Northern Houress
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Hestrillite Empire
|
Emperor Derik
Scarinald |
|
Leader: |
Emperor Derik Scarinald |
Capital: |
Crausley (44,350) |
Population: |
900,000+ |
Demi-Humans: |
Elves, Half-Elves, Halflings, Gnomes, Dwarves,
and Few Others |
Humanoids: |
Uncommon |
Resources: |
Gold, Silver, Copper,
Gems, Foodstuffs and Timber |
Current Political Structure
3 Kingdoms, Their Kings and their Capital Cities
Cities
City |
Leader |
Pop. |
Pred.
Race |
Bon Threll |
Stineson |
8,500 |
Human |
Biltzen |
Seyea (F) |
2,500 |
Elven |
Bimio+ |
Ardrake |
14,700 |
Human |
Boriligot |
Esere |
21,000 |
Human |
Calcuane |
Blacktoe |
9,500 |
Human |
Cannalin |
Cihangir |
13,100 |
Human |
Cendrial |
Widral |
10,800 |
Human |
Crausley*+ |
Scarinald |
44,300 |
Human |
Crestpoint |
Ulvi |
9,900 |
Human |
Dargolo |
Giray |
12,000 |
Human |
Devires |
Lacien |
4,750 |
Halfling |
Diarm |
Ricsan |
7,500 |
Dwarven |
Drekis |
Frowlik |
17,500 |
Human |
Drithen |
Clayfist |
8,500 |
Dwarven |
Efliaa |
Lathai |
9,000 |
Elven |
Erillian |
Panlere |
8,000 |
Human |
Fatrusi |
Araznor |
13,000 |
Dwarven |
Foreel |
Brin |
4,200 |
Halfling |
Fulbara |
Granitar |
7,600 |
Dwarven |
Gevaka |
Theobald |
4,500 |
Halfling |
Halcove |
Nersil |
10,000 |
Dwarven |
Hereval |
Ghathi |
9,000 |
Human |
Hirrilium |
Maxwell |
6,500 |
Human |
Ithkell |
Naexi (F) |
9,800 |
Elven |
Kentarl |
Qwam |
4,500 |
Elven |
Koime |
Gazi |
8,000 |
Human |
Lustire |
Elliora (F) |
14,500 |
Elven |
Madrigal |
Caritor |
9,000 |
Elven |
Mariaka+ |
Hannibal |
16,000 |
Human |
Mystilia |
Yllastor |
8,900 |
Elven |
Neralu |
Kurix |
4,500 |
Halfling |
Oliathe |
Burhan |
11,000 |
Human |
Orithen |
Sassock |
9,000 |
Dwarven |
Orrek |
Thunderaxe |
7,000 |
Dwarven |
Orrv |
Hilmi |
8,800 |
Human |
Pursee |
Tunai |
8,000 |
Human |
Q'Larren |
Raliegh |
8,500 |
Human |
Rictan |
Welvic |
3,500 |
Halfling |
Semsil |
Merigar |
4,000 |
Halfling |
Taiu |
Aydin |
9,000 |
Human |
Teeg |
Refalver |
7,000 |
Gnomish |
Thalla |
Cornelia (F) |
6,500 |
Halfling |
Themrist |
Cohnal |
7,200 |
Elven |
Thrimor |
Ayteki |
9,000 |
Human |
Tirilley |
Binz |
11,750 |
Dwarven |
Tulea |
Balican |
5,500 |
Human |
Uzimeal |
Farkin |
4,000 |
Halfling |
Valethe |
Gokaan |
9,300 |
Human |
Voggas |
Ekmel |
11,500 |
Human |
Zruvoth |
Tayyib |
10,900 |
Human |
* = Empire Capital / + = Kingdom
Capital
The Hestrillite Empire has existed
since before the Third Age, many centuries ago. The lands at the time, as
with most territories around the continent of Houress were inhabited by
vast tribes of barbarians. Over time and through many wars, the
Hestrillites eventually achieved dominance over the others. The non-Hestrillites
eventually were absorbed and their cultures subverted until they all
become Hestrillites. The formal empire was formed a few hundred years
later after the tribes began to gain advancements in metalworking,
weaponry, language, and other cultural pillars.
Slavery is allowed within the
empire, as it has been since its inception.
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Banks
Cities
Dragons Events
Points of Interest
Slavery
Points of Interest
Belkwood
Located near the extreme western
part of the empire, this wood is vibrant and full of life. Elves and other
humanoid live there but few evil creatures as most have been driven out
over the centuries.
Begliest Swamp
At the empire's eastern border
lies the Begliest swamp, which is fed by the waters of the Selea Lake. The
Begliest joins with the Parakin Swamp, which is located on Garland's
western border.
Bergon Forest
The Bergon is a grand at the
northeastern border of the empire and is located by The Great Inland
Sea. The forest is populated by many different kinds of humans, cities,
and villages.
Bimian Mountains
Near the northwestern part of the
empire the Bimians are connecting chain between the Krestilac and Shadow
Mountains. The ancient dwarven city of Tirilley can be found among the
Bimian peaks.
Borik River
This river runs from the northern
slopes of the Reliad Mountains toward The Great Inland Sea and is well
traveled by traders.
Darkspire Mountains
A smaller chain located near the
northern middle part of the empire, these shadowy mountains have long been
the home to giants of all kind, as well as other dark creatures that have
kept settlers from ever making their homes there.
Dragon Valley
This deep, wide valley is located
in the southern reaches of the Krestilac Mountains and is a place revered
by the Hestrillites since the empire was founded. It is rumored that
dragon eggs are harvested here so that they can be raised beneath Crausley
by the wizards there for use in protecting the empire.
East Oran River
The East Oran flows out from the Reliads and winds its way to the Oreal Lake. This is a very busy waterway
for traders.
Eurador Hills
Located in the far northwestern
part of the empire, the Euradors are mainly home to gnomes and halflings.
Geyser Beds of Jeskes
Located atop a natural spring fed
by the heat of a volcano deep underground, this sprawling field of geysers
constantly shoot skyward.
Hardek Hills
These hills are located on the
eastern slopes of the Bimian Mountains and are well known for various
types of fauna that grow there.
Ilkabor Hills
The Ilkabors are in the
northwestern part of the empire and are attached to the lower region of
the Shadow Mountains.
Krestilac Mountains
The Krestilacs are a major chain
that divides the westernmost third of the empire from the rest. Dragons
and other creatures inhabit its peaks and depths.
Lustire Forest
A large forest near the middle of
the empire, the Lustire is well traveled by traders and travelers alike.
It is mainly inhabited by elves.
Melga Hills
A forested hilly region on the
northern border of the empire along the northern shorts of the Oreal Lake.
Nanya Forest
To the west of the Bimian and
south of the Shadow Mountains, the vast Nanya forest comprises a large
part of the western third of the empire.
North Oran River
This body of water runs off the
southeastern reaches of the Aleroo Mountains in Kharamis and eventually
empties into the Oreal Lake.
Oreal Lake
A very large lake situated in the
center of the empire, the Oreal is a bordered by many communities that use
its water for fishing and trade.
Ralmarg Desert
This vast desert is located at the
far western edge of the kingdom and is kissed by the ocean. Many desert
nomads, as well as pirates make the sands of the Ralmarg their home.
Red Hills
These crimson colored hills are
located within the Ralmarg Desert.
Reliad Mountains
A huge sprawling range, the
Reliads are located in the southeastern part of the empire and border with
Regdon and the Gloridon Desert.
Sea of Ralmarg
A body of water attached to the
Aquantis Ocean, the Sea of Ralmarg makes up a gigantic alcove that is
shared with the Kingdom of Regdon.
Selea Lake
A body of water located at the
furthest northeastern edge of the empire, this lake feeds into The Great
Inland Sea and feeds the Begliest and Perakin swamps.
Seolf Canyon
A wide and deep canyon that has
been cut over the centuries by the Seolf River.
Seolf River
This river flows out of the
northeastern slopes of the Reliad Mountains and eventually empties into
The Great Inland Sea.
Shadow Mountains
These mountains, which are
perpetually shrouded in the shadows of the clouds clinging to its peaks,
borders along the empires northern frontier with Kharamis.
Shango Bay
A large natural inlet, this bay is
shared by the empire and Kharamis.
The Great Inland Sea
This massive sea is bordered by
the empire and five other countries and is a place that is constantly
hopping with ships and trade. Its shores are dotted with many towns,
cities, and villages.
Vark Hills
The Varks are located at the
northeastern top of the Reliad Mountains and are known to be the home to
many unsavory creature and bandits that are a constant thorn in the sides
of nearby communities.
Westwood
A heavily populated and vibrant
wood, Westwood is located in the center of the empire.
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Country Info Links
Slavery
Slavery is legal within the empire, as it has been since its
inception.
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Country Info Links
Significant Events/Holidays/Etc.
Blazoro Spectacle
Date: 2nd through 9th of the Month of
Autumn's Waning
Taking place in the city of Kentarl, this event revolves around the
purebred horses known as Blazoro. There are races, shows, a carnival,
competitions, and more. People from all around come to attend each year.
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Country Info Links
Banks
Intercontinental Banks
GRAY BANK
The Gray Bank is only bank that
operates cross-country within the continents of Northern and
Southern Houress. The financial institution is maintained
jointly by the dwarves in the Dwarven Kingdom and the Dwarflands and
is locally monitored in each country by assigned officials designed
to protect the people's money. There rules of whether a branch will
be in a particular city will be as follows:
1. Only in cities that are
predominately dwarven, human, halfling, or gnomish.
2. Only in cities that have a
population of 2,500 or more.
3. If the above requirements
are met, there will be one branch for every 2,500 people in a city.
Rates are as follows:
1. Opening an account: 5gp
(waived if initial deposit it 200 gp or more)
2. Deposits are free.
3. Withdrawals cost 2% of the
amount if each transaction.
4. Money changing is 8% of the
value of currency being exchanged. This only applies to changing
gems to coin and vice versa.
5. If a yearly balance of
20,000 gold is maintain in an account, the withdrawal and money
change fees are waived.
6. Transferring funds to someone in another country at another Gray
Bank branch (a type of wiring funds) costs 10% of the amount to be
transferred.
National Banks
KINGDOM
OF CHANKREUS
Black Spires
Owned by a circle of wealthy lords, these banks are known for their
distinctive black spires that rise from their branches. These banks
follow the same rules as the Gray Bank except that the branches are
located in cities with populations of 1,300 or more. Branches are
only located in Chankreus.
KINGDOM
OF THE EAST
Voimester Bank
The Voimesters are a powerful family with roots extending to the
beginning of the empire. They follow all the rules listed for the
Gray Bank, except that branches are located in cities with
populations of 1,500 or more. Branches are only located in The East.
KINGDOM
OF VLEENORO
Kallis Vaults
This banks owned by the extremely wealthy and influential Kallis
family. They follow the same rules listed for the Gray Bank, except
that branches are are located in cities of 1,300 or more.
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Country Info Links
Dragons of the Empire
The Draconarium is an ancient wizard enclave based in the empire's
capital city, Crausley. They oversee the dragons and their riders
that serve to protect the empire
Dragons and Their Locations
Both chromatic and metallic dragons comprise the dragon corp. There
are ten orders (5 chromatic and 5 metallic). The bulk of each order
is located in vast caverns that exist below Crausley. The orders are
as follows:
1st |
Gold |
|
6th |
Red |
2nd |
Silver |
|
7th |
Blue |
3rd |
Bronze |
|
8th |
Green |
4th |
Brass |
|
9th |
Black |
5th |
Copper |
|
10th |
White |
Although dragons from all orders exists within Crausley, dragons
from specific orders are located in various cities of the empire;
usually on the order. Since the Kingdom of the East has refused to
allow dragons to be stationed within their borders, the dragon
presence is split between the Kingdoms of Chankreus and Vleenoro.
Dragons from metallic orders reside in select Chankreus cities,
while some Vleenoro cities enjoy the presence of dragons from the
chromatic orders.
Dragons usually reside in caves near or below a city.
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Country Info Links
Slavery
The practice of slavery in the empire is allowed and only through
licensed transactions. Slaves must be registered as slaves and
owners must have all paperwork demonstrating their ownership.
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Country Info Links
Kingdom of Chankreus
Cities, Villages, Towns, Etc.
