Significant Events/Holidays/Etc.
Time of Thanks
Date: 11th-13th day of the Month of Spring's Waning
A national holiday to celebrate all the good fortune that has come
to Dockrawlin since the end of the orc wars and the prosperity that
the people have enjoyed. The occasion is marked by three days of
rest and festivities.
the moment when the various communities of the land that is now
Garland decided to come together as a country. The exact date is
lost in lore, but many believe it was sometime during the 2nd Age.
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Castes
For as long as anyone in Dockrawlin can remember, there have been
castes observed in those communities that are predominately human.
These castes define an individual's place in society. For societies
that are predominately made up of non-humans, they adhere to their
own rules.
The six castes (in order of importance and wealth are: Nobility,
Warrior, Religious, Wizard, Merchant, and Laborer. Each caste will
always defer to those belonging to the caste above it. Non-humans
are aware of this and observe these rituals when traveling within
predominately human areas of the country. With few exceptions, women
are looked upon as secondary to men.
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Slavery
Slavery is legal and closely regulated by the nobility caste. Those
who trade illegally or run afoul of established laws face stiff and
often painful penalties.
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Duchy of Shallieth
Cities, Villages, Towns, Etc.
Chochri
Leader: Warmaster Billigi Hammerthon
Population: 5,800
Power Center: Conventional
Alignment: Neutral Evil
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150;
Others: 50
Guards: 550; Militia: 1,850
Sheriff: Warrior lvl-16
Chochri is a walled city located in the southwestern part of the
kingdom on the border with the Wildlands and the Dwarflands. Chochri
stands as an entry point into the Dwarflands and the steady stream
of merchants flowing north and south.
Religion
Although people here may pray to various gods, there are three
temples here.
Horgarin
Kergon
Kharsallis
Wizard Presence
Although dwarven wizards are uncommon, there are several living in
Chochri in the Zhorasti, an ancient sanctum located far below the
city. Although the lair is shrouded in secrecy, the wizards have
been in good standing for centuries.
Criminal Presence
Crime in dwarven society is highly discouraged by harsh
punishments. No criminal organization of note exists in Chochri,
although there are several small groups of petty thieves
intermittently plying their trade.
Other Places of Interest
None.
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Darch Urhai
Leader: Highmaster Kagoor Vinglebrok
Population: 8,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Dwarves: 6,200; Humans: 1,400: Halflings: 300; Gnomes: 150;
Others: 50
Sheriff: Warrior lvl-18
A city predominately made up of dwarves, Darch Urhai lies on a
well-traveled road consisting primarily of merchants. At least 50%
of the city exists underground, built into the Germilis Hills. The
city itself, as with most dwarven cities, is walled and
well-patrolled at all times.
Religion
Although people here may pray to various gods in private, there are
three temples to any of the gods in this city.
Ardru
Kergon
Kharsallis
Mordrun
Wizard Presence
Those Council of the Wise is a trio of wizards who serve the city
and the wizards within. They ensure there is no misuse of the arcane
arts, and they serve as advisors to the government.
Criminal Presence
Crime within Darch Urhai is light, for the punishments for breaking
the law are usually quite extreme. There is only one acknowledged
organized gang.
The Inner Sight
This group of elusive criminals are thought to be well-off
individuals, with some being nobles. Crimes from petty to elaborate
and subtle have been attributed to The Inner Sight.
Other Points of Interest
Fossil of Thianevven
In a deep, ancient cave within the Gerimlis Hills lies fossilized
remains of a dragon named Thianevven. The legend is that this
creature had terrorized the lands for a thousand miles from where
Darch Urhai stands today. A great warrior by the named of Gray Dove
slew the dragon somewhere near the end of the 2nd Age of Man.
Thianevven's remains were found about 500 years ago. Some of his
bones had been stolen before the leaders of the city proclaimed the
remains as sacred and made them off limits.
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Darkrenn
Leader: His Grace Daizin Sili
Population: 6,300
Power Center: Unconventional
Alignment: Chaotic Good
Races: Elves: 5,400; Humans 300; Halflings: 800; Gnomes: 100;
Others: 50
Guards: 540; Militia: 850
Sheriff: Warrior lvl-16
This is a city where the primarily elven inhabitants are ardent
followers of Em'Sharfhei. His Grace Daizin Sili is a powerful priest
who inspires his people by example. Although Darkrenn is open to
travelers, it is known to be a rather stuffy and inhospitable to any
who do not follow Em'Sharfhei. The small human church of Toh Pana is
marginally tolrated.
Religion
There are only two temples within this city.
Em'Sharfhei
Srultavin
Toh Pana
Wizard Presence
Out of necessity, a dingle wizard is allowed to live in Darkrenn out
of necessity to have at lease one top-level arcane caster in case of
threats to the city. He is a gnomish summoner who lives a mile to
the west of the city in a small white tower surrounded by hedges
that ruse 20'.
Criminal Presence
Crime is virtually non-existent in Darkrenn, for it goes against
Em'Sharfhei's teachings and the punishments are severe. There are
rare robberies and petty thefts once in a while, though.
