Southern Houress
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Gorth
|
High Prince Fleriton
Neighdrey |
|
Leader: |
High Prince Fleriton Neighdrey |
Capitol: |
Englace (12,500) |
Population: |
76,500+ |
Demi-Humans: |
Few |
Humanoids: |
Few |
Resources: |
Foodstuffs, Gems and Fishing |
Current Political Structure
3
Princes, their Provinces and Capital Cities
Cities
* = capitol
Gorth was
formed hundreds of years ago by barbarian leaders who wished to stop the
incessant warring with the civilized people of Regdon. Seeing their lands
dwindling century after century, the chieftains felt the despair of their
people and began allowing them access to the ways of the north. The formed
three principalities with one above all, and have since used this
Tri-Council as a way of determining the direction of the country.
Over time,
the people turned from the traditional deity of the Great Serpent and
began embracing other religions. Although much of the population has roots
tied to the Yahzun or Gous, they see themselves as Gorthians. They
maintain good relations with their wayward cousins to the west and trade with
them often. The Gorthians are excellent seamen and their war sloops have
keep the southwestern underbelly of the continent free from major threats
from the sea. They are noted for thei coal dark skin.
Evils of the
Arcane
Over the past
few centuries, Gorthians have fostered a burning hatred of arcane magic.
This came from their conflicts with the invaders from the north who
eventually civilized the land. Those invaders relied heavily upon magic to
help win their victories over the barbarians, and Gorthians never forgot
the horrors they faced.
Gorthians fear
arcane magic and destroy it whenever they find it, including those who
wield it. Wizards who ply their trade within the borders of Gorth are
hunted down and burned at the stake.
Tolerance of the
Divine
Gorthians also
fear divine magic, yet they tolerate it because they trust the deities
they worship to bestow it wisely upon mortal men. Gorthians predominately
worship The Great Serpent, although others follow various other deities.
Politics
After many
turbulent years of internal strife kept burning by a tribal system
determined by the most powerful, the Gorthians settled on the Tri-Council.
The three most populated communities are led by princes, who come together
and decide what is best for the country. Every twenty years, a prince from
one of the provinces becomes the voice of the country. Once their term is
done, the next province's prince will step in to assume the duties, which
is rotated to the next prince, and so forth.
Points of
Interest
The Foul Marsh
A large portion
of the northeastern frontier of Gorth is a vast swampland called The Foul
Marsh. Populated with trolls, kua toa, and many other monsters, the marsh
has acted as a barrier to invasion. The only passable road in and out of
the northeastern tip of Gorth, which borders with Maharool, is guarded by
a massive fortress called the Sogtrough. Anyone foolish enough to attack
this place, which is rumored to house over a thousand soldiers, must fight
through intolerable marsh conditions first.
The Great Peaks
These mountains
stretch from the southern reaches of Maharool to Gorth. The grand city of
Zepharia rests in these granite peaks, housing a number of dwarves and
gnomes along with the Gorthian humans. Nesting along the peaks are Rocs
and other winged creatures.
Padrog Bay
The North
Padrog Bay runs to the northwest of Gorth and is an important pathway for
trade ships coming from the north.
Slavery
Slavery is
forbidden in Gorth. Anyone who enters the country with slaves will find
themselves whipped and their slaves freed.
Naming
Conventions
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Significant Events/Holidays/Etc.
Tri-Tournament
Date: Day
24 of the Month of Spring's Waxing
For over
150 years now, the three princes of Gorth have held a tournament to
celebrate the cessation of hostilities between the three lands. Each
year, the tournament is held in a different part of the peninsula to
preclude any favoritism to any one of the princes. The prize is
usually one of the rare opals harvested from Poseidon’s Jaw. The
opals are believed to enhance the powers of soothsayers and are
prized by men who wish to have a glimpse into their own fortunes.
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Wolfsbane Territories
Cities, Villages, Towns, Etc.