Bon Threll
Leader: Citymaster Stineson Lammar
Population: 8,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
5,000; Dwarves: 2,300; Halflings: 400; Gnomes: 300; Halflings: 300; Half-Elves:
100; Others: 100
Guards:
325;
Militia: 3,800
Sheriff:
Fighter lvl-18
An old
city founded in the early days of the empire, Bon Threll borders the
Shadow Mountains and also acts as a sentinel against Kharamisian
incursions. Primarily a mining city, Bon Threll is well-fortified against
the strong assaults. Although the population is primarily human, there is
a strong, ancient dwarven presence here.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Kergon
Gonibrahth
Kharsallis
Su Reh
Vor
Wizard Presence
Magic has
always been a part of this city, even before it was founded. Much of this
is because of the dark threats that have always existed in the Shadow
Mountains. The Eldritch Eight reside in their lair deep within the bowels
of Bon Threll. There, they ponder the mysteries of the arcane and beyond
while ensuring the safety of those within the city limits and nearby
lands.
Merchant Guild
A standard
city guild comprised of business owners. They meet regularly to debate on
matters pertaining to profit and the state of their businesses while
ensuring that the laws are just and obeyed. They also make sure that
visiting traders pay their share of the city sales tax.
Criminal
Presence
Aside from
the individuals and small bands of disorganized criminals, there are 3
gangs that have plagued Bon Threll law enforcement for many years.
Bottomless Pockets
An
organized group that primarily focuses on crimes such as theft, burglary,
and robbery, and occasionally more.
Ornzar Knab
The gang,
whose name in dwarven translates to "Iron Fist", primarily focuses their
criminal efforts against non-dwarves, as they believe those invaders had
taken over their home centuries ago and must pay or leave.
Sinners of the Coin
A small
but very active gang, the sinners are reputed to follow the god Cherivi.
They seem to delight in striking randomly at both the rich and the poor
with no discernable pattern.
Miners'
Guild
The mines
of Lorak Zhul are very important to the kingdom of Chakreus for the
precious metals it produces. The miners belong to their own guild, which
allows them a strong voice in affairs pertaining to their vocation, as
well as city politics.
Other Places of Interest
Galtari Prison
Near the mines is a deep cavern
that had been opened many centuries ago. The miners who opened it were in
search of gold, gems, the usual. What they found was an ancient temple of
darkness that had been buried an untold number of years before. The
curious miners awakened dark spirits that killed most of them and chased
the rest to the surface. There, they plagued the citizens of Bon Threll
for years before the local mages were able to imprison them. The temple
was destroyed and new cavern opened with alcoves built along the walls.
The spirits were placed in the alcoves and imprisoned there by unbreakable
spells. With an approved guide from the Eldritch Eight, people often trek
to the prison to see the spirits thrashing around inside their cells to
this day.
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Borligot
Leader: Most Honorable Esere Rangulan
Population: 21,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
18,300; Elves: 1,200; Dwarves: 500; Halflings: 400; Gnomes: 250; Half-Elves:
250; Others: 100
Guards:
2,700;
Militia:
4,000
Sheriff:
Fighter lvl-19
Established as a port city before the eventual consolidation of the
Empire, Borligot is old but vibrant. The port is home to the bulk of the
imperial navy, which patrol the waters of the coast and beyond. Borligot
is also an important link in the chain of trade running from the southern
shores of Regdon north to the Elvenlands.
Religion
Although there are private places within the city where people can
worship their god, there are ten proper temples here.
Wizard Presence
The
Council of Mystics represents the wizards of Borligot. Each council member
represents a different school of magic with one supreme wizard reigning
over them. Magic use within the city is allowed but monitored closely by
the council. Deviants or troublemakers are dealt with quickly and
severely.
Dragon
Presence
A
permanent contingency of four bronze dragons (1 ancient and 3 adults) and
their riders from the Third Order reside in caves on the coast below the
cliffs at the base of Annalun Castle.
Merchant Guilds
Being a significant hub in the trade routes on both
land and sea, business booms in Borligot. The many merchants must be
registered with the Merchant Guilds Association, which meets regularly to
hear grievances, debate laws and other matters of business that pertains
the smooth running and profitability of the merchants within the city.
Criminal
Presence
As
with any community, there is a criminal presence in Borligot. Aside from
the usual petty criminals roaming the city, there are 4 known
organizations that exist.
Cobble Knockers
A gang comprised mostly of street level thieves, burglars, and such.
Dark Memories
A mysterious organization that little is known about other than that their
motivations may be religiously inspired.
Permanent Waves
An
organization that is rumored to be run by criminal sea captains. Their MO
is to rob, steal, blackmail, and intimidate other sea farers for profit.
Pied Pipers
An
organization that is anything but musical. Their arena seems to be the
upper crust of society, as well as politics.
Gamviis
Port
This
bustling port is the bread and butter of Borligot and helps to keep trade
flowing into and out of the empire. At any given time there are at least
200 ships moored at the extensive maze of docks. The bulk of the imperial
navy resides here.
Other Places of Interest
Annalun Castle
A towering
castle that overlooks the highest cliffs overlooking Gamviis Port. It
guards the narrow pass leading from the shore into the city. The ancient
fortress is known for its sea green color and high, impregnable walls.
Crystal Reef of Thamlaseth
About two
miles off the shores of Borligot is a colorful coral reef that is nearly
ten miles long and is teaming with life. The colors are so vivid that
those who are able to swim beneath the waves will come to view the
spectacle. There is a standing warning to avoid the seafolk there,
particularly merfolk.
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Cannalin
Leader: High Lord Cihangir Tollijer
Population: 13,100
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
10,100; Dwarves: 1,000 Halflings: 600; Elves: 400; Gnomes: 400; Half-Elves:
300; Others: 300
Guards:
622;
Militia: 6,500
Sheriff:
Fighter lvl-20
Another
major port city within the empire is Cannalin, which began as a small
tribal fishing village inhabited by barbarians sometime in the 2nd Age.
Cannalin is one of many ports that handle in influx and outflow of trade.
The Twin
Spears, a pair of tower located on the shore flanking the docks, prevents
any ships from landing troops without huge losses.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Aroth
Avizor
Gonibrahth
Grothkele
Kharsallis
K'tash
Su Reh
Vor
Williommox
Wizard Presence
The
resident wizards of Cannalin belong to the Order of the Nigrum Turrim. The
cluster of black towers stand overlooking the sea from the cliffs located
directly to the south of the city. The roots of the order run as deep as
the empire itself, and the arcane casters who are a part of it are
well-respected within Cannalin and abroad.
Merchant Guilds
Trade
moving in by sea and land keep Cannalin quite busy. Those merchants owing
businesses or traveling through the city must pay taxes to the empire and
the city. The transactions are handled and monitored closely by the Board
of Merchants, a council made up of eleven elected representatives.
Thieves' Guilds
Like other
communities, crime is present within Cannalin. There are five known
organized crime gangs that exist here.
All Hands
Primarily
a street level gang that seems to focus on pick pocketing, robbery, and
other petty crimes.
Fine Red Mist
A
dangerous gang that is known for carrying out assassinations from low
level people to nobles.
Innocent Faces
This
shadowy organization is very secretive, and the law has little information
on them other than that they are very particular about their targets and
only commit actions every once in a while as if they wish to pick their
spots.
Thousand Eyes
This group
is known for their spying abilities. They have been known to commit crimes
of various sorts, but their specialty is gathering information that they
can sell to others with a need.
Yellow Tears
The Yellow
Tears is a relatively new gang (est. roughly 150 years ago). They are
known
Sailor Brotherhood
There are
a great many sailors living and working in Cannalin. They work on ships
ranging from pleasure craft, to merchant ships, to warships. Many imperial
warships dock here and are on constant patrol for enemy vessels. The
sailors of Cannalin belong to the Sailor Brotherhood, which has long been
a force within the city in many ways, including the political arena.
Other Places of Interest
Dragon Turtles
Within deep caverns below the
waters near Cannalin, dragon turtles have laired since anyone came to the
shores. Over the centuries, a peaceful co-existence has evolved between
the land dwellers and the dragon turtles where neither bothers the other.
During the breeding season in the middle of summer, the turtles come
together and breach the surface of the sea for several days, making for a
magnificent show.
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Cendrial
Leader: Citymaster Widral Vendraco
Population: 10,800
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7,800; Elves: 1,500; Halflings: 700; Gnomes: 400; Half-Elves:
300; Others: 100
Guards:
510;
Militia: 3,700
Sheriff:
Fighter lvl-20
This very
old city is a very important port of call for ships moving along the coast
for trade purposes. There is a large imperial naval presence here, as well
as hundreds of ships that utilized the length and complex dock system
stretched along the shore.
There are
six massive fortified towers built along the shore that are designed to
repel any ships attempting to land troops.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Aroth
Dotorus
Em'Sharfhei
Gonibrahth
Orulen
Revenkai
Shozrei
Srultavin
Vor
Wizard Presence
The Black
Manor is where the council of wizards of Cendrial meet to discuss matters
of the arcane. They are a secretive bunch, as are all wizards, but they
are willing to help those who need and have the right amount of gold.
House of
Merchants
Trade
bustles within Cendrial, and the businesses there need to thrive to
survive. To that end, merchants subscribe to the House of Merchants, a
place where they gather regularly to discuss business, profits, and law.
Their voice is strong among the city elite.
Criminal Presence
Crime
exists within Cendrial, from individual petty thieves to the more
organized gangs. There are five known gangs that operate within Cendrial.
Gripper Boys
Strictly
street level toughs who have made their name by using their muscle to
intimidate and rob people.
Jacks of All
An longtime organization that seems to have no limit to the range of
crimes they commit, hence the name.
Lost Gang
A secretive group that prides itself on stealth and staying well out of
the reach of law. Their MO seems to focus mainly on the blackmail and
extortion of the upper crust of Cendrial society.
Tidy Takers
A more
recent criminal gang, the Tidy Takers focus mainly on burglary and theft.
They have become known for accomplishing their goals while leaving very
little damage or evidence behind.
Very Good Gang
This
puzzling group seems to have a habit of robbing well-to-dos and donating
it to charities anonymously.
Salty
Brotherhood
This union
of sailors has existed since Cendrial's founding. They represent a
powerful voice in the city in all matters relating to shipping, sailors,
and the sea.
Other Places of Interest
The Gray Line
Spaced
along the shore to the south of the city are six massive gray towers that
are bristling with heavy catapults and other long range missile weapons
designed to destroy enemy ships that stray too close.
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Crausley
Leader: King Kiriltugh Chankreus
Population: 44,350
Power Center: Monarchy
Alignment: Neutral Good
Races: Humans:
29,000; Dwarves: 7,500; Elves: 6,200; Halflings: 800; Gnomes: 500; Half-Elves:
100; Half-Orcs: 125; Others: 125
Guards:
2,700;
Militia: 9,000
Sheriff:
Fighter lvl-20th
Crausley
is the principle city of of the empire and capital of the oldest kingdom
on the continent, that of Chankreus. The city itself is sprawling and old.
There are different sections of Crausley that are inhabited by the poor,
the middle-class, the aristocratic, and everyone else. Like most cities in
the empire, Crausley is independent and only associates with other cities
through trade, loose agreements, and the ties of the royal family.
Religion
Although there are private places within the city where people can
worship their god, there are 20 proper temples here.
Wizard Presence
The presence of wizards within the empire and
Crausley is ancient and strong. Ardent worshippers of K'Tash, the
Draconarium is the guild of wizards that reigns as the most powerful in
the land. Their ties to the dragons of the land run deep, and they act as
the keepers of the dragons that are raised to protect the empire from
dangers.
The
lair of the Draconarium Wizards is located deep under the city in natural
caverns that stretch for miles. It is rumored that from within these
caves, they raise dragon hatchlings and train them for the defense of the
empire.
Dragon Presence
A contingency of 8 gold dragons (4 ancient and 4 adults) and their riders
from the First Order permanently reside in caverns deep beneath the city
to be called upon whenever needed.
Criminal
Presence
Aside from
street crime that plagues any city, there are five known criminal organizations
within the huge city of Crausley.
Blue Bastards
Long known for their brutal street crimes, the bastards have been hunted
for centuries but have always somehow survived total annihilation.
Dragon Lads
With roots
going back to the founding to he city, the lads is an organization that
dabbles in all facets of criminality. Their symbol is that of a laughing
dragon's head.
Firebrands
A newer
group of cutthroats that has been making its mark within Crausley. They
seem to have a knaack for arson.
Gosavarros
A very
secretive organization that some believe is headed by an elite council of
nobles, the Gosavarros seem to concentrate their ambitions on influencing
the upper crust of the empire.
Yehn Chuvva
This
organization has appeared within the last few decades and seems to be
populated by followers devoted to Vahntorii. Their goals seem to revolve
around punishing those speak out against the empire.
