Southern Houress

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Defiled Lands

Leader: None
Capitol: None
Population: 180,000?
Demi-Humans: Few

Humans and

Humanoids:

Humans, Orcs, Hobgoblins, Goblins, Gnolls, and Others

Resources: Silver, Copper, Gold, Gems, and Slaves

 

Current Political Structure

Based Upon Autonomous Cities

Cities

City Leader Pop. Pred. Race
Augorix Chike 10,500 Human
Blackblade Xil 15,500 Goblin
Bloodstone Veahex (F) 10,000 Hobgoblin
Demonia Goikog 9,100 Hobgoblin
Kath Jure Ohn Arob 8,500 Orc
Khoreltinaar Sindybrina (F) 14,940 Shenuri
Komkao Fekola 9,300 Human

Loroth Doom

Ebonstaar 12,000 Human
Octonii Gweenhu 11,400 Gnoll
Slaverpoint Whipsneer 35,000 Human
Soul City Senima 10,900 Human
Trifalzik Zulgha 8,200 Orc

 

 

 

Symbol of the White Queen

 

The wicked White Queen employed a great many tools at her disposal to keep her kingdom intact. A significant part of the forces she drew upon came from the area known as the Defiled Lands, an area where evil humanoids such as orcs, hobgoblins, goblins, and others had traditionally dwelled. When the White Queen was vanquished, the alliance crushed her armies. Those who weren't destroyed had been wise enough to surrender and join the alliance. Humanoids from the Defiled Lands knew they would not have such a luxury and quickly retreated back to into the dark peninsula. They managed to band together and throw up a formidable defense, stopping the coalition forces at the Gorilon Hills.

 

The victorious alliance forces decided to stop their advance toward the Defiled Lands, citing that they had lost too much blood already. They issued dire warnings to the humanoid generals, talking of total annihilation should they cross north of the Gorilon Hills. The humanoids, knowing the tenuous nature of their position, agreed. To secure the border, the newly formed Kingdom of Sestillion constructed fortified cities (Kryptalon and Ferebet) along the hills to keep watch upon the denizens of the Defiled Lands.

 

Although there are many villages and inhabited regions of the Defiled lands, the two major cites are Blood City and Slaverpoint. Both are sprawling cities located on the southern coasts and are heavily fortified. They are not allies by any stretch, but maintain a stalemate through large land and naval forces.

 

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Points of Interest

 

Ceril Bay

 

This wide and deep bay splits a good portion of Sestillion to the north and the Defiled Lands to the south. A powerful Sestillion navy patrols these waters to keep pirates from the south from disrupting merchant and transport ships traveling up and down the Sestillion coastline.

 

Darkwater

 

For generations, this area of the ocean near the southeastern coasts of Northern Houress have seen the waters turned black for hundreds of miles. The Darkwater literally bubbles and steams, emitting a stench that few can stomach. No life can exist in the black waters. Some speculate that there is a crack on the ocean floor leading the Hell allowing evil and ichor from the horrid place to bubble the wound in Irith's skin. Others swear that the dark queen's powers came from the Darkwater from a pact she made with a devil. Rumors of all kinds abound even today ...

 

Dead Lake

 

Located near the southeastern shores of the Defiled Lands, this lake is filled with violent red swells of stinking ooze that is said to be the waste laid behind by the White Queen's sorcerous magic. No one dares to enter these waters.

 

Dreget Strait

 

A channel of water running through the eastern tip of the Defiled Lands.

 

Gorilon Hills

 

These hills run along the southern border of Sestillion and the Defiled Lands.

Salt Barrens

Hundreds of years ago, the ocean had occupied what is now a Sestillion and Blackmel as far north as the northern border of the Salt Barrens. Over time, the sea withdrew, leaving behind the Salt Barrens and the Aerlidonis Jungle. The portion of land known as the Salt Barrens was so rich in sea salt, that nothing ever grew there and the land remained white with dunes of pure salt. Only a few odd creatures can live there and no one risks traveling through the Barrens. The desolate, salty territory is cut in two by the Flane River on its way to the Darkwater.

The Great Tade Sea

 

A huge sea separating the Defiled Lands and Sestillion's southern peninsula, these waters are perilous for ships as pirates from the Defiled Lands are always on the prowl for targets and booty.

