Northern Houress
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Kharamis
|
Queen Neinna Neublanas |
|
Leader: |
Queen Neinna Neublanas |
Capitol: |
Falconhaven
(45,000) |
Population: |
400,000+ |
Demi-Humans: |
Elves, Half-Elves, Dwarves,
Halflings, Gnomes, Few Others |
Humanoids: |
Uncommon |
Resources: |
Platinum, Gold, Foodstuffs, Timber and
Fishing |
hello
Current Political
Structure
4 Valladors, their
Quadeks, and
their Capital Cities
Cities
City |
Leader |
Pop. |
Pred. Race |
Airys |
Lexia
(F) |
15,400 |
Human |
Alrivale |
Stonebrow |
11,500 |
Dwarven |
Anitool |
Auxeeri
(F) |
7,800 |
Human |
Bervinon |
Vuzasha
(F) |
10,500 |
Human |
Coflei |
Tai Chusla |
12,000 |
Elven |
Deep Rock |
Baagas |
11,500 |
Dwarven |
Dinelrod |
Paragess
(F) |
21,000 |
Human |
Eklidine |
Cehr
(F) |
18,000 |
Human |
Falconhaven* |
Neinna
(F) |
45,000 |
Human |
Falcray |
Mri Tulem |
12,500 |
Elven |
Florii |
Ahmendeth |
8,000 |
Dwarven |
Gowrn |
Imi
(F) |
8,000 |
Human |
Kesorine |
Annalee
(F) |
11,000 |
Human |
Khor Cegin |
Jatharine
(F) |
14,100 |
Human |
Lavre |
Narima
(F) |
7,000 |
Human |
Naji |
Gruella
(F) |
10,400 |
Human |
Polif |
Howvek |
9,000 |
Elven |
Rewoors |
Tesaria
(F) |
17,200 |
Human |
Ruvilhost |
Ohdera
(F) |
30,000 |
Human |
Soomili |
Vindy
(F) |
8,700 |
Human |
Teok |
Vomell |
8,500 |
Elven |
Truboa |
Kurammi
(F) |
6,800 |
Human |
Ulkri |
Pellasai
(F) |
8,000 |
Human |
Uransila+ |
Cia
(F) |
20,000 |
Human |
White City |
Zuri
(F) |
15,000 |
Human |
Xomme |
Richille
(F) |
14,800 |
Human |
Yariol |
Kannee
(F) |
10,900 |
Human |
* = realm capital / + =
vallador capital
Kharamis is an ages-old kingdom
that used to be a part of the Hestrillite Empire. Centuries ago, the
Hestrillite Empire was on the verge of falling to its enemies. Fearing the
worst, they sent their women, children, old, and sick into the largely
unexplored lands that later became known as Kharamis. The war lasted for
another six decades before the Hestrillites prevailed. But when they
called upon their people to return home from the lands they had sent them
to, the women refused. While their men were at war, they had not only
tamed Kharamis, they settled in it and made it their home.
Tired of the many centuries of being
a distant second to men in the Hestrillite Empire, the women decided that
they liked their newfound freedom and vowed to fight to keep it. The
emperor of the time, his forces nearly destroyed from the constant
warring, had neither the will nor the resources to march into Kharamis and
get his women. So, the country of Kharamis was born, named after their
founder, a woman known as Kharamis Venaya.
Kharamis has become a powerful economic
matriarchal society where women are at the top of the ladder while men are
second class citizens who are barred from holding any position in society
where their voices can be heard. The Kharamisian women are determined not to
allow men to rise in power and treat them as they had been treated in the
empire. They have also developed a well-equipped army filled with Qiran Esh
soldiers while maintaining a heavily patrolled and fortified border. Their navy
is second to none.
Core Kharamisian Citizen
Expectations
1. Women first.
2. To serve the greater good of the country
3. Work as one to promote the defense and welfare of Kharamis.
4. Trust outsiders with caution.
5. At adulthood, all women must serve at least 2 years in the
militia/military.
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Points of Interest
Aleroo Mountains
Linked to the Argritrite Mountains in the northwest area of the
realm, the Aleroos are occupied by many unsavory humanoids and
monsters that pose a constant threat to the citizens of the realm.
Argritrite Mountains
Linked to the Aleroo Mountains in the northwest area of the realm, the
Argritrites are inhabited by a number of monsters and are considered
treacherous.
Borsticol Coast
Located in the northwest portion of the realm, the Borsticol Coast
represents the water that are quite dangerous. They are infested with a
great number of predators, including giant squid that make passage very
dangerous.
Chabitz River
This river runs from the southern tip of the Argritrite mountains into
the Pachirik Lake.
Chir River
The Chir River runs hundreds of miles east and then northeast from the
Argritrite Mountains, bordering on the Elvenlands before emptying into
the Mijactl Gulf.
Ghoul Wood
An ancient forest that used to be a place where barbarians buried their
dead. Now, it's inhabited by dark creatures of the night, mainly ghouls
that crave flesh.
J'Rine River
The J'Rine flows down from the Argritrite, through Ghoul Wood, and into
the Fachirik Lake.
Kings River
The Kings River flows out from the western slopes of the Argritrite
Mountains into the waters of the Borsticol Coast.
Pachirik Lake
A huge inland body of water providing fish for many people.
Raldecod Forest
A vast forest located on the western side of the realm.
Tacoble Swamp
This massive swamp is located on the southwestern side of the realm.
Seagaulf Wastes
Lining the northern coast, these barren wastes are uninhabitable to all
but the most hearty species.
Shadow Mountains
Running along the southern border between the realm and the empire,
these dark mountains are known to be inhabited by powerful dark
creatures that were driven there after the settling of the lands.
Shango Bay
This wide-mouthed bay is shared by the realm and the empire and is a
busy hub for trade.
Torr Sek
A large forested peninsula on the far western edge of the realm. The
ironwoods that predominately grow here are what the Kharamisians use to
build their formidable warships.
Vinith Hills
These hills are located on the northeast edge of the realm and straddles
the border with the Elvenlands.
Winding Flow
A huge river that winds southwest from Fachirik Lake and empties into
Shango Bay. Very well traveled.
Xenar Hills
Flowing out from the southern tip of the Argritrite Mountains, these
hills are a popular destination for those wishing to sightsee their
many-colored hills.
Zaithor
An dense ancient forest attached to the eastern roots of the Aleroo
mountains.
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Slavery
Slavery is forbidden within the realm, as it has been since its
inception.
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Significant Events/Holidays/Etc.