Other Places of Interest
Draconarium
This is a
sprawling set of massive caverns located deep beneath Crausley within
which dwell wizards well versed in dragon lore. It is rumored that they
help raise and train dragons to become part of the blue guard that
protects the empire from attack. It is also rumored that wizards wishing
to become part of the Draconarium must undergo a trial in which they
travel to the Dragon Valley and procure a new dragon egg to be brought
home and raised.
Hall of the Ancients
Below
Castle Hahvanellum is a massive hall devoted to paying homage to past
dragons that had lived in and fought to protect the empire. Hundreds of
the skulls of the greatest dracos are place here for people to view.
Top
Dargolo
Leader: Governor Gray Setai
Population: 12,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
9,500; Dwarves: 800; Elves: 600, Gnomes: 600; Half-Elves:
400; Others: 100
Guards:
600;
Militia:
6,700
Sheriff:
Fighter lvl-20
Dargolo
represents the far northwestern reaches of the empire. This port city is
facilitates a great deal of trade between the empire and Kharamis. The
city is heavily fortified against the threat of Kharamis attack, as the
two have been mistrustful of one another since Kharamis broke away and
gained their independence from the Hestrillites many years ago.
A sizeable
portion of the imperial navy is docked her as a first line of
attack/defense should war break out.
Religion
Although there are private places within the city where people can
worship their god, there are 10 proper temples here.
Ardru
Aroth
Avizor
Gharan-Dis
Kharsallis
Nynneon
Qurophys
Su Reh
Tlancu
ahntorii
Vor
Wizard Presence
The
Chamber of Wizards is located in a huge black tower located on the north
side of the city. From within, a council of wizards meet to discuss magic,
laws, the mysteries of the universe, and more.
Merchants Guild
Merchants
residing within the city belong to the Dargolo guild, which is a comittee
of elected members that look out for the best interests of local merchants
while exploring ways to increase profit.
Criminal
Presence
Aside from
the individuals who commit crimes within the city, there are five known
gangs that vex law enforcement.
Beggar's Beat
As the
name implies, this network of criminals concentrate on begging and street
crimes such as pick picketing.
Circle of Shadows
An
extremely secretive society that traditionally targets the upper-crust of
the city.
Poor Man's Pockets
Another
street level gang that concentrates on pick pocketing, thieveing, and
robberies.
Quicklings
This gang
primarily concentrates on the dock area, specifically targeting
foreigners.
The Innocents
This
centuries-old gang sets their sights on rich people they can blackmail and
extort.
Sailors' Union
Being a
vital part of the trade that comes through Dargolo, the sailors have a
powerful voice that comes through the union the are a part of.
Other Places of Interest
Maccia Lights
For as
long as anyone can remember, the skies above the mountains just to the
east of the city exhibit a special quality on night where there is a new
moon. High in the sky, reddish light randomly appear and stream in chaotic
patterns as if chasing one another. Some speculate that they are the souls
of dark creatures that used to live in the Shadow Mountains before being
destroyed.
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Diarm
Leader: Stone Lord Ricsan Everbeard
Population: 7,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Dwarves: 5,300; Elves: 900; Humans:
700; Halflings: 200; Gnomes: 150; Half-Elves:
150; Others: 100
Guards:
300;
Militia: 1,200
Sheriff:
Fighter lvl-17
Diarm is
primarily a dwarven city that also has a strong elven presence. Built at
the feet of the Ilkabor Hills, this very old city has been an important
crossroads within the kingdom and sees quite a few travelers coming
through daily.
Diarm is
also renown for its production of its famed Dark Maple Beer, which is
brews using the coveted sap of its many hundreds of maple trees that is
grown within the city limits.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Ardru
Em'Sharfhei
Kharsallis
Mordrun
Wizard Presence
The
Council of the Wise represents all matters of the arcane within Diarm.
They reside in a great green tower on a hill overlooking Diarm from the
north.
Merchant Guilds
The House
of Merchants is an organization of merchants and business owners that
gather weekly to debate matters of business, law, and more.
Criminal
Presence
Diarm has
traditionally taken a harsh stance on criminals, especially those who are
organized. Penalties for even slight crimes can oft times be severe. With
that said, there is only gang that is known to exist.
Severed Shadows
With roots
that leading
back to the founding of Diarm, the Severed Shadows use very subtle means
to gain what they desire. This comes in the form of bribery, veiled
threats, kidnapping, and more. Those who have been caught never speak of
their comrades and are almost always put to death for it.
Brotherhood of the Brew
The
brewing of spirits, especially Diarm's Dark Maple Beer, is very important
to the health and reputation of the city. Hundreds of employees work in
more than a dozen breweries, making spirits that are shipped as far away
as the Kingdom of Sestillion. These business owners and workers have
banded together to promote their craft and work collectively toward
keeping profits high.
Other Places of Interest
Ancient Maple Tree
Near the center of the city is the
famed maple tree that is reputed to have existed long before Diarm was
settled. Even today, the sap from this sacred tree is used to make the
finest vintage of Dark Maple Beer, which is coveted by lords and ladies
abroad.
Top
Erillian
Leader: Mayor Panlere Vossoori
Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
6,700; Halflings: 350; Elves: 300; Dwarves: 250; Gnomes: 200; Half-Elves:
100; Others: 100
Guards:
351;
Militia: 3,200
Sheriff:
Fighter lvl-19
This
strategically important port city at the far western edge of the empire
sees a great deal of ship traffic. Hundreds of ships move in and out of
Erillian bringing and taking away goods bound for the rest of the empire
and beyond.
A sizeable
fleet of imperial warships are based here. They regularly patrol imperial
waters.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Aroth
Grothkele
Orodar
Thirion
Williommox
Vor
Wizard Presence
The Council of the Deep is comprised of respected wizards within Erillian.
They meet within the ancient hallowed halls of the Viannus Cassir, a
multi-storied manor of sea green that overlooks the oceant at the edge of
the city itself.
Merchant Conglomerate
This organization of merchants represents all business within Erillian.
They meet regularly to discuss matters of business, law, and ways to keep
therir profits flowing.
Criminal
Presence
Crime is a
part of Erillian. Aside from the small petty thieves that exist, there are
three established gangs that have vexed law enforcement for many years.
Deadly Misfits
This
elusive gang has its hand in many types of crime but are best known for
their assassinations.
Lobster Legion
This gang is believed to be located in the area surrounding the docks.
They seem most interested in theft, robbery, and intimidation.
Victorious Secret
A very
secretive organization that has demonstrated a knaack for finding
compromising information about people and using it to extort money from
them.
Sailors' Union
The
importance of the men working the ships and shore can't be understated in
Erillian. Long have they been a part of the Sailors' Union, an
organization that gives them a voice in many things.
Other Places of Interest
None.
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Fulbara
Leader: Tal Nuur Granitar Broadbeard
Population: 7,600
Power Center: Magic
Alignment: Lawful Good
Races:
Dwarves: 7,000; Humans:
250; Halflings: 100; Elves: 100; Gnomes: 50; Others: 50
Guards:
320;
Militia:
4,200
Sheriff:
Wizard lvl-19
Fulbara is
a rare city of dwarven wizards. Being in the vicinity of the mysterious and
dangerous Shadow Mountains for centuries, the residents were forced to
learn powerful magic to defend themselves against the foul creatures that
attacked them. Over time, Fulbara became a bastion/haven for those who
practice magic.
They symbol of Fulbara is a glowing red staff atop a white dragon on a
field of gray.
The city
itself is recognizable by the eight gray towers that float at all angles
over city. They are known as the Binding Towers
Religion
Although there are private places within the city where people can
worship their god, there are three proper temples here.
K'tash
Kharsallis
Pomoleth
Wizard Presence
The wizard
presence within Fulbara is strong and ancient. The Binding Towers are
eight towers that float above the city, slowly spinning and moving about
the city skies. Each tower houses masters and acolytes from each school of
magic. These masters also form the Council of the Wise, which makes
decisions concerning magic and Fulbara. They are also charged with
constantly watching Fhor Kulna, the entrance to the Valley of Shadows and
the dark secrets that lie entombed there.
Enforcement of the law comes at the hands of the Lawforgers. Mostly
dwarven, these wizards wear longcoats of burnt orange
Merchant Guilds
There is
no guild per se, for all matters of the city are handled by the Cuncil of
the Wise.
Criminal
Presence
Crimes of
any kind are not tolerated. Depending on the crime, punishment is either
death or banishment from Fulbara. There is no gray area.
Other Places of Interest
Fhor Kulna and the Valley of Shadows
The ancient evils that exist within the Shadow Mountains nearly consumed
the Hestrillites even before they banded together to form the empire.
Wizards and heroes eventually came together to defeat the forces of the
shadows. They then sealed the Valley of Shadows with a massive gate (Fhor
Kulna) reinforced by strong enchantments and protections. The few
remaining creatures of darkness were trapped for all time. Fhor Kulna is
maintained by a garrison of powerful mages around the clock, and no one is
admitted unless they have council approval.
Top
Halcove
Leader: Citymaster Nersil Anvilfist
Population: 10,000
Power Center: Conventional
Alignment: Neutral Good
Races:
Dwarves: 7,400; Humans:
1,200; Halflings: 500; Elves: 500; Gnomes: 200; Half-Elves:
100; Others: 100
Guards:
549;
Militia:
3,000
Sheriff:
Fighter lvl-20
Connected
with the western outreach of the Krestilac Mountains, the dwarven city of
Halcove is a busy port of call that facilitates trade in and out of the
empire. There is incredible fishing that takes place in the Halcovian
waters, supplying much of the kingdom of Chankreus with food. A great deal
of the iron and steel used to fuel the forges of the kingdom.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Dotorus
Horgarin
Kergon
Kharsallis
Mordrun
Qurophys
Revenkai
Srultavin
Wizard Presence
Although dwarves are not known for their
proliferation of wizards, there is a strong presence within Halcove.
Secreted in the Gray Tower of Oht Vonnas, the wizard masters explore the
secrets of the arcane in a never ending quest to increase their knowledge
and prepare themselves for the next conflict when they are needed.
Merchant Guilds
All
merchants who own business within Halcove must pay dues and report to the
city guild house. There, representatives meet to discuss improvements for
the merchants and debate laws/procedures that are brought before them.
Criminal
Presence
Like any
community, Halcove has a criminal presence, but it is small because the
punishments for lawbreakers are stiff. There are two known organizations
of note in the city.
Deep Delvers
These lurkers commit street level crimes for the most part.
High Brows
This
well-organized gang uses racketeering and blackmail the most.
Sailors' Guild
Dwarven sailors belong to an ancient guild that holds great power within
Halcove.
Other Places of Interest
Mines of Durus Mirith
Stretching
for miles below the surface, these mines have supplied rare metals and
precious jewels for the empire since its consolidation. Some of the
caverns are so deep as to seem bottomless, while others were sealed when
ancient dark things were unearthed that wreaked havoc on the people above
centuries ago.
Top
Hirrilium
Leader: Lord Mawell Sumnek
Population: 6,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
4,100; Halflings: 1,000; Dwarves: 800; Elves: 200; Gnomes: 200; Half-Elves:
100; Others: 100
Guards:
320;
Militia: 1,500
Sheriff:
Fighter lvl-18
Hirillium
is located near the Red Hills and is a significant stopping point along
the road running across the belly of the kingdom of Chankreus. The city
itself has long been known for its high quality crops that feed not only
its inhabitants but other citizens of the empire.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Avizor
Hstinzi
Peleah
Srultavin
Vor
Wizard Presence
There are
five individual wizards that practice their craft within the city of
Hirillium. Although living separately, they occasionally gather to discuss
matters of the arcane and beyond.
Merchants' Guild
This guild
allows the merchants of the city to come together to discuss matters of
business and profit while having a significant voice in Hirillium affairs.
Criminal
Presence
Crime is
light within Hirillium. There are two gangs of note that law enforcement
continue to monitor.
Blackfoots
A gang
that prides itself on quick strike burglaries that leave little evidence
at the scene of the crime.
Ravenclaws
This
organization practices a variety of crimes within the city and has a
knaack for leaving small slips of paper with a black raven's claw drawn on
it at the scene of their crimes.
Planters'
Co-op
Farmers of
Hirillium came together many years ago to form an organization where they
can come together to further their craft. Their foice within the city is
strong.
Other Places of Interest
Red Hills Orchards
The soil of the Red Hills is extremely rich in nutrients. Orchards,
consisting of trees of many varieties, cover the hillsides. This makes for
a spectacular sight.