 

Significant Events/Holidays/Etc.

 

Gathering of Blood

 

Date: 1st Full Moon in the Month of Spring's Glory

 

In honor of the White Queen, whose march through the lands of men helped free the humanoids and monsters along the way, the city lords of the Defiled Lands send envoys to a secret location in the center of the country. In this sacred place is a massive pit. The envoys from each city throw their slave sacrifices into the pit. Blood mixed with oil is poured down upon the wriggling mass of screaming slaves and then lit. Accompanying this annual event are prayers that the White Queen return to liberate her loyal followers once again and take them to renewed heights of glory.

 

Slavery

 

Slavery in the Defiled Lands is legal and heavily-practiced in every city. Those who are unable to protect themselves have the potential of being abducted and turned into slaves, for the laws of ownership are only loosely enforced.

 

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Augorix

 

Leader: Overmaster Chike Galldrog

Population: 10,500

Power Center: Conventional

Alignment: Chaotic Evil

Races: Humans: 9,100; Goblins: 700; Hobgoblins: 350; Orcs 150; Kobolds 150; Gnolls: Others: 50

Guards: 855; Militia: 2,499

Sheriff: Cleric lvl-15

 

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Blackblade

 

Leader: Black Monger Xil Umaugh

Population: 15,500

Power Center: Non-Standard

Alignment: Chaotic Evil

Races: Goblins: 10,900; Hobgoblins: 2,000; Orcs: 2,000, Humans: 500; Others: 100

Guards: 950; Militia: 2,499

Sheriff: Sorcerer lvl-19

 

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Bloodstone

 

Leader: War Queen Veahex Ornu (F)

Population: 10,000

Power Center: Magic

Alignment:

Races: Hobgoblins: 8,000; Goblins: 1,100; Orcs 700; Gnolls 100; Others: 100

Guards: 1,200; Militia: 2,300

Sheriff: Barbarian lvl-20

 

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Demonia

 

Leader: Warmaster Goikog

Population: 9,100

Power Center: Conventional

Alignment: Lawful Evil

Races: Hobgoblins: 8,000; Goblins 500; Gnolls 300; Humans: 200, Others: 100

Guards: 700; Militia: 1,200

Sheriff: Fighter lvl-16

 

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Kath Jure Ohn

 

Leader: Clanmaster Arob Bloodfist

Population: 8,500

Power Center: Non-Standard

Alignment: Chaotic Evil

Races: Orcs: 8,000; Goblins: 400; Others: 100

Guards: 700; Militia: 1,000

Sheriff: Fighter lvl-15

 

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Komkao

 

Leader: The Peerless Fikola Dreen

Population: 9,300

Power Center: Conventional

Alignment: Neutral Evil

Races: Humans: 8,000; Orcs: 1,000; Goblins: 200; Others: 100

Guards: 563; Militia: 1,002

Sheriff: Fighter lvl-15

 

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Loroth Doom

 

Leader: Supreme Ebonstaar

Population: 12,000

Power Center: Theocracy

Alignment: Chaotic Evil

Races: Humans: 7,000; Orcs: 2,400; Goblins: 1,400; Hobgoblins: 1,000; Others: 200

Guards: 1,150; Militia: 4,300

Sheriff: Sorcerer lvl-19

 

This dark city has been in existence for centuries and is a focal point for those who worship the demon Sommethria, Scourge of Dreams. The leader of the citizens of Loroth Doom is Ebonstaar, a incredibly powerful half-demon priest of Sommethria. He has ruled for nearly a century and remarkably has not aged visibly. He and his Nightmare Mob engender fear and respect in all who know him.

 

The seaside city is laid out in a circular design with the great Temple of Dreams rising high from the center. The streets are surprisingly well-ordered, kept in line by the Nightmare Mob that delights in punishing those who cause unsanctioned mayhem.

 

Religion

 

Ghoragdush

 

Gnor

 

Sommethria

 

Wizard Presence

 

Only a rare few wizards and sorcerers practice within the city limits, and those who do are closely watched by Ebonstaar's minions. Arcane spell casters are forbidden to form guilds or other formal organizations.