Declaration of Separation
Date: Day 11 of the Month of Winter's Waxing
This day is to for all within the realm to celebrate the victory of the
legendary female warrior Kharamis Vanaya. She had led the heavily
outnumbered forces of the Hestrillite women against the grand army of
the empire and defeated them at the Battle of Tulinaara. That day,
Kharamis was founded as a country.
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First Vallador
Cities, Villages, Towns, Etc.
Airys
Leader: Citymaster Lexia Terimm (F)
Population: 15,400
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
12,900; Dwarves: 1,300; Gnomes: 850; Others: 350
Guards:
1,100;
Militia: 4,000
Sheriff:
Fighter lvl-20
A link in an important chain of coastal Kharamisian cities, Airy sees
trade flow through its port mainly from the water. The Second Royal navy
berths in Airys and patrols the surrounding waters for threats.
Castle Daivoy sits on some tall white cliffs overlooking the maze of docks
on the shores. Within its walls live Lexia Terimm and her family. The city
itself is a veritable fortress, ready to meet any threats coming against
it.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Celphea
Dotorus
Gonibrahth
Kharsallis
Nynneon
Orulen
Shorei
Thirion
Wizard Presence
Within the
walls of the Arcanarium, a squat, round, domed building near the eastern
edge of the city, a council of three wizards oversees matters of the
arcane within the city.
Criminal Presence
Crime is
severely punished in Airys. Even small infractions carry stiff penalties.
This means that crime is nearly non-existent within the community. Even
so, there are two criminal organization that exist here.
Luminous Few
A strange
group of criminals with seemingly no agenda at all. They strike all sorts
of targets from people on the street to the houses of nobles and rarely
leave any clues behind as to their motives.
Marred
Souls
An
organization that appears to be motivated in some religious way, although
no one has been able to discover which god they represent. Their crimes
are usually executed against those who are godless.
Other Places of Interest
The Forge
Ten miles to the south of the city, in the head of the Segaulf Wastes,
lies a huge prison filled with Hestrillites who have been convicted of war
atrocities and sentenced to rot until they die. The conditions are
extremely harsh, and few ever die of natural causes.
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Alrivale
Leader: Lord Stonebrow Claggenale
Population: 11,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Dwarves:
8,900; Humans: 1,100; Elves: 800; Halflings: 400; Others: 300
Guards:
890;
Militia:
1,400
Sheriff:
Fighter lvl-20
Located
where the western edges of the Aleroo and Argritrite Mountains converge is
this ancient dwarven city. Mining is key for the dwarves, who have
agreements with the Kharamisians to supply them with ore and gems. The
dwarves of Alrivale are in a constant state of conflict with the Barethkor
living far underground in their city called Haimdrike.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Celphea
Em'Sharfhei
Kergon
Kharsallis
Toh
Pana
Williommox
Wizard Presence
The
Council of the Wise consists of three wizards who are quite active in city
affairs concerning the arcane. They work with the city council to provide
wisdom and knowledge.
Criminal Presence
Crime is
relatively light due to the severe punishments doled out for even small
infractions. There are two guilds known to operate within the city.
Broken Axes
A group of
disenfranchised dwarves who do everything they can to disrupt the current
government, namely by targeting the assets of its leaders.
Sundered
Souls
A guild
comprised of gold-hungry members who will go after high-yield jobs.
Other Places of Interest
None.
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Deep Rock
Leader: Lord Baggas Ironjaw
Population: 11,500
Power Center:
Alignment:
Races:
Dwarves:
9,800; Humans: 900; Gnomes: 600; Others: 200
Guards:
950;
Militia:
2,400
Sheriff:
Fighter lvl-20
Most of
this ancient dwarven city lies below the surface of the Argritrite
Mountains. They are renown for their masterful warriors and skills in
battle, as well as their miles-deep mines. As with most dwarven cities,
Deep Rock is a fortress.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Kergon
Kharsallis
Mordrun
Orulen
Wizard Presence
Only a few
wizards live in Deep Rock. The High Maester, who oversees all matters of
the arcane, works closely with the city council.
Criminal Presence
Crime is
relatively low within the city, for punishments are severe. There are two
organizations that exist nonetheless.
Grains of Chaos
An ancient
guild that concentrates its efforts on rish lords and their holdings.
Horns of Gaulka
A longtime
guild that profits from theft and burglarly. They tend to focus mainly on
traders who come to Deep Rock from abroad.
Other Places of Interest
Crystal Caverns of Thommres
Over a mile below the city is a massive series of caverns made of a
diamond-like quartz that comes in different colors that radiate within the
light. It is a great source of beauty, and the people of Deep Rock
consider it a gift from Kharsallis himself.
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Eklidine
Leader:
Lady Cehr Shreenaria (F)
Population: 18,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
16,150; Halflings: 800; Elves: 700; Others: 350
Guards:
1,250;
Militia:
3,100
Sheriff:
Fighter lvl-20
Another
vital cog in the coastal trade and defense chain of cities, Eklidine sits
at the mouth of the King's River as it empties out into the waters of the
ocean. Eklidine is also the berth of the Fourth Royal Navy, which protects
the coastal waters and the ships in them.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Aroth
Breahal
Celphea
Gharan-Dis
Hstinzi
Jahrru
Orulen
Qurophys
Srultavin
Wizard Presence
The
Council of the Raptor consists of five wizards. They reside in a white
round tower topped by a magnificent statue of a swooping falcon. They
oversee all matters of the arcane within the city.
Criminal Presence
Crime
exists within Eklidine. Aside from the individual crimes that occur, there
are four known criminal organizations that function with the city.
Bare Fists
Purely a
street-level gang that makes most of their money robbing local businesses
and pick-pocketing people in the docks area.
Delicate Blades
Reputedly
a gang of prostitutes, these women use their sexuality to ply information
and gold from visiting men.
Dock Mites
This group
is made up of misfits who lurk around the docks taking advantage of
unsuspecting sailors.
High Ones
A guild
consisting of secretive members who prey upon the upper-crust of society.
Other Places of Interest
None.
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Lavre
Leader: Lady Narima Kess (F)
Population: 7,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
5,000; Dwarves: 800; Elves: 500; Gnomes: 400; Others: 300
Guards:
550;
Militia: 1,100
Sheriff:
Fighter lvl-18
Lavre is a very old city that was build shortly after Kharamis was
founded. The city is known for the exotic spices that are grown in and
around the hills at the base of the Argritrite Mountains. There are ore
mines that the dwarves who live here maintain. At the center of the city
lies Castle Foren.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Celphea
Em'Sharfhei
Hstinzi
Kharsallis
Orulen
Wizard Presence
Residing
in Castle Foren is a council of five mages who oversee all matters of the
arcane in the city, as well as lending their wisdom on other matters.
