Northern Houress

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Hestrillite Empire

Leader: Emperor Derik Scarinald
Capitol: Crausley (44,350)
Population: 900,000+
Demi-Humans:

Elves, Half-Elves, Halflings,  Gnomes, Dwarves, and Few Others

Humanoids: Uncommon
Resources: Gold, Silver, Copper, Gems, Foodstuffs and Timber

 

Current Political Structure

3 Kingdoms, Their Kings and their Capital Cities

 

Kingdom of Chankreus

King Kiriltugh

Capital City: Crausley

Kingdom of Vleenoro

King Dalgaszi

Capital City: Mariaka

Kingdom of the East

King Kepek

Capital City: Bimio

Cities

City Leader Pop. Pred. Race

Bon Threll

Stineson 8,500 Human
Biltzen Seyea (F) 2,500 Elven
Bimio+ Ardrake 14,700 Human
Boriligot Esere 21,000 Human
Calcuane Blacktoe 9,500 Human
Cannalin Cihangir 13,100 Human
Cendrial Widral 10,800 Human
Crausley*+ Scarinald 44,300 Human
Crestpoint Ulvi 9,900 Human
Dargolo Giray 12,000 Human
Devires Lacien 4,750 Halfling
Diarm Ricsan 7,500 Dwarven
Drekis Frowlik 17,500 Human
Drithen Clayfist 8,500 Dwarven
Efliaa Lathai 9,000 Elven
Erillian Panlere 8,000 Human
Fatrusi Araznor 13,000 Dwarven
Foreel Brin 4,200 Halfling
Fulbara Granitar 7,600 Dwarven
Gevaka Theobald 4,500 Halfling
Halcove Nersil 10,000 Dwarven
Hereval Ghathi 9,000 Human
Hirrilium Maxwell 6,500 Human
Ithkell Naexi (F) 9,800 Elven
Kentarl Qwam 4,500 Elven
Koime Gazi 8,000 Human
Lustire Elliora (F) 14,500 Elven
Madrigal Caritor 9,000 Elven
Mariaka+ Hannibal 16,000 Human
Mystilia Yllastor 8,900 Elven
Neralu Kurix 4,500 Halfling
Oliathe Burhan 11,000 Human
Orithen Sassock 9,000 Dwarven
Orrek Thunderaxe 7,000 Dwarven
Orrv Hilmi 8,800 Human
Pursee Tunai 8,000 Human
Q'Larren Raliegh 8,500 Human
Rictan Welvic 3,500 Halfling
Semsil Merigar 4,000 Halfling
Taiu Aydin 9,000 Human
Teeg Refalver 7,000 Gnomish
Thalla Cornelia (F) 6,500 Halfling
Themrist Cohnal 7,200 Elven
Thrimor Ayteki 9,000 Human
Tirilley Binz 11,750 Dwarven
Tulea Balican 5,500 Human
Uzimeal Farkin 4,000 Halfling
Valethe Gokaan 9,300 Human
Voggas Ekmel 11,500 Human
Zruvoth Tayyib 10,900 Human

 

* = Empire Capital / + = Kingdom Capital

 

The Hestrillite Empire has existed since before the Third Age, many centuries ago. The lands at the time, as with most territories around the continent of Houress were inhabited by vast tribes of barbarians. Over time and through many wars, the Hestrillites eventually achieved dominance over the others. The non-Hestrillites eventually were absorbed and their cultures subverted until they all become Hestrillites. The formal empire was formed a few hundred years later after the tribes began to gain advancements in metalworking, weaponry, language, and other cultural pillars.

 

Slavery is allowed within the empire, as it has been since its inception.

 

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Banks   Cities   Dragons   Events   Points of Interest   Slavery

 

Points of Interest

 

Belkwood

 

Located near the extreme western part of the empire, this wood is vibrant and full of life. Elves and other humanoid live there but few evil creatures as most have been driven out over the centuries.

 

Begliest Swamp

 

At the empire's eastern border lies the Begliest swamp, which is fed by the waters of the Selea Lake. The Begliest joins with the Parakin Swamp, which is located on Garland's western border.

 

Bergon Forest

 

The Bergon is a grand at the northeastern border of the empire and is located by The Great Inland Sea. The forest is populated by many different kinds of humans, cities, and villages.

 

Bimian Mountains

 

Near the northwestern part of the empire the Bimians are connecting chain between the Krestilac and Shadow Mountains. The ancient dwarven city of Tirilley can be found among the Bimian peaks.

 

Borik River

 

This river runs from the northern slopes of the Reliad Mountains toward The Great Inland Sea and is well traveled by traders.

 

Darkspire Mountains

 

A smaller chain located near the northern middle part of the empire, these shadowy mountains have long been the home to giants of all kind, as well as other dark creatures that have kept settlers from ever making their homes there.

 

Dragon Valley

 

This deep, wide valley is located in the southern reaches of the Krestilac Mountains and is a place revered by the Hestrillites since the empire was founded. It is rumored that dragon eggs are harvested here so that they can be raised beneath Crausley by the wizards there for use in protecting the empire.

 

East Oran River

 

The East Oran flows out from the Reliads and winds its way to the Oreal Lake. This is a very busy waterway for traders.

 

Eurador Hills

 

Located in the far northwestern part of the empire, the Euradors are mainly home to gnomes and halflings.

 

Geyser Beds of Jeskes

 

Located atop a natural spring fed by the heat of a volcano deep underground, this sprawling field of geysers constantly shoot skyward.

 

Hardek Hills

 

These hills are located on the eastern slopes of the Bimian Mountains and are well known for various types of fauna that grow there.

 

Ilkabor Hills

 

The Ilkabors are in the northwestern part of the empire and are attached to the lower region of the Shadow Mountains.

 

Krestilac Mountains

 

The Krestilacs are a major chain that divides the westernmost third of the empire from the rest. Dragons and other creatures inhabit its peaks and depths.

 

Lustire Forest

 

A large forest near the middle of the empire, the Lustire is well traveled by traders and travelers alike. It is mainly inhabited by elves.

 

Melga Hills

 

A forested hilly region on the northern border of the empire along the northern shorts of the Oreal Lake.

 

Nanya Forest

 

To the west of the Bimian and south of the Shadow Mountains, the vast Nanya forest comprises a large part of the western third of the empire.

 

North Oran River

 

This body of water runs off the southeastern reaches of the Aleroo Mountains in Kharamis and eventually empties into the Oreal Lake.

 

Oreal Lake

 

A very large lake situated in the center of the empire, the Oreal is a bordered by many communities that use its water for fishing and trade.

 

Ralmarg Desert

 

This vast desert is located at the far western edge of the kingdom and is kissed by the ocean. Many desert nomads, as well as pirates make the sands of the Ralmarg their home.

 

Red Hills

 

These crimson colored hills are located within the Ralmarg Desert.

 

Reliad Mountains

 

A huge sprawling range, the Reliads are located in the southeastern part of the empire and border with Regdon and the Gloridon Desert.

 

Sea of Ralmarg

 

A body of water attached to the Aquantis Ocean, the Sea of Ralmarg makes up a gigantic alcove that is shared with the Kingdom of Regdon.

 

Selea Lake

 

A body of water located at the furthest northeastern edge of the empire, this lake feeds into The Great Inland Sea and feeds the Begliest and Perakin swamps.

 

Seolf Canyon

 

A wide and deep canyon that has been cut over the centuries by the Seolf River.

 

Seolf River

 

This river flows out of the northeastern slopes of the Reliad Mountains and eventually empties into The Great Inland Sea.

 

Shadow Mountains

 

These mountains, which are perpetually shrouded in the shadows of the clouds clinging to its peaks, borders along the empires northern frontier with Kharamis.

 

Shango Bay

 

A large natural inlet, this bay is shared by the empire and Kharamis.

 

The Great Inland Sea

 

This massive sea is bordered by the empire and five other countries and is a place that is constantly hopping with ships and trade. Its shores are dotted with many towns, cities, and villages.

 

Vark Hills

 

The Varks are located at the northeastern top of the Reliad Mountains and are known to be the home to many unsavory creature and bandits that are a constant thorn in the sides of nearby communities.

 

Westwood

 

A heavily populated and vibrant wood, Westwood is located in the center of the empire.

 

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Slavery

 

Slavery is legal within the empire, as it has been since its inception.

 

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Significant Events/Holidays/Etc.

 

Blazoro Spectacle

 

Date: 2nd through 9th of the Month of Autumn's Waning

 

Taking place in the city of Kentarl, this event revolves around the purebred horses known as Blazoro. There are races, shows, a carnival, competitions, and more. People from all around come to attend each year.

 

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Banks

 

Intercontinental Banks

 

GRAY BANK

The Gray Bank is only bank that operates cross-country within the continents of Northern and Southern  Houress. The financial institution is maintained jointly by the dwarves in the Dwarven Kingdom and the Dwarflands and is locally monitored in each country by assigned officials designed to protect the people's money. There rules of whether a branch will be in a particular city will be as follows:

1. Only in cities that are predominately dwarven, human, halfling, or gnomish.

2. Only in cities that have a population of 2,500 or more.

3. If the above requirements are met, there will be one branch for every 2,500 people in a city.

Rates are as follows:

1. Opening an account: 5gp (waived if initial deposit it 200 gp or more)

2. Deposits are free.

3. Withdrawals cost 2% of the amount if each transaction.

4. Money changing is 8% of the value of currency being exchanged. This only applies to changing gems to coin and vice versa.

5. If a yearly balance of 20,000 gold is maintain in an account, the withdrawal and money change fees are waived.

6. Transferring funds to someone in another country at another Gray Bank branch (a type of wiring funds) costs 10% of the amount to be transferred.

 


 

National Banks

 

KINGDOM OF CHANKREUS

 

Black Spires

 

Owned by a circle of wealthy lords, these banks are known for their distinctive black spires that rise from their branches. These banks follow the same rules as the Gray Bank except that the branches are located in cities with populations of 1,300 or more. Branches are only located in Chankreus.

 

KINGDOM OF THE EAST

 

Voimester Bank

 

The Voimesters are a powerful family with roots extending to the beginning of the empire. They follow all the rules listed for the Gray Bank, except that branches are located in cities with populations of 1,500 or more. Branches are only located in The East.

 

KINGDOM OF VLEENORO

 

Kallis Vaults

 

This banks owned by the extremely wealthy and influential Kallis family. They follow the same rules listed for the Gray Bank, except that branches are are located in cities of 1,300 or more.

 

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Dragons of the Empire

 

The Draconarium is an ancient wizard enclave based in the empire's capital city, Crausley. They oversee the dragons and their riders that serve to protect the empire

 

Dragons and Their Locations

 

Both chromatic and metallic dragons comprise the dragon corp. There are ten orders (5 chromatic and 5 metallic). The bulk of each order is located in vast caverns that exist below Crausley. The orders are as follows:

 

1st Gold   6th Red
2nd Silver   7th Blue
3rd Bronze   8th Green
4th Brass   9th Black
5th Copper   10th White

 

Although dragons from all orders exists within Crausley, dragons from specific orders are located in various cities of the empire; usually on the order. Since the Kingdom of the East has refused to allow dragons to be stationed within their borders, the dragon presence is split between the Kingdoms of Chankreus and Vleenoro.

 

Dragons from metallic orders reside in select Chankreus cities, while some Vleenoro cities enjoy the presence of dragons from the chromatic orders.

 

Dragons usually reside in caves near or below a city.

 

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Slavery

 

The practice of slavery in the empire is allowed and only through licensed transactions. Slaves must be registered as slaves and owners must have all paperwork demonstrating their ownership.

 

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Kingdom of Chankreus

 

Cities, Villages, Towns, Etc.

 

Bon Threll

 

Leader: Citymaster Stineson Lammar

Population: 8,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 5,000; Dwarves: 2,300; Halflings: 400; Gnomes: 300; Halflings: 300; Half-Elves: 100; Others: 100

Guards: 325; Militia: 3,800

Sheriff: Fighter lvl-18

 

An old city founded in the early days of the empire, Bon Threll borders the Shadow Mountains and also acts as a sentinel against Kharamisian incursions. Primarily a mining city, Bon Threll is well-fortified against the strong assaults. Although the population is primarily human, there is a strong, ancient dwarven presence here.

 

Religion

 

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

 

 

Wizard Presence

 

Magic has always been a part of this city, even before it was founded. Much of this is because of the dark threats that have always existed in the Shadow Mountains. The Eldritch Eight reside in their lair deep within the bowels of Bon Threll. There, they ponder the mysteries of the arcane and beyond while ensuring the safety of those within the city limits and nearby lands.

