Southern Houress

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Brighkly

Leader: Lord Kaln Brighkly
Capitol: Kentelly (12,600)
Population: 170,400+
Demi-Humans: Dwarves, Halflings, Elves, and 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

Cities

City Leader Pop. Pred. Race

Barrackus

Jirram 10,500 Human
Chaulssinath Elvandriira 17,800 Shenuri
Cingolen Oway (F) 9,340 Human
Eigernalf Troja 8,614 Dwarven
Fel Treighvor Lomni 10,574 Elven
Ghamfarle Chavo 6,655 Human

Gurenthaar

Bindlefloog 9,900 Barethkor
Havalla Hadol 6,504 Human
Iegg Fhar Omho 5,087 Halfling
Inya Reverin 7,887 Human
Kentelly* Zhike 12,600 Human
Maniah Gutef 10,804 Human
Ore Point Kine 9,954 Dwarven
Rorus Blix 15,500 Human
Shorelain Kroner 11,011 Human
Shria Crosavi 989 Centaur
Stranviato Glishay 8,990 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, the Queen of 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 the Queen of 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 the 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.

Slavery

Slavery is allowed within Brighkly borders and is strictly regulated and taxed.

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 Criksrad. 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.

Ghiadur Tunnel

Constructed over 350 years ago by miners from the Dwarflands and Brighkly, this 60' diameter tunnel runs directly through the Pentledos Mountains for 75 miles along the border with the Northlands. The project was designed to create a pass where the two countries of the Dwarflands and Brighkly could trade with one another freely without having to move across the treacherous peaks of the Pentledos.

The tunnel itself is 30’ across by 20’ high. Every five miles are dugouts alongside the road. These are 100’ long and 20’ wide. These are used by travelers to stop and rest, make repairs, or whatever they need. Every five miles, there are ventilation shafts that rise through the ceiling. Affixed to the ceiling at intervals of 60’ are magical globes that emit light in a 30’ radius.

The northern half of the tunnel is patrolled and maintained by the dwarves from the Dwarflands, while Brighkly citizens (mostly from Rorus) are responsible for the southern half.

There will usually be 1d2 patrolmen on horseback encountered every 20 miles.

The midpoint of the tunnel is called "Midpoint". Here, there are two buildings carved from the solid rock on either side of the road. On the western side is the Mole’s Nose, a dwarven run establishment. On the eastern side is the Gray Mare, an establishment run predominately by humans. Many times, travelers in either direction will stop to eat here or even stay the night.

Mole’s Nose has 15 rooms and enough stable space to house 20 horses. 12 employees work there, with Donnik Oldbrim as the owner.

The Gray Mare has 13 rooms and enough stable space to house 15 horses. 10 employees work here, with Thiar Moldenny as the owner.

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.

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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.

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Duchy of Evarl

 

Houses of Evarl

 

 

 

House

Thenlem

 

House

Moraloff

 

House

Alo

 

 

House

Oifel

 

House

Swan

 

House

Fwalson

 

Cities, Villages, Towns, Etc.

 

 

Kentelly

 

Leader: Governor Zhike Thenlem

Population: 12,600

Power Center: Conventional

Alignment: Lawful Good

Races: Human: 9,220; Halflings 1,552; Elves: 1,476; Dwarves: 426; Gnomes: 50; Others: 76

Guards: 1,176; Militia: 2,380

Sheriff: Fighter lvl-17

 

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 knights 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.

 

Religion

 

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

 

 

Wizards' Guild

 

Eight white towers, arranged in an octagonal formation, rise from the western area of the city. These are called the Fingers of K'Tash, and each is ruled by a master of each of the different arcane schools of magic.

 

The wizards of Kentelly are regarded with caution and, in many cases, suspicion. Long have they been suspected of being agents working for the wizards of Blackmel.

 

The leader of the FoK is an obese elder halfling conjurer known as Roundchop Wyrmbane. Although jovial and inviting on the outside, he is known to have a long memory and a penchant for revenge against those who have wronged him or his wizards.

 

Thieves' Guilds

 

Although there are many shady groups of thieves living with in the walls of Kentelly, there are four established guilds that are documented by the law.

 

Dapper Boys

 

Known for specializing in high end crimes against those of wealth and power, the Dapper Boys have been a thorn in the sides of lawmakers for many years.

 

Jokers

 

This rough bunch leaves their mark by cutting smiles into the cheeks of those who wrong them. Their focus seems to be on robbery and theft.