Criminal Presence
Aside from
petty crimes committed by individuals, there are three guilds known to
exist in Lavre.
Cold
Stares
A
self-professed organization dedicated to blackmail and intimidation, the
Cold Stares have effectively survived since its inception 150 years ago.
False
Truth
This gang excels at blackmail and extortion.
Poor Boys
Strictly a
street-level gang that has no inhibitions with using violence to achieve
their ends.
Other Places of Interest
None.
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Uransila
Leader: Lady Cia Belane (F)
Population: 20,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
17,250; Elves: 1,200; Gnomes: 700; Halflings:
500; Others: 350
Guards:
1,500;
Militia:
2,500
Sheriff:
Fighter lvl-20
Uransila
is the capital city of the Queendom's First Vallador. This extremely
fortified and populated city is vital in the watery trade path along
Kharamis's coast. Uransila is the home port to the First Royal Navy, which
patrols the seas for threats to the city and the country.
Rising on
a high hill in the center of the city is Fortress Nalgavin. From within
its protective walls resides Quadek Cia Kujafa and her court.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Aroth
Celphea
Em'Sharfhei
Ianlia
K'tash
Orulen
Peleah
Tlancu
Toh
Pana
Wizard Presence
Wizards
are considered to be important to the success of keeping Uransila safe and
well-protected. Within Fortress Nalgavin resides K'tash's Vision, a
council of 9 wizards who assist the city council and Quadek Cia in a great
many things.
Criminal Presence
As with
any large city, crime is a concern. Aside from the petty crimes committed
by individuals on an irregular basis, there are four established gangs
that function in Uransila.
Coral Crackers
This gang
functions primarily around the docks, robbing and stealing from uwary
sailors and merchants.
Everywheres
A
secretive gang that apparently only has a few members. Though not many
they have made an impact with their daring thefts from aristocrats and
rich lords.
Silent Whispers
A shadowy
gang that deals in secrets and blackmail as they manipulate matters to
their benefit and profit.
Younglings
A ragtag
group consisting mainly of young urchin, this prolific bunch preys upon
visitors to the city, picking their pockets and tugging on their heart
strings in the name of gold.
Other Places of Interest
None.
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Xomme
Leader: Lady Richille Nalamoore (F)
Population: 14,800
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
10,800; Halflings: 800; Gnomes: 750; Others: 450
Guards:
1,200;
Militia:
2,500
Sheriff:
Fighter lvl-20
This vital
coastal city is home to the Third Royal Navy and sees an astounding amount
of trade. The walls of Xomme are fortified against attack from both land
and sea.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Aroth
Breahal
Celphea
Dotorus
Orulen
Pomoleth
Revenkai
Srultavin
Wizard Presence
Residing
in the Tower of Secrets looking down upon the ocean from the cliffs along
the city's shores is the Order of the Furies. Any wizard living within
Xomme must become a part of the order, which is overseen by a council of
three wizards.
Criminal Presence
Crime is
present within this large city. Aside from the common crimes committed by
individuals, there are five known guilds that operate here.
Auger's Pride
A guild
that prowls the city's seedy underbelly. They prefer theft, burglary, and
petty cromes.
Damany's Maidens
Led by the
great-great granddaughter of a vindictive woman named Damany, this guild
focuses on the docks and local business, hustling and bullying them for
protection money.
Kal Toren Auth
A guild
that focuses on the upper-crust of the city, using guile, blackmail, and
deceit to gain what they desire.
Old Coven
Reputedly
led by a coven of witches, this group of thieves has no pattern that can
be discerned as they have struck people of different classes and stolen a
myriad of different things.
Winds of Change
A guild
who seems to target the assets of those who they deem disloyal or speak
ill of the monarchy and the rule of law.
Other Places of Interest
None.
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Second Vallador
Cities, Villages, Towns, Etc.
Anitool
Leader: Lady Auxeeri Vanreb (F)
Population: 7,800
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
4,800; Dwarves: 1,800; Elves: 700; Halflings: 350; Others: 150
Guards:
650;
Militia:
1,200
Sheriff:
Fighter lvl-19
This city,
built between the Aleroo Mountains and the Neveron River, is walled and
fortified to help guard the pass from the northeast to the southeast
portion of the Queendom. Most of the city's dwarves work in the Krionan
Mines, excavating gems, precious metals, and coal. Iron is also a prized
commodity.
Lady
Auxeeri and her family live within the walls of Castle Whitecrest.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Breahal
Celphea
Em'Sharfhei
Kharsallis
Mordrun
Vahntorii
Wizard Presence
Wizards
living within the city limits must be approved by the Ministry of Arcane
Casters and pay dues to the Enclave of the Talon. The enclave resides in
Castle Whitecrest and is overseen by a council of 9 wizards.
Criminal Presence
Crime is
severely frowned upon, and the penalties are quite harsh. There are only
two guilds known to operate in Anitool.
Bough Busters
A rabble
of street level thugs who strike like cobras before retreating into the
seemingly endless maze of sewers.
Level Heads
A shadowy organization of people rumored to be aristocrats. Secrets,
blackmail, and political intimidation is their game.
Other Places of Interest
Krionan Mines
Known for
rich deposits of gems, precious ore, and coal, these ancient mines go on
for miles under the Aleroo Mountains. They are heavily guarded against
intruders.
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Khor Cegin
Leader: Her Grace Jatherine Ilea (F)
Population: 14,100
Power Center: Theocracy
Alignment: Lawful Good
Races: Humans:
10,500; Elves: 1,600; Halflings: 800; Gnomes: 700; Half-Elves:
300; Half-Orcs: 100; Others: 100
Guards:
590;
Militia: 6,200
Sheriff:
Paladin lvl-20
One of the
first cities founded in the newly formed Kharamis after winning its
independence from the empire, Khor Cegin has endured and grown into a
significant trade stop and defensive position for the Kharamisians.
Khor Cegin
is the central point in a line of defensive keeps that mark the border
with the empire. The fortifications are manned at all times. The city is
considered a holy mecca for Celphea worshippers and is run by the High
Priest in the land.
Religion
Although there are private places within the city where people can
worship their god, there are ten proper temples here. The largest,
representing the city leadership, is that of Celphea.