Other Points of Interest
Fae Grove
To the north of Darkrenn is a magical area of the forest where the
fae, mostly dryads, frolic and play at night. Anyone who comes to
them peacefully will be asked to eat and drink with them while
partying long into the night. When the morning comes, the fae will
be gone only to return at sunset. Their leader is Coshee, and she is
most beautiful.
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Fenhollow
Leader: Mayor Wombell Bombly
Population: 3,600
Power Center: Conventional
Alignment: Chaotic Good
Races: Halflings: 3,200; Elves 100; Humans: 150; Gnomes: 50
Guards: 140; Militia: 750
Sheriff: Warrior lvl-15
A cheerful community located at the southern end of the Jeven
Forest, Fenhollow is known throughout the country as a place that
produces the finest tobacco around. It is called the Kiss of
Srultavin and fetches a high price for those who can get some.
Religion
Although people here may pray to various gods in private, there is
only one temple here.
Srultavin
Wizard Presence
Those are two local wizards who live within Fenhollow.
Criminal Presence
Very little crime exists here, for the penalties for even small
infractions are costly and even lead to excommunication.
Other Points of Interest
None.
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Finethki
Leader: Mayor Rangus Thurlaskas
Population: 11,800
Power Center: Neutral Good
Races: Humans: 6,600; Dwarves 1,300; Halflings: 800; Gnomes: 250;
Others: 50
Guards: 540; Militia: 850
Located on the northwestern border of the kingdom, Finethki is an
important defensive cog in the system guarding the border. The city
is walled and surrounds Fortress Zafarell
Religion
Although people here may pray to various gods in private, there six temples
here.
Celphea
Ianlia
Kharsallis
Nynneon
Srultavin
Tlancu
Vahntorii
Wizard Presence
The Revered Eight live in Fortress Zafarell. From there, they
practice their craft and consider all things arcane.
Criminal Presence
Aside from crimes committed by unassociated individuals, there are
five reputed gangs that vex the law in this city.
Army of a Million Itchy Fingers
Empty Pockets
High Notes
Inglorious Tricksters
Silent Lads
Other Points of Interest
None.
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Gep
Leader: Lord Keetine Laire
Population: 8,900
Power Center: Conventional
Alignment: Lawful Good
Races: Elves 7,600, Humans: 700; Halflings: 300; Gnomes: 250; Others: 50
Guards: 640; Militia: 1,240
Sheriff: Warrior lvl-17
Located at the extreme northwestern border of the kingdom and
borders on The Great Inland sea, Gep is a well-fortified walled city
that is an important trade point.
Castle Busoway is an impressive fortification that sits on a high
hill in the center of the city.
Religion
Although people here have many beliefs that involve several gods,
there are only two formal temples within the city.
Aroth
Em'Sharfhei
Wizard Presence
An elven wizard enclave resides in Sommotel Tower, which rises
beside Castle Busoway. These wizards oversee all matters of the
arcane.
Criminal Presence
There is little crime here, as punishments are severe and can
sometimes include banishment from the city.
Other Points of Interest
None.
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Hothlei
Leader: Mistress Mercille Beirall (F)
Population: 5,800
Power Center: Conventional
Alignment: Chaotic Good
Races: Elven: 6,600; Gnomes: 450,
Halflings: 300; Others: 50
Guards: 640; Militia: 900
Sheriff: Warrior lvl-15
Hothlei is home to the Ithorai Elves of the Jeven Forest. They are
quite protective and are aggressive toward anyone moving through
their territory. They usually demand at least 50 gp for non-elves
and non-residents moving along their roads unless it is for reasons
of trade.
Religion
Although people here have many beliefs that involve several gods,
there are only two formal temples within the city.
Em'Sharfhei
Orulen
Wizard Presence
The White Circle is the organization that the Ithorai wizards belong
do. They are a tight group of mysterious elves who rarely share
their secrets with anyone outside of the circle, including their own
people.
Criminal Presence
Those who commit crimes are harshly punished, so there is little of
it. Many times, infractions result in banishment from the city.
Other Places of Interest
None.
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Jabbrine
Leader: Lord Tommkoh Amrakai
Population: 6,000
Power Center: Theocracy
Alignment: Lawful Good
Races: Human: 4,200; Dwarves: 1,300; Halflings: 200; Gnomes: 200; Others:
100
Guards: 440; Militia: 1,150
Sheriff: Warrior lvl-16
Jabbrine is a city located between the Gerimlis Hills and the
northern border of the Wildlands. Located along a natural trail
linking Cochri and Darch Urhai, Jabbrine sees a lot of merchant
traffic.
The city is ruled by a powerful priest of Vor named Tommkoh Amrakai.
He and his divine followers ensure that the citizens of Jabbrine
have law, order and Vor in their hearts.
Religion
Although there are people within the city who worship different
gods, there is only one temple here.
Vor
Wizard Presence
Being a religious city, Jabbrine has almost no practicing wizards
living there. The only wizard allowed to do soby Tommkoh is a male
half-elf transmuter named Searock Vrehm.