 

Merchant Guild

 

A standard city guild comprised of business owners. They meet regularly to debate on matters pertaining to profit and the state of their businesses while ensuring that the laws are just and obeyed. They also make sure that visiting traders pay their share of the city sales tax.

 

Criminal Presence

 

Aside from the individuals and small bands of disorganized criminals, there are 3 gangs that have plagued Bon Threll law enforcement for many years.

 

Bottomless Pockets

 

An organized group that primarily focuses on crimes such as theft, burglary, and robbery, and occasionally more.

 

Ornzar Knab

 

The gang, whose name in dwarven translates to "Iron Fist", primarily focuses their criminal efforts against non-dwarves, as they believe those invaders had taken over their home centuries ago and must pay or leave.

 

Sinners of the Coin

 

A small but very active gang, the sinners are reputed to follow the god Cherivi. They seem to delight in striking randomly at both the rich and the poor with no discernable pattern.

 

Miners' Guild

 

The mines of Lorak Zhul are very important to the kingdom of Chakreus for the precious metals it produces. The miners belong to their own guild, which allows them a strong voice in affairs pertaining to their vocation, as well as city politics.

 

Other Places of Interest

 

Galtari Prison

 

Near the mines is a deep cavern that had been opened many centuries ago. The miners who opened it were in search of gold, gems, the usual. What they found was an ancient temple of darkness that had been buried an untold number of years before. The curious miners awakened dark spirits that killed most of them and chased the rest to the surface. There, they plagued the citizens of Bon Threll for years before the local mages were able to imprison them. The temple was destroyed and new cavern opened with alcoves built along the walls. The spirits were placed in the alcoves and imprisoned there by unbreakable spells. With an approved guide from the Eldritch Eight, people often trek to the prison to see the spirits thrashing around inside their cells to this day.

 

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Borligot

 

Leader: Most Honorable Esere Rangulan

Population: 21,000

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 18,300; Elves: 1,200; Dwarves: 500; Halflings: 400; Gnomes: 250; Half-Elves: 250; Others: 100

Guards: 2,700; Militia: 4,000

Sheriff: Fighter lvl-19

 

Established as a port city before the eventual consolidation of the Empire, Borligot is old but vibrant. The port is home to the bulk of the imperial navy, which patrol the waters of the coast and beyond. Borligot is also an important link in the chain of trade running from the southern shores of Regdon north to the Elvenlands.

 

Religion

 

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

 

 

Wizard Presence

 

The Council of Mystics represents the wizards of Borligot. Each council member represents a different school of magic with one supreme wizard reigning over them. Magic use within the city is allowed but monitored closely by the council. Deviants or troublemakers are dealt with quickly and severely.

 

Dragon Presence

 

A permanent contingency of four bronze dragons (1 ancient and 3 adults) and their riders from the Third Order reside in caves on the coast below the cliffs at the base of Annalun Castle.

 

Merchant Guilds

 

Being a significant hub in the trade routes on both land and sea, business booms in Borligot. The many merchants must be registered with the Merchant Guilds Association, which meets regularly to hear grievances, debate laws and other matters of business that pertains the smooth running and profitability of the merchants within the city.

 

Criminal Presence

 

As with any community, there is a criminal presence in Borligot. Aside from the usual petty criminals roaming the city, there are 4 known organizations that exist.

 

Cobble Knockers

 

A gang comprised mostly of street level thieves, burglars, and such.

 

Dark Memories

 

A mysterious organization that little is known about other than that their motivations may be religiously inspired.

 

Permanent Waves

 

An organization that is rumored to be run by criminal sea captains. Their MO is to rob, steal, blackmail, and intimidate other sea farers for profit.

 

Pied Pipers

 

An organization that is anything but musical. Their arena seems to be the upper crust of society, as well as politics.

 

Gamviis Port

 

This bustling port is the bread and butter of Borligot and helps to keep trade flowing into and out of the empire. At any given time there are at least 200 ships moored at the extensive maze of docks. The bulk of the imperial navy resides here.

 

Other Places of Interest

 

Annalun Castle

 

A towering castle that overlooks the highest cliffs overlooking Gamviis Port. It guards the narrow pass leading from the shore into the city. The ancient fortress is known for its sea green color and high, impregnable walls.

 

Crystal Reef of Thamlaseth

 

About two miles off the shores of Borligot is a colorful coral reef that is nearly ten miles long and is teaming with life. The colors are so vivid that those who are able to swim beneath the waves will come to view the spectacle. There is a standing warning to avoid the seafolk there, particularly merfolk.

 

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Cannalin

 

Leader: High Lord Cihangir Tollijer

Population: 13,100

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 10,100; Dwarves: 1,000 Halflings: 600; Elves: 400; Gnomes: 400; Half-Elves: 300; Others: 300

Guards: 622; Militia: 6,500

Sheriff: Fighter lvl-20

 

Another major port city within the empire is Cannalin, which began as a small tribal fishing village inhabited by barbarians sometime in the 2nd Age. Cannalin is one of many ports that handle in influx and outflow of trade.

 

The Twin Spears, a pair of tower located on the shore flanking the docks, prevents any ships from landing troops without huge losses.

 

Religion

 

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

 

 

Wizard Presence

 

The resident wizards of Cannalin belong to the Order of the Nigrum Turrim. The cluster of black towers stand overlooking the sea from the cliffs located directly to the south of the city. The roots of the order run as deep as the empire itself, and the arcane casters who are a part of it are well-respected within Cannalin and abroad.

 

Merchant Guilds

 

Trade moving in by sea and land keep Cannalin quite busy. Those merchants owing businesses or traveling through the city must pay taxes to the empire and the city. The transactions are handled and monitored closely by the Board of Merchants, a council made up of eleven elected representatives. 

 

Thieves' Guilds

 

Like other communities, crime is present within Cannalin. There are five known organized crime gangs that exist here.

 

All Hands

 

Primarily a street level gang that seems to focus on pick pocketing, robbery, and other petty crimes.

 

Fine Red Mist

 

A dangerous gang that is known for carrying out assassinations from low level people to nobles.

 

Innocent Faces

 

This shadowy organization is very secretive, and the law has little information on them other than that they are very particular about their targets and only commit actions every once in a while as if they wish to pick their spots.

 

Thousand Eyes

 

This group is known for their spying abilities. They have been known to commit crimes of various sorts, but their specialty is gathering information that they can sell to others with a need.

 

Yellow Tears

 

The Yellow Tears is a relatively new gang (est. roughly 150 years ago). They are known

 

Sailor Brotherhood

 

There are a great many sailors living and working in Cannalin. They work on ships ranging from pleasure craft, to merchant ships, to warships. Many imperial warships dock here and are on constant patrol for enemy vessels. The sailors of Cannalin belong to the Sailor Brotherhood, which has long been a force within the city in many ways, including the political arena.

 

Other Places of Interest

 

Dragon Turtles

 

Within deep caverns below the waters near Cannalin, dragon turtles have laired since anyone came to the shores. Over the centuries, a peaceful co-existence has evolved between the land dwellers and the dragon turtles where neither bothers the other. During the breeding season in the middle of summer, the turtles come together and breach the surface of the sea for several days, making for a magnificent show.  

 

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Cendrial

 

Leader: Citymaster Widral Vendraco

Population: 10,800

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 7,800; Elves: 1,500; Halflings: 700; Gnomes: 400; Half-Elves: 300; Others: 100

Guards: 510; Militia: 3,700

Sheriff: Fighter lvl-20

 

This very old city is a very important port of call for ships moving along the coast for trade purposes. There is a large imperial naval presence here, as well as hundreds of ships that utilized the length and complex dock system stretched along the shore.

 

There are six massive fortified towers built along the shore that are designed to repel any ships attempting to land troops. 

 

Religion

 

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

 

 

Wizard Presence

 

The Black Manor is where the council of wizards of Cendrial meet to discuss matters of the arcane. They are a secretive bunch, as are all wizards, but they are willing to help those who need and have the right amount of gold.

 

House of Merchants

 

Trade bustles within Cendrial, and the businesses there need to thrive to survive. To that end, merchants subscribe to the House of Merchants, a place where they gather regularly to discuss business, profits, and law. Their voice is strong among the city elite.

 

Criminal Presence

 

Crime exists within Cendrial, from individual petty thieves to the more organized gangs. There are five known gangs that operate within Cendrial.

 

Gripper Boys

 

Strictly street level toughs who have made their name by using their muscle to intimidate and rob people.

 

Jacks of All

 

An longtime organization that seems to have no limit to the range of crimes they commit, hence the name.

 

Lost Gang

 

A secretive group that prides itself on stealth and staying well out of the reach of law. Their MO seems to focus mainly on the blackmail and extortion of the upper crust of Cendrial society.

 

Tidy Takers

 

A more recent criminal gang, the Tidy Takers focus mainly on burglary and theft. They have become known for accomplishing their goals while leaving very little damage or evidence behind.

 

Very Good Gang

 

This puzzling group seems to have a habit of robbing well-to-dos and donating it to charities anonymously.

 

Salty Brotherhood

 

This union of sailors has existed since Cendrial's founding. They represent a powerful voice in the city in all matters relating to shipping, sailors, and the sea.

 

Other Places of Interest

 

The Gray Line

 

Spaced along the shore to the south of the city are six massive gray towers that are bristling with heavy catapults and other long range missile weapons designed to destroy enemy ships that stray too close.

 

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Crausley

 

Leader: King Kiriltugh Chankreus

Population: 44,350

Power Center: Monarchy

Alignment: Neutral Good

Races: Humans: 29,000; Dwarves: 7,500; Elves: 6,200; Halflings: 800; Gnomes: 500; Half-Elves: 100; Half-Orcs: 125; Others: 125

Guards: 2,700; Militia: 9,000

Sheriff: Fighter lvl-20th

 

Crausley is the principle city of of the empire and capital of the oldest kingdom on the continent, that of Chankreus. The city itself is sprawling and old. There are different sections of Crausley that are inhabited by the poor, the middle-class, the aristocratic, and everyone else. Like most cities in the empire, Crausley is independent and only associates with other cities through trade, loose agreements, and the ties of the royal family.

 

Religion

 

Although there are private places within the city where people can worship their god, there are 20 proper temples here.

 

 

Wizard Presence

 

The presence of wizards within the empire and Crausley is ancient and strong. Ardent worshippers of K'Tash, the Draconarium is the guild of wizards that reigns as the most powerful in the land. Their ties to the dragons of the land run deep, and they act as the keepers of the dragons that are raised to protect the empire from dangers.

 

The lair of the Draconarium Wizards is located deep under the city in natural caverns that stretch for miles. It is rumored that from within these caves, they raise dragon hatchlings and train them for the defense of the empire.

 

Dragon Presence

 

A contingency of 8 gold dragons (4 ancient and 4 adults) and their riders from the First Order permanently reside in caverns deep beneath the city to be called upon whenever needed. 

 

Criminal Presence

 

Aside from street crime that plagues any city, there are five known criminal organizations within the huge city of Crausley.

 

Blue Bastards

 

Long known for their brutal street crimes, the bastards have been hunted for centuries but have always somehow survived total annihilation.

 

Dragon Lads

 

With roots going back to the founding to he city, the lads is an organization that dabbles in all facets of criminality. Their symbol is that of a laughing dragon's head.

 

Firebrands

 

A newer group of cutthroats that has been making its mark within Crausley. They seem to have a knaack for arson.

 

Gosavarros

 

A very secretive organization that some believe is headed by an elite council of nobles, the Gosavarros seem to concentrate their ambitions on influencing the upper crust of the empire.

 

Yehn Chuvva

 

This organization has appeared within the last few decades and seems to be populated by followers devoted to Vahntorii. Their goals seem to revolve around punishing those speak out against the empire.

 

Other Places of Interest

 

Draconarium

 

This is a sprawling set of massive caverns located deep beneath Crausley within which dwell wizards well versed in dragon lore. It is rumored that they help raise and train dragons to become part of the blue guard that protects the empire from attack. It is also rumored that wizards wishing to become part of the Draconarium must undergo a trial in which they travel to the Dragon Valley and procure a new dragon egg to be brought home and raised.

 

Hall of the Ancients

 

Below Castle Hahvanellum is a massive hall devoted to paying homage to past dragons that had lived in and fought to protect the empire. Hundreds of the skulls of the greatest dracos are place here for people to view.