Wizard Presence
Despite
being a high-religious people, the citizens of Khor Cegin have long
acknowledged the role that arcane magic has played in winning its
independence and keeping it. Still, they tend to look at wizards and
sorcerers with a cautious eye. In response, the wizards of the Shining
Council primarily keep to themselves, studying their craft in peace unless
called upon by city leaders.
Merchant Oversight
A
committee appointed by the Celphean temple oversees all matters pertaining
to merchants within the city. Their judgment is swift and harsh, but fair.
Criminal
Presence
Penalties
for even slight crimes can be very harsh within Khor Cegin. Because of
this, the city is considered very safe, but not completely so. There are
still two organizations that work within the shadow for to obtain wealth
illegally.
Misty Fingers
This band
of thieves pride themselves on moving through crowds and relieve people of
their possession. They use stealth and distraction to their greatest
advantage.
The Unseen
Evading
the law for hundreds of years, this shadowy organization is reputed to
prey upon lords by finding compromising information and using it to extort
money from them. They are a source of great irritation to local law.
Sisterhood of the Falcon
An elite corps of holy knights that have existed
since the city's founding. The knights consist of ardent followers of
Celphea and are completely loyal to the temple and the High Priest. Their
skills in battle are unmatched anywhere.
Expectations (aside from any oath tenets)
1. Promote the teachings and philosophy of Celphea to the ignorant.
2. Do the right thing by Kharamis, the sisterhood, others, and yourself.
3. Never take advantage of those less fortunate than yourself.
4. Peace is preferable to war.
5. When battle is upon you, never hesitate.
Other Places of Interest
The Living Woods
To the north of Khor Cegin is a large area of dark, ancient trees. Living
among them are treants. Many quite old and will speak to polite travelers
who come into their midst. If they like the visitors, the treants will
tell stories.
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Rewoors
Leader: Quadek Tesaria Okanzoh (F)
Population: 17,200
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
13.200; Dwarves: 3,000; Halflings: 400; Elves: 300; Gnomes: 200; Half-Elves:
50; Half-Orcs: 25; Others:25
Guards:
3,800;
Militia: 8,000
Sheriff:
Fighter lvl-20
Rewoors is
a city built at the feet of the Shadow Mountains and has strong dwarven
ties. A major stronghold for Kharamis's southern border, this city is
heavily fortified and constantly patrolled. Rewoors is also rumored to
guard the mines that supply the country with the precious metal to mint
its currency.
Standing
tall in the center of the great city is Castle Farroven, known for its
elegant spires that reach far into the sky.
Religion
Although there are private places within the city where people can
worship their god, there are 9 proper temples here.
Wizard Presence
Magic is
strong within Rewoors. The Lion's Sight is the guild that oversees all
wizards in the Second Vallador, and no wizard practices magic without
their approval. The central tower of the guild rises from the mountainside
overlooking the city. Flanking the tower are two titanic-sized golden
stone lions that are said to come to life to defend the tower and the city
if needed. Any unsanctioned magic use without authorization from the
Lion's Sight will result in severe punishment.
Merchant Oversight
A central
government operation headed by a master matriarch oversees any and all
merchant businesses within Rewoors.
Criminal
Presence
As with any city, crime always exists, and Rewoors is
no exception. Aside from petty criminals that work individually or in
small disorganized groups, there are four organizations that are known to
operate within the city.
All
Sisters
A brash band of thieves and cutthroats that have long been a presence
within the city.
Empty Pockets
A group of insatiable criminals whose reach starts at the street level and
extents to the highest levels of nobility.
Flaming Hawks
This
organization is known to be religiously motivated and work in the name of
Celphea as they rob from those they feel are corrupted and donate to the
church or those less fortunate.
Grinning Shrews
Operating
for centuries, it is believed that this shadowy organization works under
the cover of bordellos that dot the cityscape.
Throats of
Stone
The miners
of Rewoors play an important role in the health of the realm, producing
everything from coal, to iron, to gems, to precious metals and more. Since
the city's founding, they have formed the Throats of Stone guild to better
organize themselves and have a voice in matters of Rewoors.
Other Places of Interest
Tovassal Maze
Deep
within the mountains near the mines is the Tovassal Maze. Before the city
was founded, a sinister wizard lived in the mountains and created an
impossibly huge mage with his residence in the center. Having long been
cleared of danger, the maze is now a spectacular oddity that requires
trained guides to take people to the center and back again.
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Ruvilhost
Leader: Magistrate Ohdera Fairlenna
(F)
Population: 30,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
23,500; Elves: 2,800; Dwarves: 1,700; Gnomes: 1,000; Half-Elves:
500; Half-Orcs: 250; Others: 250
Guards:
3,100;
Militia:
12,000
Sheriff:
Fighter lvl-20
One of the
first major cities built by the inhabitants who had migrated from the
Hestrillite Empire was Ruvilhost. The city itself, due to its strategic
location/importance, is a virtual fortress. Castle Freedom rises on hill
in the center looking down upon the city sprawling around it. The walls
are thick and 20' feet tall and constantly patrolled.
Religion
Although there are private places within the city where people can
worship their god, there are 15 proper temples here.
Wizard Presence
Magic has
always played an important part in the existence of the realm, playing a
huge part in winning its independence from the Hestrillites. The Shapers
of the Light is a guild devoted to the oversight and proliferation of
arcane magic use. Those who live in the city or nearby lands must register
with guild to be cleared to use magic. Travelers who cast arcane magic are
interviewed and given passes. Those who cast and have no passes or hide
that they use arcane magic, face time in a dungeon.
Merchant Guild
One of the
busiest ports in the realm means an endless supply of merchants flowing
through Ruvilhost. The city guild is a huge organization overseeing all
merchants with businesses within the city. Their voices are loud and their
power significant.
Criminal
Presence
Like any
other community, crime is a part of Ruvilhost. Aside from individuals and
small groups of criminals, there are six known organizations that ar a
thorn in the sides of law enforcement.
Blue Fishers
This gang
has always focused on the dock area, be it theft, extortion, blackmail,
robbery, or other crimes. They are known to have tattoos of kingfisher
birds on their bodies.
Devil's Reach
This
vicious band of street thugs are known for their use of extreme violence
and sometimes murder in their grisly work.
Darice's Clan
An
organization that has existed for over three cenurties, they seem to
specialize mainly in extortion but are not averse to other types of crimes
if it suits them. It is said that a one eyed woman named Darice originally
started the clan.
Palime Cambe
Elvish for
"Open Palm" this secretive group seems to be very selective about their
high born targets and sometimes goes for many months without committing
any kind of crime. But the law knows they are always lurking.
