Southern Houress
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Brighkly
|
Lord Kaln Brighkly |
|
Leader: |
Lord Kaln Brighkly |
Capitol: |
Kentelly
(12,600) |
Population: |
170,400+ |
Demi-Humans: |
Dwarves, Halflings, Elves, and few
Others |
Humanoids: |
Many |
Resources: |
Foostuffs, Cloth, Gold, Coal and
Silver |
Current Political Structure
3
Duchies, their Dukes, and their Capital Cities
Cities
City |
Leader |
Pop. |
Pred. Race |
Barrackus |
Jirram |
10,500 |
Human |
Chaulssinath |
Elvandriira |
17,800 |
Shenuri |
Cingolen |
Oway (F) |
9,340 |
Human |
Eigernalf |
Troja |
8,614 |
Dwarven |
Fel Treighvor |
Lomni |
10,574 |
Elven |
Ghamfarle |
Chavo |
6,655 |
Human |
Gurenthaar |
Bindlefloog |
9,900 |
Barethkor |
Havalla |
Hadol |
6,504 |
Human |
Iegg Fhar |
Omho |
5,087 |
Halfling |
Inya |
Reverin |
7,887 |
Human |
Kentelly* |
Zhike |
12,600 |
Human |
Maniah |
Gutef |
10,804 |
Human |
Ore Point |
Kine |
9,954 |
Dwarven |
Rorus |
Blix |
15,500 |
Human |
Shorelain |
Kroner |
11,011 |
Human |
Shria |
Crosavi |
989 |
Centaur |
Stranviato |
Glishay |
8,990 |
Human |
* = capitol
The lands
of Brighkly hail back to the time of Varanady, when powerful lords dotted
the western frontier of the great dark kingdom. The corridor of land known
today as Brighkly and Blackmel was a prize heavily sought by the spiteful
queen of Varanady. What eventually became the western frontier of the
queen's vast empire was populated by several powerful independent dukes
who quarreled incessantly. Through guile and manipulation, the Queen of Varanady
festered those quarrels into open warfare that weakened the dukes. After a
short time, during the 126th year of the 4th Age Of Man, the queen sent
her forces marching into the lands and took the disorganized lords easily.
These lands were the last taken before she launched the Great War against
what is now the Northlands and then the west--a war which lasted twelve
long, devastating years.
After the
wizard Gremlidone and his allies had defeated the elementalist wizards who
generaled the queen's armies, the allied forces of the west finally
conquered Varanady and carved it up, erasing the kingdom from the map of
Southern Houress forever. But one of the original lords, one Aur Brighkly,
intended to survive. He had sided with the Queen of Varanady when he saw that he
and the other lords could not withstand her. Years later, when the winds
had begun to blow against the ruthless queen, and the western forces began
to sweep down from the northwest, the aging Lord Brighkly turned against
the queen. He betrayed her by allowing western forces to enter the lands
he still controlled, and he then added his own armies to the attack
against the Queen Varanady's forces. Because of his decision to side with the
forces from the west, Aur Brighkly was given control of what is now the
lands of Brighkly and Blackmel.
A land rich
in gold, silver, foodstuffs and coal, Brighkly is a well-traveled corridor
for those moving to and from the shores of the lucrative city of Parfum.
The traders maintain a steady stream of commerce that snakes from Parfum,
up through Blackmel and into Brighkly, anchored in the north by the rich
gladiator city of Rorus. The lands are well-ordered, and the citizens are,
for the most part, content.
Slavery
Slavery is
allowed within Brighkly borders and is strictly regulated and taxed.
Points of Interest
Flane
River and Coasit Lake
The Flane River flows down from the Ghiena
Mountains all the way to the ocean near Darkwater. It acts as the border
that separates the lands of Brighkly and Blackmel from Sestillion and the
Northlands. Roughly halfway along the river's journey is the great Coasit
Lake, a body of water rich in fishing and commerce traffic. Villages dot
the river, which is a natural highway for goods and supplies flowing down
from the Northlands.
Gemtek Pass
A long winding
trade route that begins on the western border, runs briefly west into the
Gloridon Desert, then south through the Votacks before turning west again
into the Barony of Criksrad. The Pass is a vital pipeline of trade
between the east and the west. Both the Baron of Criksrad and the lords of
Brighkly maintain troops along the pass to ensure it stays open.
Ghiadur Tunnel
Constructed over
350 years ago by miners from the Dwarflands and Brighkly, this 60'
diameter tunnel runs directly through the Pentledos Mountains for 75 miles
along the border with the Northlands. The project was designed to create a
pass where the two countries of the Dwarflands and Brighkly could trade
with one another freely without having to move across the treacherous
peaks of the Pentledos.
The tunnel itself is 30’ across
by 20’ high. Every five miles are dugouts alongside the road. These are
100’ long and 20’ wide. These are used by travelers to stop and rest, make
repairs, or whatever they need. Every five miles, there are ventilation
shafts that rise through the ceiling. Affixed to the ceiling at intervals
of 60’ are magical globes that emit light in a 30’ radius.
The northern half of the tunnel is patrolled and maintained by the dwarves
from the Dwarflands, while Brighkly citizens (mostly from Rorus) are
responsible for the southern half.
There will usually be 1d2 patrolmen on horseback encountered every 20
miles.
The midpoint of the tunnel is called "Midpoint". Here, there are two
buildings carved from the solid rock on either side of the road. On the
western side is the Mole’s Nose, a dwarven run establishment. On the
eastern side is the Gray Mare, an establishment run predominately by
humans. Many times, travelers in either direction will stop to eat here or
even stay the night.
Mole’s Nose has 15 rooms and enough stable space to house 20 horses. 12
employees work there, with Donnik Oldbrim as the owner.
The Gray Mare has 13 rooms and enough stable space to house 15 horses. 10
employees work here, with Thiar Moldenny as the owner.
Votack
Mountains
This ancient
spine is the gateway makes up the southern and much of the western borders
of Brighkly. It separates Brighkly from the Dwarven Kingdom and the
Gloridon Desert.
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Significant
Events/Holidays/Etc.
Great Centaur Flight
Date: Day 14 of the Month of
Autumn's Waxing
Centuries past, the centaurs
dwelling in Shria Valley were driven out by the forces of Varanady.
They trekked over 1,000 miles through the Gloridon Pass to the
western side of the continent of Southern Houress to escape. They
returned home once the Dearkus War had ended. Each year, they make a
weeks-long journey retracing the steps of their ancestors through
the Gloridon Pass to Regdon City. The day is celebrated with great
reverence by all Ountrai Centaurs everywhere.