 

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Dargolo

 

Leader: Governor Gray Setai

Population: 12,000

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 9,500; Dwarves: 800; Elves: 600, Gnomes: 600; Half-Elves: 400; Others: 100

Guards: 600; Militia: 6,700

Sheriff: Fighter lvl-20

 

Dargolo represents the far northwestern reaches of the empire. This port city is facilitates a great deal of trade between the empire and Kharamis. The city is heavily fortified against the threat of Kharamis attack, as the two have been mistrustful of one another since Kharamis broke away and gained their independence from the Hestrillites many years ago.

 

A sizeable portion of the imperial navy is docked her as a first line of attack/defense should war break out.

 

Religion

 

Although there are private places within the city where people can worship their god, there are 10 proper temples here.

 

 

Wizard Presence

 

The Chamber of Wizards is located in a huge black tower located on the north side of the city. From within, a council of wizards meet to discuss magic, laws, the mysteries of the universe, and more.

 

Merchants Guild

 

Merchants residing within the city belong to the Dargolo guild, which is a comittee of elected members that look out for the best interests of local merchants while exploring ways to increase profit.

 

Criminal Presence

 

Aside from the individuals who commit crimes within the city, there are five known gangs that vex law enforcement.

 

Beggar's Beat

 

As the name implies, this network of criminals concentrate on begging and street crimes such as pick picketing.

 

Circle of Shadows

 

An extremely secretive society that traditionally targets the upper-crust of the city.

 

Poor Man's Pockets

 

Another street level gang that concentrates on pick pocketing, thieveing, and robberies.

 

Quicklings

 

This gang primarily concentrates on the dock area, specifically targeting foreigners.

 

The Innocents

 

This centuries-old gang sets their sights on rich people they can blackmail and extort.

 

Sailors' Union

 

Being a vital part of the trade that comes through Dargolo, the sailors have a powerful voice that comes through the union the are a part of.

 

Other Places of Interest

 

Maccia Lights

 

For as long as anyone can remember, the skies above the mountains just to the east of the city exhibit a special quality on night where there is a new moon. High in the sky, reddish light randomly appear and stream in chaotic patterns as if chasing one another. Some speculate that they are the souls of dark creatures that used to live in the Shadow Mountains before being destroyed.

 

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Diarm

 

Leader: Stone Lord Ricsan Everbeard

Population: 7,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Dwarves: 5,300; Elves: 900; Humans: 700; Halflings: 200; Gnomes: 150; Half-Elves: 150; Others: 100

Guards: 300; Militia: 1,200

Sheriff: Fighter lvl-17

 

Diarm is primarily a dwarven city that also has a strong elven presence. Built at the feet of the Ilkabor Hills, this very old city has been an important crossroads within the kingdom and sees quite a few travelers coming through daily.

 

Diarm is also renown for its production of its famed Dark Maple Beer, which is brews using the coveted sap of its many hundreds of maple trees that is grown within the city limits.

 

Religion

 

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

 

 

Wizard Presence

 

The Council of the Wise represents all matters of the arcane within Diarm. They reside in a great green tower on a hill overlooking Diarm from the north.

 

Merchant Guilds

 

The House of Merchants is an organization of merchants and business owners that gather weekly to debate matters of business, law, and more.

 

Criminal Presence

 

Diarm has traditionally taken a harsh stance on criminals, especially those who are organized. Penalties for even slight crimes can oft times be severe. With that said, there is only gang that is known to exist.

 

Severed Shadows

 

With roots that leading back to the founding of Diarm, the Severed Shadows use very subtle means to gain what they desire. This comes in the form of bribery, veiled threats, kidnapping, and more. Those who have been caught never speak of their comrades and are almost always put to death for it.

 

Brotherhood of the Brew

 

The brewing of spirits, especially Diarm's Dark Maple Beer, is very important to the health and reputation of the city. Hundreds of employees work in more than a dozen breweries, making spirits that are shipped as far away as the Kingdom of Sestillion. These business owners and workers have banded together to promote their craft and work collectively toward keeping profits high.

 

Other Places of Interest

 

Ancient Maple Tree

 

Near the center of the city is the famed maple tree that is reputed to have existed long before Diarm was settled. Even today, the sap from this sacred tree is used to make the finest vintage of Dark Maple Beer, which is coveted by lords and ladies abroad.

 

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Erillian

 

Leader: Mayor Panlere Vossoori

Population: 8,000

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 6,700; Halflings: 350; Elves: 300; Dwarves: 250; Gnomes: 200; Half-Elves: 100; Others: 100

Guards: 351; Militia: 3,200

Sheriff: Fighter lvl-19

 

This strategically important port city at the far western edge of the empire sees a great deal of ship traffic. Hundreds of ships move in and out of Erillian bringing and taking away goods bound for the rest of the empire and beyond.

 

A sizeable fleet of imperial warships are based here. They regularly patrol imperial waters.

 

Religion

 

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

 

 

Wizard Presence

 

The Council of the Deep is comprised of respected wizards within Erillian. They meet within the ancient hallowed halls of the Viannus Cassir, a multi-storied manor of sea green that overlooks the oceant at the edge of the city itself.

 

Merchant Conglomerate

 

This organization of merchants represents all business within Erillian. They meet regularly to discuss matters of business, law, and ways to keep therir profits flowing.

 

Criminal Presence

 

Crime is a part of Erillian. Aside from the small petty thieves that exist, there are three established gangs that have vexed law enforcement for many years.

 

Deadly Misfits

 

This elusive gang has its hand in many types of crime but are best known for their assassinations.

 

Lobster Legion

 

This gang is believed to be located in the area surrounding the docks. They seem most interested in theft, robbery, and intimidation.

 

Victorious Secret

 

A very secretive organization that has demonstrated a knaack for finding compromising information about people and using it to extort money from them.

 

Sailors' Union

 

The importance of the men working the ships and shore can't be understated in Erillian. Long have they been a part of the Sailors' Union, an organization that gives them a voice in many things.

 

Other Places of Interest

 

None.

 

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Fulbara

 

Leader: Tal Nuur Granitar Broadbeard

Population: 7,600

Power Center: Magic

Alignment: Lawful Good

Races: Dwarves: 7,000; Humans: 250; Halflings: 100; Elves: 100; Gnomes: 50; Others: 50

Guards: 320; Militia: 4,200

Sheriff: Wizard lvl-19

 

Fulbara is a rare city of dwarven wizards. Being in the vicinity of the mysterious and dangerous Shadow Mountains for centuries, the residents were forced to learn powerful magic to defend themselves against the foul creatures that attacked them. Over time, Fulbara became a bastion/haven for those who practice magic.

 

They symbol of Fulbara is a glowing red staff atop a white dragon on a field of gray.

 

The city itself is recognizable by the eight gray towers that float at all angles over city. They are known as the Binding Towers

 

Religion

 

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

 

 

Wizard Presence

 

The wizard presence within Fulbara is strong and ancient. The Binding Towers are eight towers that float above the city, slowly spinning and moving about the city skies. Each tower houses masters and acolytes from each school of magic. These masters also form the Council of the Wise, which makes decisions concerning magic and Fulbara. They are also charged with constantly watching Fhor Kulna, the entrance to the Valley of Shadows and the dark secrets that lie entombed there.

 

Enforcement of the law comes at the hands of the Lawforgers. Mostly dwarven, these wizards wear longcoats of burnt orange

 

Merchant Guilds

 

There is no guild per se, for all matters of the city are handled by the Cuncil of the Wise.

 

Criminal Presence

 

Crimes of any kind are not tolerated. Depending on the crime, punishment is either death or banishment from Fulbara. There is no gray area.

 

Other Places of Interest

 

Fhor Kulna and the Valley of Shadows

 

The ancient evils that exist within the Shadow Mountains nearly consumed the Hestrillites even before they banded together to form the empire. Wizards and heroes eventually came together to defeat the forces of the shadows. They then sealed the Valley of Shadows with a massive gate (Fhor Kulna) reinforced by strong enchantments and protections. The few remaining creatures of darkness were trapped for all time. Fhor Kulna is maintained by a garrison of powerful mages around the clock, and no one is admitted unless they have council approval.

 

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Halcove

 

Leader: Citymaster Nersil Anvilfist

Population: 10,000

Power Center: Conventional

Alignment: Neutral Good

Races: Dwarves: 7,400; Humans: 1,200; Halflings: 500; Elves: 500; Gnomes: 200; Half-Elves: 100; Others: 100 

Guards: 549; Militia: 3,000

Sheriff: Fighter lvl-20

 

Connected with the western outreach of the Krestilac Mountains, the dwarven city of Halcove is a busy port of call that facilitates trade in and out of the empire. There is incredible fishing that takes place in the Halcovian waters, supplying much of the kingdom of Chankreus with food. A great deal of the iron and steel used to fuel the forges of the kingdom.

 

Religion

 

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

 

Dotorus Kergon Mordrun Revenkai
Horgarin Kharsallis Qurophys Srultavin

 

Wizard Presence

 

Although dwarves are not known for their proliferation of wizards, there is a strong presence within Halcove. Secreted in the Gray Tower of Oht Vonnas, the wizard masters explore the secrets of the arcane in a never ending quest to increase their knowledge and prepare themselves for the next conflict when they are needed. 

 

Merchant Guilds

 

All merchants who own business within Halcove must pay dues and report to the city guild house. There, representatives meet to discuss improvements for the merchants and debate laws/procedures that are brought before them.

 

Criminal Presence

 

Like any community, Halcove has a criminal presence, but it is small because the punishments for lawbreakers are stiff. There are two known organizations of note in the city.

 

Deep Delvers

 

These lurkers commit street level crimes for the most part.

 

High Brows

 

This well-organized gang uses racketeering and blackmail the most.

 

Sailors' Guild

 

Dwarven sailors belong to an ancient guild that holds great power within Halcove.

 

Other Places of Interest

 

Mines of Durus Mirith

 

Stretching for miles below the surface, these mines have supplied rare metals and precious jewels for the empire since its consolidation. Some of the caverns are so deep as to seem bottomless, while others were sealed when ancient dark things were unearthed that wreaked havoc on the people above centuries ago.

 

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Hirrilium

 

Leader: Lord Mawell Sumnek

Population: 6,500

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 4,100; Halflings: 1,000; Dwarves: 800; Elves: 200; Gnomes: 200; Half-Elves: 100; Others: 100

Guards: 320; Militia: 1,500

Sheriff: Fighter lvl-18

 

Hirillium is located near the Red Hills and is a significant stopping point along the road running across the belly of the kingdom of Chankreus. The city itself has long been known for its high quality crops that feed not only its inhabitants but other citizens of the empire.

 

Religion

 

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

 

 

Wizard Presence

 

There are five individual wizards that practice their craft within the city of Hirillium. Although living separately, they occasionally gather to discuss matters of the arcane and beyond.

 

Merchants' Guild

 

This guild allows the merchants of the city to come together to discuss matters of business and profit while having a significant voice in Hirillium affairs.

 

Criminal Presence

 

Crime is light within Hirillium. There are two gangs of note that law enforcement continue to monitor.

 

Blackfoots

 

A gang that prides itself on quick strike burglaries that leave little evidence at the scene of the crime.

 

Ravenclaws

 

This organization practices a variety of crimes within the city and has a knaack for leaving small slips of paper with a black raven's claw drawn on it at the scene of their crimes.

 

Planters' Co-op

 

Farmers of Hirillium came together many years ago to form an organization where they can come together to further their craft. Their foice within the city is strong.

 

Other Places of Interest

 

Red Hills Orchards

 

The soil of the Red Hills is extremely rich in nutrients. Orchards, consisting of trees of many varieties, cover the hillsides. This makes for a spectacular sight.

 

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Lustire

 

Leader: Her Grace Elliora Nightstar (F)

Population: 14,500

Power Center: Theocracy

Alignment: Chaotic Good

Races: Elves: 10,900, Humans: 2,000; Halflings: 600; Gnomes: 500; Half-Elves: 300; Others: 200

Guards: 420; Militia: 4,000

Sheriff: Cleric lvl-20

 

Located deep within Belkwood, Lustire is a bastion for elves that worship Em'Sharfhei. The city is firmly run by the clergy. Run by the Highest elven cleric of Em'Sharfhei in the kingdom, Lustire is a model of elven elegance and efficiency. It is also a significant stopping point in the trade road network criss-crossing the empire.

 

Religion

 

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

 

 

Wizard Presence

 

The wizards of Lustire are strong and well-respected. They come together to discuss matters of the arcane mystic in the Hallowed Tree of Avaneth, a massive ironwood tree that has long been hollowed and enchanted.

 

Merchant Guild

 

Mainly staffed by non-elven merchants, this guild allows them to come together to discuss matters of business and profits.

 

Criminal Presence

 

Crime is practically non-existent within Lustire. The punishments for crimes rarely result in death but almost always result in banishment from the city forever.