 

Shadow Web

 

An organization that engages in crimes from the street level to the high end.

 

The Odds Makers

 

Specializing in running crooked gambling schemes, the Odds Makers are extremely efficient and secretive.

 

Tobacco Guild

 

Located in the public buildings in the center of town, the lucrative tobacco guild is the hub of activity for the many farmers who grow the sweet leaf. A jovial halfling named Gristletoe runs the guild with a firm hand.

 

Merchants' Guild

 

Located in the public buildings in the center of town, this guild is run by an older man named Renaal. He spent many years as a successful merchant baron before settling in Kentelly to run the operation himself.

 

Miners' Guild

 

Mining is big business in the easter spine of the Votacks. Run by the grim-faced Anor, the guild is located in a huge dwelling within the entrance to the mines themselves.

 

Gambling

 

Kentelly is a gambling city, and the people who live in or pass through there are in love with it. Nearly every tavern or inn has licensed wager brokers who take bets on any action ranging from horse races, to bouts between warriors, to how long a town official will be dating their significant other before they get married.

 

Gambling is strictly monitored by the Ministry of Gambling, located in the courthouse within the city. Those who fail to report winnings that can be taxed are severely punished.

 

Other Points of Interest

 

Castle Ermmentavis

 

Situated on the northeast shores of the Flane River leading from the Coasit Lake, this formidable castle has been here since the days of the White Queen's reign. Any barge or ship daring to pass by the castle without the harbor master's approval will be sunk in spectacular fashion.

 

Hall of Odds

 

The Hall of Odds is a central building located near the city jail (ironically enough). There, anyone can make a bet on anything from the times that a certain barge coming from the Coasit Lake will arrive to the number of drunks that will be arrested on a certain day.

 

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Barrackus

 

Leader: Mayor Jirram Moraloff

Population: 10,500

Power Center: Conventional

Alignment: Chaotic Good

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

Guards: 665; Militia: 1,106

Sheriff: Fighter lvl-13

 

Built upon the western shore of the Coasit Lake, Barrackus 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 Celphea 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.

 

Religion

 

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

 

Ardru

 

Located near the western gates of the city within an orange grove lies the temple of Ardru. This small spherical structure is administered by Lynori Flynn, a woman of exquisite beauty and compassion.

 

Mordrun

 

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.

 

Ianlia

 

Ianlia's 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.

 

Thirion

 

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

 

Vahntorii

 

Located a couple of miles to the west of Barrackus among some low hills is the black squarish structure that is the temple to the goddess of strife and suffering. This place serves as a reminder to the people of Brighkly of the suffering they endured at the hands of the White Queen and how Vahntorii was there to hear their cries. The temple is administered by Krookoork, a heavy browed 1/2 orc with an evil temper. If you go to him, yo had better know what you want, or he'll throw you out on your ear.

 

Williommox

 

The temple to the god of Chance and Gambling lies near the courthouse. Williommox is the most worshipped deity in Barrackus. High Priest Joyoflay Omniqar the halfling matriarch runs this holy place along with her four acolytes.

 

Wizard Presence

 

The people of Barrackus are quite wary of wizards after a recent conflict between Brighkly and Blackmel. There is no guild, only two wizards who dwell in their homes in different parts of the city.

 

Jam Zellfargimollen is a dapper young gnome who recently took up residence in a manor that he purchased from the town after its inhabitants moved out of the country. He specialized in illusions, and his bright smile usually makes anyone feel better.

 

Thieves' Guilds

 

There are two acknowledged thieves' guilds within Barrackus: The Hundred Fist and the Wyvern's Sting.

 

Hundred Fist

 

Highly-secretive group specializing in extortion, blackmail, and petty theft.

 

Wyvern's Sting

 

This group of made up of street rogues intent on petty thefts and robbery.

 

Merchants' Guild

 

The guild within Barrackus is well-organized and run by the brother Tharn (Jorm and Willam). Many say that they are involved with one or more circles of organized crime, but this has yet to be proven.

 

Sailors' Guild

 

With shipping such an important part of Barrackus and its survival, it's important for the sailors to be well-represented. Captain Horaldo Vomdory of the city warship Knifetide heads the guild.

 

Other Places of Interest

 

The Maze

 

Ship traffic in and out of Barrackus is so prevalent, that the dock system over the years has grown into a complex array of docks called The Maze. Even seasoned captains have to be on their game to navigate through the winding wooden docks to reach the berth for their ship.