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Duchy of
Evarl
Houses of Evarl
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House
Thenlem
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House
Moraloff |
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House
Alo |
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House
Oifel |
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House
Swan |
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House
Fwalson |
Cities, Villages, Towns, Etc.
Kentelly
Leader: Governor Zhike
Thenlem
Population:
12,600
Power Center: Conventional
Alignment: Lawful Good
Races:
Human: 9,220; Halflings 1,552; Elves: 1,476; Dwarves: 426; Gnomes: 50;
Others: 76
Guards:
1,176;
Militia:
2,380
Sheriff:
Fighter lvl-17
This is the capital city of the Duchy
of Evarl and the capitol of Brighkly proper. A large city rich in
heritage, Kentelly bristles with trade. The city sits on Blackmel's
northernmost border, and is a key stopping point along the great trade
route. The Brighkly family is quite prominent here, with 4 castles dotting
the landscape. The Brighklys hold the Red Circle, which is a gathering of
the 12 best knights in Kentelly and the lands in the immediate area. The
knights of Brighkly are well respected throughout most of the continent.
Kentelly is a city
ruled by a strong hand and a pervading sense of religion. There is little
tolerance for the faithful who dwell here to stray from the path of
righteousness. With that said, the thousands of travelers who pass through
this important link in the great trade route are given only marginal
leeway in matters of revelry. They cannot be held completely accountable
for their misgivings, as they are not true believers. But the tolerance of
the authorities within Kentelly only goes so far, and the dungeons of the
mighty Castle Morovakess are filled with those who did not heed the orders
of the town guard.
Religion
Although there are many public places to pray within the vast city of
Rorus, there are five temples proper:
Wizards' Guild
Eight white towers, arranged in an octagonal
formation, rise from the western area of the city. These are called the
Fingers of
K'Tash,
and each is ruled by a master of each of the different arcane schools of
magic.
The wizards of Kentelly are regarded with caution
and, in many cases, suspicion. Long have they been suspected of being
agents working for the wizards of Blackmel.
The leader of the FoK is an obese elder halfling
conjurer known as Roundchop Wyrmbane. Although jovial and inviting on the
outside, he is known to have a long memory and a penchant for revenge
against those who have wronged him or his wizards.
Thieves'
Guilds
Although there are many shady
groups of thieves living with in the walls of Kentelly, there are four
established guilds that are documented by the law.
Dapper Boys
Known for specializing in high end crimes against
those of wealth and power, the Dapper Boys have been a thorn in the sides
of lawmakers for many years.
Jokers
This rough bunch leaves their mark by cutting
smiles into the cheeks of those who wrong them. Their focus seems to be on
robbery and theft.
Shadow Web
An organization that engages in crimes from the
street level to the high end.
The Odds Makers
Specializing in running crooked gambling schemes,
the Odds Makers are extremely efficient and secretive.
Tobacco Guild
Located in the public buildings in the center of
town, the lucrative tobacco guild is the hub of activity for the many
farmers who grow the sweet leaf. A jovial halfling named Gristletoe runs
the guild with a firm hand.
Merchants' Guild
Located in the public buildings in the center of
town, this guild is run by an older man named Renaal. He spent many years
as a successful merchant baron before settling in Kentelly to run the
operation himself.
Miners' Guild
Mining is big business in the easter spine of the
Votacks. Run by the grim-faced Anor, the guild is located in a huge
dwelling within the entrance to the mines themselves.
Gambling
Kentelly is a gambling city, and the people who
live in or pass through there are in love with it. Nearly every tavern or
inn has licensed wager brokers who take bets on any action ranging from
horse races, to bouts between warriors, to how long a town official will
be dating their significant other before they get married.
Gambling is strictly monitored by the Ministry of
Gambling, located in the courthouse within the city. Those who fail to
report winnings that can be taxed are severely punished.
Other Points of Interest
Castle Ermmentavis
Situated on the northeast shores of the Flane River leading from the
Coasit Lake, this formidable castle has been here since the days of the
White Queen's reign. Any barge or ship daring to pass by the castle
without the harbor master's approval will be sunk in spectacular fashion.
Hall of Odds
The Hall of Odds is a central
building located near the city jail (ironically enough). There, anyone can
make a bet on anything from the times that a certain barge coming from the
Coasit Lake will arrive to the number of drunks that will be arrested on a
certain day.
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Barrackus
Leader: Mayor Jirram Moraloff
Population:
10,500
Power Center:
Conventional
Alignment:
Chaotic Good
Races:
Humans: 9,240; Halflings: 430; Elves: 365; Dwarves: 300; Gnomes: 75;
Others: 65
Guards:
665; Militia: 1,106
Sheriff:
Fighter lvl-13
Built upon the western
shore of the Coasit Lake, Barrackus sits roughly at the halfway point
along the great trade route. This city is also a focal point for trade
vessels running east and west across the lake bringing and sending
supplies to the Kingdom of Sestillion. As a central trade hub, Barrakus is
a place where nearly any type of good and service can be found.
Political Structure
Barrackus is overseen by the Mayor, who is part of a 5-man council of
lords. The council is as follows:
1. Lord Jirram Moraloff (human mayor)
owns 100 acres of land north of town along the western coast of the Coasit
Lake. He has no force of men-at-arms, just his servants and farmers,
numbering about 33, who work his land. He does, however, command the 50
town guardsmen who reside in a barracks at the southern entrance to town.
Jirram is not religious at all. In fact, he has a healthy contempt for
anyone who worships the gods.
2. Lord Lexor Iuus (human)
owns 390 acres stretching along the western coast of the Coasit Lake along
the eastern edge of Barrackus. Besides his servants and peasants, which
number about 120 in all, he has a force of 5 knights and 15 men at arms
residing at this castle by the lake.
Lexor and his people are firm worshippers of
Ianlia
and
Ardru.
3. Lord Ennor Ulek (human)
Ennor owns 1000 acres stretching directly south of Barrackus. His personal
force of men-at-arms numbers approximately 24, and there are 12 knights
who serve under him as land owners. Ennor resides in his castle about 10
miles to the southeast of the road leading into the southern border of
Barrackus. There are at least 25 men at arms in the castle with 15
servants. There are a total of about 54 families (about 254 people) who
farm approximately 400 acres of land.
Lord Ennor is a hard-core worshipper of
Mordrun
and does everything he can to promote the views of his god from his
position on the council.
