Northern Houress

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Kingdom of Ergony

Leader: King Parmel Ertyin
Capital: Mubla Bight (36,500)
Population: 302,000+
Demi-Humans: Dwarves,  Elves,  Halflings, Gnomes
Humanoids: Uncommon
Resources: Platinum, Gold, Silver, Foodstuffs, Fishing, Tobacco, Iron and Cloth

 

Current Political Structure

3 Principalities, their Princes, and their Capital Cities

 

Prince Bakjra Ertyin

Principality of Sorotam

Capital City: Mubla Bight

Princess Nagasai Ertyin

Principality of Veah

Capital City: Ackorath

Prince Raitesh Ertyin

Principality of Zagatali

Capital City: Pathis

 

Cities

 

City Leader Pop. Pred. Race
Ackorath+ Finn 12,800 Human
Althegrey Eurzadies 11,000 Elven
Chi Foomi Irasce 11,200 Human
Chrusk Sheisti (F) 11,800 Human
Coliass Yorren 8,100 Human
Crab Reef Cermine 8,200 Human
Daxbi Ayers 6,000 Human
Dorghee Nollyu 9,100 Human
Eurador Oraysius 10,000 Human
Fagilorn Abel 9,300 Human
Firesh Andrew 7,400 Human
Fort Rock Bah Kain 10,300 Human
Gilzarith Tonfre 6,800 Human
Hajj Brownbrow 6,000 Halfling
Halife Ithe 8,900 Human
Ji Thool Ji Thool 7,300 Human
Kargino Zum 8,000 Dwarven
Kivorelm Mossturoth 9,000 Dwarven
Lo Vray Qiri'annon 7,900 Elven
Mogganthus Ockvin 14,000 Human
Mubla Bight*+ Parmel 36,500 Human
Orceldon Urimminef 8,100 Gnome
Pajahalai Glasrifiel 7,000 Human
Pathis+ Hiomai (F) 12,300 Human
Pirequee Oylas 8,000 Human
Siposal Vennix 8,000 Human
Stoneroth Wamdrek 8,300 Dwarven
Thaia Xishia (F) 6,900 Human
Thelcleve Orvey 7,700 Human
Tittalf Rinnalorn 8,500 Elven
Torju Borinnis 9,350 Human
Unahzza Tikoro 12,000 Human
Urubay Allez 8,350 Human
Vallethu Gottoroth 8,700 Dwarven
Valorai Porrfiron 10,300 Elven
Von Pahl Tesiri (F) 7,400 Human
Voninis Iryin 9,200 Elven
Waralton Yuford 8,700 Human
Wornit Borthais 10,400 Human

 

* = country capital

+ = principality capital

 

Ergony is an ancient kingdom with strong barbarian roots. The culture is warrior-based and only the strongest are picked to be leaders. Disputes settled by combat are commonplace. Women are deemed equal to men and can be just as fierce in battle.

 

Strict laws are a part of Egonite society, and death is a common punishment for crimes that other countries deem minor. Trial by combat in certain situations is utilized to prove one's innocence.

 

In Ergony, the strong are revered and rewarded. The weak are frowned upon and often shunned. Little tolerance is given to outsiders who do not adhere to the expectations of Ergonite society.

 

Slavery is legal and widespread in Ergony. Humanoid hunts are part of those who own slaves, a practice that other countries that allow slavery frown upon.

 

Significant Events/Holidays/Etc.

 

Kaithe Pennari

 

Dates: 1st through 30th of the Month of Summer's Waxing

 

In honor of the country's greatest hero, Kaithe Pennari, competitions are held in every city from for the entire month of The Month of Summer's Waxing. The winners of each city travel to the capital of the kingdom, Mubla Bight. There, they compete in the final tournament to determine the champion. The winner is hailed as a national hero and is allowed to retire in wealth, complements of the kingdom itself.

 

Oriam (Blood Purge)

 

Dates: 7 days from the start of the full moon during the Month of Winter's Waxing

 

In recognition of all the blood spilled during the many wars fought to establish the kingdom, Ergonites engage in the Oriam. For seven days and nights, they make small cuts in their and use the blood to paint ancient tribal patterns on their bodies. It is a solemn time of reflection, where stories of sacrifice passed down for generations are told.

 

Yahro Thrai (Glorious Freedom)

 

Dates: First two weeks of the Month of Spring's Waxing.

 

During these 14 days, Ergonite slave owners will give their slaves the change to run for their freedom. The slaves are turned loose and hunted by their masters. If they are caught, they are killed or beaten. If they reach any land or water beyond Ergony borders, they have gained their freedom.