 

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Inya

 

Leader: High Official Reverin Alo

Population: 7,887

Power Center: Conventional

Alignment: Lawful Neutral

Races: Humans: 6,328; Halflings: 977; Elves: 359; Dwarves: 88; Gnomes: 62; Half-Elves: 44; Half-Orcs: 26; Others: 3

Guards: 488; Militia: 836

Sheriff: Fighter lvl-17

 

Inya is a border community on the western banks of Tolofor River. Traders from the north hail Inya as their first real stop on their way to the Coasit Lake and beyond.

A walled city with the mighty Rookspire Castle rising from the center, Inya also serves as a defense against any possible invasion from the barbarians of the Northlands, even if there hasn't been a threat from them in centuries.

Ruling over the city is Reverin Alo, a portly man with suspicious piggy eyes whose trust is hard to win. Even so, he is known to be fair.

 

Religion

 

Froyonnia

 

Shozrei

 

Srultavin

 

Wizard Presence

 

 

 

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Fel Treighvor

 

Leader: Lord Lomni Oifel

Population: 10,574

Power Center: Nonstandard

Alignment: Chaotic Good

Races: Elves: 9,351; Humans: 631; Halflings: 410; Dwarves: 110; Others: 12

Guards: 735; Militia: 1,095

Sheriff: Fighter lvl-14

 

A diverse town established generations ago, Fel Treighvor enjoys a great deal of traffic from trade by foot and by water. Unlike most communities, Fel Treighvor affairs are dictated by a council of leaders representing the merchants, sailors, and lumberjack unions, which are overseen by Lord Lomni Oifel himself.

 

Religion

 

Em'Sharfhei

 

 

Nynneon

 

 

Pomoleth

 

 

Tlancu

 

Wizard Presence

 

Fel Treighvor has no formalized wizard's guild or other organization. Currently, there are three wizards who dwell here:

 

Consway Bultoss the tiefling summoner.

 

Peench Vlee the gnomish diviner.

 

John Lamb the human abjurationist.

 

Thieves' Guild

 

No known guilds or formalized crime organizations are known to exist in Fel Treighvor, for the law is well-kept. Even so, there are instances of individual crimes that crop up from time to time.

 

Merchants' Association

 

The various established businesses within Fel Treighvor work as part of the Merchants' Association. The panel consists of the top five owners within the city.

 

The Lumber Brotherhood

 

Lumberjacks are an important part of Fel Treighvor society, for lumber is a major export throughout Brighkly. Overseen by Master Jack Onyem Vollek, this powerful union ensures that those within are safe and well compensated for their important work.

 

Water Consortium

 

With shipping so prevalent on the shores of the Coasit Lake, the sailors and dock workers are banded together under the Water Consortium. With the lake being a lifeline to the rest of the country, the men of this union are vital to Fel Treighvor's survival. They have a great deal of political pull when it comes to city business.

 

Other Places of Interest

 

Rainbow Reef

 

Located off the shores of Lake Coasit just to the north of the city is a two-mile-long underwater barrier of multi colored reef. Many types of wildlife live among the reef, which is known to home to mermaids and sahuagin.

 

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Cingolen

 

Leader: Lady Oway Swan (F)

Population: 9,340

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 6,495; Halflings: 1,268; Elves: 1,041; Dwarves: 334; Gnomes: 93; Half-Elves: 67; Half-Orcs: 40; Others: 2

Guards: 629; Militia: 999

Sheriff: Fighter lvl-13

 

A lakeside town that has existed since the end of the war with the White Queen, Cingolen bustles with merchant shipping activity year round. Under the leadership of Lady Oway Swan, Cingolen has enjoyed great prosperity.

 

Religion

 

There is quite a bit of diversity among the people of Cingolen, who worship many different gods. Still there are only three temples proper within the city.

 

Ianlia

 

This simply constructed shoreside temple is home to the goddess Ianlia. The High Priestess Gholadora is an older elven woman with a kind face and a willingness to help those in need.

 

Orodar

 

Those within this city and nearby lands have long worshipped Orodar as the father of all in the heavens. His temple stands about a 1/2 mile to the northwest on a tall hill overlooking Cingolen. The High One (head priest) is a middle-aged man named Folerle Jamgin. He never strays from the confines of the temple ground, but is said to be kind and generous to those he meets.