Top
Lustire
Leader: Her Grace Elliora Nightstar
(F)
Population: 14,500
Power Center: Theocracy
Alignment: Chaotic Good
Races:
Elves: 10,900, Humans:
2,000; Halflings: 600; Gnomes: 500; Half-Elves:
300; Others: 200
Guards:
420;
Militia:
4,000
Sheriff:
Cleric lvl-20
Located deep within Belkwood, Lustire is a bastion for elves that worship
Em'Sharfhei. The city is firmly run by the clergy. Run by the Highest elven cleric of Em'Sharfhei in the kingdom, Lustire is a model of elven
elegance and efficiency. It is also a significant stopping point in the
trade road network criss-crossing the empire.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Em'Sharfhei
Froyonnia
K'tash
Orulen
Srultavin
Wizard Presence
The
wizards of Lustire are strong and well-respected. They come together to
discuss matters of the arcane mystic in the Hallowed Tree of Avaneth, a
massive ironwood tree that has long been hollowed and enchanted.
Merchant Guild
Mainly
staffed by non-elven merchants, this guild allows them to come together to
discuss matters of business and profits.
Criminal
Presence
Crime is
practically non-existent within Lustire. The punishments for crimes rarely
result in death but almost always result in banishment from the city
forever.
Other Places of Interest
Temple of Em'Sharfhei
This huge
and elegant temple tower of white marble rises up from the center of
Lustire above the treetops and can be seen for miles. Elves from distant
lands come here to marvel at its supreme beauty.
Top
Mystilia
Leader: Most High Yllastor Turehn
Population: 8,900
Power Center: Conventional
Alignment: Chaotic Good
Races:
Elves: 7,800; Humans:
600; Halflings: 200; Gnomes: 200; Half-Elves:
50; Others: 50
Guards:
310;
Militia: 4,200
Sheriff:
Ranger lvl-19
Mystilia
is a very old city located in the Nanya Forest and is primarily inhabited
by elves. Although a stopping point along the trade routes across
Chankreus, the Mystilian people are considered quite, reserved, and
reflective. May believe that the elves see themselves as being higher
beings than everyone else, but this has yet to be proven.
As with
most elven communities, the bulk of the city has been built high among the
oaks and ironwoods that primarily make up the Nanya Forest.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Em'Sharfhei
Froyonnia
Ianlia
Ytos
Wizard Presence
Magic has a strong presence within Mystilia. The
Acrane Concilium represents all arcane magic within the city, including
those who practice it. They are strict but fair.
Merchant Guilds
There is
no formal guild representing the merchants of the city. Occasionally,
merchants will meet to discuss matters of trade..
Criminal
Presence
Crime in
elven society is rare but not impossible. Although there are no organized
gangs to speak of, there are some crimes that are commited, although they
are few and far between.
Other Places of Interest
Mystilian Cooshie
Elven dogs, known as "Cooshie", are high quality hounds that live up to
two centuries. They are extremely intelligent and loyal to their masters.
The Cooshie of Mystilia are the most highly-sought in the empire.
Top
Orrek
Leader: Highmaster Waraxe Saragun
Population: 7,000
Power Center: Conventional
Alignment: Lawful Neutral
Races:
Dwarves: 5,200; Humans:
1,000; Elves: 600; Gnomes: 100; Others: 100
Guards:
340;
Militia: 2,400
Sheriff:
Fighter lvl-20
One of the
few dwarven coastal cities in the land, Orrek represents an important
location in terms of the strategic integrity of the kingdom and the
empire. The docks are made of stone, and two tall and thick keeps frown
down over the waters to discourage any landings on the shore.
Several
imperial warships are located here. They patrols the nearby waters to
protect the city and the empire.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Aroth
Em'Sharfhei
Kharsallis
Revenkai
Wizard Presence
There are
only a few wizards living on their own within Orrek. They occasionally
come together to discuss their craft and compare notes.
Ministry of Merchants
Merchants
livign within Orrek are a part of the Ministry of Merchants, an
organization where they can come together, debate policy, laws, and
otherwise promote the profitability of their business.
Criminal
Presence
The dwarves of Orrek have no tolerance for crime,
meaning punishments for offenders are harsh. Although there is some light
crime that occurs here and there, there are no organized gangs to speak
of.
Sailor Brotherhood
The sailors of Orrek are a vital part of the city's protection and
economy.
Other Places of Interest
Stone Warriors
Three centuries ago, a berzerk
medusa entered the city. She managed to turn 10 brave guardsmen into
statues before they brought her down. The statues reside within the temple
of Kharsallis as a tribute to their bravery.
Top
Pursee
Leader: Mayor Tinau Kessura
Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7,200; Elves: 300; Dwarves: 300; Gnomes: 100; Others: 100
Guards:
330;
Militia: 2,000
Sheriff:
Fighter lvl-18
Pursee is a city on the great plains located to the south of Crausley and
Halcove. It is a stopping point travelers either moving to the coast or
heading toward the border with Regdon. Pursee is at the center of a heavy
farming community that is vitally important to feeding the people of the
empire.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Breahal
Hstinzi
Pomoleth
Revenkai
Vor
Ytos
Wizard Presence
Highly
visible, the Finger of the Arcane is a ten story tall white tower that
rises up from the eastern edge of Pursee. Three powerful wizards reside
within the tower and ensure magic is respected within the city of Pursee.
There are still a few other wizards living individually within the city.
Merchant Guild
All
merchants living and doing business within Pursee must register with the
local guild. The committee meets regularly to make sure they are protected
and that their profitability is grown.
Criminal
Presence
There is
crime within Pursee. Aside from small time individuals committing crime,
there are also three known organizations that the law is trying to stamp
out.
Blink Dogs
A
sophisticated band of thieves and robbers that mainly target traders
moving into the city from other lands.
Purple Wind
Known for
wearing purple sashes, this gang delights in street level crimes,
specifically picking pockets.
Rassini Bunch
Starged
long ago by a man named Bronso Rassini, this enduring gang's criminal
exploits range from street crime to high-level extortion and blackmail.
Planters'
Union
The many farmers living in and around the city belong to the Planters'
Union, an organization that gives them a strong voice in their craft and
city politics.
Other Places of Interest
None.
Top
Rictan
Leader: Mayor Welvic Fuzzyknucks
Population: 3,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Halflings: 3,200; Humans:
250; Others: 50
Guards:
100;
Militia: 1,000
Sheriff:
Druid lvl-14
This small
halfling port city is quiet and out of the way. They make their living off
of some close shore fishing, crops, and tobacco, production. The community
is quite close and very peaceful. During the summer they often come
together on Sundays to cook and dance and sell stories.
Religion
Although there are private places within the city where people can
worship their god, there are three proper temples here.
Aroth
Hstinzi
Srultavin
Wizard Presence
There are
only three wizards who live within Rictan. The halflings have always
regarded them as powerful but difficult to fully trust, despite their
proven usefulness. Each wizard lives within their own home within Rictan.
Merchant Guild
There is
no organized guild per se. Merchants will, however, gather once in a while
to discuss matters of trade and the goings on of the business world in and
outside Rictan's borders.
Criminal
Presence
Petty
crime is light within Rictan, and there are no known organized gangs.
Farmers'
Co-op
The
importance of the crops withing Rictan is prevelant. The farmers of the
city gather regularly to discuss matters of their craft, its health, and
profits.
Other Places of Interest
Dark Bubble Brewery
A well-known brewery that produces
many spirits, including Rictan's famous Moors Honey Gold.
Top
Voggas
Leader: High Lord Ekmel Sannis
Population: 11,500
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
10,000; Elves: 1,000; Halflings: 200; Dwarves: 100; Gnomes: 100; Others:
100
Guards:
455;
Militia: 4,000
Sheriff:
Fighter lvl-20
Voggas is
a very large coastal city located on the southwest portion of the empire.
A significant stopping point along the coast, Voggas is also home to a
large fleet of imperial warships that constantly patrol the vicinity.
Fortress
Black Ash houses Lord Ekmel and his family. The coast is also dotted with
long range missile weapons designed to sink any enemy ships foolish enough
to approach.
Religion
Although there are private places within the city where people can
worship their god, there are eleven proper temples here.
Aroth
Avizor
Dotorus
Em'Sharfhei
Gonibrahth
Horgarin
K'Tash
Qurophys
Su
Reh
Thirion
Vor
Ya-Nu
Wizard Presence
There has
always been a strong arcane caster presence within Voggas. For centuries,
they meet within the secret halls of the Nether Tower, an imposing dark
blue structure rising up from the Dogah Cliffs to keep watch upon the sea.
A council of nine wizards meet often to debate the secrets of their craft
and beyond while assuring that people utilize magic wisely.
Merchant Guild
The
merchants of Voggas belong to a city guild. Several times a month the meet
to discuss business and profitability.
Criminal
Presence
Aside from
the petty crimes committed by individuals, there are four known gangs
working within the city.
Angry Bunch
Street
toughs that prey on the weak. They also specialize in burglary.
Devilish Boys
Rumored to
be a gang that worships the devil prince Korratheus. The commit a wide
variety of crimes.
Hand of Faithless
A gang of
thieves that do a lot of racketeering.
Sailor Co-Op
A powerful organization containing sailors, which are
vital to the city's health and profitability. They have a strong voice in
city affairs, as well.
Other Places of Interest
Fortress Black Ash
This ancient black fortress looks
down upon the coast. Centuries ago, it was built after an invasion force
had landed on the shores. It is known for its fanciful gold-domed towers
that shine in the sun. It is also rumored that ashes from the defeated
enemies' burned bodies were infused into the fortress's mortar.
Top
Kingdom of Vleenoro
Cities, Villages, Towns, Etc.
Crestpoint
Leader: High Lord Ulvi Nurath
Population: 9,900
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
6,800; Elves: 1,500; Halflings: 700; Gnomes: 500; Half-Elves:
300; Others: 100
Guards:
488;
Militia: 3,000
Sheriff:
Fighter lvl-20
Located on
the southwestern banks of the Oreal Lake, Crestpoint is one of the busiest
ports of trade in the empire. A great many ships move in and out of the
Gholostre Harbor, bringing a staggering amount of goods. Fishing is a huge
part of the Crestpoint economy.
Religion
Although there are private places within the city where people can
worship their god, there are seven proper temples here.
Em'Sharfhei
Horgarin
Ianlia
Nynneon
Orulen
Thirion
Vor
Wizard Presence
Wizards
are looked upon with some measure of mistrust and respect. The Council
of the Flame is a gathering of the highest wizards in the city. They meet
regularly in the Tower of Bapheal to discuss the mysteries of their craft,
the universe, laws, and so forth.
Merchants' Guild
The
merchants of Crestpoint belong to the local guild, which is a powerful
force in city politics.
Criminal
Presence
As with
any city, crime exists in the great city of Crestpoint. Aside from
low-level individual criminals, there are four gangs that operate here.
Ali Vells
A very
secretive organization the are purely racketeers.
Kindly Grins
This gang
prides itself in handling high-level crimes involving nobles and other
people belonging to the upper-crust of society.
Gold Diggers
This group
concentrates mostly on street-level crimes such as pick pocketing,
robbery, etc.
Water Walkers
Rumored to
be made up mainly of sailors and dock workers, this gang says there is no
crime they won't commit.
Sailors' Brotherhood
Those
working the docks and sail the ships are a powerful voice within
Crestpoint. The Brotherhood allows their voices to be heard and for their
interested to be looked after.
Other Places of Interest
Kvol Sten
Anchored in Golostre Harbor, this
huge, boxy warship was constructed in the early days of the empire to help
guard the lake against orcs. The wooden ship's hull is plated in bronze and
is equipped with eight full-sized catapults. It is a great source of
national pride.
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Devires
Leader: Lacien Nimblefoot
Population: 4,750
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings:
3,000; Humans: 1,300; Elves: 650; Others: 100
Guards:
260;
Militia: 1,400
Sheriff:
Fighter lvl-18
Located in
the Melga Hills, Devires is a pleasant halfling community that sits on the
Poulcea Province's southern border. There is a considerable amount of
trade passing through the small city. Devires also borders on the southern
side of the North Oran River.
The
halflings are known for two things: Green Luck Brew and Solliteth Dark
Leaf.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Em'Sharfhei
Froyonnia
Nynneon
Srultavin
Wizard Presence
There are
only a few wizards living within Devires. They occasionally gather to
debate issues revolving around their craft and all things magical.
Merchants' Guild
Business owners within Devires belong to a
well-established guild that has represented them for many years, giving
them a strong voice in the community.
Criminal
Presence
Crimes are
relatively few within Devires, but there are still two known
gants operating within the city limits.