Criminal Presence
Aside from a few individual bad apples living within the city, there
is virtually no crime in Jabbrine. Punishments for even menial
violations are quite severe.
Other Places of Interest
Grand Citadel of Vor
This massive structure, with a pitched roof made of glass, dominates
the center of the city. The oly place is capable of housing nearly
300 worshippers at any given time. Rising over the entrance is a 50'
tall white statue of Vor's owl, a clock clutched to its feathered
breast.
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Panlethe
Leader: His Grace Urven Ziatroll
Population: 7,100
Power Center: Conventional
Alignment: Neutral Good
Races: Elves: 5,400; Humans: 1,200; Halflings: 300; Gnomes: 150;
Others: 50
Guards: 720; Militia: 1500
Sheriff: Warrior lvl-17
Located at the far western border, Panlethe is a predominately elven
city that is well-fortified. Castle Fahtheah is an unmistakable
feature of the city.
Religion
Although there are many people who worship different deities, there
are only three temples in Panlethe.
Em'Sharfhei
Peleah
Shozrei
Wizard Presence
The Council of the White Fire resides in the Evertower near the
castle. Here, the wizards meet on all matters of the arcane.
Criminal Presence
Crime does exist here in some small measure, mostly because the penalties for
quite severe, up to and including banishment from the city.
Other Places of Interest
None.
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Ponnofei
Leader: Lord Eobor Iccius
Population: 4,800
Power Center: Magical
Alignment: Chaotic Neutral
Races: Humans: 4,100; Elves: 400;
Gnomes: 250; Others: 50
Guards: 430; Militia 890
Ponnofei lies on the eastern edge of the Jeven Forest. A cociety
that reveres magic, there are quite a few wizards living in this
very old city that sees a lot of merchant traffic.
Religion
Although people here may pray to various gods in private, there are
only three temples here.
Em'Sharfhei
K'tash
Froyonnia
Wizard Presence
The official city organization overseeing wizardly affairs is the
Gray Circle, which consists of 9 wizards. They reside in a massive
hollowed ironwood tree near the center of the city. they are looked
upon as wise and they are instrumental in key decisions regarding
the affairs of Ponnofei.
Criminal Presence
As with all cities, there is some crime here, but there hasn't been
any criminal organizations for a very long time. There have been
recent whispers about a group called The Shadow Web that may be
thinking of or have already moved into the city.
Other Places of Interest
Arcane Scrying Pool
In a sacred area of the forest that is fiercely protected at all
times, there is a large enchanted pool. No one knows how it came to
be, but anyone gazing into the pool will see shifting random images
of people and places from far away. Despite the efforts of many
powerful wizards over the centuries, no one has been able to discern
a pattern or who the people/places are.
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Vlocca
Leader: Lord Angulofen Walmm
Population: 8,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans: 5,500; Elves: 1,500; Halflings: 700; Gnomes: 250;
Others: 50
Guards: 840 Militia: 1,320
Sheriff: Warrior lvl-18
Located on the country's southern border with the Wildlands, Vlocca
is a walled city that is well-fortified. The city itself surrounds
Castle Koanomm which rises on a hill in the center.
There is always a squad of soldiers that patrol the magical wall
that surrounds the Wildlands to warn people from entering lest they
never return.
Religion
Although people here may pray to various gods in private, there are
are 4 temples here.
Dotorus
Em'Sharfhei
Ianlia
Ytos
Wizard Presence
Within a tower in the castle are three wizards who work as the
offical council of Vlocca. They oversee all matters of the arcane.
Criminal Presence
Crime exists here. Aside from individuals who break the law, there
are three known organizations that vex authorities on a regular
basis.
Blind Curse
Lasting Voice
Undergroundlings
Other Places of Interest
None.
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Xamvil
Leader: Most Revered Gorain Daorthan
Population: 30,300
Power Center: Conventional
Alignment: Lawful Good
Races: Elves: 19,600; Humans: 9,400; Halflings: 750; Gnomes: 150; Others: 50
Guards: 1,600; Militia 8,500
Sheriff: Warrior lvl-20
Xamvil rests on the far western border of Dockrawlin on the shores
of The Great Inland Sea and helps to guard against invasion from the
Vohrn orcs to the north. There are three war galleys that patrol
the waters here. Castle Loarbath
Religion
Many pray in private, but the following temples are available within
the city.
Aroth
Em'Sharfhei
Nynneon
Pomoleth
Srultavin
Ya-Nu
Wizard Presence
The Starfire Council is made up of eight wizards who meet in the
Tower of Lenn in Castle Loarbath. They oversee all matters of the
arcane within the city.
Criminal Presence
There is criminal activity here, mostly within the non-elven parts
of Xamvil. There are three criminal organizations functioning here.
Bane of Crizz
This longtime guild has prowled the non-human portion of the city
for over three centuries and prides itself on clean jobs where
little to no evidence is left behind to implicate them in any
wrongdoing.
Gambling Eyes
An outfit that focuses on the betting side of society, bilking
people using every dark shady trick in the book.
Whispering Wind
A group of extorionists who use information to barter and blackmail
to get what they desire.