 

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Points of Interest

 

Ambistan River
 

This multi-channel river meanders from the Shallows Coast, through the Titanflow Swamp, to the Borny Lake and beyond.

 

Artivel Hills
 

Located one one of several islands located on the northern coast of Ergony, these hills house many halflings and gnomes.

 

Baek Hills
 

These hills are located near the western shores of the Borny Lake and at the northern tip of Chereez Aisle.

 

Bear Paw River
 

This long stretch of water winds down from the northern tip of the Kalifiel Mountains and through the Corger Forest before emptying into the North Horpl Bay. This river makes up a large portion of the eastern border between Ergony and Kenitswillow.

 

Borny Lake
 

A large body on Ergony's eastern border that is ringed by many towns.

 

Chereez Aisle
 

A wide, deep chasm that winds from the northeast to the southwest for 175 miles.

 

Corger Forest
 

A large forest near the southern underbelly of Ergony. The wood is heavily populated with elves.

 

Ergony Harbors
 

A large natural mouth made up of both Ergony and Boreoan coastlines.

 

Goreen Hills
 

These hills rise out of the southwestern plains of Ergony.

 

Haster River
 

Winding down from the Portrire Mountains, this river terminates somewhere in the Goreen Hills.

 

Horvalt Forest
 

Located at the northeastern portion of Ergony and nestled against the border with Forestal, this strange forest is inhabited by all manner of creatures and humanoid. The elves who live there are the only civilized  people to feel truly safe.

 

Lower Bovech River
 

This river flows from the Borny Lake to the Shallows Coast.

 

North Horpl Harbor
 

Located at the southern tip of Ergony and leading out to the Kataya Ocean, this natural bay is home to many ships from Ergony and Kenitswillow.

 

Portire Mountains
 

This massive cluster of mountains borders with Boreoa on the northwestern side of Ergony. The crags are populated with many humanoids (most dwarven) and a great deal of other dangerous creatures.a

 

Rijorl River
 

This short river runs from the northern tip of the Kalifiel Mountains to the Borny Lake.

 

Shadewood
 

This forest is huge, sprawling nearly across the entire kingdom from west to east.

 

Shallows Coast
 

This treacherous coast filled with rip tides and underwater crags, is located at the northern tip of the kingdom.

 

Skarat Hills
 

Located at the northeastern tip of the kingdom, these hills straddle the border with Forestal.

 

Titanflow Swamp
 

Located between the Shallows Coast and Borny Lake, this sprawling swamp is the home to many nasty denizens who have claimed the lives of many.

 

Torju Forest
 

Located in the northwestern part of Ergony, the Torju Forest borders on the coast of the Ergony Harbors. This forest is thick with ironwood trees.

 

Tuble Hills
 

Located just to the north of the Torju Forest, the Tuble Hills are populated with many gnomes and halflings and some of the best tobacco in the kingdom.

 

Uruthanna Crags

 

Part of this treacherous mountain chain begins in the Kingdom of Dockrawlin and ends in Ergony's western border.

 

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Slavery

 

Slavery is legal and practiced heavily by those who can afford them. Many punishments for even simple crimes result in servitude.

 

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Principality of Sorotam

 

Cities, Villages, Towns, Etc.

 

Althegray

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Eurador

 

Leader: Most High Oraysius Kymare

Population: 10,000
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Humans: 4,600; Elves: 4,000; Dwarves: 700; Halflings: 400; Gnomes: 250; Others: 50

Guards: 350; Militia: 3,200
Sheriff: Warrior lvl-16

 

Wizard Presence

 

Eurador lies on the far western border of the kingdom on the border with Dockrawlin. The city is walled and manned at all times. The leader of Eurador is Oraysius Kymare, a man whose family has overseen the administration of the city for over twenty generations. They reside in Castle Vimminaria.

 

Religion

 

Em'Sharfhei

 

Froyonnia

 

Ianlia

 

Orulen

 

Tlancu

 

Wizard Presence

 

Consisting of eight wizards representing each school of magic, the High Council of Elvar resides high in the branches of a towering ancient ironwood tree. They are consulted on a great many things from the mundane to matters of state.

 

Criminal Presence

 

There is little crime here, for the penalties involve slavery or death. Petty theft still exists and happens occasionally, though.

