Northern Houress
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Kharamis
|
Leader: |
Queen Neinna Neublanas |
Capitol: |
Falconhaven
(45,000) |
Population: |
400,000+ |
Demi-Humans: |
Elves, Half-Elves, Dwarves,
Halflings, Gnomes, Few Others |
Humanoids: |
Uncommon |
Resources: |
Platinum, Gold, Foodstuffs, Timber and
Fishing |
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Current Political
Structure
4 Valladors, their
Quadeks, and
their Capital Cities
Cities
City |
Leader |
Pop. |
Pred. Race |
Airys |
Lexia
(F) |
15,400 |
Human |
Alrivale |
Stonebrow |
11,500 |
Dwarven |
Anitool |
Auxeeri
(F) |
7,800 |
Human |
Bervinon |
Vuzasha
(F) |
10,500 |
Human |
Coflei |
Tai Chusla |
12,000 |
Elven |
Deep Rock |
Baagas |
11,500 |
Dwarven |
Dinelrod |
Paragess
(F) |
21,000 |
Human |
Eklidine |
Cehr
(F) |
18,000 |
Human |
Falconhaven* |
Neinna
(F) |
45,000 |
Human |
Falcray |
Mri Tulem |
12,500 |
Elven |
Florii |
Ahmendeth |
8,000 |
Dwarven |
Gowrn |
Imi
(F) |
8,000 |
Human |
Kesorine |
Annalee
(F) |
11,000 |
Human |
Khor Cegin |
Jatharine
(F) |
14,100 |
Human |
Lavre |
Narima
(F) |
7,000 |
Human |
Naji |
Gruella
(F) |
10,400 |
Human |
Polif |
Howvek |
9,000 |
Elven |
Rewoors |
Tesaria
(F) |
17,200 |
Human |
Ruvilhost |
Ohdera
(F) |
30,000 |
Human |
Soomili |
Vindy
(F) |
8,700 |
Human |
Teok |
Vomell |
8,500 |
Elven |
Truboa |
Kurammi
(F) |
6,800 |
Human |
Ulkri |
Pellasai
(F) |
8,000 |
Human |
Uransila+ |
Cia
(F) |
20,000 |
Human |
White City |
Zuri
(F) |
15,000 |
Human |
Xomme |
Richille
(F) |
14,800 |
Human |
Yariol |
Kannee
(F) |
10,900 |
Human |
* = realm capital / + =
vallador capital
Kharamis is an ages-old kingdom
that used to be a part of the Hestrillite Empire. Centuries ago, the
Hestrillite Empire was on the verge of falling to its enemies. Fearing the
worst, they sent their women, children, old, and sick into the largely
unexplored lands that later became known as Kharamis. The war lasted for
another six decades before the Hestrillites prevailed. But when they
called upon their people to return home from the lands they had sent them
to, the women refused. While their men were at war, they had not only
tamed Kharamis, they settled in it and made it their home.
Tired of the many centuries of being
a distant second to men in the Hestrillite Empire, the women decided that
they liked their newfound freedom and vowed to fight to keep it. The
emperor of the time, his forces nearly destroyed from the constant
warring, had neither the will nor the resources to march into Kharamis and
get his women. So, the country of Kharamis was born, named after their
founder, a woman known as Kharamis Venaya.
Kharamis has become a powerful economic
matriarchal society where women are at the top of the ladder while men are
second class citizens who are barred from holding any position in society
where their voices can be heard. The Kharamisian women are determined not to
allow men to rise in power and treat them as they had been treated in the
empire. They have also developed a well-equipped army filled with Qiran Esh
soldiers while maintaining a heavily patrolled and fortified border. Their navy
is second to none.
Core Kharamisian Citizen
Expectations
1. Women first.
2. To serve the greater good of the country
3. Work as one to promote the defense and welfare of Kharamis.
4. Trust outsiders with caution.
5. At adulthood, all women must serve at least 2 years in the
militia/military.
Top
Points of Interest
Aleroo Mountains
Linked to the Argritrite Mountains in the northwest area of the
realm, the Aleroos are occupied by many unsavory humanoids and
monsters that pose a constant threat to the citizens of the realm.