Other Points of Interest
Ghostwood
A roughly five square mile patch of land is a place called Ghostwood.
No one knows why, but the ghostly remnants of trees in this area
that have died over the centuries remain.
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Duchy of Sohr Korrem
Cities, Villages, Towns, Etc.
Abaria
Leader: Mayor Forgg Olemson
Population: 5,300
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 4,400; Elves: 300; Halflings; 300; Gnomes: 150; Others:
150
Located in the country's breadbasket of the Abaris Plains, Abaria is
a vital city that produces a great deal of food that is exported
across the county. Castle Niah Viorn is located in the center of the
city.
Religion
Many pray in private, but the following temples are available within
the city.
Hstinzi
Ianlia
Revenkai
Wizard Presence
The Arcane Council meets within Castle Niah to oversee all matters
of the arcane.
Criminal Presence
Petty crimes happen here, despite the severe penalties. There are
two organizations identified as operating within Abaria.
Black Harvest
Noir Nickers
Other Places of Interest
None.
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Ahsves
Leader: Lady Hani Blee (F)
Population: 6,200
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 4,300; Elves: 800; Halflings: 650; Gnomes: 250;
Others: 200
Guards: 410; Militia: 1,000
Sheriff: Warrior: lvl-17
Ahsves is a city located at the far eastern edge of the kingdom
bordering with Ergony. Being a border city, it is walled and
well-fortified to protect against attack. The centerpiece of the
city is Castle Omgolvek.
Religion
There are four temples here.
Em'Sharfhei
Froyonnia
Hstinzi
Toh Pana
Wizard Presence
Within the Tower of Dreams, three high wizards meet on all matters
of the arcane within the city.
Criminal Presence
Crime here is scarce. Aside from a few individuals who practice the
pretty crimes of pick pocketing and small-time theft, there are
three known organized groups here.
False Reach
High Tovens
Nadik Shadows
Other Places of Interest
None.
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Bastian
Leader High Master Khor Vahkis
Population: 7,300
Power Center: Conventional
Alignment: Neutral Good
Races: Dwarves: 5,800; Elves: 700; Humans: 200; Halflings: 200; Gnomes: 50;
Others; 50
Guards: 790; Militia: 1,250
Sheriff: Warrior lvl-17
Bastian sits on the northern border with the Vohrn Territories and
is well-fortified for possible attacks from the orcs. The city
itself is a walled fortress with Castle Ehr Sanneck on as its
centerpiece.
Religion
There are three temples
that exist here.
Em'Sharfhei
Kharsallis
Mordrun
Wizard Presence
There are independent wizards living in the city. The official
wizard of the city lives within Castle Ehr Sanneck.
Criminal Presence
Crime here is light, with punishments for even minor infractions
being quite severe.
Other Places of Interest
None.
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Briarfain
Leader: Mayor Chocksi Thicktoes
Population: 4,100
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Halflings: 3,200; Dwarves: 700; Human: 100; Gnomes: 50; Others:
50
Guards: 420; Militia: 850
Sheriff: Warrior lvl-17
Located near the northeast border by the southern reaches of the
Uruthanna Crags, Brairfain is a predominately halfling city. Unlike
most halfling communities, there is a dwarven built castle here
called Durastia.
Religion
There are two temples here.
Kharsallis
Srultavin
Wizard Presence
Residing in Castle Durastia is the city wizard who oversees all
matters of the arcane.
Criminal Presence
Crime is not prevalent within Briarfain because it is such a tightly
knit community. Crime usually results in jail time and even
expulsion from the city in the case of dire offenses.
Other Places of Interest
Golden Orchard
A prized orchard that is tended to by the entire halfling portion of
the community is here. The apples are of a very rare golden color
and are particularly tasty.
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Derbo
Leader: Lady Elessa Maranoosh (F)
Population: 5,600
Power Center: Conventional
Alignment: Neutral Good
Races: Human: 4,200; Dwarves: 800; Halflings: 500; Gnomes: 50 Others: 50
Guards: 740; Militia 1,100
Sheriff: Warrior lvl-19
Derbo is located in the northeaster portion of the kingdom near the
furthest southern reaches of the Uruthanna Crags. A fairly peaceful
community that produces a lot of foodstuffs, they welcome travelers.
A structure called the Granite Keep rises at the southern gate.
Religion
There are five temples here
Breahal
Hstinzi
Kharsallis
Tlancu
Srultavin
Wizard Presence
The Fist of K'tash is a group of five wizards who live in a blue
tower known as the Azure Tooth. They oversee all matters of the
arcane here.
Criminal Presence
There are individual crimes that occur here. Still, there are two
organizations that vex the law.
Free Fingers
Banded Winks
Other Places of Interest
None.
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Hakidra
Leader: Most revered Ilsoorga Kalveen
Population: 9,000
Power Center: Conventional
Alignment: Neutral Evil
Races: Human: 6,800; Elves: 1,300; Halflings: 700; Gnomes: 150 Others: 50
Guards: 990; Militia 1,300
Sheriff: Warrior lvl-18
Hakidra is at the extreme northeastern part of the kingdom on the
border with Ergony and is therefore a well-fortified city.