Thirsty Flames
This band
of thieves, cutthroats, and assassins appeared within the last forty years
or so. Their motivations seem to be religious, and many believe they pay
homage to Thirion.
Veiled Reach
The law
has long believed that the Veiled Reach is made up of members of the
merchant oversight committee and use their position and power to extort
gold from merchants visiting from afar.
Sailors' Covenant
Being
located on the shores of the Pachirik Lake, Ruvilhost is a major port
handling trade coming in and going out of the realm. The importance of the
sailors to keeping that trade flowing is great, meaning that the covenant
that they are a part of gives them considerable say in matters of trade
and, in some cases, city politics.
Other Places of Interest
Spires of Pennai
These four
symbolic spires were constructed at the four corners of the city when it
was build centuries ago. They represent General Pennai and her three
generals that perished in a defining battle with the Hestrillites that
allowed the realm to gain its indepenence. The sides of the square towers,
which rise to well over ten stories, are mirrored so that the sunlight
constantly gives them a brilliance that can be seen for miles.
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Soomili
Leader: Her Divine Beauty Vindy
Alinay
Population: 8,700
Power Center: Theocracy
Alignment: Chaotic Good
Races:
Elves: 8,000; Humans:
300; Halflings: 200; Gnomes: 150; Others: 50
Guards:
250;
Militia: 2,300
Sheriff:
Cleric lvl-20
This
sacred city of elves has existed while men were still merely bands of
disparate barbarians roaming the land. The elves of Soomili are ardent
worshippers of Em'Sharfhei and do not tolerate open home to any other god.
Religion
Although there are private places within the city where people can
worship their god, there is only one temple here that is dedicated to
Em'Sharfhei.
Wizard Presence
Although a theocratic society, the elves still
recognize the importance of arcane casters. There are several individuals
who dwell within the city. They occasionally meet in private discuss their
craft.
Criminal
Presence
No crime
exists within Soomili. For the rare instances where a crime is committed,
the offender is killed (if it's a capital crime) or banished from teh
city.
Other Places of Interest
Temple of Em'Sharfhei
Built around an ancient ironwood tree, this elegant white temple rises
high to extend past the tops of the tree to soak in the sun. Visitors come
from near and far to explore the architectural marvel.
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Teok
Leader: High Lord Vomell T'ari
Population: 8,500
Power Center: Magic
Alignment: Chaotic Good
Races:
Elves: 8,000; Humans:
200; Halflings: 100; Gnomes: 100; Half-Elves:
50; Others: 50
Guards:
280;
Militia: 3,800
Sheriff:
Wizard lvl-19
The
magical city of Teok has been around since anyone can recall. The elves of
Teok are reclusive and do not suffer unexpected visitors well. Referred to
as a city of light and wonder, Teok's buildings exist high int he branches
of mammoth ironwood trees. The city itself is run by a group of very old,
very wise wizards.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Ardru
Em'Sharfhei
Froyonnia
Ianlia
Pommoleth
Ytos
Wizard Presence
A large
portion of the population, mostly elves, practice arcane magic. The
Council of the Silver Light is made up of eight of the most wise elven
wizards in the city. From their Tower of Shining Light they meet and
consider the mysteries of the arcane and beyond while ensuring the safety
and security of their people.
Criminal
Presence
There is no crime in Teok. Anyone foolish enough to
commit one will be killed (if it's a capital crime) or banished forever
from the city.
Other Places of Interest
Window to the Fey Realm
Near the Tower of Shining Light is an invisible stair that sprials up
about forty feet or so. At the top is a small round frame of shinding
green light. Anyone looking through the frame will see the forest paradise
of the Fey Realm. No one can reach through it nor can anyone/anything on
the other side. Elven wizards long ago created it as a way to peer into
the fey realm to look for secrets.
Top
Third Vallador
Cities, Villages, Towns, Etc.
Falconhaven
Leader: Queen Neinna Neublanas (F)
Population: 45,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
38,000; Elves: 4,000; Halflings: 2,000; Gnomes: 500; Dwarves: 300; Half-Elves:
100; Half-Orcs: 50; Others: 50
Guards:
2,400;
Militia: 8,800
Sheriff:
Fighter lvl-20
The
capital of the realm is a great sprawling metropolis located on the shores
of the Pachirik Lake. Falconhaven drew its name from the many different
species of falcons that inhabit the Shadow Mountains to the south and in
the surrounding area. Coincidentally, the city is a haven for those who
worship Celphea.
Kharamis
Venaya chose this place to build the realm's capital city due to its
strategic location by the lake which empties into the Aquantis Ocean.
Falconhaven is also positioned on a peninsula that makes it extremely
difficult to take by force.
The queen
and her court reside in the ancient simply-designed Manbane Castle,
dedicated for the final victory of the women against the Hestrillite
forces long ago.
Religion
Although there are private places within the city where people can
worship their god, there are 17 proper temples here.
Wizard Presence
There are
many wizards living in Falconhaven. They learn and teach at the Academy of
the Arcane Arts, a huge campus of colleges representing each of the eight
disciplines. The main tower where the council members meet to discuss
wizardly matters is called The Finger of K'Tash.
Council of
Industries
The
council is staffed by representatives elected by each of the realm's
industries, such as: lumber, textile, shipping, mining, fishing, farming,
and others. The meet regularly to speak of laws and ways to keep the
economy growing and profitable.
Criminal
Presence
In a huge
city such as Falconhaven, there has always been crime. The known
organizations are as follows:
All Seers
A street level gang that brags they have eyes on every corner.
Coromo Tash
Extreme patriots of the realm who pride themselves in stealing from any
visitors from the empire and donating their gains anonymously to those in
need.
Dark
Femme
This coven
of women feel that there should be no free men roaming the streets.
Because of that, they prey upon those women who associate with the free
men, as well as nobles who advocate to keep the men free.
Darkness Falls
Quite elusive and most secretive, this organization is said to be led by
drow females who revel in stealing from surface dwellers to fund their own
design back home. Their existence has never actually been proven, though.
Eyes of the Falcon
This organized crime gang is rumored to focus their talents on extorting
money out of local businesses to "keep them safe". They have been a
constant irritant to law for a great mny years.
Gray Swords
Rumored to be made up of fallen nobles and aristocrats, the Gray Swords
seem to focus their attention on lawmakers and those who enforce it.
Oldogon
Faya
This small
but brash group of thieves have always concentrated on acquiring rare and
coveted items of power and antiquity.