4. Lord Gemini Forlo (human)
Gemini owns about 300 acres of land to the southwest of Barrackus and to
the west of Ennor’s lands. Only about 75 acres are farmed by 10 families
(36 people). Gemini is an older man with a small keep holding 6 men at
arms besides his family. His interest is in the merchant shipping that
comes down the river and across the Coasit Lake. Lord Gemini is a believer
in the word of
Celphea.
He will tend to lean in the direction of what Lord Ennor proposes, but he
is reluctant to advocate too far in the direction of Celphea and her
priests for fear of seeming too biased.
5. Lord Jormick Ackiss (human)
Ackiss holds sway over 590 acres of land to the west and northwest of
Barrackus. A full 400 acres of land are farmed by 18 families, a few of
which are tobacco-growing Halfling clans. Ackiss’ lands provide much of
the food that supplies Barrackus. The surplus of tobacco, food, and timber
imported across the lake bring Ackiss much wealth. Ackiss lives in his
large keep, called Ackiss High, in the hills a few miles to the south of
Reventrell Hold.
Lord Ackiss is a huge, quiet man of reflection. He worships Arawn and has
managed to promote the beliefs of his religion quietly while on the city
council, unlike some of his more vocal fellow lords.
Religion
Although there are many public places to pray within the vast city of
Rorus, there are five temples proper:
Ardru
Located near the western gates of
the city within an orange grove lies the temple of Ardru. This small
spherical structure is administered by Lynori Flynn, a woman of exquisite
beauty and compassion.
Mordrun
Located on the shores of the
Coasit Lake near the northern edge of town, this temple is minded by a
human woman named Mairwen Humphries.
Ianlia
Ianlia's temple is located on the
shores of the Coasit Lake roughly in the middle of the town and has
provisions for people to worship any of the gods. The head priest is a
dwarf named Ceefus.
Thirion
This small and indiscreet temple
can be found roughly 2 miles to the northwest of Barrackus in a thick
grove.
Vahntorii
Located a couple of miles to the
west of Barrackus among some low hills is the black squarish structure
that is the temple to the goddess of strife and suffering. This place
serves as a reminder to the people of Brighkly of the suffering they
endured at the hands of the White Queen and how Vahntorii was there to
hear their cries. The temple is administered by Krookoork, a heavy browed
1/2 orc with an evil temper. If you go to him, yo had better know what you
want, or he'll throw you out on your ear.
Williommox
The temple to the god of Chance
and Gambling lies near the courthouse. Williommox is the most worshipped
deity in Barrackus. High Priest Joyoflay Omniqar the halfling matriarch
runs this holy place along with her four acolytes.
Wizard Presence
The people of Barrackus are quite
wary of wizards after a recent conflict between Brighkly and Blackmel.
There is no guild, only two wizards who dwell in their homes in different
parts of the city.
Jam Zellfargimollen is a dapper
young gnome who recently took up residence in a manor that he purchased
from the town after its inhabitants moved out of the country. He
specialized in illusions, and his bright smile usually makes anyone feel
better.
Thieves'
Guilds
There are two acknowledged
thieves' guilds within Barrackus: The Hundred Fist and the Wyvern's Sting.
Hundred Fist
Highly-secretive group
specializing in extortion, blackmail, and petty theft.
Wyvern's Sting
This group of made up of street
rogues intent on petty thefts and robbery.
Merchants' Guild
The guild within Barrackus is
well-organized and run by the brother Tharn (Jorm and Willam). Many say
that they are involved with one or more circles of organized crime, but
this has yet to be proven.
Sailors' Guild
With shipping such an important
part of Barrackus and its survival, it's important for the sailors to be
well-represented. Captain Horaldo Vomdory of the city warship Knifetide
heads the guild.
Other Places of Interest
The Maze
Ship traffic in and out of
Barrackus is so prevalent, that the dock system over the years has grown
into a complex array of docks called The Maze. Even seasoned captains have
to be on their game to navigate through the winding wooden docks to reach
the berth for their ship.
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Inya
Leader: High Official Reverin Alo
Population: 7,887
Power Center:
Conventional
Alignment:
Lawful Neutral
Races:
Humans: 6,328; Halflings: 977; Elves: 359; Dwarves: 88; Gnomes: 62;
Half-Elves: 44; Half-Orcs: 26; Others: 3
Guards:
488; Militia: 836
Sheriff: Fighter lvl-17
Inya is a border community on the western banks of Tolofor River. Traders
from the north hail Inya as their first real stop on their way to the
Coasit Lake and beyond.
A walled city with the mighty Rookspire Castle rising from the center,
Inya also serves as a defense against any possible invasion from the
barbarians of the Northlands, even if there hasn't been a threat from them
in centuries.
Ruling over the city is Reverin Alo, a portly man with suspicious piggy
eyes whose trust is hard to win. Even so, he is known to be fair.
Religion
Froyonnia
Shozrei
Srultavin
Wizard Presence
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Fel Treighvor
Leader: Lord
Lomni Oifel
Population:
10,574
Power Center: Nonstandard
Alignment:
Chaotic Good
Races:
Elves: 9,351; Humans: 631; Halflings: 410; Dwarves: 110; Others: 12
Guards:
735; Militia: 1,095
Sheriff:
Fighter lvl-14
A diverse town established generations ago, Fel Treighvor enjoys a great
deal of traffic from trade by foot and by water. Unlike most communities,
Fel Treighvor affairs are dictated by a council of leaders representing
the merchants, sailors, and lumberjack unions, which are overseen by Lord
Lomni Oifel himself.
Religion
Em'Sharfhei
Nynneon
Pomoleth
Tlancu
Wizard Presence
Fel Treighvor has no formalized wizard's guild or other organization.
Currently, there are three wizards who dwell here:
Consway Bultoss the tiefling summoner.
Peench Vlee the gnomish diviner.
John Lamb the human abjurationist.
Thieves' Guild
No known guilds or formalized crime organizations are known to exist in
Fel Treighvor, for the law is well-kept. Even so, there are instances of
individual crimes that crop up from time to time.
Merchants' Association
The various established businesses within Fel Treighvor work as part of
the Merchants' Association. The panel consists of the top five owners
within the city.
The Lumber Brotherhood
Lumberjacks are an important part of Fel Treighvor society, for lumber is
a major export throughout Brighkly. Overseen by Master Jack Onyem Vollek,
this powerful union ensures that those within are safe and well
compensated for their important work.