 

Revenkai

 

Near the southern entrance to Cingolen is the small simple church of Revenkai. Cyralf the Knowing is an older man who tends to this place with his single acolyte.

 

Wizard Presence

 

The few wizards living in Cingolen have operated autonomously without any sort of guild or organization for nearly as long as the city's existence. With the recent conflict between Brighkly and Blackmel, both citizens and government officials have come to regard wizards with much more suspicion.

 

A special official called an Arcane Moderator, who answers only to Lady Oway herself, oversees the activities of all wizards living in Cingolen. They have had to register themselves with the office of the Arcane Moderator, something other wizards have refused to do before vacating the city.

 

Merchants' Guilds

 

The local office where all merchants must report to is located in the center of the city where most government structures are. Three merchants from a long line of merchant families reside on the board and make decisions that affect all business established in Cingolen.

 

Thieves' Guild

 

Der Boys

 

The oldest of the three known crime organizations is Der Boys. Authorities have pegged them as mostly small time thieves, robbers, and padfoots that infest the town and are a constant pain the sheriff's side.

 

The Long Reach

 

Little is known about this organization other than its existence and that its members prefer extortion and racketeering.

 

Pink Corsets

 

Suspected to be run by the madam of the town's largest brothel, The Tasty Tart, the corsets are suspected to smuggle gems and jewelry from across the country and beyond. It is also believed by authorities that they use their feminine wiles to gain information that they sell to interested parties.

 

Tarheel Co-op

 

Run by a small council of ship owners who call Cingolen their home, this organization is based in the harbormaster's home. Here, they make decisions on safety, commerce, scheduling, taxes on goods, etc.

 

Other Places of Interest

 

War Dock

 

This is a special stone dock running from the shore to the north of where the commercial docks are. Here are docked four special warships that are swift and well-armed. They are called upon should any threat from across the lakes threaten the western shores.

 

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Shorelain

 

Leader: Mayor Kroner Fwalson

Population: 11,011

Power Center: Conventional

Alignment: Neutral Evil

Races: Humans: 8,198; Halflings: 1,690; Elves: 1,450; Dwarves: 530; Gnomes: 220; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 750; Militia: 1,170

Sheriff: Fighter lvl-16

 

Shorlain is an old city that lies on the southern shores of Lake Coasit. It also shares a border with the northwestern tip of Sestillion. Because if its strategic position, Castle Alomvell was constructed centuries ago and has been added to in size and strength over the years.

 

Power comes from the Council of Six, headed by the venerable Mayor Kroner Fwalson. He's a tall, swarthy man with a goatee down to his knees and a penchant for quoting scripture from the book of Aroth, the singularly worshipped deity of Shorelain.

 

Religion

 

The roots of the god Aroth run long and deep within the Shorelain community. He and he alone is the acknowledged deity, although some do worship other gods in private.

 

There are four temples within the city, which are all overseen by High Khalar (priest) Ahn Tophell, a wise man of many years who preaches the gosphel of Aroth to any and all.

 

Wizard Presence

 

In Shorelain, wizards are looked upon as necessities, even if most people fear and loathe them. Wizards played a major role in helping to defeat the armies of the White Queen and free the people of the surrounding lands from her cruel grasp.

 

A formalized council of wizards, with one wizard representing each of the 8 schools of magic, convene in an ancient keep (called Unldraaden) just within the eastern gates of the city. The head wizard is Tu'Juren, a curt elf that looks down upon others with a discerning brow and little tolerance for anything not related to his sacred order.

 

Merchants Guild

 

Those who wish to set up business within Shorelain must obtain membership within the city's guild. Overseen by a gnomish woman named Wizzjabat. She is meticulous in making sure that all appropriate dues to the guild are paid and that all taxes to the city are collected.

 

Thieves' Guilds

 

Organized crime within Shorelain has existed for generations. Aside from small pocket gangs that prowl the docks and the poorer areas of the city, there are three known guilds of note that exist.

 

The Blue Thorns

 

Specializing in higher end crimes, this slippery bunch has eluded authorities since its inception over 150 years ago. Some say that they have a secret agreement with the mayor which limits the targets they can hit in exchange for looking the other way, but that has yet to be verified.

 

Backbiters

 

A rowdy bunch with a rather bloody reputation, their tastes run from pickpocketing to assassination. Their organization has proven to be compartmentalized, so catching a few never provides enough information to bring down the whole bunch.