Gladius
Leader: Kal Serus
Population: 12,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 10,000 Elves: 1,400; Dwarves: 600; Halflings:
250; Gnomes: 150; Others: 100
Guards:
1,000;
Militia:
1,900
Sheriff: Warrior lvl-15
Gladius is a coastal city that sprawls along the western shore of
Gorth and is ringed by a protective stone wall. This ancient city is
noted for the Altrea Maze, a complex series of interwoven stone
docks that berths hundreds of ships at any given time. Navigating
through them is not an easy task, and enemy ships would find it
impossible to gain access to the shore without considerable losses.
Religion
Great
Serpent
With roots that extend into the barbarian kingdom, Gorthians look to
the Great Serpent as their deity, or at least one of them.
Orodar
Thieves' Guild
The Whisper
As the Gorthians have little tolerance of thievery, such activities
are punished severely. That said, there is only one guild within the
city, and it is quite secretive. No one but its members know where
the guild is located, and those who do refuse to speak of it to
non-members for fear of death for not only them but their families.
Other Guilds
Being a communal society, the Gorthians have no need for formal
guilds.
Other Places of Interest
Castles
Chenpha:
Located at the northern tip of the city. Kal Serus resides here.
Uai Nel: Located at the southern end of the city. Chel Togerth lives
here.
The Great Meeting Hall
Near Chenpha is
a humongous hogan. Here the citizens come to meet and speak of matters
relating to life, death, the city and the world.
The Pit
The pit is a
coliseum located near Uai Nel. Dug into the ground, the great meeting
place can hold 10,000 spectators. They come to witness great contests of
skill, where warriors come to test themselves against one another in open
combat both lethal and non-lethal.
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Wambleeska
Leader: Chief Pa-Akanti Atsidi
Population: 9,586
Power Center: Nonstandard
Alignment: Neutral Good
Races: Humans:
9,442; Halflings: 71; Elves: 35; Others: 38
Guards:
669;
Militia: 954
Sheriff: Fighter lvl-12
Located 48 miles to the
southwest of Gladius.
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Gawoni
Leader: Chief Takoda Nantan
Population: 7,664
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Humans:
7,477; Halflings: 93; Elves: 46; Others: 48
Guards:
481;
Militia: 700
Sheriff: Fighter lvl-10
Located on the shores of the Aquantis Ocean, about 62 miles to the
west of Wambleeska.
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Gold Province
Cities, Villages, Towns, Etc.
Englace
Leader: Fleriton Neighdrey
Population: 12,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
10,300 Elves: 1,300; Dwarves: 500; Halflings:
200; Gnomes: 150; Others: 50
Guards:
1,000;
Militia:
3,100
Sheriff: Warrior lvl-13
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Posala
Leader: High Spirit Tuketu Honaw
Population: 7,445
Power Center: Nonstandard
Alignment: Lawful Good
Races: Humans:
7,347; Halflings: 48; Elves: 24; Others: 26
Guards:
351;
Militia: 992
Sheriff: Fighter lvl-12
Located on the shores of the Aquantis Ocean, about 114 miles to the
east of Englace.
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Niyol
Leader: Chief Tumu Nahiossi
Population: 7,746
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Humans:
7,636; Halflings: 54; Elves: 27; Gnomes: 15; Others:
14
Guards:
435;
Militia: 659
Sheriff: Fighter lvl-12
Located on the shores of the Aquantis Ocean, about 45 miles to the
northeast of Posala.
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Hu-Tai
Province
Cities, Villages, Towns, Etc.
Zhepharia
Leader:
Kai Washanabi
Population: 10,200
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
8,300 Elves: 1,000; Dwarves: 500; Halflings:
200; Gnomes: 150; Others: 50
Guards:
900;
Militia:
2,600
Sheriff: Warrior lvl-16
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Honani
Leader: Mayor Tawa Namida
Population: 5,126
Power Center: Conventional
Alignment: Neutral Evil
Races: Humans:
4,469 Halflings:
281; Elves: 156; Dwarves: 93; Gnomes: 62; Half-Elves: 31; Half-Orcs:
31; Others: 3
Guards:
349;
Militia: 801
Sheriff: Fighter lvl-9
Located on the northern border with Maharool, about 25 miles to the
north east of Zepharia.
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