Water Consortium
With shipping so prevalent on the shores of the Coasit Lake, the sailors
and dock workers are banded together under the Water Consortium. With the
lake being a lifeline to the rest of the country, the men of this union
are vital to Fel Treighvor's survival. They have a great deal of political
pull when it comes to city business.
Other Places of Interest
Rainbow Reef
Located off the shores of Lake Coasit just to the north of the city is a
two-mile-long underwater barrier of multi colored reef. Many types of
wildlife live among the reef, which is known to home to mermaids and
sahuagin.
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Cingolen
Leader: Lady Oway Swan (F)
Population: 9,340
Power Center:
Conventional
Alignment: Neutral Good
Races:
Humans: 6,495; Halflings: 1,268; Elves: 1,041; Dwarves: 334; Gnomes: 93;
Half-Elves: 67; Half-Orcs: 40; Others: 2
Guards:
629; Militia: 999
Sheriff:
Fighter lvl-13
A lakeside
town that has existed since the end of the war with the White Queen,
Cingolen bustles with merchant shipping activity year round. Under the
leadership of Lady Oway Swan, Cingolen has enjoyed great prosperity.
Religion
There is
quite a bit of diversity among the people of Cingolen, who worship many
different gods. Still there are only three temples proper within the city.
Ianlia
This
simply constructed shoreside temple is home to the goddess Ianlia. The
High Priestess Gholadora is an older elven woman with a kind face and a
willingness to help those in need.
Orodar
Those
within this city and nearby lands have long worshipped Orodar as the
father of all in the heavens. His temple stands about a 1/2 mile to the
northwest on a tall hill overlooking Cingolen. The High One (head priest)
is a middle-aged man named Folerle Jamgin. He never strays from the
confines of the temple ground, but is said to be kind and generous to
those he meets.
Revenkai
Near the
southern entrance to Cingolen is the small simple church of Revenkai.
Cyralf the Knowing is an older man who tends to this place with his single
acolyte.
Wizard Presence
The few
wizards living in Cingolen have operated autonomously without any sort of
guild or organization for nearly as long as the city's existence. With the
recent conflict between Brighkly and Blackmel, both citizens and
government officials have come to regard wizards with much more suspicion.
A special
official called an Arcane Moderator, who answers only to Lady Oway
herself, oversees the activities of all wizards living in Cingolen. They
have had to register themselves with the office of the Arcane Moderator,
something other wizards have refused to do before vacating the city.
Merchants' Guilds
The local office where all merchants must report to is located in the
center of the city where most government structures are. Three merchants
from a long line of merchant families reside on the board and make
decisions that affect all business established in Cingolen.
Thieves' Guild
Der Boys
The oldest of the three known crime organizations is Der Boys. Authorities
have pegged them as mostly small time thieves, robbers, and padfoots that
infest the town and are a constant pain the sheriff's side.
The Long Reach
Little is known about this organization other than its existence and that
its members prefer extortion and racketeering.
Pink Corsets
Suspected to be run by the madam of the town's largest brothel, The Tasty
Tart, the corsets are suspected to smuggle gems and jewelry from across
the country and beyond. It is also believed by authorities that they use
their feminine wiles to gain information that they sell to interested
parties.
Tarheel Co-op
Run by a small council of ship owners who call Cingolen their home, this
organization is based in the harbormaster's home. Here, they make
decisions on safety, commerce, scheduling, taxes on goods, etc.
Other Places of Interest
War Dock
This is a special stone dock running from the shore to the north of where
the commercial docks are. Here are docked four special warships that are
swift and well-armed. They are called upon should any threat from across
the lakes threaten the western shores.
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Shorelain
Leader: Mayor Kroner Fwalson
Population: 11,011
Power Center:
Conventional
Alignment:
Neutral Evil
Races:
Humans: 8,198; Halflings: 1,690; Elves: 1,450; Dwarves: 530; Gnomes: 220;
Half-Elves: 10; Half-Orcs: 10; Others: 3
Guards:
750; Militia: 1,170
Sheriff:
Fighter lvl-16
Shorlain
is an old city that lies on the southern shores of Lake Coasit. It also
shares a border with the northwestern tip of Sestillion. Because if its
strategic position, Castle Alomvell was constructed centuries ago and has
been added to in size and strength over the years.
Power
comes from the Council of Six, headed by the venerable Mayor Kroner
Fwalson. He's a tall, swarthy man with a goatee down to his knees and a
penchant for quoting scripture from the book of Aroth, the singularly
worshipped deity of Shorelain.
Religion
The roots
of the god
Aroth
run long and deep within the Shorelain community. He and he alone is the
acknowledged deity, although some do worship other gods in private.
There are
four temples within the city, which are all overseen by High Khalar
(priest) Ahn Tophell, a wise man of many years who preaches the gosphel of
Aroth to any and all.
Wizard Presence
In Shorelain, wizards are looked upon as necessities, even if most people
fear and loathe them. Wizards played a major role in helping to defeat the
armies of the White Queen and free the people of the surrounding lands
from her cruel grasp.
A formalized council of wizards,
with one wizard representing each of the 8 schools of magic, convene in an
ancient keep (called Unldraaden) just within the eastern gates of the
city. The head wizard is Tu'Juren, a
curt elf that looks down upon others with a discerning brow and little
tolerance for anything not related to his sacred order.
Merchants
Guild
Those who
wish to set up business within Shorelain must obtain membership within the
city's guild. Overseen by a gnomish woman named Wizzjabat. She is
meticulous in making sure that all appropriate dues to the guild are paid
and that all taxes to the city are collected.
Thieves'
Guilds
Organized
crime within Shorelain has existed for generations. Aside from small
pocket gangs that prowl the docks and the poorer areas of the city, there
are three known guilds of note that exist.
The Blue Thorns
Specializing in higher end crimes, this slippery bunch has eluded
authorities since its inception over 150 years ago. Some say that they
have a secret agreement with the mayor which limits the targets they can
hit in exchange for looking the other way, but that has yet to be
verified.
Backbiters
A rowdy
bunch with a rather bloody reputation, their tastes run from pickpocketing
to assassination. Their organization has proven to be compartmentalized,
so catching a few never provides enough information to bring down the
whole bunch.
Dock Boys
The Dock
Boys are a bunch of back alley sailors who make most of their bones in the
areas surrounding the docks. They are bullies that intimidate, blackmail,
and steal whatever they can from anyone foolish enough to get caught in
their territory unprepared. They are also known to press gang for captains
willing to pay for their services.