 

Dock Boys

 

The Dock Boys are a bunch of back alley sailors who make most of their bones in the areas surrounding the docks. They are bullies that intimidate, blackmail, and steal whatever they can from anyone foolish enough to get caught in their territory unprepared. They are also known to press gang for captains willing to pay for their services.

 

Other Places of Interest

 

Castle Alomvell

 

Having been constructed centuries ago as a large keep, the structure has grown in size and formidability as time progressed. The entire structure sits on a cliff overlooking the shores of the Coasit Lake on the northern edge of Shorelain. The castle takes up a full two city blocks and has enough weapons along the wall to repel all but the most massive of attacks from both water and land. From within these walls live the mayor and his family.

 

Rock of Aroth

 

Located in the middle of the city square, this ancient stone stands over twenty feet tall and is sundered down the middle nearly to its base. Legend has it that Aroth himself struck the stone over a thousand years ago, proclaiming that this was where his people would settle and build a city in his honor. This stone is considered a holy relic.

 

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Duchy of Duchau

 

Houres of Duchau

 

 

 

 

House

Ossikamma

 

House

Steelfist

 

House

Drayen

 

House

Tylon

 

Cities, Villages, Towns, Etc.

 

Ore Point

 

Leader: High Hammer Kine Ossikamma

Population: 9,954

Power Center: Conventional

Alignment: Neutral Good

Races: Dwarves: 9,415; Humans: 370; Halflings: 65; Others: 65

Guards: 625; Militia: 2,166

Sheriff: Fighter lvl-18

 

Ore Point is a dwarven city that has supplied many ores for Brighkly and other territories for hundreds of years. The rocky hills that the city is built into is riddled with miles of the tunnels that have been dug over the years, and the city itself is surrounded by high granite walls.

 

Overseeing the smooth operations of the city is the infamous Kine Ossikamma. Long ago, he had been tagged as a goblin collaborator but eventually cleared his good name to eventually become Ore Point's leader. Kine and his kinsmen live in Ky Rothe Castle, which dominates the entrance into the mountain and the mines below.

 

Brotherhood of the Pick

 

With so much of the city's income and power deriding from its mining operations, the Brotherhood of the Pick is a very influential group. Led by a council of five Master Miners, the Brotherhood helps shape the fortunes of the city of Ore Point.

 

Criminal Presence

 

Aside from a rare few who are stupid or desperate, crime is practically absent from Ore Point. Even for petty theft, penalties can be harsh, such as 50 years hard labor in the mines.

 

Religion

 

Kergon and Karsallis are the two deities that most of the dwarves in Ore Point pay homage to. A few others worship Quorophys.

 

Kergon

 

Kharsallis

 

Quorophys

 

Traders' Coalition

 

A great deal of trade passes through Ore point to different parts of Brighkly and beyond. Ensuring that the proper taxes and fees are collected and sent to the city's coffers is the job of the Coalition. Run by a dwarven woman known as Lady Law, this organization is well-run.

 

Wizard Presence

 

Due to the recent conflict with the wizards of Blackmel to the south, mages have fallen into disfavor with the people of Ore point. Only three wizards are permitted to live within the city, and they reside within Ky Rothe, where they can be closely watched.

 

Other Points of Interest

 

Ky Rothe Castle

 

Built to protect the entrance to the vast mines, Ky Rothe is the color of burnt blood to reflect the blood lost building it. Kine Ossikamma, his kin, and the lords of the city dwell here.

 

Platinum Bell of Kharsallis

 

A two-ton bell of pure platinum stands in a steeple above the magnificent temple of Kharsallis. It's deep gong can be heard from nearly five miles away.

 

Thousand Shafts

 

After centuries of mining, there are a great many mine shafts perforating the ground around and below the city. Over the years, the nickname "Thousand Shafts" has become prevalent within the city.

 

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Eigernalf

 

Leader: Leader Troja Steelfist

Population: 8,614

Power Center: Conventional

Alignment: Lawful Good

Races: Dwarves: 6,949; Humans: 690; Halflings: 416; Gnomes: 310; Others: 78

Guards: 444; Militia: 813

Sheriff: Fighter lvl-12

 

A predominately dwarven city, Eigernalf is built into the northwestern slopes of the Votack Mountains. Governed by a female dwarf of great renown, one Troja Steelfist, the city has prospered well for a great many years. She and her clan reside in Graytooth Castle.