 

Other Places of Interest

 

Temple of Em'Sharfhei

 

This huge and elegant temple tower of white marble rises up from the center of Lustire above the treetops and can be seen for miles. Elves from distant lands come here to marvel at its supreme beauty.

 

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Mystilia

 

Leader: Most High Yllastor Turehn

Population: 8,900

Power Center: Conventional

Alignment: Chaotic Good

Races: Elves: 7,800; Humans: 600; Halflings: 200; Gnomes: 200; Half-Elves: 50; Others: 50

Guards: 310; Militia: 4,200

Sheriff: Ranger lvl-19

 

Mystilia is a very old city located in the Nanya Forest and is primarily inhabited by elves. Although a stopping point along the trade routes across Chankreus, the Mystilian people are considered quite, reserved, and reflective. May believe that the elves see themselves as being higher beings than everyone else, but this has yet to be proven.

 

As with most elven communities, the bulk of the city has been built high among the oaks and ironwoods that primarily make up the Nanya Forest.

 

Religion

 

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

 

 

Wizard Presence

 

Magic has a strong presence within Mystilia. The Acrane Concilium represents all arcane magic within the city, including those who practice it. They are strict but fair.

 

Merchant Guilds

 

There is no formal guild representing the merchants of the city. Occasionally, merchants will meet to discuss matters of trade..

 

Criminal Presence

 

Crime in elven society is rare but not impossible. Although there are no organized gangs to speak of, there are some crimes that are commited, although they are few and far between.

 

Other Places of Interest

 

Mystilian Cooshie

 

Elven dogs, known as "Cooshie", are high quality hounds that live up to two centuries. They are extremely intelligent and loyal to their masters. The Cooshie of Mystilia are the most highly-sought in the empire.

 

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Orrek

 

Leader: Highmaster Waraxe Saragun

Population: 7,000

Power Center: Conventional

Alignment: Lawful Neutral

Races: Dwarves: 5,200; Humans: 1,000; Elves: 600; Gnomes: 100;  Others: 100

Guards: 340; Militia: 2,400

Sheriff: Fighter lvl-20

 

One of the few dwarven coastal cities in the land, Orrek represents an important location in terms of the strategic integrity of the kingdom and the empire. The docks are made of stone, and two tall and thick keeps frown down over the waters to discourage any landings on the shore.

 

Several imperial warships are located here. They patrols the nearby waters to protect the city and the empire.

 

Religion

 

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

 

 

Wizard Presence

 

There are only a few wizards living on their own within Orrek. They occasionally come together to discuss their craft and compare notes.

 

Ministry of Merchants

 

Merchants livign within Orrek are a part of the Ministry of Merchants, an organization where they can come together, debate policy, laws, and otherwise promote the profitability of their business.

 

Criminal Presence

 

The dwarves of Orrek have no tolerance for crime, meaning punishments for offenders are harsh. Although there is some light crime that occurs here and there, there are no organized gangs to speak of.

 

Sailor Brotherhood

 

The sailors of Orrek are a vital part of the city's protection and economy.

 

Other Places of Interest

 

Stone Warriors

 

Three centuries ago, a berzerk medusa entered the city. She managed to turn 10 brave guardsmen into statues before they brought her down. The statues reside within the temple of Kharsallis as a tribute to their bravery.

 

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Pursee

 

Leader: Mayor Tinau Kessura

Population: 8,000

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 7,200; Elves: 300; Dwarves: 300; Gnomes: 100; Others: 100

Guards: 330; Militia: 2,000

Sheriff: Fighter lvl-18

 

Pursee is a city on the great plains located to the south of Crausley and Halcove. It is a stopping point travelers either moving to the coast or heading toward the border with Regdon. Pursee is at the center of a heavy farming community that is vitally important to feeding the people of the empire.

 

Religion

 

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

 

 

Wizard Presence

 

Highly visible, the Finger of the Arcane is a ten story tall white tower that rises up from the eastern edge of Pursee. Three powerful wizards reside within the tower and ensure magic is respected within the city of Pursee. There are still a few other wizards living individually within the city.

 

Merchant Guild

 

All merchants living and doing business within Pursee must register with the local guild. The committee meets regularly to make sure they are protected and that their profitability is grown.

 

Criminal Presence

 

There is crime within Pursee. Aside from small time individuals committing crime, there are also three known organizations that the law is trying to stamp out.

 

Blink Dogs

 

A sophisticated band of thieves and robbers that mainly target traders moving into the city from other lands.

 

Purple Wind

 

Known for wearing purple sashes, this gang delights in street level crimes, specifically picking pockets.

 

Rassini Bunch

 

Starged long ago by a man named Bronso Rassini, this enduring gang's criminal exploits range from street crime to high-level extortion and blackmail.

 

Planters' Union

 

The many farmers living in and around the city belong to the Planters' Union, an organization that gives them a strong voice in their craft and city politics.

 

Other Places of Interest

 

None.

 

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Rictan

 

Leader: Mayor Welvic Fuzzyknucks

Population: 3,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Halflings: 3,200; Humans: 250; Others: 50

Guards: 100; Militia: 1,000

Sheriff: Druid lvl-14

 

This small halfling port city is quiet and out of the way. They make their living off of some close shore fishing, crops, and tobacco, production. The community is quite close and very peaceful. During the summer they often come together on Sundays to cook and dance and sell stories.

 

Religion

 

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

 

Aroth Hstinzi Srultavin

 

Wizard Presence

 

There are only three wizards who live within Rictan. The halflings have always regarded them as powerful but difficult to fully trust, despite their proven usefulness. Each wizard lives within their own home within Rictan.

 

Merchant Guild

 

There is no organized guild per se. Merchants will, however, gather once in a while to discuss matters of trade and the goings on of the business world in and outside Rictan's borders.

 

Criminal Presence

 

Petty crime is light within Rictan, and there are no known organized gangs.

 

Farmers' Co-op

 

The importance of the crops withing Rictan is prevelant. The farmers of the city gather regularly to discuss matters of their craft, its health, and profits.

 

Other Places of Interest

 

Dark Bubble Brewery

 

A well-known brewery that produces many spirits, including Rictan's famous Moors Honey Gold.

 

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Voggas

 

Leader: High Lord Ekmel Sannis

Population: 11,500

Power Center: Conventional

Alignment: Lawful Neutral

Races: Humans: 10,000; Elves: 1,000; Halflings: 200; Dwarves: 100; Gnomes: 100; Others: 100

Guards: 455; Militia: 4,000

Sheriff: Fighter lvl-20

 

Voggas is a very large coastal city located on the southwest portion of the empire. A significant stopping point along the coast, Voggas is also home to a large fleet of imperial warships that constantly patrol the vicinity.

 

Fortress Black Ash houses Lord Ekmel and his family. The coast is also dotted with long range missile weapons designed to sink any enemy ships foolish enough to approach.

 

Religion

 

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

 

 

Wizard Presence

 

There has always been a strong arcane caster presence within Voggas. For centuries, they meet within the secret halls of the Nether Tower, an imposing dark blue structure rising up from the Dogah Cliffs to keep watch upon the sea. A council of nine wizards meet often to debate the secrets of their craft and beyond while assuring that people utilize magic wisely.

 

Merchant Guild

 

The merchants of Voggas belong to a city guild. Several times a month the meet to discuss business and profitability.

 

Criminal Presence

 

Aside from the petty crimes committed by individuals, there are four known gangs working within the city.

 

Angry Bunch

 

Street toughs that prey on the weak. They also specialize in burglary.

 

Devilish Boys

 

Rumored to be a gang that worships the devil prince Korratheus. The commit a wide variety of crimes.

 

Hand of Faithless

 

A gang of thieves that do a lot of racketeering.

 

 

Sailor Co-Op

 

A powerful organization containing sailors, which are vital to the city's health and profitability. They have a strong voice in city affairs, as well.

 

Other Places of Interest

 

Fortress Black Ash

 

This ancient black fortress looks down upon the coast. Centuries ago, it was built after an invasion force had landed on the shores. It is known for its fanciful gold-domed towers that shine in the sun. It is also rumored that ashes from the defeated enemies' burned bodies were infused into the fortress's mortar.

 

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Kingdom of Vleenoro

 

Cities, Villages, Towns, Etc.

 

Crestpoint

 

Leader: High Lord Ulvi Nurath

Population: 9,900

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 6,800; Elves: 1,500; Halflings: 700; Gnomes: 500; Half-Elves: 300; Others: 100

Guards: 488; Militia: 3,000

Sheriff: Fighter lvl-20

 

Located on the southwestern banks of the Oreal Lake, Crestpoint is one of the busiest ports of trade in the empire. A great many ships move in and out of the Gholostre Harbor, bringing a staggering amount of goods. Fishing is a huge part of the Crestpoint economy.

 

Religion

 

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

 

 

Wizard Presence

 

Wizards are looked upon with some measure of mistrust and respect. The Council of the Flame is a gathering of the highest wizards in the city. They meet regularly in the Tower of Bapheal to discuss the mysteries of their craft, the universe, laws, and so forth.

 

Merchants' Guild

 

The merchants of Crestpoint belong to the local guild, which is a powerful force in city politics.

 

Criminal Presence

 

As with any city, crime exists in the great city of Crestpoint. Aside from low-level individual criminals, there are four gangs that operate here.

 

Ali Vells

 

A very secretive organization the are purely racketeers.

 

Kindly Grins

 

This gang prides itself in handling high-level crimes involving nobles and other people belonging to the upper-crust of society.

 

Gold Diggers

 

This group concentrates mostly on street-level crimes such as pick pocketing, robbery, etc.

 

Water Walkers

 

Rumored to be made up mainly of sailors and dock workers, this gang says there is no crime they won't commit.

 

Sailors' Brotherhood

 

Those working the docks and sail the ships are a powerful voice within Crestpoint. The Brotherhood allows their voices to be heard and for their interested to be looked after.

 

Other Places of Interest

 

Kvol Sten

 

Anchored in Golostre Harbor, this huge, boxy warship was constructed in the early days of the empire to help guard the lake against orcs. The wooden ship's hull is plated in bronze and is equipped with eight full-sized catapults. It is a great source of national pride.

 

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Devires

 

Leader: Lacien Nimblefoot

Population: 4,750

Power Center: Conventional

Alignment: Neutral Good

Races: Halflings: 3,000; Humans: 1,300; Elves: 650; Others: 100

Guards: 260; Militia: 1,400

Sheriff: Fighter lvl-18

 

Located in the Melga Hills, Devires is a pleasant halfling community that sits on the Poulcea Province's southern border. There is a considerable amount of trade passing through the small city. Devires also borders on the southern side of the North Oran River.

 

The halflings are known for two things: Green Luck Brew and Solliteth Dark Leaf.

 

Religion

 

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

 

 

Wizard Presence

 

There are only a few wizards living within Devires. They occasionally gather to debate issues revolving around their craft and all things magical.

 

Merchants' Guild

 

Business owners within Devires belong to a well-established guild that has represented them for many years, giving them a strong voice in the community.

 

Criminal Presence

 

Crimes are relatively few within Devires, but there are still two known gants operating within the city limits.

 

Fabulous Filchers

 

A raucous group of thieves, they enjoy their work and revel in making it known when they've mad a large score. They do this painting smiley faces on the side of the local jail to taunt the police.

 

White Dogs

 

This organization is known to target upper-class citizens and business that have rare and hard to find items.

 

Planters' Co-Op

 

The farmers of the area belong to a co-op that is very well organized. The co-op gives them a voice and helps to keep things running smoothly and profitably.

 

River Union

 

Those working the docks and the ships that travel through the city are very important. The River Union that they are a part of gives them a significant voice in city affairs.

 

Other Places of Interest

 

Emerald Barley Fields

 

The green barley is essential in the making of the famous Green Luck Brew. Fields measuring a full square mile are lined with the plants that are constantly guarded. 

 

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Drekis

 

Leader: Governor Frowlik Gensuria

Population: 17,500

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 14,000; Dwarves: 1,000; Halfling: 1,1000; Gnomes: 800; Half-Elves: 400; Others: 100

Guards: 729; Militia: 6,900

Sheriff: Fighter lvl-20

 

This lone city, which borders with the Kingdom of Regdon, protects the empire's underbelly from invasion. Drekis is the center point along a line of castles that stretch out along the border. The crowing achievement of the city is Fortress Gahloor.

 

Trade entering and leaving the empire at this junction is heavy.