Other
Places of Interest
Castle Alomvell
Having
been constructed centuries ago as a large keep, the structure has grown in
size and formidability as time progressed. The entire structure sits on a
cliff overlooking the shores of the Coasit Lake on the northern edge of
Shorelain. The castle takes up a full two city blocks and has enough
weapons along the wall to repel all but the most massive of attacks from
both water and land. From within these walls live the mayor and his
family.
Rock of Aroth
Located in
the middle of the city square, this ancient stone stands over twenty feet
tall and is sundered down the middle nearly to its base. Legend has it
that Aroth himself struck the stone over a thousand years ago, proclaiming
that this was where his people would settle and build a city in his honor.
This stone is considered a holy relic.
Top
Duchy of
Duchau
Houres of Duchau
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House
Ossikamma |
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House
Steelfist |
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House
Drayen |
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House
Tylon |
Cities, Villages, Towns, Etc.
Ore
Point
Leader: High Hammer Kine Ossikamma
Population: 9,954
Power Center:
Conventional
Alignment:
Neutral Good
Races:
Dwarves: 9,415; Humans: 370; Halflings: 65; Others: 65
Guards:
625; Militia: 2,166
Sheriff:
Fighter lvl-18
Ore Point
is a dwarven city that has supplied many ores for Brighkly and other
territories for hundreds of years. The rocky hills that the city is built
into is riddled with miles of the tunnels that have been dug over the
years, and the city itself is surrounded by high granite walls.
Overseeing
the smooth operations of the city is the infamous Kine Ossikamma. Long
ago, he had been tagged as a goblin collaborator but eventually cleared
his good name to eventually become Ore Point's leader. Kine and his
kinsmen live in Ky Rothe Castle, which dominates the entrance into the
mountain and the mines below.
Brotherhood of the Pick
With so
much of the city's income and power deriding from its mining operations,
the Brotherhood of the Pick is a very influential group. Led by a council
of five Master Miners, the Brotherhood helps shape the fortunes of the
city of Ore Point.
Criminal
Presence
Aside from
a rare few who are stupid or desperate, crime is practically absent from
Ore Point. Even for petty theft, penalties can be harsh, such as 50 years
hard labor in the mines.
Religion
Kergon and
Karsallis are the two deities that most of the dwarves in Ore Point pay
homage to. A few others worship Quorophys.
Kergon
Kharsallis
Quorophys
Traders'
Coalition
A great
deal of trade passes through Ore point to different parts of Brighkly and
beyond. Ensuring that the proper taxes and fees are collected and sent to
the city's coffers is the job of the Coalition. Run by a dwarven woman
known as Lady Law, this organization is well-run.
Wizard
Presence
Due to the
recent conflict with the wizards of Blackmel to the south, mages have
fallen into disfavor with the people of Ore point. Only three wizards are
permitted to live within the city, and they reside within Ky Rothe, where
they can be closely watched.
Other
Points of Interest
Ky Rothe Castle
Built to
protect the entrance to the vast mines, Ky Rothe is the color of burnt
blood to reflect the blood lost building it. Kine Ossikamma, his kin, and
the lords of the city dwell here.
Platinum Bell of Kharsallis
A two-ton
bell of pure platinum stands in a steeple above the magnificent temple of
Kharsallis. It's deep gong can be heard from nearly five miles away.
Thousand Shafts
After centuries of mining, there are a great many mine shafts perforating
the ground around and below the city. Over the years, the nickname
"Thousand Shafts" has become prevalent within the city.
Top
Eigernalf
Leader: Leader
Troja Steelfist
Population:
8,614
Power Center:
Conventional
Alignment:
Lawful Good
Races:
Dwarves: 6,949; Humans: 690; Halflings: 416; Gnomes: 310; Others: 78
Guards:
444; Militia: 813
Sheriff:
Fighter lvl-12
A
predominately dwarven city, Eigernalf is built into the northwestern
slopes of the Votack Mountains. Governed by a female dwarf of great
renown, one Troja Steelfist, the city has prospered well for a great many
years. She and her clan reside in Graytooth Castle.
Eigernalf
is known for producing precious metals, such as platinum, gold, and
silver. The city itself is walled and well-protected by guards, the mined
doubly so. The people of Eigernalf pride themselves on being good and
doing the right thing. They follow the local laws closely.
Religion
Celphea
Kharsallis
Pomoleth
Wizard
Presence
Dwarven
wizards are revered within Eigernalf, having taken an important part in
building the city and helping shape it over the centuries. The Council of
Mages is a select group of wizards representing each school of magic. They
reside within Graytooth Castle. They help make important decisions
regarding laws and other aspects of society that shape Eigernalf.
Miners' Consortium
Another powerful organization within Eigernalf is the Miners' Consortium.
They supply a large percentage of precious metals to the entirety of
Brighkly. Led by a council of master miners, the miners have a strong
voice in the community.
Ironworkers' Union
The union helps to promote the welfare of the ironworkers within Eigernalf.
Stoneworkers' Consortium
Made up of those who work stone in any form, the consortium helps to
ensure they have strong representation within the city.
Other Points of Interest
Top
Ghamfarle
Leader: High
Lord Chavo Drayen
Population:
6,655
Power Center:
Conventional
Alignment:
Neutral Evil
Races:
Humans: 5,907; Halflings: 328; Elves: 182; Dwarves: 149; Gnomes: 33;
Half-Elves: 16; Half-Orcs: 16; Others: 4
Guards:
450; Militia: 801
Sheriff:
Fighter lvl-11
Top
Maniah
Leader:
Overseer Gutef Tylon
Population:
4,804
Power Center:
Conventional
Alignment:
Lawful Neutral
Races:
Humans: 2,667; Halflings: 860; Elves: 724; Dwarves: 580; Gnomes: 226;
Half-Elves: 90; Half-Orcs: 54; Others: 3
Guards:
343; Militia: 615
Sheriff:
Fighter lvl-10
Top
Duchy of
Amoven
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House
Coyearson |
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House
Fa Zhen |
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House
Mogna |
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House
Toefoe |
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Shria
Centaurs |
Cities, Villages, Towns, Etc.