Argritrite Mountains
Linked to the Aleroo Mountains in the northwest area of the realm, the
Argritrites are inhabited by a number of monsters and are considered
treacherous.
Borsticol Coast
Located in the northwest portion of the realm, the Borsticol Coast
represents the water that are quite dangerous. They are infested with a
great number of predators, including giant squid that make passage very
dangerous.
Chabitz River
This river runs from the southern tip of the Argritrite mountains into
the Pachirik Lake.
Chir River
The Chir River runs hundreds of miles east and then northeast from the
Argritrite Mountains, bordering on the Elvenlands before emptying into
the Mijactl Gulf.
Ghoul Wood
An ancient forest that used to be a place where barbarians buried their
dead. Now, it's inhabited by dark creatures of the night, mainly ghouls
that crave flesh.
J'Rine River
The J'Rine flows down from the Argritrite, through Ghoul Wood, and into
the Fachirik Lake.
Kings River
The Kings River flows out from the western slopes of the Argritrite
Mountains into the waters of the Borsticol Coast.
Pachirik Lake
A huge inland body of water providing fish for many people.
Raldecod Forest
A vast forest located on the western side of the realm.
Tacoble Swamp
This massive swamp is located on the southwestern side of the realm.
Seagaulf Wastes
Lining the northern coast, these barren wastes are uninhabitable to all
but the most hearty species.
Shadow Mountains
Running along the southern border between the realm and the empire,
these dark mountains are known to be inhabited by powerful dark
creatures that were driven there after the settling of the lands.
Shango Bay
This wide-mouthed bay is shared by the realm and the empire and is a
busy hub for trade.
Torr Sek
A large forested peninsula on the far western edge of the realm. The
ironwoods that predominately grow here are what the Kharamisians use to
build their formidable warships.
Vinith Hills
These hills are located on the northeast edge of the realm and straddles
the border with the Elvenlands.
Winding Flow
A huge river that winds southwest from Fachirik Lake and empties into
Shango Bay. Very well traveled.
Xenar Hills
Flowing out from the southern tip of the Argritrite Mountains, these
hills are a popular destination for those wishing to sightsee their
many-colored hills.
Zaithor
An dense ancient forest attached to the eastern roots of the Aleroo
mountains.
Top
Slavery
Slavery is forbidden within the realm, as it has been since its
inception.
Top
Significant Events/Holidays/Etc.
Declaration of Separation
Date: Day 11 of the Month of Winter's Waxing
This day is to for all within the realm to celebrate the victory of the
legendary female warrior Kharamis Vanaya. She had led the heavily
outnumbered forces of the Hestrillite women against the grand army of
the empire and defeated them at the Battle of Tulinaara. That day,
Kharamis was founded as a country.
Top
First Vallador
Cities, Villages, Towns, Etc.
Airys
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Alrivale
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Deep Rock
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Eklidine
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Lavre
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Uransila
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Xomme
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Second Vallador
Cities, Villages, Towns, Etc.
Anitool
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Khor Cegin
Leader: Her Grace Jatherine Ilea (F)
Population: 14,100
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
10,500; Elves: 1,600; Halflings: 800; Gnomes: 700; Half-Elves:
300; Half-Orcs: 100; Others: 100
Guards:
590;
Militia: 6,200
Sheriff:
Paladin lvl-20
One of the
first cities founded in the newly formed Kharamis after winning its
independence from the empire, Khor Cegin has endured and grown into a
significant trade stop and defensive position for the Kharamisians.
Khor Cegin
is the central point in a line of defensive keeps that mark the border
with the empire. The fortifications are manned at all times. The city is
considered a holy mecca for Celphea worshippers and is run by the High
Priest in the land.
Religion
Although there are private places within the city where people can
worship their god, there are ten proper temples here. The largest,
representing the city leadership, is that of Celphea.