 

Religion

 

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

 

 

Wizard Presence

 

Wizards have always had a place of honor and respect among the population of Drekis. Near the center of the city, beside Fortress Gahloor, is the Chambers of the Magi. Here, representatives of each school of magic meet regularly to discuss matters of magic and many other subjects.

 

Merchants' Guild

 

With so many business running in Drekis, a guild was formed long ago to so that the owners could come together and have a voice among the people. When they speak, people listen.

 

Criminal Presence

 

Crime is present within Drekis. Aside from the petty thieves that run among the population, there are six known gangs that continually vex local law.

 

Big Boys

 

A gang of street toughs that prides itself on having large, beefy members, the Big Boys use intimidation and violence to get what they want.

 

Echoes of Justice

 

A puzzling gang for law enforcement. The seem to target those who have been accused of crimes but somehow escaped justice. The will either steal from that person or persons and give the money to the victims or they kill the offender outright.

 

Gifted Grabbers

 

A renown group of thieves who concentrate on pick pocketing, robbery, and theft among other things.

 

Ink Gang

 

This gang focuses mainly on street crimes and always paint their symbol near the scene of their crimes. The symbol is that of a black cat arching its back.

 

Moloa Bunch

 

Long ago, this band was formed by an elf named Moloa, who directed his people to dig up dirt on rich folk and use it to extort money from them. They also have assassins for hire.

 

Wild Ones

 

A gang of thieves that have been known to take on jobs that are difficult if not impossible.

 

Other Places of Interest

 

Ancient Halls of Warrior's Past

 

Below the mighty Fortress Gahloor are halls containing the remains of long dead heroes and men of quality. Each coffin lies at the feet of a life-sized statue representing the man within. There are hundreds of them lying within the halls.

 

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Fatrusi

 

Leader: Warlord Araznor Goldstone

Population: 13,000

Power Center: Conventional

Alignment: Lawful Neutral

Races: Dwarves: 10,000; Gnomes: 1,600; Humans: 1,200; Elves: 100; Others: 100 

Guards: 600; Militia: 6,000

Sheriff: Fighter lvl-20

 

An ancient city, Fatrusi is home to dwarven family that are many generations old and can even trace their lineage back to the 2nd Age. A staunchly neutral people unless war is thrust upon them, the Fatrusians believe in the health and safety of their people first, the kingdom second, and he empire last.

 

Fatrusi itself is, as with most dwarven cities, the model of security. High walls, a fortress (Colunduri), and round the clock patrols ensure that the people of Fatrusi are safe.

 

Religion

 

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

 

 

Wizard Presence

 

Magic is revered, respected, and feared by the people of Fatrusi. Wizards have always been a part of their society as the are today. The Viziers of the Mystic Halls is a council of arcane casters that represent the whole those practicing their craft within the city. Those breaking the laws of arcane magic use within Fatrusi are severely punished.

 

Merchant Council

 

Those who own businesses within Fatrusi are required to register with the council, which is made up of elected officials. Their job is look out for the best in interest of their members and help grow profitability.

 

Criminal Presence

 

The laws of Fatrusi are quite unforgiving for those committing even the smallest of infractions. With that said, there are no known organizations that exist at this time, for all have been rooted out. There are still petty thieves who try their luck here and there.

 

Miners' Brotherhood

 

Mining is a thriving business within Fatrusi. The metals and minerals taken from the Rith Tannoh Mines are primarily used to supply the kingdom of Vleenoro and is therefore heavily guarded. The miners are a powerful group belonging to the Miners' Brotherhood, an organization that ensures they are protected and that their voices are heard in all things.

 

Other Places of Interest

 

Mushroom Fields of Zirohn

 

Deep beneath the city is the ancient Zirohn cavern, a mile-long open area with dark soil rich in nutrients. The entire floor is covered with giant multi-colored mushrooms that are of the highest quality. Zirohn mushrooms are highly sought across the empire and beyond.

 

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Foreel

 

Leader: Mayor Brin Evergrin

Population: 4,200

Power Center: Conventional

Alignment: Neutral Good

Races: Halflings: 3,800; Humans: 200; Gnomes: 150; Others: 50

Guards: 120; Militia: 1,180

Sheriff: Fighter lvl-17

 

The halfling city of Foreel is located on the plains between Tirilley and Mariaka. The pleasant community is a stopping point along the trade route cutting across the breadbasket of the empire.

 

A steady flow of travelers moves in and out of Foreel.

 

Religion

 

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

 

 

Wizard Presence

 

There are only three wizards who live within the city within their own homes. Occasionally, they will come together to discuss matters of their craft and other things.

 

Planters' Guild

 

Crops are an important part of the halfling society in Foreel. The top crop is that of Crimson Leaf, a tobacco of considerable flavor sought by customers across the empire. Because of the importance of growers, they formed a guild where their voices can be heard.

 

Thieves' Guilds

 

Crime is light within the city, with a few individuals here and there that commit infractions. There is only one gang that is known to exist within Foreel.

 

Forgotten Assets

 

This longtime gang has always focused on robbing foreign traders moving through the city.

 

Other Places of Interest

 

None.

 

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Kentarl

 

Leader: Council Leader Quam Mollai

Population: 4,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Elves: 4,100; Humans: 250; Halflings: 50; Dwarves: 40; Gnomes: 20; Half-Elves: 20; Half-Orcs: 20; Others: 0

Guards: 350; Militia: 2,000

Sheriff: Fighter lvl-15

 

Kentarl is a city that guards the border with Kharamis and is well fortified with a wall and regular patrols. Rising from the center of the community is the White Keep, where Council Leader Quam Mollai and his family reside.

 

Kentarl is known for having some of the most high quality Blazoro steeds in the land. Many breeders call Kentarl home, and each year in the fall, they hold the great Blazoro Spectacle. For a week, breeders flock to Kentarl to have their horses compete in showmanship and racing among other things. Over the centuries, the event has blossomed into other competitions involving archery, cooking, jousting and more.

 

Religion

 

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

 

 

Wizard Presence

 

The Pentarum is a council of five wizards who hold great respect among the elfves of Kentarl. They reside in a treetop meeting hall called the Rosewood Center.

 

Merchant Guilds

 

There are no guilds in Kentarl, simply a regulation council that oversees licenses while ensuring that rules are met for commerce by all residents. 

 

Thieves' Guilds

 

The is no known guild within the highly-disciplined society, although there are are small groups of lawbreakers here and there.

 

Other Places of Interest

 

White Keep

 

A massive square structure that can house at least 500 people and is known for the pure white basalt bricks that were used to construct it.

 

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Mariaka

 

Leader: High Lord Hannibal Kiatur

Population: 16,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 12,000; Elves: 1,100; Halflings: 900; Elves: 800; Dwarves: 700; Gnomes: 300; Half-Elves: 100; Others: 100

Guards: 684; Militia: 4,000

Sheriff: Fighter lvl-20

 

Mariaka is the capital city of the Kingdom of Vleenoro and is home to King Delgaszi Tholm. Located in the western shore of the Oreal Lake, Mariaka is a bustling city with a high population. Ships move in and out of port constantly, carrying goods that keep the kingdom running.

 

Precious metals, gems, coal, and other materials are taken from the Dragonspire through the Gigan Mines.

 

Religion

 

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

 

 

Wizard Presence

 

A council of powerful wizards lives within Mariaka. They reside in a solid iron sphere that floats about four stories above the city. The structure is called "The Sphere of the Mystics".

 

Merchants' Guild

 

Trade is huge within Mariaka, necessitating the existence of a guild located in a red building taking up an entire city block. The guild ensures that the rights of merchants are protected and explores better ways to make profits.  

 

Criminal Presence

 

Crime has always existed in Mariaka. Aside from the small time thieves and crooks roaming the streets individually, there are five known gangs that the law has been chasing.

 

Blackguards

 

Purely street toughs that work the poorer part of the city, these gang members are quick and brutal.

 

Endless Pockets

 

Another street gang that works the entire city. They specialize in pick pocketing, robbery, burglary, and intimidation.

 

Kolltorians

 

Little is known about this gang other than their penchant for targeting well-to-do citizens. Spellcasters are believed to occupy their ranks.

 

Netherwinds

 

A gang that is heavily involved in racketeering and preying upon traders visiting the city.

 

Red Knives

 

A small gang that is known for mostly petty crimes and assassins for hire.

 

Sailors' Union

 

The men working the ships and the docks play an important part of fueling the city and the kingdom's economy. They each belong to the local sailors' union, which helps ensure they have a say.

 

Other Places of Interest

 

Castle Surai Dagath

 

This incredible fortress of blue stone is the symbol of power within the Kingdom of Vleenoro. It is supposedly infused with white magic to strengthen it against attack. There are over 200 rooms within the castle, which is always manned and ready for a fight despite it having never been seiged.

 

Dragon Caves

 

Located below the city are vast cavern hollowed out centuries ago by wizards. Within the caves dwell dragons that are ridden by riders that patrol the kingdom and keep it safe.

 

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Orrv

 

Leader: Mayor Himi Nimirell

Population: 8,800

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 5,200; Elves: 2,300; Halflings: 600; Gnomes: 500; Half-Elves: 150; Others: 50

Guards: 344; Militia: 2,000

Sheriff: Fighter lvl-20

 

Located in the Lustire Forest, Orrv is a busy stopping point on the road running east and west along the lower portion of the empire. Caravans flow through the city on a regular basis, bringing customers and gold to its inhabitants.

 

Religion

 

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

 

 

Wizard Presence

 

The Aranic Council resides in Wahnoor's Keep to discuss matters of the arcane, law, and the mysteries of the universe.

 

Merchant Council

 

The merchants of Orrv are represented by the council that regularly meets to discuss matters of business and profit.

 

Criminal Presence

 

Crime is surprisingly light in a city of this size, but it does exist. There are two known gangs that operate within Orrv.

 

Dark Ones

 

A well-established gang the commits a wide spectrum of crimes. Blackmail seems to be their favorite.

 

Silken Veils

 

A gang that touts itself as being a group that is a better class of criminals. Their focus is on nobles and people with a lot of money.

 

Loggers Union

 

Logging is huge in this wood, and the many lumberjacks are part of a local union that looks out for their interests in all things.

 

Other Places of Interest

 

None.

 

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Semsil

 

Leader: Merigar Winklenon

Population: 4,000

Power Center: Conventional

Alignment: Neutral Good

Races: Halflings: 2,500; Humans: 1,000; Elves: 250; Gnomes: 200; Others: 50

Guards: 220; Militia: 1,600

Sheriff: Fighter lvl-20

 

This predominately halfling-populated city is situated on the southwest edge of Westwood and is situated on the border with the Kingdom of Regdon. The city is known for Castle Yon Koris, which sits upon a high hill on the south side of the city.

 

Religion

 

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

 

 

Wizard Presence

 

A few wizards live in Semsil in their own homes. They regularly come together to meet on matters of the city, the empire, magic, and more.

 

Merchant Consortium

 

Business owners in Semsil belong to the consortium to better give themselves a say in what happens to them.

 

Criminal Presence

 

Crime here is light, but it does exist. There is only one gang that the city guard seems to have trouble with.

 

Sneaky Devils

 

A gang that his plied its trade within Semsil for a great many years.

 

Planters' Guild

 

Crops are very important for the inhabitants of the city and the surrounding area. The growers have long been banded together to form a guild where they can have a voice, share tips, and promote profitability.

 

Other Places of Interest

 

Castle Von Koris

 

One of many castles lining the empire's southern border, this interesting structure was built centuries ago by a lord who dabbled in strong magic. It is said that the walls are infused with sorcery to better keep it safe from even the most brutal of assaults. The castle is also known for the round silver domes that top every tower and minaret.

 

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Taiu

 

Leader: City Master Aydin Van Dorvich

Population: 9,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 7,900; Halflings: 500; Elves: 500; Gnomes: 50; Others: 50

Guards: 389; Militia: 2,800

Sheriff: Fighter lvl-20

 

Taiu is located on the northern shores of the Oreal Lake and is a major port of call for trade ships bringing goods. The complex dock system manages to handle the influx and departure of the many ships moving and in and out of the area.

 

Religion

 

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

 

 

Wizard Presence

 

The Taless Council is made up of wizards from each school of magic. They meet within the Mystic Citadel, a tower built overlooking the shores of the Oreal Lake.

 

Merchant Guilds

 

The guild is a well-run organization that allows business owners to congregate, share tips and news about their businesses and how to make them more profitable.

 

Criminal Presence

 

Taiu is like most communities that have crime. Aside from individual criminals that ply their trade, there are four gangs known to operate with the city.

 

Dark Wave

 

Mainly known for their assassination services, the Dark Wave does engage in other crimes, as well.