Dominating the center of the city is Castle Xamere.
Religion
There are five temple here.
Em'Sharfhei
Jahrru
Orodar
Srultavin
Thirion
Wizard Presence
The Triangle of the Three is a triumverate of wizards that oversee
all things arcane within the city. They meet within Castle Xemere.
Criminal Presence
Crime is present within the city. There are three organized gangs in
Xamera.
Arkoh Bastards
Lovely Ones
Quick Shadows
Other Places of Interest
None.
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Horokima
Leader: Mayor Bonndt Cono
Population: 5,400
Power Center: Conventional
Alignment: Lawful Good
Races: Human: 4,300; Elves: 800; Halflings: 200; Gnomes: 50 Others: 50
Guards: 380; Militia 990
Sheriff: Warrior lvl-16
Located near the border with Ergony in the northeastern part of the
kingdom, Horokima is another city that produces a great deal of
foodstuffs. The castle here is called Nomistah.
Religion
There are four temples here.
Celphea
Em'Sharfhei
Horgarin
Hstinzi
Wizard Presence
The Council of the High Flame is composed of three wizards who meet
in Castle Nomistah. The oversee all matters of the arcane.
Criminal Presence
Crime does exist here. Aside from individuals who commit them, there
are two criminal organizations that vex law.
Four Flames
Young Ravens
Other Places of Interest
None.
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Kai Gohn
Leader: Highmaster Xinoq Chamm
Population: 6,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Human: 4,700; Dwarves: 1,100; Elves: 350; Halflings: 300;
Gnomes: 100 Others: 50
Guards: 640; Militia 1,120
Sheriff: Warrior lvl-18
Kai Gohn guards the northern border with Ergony. This well-fortified
city is ready to meet any invading army. Castle Underlock rises from
the center of the city.
Religion
There are four temples here.
Ardru
Gonibrahth
Kharsallis
Toh
Pana
Wizard Presence
The White Robes is a three wizard council residing in their tower,
known as The Loft. They oversee all matters of the arcane.
Criminal Presence
Crime exists here. Aside from individuals who commit them, there are
three organized gangs that operate within the city.
Other Places of Interest
None.
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Onthgeloom
Leader: Battlemaster Thurvallinor Ironhorn
Population: 19,300
Power Center: Conventional
Alignment: Lawful Neutral
Races: Dwarves: 17,200; Human: 1,200; Halflings: 600; Gnomes: 250 Others: 50
Guards: 1,100; Militia 5,950
Sheriff: Warrior lvl-20
A large dwarven city, Onthgeloom has existed for a very long time.
This is a walled city that is heavily fortified, as it has been for
centuries. Legendary Battlemaster Thurvallinor Ironhorn is the
leader of this great metropolis, and he resides in Fortress
Clandrzun.
Religion
There are five temples here.
Dotorus
Gharan-Dis
Grothkele
Kergon
Kharsallis
Wizard Presence
High in the Tower of Hubrott, the Council of Eight assumes the role
of keepers of the arcane in the city. Those wishing to reside within
the city and practice their craft must register with the council
first.
Criminal Presence
Despite the harsh punishments meted out by dwarven society for
crime, there are still three known criminal organizations within the
city.
Blessed Stone
A group of malcontents who seem to take great pride in robbing the
well-to-do and giving the loot to the poor.
Delver Demons
Known for robbing miners and plundering that which they mine, this
group is reviled by most dwarves.
Sacred Brothers
Believed to have been started by a trio of angry brothers centuries
ago, this gang has thrived by victimizing non-dwarven people.
Other Places of Interest
Fortress Clandrzun
This ancient stone fortress rises upon a hill of pure granite and
has served to protect the citizens of Onthgeloom for centuries.
There is rumored to be at least 1,000 warriors housed within the
fortress.
Lykos Tower
About five miles to the north of Onthgeloom is a very old tower that
used to be inhabited by a mysterious wizard named Tarkoff but has
recently been taken over by one called Lykos. No one approached the
tower while the previous inhabitant was there but remain fearful
still of what the new wizard might be like.
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Sherady
Leader: Mayor Naule Karusti
Population: 6,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Human: 3,700; Elves: 1,800; Halflings: 300; Gnomes: 100 Others:
100
Guards: 600; Militia 1,000
Sheriff: Warrior lvl-17
Sherady is near the center of the kingdom at the northern edge of
the Quijero Forest. A vital city in the trade roads criss-crossing
the country, Sherady produces a lot of foodstuffs and timber for the
region. The city is protected by Castle Iastry
Religion
There are four temples here.
Ardru
Em'Sharfhei
Hstinzi
Williommox
Wizard Presence
The Emerald Enclave is a council of three wizards who reside in
Ghossamor Tower. They oversee all matters of the arcane here.
Criminal Presence
Aside from individuals who commit crimes here, there are two known
organized gangs.
Golden Heels
Pocket Pinchers
Other Places of Interest
None.