 

Other Points of Interest

 

Lights of Evar

 

Evar was an ancient elven wizard who wanted to live forever. Upon his death, he changed himself into a crystalline statue that rests at the base of the tree where the High Council resides. It is said that on certain nights when the moon his high, his voice eminates from the statue, quoting wisdom of all kinds.

 

 

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Fagilorn

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Hajj

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Kivorelm

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Lo Vray

 

Leader: Most High Qiri'annon

Population: 7,900
Power Center: Magic
Alignment: Chaotic Good
Races: Elves: 7,000; Dwarves: 600; Humans: 200; Halflings: 50; Gnomes: 50; Others: 0

Guards: 200; Militia: 1,500
Sheriff: Wizard lvl-13

 

Located in the northwestern region of Shadewood and is nestled against the southeastern tip of the Portire Mountains. This ancient city is predominately made up of elves who revere magic, and is ruled by a council of wise mages.

 

Religion

 

Em'Sharfhei

 

K'tash

 

Kergon

 

Ytos

 

Wizard Presence

 

The Council of Wisdom, made up of a triumvirate of mages most wise, rules this city. They reside in a pentagonal tower of green jade that rises up from the center of Lo Vray.

 

Criminal Presence

 

Crime is virtually non-existent in Lo Vray, for punishments are quite severe.

 

Other Points of Interest

 

Garden of the Purified

 

Deep in the forest on the eastern outskirts of Lo Vray is a massive sacred garden populated by many hundreds of statues. They represent all manner of humanoids, both male and female, and they are all in poses where they look as though they are witnessing something horrible.

 

These are murderers who have been turned to stone by the mages of the Council of Wisdom as punishment for their crimes.

 

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Mubla Bight

 

Leader: King Parmel Ertyin

Population: 36,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 24,100; Elves: 7,700; Dwarves: 2,600; Halflings: 1,300; Gnomes: 700; Others: 100

Guards: 3,400; Militia: 12,000
Sheriff: Warrior lvl-20

 

Mubla Bight is the capital of Ergony and the seat of power of King Parmel, otherwise known as the "Crimson Wolf" for his flaming beard and head of hair and his legendary slave hunts when he was younger.

 

Ruling with an iron fist, King Parmel resides in Castle Volotauris, where he resides in the crystal throne room that reveals a million reflections of his highness.

 

Religion

 

 

Wizard Presence

 

The wizarding presence in Mubla Bight is strong. The Circle of the Nine is a council of powerful mages who reside in Castle Kyore at the northern edge of thie city. They are consulted on a great many things by lords and commoners alike.

 

Criminal Presence

 

Crime is noticeable within the city and has been for centuries. Aside from the petty crimes that take place, there are three organizations that are strong within the area.

 

Cal Theeli

 

This guild houses experts in the art of extortion and bribery. It is believed that they are made up of both low and high born, and they have kept their identities secret for centuries.

 

Silver Paws

 

This group is known for its dealings in petty crimes such as robbery, burglary, pick-pocketing, and the like. It is said that every corrner of the city is watched by a Silver Paw.

 

Velvet Smiles

 

A guild that has existed as long as anyone can remember. They have a hand in every kind of criminal activity and are known to use knives to widen the smiles of those who vex them.

 

Other Points of Interest

 

Castle Kyore

 

This magnificent castle was built centuries ago to house the Circle of the Nine. The walls are rumored to be infused with magic that can kill those who wish to enter but do not have the permission of the wizards inside.

 

Castle Volotaurus

 

Rising from the center of the city is the ancient and sprawling fortress known as Castle Volotaurus. Generations of kings have ruled from within the impenetrable walls of this place. The castle is so big that it is estimated that it could house at least 5,000.

 

Worms

 

Long ago, the miners of Mubla Bight learned to tame purple worms and began using them to open up shafts in the rock so that the miners could mine more easily.

 

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Pirequee

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Siposal

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Stoneroth

 

Leader:

Population: 8,300
Power Center: Conventional
Alignment: Lawful Good
Races: Dwarves: 8,000; Humans: 100; Halflings: 100; Gnomes: 50; Others: 50

Guards: 300; Militia: 2,000
Sheriff: Warrior lvl-15

 

The ancient city of Stoneroth has existed since long before the founding Ergony itself. Halfway buried in the northeastern slopes of the Portire Mountains, the dwarven metropolis is a well neigh impregnable fortress that has never been breached.

 

The dwarves of Stoneroth have always followed a strict moral code of rightness and justice. The laws are harsh, but the people fair, and the punishments are well known throughout the kingdom.

 

The Pentaganous Council, consisting of five of the most heralded and wise dwarven leaders in the land, rule Stoneroth.