Wizard Presence
Despite
being a high-religious people, the citizens of Khor Cegin have long
acknowledged the role that arcane magic has played in winning its
independence and keeping it. Still, they tend to look at wizards and
sorcerers with a cautious eye. In response, the wizards of the Shining
Council primarily keep to themselves, studying their craft in peace unless
called upon by city leaders.
Merchant Oversight
A
committee appointed by the Celphean temple oversees all matters pertaining
to merchants within the city. Their judgment is swift and harsh, but fair.
Criminal
Presence
Penalties
for even slight crimes can be very harsh within Khor Cegin. Because of
this, the city is considered very safe, but not completely so. There are
still two organizations that work within the shadow for to obtain wealth
illegally.
Misty Fingers
This band
of thieves pride themselves on moving through crowds and relieve people of
their possession. They use stealth and distraction to their greatest
advantage.
The Unseen
Evading
the law for hundreds of years, this shadowy organization is reputed to
prey upon lords by finding compromising information and using it to extort
money from them. They are a source of great irritation to local law.
Sisterhood of the Falcon
An elite corps of holy knights that have existed
since the city's founding. The knights consist of ardent followers of
Celphea and are completely loyal to the temple and the High Priest. Their
skills in battle are unmatched anywhere.
Expectations (aside from any oath tenets)
1. Promote the teachings and philosophy of Celphea to the ignorant.
2. Do the right thing by Kharamis, the sisterhood, others, and yourself.
3. Never take advantage of those less fortunate than yourself.
4. Peace is preferable to war.
5. When battle is upon you, never hesitate.
Other Places of Interest
The Living Woods
To the north of Khor Cegin is a large area of dark, ancient trees. Living
among them are treants. Many quite old and will speak to polite travelers
who come into their midst. If they like the visitors, the treants will
tell stories.
Top
Rewoors
Leader: Quadek Tesaria Okanzoh (F)
Population: 17,200
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
13.200; Dwarves: 3,000; Halflings: 400; Elves: 300; Gnomes: 200; Half-Elves:
50; Half-Orcs: 25; Others:25
Guards:
3,800;
Militia: 8,000
Sheriff:
Fighter lvl-20
Rewoors is
a city built at the feet of the Shadow Mountains and has strong dwarven
ties. A major stronghold for Kharamis's southern border, this city is
heavily fortified and constantly patrolled. Rewoors is also rumored to
guard the mines that supply the country with the precious metal to mint
its currency.
Standing
tall in the center of the great city is Castle Farroven, known for its
elegant spires that reach far into the sky.
Religion
Although there are private places within the city where people can
worship their god, there are 9 proper temples here.
Wizard Presence
Magic is
strong within Rewoors. The Lion's Sight is the guild that oversees all
wizards in the Second Vallador, and no wizard practices magic without
their approval. The central tower of the guild rises from the mountainside
overlooking the city. Flanking the tower are two titanic-sized golden
stone lions that are said to come to life to defend the tower and the city
if needed. Any unsanctioned magic use without authorization from the
Lion's Sight will result in severe punishment.
Merchant Oversight
A central
government operation headed by a master matriarch oversees any and all
merchant businesses within Rewoors.
Criminal
Presence
As with any city, crime always exists, and Rewoors is
no exception. Aside from petty criminals that work individually or in
small disorganized groups, there are four organizations that are known to
operate within the city.
All
Sisters
A brash band of thieves and cutthroats that have long been a presence
within the city.
Empty Pockets
A group of insatiable criminals whose reach starts at the street level and
extents to the highest levels of nobility.
Flaming Hawks
This
organization is known to be religiously motivated and work in the name of
Celphea as they rob from those they feel are corrupted and donate to the
church or those less fortunate.
Grinning Shrews
Operating
for centuries, it is believed that this shadowy organization works under
the cover of bordellos that dot the cityscape.
Throats of
Stone
The miners
of Rewoors play an important role in the health of the realm, producing
everything from coal, to iron, to gems, to precious metals and more. Since
the city's founding, they have formed the Throats of Stone guild to better
organize themselves and have a voice in matters of Rewoors.