 

Criminal Presence

 

Although a city rife with unsavory individuals, crime is rare. Most likely this is due to the fact that most crime is punishable by death or enslavement. Those brave enough to commit crimes are usually individuals who work on their own.

 

Sommethria's Reach

 

Loroth Doom's navy, known as Sommethria's Reach, is second only to that of Slaverpoint's Crimson Fleet in size and strength.

 

Other Guilds/Organizations

 

 

 

 

 

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Octonii

 

Leader: Top Fang Gweenhu

Population: 11,400

Power Center: Non-Standard

Alignment: Chaotic Evil

Races: Gnolls: 9,300; Orcs: 1,000; Goblins: 700; Humans: 300; Duergar: 50; Others: 50

Guards: 855; Militia: 2,000

Sheriff: Fighter lvl-18

 

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Slaverpoint

 

Leader: Whipsneer

Population: 35,000

Power Center: Non-Standard

Alignment: Chaotic Evil

Races: Humans: 21,000; Orcs: 7,300; Hobgoblins: 3,000; Duergar: 1,650; Others: 1,050

Guards: 2,800; Militia: 8,000

Sheriff: Fighter lvl-20

 

As befitting the name, this huge city is a focal point of the slaver trade the flourishes within the Defiled Lands. Hundreds of slaves are processed through Slaverpoint on their way to cities along the coast and the interior.

 

Resting high upon the black cliffs overlooking the Dreget Straight is Fortress Sarnne. Any ship passing through the straight is menaced by hundreds of missile weapons ready to sink them. Within the castle is the feared leader Whipsneer, a black dragonborn sorcerer with a taste for elven flesh and inflicting pain upon others.

 

Religion

 

Cherivi

 

Dasuroth

 

K'Tash

 

Kobolissima

 

Qa'Suul

 

Wizard Presence

 

Wizards have a strong presence within the city, particularly sorcerers. Most are either independent or part of loosely-bound groups of allies. Still, most within the city and surrounding areas acknowledge Whipsneer's personal wizard as the top dog.

 

Criminal Presence

 

Law within the city is loose, with the city guards concentrating on squashing unrest and breaking up fights that might harm the well-to-do citizens and/or destroy city property. Bribes and favoritism are commonplace, meaning that crime is rampant.

 

There are many criminal organizations within Slaverpoint, among which are The Queen's Bet, The Fine Crimson Mist, Mob Rules, and the Green Harpies.

 

Other Guilds/Organizations

 

There are no official guilds within Slaverpoint. Most merchants and businessmen are part of organization under bosses that provide protection for money. In any event, all must tithe a portion of their profits to Whipsneer himself.

 

Crimson Fleet

 

By far one of the most massive and well-equipped fleet of ships on the high seas, the Crimson Fleet boasts over forty warships and three hundred merchant vessels, all answering to High Admiral Tonah Corvenne.

 

Other Places of Interest

 

Crystal Crypts of Thai Ennus

 

Located far beneath Fortress Sarnne are an extensive network of caverns. In one sacred area are hundreds of crystal crypts contaning the dark heroes of the White Queen. Her top wizard Thai Ennus created the tombs to preserve the bodies in hopes that they could some day be opened and their contents released. But Thain Ennus was destroyed, along with his work and no one knows how to undo his spell.

 

Fortress Sarnne

 

A heavily-fortified fortress housing nearly a thousand troops. The walls bristle with ranged weapons ready to sink any ship coming or destroy any army foolish enough to approach.

 

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Soul City

 

Leader: Senima Ghaarlumi

Population: 10,900

Power Center: Non-Standard

Alignment: Lawful Evil

Races: Humans: 8,000; Orcs 1,200; Goblins: 800; Gnolls: 500; Duergar: 200; Hobgoblins: 150; Others: 50

Guards: 859; Militia: 1,499

Sheriff: Cleric lvl-18

 

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Trifalzik

 

Leader: High Boss Zulgha

Population: 8,200

Power Center: Non-Standard

Alignment: Chaotic Evil

Races: Orcs: 7,000; Goblins: 1,000; Humans: 150; Others: 50

Guards: 689; Militia: 1,003

Sheriff: Barbarian lvl-15

 

 

 

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