Merchants'
Association
The
association is a large body of representatives from all businesses within
the city. They help make and interpret laws pertaining to merchants and
ensure all are treated fairly.
Other Places of Interest
Stairway to Karthaganos
In the bowls of Castle Taiah Uth is a chamber. In the center is a stone
stairway that spirals down around a central column that runs through an
inverted tower. It is said that stairs extend over a mile and stop within
view of a river of flowing lava. The myth is that prisoners of the
invading armies of the Hestrillites centuries ago were marched down the
stairs and forced to leap to their fiery deaths.
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Florii
Leader: Rockmaster Ahmendeth Gardam
Population: 8,000
Power Center: Conventional
Alignment: Chaotic Good
Races:
Dwarves: 6,400; Humans: 1,300; Elves: 200; Others: 100
Guards:
655;
Militia: 1,599
Sheriff:
Fighter lvl-20
Florri is
an important link in the trade route cutting through the center of the
country. The ancient dwarven haven is built into the side of the Aleroo
Mountains. As with most dwarven cities, the city is walled and heavily
guarded against any attacks that might come.
Religion
Although there are private places within the city where people can
worship their god, there are five proper temples here.
Celphea
Froyonnia
Kergon
Kharsallis
Mordrun
Wizard Presence
The Grand
Mage is a powerful old dwarf who sits on the city council to lend his
wisdom on all matters of the arcane and more.
Criminal Presence
Crime is
relatively light in Florii. Aside from petty crimes committed by
individuals, there are three known organizations working with the city
limits.
Ground Breakers
A
secretive bunch who uses the threat of extreme violence and destruction to
extort money from their wealthy targets. They have carried through on
their promises enough times to be taken seriously.
Inner Faith
A gang of
religious zealots who work in the name of Kharsallis. Their goal is to
steal from non-believers or dissenters and redistribute it to the
faithful.
Shadowkin
A group
primarily focusing on unsuspecting merchants, particularly outsiders.
Other Places of Interest
None.
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Gowrn
Leader: Chancellor Imi Shrue (F)
Population: 10,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7,500; Elves: 1,250; Dwarves: 1,050; Gnomes: 100; Half-Elves:
70; Half-Orcs: 20; Others: 10
Guards:
400;
Militia:
2,040
Sheriff:
Fighter lvl-18
Gowrn is a
key production city for the realm. Most of the precious metals and gems
are mined here. But the most significant function of Gowrn is that it is
home to huge catacombs of mines that produce iron ore, which is used for
many things, including the construction of Qiran Esh bodies in the Shadow
Mountains near Ruvilhost. Also, some of the finest armor and weapons are forged and shipped to outlying
cities to those who can afford them.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Celphea
Em'Sharfhei
K'Tash
Kharsallis
Mordrun
Wizard Presence
There are
a great many wizards living in Gowrn, which is the centerpiece for
arcane research within Kharamis. There are eight colleges, each
representing an arcane school. The Elite Eight reside in the Iron Tower,
which rises as a hub surrounded by the colleges.
Criminal Presence
There a two crime organizations that are known to
exist within Gowrn.
Blue Flowers
This flamboyant group prefers higher class crimes and always leave a blue
cavoria flower near their latest victim.
Light
Touch
Mostly a
street-level gang, the Light Touch has angered many with their lightning
quick pocket picking and purse snatching.
Miner's
Guild
Mining
here is crucial to the realm for things like precious metals, gems, coal,
and other items. Although the three mining companies are owned by human
woman, quite a few dwarves work there, as well.
Other Places of Interest
Iron Tower
A dark grey tower of iron that rises from among the eight arcane colleges
within Gowrn. The surface of the fifty-story structure is smooth and
windowless, and on some nights bluish lights can be seen playing across
its surface. Many find it fascinating and beautiful while others swear
that anyone touching the symbol of wizardry will instantly die.
Koris Mines
Deep and
sprawling, the mines have existed since before Kharamis was founded. Some
say that they extend into the Aleroo Mountains for miles and that many
have gotten lost within them.
Top
Kesorine
Leader: Citymaster Annalee Manaya (F)
Population: 11,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
7.900; Dwarves: 2,100; Halflings: 500; Elves: 250; Gnomes: 150; Others:
100
Guards:
433;
Militia:
5,000
Sheriff:
Fighter lvl-20
Built on
the northern banks of the Winding Flow, which flows between the upper
reaches of the Shadow Mountains, Kesorine is a majore protector of the
waterway leading into the heart of realm. Castle Eor Tallen, a massive
black fortress, frowns down upon the busy Winding Flow and has the
weaponry necessary to sink any enemy ships foolish enough to approach from
the sea.
Religion
Although there are private places within the city where people can
worship their god, there are 9 proper temples here.
Wizard Presence
Within the
imposing Arcane Manor, wizards representing the 8 different schools of
magic meet to debate the mysteries of magic, the universe, and a multitude
of other subjects.
Merchant Watch
The
merchants of Kesorine belong to the Merchang Watch, a powerful union that
represents their interests in all things.
Criminal Presence
Crime, as
in most communities, exists in Kesorine. Aside from the individuals who do
their thing, there are five organized gangs known to exist within the
city.
Banjo Burners
Rumored to
be made up mostly of performers, these gang members prey upon those
foolish enough to roam the streets drunk after a night of revelry, usually
at a tavern.
Cluster of Fists
This gang
uses violence and murder to achieve their ends, preying on citizens who
are poor all way up to rich.
Dainty Doves
Reputed to
work the upper crust of Kesorine, these ladies use their wiles to get what
they want.
Fell Swoops
A gang of
criminals who mainly work as assassins for hire. They are highly sought by
the law but have always been able to elude them.
The Clan
No one
really knows much about The Clan other than that most, if not all, are
related. They seem to concentrate on burglary.
Sailors' Union
River
travel is critical to the success of Kesorine businesses and trade in and
out of the realm. Anyone working as a sailor must be a part of the union,
which protects them and ensures their interests are looked after.
Other Places of Interest
Heart of Eronock
During the
last days of the war with the empire, two bronze dragons led by a gold
dragon named Eronock attacked Kesorine, killing hundreds and nearly
leveling the city. With the help of local wizards, the bronze dragons were
killed, but the gold was too powerul. Desperate, they convinced the
Hestrillites that the leadership of the rebel women had taken refuge
inside a deep mountain cavern. Eager to finish the rebellion off in one
fell swoop, the dragon lord sent Eronock into the cavern. The great dragon
was ambushed by the wizards and turned to stone. The stone dragon resides
in the same cavern to this day, drawing visitors every day to see the
great monument to the Hestrillites' defeat.