Other Places of Interest
Tovassal Maze
Deep
within the mountains near the mines is the Tovassal Maze. Before the city
was founded, a sinister wizard lived in the mountains and created an
impossibly huge mage with his residence in the center. Having long been
cleared of danger, the maze is now a spectacular oddity that requires
trained guides to take people to the center and back again.
Top
Ruvilhost
Leader: Magistrate Ohdera Fairlenna
(F)
Population: 30,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
23,500; Elves: 2,800; Dwarves: 1,700; Gnomes: 1,000; Half-Elves:
500; Half-Orcs: 250; Others: 250
Guards:
3,100;
Militia:
12,000
Sheriff:
Fighter lvl-20
One of the
first major cities built by the inhabitants who had migrated from the
Hestrillite Empire was Ruvilhost. The city itself, due to its strategic
location/importance, is a virtual fortress. Castle Freedom rises on hill
in the center looking down upon the city sprawling around it. The walls
are thick and 20' feet tall and constantly patrolled.
Religion
Although there are private places within the city where people can
worship their god, there are 15 proper temples here.
Wizard Presence
Magic has
always played an important part in the existence of the realm, playing a
huge part in winning its independence from the Hestrillites. The Shapers
of the Light is a guild devoted to the oversight and proliferation of
arcane magic use. Those who live in the city or nearby lands must register
with guild to be cleared to use magic. Travelers who cast arcane magic are
interviewed and given passes. Those who cast and have no passes or hide
that they use arcane magic, face time in a dungeon.
Merchant Guild
One of the
busiest ports in the realm means an endless supply of merchants flowing
through Ruvilhost. The city guild is a huge organization overseeing all
merchants with businesses within the city. Their voices are loud and their
power significant.
Criminal
Presence
Like any
other community, crime is a part of Ruvilhost. Aside from individuals and
small groups of criminals, there are six known organizations that ar a
thorn in the sides of law enforcement.
Blue Fishers
This gang
has always focused on the dock area, be it theft, extortion, blackmail,
robbery, or other crimes. They are known to have tattoos of kingfisher
birds on their bodies.
Devil's Reach
This
vicious band of street thugs are known for their use of extreme violence
and sometimes murder in their grisly work.
Darice's Clan
An
organization that has existed for over three cenurties, they seem to
specialize mainly in extortion but are not averse to other types of crimes
if it suits them. It is said that a one eyed woman named Darice originally
started the clan.
Palime Cambe
Elvish for
"Open Palm" this secretive group seems to be very selective about their
high born targets and sometimes goes for many months without committing
any kind of crime. But the law knows they are always lurking.
Thirsty Flames
This band
of thieves, cutthroats, and assassins appeared within the last forty years
or so. Their motivations seem to be religious, and many believe they pay
homage to Thirion.
Veiled Reach
The law
has long believed that the Veiled Reach is made up of members of the
merchant oversight committee and use their position and power to extort
gold from merchants visiting from afar.
Sailors' Covenant
Being
located on the shores of the Pachirik Lake, Ruvilhost is a major port
handling trade coming in and going out of the realm. The importance of the
sailors to keeping that trade flowing is great, meaning that the covenant
that they are a part of gives them considerable say in matters of trade
and, in some cases, city politics.
Other Places of Interest
Spires of Pennai
These four
symbolic spires were constructed at the four corners of the city when it
was build centuries ago. They represent General Pennai and her three
generals that perished in a defining battle with the Hestrillites that
allowed the realm to gain its indepenence. The sides of the square towers,
which rise to well over ten stories, are mirrored so that the sunlight
constantly gives them a brilliance that can be seen for miles.
Top
Soomili
Leader: Her Divine Beauty Vindy
Alinay
Population: 8,700
Power Center: Theocracy
Alignment: Chaotic Good
Races:
Elves: 8,000; Humans:
300; Halflings: 200; Gnomes: 150; Others: 50
Guards:
250;
Militia: 2,300
Sheriff:
Cleric lvl-20
This
sacred city of elves has existed while men were still merely bands of
disparate barbarians roaming the land. The elves of Soomili are ardent
worshippers of Em'Sharfhei and do not tolerate open home to any other god.