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Telik
Leader: High Brow Prie Lorndon (F)
Population: 4,300
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings: 4,000; Dwarves: 150; Humans: 100; Others: 50
Guards: 230; Militia 510
Sheriff: Warrior lvl-16
Located in the hills at the southern reaches of the Uruthanna Crags,
this predominately halfling city is well known for its hospitality.
They grow good food and great tobacco that people covet across the
kingdom.
Religion
There are two temples here.
Revenkai
Srultavin
Wizard Presence
Two wizards oversee matters of the arcane within the city. The
preside in the Ironwood Tower near the front gate.
Criminal Presence
Although there are some lawbreakers here and there, crime is
relatively light in Telik. There is one known gang that causes
trouble here.
The Twisted Toes
Other Places of Interest
None.
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Tulopor
Leader: Mayor Embri Quanille
Population: 7,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 6,000; Halflings: 800; Dwarves: 100; Gnomes: 50 Others: 50
Guards: 410; Militia 980
Sheriff: Warrior lvl-17
A city on the western reaches of the Abaris Plains, Tulopor's
primary production is food. They are an integral cog in the trade
routes along the northern part of the kingdom.
Religion
Therer are four temples here.
Hstinzi
Quill
Srultavin
Wizard Presence
A master wizard residing in the Varias Keep oversees all matters of
the arcane within the city.
Criminal Presence
Small individual crimes are committed by people occasionally. There
are two criminal gangs that vex the authorities within the city.
Grinning Sprites
Last Gasps
Other Places of Interest
None.
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Zoloa
Leader: Mayor Damvran Travasse
Population: 4,200
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 3,600; Halflings: 400; Gnomes: 150 Others: 50
Guards: 470; Militia 780
Sheriff: Warrior lvl-16
Located in nearly the exact center of the kingdom, Zoloa is another
food-producing city along the extensive royal trade routes.
Religion
There are three temples here.
Hstinzi
Peleah
Srultavin
Wizard Presence
Within the Tower of Lelarr resides the city's offiicial wizard. He
adjudicates all matters of the arcane.
Criminal Presence
There is some crime here within the city, most of it committed by
small-time individuals. Two gangs exist that vex the local
authorities.
All Takers
Circle of the Feather
Other Places of Interest
None.
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Duchy of Vassiara
Cities, Villages, Towns, Etc.
Bekloro
Leader: Mayor Doomay Ahrken
Population: 7,400
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 6,600; Dwarves: 1,300; Halflings: 800; Gnomes: 250 Others: 50
Guards: 640; Militia 1,200
Sheriff: Warrior lvl-19
Bekloro sits on the southernmost tip of the kingdom and guards the
mouth of Stavik Bay. The city brings in a great many fish. Frowning
over the entrance is Castle Graystraven. There is always a war
galley berthed here.
Religion
There are four temples here.
Aroth
Horgarin
Kharsallis
Srultavin
Wizard Presence
The Hand of K'tash is a group of five wizards who meet in Castle
Graystraven and oversee all matters of the arcane.
Criminal Presence
Crime exists here at all levels. There are three gangs residing here
that give the authorities headaches.
Dark Dancers
Eyes of the Rats
Yellow Smirks
Other Places of Interest
None.
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Borchar
Leader: Lord Staliav Zhasinon
Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 7,100; Elves: 300; Halflings: 300; Gnomes: 250 Others: 50
Guards: 720; Militia 1,570
Sheriff: Warrior lvl-18
Located on the border with Ergony on the southwestern side of the
kingdom, Borchar is a fortified city that stands in readiness
against invasion. Fortress Voltikoor rises from the center of the
great city. There are many farms here that produce a great deal of
foodstuffs.
Religion
There are four temples here.
Hstinzi
Grothkele
Shozrei
Thirion
Wizard Presence
Within Fortress Voltkoor is the Council of Mystics, a group of nine
wizards who oversee all matters of the arcane.
Criminal Presence
Crime does take place here within the city at all levels. There are
three known gangs that work here.
Early Birds
Invisible Hand
Khat Moran
Other Places of Interest
None.
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Calbuque
Leader: His Most High Aien Thoost
Population: 5,000
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Humans: 4,300; Halflings: 400; Gnomes: 150 Others: 150
Guards: 390; Militia 800
Sheriff: Warrior lvl-16
Located near the southern coast of the kingdom Calbuque is another
food-producing city. Castle Intenne rises in the center of the city.
Religion
There are three temples here.
Breahal
Hstinzi
Srultavin
Wizard Presence
The three-wizard Evercouncil meets in Castle Intenne and oversees
all matters of the arcane.
Criminal Presence
Crime here is relatively light, but there is one organized crime
gang that continually vexes local law.
The Harvesters
Other Places of Interest
None.
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Eldariar
Leader: Mayor Edwarn Wallif
Population: 8,500
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans: 7,400; Elves: 500; Halflings: 400; Dwarves: 100; Gnomes: 50 Others: 50
Guards: 790; Militia 1,300
Sheriff: Warrior lvl-19
Located on the southern coast of the kingdom, Edariar is a fishing
city. There is always a war galley patrolling the waters of the Bay
of Horpl. The twin black keeps Onyx and Night overlook the shores in
constant vigilance for danger.