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Polif
Leader: High Lord Howvek Silvemane
Population: 9,000
Power Center: Conventional
Alignment: Chaotic Good
Races:
Elves:
6,500; Halflings: 1,300; Humans: 850; Dwarves: 250; Others: 100
Guards:
406;
Militia:
1,500
Sheriff:
Fighter lvl-20
Nestled in
the crook of the southern Aleroo Mountains lies the elven city of Polif.
Having existed here for many centuries, the city is home to elves who
migrated into this territory long before Kharamis became a country. Polif
is known for its silver beauty and culture, and is a place where
philosophers come as a type of quiet retreat.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Em'Sharfhei
Pomoleth
Revenkai
Srultavin
Wizard Presence
Magic is
an important part of elven culture, abroad and here. The Nurean Council
consists of four wise mages who hold council in their white alabaster
tower built into the cliffs of the mountain overlooking Polif.
Criminal Presence
Crime is virtually non-existent in Polif due to the severe penalties,
including explusion.
Other Places of Interest
None.
Top
Ulkri
Leader: Chancellor Pellasai Tullurr
(F)
Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
6,800; Halflings: 500; Elves: 400; Dwarves: 200; Gnomes: 50; Half-Elves:
20; Half-Orcs: 20; Others: 10
Guards:
470;
Militia: 3,250
Sheriff:
Fighter lvl-16
Heading
the waters draining off the eastern edge of the Aleroo Mountains to the
Fachirik Lake, Ulkri is an important hub of trade and travel within the
realm. Ulkri is known to be a producers of some of the finest warriors
ever known, and competitions are held here regularly. This large
metropolis is also home for some of the best brewers/distillers on the
continent.
Castle
Voggoro rises from the center of the city and is the home to the
Chancellor, her administrators, and their families.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Celphea
Breahal
Gharan-Dis
Hstinzi
Revenkai
Wizard Presence
Within the Radiant Spire, which rises from the
wizard's ward, reside the Council of the Nine. They consist of
representatives from each college of magic and an elected leader.
Merchant Guilds
There are
four guilds located within Ulkri: farmers, builders, smithies, and
builders. All have a representative sitting on a council that helps to
maintain good commerce and enforce laws of trade.
Criminal Presence
As with
any city, there are small bands of thieves and such. The only acknowledged
guild is known as the Arch-Fiends. Aside from street crime, they seem to
specialize in blackmail and have eluded the authorities for a very long
time.
Other Places of Interest
Hanging Bridges
Hanging from the branches of the mighty trees throughout the city are
spectacular bridges made completely of vines that have grown and shaped
themselves to make the structures.
Top
Yariol
Leader: Lady Kannee Farocuh (F)
Population: 10,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
8,650; Halflings: 750; Elves: 450; Gnomes: 300; Others: 250
Guards:
950;
Militia:
1,900
Sheriff:
Fighter lvl-20
Yariol is
located at the southwestern edge of Ghoul Wood next to the Tacoble Swamp.
The city is an important cog in the trade road leading from the lower part
of the queendom to the upper west. Yariol is well-known for its pumpkin
beer and other interesting distilled products.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Celphea
Em'Sharfhei
Nynneon
Revenkai
Srultavin
Ytos
Wizard Presence
The Robed
Enclave is a council of nine wizards who meet within a silver spire in the
center of the city. From there, they consider all things arcane and
beyond.
Criminal Presence
Aside from
individuals who commit crimes in Yariol, there are four known crime gangs
that exist there.
Bald Breakers
Know for
members with shaved heads, they prey upon the weak and ill-prepared,
usually through pick pocketing and theft.
Fear Mongers
Known for
spreading fear through threadts and intimidation, this group focuses on
business owners and merchants.
Gray Gamblers
This
organization concentrates on mosting illegal gambling sites.
Undefined Shadows
A guild
known as much for assassinations as anything else, they take great pains
to keep the identities of their members secret.
Other Places of Interest
None.
Top
Fourth Vallador
Bervinon
Leader: Lady Vuzasha Reezier (F)
Population: 10,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
8,850; Elves: 850; Gnomes: 450; Others: 350
Guards:
820;
Militia:
1,600
Sheriff:
Fighter lvl-20
A vital
port city, Bervinon sees a great deal of trade that comes up and down the
coast and from the country's interior. Bervinon is home to the Fifth Royal
Navy.
Religion
Although there are private places within the city where people can
worship their god, there are eight proper temples here.
Ardru
Aroth
Celphea
Em'Sharfhei
Orodar
Orulen
Qurophys
Thirion
Wizard Presence
The Acanic
Quorum resides in Castle Grexia. They debate matters of the arcane and
alwo lend their wisdom to the city concil.
Criminal Presence
Crimes from individuals exist here like any other citiers. There are also
four criminal organizations located in Bervinon.
Banded Crests
A secretive guild specializing in extorting local businesses and
merchants.
Evernoors
This guild focuses on high-level crimes and an occasional assassination.
Hard Liners
A street-level gang that concentrates on the dock area and marketplaces.
Wavebreakers
A guild that functions in and around the docks, mainly preying on sailors
and unsuspecting ship captains from other locations.
Other Places of Interest
None.
Top
Coflei
Leader: High Lord Tai Chusla Yalix
Population: 12,000
Power Center: Magic
Alignment: Chaotic Good
Races:
Elves:
9,500; Humans: 1,400; Gnomes: 900; Others: 200
Guards:
851;
Militia:
2,300
Sheriff:
Wizard lvl-20
Located in the Raldecod Forest, Coflei is a predominately elven city that
sits on the northern border of the Tacoble Swamp and is a vital part of
the trade route cutting across the lower part of the nation.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Celphea
Em'Sharfhei
Froyonnia
K'tash
Orulen
Shozrei
Wizard Presence
Magic is
important to the citizens of this city, and the wizards are held in high
regard. A council of nine wise mages meet within the Silver Spire of
Amlock to debate all matters of the arcane, as well as lend their insights
to city leaders and others who seek it.
Criminal Presence
Even small
crimes are harshly punished in Coflei. Although a few instances do occur,
there are no known criminal gangs working here.
Other Places of Interest
None.