Religion
Although there are private places within the city where people can
worship their god, there is only one temple here that is dedicated to
Em'Sharfhei.
Wizard Presence
Although a theocratic society, the elves still
recognize the importance of arcane casters. There are several individuals
who dwell within the city. They occasionally meet in private discuss their
craft.
Criminal
Presence
No crime
exists within Soomili. For the rare instances where a crime is committed,
the offender is killed (if it's a capital crime) or banished from teh
city.
Other Places of Interest
Temple of Em'Sharfhei
Built around an ancient ironwood tree, this elegant white temple rises
high to extend past the tops of the tree to soak in the sun. Visitors come
from near and far to explore the architectural marvel.
Top
Teok
Leader: High Lord Vomell T'ari
Population: 8,500
Power Center: Magic
Alignment: Chaotic Good
Races:
Elves: 8,000; Humans:
200; Halflings: 100; Gnomes: 100; Half-Elves:
50; Others: 50
Guards:
280;
Militia: 3,800
Sheriff:
Wizard lvl-19
The
magical city of Teok has been around since anyone can recall. The elves of
Teok are reclusive and do not suffer unexpected visitors well. Referred to
as a city of light and wonder, Teok's buildings exist high int he branches
of mammoth ironwood trees. The city itself is run by a group of very old,
very wise wizards.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
A large
portion of the population, mostly elves, practice arcane magic. The
Council of the Silver Light is made up of eight of the most wise elven
wizards in the city. From their Tower of Shining Light they meet and
consider the mysteries of the arcane and beyond while ensuring the safety
and security of their people.
Criminal
Presence
There is no crime in Teok. Anyone foolish enough to
commit one will be killed (if it's a capital crime) or banished forever
from the city.
Other Places of Interest
Window to the Fey Realm
Near the Tower of Shining Light is an invisible stair that sprials up
about forty feet or so. At the top is a small round frame of shinding
green light. Anyone looking through the frame will see the forest paradise
of the Fey Realm. No one can reach through it nor can anyone/anything on
the other side. Elven wizards long ago created it as a way to peer into
the fey realm to look for secrets.
Top
Third Vallador
Cities, Villages, Towns, Etc.
Falconhaven
Leader: Queen Neinna Neublanas (F)
Population: 45,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
38,000; Elves: 4,000; Halflings: 2,000; Gnomes: 500; Dwarves: 300; Half-Elves:
100; Half-Orcs: 50; Others: 50
Guards:
2,400;
Militia: 8,800
Sheriff:
Fighter lvl-20
The
capital of the realm is a great sprawling metropolis located on the shores
of the Pachirik Lake. Falconhaven drew its name from the many different
species of falcons that inhabit the Shadow Mountains to the south and in
the surrounding area. Coincidentally, the city is a haven for those who
worship Celphea.
Kharamis
Venaya chose this place to build the realm's capital city due to its
strategic location by the lake which empties into the Aquantis Ocean.
Falconhaven is also positioned on a peninsula that makes it extremely
difficult to take by force.
The queen
and her court reside in the ancient simply-designed Manbane Castle,
dedicated for the final victory of the women against the Hestrillite
forces long ago.
Religion
Although there are private places within the city where people can
worship their god, there are 17 proper temples here.
Wizard Presence
There are
many wizards living in Falconhaven. They learn and teach at the Academy of
the Arcane Arts, a huge campus of colleges representing each of the eight
disciplines. The main tower where the council members meet to discuss
wizardly matters is called The Finger of K'Tash.
Council of
Industries
The
council is staffed by representatives elected by each of the realm's
industries, such as: lumber, textile, shipping, mining, fishing, farming,
and others. The meet regularly to speak of laws and ways to keep the
economy growing and profitable.
Criminal
Presence
In a huge
city such as Falconhaven, there has always been crime. The known
organizations are as follows:
All Seers
A street level gang that brags they have eyes on every corner.
Coromo Tash
Extreme patriots of the realm who pride themselves in stealing from any
visitors from the empire and donating their gains anonymously to those in
need.
Dark
Femme
This coven
of women feel that there should be no free men roaming the streets.