 

Eigernalf is known for producing precious metals, such as platinum, gold, and silver. The city itself is walled and well-protected by guards, the mined doubly so. The people of Eigernalf pride themselves on being good and doing the right thing. They follow the local laws closely.

 

Religion

 

Celphea

 

Kharsallis

 

Pomoleth

 

Wizard Presence

 

Dwarven wizards are revered within Eigernalf, having taken an important part in building the city and helping shape it over the centuries. The Council of Mages is a select group of wizards representing each school of magic. They reside within Graytooth Castle. They help make important decisions regarding laws and other aspects of society that shape Eigernalf.

 

Miners' Consortium

 

Another powerful organization within Eigernalf is the Miners' Consortium. They supply a large percentage of precious metals to the entirety of Brighkly. Led by a council of master miners, the miners have a strong voice in the community.

 

Ironworkers' Union

 

The union helps to promote the welfare of the ironworkers within Eigernalf.

 

Stoneworkers' Consortium

 

Made up of those who work stone in any form, the consortium helps to ensure they have strong representation within the city.

 

Other Points of Interest

 

 

 

 

 

 

 

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Ghamfarle

 

Leader: High Lord Chavo Drayen

Population: 6,655

Power Center: Conventional

Alignment: Neutral Evil

Races: Humans: 5,907; Halflings: 328; Elves: 182; Dwarves: 149; Gnomes: 33; Half-Elves: 16; Half-Orcs: 16; Others: 4

Guards: 450; Militia: 801

Sheriff: Fighter lvl-11

 

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Maniah

 

Leader: Overseer Gutef Tylon

Population: 4,804

Power Center: Conventional

Alignment: Lawful Neutral

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

Guards: 343; Militia: 615

Sheriff: Fighter lvl-10

 

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Duchy of Amoven

 

 

 

 

 

House

Coyearson

 

House

Fa Zhen

 

House

Mogna

 

House

Toefoe

 

Shria

Centaurs

 

Cities, Villages, Towns, Etc.

Rorus

Leader: Lord Blix Coyearson

Population: 15,500

Power Center: Conventional/Monstrous

Alignment: Chaotic Neutral

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

Guards: 1,155; Militia: 2,575

Sheriff: Warrior lvl-17

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 migrate 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.

 

Coliseums

 

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.

 

The outer wall of the Black Coliseum if the Wall of the Immortal SEE BELOW under Other Points of interest.

 

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.

 

Religion

 

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

 

Ardru

 

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.

 

Celphea

 

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 several acres of lush land. The head priest is Lamna Penthia, an elderly woman of great wisdom and power.

 

Em'Sharfhei

 

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

 

Gharan-Dis

 

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.

 

Vor

 

His temple is a tall tower that rises about 50' near the southeastern part of the city. It is tended by the Orvaskia the Prime.

 

Williommox

 

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.

 

Wizard Presence

 

Spheres of the Arcanum

 

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.

 

Thieves' Guilds

 

In a city so vast, the criminal element is prominent. Aside from the individual thieves and cons working the streets, there are four guilds that have been identified by the authorities.

 

The Blind Eyes

 

Often posing as poor street people, this band preys upon those who are unwary and sympathetic toward the poor and destitute.

 

Fingers of the Wind

 

A small, elusive band of criminals who specialize in blackmail and extortion.

 

The Silent Dogs

 

Known for bearing scars resembling vicious dogs, these criminals concentrate on robbery, theft, and petty theft.

 

The Velvet Scorpions

 

Consisting mainly of women, this group uses their wiles to seduce and rob unsuspecting men, particularly rich men. They also specialize in selling information that they gain from their willing victims.

 

The Azure Consortium (merchants)

 

Nearly as old as Rorus itself, this well-organized group is comprised of all the merchants based within the city and many who regularly travel through it.

 

Other Points of Interest

 

Black Mines

 

These intricate mines run deep into the mountain at the northern face of Rorus. Nearly three hundred miners sweat within, extracting precious metals and coal.

 

Rumors have it that one of the tunnels was collapsed because the miners dug too far and stirred something hideously evil.

Ghiadur Tunnel

Constructed over 350 years ago by miners from the Dwarflands and Brighkly, this 60' diameter tunnel runs directly through the Pentledos Mountains for 75 miles along the border with the Northlands. The project was designed to create a pass where the two countries of the Dwarflands and Brighkly could trade with one another freely without having to move across the treacherous peaks of the Pentledos.