 

Religion

 

Horgarin

 

Kergon

 

Kharsallis

 

Vor

 

Wizard Presence

 

Wizards have always been looked at with suspicion and fear among the people of Stoneroth. There is a smoky black tower that juts conspicuously out of the mountainside on the northern outskirts of the city. The structure is called Grimthar's Spine.

 

With the tower are four wizards, the only ones of their kind that are permanent residents of the city. They keep to themselves mostly, lending aid to town officials as requested. Otherwise, they have no say in public affairs. Their activities are closely monitored by a city council envoy.

 

Criminal Presence

 

As with most communities, Stoneroth has its share of criminals. Most are loners or run in small disorganized packs. There are two known organizations that have been thorns in the side of law enforcement for a long time.

 

Gray Mist

 

The Gray Mist is a shadow organization that is known to have hand in every type of criminal activity. Having existed for many centuries, the Gray Mist has somehow stayed hidden while rarely having any of their member getting caught.

 

Voles

 

Mostly heralded as a group of street-level thugs and thieves, the Voles tend to keep their sights low and petty.

 

Other Places of Interest

 

Mirror Mines of Cauren

 

The crystalline structure of these mines mean that the walls are mirror smooth and reflect anything and everything. It is said that there have been many who have gone mad standing within these mines, driven insane by their images.

 

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Torju

 

Leader: Citymaster Borinnis Halm

Population: 9,350
Power Center: Conventional
Alignment: Chaotic Evil
Races: Humans: 5,900; Elves: 3,200 Dwarves: 100; Halflings: 100; Gnomes: 25; Others: 25

Guards: 420; Militia: 2,900
Sheriff: Warrior lvl-17

 

The coastal city of Torju has been a major shipping port since before Ergony became a country. The city is ruled exclusively by Borinni Halm, an iron fisted man who brooks no opposition to his wishes. To that end, he employs over fifty well-trained warriors that he says are used for his protection. Many claim that he uses them to threaten and intimidate others as he sees fit.

 

Borinnis resides in the Veus Eln, a white castle resting on a cliff overlooking the city.

 

Religion

 

Aeixis

 

Aroth

 

K'tash

 

Peleah

 

Williommox

 

Wizard Presence

 

Magic is prevalent in Torju, as it has been since the city's inception. Cloistered within a flat sky-blue structure that takes up twenty acres within the city. A council of eight wizards, representing each school of magic, come together to debate issues of the arcane.

 

Any wizard wishing to take up residence within the city must meet with the council to be judged worthy.

 

Criminal Presence

 

Criminal activity is very real within Torju. Law enforcement has their hands full with crime, and there are three known organizations that vex them the most.

 

Blue Talons

 

The Blue Talons is an old organization known mostly for their street thievery such as pick-pocketing and shop lifting among other things.

 

Fine Boys

 

This group tends to commit crime at higher income levels.

 

The Quiet

 

This organization has been very adept at keeping the identity of their members secret for hundreds of years. Many speculate that their members have and are members of city leadership, deftly and subtly making decisions that funnel money into the group's coffers.

 

Other Places of Interest

 

Moaning Cliffs

 

Overlooking the harbor, these reddish cliffs rise about one hundred feet and offer a spectacular view. The rocks along the cliff face are formed in such a way that they produce and eerie moaning that can be heard for miles. People have speculated for years that this is the sound of all the sailors who perished in the cold waters to the north.

 

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Vallethu

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Wornit

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Principality of Veah

 

Cities, Villages, Towns, Etc.

 

Ackorath

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Corliass

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Crab Reef

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Daxby

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Dorghee

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Firesh

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Ft. Rock

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Gilzarith

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Ji Thool

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Kargino

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Mogganthus

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Thaia

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Urubay

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Principality of Zagatali

 

Cities, Villages, Towns, Etc.

 

Bliargo

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Chi Foomi

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Chrusk

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Halife

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Orceldon

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

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Pajahalai

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Pathis

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Thelcleve

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Tittalf

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Unahzza

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Valorai

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Von Phal

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Vonnis

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

Top

 


 

Waralton

 

Leader:

Population:
Power Center:
Alignment:
Races: Dwarves: 4,600; Humans: 700; Halflings: 300; Gnomes: 150; Others: 50

Guards: ; Militia:
Sheriff: Warrior lvl-

 

Religion

 

 

 

Wizard Presence

 

 

 

Criminal Presence

 

 

 

 

 

 

 

 

 

 

Top

 

 


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