Because of that, they prey upon those women who associate with the free
men, as well as nobles who advocate to keep the men free.
Darkness Falls
Quite elusive and most secretive, this organization is said to be led by
drow females who revel in stealing from surface dwellers to fund their own
design back home. Their existence has never actually been proven, though.
Eyes of the Falcon
This organized crime gang is rumored to focus their talents on extorting
money out of local businesses to "keep them safe". They have been a
constant irritant to law for a great mny years.
Gray Swords
Rumored to be made up of fallen nobles and aristocrats, the Gray Swords
seem to focus their attention on lawmakers and those who enforce it.
Oldogon
Faya
This small
but brash group of thieves have always concentrated on acquiring rare and
coveted items of power and antiquity.
Merchants'
Association
The
association is a large body of representatives from all businesses within
the city. They help make and interpret laws pertaining to merchants and
ensure all are treated fairly.
Other Places of Interest
Stairway to Karthaganos
In the bowls of Castle Taiah Uth is a chamber. In the center is a stone
stairway that spirals down around a central column that runs through an
inverted tower. It is said that stairs extend over a mile and stop within
view of a river of flowing lava. The myth is that prisoners of the
invading armies of the Hestrillites centuries ago were marched down the
stairs and forced to leap to their fiery deaths.
Top
Florii
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Gowrn
Leader: Chancellor Imi Shrue (F)
Population: 10,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7,500; Elves: 1,250; Dwarves: 1,050; Gnomes: 100; Half-Elves:
70; Half-Orcs: 20; Others: 10
Guards:
400;
Militia:
2,040
Sheriff:
Fighter lvl-18
Gowrn is a
key production city for the realm. Most of the precious metals and gems
are mined here. But the most significant function of Gowrn is that it is
where the realm's Qiran Esh shells are created and stored in the mountain
for the time they are animated and called upon for service in protecting
Kharamis. The finest armor and weapons are forged and shipped to outlying
cities to those who can afford them.
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 great many wizards living in Gowrn. Much of them are employed by the
realm to create and maintain Qiran Eshes. Gowrn is also the centerpiece for
arcane research within Kharamis. There are eight colleges, each
representing an arcane school. The Elite Eight reside in the Iron Tower,
which rises as a hub surrounded by the colleges.
Thieves' Guilds
There a two crime organizations that are known to
exist within Gowrn.
Blue Flowers
This flamboyant group prefers higher class crimes and always leave a blue
cavoria flower near their latest victim.
Light
Touch
Mostly a
street-level gang, the Light Touch has angered many with their lightning
quick pocket picking and purse snatching.
Miner's
Guild
Mining
here is crucial to the realm for things like precious metals, gems, coal,
and other items. Although the three mining companies are owned by human
woman, quite a few dwarves work there, as well.
Other Places of Interest
Iron Tower
A dark grey tower of iron that rises from among the eight arcane colleges
within Gowrn. The surface of the fifty-story structure is smooth and
windowless, and on some nights bluish lights can be seen playing across
its surface. Many find it fascinating and beautiful while others swear
that anyone touching the symbol of wizardry will instantly die.
Koris Mines
Deep and
sprawling, the mines have existed since before Kharamis was founded. Some
say that they extend into the Aleroo Mountains for miles and that many
have gotten lost within them.
Qiran Esh Caves
Near the
Koris Mines are several massive caves that are filled with unanimated
Qiran Esh. Rumors are that the caves hold over 10,000 Qiran Eshes that are
waiting to be animated for battle or whatever the realm requires.
Top
Kesorine
Leader: Citymaster Annalee Manaya (F)
Population: 11,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7.900; Dwarves: 2,100; Halflings: 500; Elves: 250; Gnomes: 150; Others:
100
Guards:
433;
Militia:
5,000
Sheriff:
Fighter lvl-20
Built on
the northern banks of the Winding Flow, which flows between the upper
reaches of the Shadow Mountains, Kesorine is a majore protector of the
waterway leading into the heart of realm. Castle Eor Tallen, a massive
black fortress, frowns down upon the busy Winding Flow and has the
weaponry necessary to sink any enemy ships foolish enough to approach from
the sea.
