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