Fabulous Filchers
A raucous
group of thieves, they enjoy their work and revel in making it known when
they've mad a large score. They do this painting smiley faces on the side
of the local jail to taunt the police.
White Dogs
This
organization is known to target upper-class citizens and business that
have rare and hard to find items.
Planters'
Co-Op
The
farmers of the area belong to a co-op that is very well organized. The
co-op gives them a voice and helps to keep things running smoothly and
profitably.
River Union
Those
working the docks and the ships that travel through the city are very
important. The River Union that they are a part of gives them a
significant voice in city affairs.
Other Places of Interest
Emerald Barley Fields
The green barley is essential in
the making of the famous Green Luck Brew. Fields measuring a full square
mile are lined with the plants that are constantly guarded.
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Drekis
Leader: Governor Frowlik Gensuria
Population: 17,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
14,000; Dwarves: 1,000; Halfling: 1,1000; Gnomes: 800; Half-Elves:
400; Others: 100
Guards:
729;
Militia: 6,900
Sheriff:
Fighter lvl-20
This lone
city, which borders with the Kingdom of Regdon, protects the empire's
underbelly from invasion. Drekis is the center point along a line of
castles that stretch out along the border. The crowing achievement of the
city is Fortress Gahloor.
Trade
entering and leaving the empire at this junction is heavy.
Religion
Although there are private places within the city where people can
worship their god, there are thirteen proper temples here.
Avizor
Celphea
Dotorus
Grothkele
K'tash
Kharsallis
Orulen
Pomoleth
Revenkai
Srultavin
Thirion
Tlancu
Vor
Williommox
Wizard Presence
Wizards
have always had a place of honor and respect among the population of
Drekis. Near the center of the city, beside Fortress Gahloor, is the
Chambers of the Magi. Here, representatives of each school of magic meet
regularly to discuss matters of magic and many other subjects.
Merchants' Guild
With so
many business running in Drekis, a guild was formed long ago to so that
the owners could come together and have a voice among the people. When
they speak, people listen.
Criminal
Presence
Crime is present within Drekis. Aside from the petty thieves that run
among the population, there are six known gangs that continually vex local
law.
Big Boys
A gang of street toughs that prides itself on having large, beefy members,
the Big Boys use intimidation and violence to get what they want.
Echoes of Justice
A puzzling gang for law enforcement. The seem to target those who have
been accused of crimes but somehow escaped justice. The will either steal
from that person or persons and give the money to the victims or they kill
the offender outright.
Gifted Grabbers
A renown group of thieves who concentrate on pick pocketing, robbery, and
theft among other things.
Ink Gang
This gang focuses mainly on street crimes and always paint their symbol
near the scene of their crimes. The symbol is that of a black cat arching
its back.
Moloa Bunch
Long ago, this band was formed by an elf named Moloa, who directed his
people to dig up dirt on rich folk and use it to extort money from them.
They also have assassins for hire.
Wild Ones
A gang of thieves that have been known to take on jobs that are difficult
if not impossible.
Other Places of Interest
Ancient Halls of Warrior's Past
Below the
mighty
Fortress
Gahloor are halls containing the remains of long dead heroes and men of
quality. Each coffin lies at the feet of a life-sized statue representing
the man within. There are hundreds of them lying within the halls.
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Fatrusi
Leader: Warlord Araznor Goldstone
Population: 13,000
Power Center: Conventional
Alignment: Lawful Neutral
Races:
Dwarves: 10,000; Gnomes:
1,600; Humans: 1,200; Elves: 100; Others: 100
Guards:
600;
Militia:
6,000
Sheriff:
Fighter lvl-20
An ancient
city, Fatrusi is home to dwarven family that are many generations old and
can even trace their lineage back to the 2nd Age. A staunchly neutral
people unless war is thrust upon them, the Fatrusians believe in the
health and safety of their people first, the kingdom second, and he empire
last.
Fatrusi
itself is, as with most dwarven cities, the model of security. High walls,
a fortress (Colunduri), and round the clock patrols ensure that the
people of Fatrusi are safe.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Horgarin
Kergon
Kharsallis
Mordrun
Orodar
Orulen
Wizard Presence
Magic is
revered, respected, and feared by the people of Fatrusi. Wizards have
always been a part of their society as the are today. The Viziers of the
Mystic Halls is a council of arcane casters that represent the whole those
practicing their craft within the city. Those breaking the laws of arcane
magic use within Fatrusi are severely punished.
Merchant Council
Those who
own businesses within Fatrusi are required to register with the council,
which is made up of elected officials. Their job is look out for the best
in interest of their members and help grow profitability.
Criminal
Presence
The laws of Fatrusi are quite unforgiving for those
committing even the smallest of infractions. With that said, there are no
known organizations that exist at this time, for all have been rooted out.
There are still petty thieves who try their luck here and there.
Miners'
Brotherhood
Mining is
a thriving business within Fatrusi. The metals and minerals taken from the
Rith Tannoh Mines are primarily used to supply the kingdom of Vleenoro and
is therefore heavily guarded. The miners are a powerful group belonging to
the Miners' Brotherhood, an organization that ensures they are protected
and that their voices are heard in all things.
Other Places of Interest
Mushroom Fields of Zirohn
Deep
beneath the city is the ancient Zirohn cavern, a mile-long open area with
dark soil rich in nutrients. The entire floor is covered with giant
multi-colored mushrooms that are of the highest quality. Zirohn mushrooms
are highly sought across the empire and beyond.
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Foreel
Leader: Mayor Brin Evergrin
Population: 4,200
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings:
3,800; Humans: 200; Gnomes: 150; Others: 50
Guards:
120;
Militia:
1,180
Sheriff:
Fighter lvl-17
The
halfling city of Foreel is located on the plains between Tirilley and
Mariaka. The pleasant community is a stopping point along the trade route
cutting across the breadbasket of the empire.
A steady
flow of travelers moves in and out of Foreel.
Religion
Although there are private places within the city where people can
worship their god, there are three proper temples here.
Hstinzi
Srultavin
Ytos
Wizard Presence
There are
only three wizards who live within the city within their own homes.
Occasionally, they will come together to discuss matters of their craft
and other things.
Planters' Guild
Crops are
an important part of the halfling society in Foreel. The top crop is that
of Crimson Leaf, a tobacco of considerable flavor sought by customers
across the empire. Because of the importance of growers, they formed a
guild where their voices can be heard.
Thieves' Guilds
Crime is
light within the city, with a few individuals here and there that commit
infractions. There is only one gang that is known to exist within Foreel.
Forgotten Assets
This
longtime gang has always focused on robbing foreign traders moving through
the city.
Other Places of Interest
None.
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Kentarl
Leader: Council Leader Quam Mollai
Population: 4,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Elves:
4,100; Humans: 250; Halflings: 50; Dwarves: 40; Gnomes: 20; Half-Elves:
20; Half-Orcs: 20; Others: 0
Guards:
350;
Militia: 2,000
Sheriff:
Fighter lvl-15
Kentarl is
a city that guards the border with Kharamis and is well fortified with a
wall and regular patrols. Rising from the center of the community is the
White Keep, where Council Leader Quam Mollai and his family reside.
Kentarl is
known for having some of the most high quality Blazoro steeds in the land.
Many breeders call Kentarl home, and each year in the fall, they hold the
great Blazoro Spectacle. For a week, breeders flock to Kentarl to have
their horses compete in showmanship and racing among other things. Over
the centuries, the event has blossomed into other competitions involving
archery, cooking, jousting and more.
Religion
Although there are private places within the city where people can
worship their god, there are three proper temples here.
Ardru
Em'Sharfhei
Pomoleth
Wizard Presence
The
Pentarum is a council of five wizards who hold great respect among the
elfves of Kentarl. They reside in a treetop meeting hall called the
Rosewood Center.
Merchant Guilds
There
are no guilds in Kentarl, simply a regulation council that oversees
licenses while ensuring that rules are met for commerce by all residents.
Thieves' Guilds
The is no known guild within the highly-disciplined
society, although there are are small groups of lawbreakers here and
there.
Other Places of Interest
White Keep
A massive
square structure that can house at least 500 people and is known for the
pure white basalt bricks that were used to construct it.
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Mariaka
Leader: High Lord Hannibal Kiatur
Population: 16,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
12,000; Elves: 1,100; Halflings: 900; Elves: 800; Dwarves: 700; Gnomes:
300; Half-Elves:
100; Others: 100
Guards:
684;
Militia: 4,000
Sheriff:
Fighter lvl-20
Mariaka is
the capital city of the Kingdom of Vleenoro and is home to King Delgaszi
Tholm. Located in the western shore of the Oreal Lake, Mariaka is a
bustling city with a high population. Ships move in and out of port
constantly, carrying goods that keep the kingdom running.
Precious
metals, gems, coal, and other materials are taken from the Dragonspire
through the Gigan Mines.
Religion
Although there are private places within the city where people can
worship their god, there are twelve proper temples here.
Wizard Presence
A council
of powerful wizards lives within Mariaka. They reside in a solid iron
sphere that floats about four stories above the city. The structure is
called "The Sphere of the Mystics".
Merchants' Guild
Trade is
huge within Mariaka, necessitating the existence of a guild located in a
red building taking up an entire city block. The guild ensures that the
rights of merchants are protected and explores better ways to make
profits.
Criminal
Presence
Crime has
always existed in Mariaka. Aside from the small time thieves and crooks
roaming the streets individually, there are five known gangs that the law
has been chasing.
Blackguards
Purely
street toughs that work the poorer part of the city, these gang members
are quick and brutal.
Endless Pockets
Another
street gang that works the entire city. They specialize in pick pocketing,
robbery, burglary, and intimidation.
Kolltorians
Little is
known about this gang other than their penchant for targeting well-to-do
citizens. Spellcasters are believed to occupy their ranks.
Netherwinds
A gang
that is heavily involved in racketeering and preying upon traders visiting
the city.
Red Knives
A small
gang that is known for mostly petty crimes and assassins for hire.
Sailors' Union
The men
working the ships and the docks play an important part of fueling the city
and the kingdom's economy. They each belong to the local sailors' union,
which helps ensure they have a say.
Other Places of Interest
Castle Surai Dagath
This incredible fortress of blue
stone is the symbol of power within the Kingdom of Vleenoro. It is
supposedly infused with white magic to strengthen it against attack. There
are over 200 rooms within the castle, which is always manned and ready for
a fight despite it having never been seiged.
Dragon Caves
Located below the city are vast cavern hollowed out centuries ago by
wizards. Within the caves dwell dragons that are ridden by riders that
patrol the kingdom and keep it safe.
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Orrv
Leader: Mayor Himi Nimirell
Population: 8,800
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
5,200; Elves: 2,300; Halflings: 600; Gnomes: 500; Half-Elves:
150; Others: 50
Guards:
344;
Militia:
2,000
Sheriff:
Fighter lvl-20
Located in
the Lustire Forest, Orrv is a busy stopping point on the road running east
and west along the lower portion of the empire. Caravans flow through the
city on a regular basis, bringing customers and gold to its inhabitants.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
The Aranic
Council resides in Wahnoor's Keep to discuss matters of the arcane, law,
and the mysteries of the universe.
Merchant Council
The
merchants of Orrv are represented by the council that regularly meets to
discuss matters of business and profit.
Criminal
Presence
Crime is
surprisingly light in a city of this size, but it does exist. There are
two known gangs that operate within Orrv.
Dark Ones
A
well-established gang the commits a wide spectrum of crimes. Blackmail
seems to be their favorite.
Silken Veils
A gang
that touts itself as being a group that is a better class of criminals.
Their focus is on nobles and people with a lot of money.
Loggers
Union
Logging is
huge in this wood, and the many lumberjacks are part of a local union that
looks out for their interests in all things.
Other Places of Interest
None.
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Semsil
Leader: Merigar Winklenon
Population: 4,000
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings:
2,500; Humans: 1,000; Elves: 250; Gnomes: 200; Others: 50
Guards:
220;
Militia: 1,600
Sheriff:
Fighter lvl-20
This
predominately halfling-populated city is situated on the southwest edge of
Westwood and is situated on the border with the Kingdom of Regdon. The
city is known for Castle Yon Koris, which sits upon a high hill on the
south side of the city.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
A few wizards live in Semsil in their own homes. They
regularly come together to meet on matters of the city, the empire, magic,
and more.
Merchant Consortium
Business owners in Semsil belong to the consortium to
better give themselves a say in what happens to them.
Criminal
Presence
Crime here
is light, but it does exist. There is only one gang that the city guard
seems to have trouble with.
Sneaky
Devils
A gang
that his plied its trade within Semsil for a great many years.