Religion
Although there are private places within the city where people can
worship their god, there are 9 proper temples here.
Wizard Presence
Within the
imposing Arcane Manor, wizards representing the 8 different schools of
magic meet to debate the mysteries of magic, the universe, and a multitude
of other subjects.
Merchant Watch
The
merchants of Kesorine belong to the Merchang Watch, a powerful union that
represents their interests in all things.
Thieves' Guilds
Crime, as
in most communities, exists in Kesorine. Aside from the individuals who do
their thing, there are five organized gangs known to exist within the
city.
Banjo Burners
Rumored to
be made up mostly of performers, these gang members prey upon those
foolish enough to roam the streets drunk after a night of revelry, usually
at a tavern.
Cluster of Fists
This gang
uses violence and murder to achieve their ends, preying on citizens who
are poor all way up to rich.
Dainty Doves
Reputed to
work the upper crust of Kesorine, these ladies use their wiles to get what
they want.
Fell Swoops
A gang of
criminals who mainly work as assassins for hire. They are highly sought by
the law but have always been able to elude them.
The Clan
No one
really knows much about The Clan other than that most, if not all, are
related. They seem to concentrate on burglary.
Sailors' Union
River
travel is critical to the success of Kesorine businesses and trade in and
out of the realm. Anyone working as a sailor must be a part of the union,
which protects them and ensures their interests are looked after.
Other Places of Interest
Heart of Eronock
During the
last days of the war with the empire, two bronze dragons led by a gold
dragon named Eronock attacked Kesorine, killing hundreds and nearly
leveling the city. With the help of local wizards, the bronze dragons were
killed, but the gold was too powerul. Desperate, they convinced the
Hestrillites that the leadership of the rebel women had taken refuge
inside a deep mountain cavern. Eager to finish the rebellion off in one
fell swoop, the dragon lord sent Eronock into the cavern. The great dragon
was ambushed by the wizards and turned to stone. The stone dragon resides
in the same cavern to this day, drawing visitors every day to see the
great monument to the Hestrillites' defeat.
Top
Polif
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Ulkri
Leader: Chancellor Pellasai Tullurr
(F)
Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
6,800; Halflings: 500; Elves: 400; Dwarves: 200; Gnomes: 50; Half-Elves:
20; Half-Orcs: 20; Others: 10
Guards:
470;
Militia: 3,250
Sheriff:
Fighter lvl-16
Heading
the waters draining off the eastern edge of the Aleroo Mountains to the
Fachirik Lake, Ulkri is an important hub of trade and travel within the
realm. Ulkri is known to be a producers of some of the finest warriors
ever known, and competitions are held here regularly. This large
metropolis is also home for some of the best brewers/distillers on the
continent.
Castle
Voggoro rises from the center of the city and is the home to the
Chancellor, her administrators, and their families.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Within the Radiant Spire, which rises from the
wizard's ward, reside the Council of the Nine. They consist of
representatives from each college of magic and an elected leader.
Merchant Guilds
There are
four guilds located within Ulkri: farmers, builders, smithies, and
builders. All have a representative sitting on a council that helps to
maintain good commerce and enforce laws of trade.
Thieves' Guilds
As with
any city, there are small bands of thieves and such. The only acknowledged
guild is known as the Arch-Fiends. Aside from street crime, they seem to
specialize in blackmail and have eluded the authorities for a very long
time.
Other Places of Interest
Hanging Bridges
Hanging from the branches of the mighty trees throughout the city are
spectacular bridges made completely of vines that have grown and shaped
themselves to make the structures.
Top
Yariol
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Fourth Vallador
Bervinon
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Coflei
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Dinelrod
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Falcray
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Naji
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
Truboa
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
White City
Leader:
Population:
Power Center:
Alignment:
Races: Humans:
; Halflings: ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves:
; Half-Orcs: ; Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Although
Merchant Guilds
Being
Thieves' Guilds
The
Sailors' Union
A
Other Places of Interest
Top
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