 

Distant Memories

 

This organization seems to concentrate on fleecing traders that visit the city.

 

Myth Men

 

This group seems to style themselves after a mythical band of raiders who prowled the local area long ago. The are known for exacting their own form of justice upon people they feel ar corrupt and/or have cheated others out of their property.

 

Young Dashers

 

Purportedly to only allow members into the gang until their twenty-fifth birthday, this chaotic bunch is intent on causing as much vandalism as it is stealing from others.

 

Sailor Syndicate

 

Taiu sailors working the docks and on the ships are many, and their work is vital to the success of the city. Long ago, the Sailor Syndicate was formed so that they would always be organized and well-represented in decisions affecting them and the city.

 

Other Places of Interest

 

Council of the Giants

 

Long ago when Taiu was young, it was attacked by a tribe of hill giants. Many citizens fell in battle and nearly half the city was sacked. Shortly after that, an expedition of Taiu forces went into the Melga Hills. They found the giants and slaughtered them all. The giant chieftain and his lieutenants were decapitated. Their heads were preserved and posted atop iron spikes that line the center of the city square as a reminder to the people about what they lost and what they willing to do to gain justice. 

 

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Teeg

 

Leader: Refalver Mescinausia

Population: 7,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Gnomes: 4,700; Humans: 1,100; Elves: 1,000; Half-Elves: 100; Others: 100

Guards: 225; Militia: 1,300

Sheriff: Fighter lvl-18

 

This predominately gnomish community sits on the western bank of the East Oran River and is a significant stopping point for trade ships moving in and out of the Oreal Lake.

 

Religion

 

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

 

 

Wizard Presence

 

The Triumvirate of the Arcane is a trio of wizards that reside in the Yellow Keep of Astia. They are well respected in the community and are very involved in promoting not only their craft but the health of Teeg.

 

Merchants' Guild

 

The business owners of Teeg are part of the local merchants' guild so that their voices are always heard within the community.

 

Criminal Presence

 

There are rare instances of crime within Teeg, for the gnomes take a very dim view of lawbreakers. Justice is always swift and harsh, which has effectively discouraged criminals over the yars.

 

River Workers' Guild

 

The ever-important people who work the docks and the ships to ensure a smooth and steady flow of trade have formed a guild that gives them significant power within the community.

 

Other Places of Interest

 

Chamber of Progress

 

This unique building, located near the center of the city, is a place displaying gnomish inventions that have been created over the centuries. Most are mechanical in nature with many that have a decided magical element involved. Anyone walking through the Chamber can see how early invention progressed into more modern objects.

 

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Thalla

 

Leader: Mayor Cornelia Tinytoes (F)

Population: 6,500

Power Center:

Alignment:

Races: Halflings: 4,500; Gnomes: 750 ; Humans: 650; Elves: 400; Dwarves: 150; Half-Elves: 40; Half-Orcs: 0; Others: 10

Guards: 300; Militia: 1,000

Sheriff: Fighter lvl-16

 

Located near the Eurador Hills, Thalla is a well-to-do city mostly populated by halflings.  A fair amount of trade comes through here, mainly people moving between the kingdoms of Chankreus and Vleenoro. The halflings here are master growers of various types of high-quality tobacco, hops and barley.

 

Religion

 

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

 

 

Wizard Presence

 

Only a handful of wizards live in Thalla. There is no formal council, yet they still meet occasionally to discuss their craft.

 

Merchants' Guild

 

Most business owners within Thalla are members of the local guild that works to represent their interests and promote profitability.

 

Criminal Presence

 

There isn't a lot of crime in this friendly city, but it still exists. Only one gang is known to operate here.

 

Grand Masters

 

This gang tends to work toward fleecing traders that move in and out of the city. Even so, they still dabble in other illegal endeavors.

 

Growers Union

 

The farmers of the city are tight-knight group of families. Long ago, they banded together to form the Growers Union so that they would have a strong voice in city affairs.

 

Other Places of Interest

 

Precious Peacocks

 

A huge flock of peacocks migrated to the north of the city centuries ago and continue to return every spring. Their are hundreds of them roaming the grassy fields. Their plumage and loud cries create quite a spectacle for all to see. The inhabitants of Thalla have proclaimed them as sacred and will severely punish anyone harming the birds.

 

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Themrist

 

Leader: Lord Cohnal Saleece

Population: 7,200

Power Center: Magic

Alignment: Chaotic Good

Races: Elves: 6,000; Humans: 800; Gnomes: 200; Half-Elves: 100; Others: 100

Guards: 348; Militia: 3,100

Sheriff: Fighter lvl-20

 

This old elven community borders with the southern border of the Poulcea Province. The elves here revere magic and most are skilled in some sort of arcane casting.

 

As with many elven communities, their building is built among the branches of the trees.

 

Religion

 

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

 

 

Wizard Presence

 

Wizards are held in high regard within Themrist. Several members of the Gray Circle meet within the High Tower of the Light within the city to discuss matters of the arcane and beyond.

 

Criminal Presence

 

Crime, as with most elven societies, is very light if. Those foolish enough to commit a crime within Themrist. Murder carries a death sentence, but anything else simply brings banishment or a short incarceration.

 

Other Places of Interest

 

None.

 

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Tirilley

 

Leader: Warmaster Binz Crackenhearth

Population: 11,750

Power Center: Conventional

Alignment: Chaotic Good

Races: Dwarves: 11,000; Humans: 350; Halflings: 200; Elves: 150; Gnomes: 40; Others: 10

Guards: 3,000; Militia: 5,000

Sheriff: Fighter lvl-20

 

Tirilley is an ancient dwarven bastion that is essential to the defense of the northwestern frontier of the empire. Built into the Bimian Mountains, Tirilley has three huge castles that are constantly manned and fortified in case the Kharamisians make good on their rumblings and decide to attack.

 

Tirilley has been run by many generations of Crackenhearths, who rule with an iron fist that the population has always responded to with furor. The Crackenguard are elite warriors trained in the most brutal arts of warfare in preparation for any attack that might come.

 

Religion

 

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

 

 

Wizard Presence

 

Only eight wizards (representing each school of magic) are officially sanctioned by the leaders of the city and are allowed to reside within its borders. They are referred to as the Octagarion, and they live in an inverted underground tower far beneath Tirilley. They are rarely disturbed unless the matter is of great importance as they are constantly engaged in studying the secrets of the world in the hopes of achieving further enlightenment. 

 

Guilds

 

The merchants of Tirilley thrive on the business of the population and the people who flow through the city on a regular bases. The merchants of many different business have guilds that they are a part of. A leader from each guild meets in one of the government buildings in the center of the city. There, they debate on what is best for all.

 

The miners guild is the most powerful in the city, followed by the traders guild.

 

Criminal Presence

 

Like most communities, Tirilley has its share of criminals prowling the streets and halls. There are three known organizations that have deep roots in the city.

 

Tangled Chops

 

The chops is an organization devoted to street level crimes, such as robbery, theft, burglary, and occasional extortion.

 

Shifting Sands

 

The sands is a shadowy organization that has eluded the law effectively for many centuries. They lurk in the shadows and seem to be involved in more high brow crimes and political schemes.

 

Upper Crusts

 

There is little known about the Upper Crusts except that their tastes run along aristocratic lines.

 

Other Places of Interest

Lava Forges

 

Deep below the city are chambers where lava continually flows. The dwarves of Tirilley have constructed huge forges and molds that allow them to create building blocks for them to use in expanding the city or whatever else they need them for.

 

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Tulea

 

Leader: Mayor Balican Sirthman

Population: 5,500

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 4,000; Elves: 1,000; Gnomes: 300; Half-Elves: 100; Others: 100

Guards: 244; Militia: 1,300

Sheriff: Fighter lvl-18

 

Another busy port city on the shores of Oreal Lake, Tulea sees a great deal of trade on a daily basis. The ancient fortress Castle Okaru rises from the shore, a testament to centuries-old construction.

 

Religion

 

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

 

 

Wizard Presence

 

The Arcane Conclave is a council of wizards that reside in Castle Okaru. They meet regularly to debate matters of their craft and many other things.

 

Merchants Guild

 

The local merchant guild represents all business owners in Tulea. They work to protect them and find ways to keep profitability high.

 

Criminal Presence

 

Crime exists in Tulea on all levels. There are two established gangs that operate within the city.

 

Black Leopards

 

A very well-organized gang whose main area of focus seems to be racketeering.

 

Profiteers

 

This gang believes that there is no crime they won't commit. Their calling card is copper piece with an "X" scratched into it.

 

Sailors' Brotherhood

 

Sailors and shore men working in Tulea are part of a brotherhood that allows them a voice in city affairs.

 

Other Places of Interest

 

None.

 

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Valethe

 

Leader: Governor Gokaan Zweitch

Population: 9,300

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 7,000; Elves: 1,200; Halflings: 800; Dwarves: 100; Gnomes: 100; Half-Elves: 50; Others: 50

Guards: 420; Militia: 3,000

Sheriff: Fighter lvl-18

 

Valethe is a city located on the northwestern border of the empire and Kharamis. As a strategic city, Valethe is walled and heavily-fortified in the event of an attack from their female neighbors. Central to the metropolis is Fortress Ironspire, home to the governor, his advisors, and their families.

 

The city is also a major stop along trade route running along the northern border of the empire, meaning there is heavy traffic in and out of the city.

 

Religion

 

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

 

 

Wizard Presence

 

The Council of the Dragon is staffed with a representative from each of the eight schools of magic and is overseen by a Grand Mage. Near the southern quarter of Valethe is an area dedicated to the eight colleges of magic. The Dragon's Paw is a far-reaching tower that dominates the skyline overseeing the city and is where the council meets to ponder things both magical and other matters of importance.

 

Only those who have authorization from the council or are sanctioned wizard of the order are allowed to cast arcane magic within city limits.

 

Merchant Guilds

 

The Imperial Mercantile Overseer runs a large organization in the name of the emperor and oversees the guilds of the city. Existing guilds represent blacksmiths, carpenters, farmers, lumberjacks, stonemasons, and local business owners.

 

Criminal Presence

 

Aside from petty thieves that exist within any city, there are three thieves guilds known to operate within the limits of Valethe.

 

Innocent Lads

 

Known as a youthful street-level gang, the Lads are mainly identified with petty theft, robbery, and theft.

 

Karusimmions

 

A very old organization that seems to mainly work in the political arena in attempts to influence nobles for profit.

 

Red Eyes

 

Little is known about this secretive group, which is suspected of extorting merchants.

 

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Kingdom of the East

 

Cities, Villages, Towns, Etc.

 

Biltzen

 

Leader: Lady Seyea Morillara (F)

Population: 2,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Elves: 2,400; Others: 100

Guards: 195; Militia: 700

Sheriff: Fighter lvl-20

 

Biltzen is a relatively small elven community situated at the base of the eastern Reliad Mountains. Being out of the way in terms of trade routes, Biltzen is a very quiet place.

 

Religion

 

The temple of Em'Sharfhei is the only temple in Biltzen.

 

Wizard Presence

 

A council of three wizards oversees magical affairs within Biltzen. They reside in the Tree of Councils, a meeting place for all councils within the city.

 

Criminal Presence

 

There is no crime in Biltzen, most due to the culture and the harsh penalties for even slight infractions.

 

Other Places of Interest

 

None.

 

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Bimio

 

Leader: Citymaster Ardrake Tonjeth

Population: 14,700

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 12,400; Elves: 1,100; Halflings: 700; Gnomes: 300; Half-Elves: 100; Others: 100

Guards: 677; Militia: 5,000

Sheriff: Fighter lvl-20

 

The capital city of the Kingdom of the East sits at the far eastern edge of the empire. Located at the tip of a long peninsula jutting into The Great Inland Sea, this ancient city is a major port that handles a staggering amount of trade moving into and out of the empire.

 

Twin fortresses (Kytur and Wai Ghorreth) flank the city and guard it against any attacks that might come. There is also a strong naval presence based here that patrols imperial waters within The Great Inland Sea.

 

Religion

 

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

 

 

Wizard Presence

 

Wizards are held in high regard within Bimio. The Council of the Nine meets within the Tower of Thought, a dark blue tower that rests beside Castle Wai Ghorreth. They are quite reclusive, for they are constantly working on their craft and debating the mysteries of the universe.

 

Merchants Guild

 

The city has many business that are all represented by the city guild. This ensures that owners' rights are protected and that profitability is on the forefront of their agenda.

 

Criminal Presence

 

With such a large city, crime is a constant issue. There are six known organized gangs that continuously vex law enforcement.

 

Bare Fists

 

Strictly small timers that focus on street-level crimes.