Planters'
Guild
Crops are
very important for the inhabitants of the city and the surrounding area.
The growers have long been banded together to form a guild where they can
have a voice, share tips, and promote profitability.
Other Places of Interest
Castle Von Koris
One of many castles lining the
empire's southern border, this interesting structure was built centuries
ago by a lord who dabbled in strong magic. It is said that the walls are
infused with sorcery to better keep it safe from even the most brutal of
assaults. The castle is also known for the round silver domes that top
every tower and minaret.
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Taiu
Leader: City Master Aydin Van Dorvich
Population: 9,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
7,900; Halflings: 500; Elves: 500; Gnomes: 50; Others: 50
Guards:
389;
Militia: 2,800
Sheriff:
Fighter lvl-20
Taiu is
located on the northern shores of the Oreal Lake and is a major port of
call for trade ships bringing goods. The complex dock system manages to
handle the influx and departure of the many ships moving and in and out of
the area.
Religion
Although there are private places within the city where people can
worship their god, there are seven proper temples here.
Wizard Presence
The Taless
Council is made up of wizards from each school of magic. They meet within
the Mystic Citadel, a tower built overlooking the shores of the Oreal
Lake.
Merchant Guilds
The guild
is a well-run organization that allows business owners to congregate,
share tips and news about their businesses and how to make them more
profitable.
Criminal
Presence
Taiu is
like most communities that have crime. Aside from individual criminals
that ply their trade, there are four gangs known to operate with the city.
Dark Wave
Mainly
known for their assassination services, the Dark Wave does engage in other
crimes, as well.
Distant Memories
This
organization seems to concentrate on fleecing traders that visit the city.
Myth Men
This group
seems to style themselves after a mythical band of raiders who prowled the
local area long ago. The are known for exacting their own form of justice
upon people they feel ar corrupt and/or have cheated others out of their
property.
Young
Dashers
Purportedly to only allow members into the gang until their twenty-fifth
birthday, this chaotic bunch is intent on causing as much vandalism as it
is stealing from others.
Sailor
Syndicate
Taiu
sailors working the docks and on the ships are many, and their work is
vital to the success of the city. Long ago, the Sailor Syndicate was
formed so that they would always be organized and well-represented in
decisions affecting them and the city.
Other Places of Interest
Council of the Giants
Long ago when Taiu was young, it was attacked by a tribe of hill giants.
Many citizens fell in battle and nearly half the city was sacked. Shortly
after that, an expedition of Taiu forces went into the Melga Hills. They
found the giants and slaughtered them all. The giant chieftain and his
lieutenants were decapitated. Their heads were preserved and posted atop
iron spikes that line the center of the city square as a reminder to the
people about what they lost and what they willing to do to gain justice.
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Teeg
Leader: Refalver Mescinausia
Population: 7,000
Power Center: Conventional
Alignment: Chaotic Good
Races:
Gnomes: 4,700; Humans:
1,100; Elves: 1,000; Half-Elves: 100; Others: 100
Guards:
225;
Militia: 1,300
Sheriff:
Fighter lvl-18
This
predominately gnomish community sits on the western bank of the East Oran
River and is a significant stopping point for trade ships moving in and
out of the Oreal Lake.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
The
Triumvirate of the Arcane is a trio of wizards that reside in the Yellow
Keep of Astia. They are well respected in the community and are very
involved in promoting not only their craft but the health of Teeg.
Merchants' Guild
The
business owners of Teeg are part of the local merchants' guild so that
their voices are always heard within the community.
Criminal
Presence
There are rare instances of crime within Teeg, for
the gnomes take a very dim view of lawbreakers. Justice is always swift
and harsh, which has effectively discouraged criminals over the yars.
River
Workers' Guild
The
ever-important people who work the docks and the ships to ensure a smooth
and steady flow of trade have formed a guild that gives them significant
power within the community.
Other Places of Interest
Chamber of Progress
This
unique building, located near the center of the city, is a place
displaying gnomish inventions that have been created over the centuries.
Most are mechanical in nature with many that have a decided magical
element involved. Anyone walking through the Chamber can see how early
invention progressed into more modern objects.
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Thalla
Leader: Mayor Cornelia Tinytoes (F)
Population: 6,500
Power Center:
Alignment:
Races: Halflings:
4,500; Gnomes: 750 ; Humans: 650; Elves: 400; Dwarves: 150; Half-Elves:
40; Half-Orcs: 0; Others: 10
Guards:
300;
Militia:
1,000
Sheriff:
Fighter lvl-16
Located
near the Eurador Hills, Thalla is a well-to-do city mostly populated by
halflings. A fair amount of trade comes through here, mainly people
moving between the kingdoms of Chankreus and Vleenoro. The halflings here
are master growers of various types of high-quality tobacco, hops and
barley.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Only a
handful of wizards live in Thalla. There is no formal council, yet they
still meet occasionally to discuss their craft.
Merchants' Guild
Most
business owners within Thalla are members of the local guild that works to
represent their interests and promote profitability.
Criminal Presence
There
isn't a lot of crime in this friendly city, but it still exists. Only one
gang is known to operate here.
Grand
Masters
This gang
tends to work toward fleecing traders that move in and out of the city.
Even so, they still dabble in other illegal endeavors.
Growers
Union
The
farmers of the city are tight-knight group of families. Long ago, they
banded together to form the Growers Union so that they would have a strong
voice in city affairs.
Other Places of Interest
Precious Peacocks
A huge flock of peacocks migrated
to the north of the city centuries ago and continue to return every
spring. Their are hundreds of them roaming the grassy fields. Their
plumage and loud cries create quite a spectacle for all to see. The
inhabitants of Thalla have proclaimed them as sacred and will severely
punish anyone harming the birds.
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Themrist
Leader: Lord Cohnal Saleece
Population: 7,200
Power Center: Magic
Alignment: Chaotic Good
Races:
Elves: 6,000; Humans:
800; Gnomes: 200; Half-Elves:
100; Others: 100
Guards:
348;
Militia: 3,100
Sheriff:
Fighter lvl-20
This old
elven community borders with the southern border of the Poulcea Province.
The elves here revere magic and most are skilled in some sort of arcane
casting.
As with
many elven communities, their building is built among the branches of the
trees.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Wizards
are held in high regard within Themrist. Several members of the Gray
Circle meet within the High Tower of the Light within the city to discuss
matters of the arcane and beyond.
Criminal
Presence
Crime, as
with most elven societies, is very light if. Those foolish enough to
commit a crime within Themrist. Murder carries a death sentence, but
anything else simply brings banishment or a short incarceration.
Other Places of Interest
None.
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Tirilley
Leader: Warmaster Binz Crackenhearth
Population: 11,750
Power Center: Conventional
Alignment: Chaotic Good
Races:
Dwarves:
11,000; Humans: 350; Halflings: 200; Elves: 150; Gnomes: 40; Others:
10
Guards:
3,000;
Militia: 5,000
Sheriff:
Fighter lvl-20
Tirilley
is an ancient dwarven bastion that is essential to the defense of the
northwestern frontier of the empire. Built into the Bimian Mountains,
Tirilley has three huge castles that are constantly manned and fortified
in case the Kharamisians make good on their rumblings and decide to
attack.
Tirilley
has been run by many generations of Crackenhearths, who rule with an iron
fist that the population has always responded to with furor. The
Crackenguard are elite warriors trained in the most brutal arts of warfare
in preparation for any attack that might come.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
Only eight
wizards (representing each school of magic) are officially sanctioned by
the leaders of the city and are allowed to reside within its borders. They
are referred to as the Octagarion, and they live in an inverted
underground tower far beneath Tirilley. They are rarely disturbed unless
the matter is of great importance as they are constantly engaged in
studying the secrets of the world in the hopes of achieving further
enlightenment.
Guilds
The
merchants of Tirilley thrive on the business of the population and the
people who flow through the city on a regular bases. The merchants of many
different business have guilds that they are a part of. A leader from each
guild meets in one of the government buildings in the center of the city.
There, they debate on what is best for all.
The miners
guild is the most powerful in the city, followed by the traders guild.
Criminal
Presence
Like most
communities, Tirilley has its share of criminals prowling the streets and
halls. There are three known organizations that have deep roots in the
city.
Tangled Chops
The chops is an organization devoted to street level crimes, such as
robbery, theft, burglary, and occasional extortion.
Shifting Sands
The sands
is a shadowy organization that has eluded the law effectively for many
centuries. They lurk in the shadows and seem to be involved in more high
brow crimes and political schemes.
Upper Crusts
There is
little known about the Upper Crusts except that their tastes run along
aristocratic lines.
Other Places of Interest
Lava Forges
Deep below the city are chambers where lava continually flows. The dwarves
of Tirilley have constructed huge forges and molds that allow them to
create building blocks for them to use in expanding the city or whatever
else they need them for.
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Tulea
Leader: Mayor Balican Sirthman
Population: 5,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
4,000; Elves: 1,000; Gnomes: 300; Half-Elves:
100; Others: 100
Guards:
244;
Militia: 1,300
Sheriff:
Fighter lvl-18
Another
busy port city on the shores of Oreal Lake, Tulea sees a great deal of
trade on a daily basis. The ancient fortress Castle Okaru rises from the
shore, a testament to centuries-old construction.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
The Arcane
Conclave is a council of wizards that reside in Castle Okaru. They meet
regularly to debate matters of their craft and many other things.
Merchants Guild
The local merchant guild represents all business owners in Tulea. They
work to protect them and find ways to keep profitability high.
Criminal
Presence
Crime
exists in Tulea on all levels. There are two established gangs that
operate within the city.
Black Leopards
A very
well-organized gang whose main area of focus seems to be racketeering.
Profiteers
This gang
believes that there is no crime they won't commit. Their calling card is
copper piece with an "X" scratched into it.
Sailors'
Brotherhood
Sailors
and shore men working in Tulea are part of a brotherhood that allows them
a voice in city affairs.
Other Places of Interest
None.
Top
Valethe
Leader: Governor Gokaan Zweitch
Population: 9,300
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7,000; Elves: 1,200; Halflings: 800; Dwarves: 100; Gnomes: 100; Half-Elves:
50; Others: 50
Guards:
420;
Militia: 3,000
Sheriff:
Fighter lvl-18
Valethe is
a city located on the northwestern border of the empire and Kharamis. As a
strategic city, Valethe is walled and heavily-fortified in the event of an
attack from their female neighbors. Central to the metropolis is Fortress
Ironspire, home to the governor, his advisors, and their families.
The city
is also a major stop along trade route running along the northern border
of the empire, meaning there is heavy traffic in and out of the city.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
The
Council of the Dragon is staffed with a representative from each of the
eight schools of magic and is overseen by a Grand Mage. Near the southern
quarter of Valethe is an area dedicated to the eight colleges of magic.
The Dragon's Paw is a far-reaching tower that dominates the skyline
overseeing the city and is where the council meets to ponder things both
magical and other matters of importance.
Only those
who have authorization from the council or are sanctioned wizard of the
order are allowed to cast arcane magic within city limits.
Merchant Guilds
The
Imperial Mercantile Overseer runs a large organization in the name of the
emperor and oversees the guilds of the city. Existing guilds represent
blacksmiths, carpenters, farmers, lumberjacks, stonemasons, and local
business owners.
Criminal
Presence
Aside from
petty thieves that exist within any city, there are three thieves guilds known to
operate within the limits of Valethe.
Innocent
Lads
Known as a
youthful street-level gang, the Lads are mainly identified with petty
theft, robbery, and theft.
Karusimmions
A very old organization that seems to mainly work in the political arena
in attempts to influence nobles for profit.
Red Eyes
Little is
known about this secretive group, which is suspected of extorting
merchants.
Top
Kingdom of the East
Cities, Villages, Towns, Etc.
Biltzen
Leader: Lady Seyea Morillara (F)
Population: 2,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Elves:
2,400; Others: 100
Guards:
195;
Militia: 700
Sheriff:
Fighter lvl-20
Biltzen is
a relatively small elven community situated at the base of the eastern
Reliad Mountains. Being out of the way in terms of trade routes, Biltzen
is a very quiet place.
Religion
The temple of
Em'Sharfhei is the only temple in Biltzen.
Wizard Presence
A
council of three wizards oversees magical affairs within Biltzen. They
reside in the Tree of Councils, a meeting place for all councils within
the city.
Criminal
Presence
There is no crime in Biltzen, most due to the culture
and the harsh penalties for even slight infractions.
Other Places of Interest
None.