Rorus
Leader: Lord Blix Coyearson
Population:
15,500
Power Center:
Conventional/Monstrous
Alignment:
Chaotic Neutral
Races: Humans:
12,245; Halflings:
1,395; Elves: 775; Dwarves: 465; Gnomes: 310; Half-Elves: 155; Half-Orcs:
155; Others: 65
Guards:
1,155;
Militia: 2,575
Sheriff: Warrior
lvl-17
Rorus is the dark jewel in the
Brighkly crown. The largest city in the land, Rorus’s claim to fame is the
Gladiatorial Games that run from early spring through late fall, nearly
seven months of festivals and games and glory. He/she who is crowned the
grand champion earns the respect of all … at least until the next champion
rises to prominence the following year. The city is a bustling port of
trade with many stopping by on their way west to Regdon and vice versa
through the Gemtek Pass north of the Gloridon Desert. There is an unusual
mix of humanoids ranging from human to orc, ogre to hobgoblin. A strict
sense of order lies at the surface of the city, kept in place by a brutal
town militia. Simmering racial feuds are left at the gates here. Those
matters are best settled in the arenas to the sounds of screaming
spectators. So it is often a strange sight to first-time visitors to Rorus
to see orcs and elves in the same room and sometimes even conversing
civilly amongst one another. But underneath that ordered surface is a dark
side to the city that is very dangerous. As long as it doesn't spill into
the public eye, the militia seem to look away.
The games involve all comers, and that means any race
and class. Class tournaments involve wizards, warriors, priests, and many
other sub classes. There are also free for all tournaments, with betting
on any event an important aspect of the experience. Less popular, but
still prevalent, are the non-lethal events where competitors can battle
one another until one of them can no longer go on. Referees assure that
fallen contestants may fall, but they will leave the arena alive . . .
most of the time.
Nearly as important as the gladiatorial competition
itself is the festival. Thousands of individuals participate in the
medieval fair to share in culture, debate on politics and theology. It is
also a place for debauchery and revelry that is unmatched on the
continent. Much of the fair takes place outside the walls of the city,
beyond the influence of the city militia. In these places, lawlessness is
sometimes a sad fact. Duke Eng Togh, the powerful Orge Mage under whose
influence Rorus lies, resides in his castle nearly 200 miles to the
northeast. Profiting heavily from the games, he turns a blind eye to the
shady dealings within the city.
Gladiatorial Games of Rorus
For over 260 years, the gladiatorial games in Rorus had grown in scope and
size to become the premier gaming event on the continent. Now, overseen by
the governor of Rorus, a dark man named Blix, the games have grown even
larger over the past two decades. The event now spans 7 months, from The
Month of Spring's Waxing to The Month of Winter's Waxing, and thousands
migrate to the city, packing it with a wide variety humans, non-humans,
humanoids and other. Nearly 40,000+ strong stream to Rorus during the 7
month period.
They come to fight for the ultimate prize of the service of the Efreeti
Mirokal, who sits at the top of the Black coliseum in the center of town
glaring down at those who fight. The gladiator who defeats all others then
faces the elder Efreeti. If the gladiator defeats the Efreeti in non
lethal combat, he then commands Mirokal. But Mirokal has been a prize no
one could have for over 100 years. Only a few have had the guts to face
the Efreeti. Most who have earned the right to face Mirokal have declined.
The money that gladiators earn from the lucrative betting on the
competition is enough to satisfy them.
Coliseums
Black Coliseum: this large oval-shaped stadium rises over 5
stories. The outside walls are decorated with the granite statues of some
of the greatest gladiators the world has known, who look down at the
milling crowds below. The epic center of competition can hold 10,000
screaming fans. The rectangular arena, where the gladiators compete, is
120’ x 80’. This is where the bouts take place for the championship rounds
in the last two weeks of the overall competition. Until then, the place
stands silent and foreboding.
The outer wall of the Black Coliseum if the Wall of the Immortal SEE BELOW
under Other Points of interest.
Kalif Pits: there are three of these spaced directly to the south
of the Black Coliseum. They are much smaller, holding only about 3000
fans. The arena is smaller, a rectangular area about 60’ x 40’. These pits
are strictly for non-lethal combat, considered for lesser warriors. These
bouts are not as well attended, for people want to see blood. But they are
good for warriors to tune themselves up.
Gladiator Pits: mirroring the three Kalif Pits to the north of the
Black Coliseum are the Gladiator Pits. Above the entrance to each of these
three pits is a sign that has a phrase in human, elvish, dwarvish, gnoll,
orc, and ogre that says: Life rides upon strength or the coin . . .
These bouts are very well attended as death is what people expect to see.
The gladiators here strike with lethal force. They win the bout by killing
their opponent, knocking them out, or forcing them to say “Matte”. But
there is a risk in saying Matte. When a gladiator is knocked out or says
Matte, his opponent will look to the Overseer sitting at the high end of
the stadium. He will then flip a large, gold coin. One side has an acorn
with a sprout coming out of it. The other side has a skull and crossbones.
If the acorn comes up, he will give a thumbs up. This means that the
fallen gladiator will live. If the skull and crossbones comes up, then the
standing gladiator must slay his opponent. If he does not, he himself will
be slain. This is the meaning behind the sacred words.
A seemingly endless stream of gladiators comes to Rorus. A few are free;
most are slaves and fight for the pleasure and profit of their masters.
Betting and trading are rampant within the city during the games, and a
tent city nearly rivaling the normal population of Rorus itself springs to
life on the hills south of Rorus proper.
There is a standing order from Blix that no conflicts arise outside of the
arena under the severe penalty of incarceration in Kandock Prison, located
near Blix’s castle. It usually fills up quickly during the gladiatorial
season, as many choose not to heed Blix’s warning that combat only takes
place in the arenas.
Aside from the city guard, which is formidable in size and skill, Blix
maintains order through a garrison of 75 ogres commanded by 12 ogre magi
who answer to Blix. Their job is mainly to maintain presence within the
city and the encampments outside the city during the gladiatorial season.
The human guardsmen carry out the task of organizing the games and making
them flow.
The symbol of Blix, which everyone under him wears, is the head of a cobra
on a field of black.
Religion
Although there are many public places to pray within the vast city of
Rorus, there are six temples proper:
Ardru
This temple is located in the western part of the city near the wall. It
is tended to by a gnomish woman called Glin Tavor.
Celphea
The largest temple serves the majority of the population, which worships
Athena. The structure rises against the inside of the eastern wall of the
city on several acres of lush land. The head priest is Lamna Penthia, an
elderly woman of great wisdom and power.
Em'Sharfhei
Located in a thick grove near the center of the city, this temple is
tended by the elven druid Chius.
Gharan-Dis
This humble monastery is located in the northwest corner of the city near
where the dwarves in the foothills dwell. Master Duris is the elder monk
who oversees his pupils here.
Vor
His temple is a tall tower that rises about 50' near the southeastern part
of the city. It is tended by the Orvaskia the Prime.