 

Daring Dashers

 

A very old gang that specializes in burglary and theft.

 

Lucky Lads

 

This chaotic bunch handles low to mid-level crimes

 

Morlath Syndicate

 

This old and powerful gang concentrates on residents and traders of wealth, employing strong arm, extortion, and blackmail tactics to get what they want.

 

Perfectionists

 

This group has made a name for itself by committing high value burglaries without ever getting caught. They never leave any evidence behind that might lead the law back to them.

 

The Soundless

 

A shadowy gang that seems to concentrate their varied efforts in the area of the city by the shore.

 

Sailors' Union

 

Sailors and shore men are vital to the success of the city and the empire. The union that they are a part of is old and strong and gives them a significant voice in matters of the community.

 

Other Places of Interest

 

Dragon Caves

 

Located below the city are vast caverns hollowed out centuries ago by wizards to be used as homes for dragons. But a great conflict soured the royalty of the Kingdom of the East on the use of dragons within their borders, so they got rid of the dragons.

 

Since the caves are believed to be haunted by the ghosts of dragons past, the area outside is patrolled by city guards.

 

Twin Castles

 

Nearly as old as the empire itself, the twin castles Kytur and Wai Ghorreth stand guard on the north and south side of Bimio. Both look exactly the same, tall towers and dark green in color. The castles bristle with long range weapons capable of sinking any attacking ship foolish enough to get close enough.

 

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Calcuane

 

Leader: Governor Blacktoe Kahhs

Population: 9,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 7,200; Dwarves: 1,400: Halflings: 400; Elves: 300; Others: 200

Guards: 400; Militia: 2,900

Sheriff: Fighter lvl-20

 

Located at the northern base of the Reliad Mountains, Calcuane is predominately populated by humans but has a strong dwarven presence as well. Many of the streets and businesses extend inside the mountain itself. The walled city, with Castle Goria situated in the middle, is a formidible fortress that has never been taken by force.

 

Religion

 

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

 

 

Wizard Presence

 

The Circle of the Staff is a council of wizards representing each arcane school of magic. They meet in the Eagle's Nest, a tower carved into the side of the mountain that looks down upon Calcuane.

 

Merchants' Guild

 

Merchants subscribe to the local guild that works to protect their interests and give them a voice in city affairs.

 

Criminal Presence

 

Crime is low in Calcuane but not non-existent. There are two known gangs operating in the city.

 

Baldies

 

This gang is diverse in its ambitions, committing crimes from street level to nobility. Their name comes from the fact that each member has a shaved head. 

 

Quiet Crowd

 

A shadowy organization with alleged ties to powerful lords. Their modus operandi is blackmail extortion.

 

Miners' Union

 

With mining being a huge part of the local economy, the have a strong say in city goings on. The union helps to keep them united and focused on protecting their interests and their profitability.

 

Other Places of Interest

 

Ghost Caves

 

A network of caves located near the mines that was discovered centuries ago. They have a greenish glow to them and emit eerie tortured moans that many believe are spirits of long dead whose bodies were never properly consecrated.

 

Lor Vat Mines

 

These ancient mines extend deep into the Reliads and is an important producer of iron, copper, precious metals, and gems that help supply the kingdom and the empire.

 

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Drithen

 

Leader: High Lord Clayfist Ironchop

Population: 8,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Dwarves: 8,000; Humans: 200; Halflings: 200; Gnomes: 100

Guards: 400; Militia: 3,500

Sheriff: Fighter lvl-20

 

A very old dwarven city that sits against the eastern slopes of the Reliad Mountains. The mines of Drithen supply much of the precious metals for the Kingdom of the East. The city is shielded by thick, tall walls that are constantly manned in readiness.

 

Zou Vetti Fortress frowns down upon the city gates, daring any army to come against it.

 

Religion

 

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

 

 

Wizard Presence

 

The Tri-Council of the Black Table meet in a tower within Zou Vetti. There, they study their craft and offer wisdom in matters of the arcane.

 

Miners' Guild

 

The mining guild is extremely powerful within Drithen and often their say drives the direction of city politics.

 

Criminal Presence

 

Crime here is extremely low due to the harsh laws imposed by the dwarves. There are no organized gangs working within Drithen.

 

Other Places of Interest

 

Dragonstone

 

Deep within a well-guarded tunnel that hasn't been explored in centuries is rumored to be an ancient red dragon that had been terrorizing the land. Several wizards battled it in its lair and entombed it in crystal, where it waits for the day when it is released.

 

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Efliaa

 

Leader: High Lord Lethai Serani

Population: 9,000

Power Center: Magic

Alignment: Chaotic Good

Races: Elves: 6,000; Humans: 2,200; Halflings: 400; Gnomes: 350; Others: 50

Guards: 325; Militia: 3,000

Sheriff: Wizard lvl-20

 

Efliaa is an ancient elven city located in Westwood on the banks of the East Oran River. The amount of ships and trade moving up and down the river is significant, making Efliaa an important stop.

 

Religion

 

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

 

 

Wizard Presence

 

The elves of Efliaa embrace magic. Because of that, their city has becomes known as a haven for wizards. The Radiant Council is a wizardly organization that meets within the Shal Areia, an elegant white and silver tower that rises from the center of the city.

 

Merchants Guild

 

Though relatively small and serving non-elven merchants, this guild helps them to stay organized and have a small say in the community.

 

Criminal Presence

 

Crime here is extremely low due to the harsh laws imposed by the elves. There are no organized gangs working within Efliaa.

 

Sailors' Union

 

Sailors and river workers are important here. The union was formed to give non-elves a voice in the community.

 

Other Places of Interest

 

None.

 

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Gavaka

 

Leader: Mayor Theobald Greenleaf

Population: 4,500

Power Center: Conventional

Alignment: Neutral Good

Races: Halflings: 3,200; Humans: 800; Dwarves: 300; Gnomes: 150; Others: 50

Guards: 180; Militia: 1,900

Sheriff: Fighter lvl-17

 

Gavaka is a strategically important city that guards an open pass running from the south of the Kingdom of the East through the Reliads to the inner belly of kingdom. The city itself is walled and fortified and is the center piece of a line of defense that guards the pass.

 

Religion

 

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

 

 

Wizard Presence

 

There are a few wizards residing in Gavaka. They frequently meet to discuss a vast range of topics ranging from their craft to matters of state.

 

Merchants Guild

 

Business owners within the city long ago banded together to form the guild that flourishes today. The organization helps ensure the health and profitability of the merchants who are a part of it.

 

Criminal Presence

 

Crime is a part of Gavaka. Aside from individuals who break the law, there are two gangs that exist here.

 

Glory Hounds

 

A gang that believes in pulling of the most difficult jobs to create the most astonishment among citizens.

 

Pesky Paws

 

Street level criminals focusing on pick pocketing, robbery, and burglary.

 

Other Places of Interest

 

Tri-Castles

 

There are three castles built to guard the pass through the Reliad Mountains. Castle Ungr Rel is located within Gavaka itself. Ten miles to the east is Castle Ungr Zan. Ten miles to the west of Gavaka is Ungr Wat. Each are dwarven built and quite formidable.

 

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Hereval

 

Leader: Citymeister Ghathi Harleska

Population: 9,000

Power Center: Conventional

Alignment: Lawful Neutral

Races: Humans: 7,000; Dwarves: 1,900; Others: 100

Guards: 430; Militia: 3,800

Sheriff: Fighter lvl-20

 

Hereval's strategic importance to the underbelly of the empire cannot be overstated. The fortress city sits on the border with the Kingdom of Regdon and anchors a line of castles to prevent invasion.

 

A considerable amount of trade between the Kingdom of the East and the Kingdom of Regdon flows through Hereval.

 

Religion

 

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

 

 

Wizard Presence

 

Ther is a strong wizard presence within Hereval. The Crimson Enclave dwells in a huge red keep at the northern edge of town. From there, they meet and discuss matters of magic and many other subjects.

 

Merchants Guild

 

The many business owners within the city belong to the local guild, which helps protect their interests and gives them a say in city affairs.

 

Criminal Presence

 

As with most community, crime exists in Hereval. There are four known gangs that operate here.

 

Blue Talons

 

Longtime gang focusing on traders and people moving through the city, mostly those who come from the south.

 

Drastic Measures

 

This odd gang prefers jobs that are considered extremely difficult to pull off.

 

Little Gang

 

A small but active gang, they have a knaack for sudden swarm attacks on stores, making away with merchandise.

 

The Many

 

An organization shrouded in mystery, they don't seem to have specific targets. It is known that they do engage in assassinations.

 

Harvesters' Group

 

The many farmers located in and around the city grow diverse crops. They formed this group long ago so they could come together, discuss their vocation, and maintain a voice in city affairs.

 

Other Places of Interest

 

Kathorri Fortress

 

Hereval is built around the ancient Kathorri Fortress, built by dwarves and enchanted by ancient magic. The walls shine like mirrors, reflecting the sunlight and making the structure visible for miles. Kathorri has over 200 rooms and is fully staffed and garrisoned at all times.

 

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Ithkell

 

Leader: Mistress Naexi Tirania (F)

Population: 9,800

Power Center: Conventional

Alignment: Chaotic Good

Races: Elves: 6,800; Humans: 2,300; Halflings: 400; Gnomes: 250; Others: 50

Guards: 500; Militia: 3,300

Sheriff: Fighter lvl-20

 

An ancient elven community that rests on the shores of The Great Inland Sea. As a port of call that provides access to the interior of the empire, Ithkell is continuously flowing with trade.

 

Religion

 

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

 

 

Wizard Presence

 

The wizarding community is strong within Ithkell. The Silver Nine reside within the Silver Tower looking out over the city. They meet to discuss all matters of magic, the city, the empire, and the mysteries of the universe.

 

Merchants' Guild

 

This guild primarily represents non-elven merchants and helps to give them a voice in city affairs.

 

Criminal Presence

 

Being a primarily elven community, crime is practically non-existent due to the harsh punishments that the elves impose upon lawbreakers. There is only one criminal organization known to operate within the city.

 

Water Rats

 

This small gang preys upon non-elves that live and work around the shores. 

 

Sailors' Union

 

A well-organized group that represents citizens working in and around the waters of The Great Inland Sea.

 

Other Places of Interest

 

Lights of Em'Sharfhei

 

Near the temple of Em'Sharfhei is a sacred grove and a small pool. Twice a year, at the winter and summer equinox, silvery lights will appear and fly randomly about over the pool. The belief is that they are little angels who come to remind the world that wise and powerful elven god still exists and is smiling down upon the world.

 

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Koime

 

Leader: Lord Gazi Worsavi

Population: 8,000

Power Center: Conventional

Alignment: Chaotic Neutral

Races: Humans: 5,400; Halflings: 1,200; Elves: 900; Gnomes: 400; Others: 100

Guards: 379; Militia: 2,000

Sheriff: Fighter lvl-20

 

Koime is a diverse city existing on the western shores of the Selea Lake. Koime provides another trading route leading into the heart of the Kingdom of the East.

 

Religion

 

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

 

 

Wizard Presence

 

There is a council of wizards that resides on a tower located within Castle Bon Khali. They hold court and discuss arcane issues and matters relating to the health of the city and the empire.

 

Merchants' Guild

 

The Merchants' Guild is a strong organization the works to represent the interests of business owners within the city.

 

Criminal Presence

 

Aside from individual criminals plying their trade within Koime, there are four known gangs identified by law enforcement.

 

Akkaza Ven

 

As old as the city itself, this high-level organization prefers to keep its hands clean of mundane crimes and concentrates upon extortion, bribery, and blackmail.

 

Furies

 

Toughs who prowl the docs and nearby streets looking to rob the unwary.

 

Noble Thieves

 

As the name suggests, these thieves target nobles.

 

Quicklings

 

Street level rats who devote their talents to quick pick pocketing forays into large crowds.

 

Sailors' Unions

 

A solid and very old union that looks after the interests of those who work on ships and shore. They also ensure that the workers have a voice in the city's affairs.

 

Other Places of Interest

 

Mermaids

 

Sailors learned centuries ago to be careful not to sail too close to the northernmost island on the lake, for mermaids lurk in the waters there. Many poor souls and ships have been lost to their charms.

 

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Madrigal

 

Leader: Most High Caritor Ilshiar

Population: 9,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 6,700; Elves: 1,400; Gnomes: 750; Others: 150

Guards: 422; Militia: 2,300

Sheriff: Fighter lvl-20

 

This large city located on the eastern shore of the Oreal Lake is a very busy port with trade. Many dozens of ships stop and leave there daily.