Wall of the Immortal

In Rorus, victory is immortality. On the outer walls of the Black Coliseum is the Wall of the Immortal, specifically those who fought and died within the ring with honor. Thousands of names are scrawled onto the stone for all to remember.

 

 

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Havalla

 

Leader: Lord Hadol Fa Zhen

Population: 6,504

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 5,243; Dwarves: 625; Halflings 580; Others: 65

Guards: 316; Militia: 895

Sheriff: Fighter lvl-10

 

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

 

Religion

 

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

 

Grothkele

 

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.

 

Jahrru

 

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.

 

K'tash

 

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.

 

Wizard Presence

 

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.

 

Centaurs

 

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.

 

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Stranviato

 

Leader: Most High Glishay Mogna

Population: 8,990

Power Center: Conventional

Alignment: Lawful Neutral

Races: Humans: 8,282; Halflings: 289; Elves: 249; Dwarves: 95; Gnomes: 59; Half-Elves: 19; Half-Orcs: 9; Others: 4

Guards: 521; Militia: 949

Sheriff: Fighter lvl-12

 

Stranviato has long been a city protecting the border with the Northlands. A string of three huge keeps along the border on the eastern side of the city are there to protect against attack. The keeps and the area between them are patrolled constantly in readiness should the barbarians move across the border.

 

The leader of the fair city of Stranviato is a shy older man named Glishay Mogna. He is wise and intelligent, and he has a penchant for passive aggressiveness in anything he does. But no one ever underestimates him. He lives in a mansion atop a hill in the center of the city itself.

 

The Council of the Boore

 

The Boore are the lords of Stranviato, and they make the decisions regarding the welfare of the city. The Boore is an ancient term referring to a line of knights that helped tame the land and eventually bring civilization to the the barbarians there. There are 7 lords in all, and they are overseen by Glishay himself.

 

Religion

 

The primary deity worshipped here is Toh Pana.

 

 

Horgarin

 

Hstinzi

 

Toh Pana

 

Vahntorii

 

Wizards Presence

 

With many inhabitants of Stranviato having strong barbarian roots, their suspiciousness of wizards runs long and deep. Still, they understand that spellcasters have their uses and tolerate them to a degree.

 

Although the wizards living in Stranviato are not part of a guild per se, they do answer directly to the Council of the Boore, who keep a close eye on their activities.

 

Thieves Guilds

 

Aside from petty theft that can plague the city, there are two known organizations that promote crime within Stranviato.

 

The Azure Wink

 

This guild has been in existence for a great many years. Their criminal activities run from petty theft to blackmail and extortion.

 

Talon Clan

 

The Talons are known for their religious slant, with most worshipping Vahntorii. Their game is the extortion of well-to-do familes and fleecing of traders who come through Stranviato.

 

Merchants' Circle

 

Established business make up this tightly-knight organization designed to monitor the flow of goods and services through Stranviato. Because of the importance of such businesses, they have a strong voice in the community.

 

 

 

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Iegg Fhar

 

Leader: Council Head Omho Toefoe

Population: 5,087

Power Center: Conventional

Alignment: Chaotic Good

Races: Halflings: 4,543; Humans: 321; Elves: 110; Others: 83

Guards: 429; Militia: 689

Sheriff: Fighter lvl-11

 

Ieff Fhar is a predominately halfling community nested in the hills between Ore Point and Havalla.

 

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Shria Valley Centaurs

Leader: Triterreth Crosavi

Population: 589

Power Center: Conventional

Alignment: Chaotic Good

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

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.

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).

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 irritable.

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.

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.

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Clorne

 

 

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Drakiria

 

???

 

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Heel of Irith

 

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Northern Houress

 

   

Boreoa

 

Dockrawlin

 

Dragon Isle

   

Dwarflands

 

Elvenlands

 

Ergony

   

Forestal

 

Garland

 

Hestrillites

   

Kenitswillow

 

Kharamis

 

Poulcea

   
Vohrn (Akuri)   Vohrn (T'agh)   Wildlands

 

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Southern Houress

 

   

Barbarians

 

Blackmel

 

Brighkly

   

Criksrad

 

Defiled Lands

 

Dwarves

   

Gloridon Desert

 

Gorth

 

Kerus

   

Maharool

 

Northlands

 

Pirates Isle

     

Regdon

 

Sestillion

   

 

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Top of the World

 

 

 

 

 


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