Williommox
The temple to Olidammara is located in the poor part of town to the south
of the rings district. The priest in charge is Khamfelisaan, a halfling
with an infectious smile and a penchant for angering even the most even
minded of people.
Wizard Presence
Spheres of the Arcanum
This guild has been in existence since the fall of the White Queen. The
wizards here are led by a temperamental man known as Anderus, and they
have no love of the wizards from Kristal, with whom they are constantly at
odds.
The wizards in Rorus reside in 9 silver domes known as the Spheres of the
Arcanum. The larger central sphere is where Anderus and Blix reside.
Surrounding it are 8 smaller spheres within which are wizards of each
school of magic.
Thieves' Guilds
In a city so vast, the criminal element is prominent. Aside from the
individual thieves and cons working the streets, there are four guilds
that have been identified by the authorities.
The Blind Eyes
Often posing as poor street people, this band preys upon those who are
unwary and sympathetic toward the poor and destitute.
Fingers of the Wind
A small, elusive band of criminals who specialize in blackmail and
extortion.
The Silent Dogs
Known for bearing scars resembling vicious dogs, these criminals
concentrate on robbery, theft, and petty theft.
The Velvet Scorpions
Consisting mainly of women, this group uses their wiles to seduce and rob
unsuspecting men, particularly rich men. They also specialize in selling
information that they gain from their willing victims.
The Azure Consortium (merchants)
Nearly as old as Rorus itself, this well-organized group is comprised of
all the merchants based within the city and many who regularly travel
through it.
Other Points of Interest
Black Mines
These intricate mines run deep into the mountain at the northern face of
Rorus. Nearly three hundred miners sweat within, extracting precious
metals and coal.
Rumors have it that one of the tunnels was collapsed because the miners
dug too far and stirred something hideously evil.
Ghiadur Tunnel
Constructed over
350 years ago by miners from the Dwarflands and Brighkly, this 60'
diameter tunnel runs directly through the Pentledos Mountains for 75 miles
along the border with the Northlands. The project was designed to create a
pass where the two countries of the Dwarflands and Brighkly could trade
with one another freely without having to move across the treacherous
peaks of the Pentledos.
Wall of the Immortal
In Rorus, victory is immortality. On the outer walls of
the Black Coliseum is the Wall of the Immortal, specifically those who
fought and died within the ring with honor. Thousands of names are
scrawled onto the stone for all to remember.
Top
Havalla
Leader: Lord
Hadol Fa Zhen
Population:
6,504
Power Center:
Conventional
Alignment:
Chaotic Good
Races:
Humans: 5,243; Dwarves: 625; Halflings 580; Others: 65
Guards:
316; Militia: 895
Sheriff:
Fighter lvl-10
Havalla is
a very old town nestled in the Kleriff Hills south of the Pentledos
Mountains, and is a stopping point in the east/west trade route between
Rorus and the tribes of the Gloridon Desert.
Havalla is
a place where the law is lax and money can dictate how they handle certain
situations. People must be on guard at all times to keep themselves and
their property safe. Havalla is known for its fine Havallian stallions,
many of which are prized by warriors from near and far.
The
Trinity Council
The lands
in and around the town are owned by three lords that sit at a triangular
table called the Trinity. From there, they decide matters pertaining to
their lands, their people and many other things. The lords are:
1. Lord
Hadol Fa Zhen
2. Lord
Kenitar Oleze
3. Lord
Baldran Szec
Religion
Although
there are public places in which people may pray to their gods, there are
three prominent temples within Havalla.
Grothkele
This black
and white temple that resembles a massive three story sphere, is home to a
Vilketh (high priest) and her twelve acolytes. Near the path leading to
the entrance is a sign bearing the crossed hammers of Grothkele.
Jahrru
This
temple is a cluster of black buildings with the largest one rising from
their center. The head of the temple is a priest that oversees four
devoted students of their god. Each building is painted with a the symbol
of a heart and dagger.
K'tash
This fine
temple is the home to the Guji (high priest) and his 4 followers. The
magic circle that represents K'tash is engraved on a flat rock near
entrance.
Wizard
Presence
Witin the
city limits, near its center, is a squat square tower painted sky blue.
This is the guild tower of the High Magician's Guild out of Rorus. The
supreme wizard, eight underlings, and their followers reside here.
Horse
Lords
For centuries, members of each of the three families of Havalla have
groomed their sons to breed and raise the finest horses in the land. Men
and others who appreciate fine horse flesh come to Havalla from many miles
away to pay great sums of money on the Havallian horses.
Centaurs
For generations, the lords of Havalla have quarreled with the centaurs in
the Shria Valley to the south. The lords claim that the lush valley
belongs to them, but the centaurs disagree and are powerful enough to
deter any thoughts the lords might have concerning driving them out.
Top
Stranviato
Leader: Most
High Glishay Mogna
Population:
8,990
Power Center:
Conventional
Alignment:
Lawful Neutral
Races:
Humans: 8,282; Halflings: 289; Elves: 249; Dwarves: 95; Gnomes: 59;
Half-Elves: 19; Half-Orcs: 9; Others: 4
Guards:
521; Militia: 949
Sheriff:
Fighter lvl-12
Stranviato
has long been a city protecting the border with the Northlands. A string
of three huge keeps along the border on the eastern side of the city are
there to protect against attack. The keeps and the area between them are
patrolled constantly in readiness should the barbarians move across the
border.
The leader
of the fair city of Stranviato is a shy older man named Glishay Mogna. He
is wise and intelligent, and he has a penchant for passive aggressiveness
in anything he does. But no one ever underestimates him. He lives in a
mansion atop a hill in the center of the city itself.
The
Council of the Boore
The Boore
are the lords of Stranviato, and they make the decisions regarding the
welfare of the city. The Boore is an ancient term referring to a line of
knights that helped tame the land and eventually bring civilization to the
the barbarians there. There are 7 lords in all, and they are overseen by
Glishay himself.
Religion
The
primary deity worshipped here is Toh Pana.
Horgarin
Hstinzi
Toh
Pana
Vahntorii
Wizards
Presence
With many
inhabitants of Stranviato having strong barbarian roots, their
suspiciousness of wizards runs long and deep. Still, they understand that
spellcasters have their uses and tolerate them to a degree.
Although
the wizards living in Stranviato are not part of a guild per se, they do
answer directly to the Council of the Boore, who keep a close eye on their
activities.
Thieves
Guilds
Aside from
petty theft that can plague the city, there are two known organizations
that promote crime within Stranviato.