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Bimio
Leader: Citymaster Ardrake Tonjeth
Population: 14,700
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
12,400; Elves: 1,100; Halflings: 700; Gnomes: 300; Half-Elves:
100; Others: 100
Guards:
677;
Militia: 5,000
Sheriff:
Fighter lvl-20
The
capital city of the Kingdom of the East sits at the far eastern edge of
the empire. Located at the tip of a long peninsula jutting into The Great
Inland Sea, this ancient city is a major port that handles a staggering
amount of trade moving into and out of the empire.
Twin
fortresses (Kytur and Wai Ghorreth) flank the city and guard it against
any attacks that might come. There is also a strong naval presence based
here that patrols imperial waters within The Great Inland Sea.
Religion
Although there are private places within the city where people can
worship their god, there are eleven proper temples here.
Wizard Presence
Wizards
are held in high regard within Bimio. The Council of the Nine meets within
the Tower of Thought, a dark blue tower that rests beside Castle Wai
Ghorreth. They are quite reclusive, for they are constantly working on
their craft and debating the mysteries of the universe.
Merchants Guild
The city
has many business that are all represented by the city guild. This ensures
that owners' rights are protected and that profitability is on the
forefront of their agenda.
Criminal
Presence
With such
a large city, crime is a constant issue. There are six known organized
gangs that continuously vex law enforcement.
Bare Fists
Strictly small timers that focus on street-level crimes.
Daring Dashers
A very old gang that specializes in burglary and theft.
Lucky Lads
This
chaotic bunch handles low to mid-level crimes
Morlath Syndicate
This old
and powerful gang concentrates on residents and traders of wealth,
employing strong arm, extortion, and blackmail tactics to get what they
want.
Perfectionists
This group
has made a name for itself by committing high value burglaries without
ever getting caught. They never leave any evidence behind that might lead
the law back to them.
The Soundless
A shadowy
gang that seems to concentrate their varied efforts in the area of the
city by the shore.
Sailors' Union
Sailors
and shore men are vital to the success of the city and the empire. The
union that they are a part of is old and strong and gives them a
significant voice in matters of the community.
Other Places of Interest
Dragon Caves
Located below the city are vast caverns hollowed out centuries ago by
wizards to be used as homes for dragons. But a great conflict soured the
royalty of the Kingdom of the East on the use of dragons within their
borders, so they got rid of the dragons.
Since the caves are believed to be haunted by the ghosts of dragons past,
the area outside is patrolled by city guards.
Twin Castles
Nearly as
old as the empire itself, the twin castles
Kytur and
Wai Ghorreth stand guard on the north and south side of Bimio. Both look
exactly the same, tall towers and dark green in color. The castles bristle
with long range weapons capable of sinking any attacking ship foolish
enough to get close enough.
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Calcuane
Leader: Governor Blacktoe Kahhs
Population: 9,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
7,200; Dwarves: 1,400: Halflings: 400; Elves: 300; Others: 200
Guards:
400;
Militia: 2,900
Sheriff:
Fighter lvl-20
Located at
the northern base of the Reliad Mountains, Calcuane is predominately
populated by humans but has a strong dwarven presence as well. Many of the
streets and businesses extend inside the mountain itself. The walled city,
with Castle Goria situated in the middle, is a formidible fortress that
has never been taken by force.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
The Circle
of the Staff is a council of wizards representing each arcane school of
magic. They meet in the Eagle's Nest, a tower carved into the side of the
mountain that looks down upon Calcuane.
Merchants' Guild
Merchants
subscribe to the local guild that works to protect their interests and
give them a voice in city affairs.
Criminal
Presence
Crime is
low in Calcuane but not non-existent. There are two known gangs operating
in the city.
Baldies
This gang
is diverse in its ambitions, committing crimes from street level to
nobility. Their name comes from the fact that each member has a shaved
head.
Quiet
Crowd
A shadowy
organization with alleged ties to powerful lords. Their modus operandi is
blackmail extortion.
Miners'
Union
With
mining being a huge part of the local economy, the have a strong say in
city goings on. The union helps to keep them united and focused on
protecting their interests and their profitability.
Other Places of Interest
Ghost Caves
A network
of caves located near the mines that was discovered centuries ago. They
have a greenish glow to them and emit eerie tortured moans that many
believe are spirits of long dead whose bodies were never properly
consecrated.
Lor Vat Mines
These
ancient mines extend deep into the Reliads and is an important producer of
iron, copper, precious metals, and gems that help supply the kingdom and
the empire.
Top
Drithen
Leader: High Lord Clayfist Ironchop
Population: 8,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Dwarves: 8,000; Humans:
200; Halflings: 200; Gnomes: 100
Guards:
400;
Militia:
3,500
Sheriff:
Fighter lvl-20
A very old dwarven city that sits against the eastern slopes of the Reliad
Mountains. The mines of Drithen supply much of the precious metals for the
Kingdom of the East. The city is shielded by thick, tall walls that are
constantly manned in readiness.
Zou Vetti Fortress frowns down upon the city gates, daring any army to
come against it.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
The
Tri-Council of the Black Table meet in a tower within Zou Vetti. There,
they study their craft and offer wisdom in matters of the arcane.
Miners' Guild
The mining guild is extremely powerful within Drithen and often their say
drives the direction of city politics.
Criminal Presence
Crime here
is extremely low due to the harsh laws imposed by the dwarves. There are
no organized gangs working within Drithen.
Other
Places of Interest
Dragonstone
Deep
within a well-guarded tunnel that hasn't been explored in centuries is
rumored to be an ancient red dragon that had been terrorizing the land.
Several wizards battled it in its lair and entombed it in crystal, where
it waits for the day when it is released.
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Efliaa
Leader: High Lord Lethai Serani
Population: 9,000
Power Center: Magic
Alignment: Chaotic Good
Races:
Elves: 6,000; Humans:
2,200; Halflings: 400; Gnomes: 350; Others: 50
Guards:
325;
Militia:
3,000
Sheriff:
Wizard lvl-20
Efliaa is an ancient elven city located in Westwood on the banks of the
East Oran River. The amount of ships and trade moving up and down the
river is significant, making Efliaa an important stop.
Religion
Although there are private places within the city where people can
worship their god, there are seven proper temples here.
Wizard Presence
The elves
of Efliaa embrace magic. Because of that, their city has becomes known as
a haven for wizards. The Radiant Council is a wizardly organization that
meets within the Shal Areia, an elegant white and silver tower that rises
from the center of the city.
Merchants Guild
Though
relatively small and serving non-elven merchants, this guild helps them to
stay organized and have a small say in the community.
Criminal
Presence
Crime here
is extremely low due to the harsh laws imposed by the elves. There are no
organized gangs working within Efliaa.
Sailors' Union
Sailors
and river workers are important here. The union was formed to give
non-elves a voice in the community.
Other Places of Interest
None.
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Gavaka
Leader: Mayor Theobald Greenleaf
Population: 4,500
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings:
3,200; Humans: 800; Dwarves: 300; Gnomes: 150; Others: 50
Guards:
180;
Militia:
1,900
Sheriff:
Fighter lvl-17
Gavaka is
a strategically important city that guards an open pass running from the
south of the Kingdom of the East through the Reliads to the inner belly of
kingdom. The city itself is walled and fortified and is the center piece
of a line of defense that guards the pass.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
There are
a few wizards residing in Gavaka. They frequently meet to discuss a vast
range of topics ranging from their craft to matters of state.
Merchants Guild
Business owners within the city long ago banded together to form the guild
that flourishes today. The organization helps ensure the health and
profitability of the merchants who are a part of it.
Criminal
Presence
Crime is a
part of Gavaka. Aside from individuals who break the law, there are two
gangs that exist here.
Glory Hounds
A gang that believes in pulling of the most difficult jobs to create the
most astonishment among citizens.
Pesky
Paws
Street
level criminals focusing on pick pocketing, robbery, and burglary.
Other Places of Interest
Tri-Castles
There are three castles built to
guard the pass through the Reliad Mountains. Castle Ungr Rel is located
within Gavaka itself. Ten miles to the east is Castle Ungr Zan. Ten miles
to the west of Gavaka is Ungr Wat. Each are dwarven built and quite
formidable.
Top
Hereval
Leader: Citymeister Ghathi Harleska
Population: 9,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
7,000; Dwarves: 1,900; Others: 100
Guards:
430;
Militia: 3,800
Sheriff:
Fighter lvl-20
Hereval's strategic importance to the underbelly of the empire cannot be
overstated. The fortress city sits on the border with the Kingdom of
Regdon and anchors a line of castles to prevent invasion.
A considerable amount of trade between the Kingdom of the East and the
Kingdom of Regdon flows through Hereval.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Wizard Presence
Ther is a
strong wizard presence within Hereval. The Crimson Enclave dwells in a
huge red keep at the northern edge of town. From there, they meet and
discuss matters of magic and many other subjects.
Merchants Guild
The many
business owners within the city belong to the local guild, which helps
protect their interests and gives them a say in city affairs.
Criminal
Presence
As with
most community, crime exists in Hereval. There are four known gangs that
operate here.
Blue Talons
Longtime
gang focusing on traders and people moving through the city, mostly those
who come from the south.
Drastic Measures
This odd
gang prefers jobs that are considered extremely difficult to pull off.
Little Gang
A small
but active gang, they have a knaack for sudden swarm attacks on stores,
making away with merchandise.
The Many
An
organization shrouded in mystery, they don't seem to have specific
targets. It is known that they do engage in assassinations.
Harvesters' Group
The many
farmers located in and around the city grow diverse crops. They formed
this group long ago so they could come together, discuss their vocation,
and maintain a voice in city affairs.
Other Places of Interest
Kathorri Fortress
Hereval is
built around the ancient Kathorri Fortress, built by dwarves and enchanted
by ancient magic. The walls shine like mirrors, reflecting the sunlight
and making the structure visible for miles. Kathorri has over 200 rooms
and is fully staffed and garrisoned at all times.
Top
Ithkell
Leader: Mistress Naexi Tirania (F)
Population: 9,800
Power Center: Conventional
Alignment: Chaotic Good
Races:
Elves: 6,800; Humans:
2,300; Halflings: 400; Gnomes: 250; Others: 50
Guards:
500;
Militia: 3,300
Sheriff:
Fighter lvl-20
An ancient
elven community that rests on the shores of The Great Inland Sea. As a
port of call that provides access to the interior of the empire, Ithkell
is continuously flowing with trade.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
The
wizarding community is strong within Ithkell. The Silver Nine reside
within the Silver Tower looking out over the city. They meet to discuss
all matters of magic, the city, the empire, and the mysteries of the
universe.
Merchants' Guild
This guild
primarily represents non-elven merchants and helps to give them a voice in
city affairs.
Criminal
Presence
Being a
primarily elven community, crime is practically non-existent due to the
harsh punishments that the elves impose upon lawbreakers. There is only
one criminal organization known to operate within the city.
Water Rats
This small
gang preys upon non-elves that live and work around the shores.
Sailors' Union
A
well-organized group that represents citizens working in and around the
waters of The Great Inland Sea.
Other Places of Interest
Lights of Em'Sharfhei
Near the temple of Em'Sharfhei is a sacred grove and a small pool. Twice a
year, at the winter and summer equinox, silvery lights will appear and fly
randomly about over the pool. The belief is that they are little angels
who come to remind the world that wise and powerful elven god still exists
and is smiling down upon the world.
Top
Koime
Leader: Lord Gazi Worsavi
Population: 8,000
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Humans:
5,400; Halflings: 1,200; Elves: 900; Gnomes: 400; Others: 100
Guards:
379;
Militia: 2,000
Sheriff:
Fighter lvl-20
Koime is a diverse city existing on the western shores of the Selea Lake.
Koime provides another trading route leading into the heart of the Kingdom
of the East.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
There is a
council of wizards that resides on a tower located within Castle Bon
Khali. They hold court and discuss arcane issues and matters relating to
the health of the city and the empire.
Merchants' Guild
The
Merchants' Guild is a strong organization the works to represent the
interests of business owners within the city.
Criminal
Presence
Aside from
individual criminals plying their trade within Koime, there are four known
gangs identified by law enforcement.
Akkaza Ven
As old as
the city itself, this high-level organization prefers to keep its hands
clean of mundane crimes and concentrates upon extortion, bribery, and
blackmail.
Furies
Toughs who
prowl the docs and nearby streets looking to rob the unwary.
Noble Thieves
As the
name suggests, these thieves target nobles.
Quicklings
Street
level rats who devote their talents to quick pick pocketing forays into
large crowds.
Sailors' Unions
A solid and very old union that looks after the
interests of those who work on ships and shore. They also ensure that the
workers have a voice in the city's affairs.