Religion
There are four temples here.
Aroth
Dotorus
Em'Sharfhei
Pomoleth
Wizard Presence
Meeting within Onyx Tower is the Arcane Light, a group of five
wizards that oversee all matters of the arcane.
Criminal Presence
As with any city, there is crime here. Aside from individual
criminals, there are three gangs that operate here.
Deft Dandies
Lords of Night
Quiet Bunch
Other Places of Interest
None.
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Gavith Pointe
Leader: Lord Dezmere Ceccunis
Population: 11,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 8,300; Dwarves: 1,500; Elves: 800; Halflings: 300; Gnomes:
150 Others: 50
Guards: 890; Militia 1,530
Sheriff: Warrior lvl-20
Guarding the northern mouth of Stavik Bay, Gavith Pointe is a
fortified city to protect the southern underbelly of the kingdom.
The city's fishermen bring in a great amount of fish annually.
Castle Nur Gheth rises from the center of the city.
Religion
There are six temples here.
Aroth
Avizor
Em'Sharfhei
Kharsallis
Quill
Su Reh
Wizard Presence
The Silver Circle is a group of seven wizards that meet within
Castle Nur Gheth to debate all matters of the arcane.
Criminal Presence
Aside from small time criminals in th city, there are four known
gangs that vex authorities.
Bald Bastards
Eager Fists
High Hands
Old Boys
Other Places of Interest
None.
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Goraldi
Leader: Lord Terevald Tuscree
Population: 14,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 13,200; Halflings: 300; Gnomes: 300 Others: 300
Guards: 1,590; Militia 3,500
Sheriff: Warrior lvl-20
This well-populated and bustling port city guards the border with
Ergony. Goraldi is fortified and has at least one warship patrolling
the area at all times. The amount of trade coming into the country
via the ocean is quite considerable.
Religion
There are six temples in the city.
Aroth
Nynneon
Pomoleth
Quill
Shozrei
Ya-Nu
Wizard Presence
Within Castle Zotoria, the five-man Council of the Star meets to
debate matters of the city and the arcane.
Criminal Presence
Crime is prevalent in Goraldi. Aside from independent thieves,
hustlers, and burglars are five known criminal organizations that
run afoul of the law.
Big Timers
Brawling Braggarts
Owl's Shadow
Poor Boys
Quiet Reflections
Other Places of Interest
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Kovilstoor
Leader: Mayor Troff Landen
Population: 8,900
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 7,800; Elves: 500; Halflings: 250; Gnomes: 250 Others:
100
Guards: 640; Militia 900
Sheriff: Warrior lvl-18
Located on a vast plain in and on a major trade route, Kovilstoor is
a busy city. Travelers are constantly moving through, meaning there
is always trade and new goods coming through. The rich farmlands
surrounding the city provide a great deal of food for the the
kingdom.
Religion
There are four temples located here.
Em'Sharfhei
Hstinzi
Horgarin
Qurophys
Wizard Presence
A grand wizarding college is located in Kovilstoor called Valleren.
The place is so prestigious that there is a long waiting list for
people who must pass stringent testing to be allowed in. The Arcane
Council oversees the college and all things arcane within the city.
Criminal Presence
As with most cities, crime is inevitable here. Aside from individual
criminals, there are three organizations the run afoul of the law.
Cowled Furies
Filchers
Rammen's Raiders
Other Places of Interest
None.
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Pemara
Leader: Mayor Elron Fahcrem
Population: 24,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 20,450; Elves: 1,300; Dwarves: 800; Halflings: 750; Gnomes:
650 Others: 50
Guards: 2,210; Militia 4,000
Sheriff: Warrior lvl-20
A major port of call for Dockrawlin, this huge metropolis sees
constant ship and land trade traffic. The dock system here is one of
the largest in Northern Houress. A a royal warship is constantly
patrolling the waters here.
Religion
There are 10 temples here.
Ardru
Dotorus
Em'Sharfhei
Gharan-Dis
Kharsallis
Nynneon
Revenkai
Srultavin
Thirion
Vahntorii
Wizard Presence
The Crimson Cowls is a council of wizards dwelling in the Depthless
Tower that exists underwater. They are an important part of Pemara's
governing body, as well as the judges of all matters of the arcane.
Criminal Presence
As with most cities, crime exists here. There are seven
organizations that vex the law.
All Seers
Charscars
Bandy Boyd
End Runners
Fancy Crests
Jack Dons
Midnight Foxes
Other Places of Interest
Stoned Titan
Several hundred yards off shore, is a gigantic stone kraken rising
out of the water. Centuries ago, the creature had threatened the
city only to be stopped by Lenzo Kreeg, a paladin who had procured
the head of a gorgon. He had flown out on his magic carpet and used
the gorgon head to turn the kraken to stone.
