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

 

First Vallador

Quadek Cia Kujafa

Captial: Uransila

Second Vallador

Quadek Tesaria Okanzoh

Capital: Rewoors

Third Vallador

Queen Neinna Neublanas

Capital: Falconhaven

Fourth Vallador

Quadek Zuri Soltibaar

Capital: White City

 

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.
 

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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.

 

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Slavery

 

Slavery is forbidden within the realm, as it has been since its inception.

 

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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.

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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

 

 

 

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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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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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.

 

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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

 

 

Clorne

 

 

Top

 

Drakiria

 

???

 

Top

 

Heel of Irith

 

Top

 

Northern Houress

 

   

Boreoa

 

Dockrawlin

 

Dragon Isle

   

Dwarflands

 

Elvenlands

 

Ergony

   

Forestal

 

Garland

 

Hestrillites

   

Kenitswillow

 

Kharamis

 

Poulcea

   
Vohrn (Akuri)   Vohrn (T'agh)   Wildlands

 

Top

 

Southern Houress

 

   

Barbarians

 

Blackmel

 

Brighkly

   

Criksrad

 

Defiled Lands

 

Dwarves

   

Gloridon Desert

 

Gorth

 

Kerus

   

Maharool

 

Northlands

 

Pirates Isle

     

Regdon

 

Sestillion

   

 

Top

 

Top of the World

 

 

 

 

 


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