 

Religion

 

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

 

 

Wizard Presence

 

The Council of Mystics is a group of wizards living in within Castle Koprai. They meet regularly to debate issues revolving around their craft and many other subjects.

 

Merchants Guild

 

Business owners are members of this organization, which works to keep them strong and profitable.

 

Criminal Presence

 

Crime is not too much of a problem within Madrigal, but it does exist. There are four gangs that plague law enforcement.

 

Braggarts

 

A boisterous band of thieves that commit strictly street level crimes.

 

End Runners

 

This gang has a penchant for robbing wealthy women.

 

Famous Few

 

Little is known about this bunch other than they prefer non-violent crimes such as bribery and racketeering.

 

Tangled Web

 

Behind the scene men of wealth that use extortion, bribery, and blackmail to achieve their ends.

 

Sailors' Union

 

The men and women working the shores and ships are vital to the success of the city, the kingdom, and the empire. They banded together long ago to form a union that stands today and works to protect them and give them a say in the community.

 

Other Places of Interest

 

Petrified Dragon

 

At the southern edge of Madrigal is a large black dragon that is made of stone. About 340 years ago, it attacked the city and was defeated by the wizards who turned it to stone with powerful spells.

 

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Neralu

 

Leader: Mayor Kurix Fuzzfoot

Population: 4,500

Power Center: Conventional

Alignment: Neutral Good

Races: Halflings: 3,400; Humans: 800; Elves: 250; Others: 50

Guards: 220; Militia: 1,000

Sheriff: Fighter lvl-17

 

This pleasant community lies close to the kingdom's northern border with the Poulcea Province. The pride themselves as master growers of tobacco and other fine crops as well as having some of the best brews in the empire.

 

Religion

 

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

 

 

Wizard Presence

 

There are a few wizards living in this laid back community. They all live in their own dwelling and infrequently meet to discuss their craft and other important matters.

 

Merchants Guild

 

An organization of business owners to promote their mutual benefit and profitability.

 

Criminal Presence

 

There is little crime in Neralu and no gangs to speak of.

 

Growers' Association

 

A group of farmers that have come together to help each other and ensure they have a strong voice in the community.

 

Other Places of Interest

 

None.

 

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Oliathe

 

Leader: Citymaster Burhan Mallas

Population: 11,000

Power Center: Conventional

Alignment: Neutral Good

Races: Humans: 9,400; Elves: 1,900; Gnomes: 500; Half-Elves: 150; Others: 50

Guards: 588; Militia: 3,500

Sheriff: Fighter lvl-20

 

Oliathe is a coastal city on The Great Inland Sea. They handle a huge amount of ships carrying goods in and out of the empire. Under the protection of Castle Allassar, the ancient city thrives.

 

Religion

 

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

 

 

Wizard Presence

 

The wizard presence in Oliathe has always been strong. The College of Wizard is overseen by a prominent council made up of representatives of each school of magic.

 

Merchant Guilds

 

There are many thriving businesses within the city. Protecting their interests is the local guild.

 

Criminal Presence

 

Aside from individual criminals inhabiting Oliathe, there are five known gangs known to exist there.

 

Bad Batch

 

A rough bunch of street thugs that use violence, threats, and intimidation to get what they want.

 

Crafty Boys

 

Known burglars who have pulled off some of the most memorable jobs in history.

 

Gold Diggers

 

Mainly a pick pocketing gang, they occasionally dabble in theft and blackmail.

 

Hard Timers

 

An organized gang of racketeers that only allow members who have done time in jail for a crime.

 

Noble Nickers

 

A group that targets wealthy victims.

 

Sailors' Union

 

This powerful organization gives shoremen, dock workers, and sailors a powerful voice in Oliathe affairs.

 

Other Places of Interest

 

Statue of Titanus Omar

 

Nearly 400 years ago, the people overthrow the mad King Titanus and attempted to destroy all evidence that he ever existed. Near the shore by the city was a ten story tall iron statue of Titanus that the victorious rebels attempted to take down. The best they could do was tip it and sink it enough so that only its head is visible above the waters.

 

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Orithen

 

Leader: Stone Lord Sassock Grimchin

Population: 9,000

Power Center: Conventional

Alignment: Neutral Good

Races: Dwarves: 8,300; Humans: 600; Others: 100

Guards: 379; Militia: 3,900

Sheriff: Fighter lvl-20

 

An ancient dwarven stronghold that has existed before the creation of the empire, Orithen is nestled in Reliad Mountains overlooking the Seolf Canyon. About 80% of the city is underground.

 

The blacksmiths here are known as master forgers and are called upon by the king himself to make weapons for the royal guard.

 

Religion

 

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

 

 

Wizard Presence

 

Only a few wizards reside in Orithen. They infrequently meet to discuss their craft and other matters of importance.

 

Merchants Guild

 

The many merchants of Orithen have belonged to the merchant's guild for centuries. The guild protects their interests and helps them pursue profitability.

 

Criminal Presence

 

There is little in the way of crime in Orithen, for the dwarves have little tolerance for it.

 

Miners' Consortium

 

The miners here supply a great deal of metals and gems for the kingdom. Long ago, they established the Miners' Consortium to give them a powerful voice in matters of the city and their own destiny.

 

Other Places of Interest

 

Faces of Honor

 

The mountainside above the city has been used for centuries to pay tribue to past dwarves of quality. Carved into the rock are huge portraits of past heroes that have proven themselves and attained legendary status. There are currently 230 faces staring down upon Orithen.

 

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Q'Larren

 

Leader: High Lord Raleigh Millerson

Population: 8,500

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 6,900; Elves: 450; Halflings: 150; Others: 100

Guards: 412; Militia: 2,500

Sheriff: Fighter lvl-20

 

Q'Larren is a fortified border city located on the shores of the Borik River. The city is a lynchpin in a series of keeps that stand watch over the border with the Poulcea Province. The city is protected by Castle Woster.

 

The city is known far and wide for the artistic constructions of their buildings with fuses human and elven designs to create unique looks.

 

Religion

 

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

 

 

Wizard Presence

 

Five wise wizards sit upon the Board of Arcana, located in Castle Fangasa. From there, they meet to discuss all matters of the arcane, as well as city affairs and other mysteries of life.

 

Merchants' Guild

 

The thriving businesses here are represented by the local guild, which looks out for their best interests.

 

Criminal Presence

 

Crime exists in Q'larren. Aside from individual criminals, there are four gangs that operate within the city.

 

Colorful Clan

 

Known for leaving colorful bouquets at the scenes of their crimes, this chaotic bunch dabbles in a wide range of criminal activities.

 

Illegal Eagles

 

An upper-class gang that only engages in large scores.

 

Living Shadows

 

A very secretive mob that makes its bones on extortion and blackmail.

 

Plainclothes Men

 

Strictly street level, this gang concentrates on theft, robbery, and pick pocketing.

 

Forestry Ministry

 

The people of Q'Larren take the health of the forest and the preservation of its wildlife very seriously. To that end, the Forest Ministry meets regularly to discuss preservation and other related matters.

 

Other Places of Interest

 

Sacred Preserve

 

Created long ago by the priests of Froyonnia, this 25 square mile patch of land to the east of the city is designated as sacred ground. The animals and fauna there are protected. Priests and rangers roam the area to ensure that no one disturbs the preserve.

 

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Thrimor

 

Leader: Lord Aytekin Dukarn

Population: 9,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Humans: 7,700; Halflings: 750; Dwarves: 400; Others: 150

Guards: 520; Militia: 3,000

Sheriff: Fighter lvl-20

 

Situated at the northern entrance of a long pass running south through the Reliad Mountains, Thrimor is a well-fortified city that serves to protect the belly of the empire. Castle Black is the anchor for three castles that guard the pass. The one to the west is Castle Simool, and the one to the east is known as Castle Eri Mahr.

 

Religion

 

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

 

 

Wizard Presence

 

The wizarding community is strong in Thrimor. The Council of the Light is a group of elder wizards that reside in the tallest tower of Castle Black. They spend their days in deep debate over matters of their craft, life, death, the city and beyond.

 

Merchants Guild

 

A powerful local organization that works to protect and promote the interest of Thrimor business owners.

 

Criminal Presence

 

The crime within Thrimor is relatively low thanks to strict laws with harsh punishments. Still, there are three functioning gangs that exist within the city.

 

Dogs

 

Purely a street-level gang concentrating on pick pocketing, robbery, and theft.

 

Poor Boys

 

Another gang focusing on low brow, street-level crimes.

 

Syok Syndicate

 

Some say that this mob has existed since the founding of Thrimor. In anyc case, they are shadowy and seem to only engage in crimes against wealthy or nobile citizens.

 

Brotherhood of the Sword

 

The brotherhood represents the soldiers living in Thrimor and the flanking castles tasked with guarding the mountain pass. Their roots are centuries deep, and they are quite ceremonious in how they train and operate.

 

Other Places of Interest

 

Mega Catapults

 

Developed long ago, these gigantic catapults line the pass and have a range of half a mile, making approach for enemies perilous.

 

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Uzimeal

 

Leader: Mayor Farkin Roundbelly

Population: 4,000

Power Center: Conventional

Alignment: Chaotic Good

Races: Halflings: 2,500; Humans: 950; Dwarves: 400; Others: 150

Guards: 225; Militia:1,300

Sheriff: Fighter lvl-18

 

Located at the far western reaches of the Reliad Mountains and on the border with the Kingdom of Regdon, Uzimeal is a uncharacteristically fortified halfling community. Still, the community manages to maintain its halfling charm and homeliness. Within the city is Castle Dor Visea.

 

The halflings here pride themselves in the famous Leaping Deer Malt Laager that is sought far and wide.

 

Religion

 

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

 

 

Wizard Presence

 

There are a handful of wizards living within Uzimeal in their own homes. Infrequently, they come together to meet and discuss their craft and other important matters.

 

Merchants' Guild

 

All merchants within Uzimeal are members of the local guild, which works to protect their interests and seek ways to increase profitability.

 

Criminal Presence

 

Crime is light in the city. There are only two gangs known to exist here.

 

Frisky Fingers

 

A strictly halfling group of thieves and burglars that ply their craft sparingly.

 

Tall Tails

 

Mostly comprised of non-halflings, this gang is fairly diverse in the range of crimes they are willing to commit.

 

Brewers' Union

 

Brewing spirits in Uzimeal is very important. Those who are a part of the industry belong to the union, which promotes their welfare and that of the business.

 

Other Places of Interest

 

None.

 

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Zruvoth

 

Leader: Citymaster Tayyib Penthaar

Population: 10,900

Power Center: Conventional

Alignment: Lawful Good

Races: Humans: 9,100; Elves: 900; Halflings: 500; Gnomes: 300; Others: 100

Guards: 520; Militia: 3,400

Sheriff: Paladin lvl-20

 

This large city is a vital link in the trade connecting the east of the empire to the north and west. The amount of trade moving through Zruvoth is eye-opening and is vital to its success and that of the kingdom and the empire. In the center of the city rises Castle Oal.

 

Religion

 

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

 

 

Wizard Presence

 

The Magician Circle, which resides within Castle Oal, meet often to discuss matters such as their craft, the city, the kingdom, the empire, the world, and the universe.

 

Merchants Guild

 

Merchants belong to a very strong, very active local guild whose focus is to keep business healthy and profits high.

 

Criminal Presence

 

Crime is a part of the city and is a constant concern for law enforcement. There are currently five known gangs operating within Zruvoth.

 

Fine Young Thieves

 

A gang that has always striven to commit crimes with flair with the intention of sending tongues flapping.

 

Gold Dragons

 

This nefarious group has proven that their taste is only for burglaries with big payouts.

 

Lovely Ladies

 

Purportedly a female only gang, this group focuses on subtle, behind the sences crime usually involving extortion.

 

Masters of All

 

This longtime gang that brags there is no crime they will not commit.

 

Night Guild

 

Although this group does commit a wide variety of crimes, their primary function is to offer assassination services.

 

Traders' Union

 

With successful trade being paramount to the health of the city, the kingdom, and the empire, it's important to ensure that traders are represented and have a strong voice in the community. The union has provided this service for centuries.

 

Other Places of Interest

 

Phasing Tower of Hinion

 

About 400 years ago, a wizard named Hinion lived in his tower at the eastern edge of the city. He was considered eccentric and very reclusive. No one can really say what happened--many speculate it was an experiment gone wrong--but one day the tower simply vanished, taking the wizard with it. Since then the tower appears randomly every few days. There is no pattern to when it shows up, and it only shows up for a few seconds at a time. Many have tried to enter the tower when it shows up, but they are always repelled by some magical force. 

 

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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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