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Quijero
Leader: Citymaster Jaizix Villenium
Population: 6,100
Power Center: Conventional
Alignment: Neutral Good
Races: Human: 4,000; Elves: 1,000; Halflings: 800; Gnomes: 250 Others: 50
Guards: 510; Militia 1,600
Sheriff: Warrior lvl-19
Located in the crook of Stavik Bay, Quiero is a coastal city of
commerce that moves a great deal of trade from the ocean to the
interior of the kingdom and vice versa.
Religion
There are four temples here.
Avizor
Em'Sharfhei
Peleah
Srultavin
Wizard Presence
Residing in the Keep of Secrets, a tri-council of mages oversee all
things arcane within the city.
Criminal Presence
Crime is present within Quijero, with three organizations vexing
local law.
Doomhoods
Flesh Honor
Madblades
Other Places of Interest
None.
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Sinjhin
Leader: Mayor Gorfield Channe
Population: 7,300
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Human: 5,900; Elves: 600; Halflings: 500; Gnomes: 200 Others:
100
Guards: 740; Militia 1,100
Sheriff: Warrior lvl-19
Another costal city along the kingdom's underbelly, Sinjhin sees a
lot of trade via ship and land that come through its ports. Sinjhin
is also known for the dark blue castle rising on the shore called
Jah Vell.
Religion
There are four temple in the city
Gonibrahth
Em'Sharfhei
Orodar
Tlancu
Wizard Presence
The College of Magic is overseen by eight wizards representing each
discipline. Together, they consider all matters of the arcane within
the city.
Criminal Presence
Crime is alive and well within Sinjhin, with three known
organizations that run afoul of the law.
Bane of the Noble
Coldshade
Hollowflags
Other Places of Interest
None.
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Thainkoth
Leader: Lord Faelmire Augeth
Population: 6,900
Power Center: Conventional
Alignment: Chaotic Good
Races: Human: 5,450; Elves: 750; Halflings: 500; Gnomes: 150 Others: 50
Guards: 740; Militia 1,100
Sheriff: Warrior lvl-19
This coastal city located on the northern shores of Stavik Bay, sees
a lot of trade from ships and land and is always bustling. The twin
keeps Olass and Vein Behr frown down upon the docks, waiting for any
ships foolish enough to attack the city.
Religion
There are five temples here.
Em'Sharfhei
Froyonnia
Quill
Shozrei
Williommox
Wizard Presence
The Gray Cloaks is a council of wizards who reside in their emerald
tower. They are counsel the city government and oversee all things
arcane.
Criminal Presence
Aside from the individuals committing crime here, there are three
known organizations that cause the local law problems.
Other Places of Interest
None.
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Velille
Leader: Highmaster Zuriash Kensin
Population: 6,000
Power Center: Conventional
Alignment: Neutral Good
Races: Human: 5,650; Others: 350
Guards: 440; Militia 1,200
Sheriff: Warrior lvl-17
Located on the flat southern region of the kingdom, Velille is an
important part of Dockrawlin's breadbasket. Being located along a
major trade route ensures that the city is always busy.
Religion
There are four temples in the city.
Hstinzi
Mordrun
Toh Pana
Ya-Nu
Wizard Presence
High Wizard Nom Dell oversees the local wizard college and acts as a
consultant with town officials on arcane and political matters.
Criminal Presence
Crime is present here, with three organized groups plying their
mischief.
Ambitious Jackals
Quickclaws
Silverfall
True Strikes
Other Places of Interest
None.
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Vethkree
Leader: Mayor Pindro Klawes
Population: 5,600
Power Center: Conventional
Alignment: Lawful Good
Races: Human: 3,850; Elves: 750; Halflings: 500; Gnomes: 450 Others: 50
Guards: 740; Militia 1,100
Sheriff: Warrior lvl-19
Located on the edge of the Quijero Forest, this important trade city
sees a lot of traffic. The main exports from Vethkree are foodstuffs
and timber.
Religion
There are four temples here.
Celphea
Em'Sharfhei
Horgarin
Peleah
Wizard Presence
A nine-wizard council resides in their tower located among the
various colleges of the arcane. They provide wisdom to the local
government and debate all matters of the arcane.
Criminal Presence
Crime is light here but still present. Only two known organizations
operate in the city.
Indigo Shards
Ethermen
Other Places of Interest
None.
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Yokoyo
Leader: Lord Hascon Balrones
Population: 7,800
Power Center: Conventional
Alignment: Chaotic Good
Races: Human: 6,350; Elves: 650; Halflings: 600; Gnomes: 150 Others: 50
Guards: 740; Militia 1,100
Sheriff: Warrior lvl-19
Located on the shores of Stavik Bay, Yokoyo is a bustling port of
call with trade and travelers passing through here in significant
numbers.
Religion
Yokoyo has five temples.
Aroth
Em'Sharfhei
Orodar
Revenkai
Srultavin
Wizard Presence
A single high wizard serving Lord Hascon resides in the lord's
manner. He acts as a consultant in political and arcanic matters.
Criminal Presence
Crime is present here with four known organizations that the law
persues.
Ebongarde
Entities of Might
Felsins
Silent Misfits
Other Places of Interest
None.
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