcs: 17; Others: 3

Guards: 9; Militia: 29
Sheriff: Fighter lvl-4

 

Located in the Imorg Hills about 21 miles to the west of Barre'l. The town is famous for its Ram's Horn Ale.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are two proper temples here.

 

Gharan-Dis (DnD)

 

Ares (DnD)

 

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Lua Fen

 

Leader: Mayor Tyrl Redaca

Population: 1,067
Power Center: Conventional
Alignment: Chaotic Neutral
Gold Piece Limit: 800; Ready Cash: 42,000
Population: Humans: 830; Halflings: 94; Elves: 58; Dwarves: 31; Gnomes 31; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 14; Militia: 55
Sheriff: Fighter lvl-4

 

Located on the western edge of the Bottomless Chasm, about 50 miles to the southeast of Morahn.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three proper temples here.

 

Ptah (Egyptian)

 

Athena (Greek)

 

Hera (Greek)

 

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Southern Houress

 

   

Barbarians

 

Blackmel

 

Brighkly

   

Criksrad

 

Defiled Lands

 

Dwarves

   

Gloridon Desert

 

Gorth

 

Kerus

   

Maharool

 

Northlands

 

Pirates Isle

     

Regdon

 

Sestillion

   

 

Drow Cities

 

   

T'Rissnolu

 

Chaulssinath

 

Khoreltinaar

 

Northern Houress

 

   

Boreoa

 

Dockrawlin

 

Dragon Isle

   

Dwarflands

 

Elvenlands

 

Ergony

   

Forestal

 

Garland

 

Hestrillites

   

Kenitswillow

 

Kharamis

 

Poulcea

   
Vohrn (Akuri)   Vohrn (T'agh)   Wildlands

 

Drakiria

 

???

 

 

Clorne

(coming soon)

 

 

Top of the World

(coming soon)

 

 

Heel of Irith

(coming soon)

 

 

 

 

 

 

 


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