Other Places of Interest
Mermaids
Sailors learned centuries ago to be
careful not to sail too close to the northernmost island on the lake, for
mermaids lurk in the waters there. Many poor souls and ships have been
lost to their charms.
Top
Madrigal
Leader: Most High Caritor Ilshiar
Population: 9,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
6,700; Elves: 1,400; Gnomes: 750; Others: 150
Guards:
422;
Militia: 2,300
Sheriff:
Fighter lvl-20
This large
city located on the eastern shore of the Oreal Lake is a very busy port
with trade. Many dozens of ships stop and leave there daily.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
The
Council of Mystics is a group of wizards living in within Castle Koprai.
They meet regularly to debate issues revolving around their craft and many
other subjects.
Merchants Guild
Business owners are members of this organization,
which works to keep them strong and profitable.
Criminal
Presence
Crime is
not too much of a problem within Madrigal, but it does exist. There are
four gangs that plague law enforcement.
Braggarts
A
boisterous band of thieves that commit strictly street level crimes.
End Runners
This gang
has a penchant for robbing wealthy women.
Famous Few
Little is
known about this bunch other than they prefer non-violent crimes such as
bribery and racketeering.
Tangled Web
Behind the
scene men of wealth that use extortion, bribery, and blackmail to achieve
their ends.
Sailors' Union
The men
and women working the shores and ships are vital to the success of the
city, the kingdom, and the empire. They banded together long ago to form a
union that stands today and works to protect them and give them a say in
the community.
Other Places of Interest
Petrified Dragon
At the southern edge of Madrigal
is a large black dragon that is made of stone. About 340 years ago, it
attacked the city and was defeated by the wizards who turned it to stone
with powerful spells.
Top
Neralu
Leader: Mayor Kurix Fuzzfoot
Population: 4,500
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings:
3,400; Humans: 800; Elves: 250; Others: 50
Guards:
220;
Militia: 1,000
Sheriff:
Fighter lvl-17
This
pleasant community lies close to the kingdom's northern border with the
Poulcea Province. The pride themselves as master growers of tobacco and
other fine crops as well as having some of the best brews in the empire.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
There are
a few wizards living in this laid back community. They all live in their
own dwelling and infrequently meet to discuss their craft and other
important matters.
Merchants Guild
An
organization of business owners to promote their mutual benefit and
profitability.
Criminal
Presence
There is little crime in Neralu and no gangs to speak
of.
Growers'
Association
A group of farmers that have come together to help each other and ensure
they have a strong voice in the community.
Other Places of Interest
None.
Top
Oliathe
Leader: Citymaster Burhan Mallas
Population: 11,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
9,400; Elves: 1,900; Gnomes: 500; Half-Elves:
150; Others: 50
Guards:
588;
Militia: 3,500
Sheriff:
Fighter lvl-20
Oliathe is
a coastal city on The Great Inland Sea. They handle a huge amount of ships
carrying goods in and out of the empire. Under the protection of Castle
Allassar, the ancient city thrives.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Wizard Presence
The wizard
presence in Oliathe has always been strong. The College of Wizard is
overseen by a prominent council made up of representatives of each school
of magic.
Merchant Guilds
There are
many thriving businesses within the city. Protecting their interests is
the local guild.
Criminal
Presence
Aside from
individual criminals inhabiting Oliathe, there are five known gangs known
to exist there.
Bad Batch
A rough
bunch of street thugs that use violence, threats, and intimidation to get
what they want.
Crafty Boys
Known
burglars who have pulled off some of the most memorable jobs in history.
Gold Diggers
Mainly a
pick pocketing gang, they occasionally dabble in theft and blackmail.
Hard Timers
An
organized gang of racketeers that only allow members who have done time in
jail for a crime.
Noble Nickers
A group
that targets wealthy victims.
Sailors' Union
This
powerful organization gives shoremen, dock workers, and sailors a powerful
voice in Oliathe affairs.
Other Places of Interest
Statue of Titanus Omar
Nearly 400 years ago, the people
overthrow the mad King Titanus and attempted to destroy all evidence that
he ever existed. Near the shore by the city was a ten story tall iron
statue of Titanus that the victorious rebels attempted to take down. The
best they could do was tip it and sink it enough so that only its head is
visible above the waters.
Top
Orithen
Leader: Stone Lord Sassock Grimchin
Population: 9,000
Power Center: Conventional
Alignment: Neutral Good
Races:
Dwarves:
8,300; Humans: 600; Others: 100
Guards:
379;
Militia:
3,900
Sheriff:
Fighter lvl-20
An ancient
dwarven stronghold that has existed before the creation of the empire,
Orithen is nestled in Reliad Mountains overlooking the Seolf Canyon. About
80% of the city is underground.
The
blacksmiths here are known as master forgers and are called upon by the
king himself to make weapons for the royal guard.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Wizard Presence
Only a few
wizards reside in Orithen. They infrequently meet to discuss their craft
and other matters of importance.
Merchants Guild
The many
merchants of Orithen have belonged to the merchant's guild for centuries.
The guild protects their interests and helps them pursue profitability.
Criminal
Presence
There is little in the way of crime in Orithen, for
the dwarves have little tolerance for it.
Miners'
Consortium
The miners
here supply a great deal of metals and gems for the kingdom. Long ago,
they established the Miners' Consortium to give them a powerful voice in
matters of the city and their own destiny.
Other Places of Interest
Faces of Honor
The mountainside above the city
has been used for centuries to pay tribue to past dwarves of quality.
Carved into the rock are huge portraits of past heroes that have proven
themselves and attained legendary status. There are currently 230 faces
staring down upon Orithen.
Top
Q'Larren
Leader: High Lord Raleigh Millerson
Population: 8,500
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
6,900; Elves: 450; Halflings: 150; Others: 100
Guards:
412;
Militia:
2,500
Sheriff:
Fighter lvl-20
Q'Larren
is a fortified border city located on the shores of the Borik River. The
city is a lynchpin in a series of keeps that stand watch over the border
with the Poulcea Province. The city is protected by Castle Woster.
The city
is known far and wide for the artistic constructions of their buildings
with fuses human and elven designs to create unique looks.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
Five wise
wizards sit upon the Board of Arcana, located in Castle Fangasa. From
there, they meet to discuss all matters of the arcane, as well as city
affairs and other mysteries of life.
Merchants' Guild
The
thriving businesses here are represented by the local guild, which looks
out for their best interests.
Criminal
Presence
Crime
exists in Q'larren. Aside from individual criminals, there are four gangs
that operate within the city.
Colorful Clan
Known for
leaving colorful bouquets at the scenes of their crimes, this chaotic
bunch dabbles in a wide range of criminal activities.
Illegal Eagles
An
upper-class gang that only engages in large scores.
Living Shadows
A very
secretive mob that makes its bones on extortion and blackmail.
Plainclothes Men
Strictly
street level, this gang concentrates on theft, robbery, and pick
pocketing.
Forestry
Ministry
The people
of Q'Larren take the health of the forest and the preservation of its
wildlife very seriously. To that end, the Forest Ministry meets regularly
to discuss preservation and other related matters.
Other Places of Interest
Sacred Preserve
Created long ago by the priests of
Froyonnia, this 25 square mile patch of land to the east of the city is
designated as sacred ground. The animals and fauna there are protected.
Priests and rangers roam the area to ensure that no one disturbs the
preserve.
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Thrimor
Leader: Lord Aytekin Dukarn
Population: 9,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans:
7,700; Halflings: 750; Dwarves: 400; Others: 150
Guards:
520;
Militia: 3,000
Sheriff:
Fighter lvl-20
Situated
at the northern entrance of a long pass running south through the Reliad
Mountains, Thrimor is a well-fortified city that serves to protect the
belly of the empire. Castle Black is the anchor for three castles that
guard the pass. The one to the west is Castle Simool, and the one to the
east is known as Castle Eri Mahr.
Religion
Although there are private places within the city where people can
worship their god, there are seven proper temples here.
Wizard Presence
The
wizarding community is strong in Thrimor. The Council of the Light is a
group of elder wizards that reside in the tallest tower of Castle Black.
They spend their days in deep debate over matters of their craft, life,
death, the city and beyond.
Merchants Guild
A powerful
local organization that works to protect and promote the interest of
Thrimor business owners.
Criminal
Presence
The crime within Thrimor is relatively low thanks to
strict laws with harsh punishments. Still, there are three functioning
gangs that exist within the city.
Dogs
Purely a
street-level gang concentrating on pick pocketing, robbery, and theft.
Poor Boys
Another
gang focusing on low brow, street-level crimes.
Syok Syndicate
Some say
that this mob has existed since the founding of Thrimor. In anyc case,
they are shadowy and seem to only engage in crimes against wealthy or
nobile citizens.
Brotherhood of the Sword
The
brotherhood represents the soldiers living in Thrimor and the flanking
castles tasked with guarding the mountain pass. Their roots are centuries
deep, and they are quite ceremonious in how they train and operate.
Other Places of Interest
Mega Catapults
Developed long ago, these gigantic
catapults line the pass and have a range of half a mile, making approach
for enemies perilous.
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Uzimeal
Leader: Mayor Farkin Roundbelly
Population: 4,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Halflings:
2,500; Humans: 950; Dwarves: 400; Others: 150
Guards:
225;
Militia:1,300
Sheriff:
Fighter lvl-18
Located at
the far western reaches of the Reliad Mountains and on the border with the
Kingdom of Regdon, Uzimeal is a uncharacteristically fortified halfling
community. Still, the community manages to maintain its halfling charm and
homeliness. Within the city is Castle Dor Visea.
The
halflings here pride themselves in the famous Leaping Deer Malt Laager
that is sought far and wide.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Wizard Presence
There are
a handful of wizards living within Uzimeal in their own homes.
Infrequently, they come together to meet and discuss their craft and other
important matters.
Merchants' Guild
All
merchants within Uzimeal are members of the local guild, which works to
protect their interests and seek ways to increase profitability.
Criminal
Presence
Crime is
light in the city. There are only two gangs known to exist here.
Frisky
Fingers
A strictly
halfling group of thieves and burglars that ply their craft sparingly.
Tall Tails
Mostly
comprised of non-halflings, this gang is fairly diverse in the range of
crimes they are willing to commit.
Brewers'
Union
Brewing
spirits in Uzimeal is very important. Those who are a part of the industry
belong to the union, which promotes their welfare and that of the
business.
Other Places of Interest
None.
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Zruvoth
Leader: Citymaster Tayyib Penthaar
Population: 10,900
Power Center: Conventional
Alignment: Lawful Good
Races: Humans:
9,100; Elves: 900; Halflings: 500; Gnomes: 300; Others: 100
Guards:
520;
Militia:
3,400
Sheriff:
Paladin lvl-20
This large
city is a vital link in the trade connecting the east of the empire to the
north and west. The amount of trade moving through Zruvoth is eye-opening
and is vital to its success and that of the kingdom and the empire. In the
center of the city rises Castle Oal.
Religion
Although there are private places within the city where people can
worship their god, there are eleven proper temples here.
Wizard Presence
The
Magician Circle, which resides within Castle Oal, meet often to discuss
matters such as their craft, the city, the kingdom, the empire, the world,
and the universe.
Merchants Guild
Merchants
belong to a very strong, very active local guild whose focus is to keep
business healthy and profits high.
Criminal
Presence
Crime is a
part of the city and is a constant concern for law enforcement. There are
currently five known gangs operating within Zruvoth.
Fine Young Thieves
A gang that has always striven to commit crimes with flair with the
intention of sending tongues flapping.
Gold Dragons
This
nefarious group has proven that their taste is only for burglaries with
big payouts.
Lovely Ladies
Purportedly a female only gang, this group focuses on subtle, behind the
sences crime usually involving extortion.
Masters of All
This
longtime gang that brags there is no crime they will not commit.
Night Guild
Although
this group does commit a wide variety of crimes, their primary function is
to offer assassination services.
Traders' Union
With
successful trade being paramount to the health of the city, the kingdom,
and the empire, it's important to ensure that traders are represented and
have a strong voice in the community. The union has provided this service
for centuries.
Other Places of Interest
Phasing Tower of Hinion
About 400 years ago, a wizard
named Hinion lived in his tower at the eastern edge of the city. He was
considered eccentric and very reclusive. No one can really say what
happened--many speculate it was an experiment gone wrong--but one day the
tower simply vanished, taking the wizard with it. Since then the tower
appears randomly every few days. There is no pattern to when it shows up,
and it only shows up for a few seconds at a time. Many have tried to enter
the tower when it shows up, but they are always repelled by some magical
force.
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