The
Azure Wink
This guild
has been in existence for a great many years. Their criminal activities
run from petty theft to blackmail and extortion.
Talon Clan
The Talons
are known for their religious slant, with most worshipping Vahntorii.
Their game is the extortion of well-to-do familes and fleecing of traders
who come through Stranviato.
Merchants'
Circle
Established business make up this tightly-knight organization designed to
monitor the flow of goods and services through Stranviato. Because of the
importance of such businesses, they have a strong voice in the community.
Top
Iegg Fhar
Leader: Council Head Omho Toefoe
Population:
5,087
Power Center:
Conventional
Alignment:
Chaotic Good
Races:
Halflings: 4,543; Humans: 321; Elves: 110; Others: 83
Guards:
429; Militia: 689
Sheriff: Fighter lvl-11
Ieff Fhar is a predominately halfling
community nested in the hills between Ore Point and Havalla.
Top
Shria Valley Centaurs
Leader:
Triterreth Crosavi
Population:
589
Power Center:
Conventional
Alignment: Chaotic Good
Races: Centaur: 589
Militia: 312
Approximately 25 miles southwest of Rorus near the edge of the
Gloridon Desert is Shria Valley. It is a deep valley cutting through
the plains. It is ten miles long and three at its widest point.
There are close to 500 centaurs living within the valley, mainly
clustered around the widest point in homes built against the sheer
valley walls. Each end of the valley is walled with stones and
mortar with a pair of huge gates barring entrance. The walls are
guarded constantly against intruders.
Centuries ago, the centaurs were normal men and women called
Ountrai. They were a relatively small tribe of humans concentrated
within the valley area. Known for their superior skills in battle,
these warriors worshipped
Vor.
With the White Queen’s forces in the region, the Ountrai had no
shortage of battles to fight.
One day a
group of Ountrai caught wind of a rumor that a sacred herd of war
horses belonging to
Vor
himself had come to graze in a lush pasture near the Shria Valley.
Tired of fighting for so many years and gaining no clear victory, a
group of Ountrai men made their way to the pasture. There, they
found a herd of 50 of the most magnificent black stallions they’d
ever set eyes on.
Seeing
the mark of
Vor
on the horses as a sign of providence, the Ountrai men trapped the
horses and took them back to their community. The warriors saddled
the horses and took them into a battle, achieving marvelous success.
They lost two of the horses, though, and by the time they returned
home, the skies had already darkened with the fury of
Vor.
Furious, the war god spoke to Ountrai people in the form of a
scowling cloud that danced with red lightning. He told them that for
daring to enslave his sacred horses, and worse, allowing two of them
to die, they were doomed. Since the Ountrai loved horses so much,
they would forever be bound to them. A flash of lightning struck the
ground and instantly transformed every Ountrai man, woman, and child
into a centaur. This wasn’t just done to those living in the Shria
Valley, it happened to all Ountrai everywhere in the world,
totaling some four thousand. And thus the centaur were born.
The
centaurs everywhere were quickly shunned by men, who cited them as
abominations. Over the years, the centaurs grew more bitter toward
men, especially those who wielded magic, whether divine or arcane.
They looked upon those men who wielded a power that warps the norm
and causes grief to everyone as evil and untrustworthy. Even today,
centaurs hate magic and will avoid it at all costs.
Over the
centuries, some centaurs have migrated out of the valley and even
Brighkly to settle in lands elsewhere. In this way the centaurs have
spread across the land.
The overall leader of the
centaur herds (called the Triterreth) is Crosavi, an elder at 50
years. He oversees a council of five (called the Quintorum) that
representatives the five communities (aka Runs or herds) within the
valley. The leaders and their communities:
1. Cloven Tahl of the Shria Run: located on the north side of the
valley about 3 miles from the western edge of the valley.
2. Pligone of the Dremalau Run:
located at the western entrance to the valley.
3. Alezark of the Chenneth
Run: located midpoint of the valley on the north side.
4. Crosavi of the Sithkel
Run: located at the eastern entrance to the valley.
5. Glyvohante of the Nothaman
Run: located about 4 miles from the eastern entrance on the south
side
Chenneth Centaurs
Alezark leads this herd. An
aging but still virile stallion, he is against warring with the
humans unless they strike first. The harassment of the centaurs by
the hands of Hadol Fha Tzen’s men has not resulted in any deaths, so
Alezark and his people remain neutral.
**Alezark Traits: Alezark has a
huge scar running from his left pectoral to his right side below the
ribs. This came from a fight with a suitor for his wife. He has the
most beautiful singing voice of any Shria centaur.
Dremalau Centaurs
Led by the enigmatic Pligone, a
young male centaur only recently elected to the coveted position,
the Dremalau centaurs are relatively peaceful except when it comes
to the Shria, with whom they are constantly at odds with. Pligone is
young and more susceptible to the notion that force may be the only
way to reckon with Hadol Fha Tzen.
**Pligone Traits: Good looking
centaur who favors wearing his gold bracelets and matching necklace.
He’s a bit clumsy and is prone to predicting oncoming doom (invasion
by the humans).
Nothaman Run
Glyvohante is the fine strong
stallion that leads the Nothamans. The leaders of this herd have
always been in favor of embracing their heritage as centaurs rather
than wishing they could go back to being human. They abhor conflict
and have advocated peace with the humans if at all possible.
**Glyvohante Traits: He is
exceptionally handsome, drinks everyone under the table, yet is
irritable.
Shria Centaurs
Cloven Tahl and his three
brothers are direct descendants of the group of Ountrai who captured
Vor's
horses. They are ill-tempered and will try to kill anyone who
reminds them of their part on the Ountrai’s curse. As such, those
who live as part of the Shria herd are distrustful and aggressive
toward others they do not know well.
Cloven has been calling for war
upon the humans who have dared to lay claim to their ancestral
lands. Only a majority from the other council members have kept them
in place. Even so, Cloven has quietly looked the other way when his
brothers and other males have led raids against humans to the north
and east of their valley.
**Cloven Traits: he’s
exceptionally ugly, with a flat nose, deep brow, and a scowl that
would melt wax. He speaks loudly and is belligerent.
Sithkel Centaurs
Crosavi is an old stallion that
shows his age through a gray coat and mane. He is wise and patient
and has championed patience over rash action against the human
threat that has become more apparent over the past few years than in
their history. His people are extremely loyal to him.
**Crosavi Traits: Has golden
eyes, is a master painter, yet bites his fingernails noticeably.
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