Top
Dinelrod
Leader: Lady Paragess Cemadrell (F)
Population: 21,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
17,950; Elves: 1,000; Halflings: 800; Gnomes: 800; Others: 450
Guards:
1,750;
Militia:
3,100
Sheriff:
Fighter lvl-20
An extremely important coastal city located at the far southwest of the
queendom, Dinelrod sees a great deal of trade and is home to the Seventh
Royal Navy. The walls around the city are high and well-defended.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Breahal
Celphea
Em'Sharfhei
Gonibrahth
Ianlia
Orulen
Srultavin
Tlancu
Williommox
Wizard Presence
The Red
Circle is a council of nine mages who reside in Gerless Keep. From there,
they impart wisdom on matters of the arcane and many other things.
Criminal Presence
In such a
large city, crime is most definitely present. Aside from crimes comitted
by individuals, there are six organizations known to operate in Dinelrod.
All Nighters
Operating
almost exclusively at night, this secretive bunch preys upon those foolish
enough to go out in the dark alone. They focus on street level crimes.
Broken Integrity
A guild
touting chaos and brutality, their crimes range from robbery to extortion
at the highest levels.
Hallowed Few
A small
tight-knit group, they claim to do the work of Thirion as the rob and
steal from anyone and everyone.
Instruments of Greed
This guild
is well-organized and active on the community near the docks.
Long Striders
Rumored to
headquarter on the outer edges of the city, their activities are sparse
but effective.
Rumored Demise
A small group thought to be made up of noble malcontents who rely on
secrets, blackmail, and extortion to fill their coffers.
Other Places of Interest
None.
Top
Falcray
Leader: Her Ladyship Tai Chusla
Aramie (F)
Population: 12,500
Power Center: Conventional
Alignment: Chaotic Good
Races:
Elves:
8,200; Humans: 3,150; Gnomes: 750; Others: 400
Guards:
950;
Militia:
1,900
Sheriff:
Fighter lvl-20
A coastal city located at the far western edge of the queendom, Falcray is
home to the Sixth Royal Navy. This extremely fortified city sees a
tremendous amount of trade flowing through it both by land and sea.
Religion
Although there are private places within the city where people can
worship their god, there are six proper temples here.
Avizor
Celphea
Em'Sharfhei
Ianlia
Quill
Orulen
Wizard Presence
The Gray
Enclave is a council of four wizards who reside in the walls of Castle
Unbury. From there, they consider all matters of the arcane while
imparting their wisdom to those who seek it.
Criminal Presence
Aside from
individuals who commit crimes within the city, there are four known
organizations working here that vex the law.
Cold Fires
A guild
established many years ago, the Cold Fires tend to prey exclusively on
outsiders coming to Falcray.
Gray Geese
An
upper-crust criminal organization that preys upon nobility and people of
influence.
Malcontents
This
gang's trademark is to steal as much as they can before destroying
whatever they can.
Zor Bentha
A very old gang that specializes in covering their tracks so well that no
one has ever caught one of their members alive.
Other Places of Interest
None.
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Naji
Leader: Lady Gruella Buwei (F)
Population: 10,400
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans:
8,150; Elves: 1,000; Gnomes: 850; Others: 400
Guards:
890;
Militia: 1,300
Sheriff:
Fighter lvl-20
A city
located on the western coast of the queendom, Naji is an important link in
a chain of coastal cities seeing a great deal of trade daily. It is a
fortified city with high walls that are heavily patrolled at all times.
Religion
Although there are private places within the city where people can
worship their god, there are seven proper temples here.
Celphea
Dotorus
Em'Sharfhei
Gharan-Dis
Orulen
Qurophys
Toh
Pana
Wizard Presence
Within the
walls of Castle Jaaruji, the Emerald Enclave meets to discuss all matters
of the arcane and also lend their wisdom to the city council.
Criminal Presence
Aside from
individuals who commit crime within the city, there are five known gangs
that operate in Naji.
Glorious Daughters
Proclaiming that they steal to fund Celphea's less fortunate faithful,
these criminals take great pride in their work.
Indecent Nobles
A shadowy
group of aristocrats who deal in political intrigue and extortion to get
what they want.
Lusty Ladies
Suspected
to be affiliated with brothels across the city, this group of women pry
secrets from victims using their wiles and guile.
Orange Daggers
A group
that commits a wide diversity of crimes. They are known or their
orange-colored blades.
Reality Breakers
This gang uses magic to supplement their jobs and cover their tracks when
they're done.
Other Places of Interest
None.
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Truboa
Leader: Citymaster Kurammi Anaman (F)
Population: 6,800
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
4,900; Halflings: 500; Elves: 300; Others: 300
Guards:
350;
Militia:
790
Sheriff:
Fighter lvl-17
An important city along the southern trade route, Truboa is known for its
lush and fetile lands which yield a great deal of food for the Queendom.
Religion
Although there are private places within the city where people can
worship their god, there are four proper temples here.
Celphea
Hstinzi
Revenkai
Srultavin
Wizard Presence
A trio of
wizards serve at the whim of the city council, lending them advice on
matters of the arcane and other matters.
Criminal Presence
Aside from
individual criminals here, there are three known organizations that work
their unlawful profession within Truboa.
Crimson Smile
A group
that is rumoed to have religious motivations, they seem to prey upon those
who have committed crimes but escaped justince.
Crazy
Mates
Street
level gang that uses brute force and intimidation to get what they nee.
Noneners
Very adept
at keeping out of the law's reach and maintaining the secrecy of their
identities, this shadowy bunch uses information as a weapon to extort and
blackmail people.
Other Places of Interest
None.
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White City
Leader: Lady Zuri Comille (F)
Population: 15,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans:
12,300; Elvess: 850; Halflings: 700; Gnomes: 650; Others: 500
Guards:
1,000;
Militia:
2,100
Sheriff:
Fighter lvl-20
A busy
port city situated close to the western edge of the Tacoble Swamp, White
City sees a great deal of ship traffic in and out of its ports. Although
there isn't a royal naval contingency here, there are three
state-of-the-art warships that are berthed her and serve to patrol the
waters of Shango Bay.
Religion
Although there are private places within the city where people can
worship their god, there are nine proper temples here.
Aroth
Avizor
Celphea
Dotorus
Em'Sharfhei
Orulen
Pomoleth
Quill
Srultavin
Wizard Presence
The
Council of Robes is made up of nine wizards who reside in the Tower of
Bolares near the center of the city. They debate arcane matters and offer
wisdom to city leaders and others.
Criminal Presence
Aside from
individuals who commit crimes in White City, five organizations exist
there to vex the law.
Bur'Cieste
A gang
that works in the upper shadows of nobility to lie, cheat, and steal.
False Liars
Information brokers who sell secrets to the highest bidder.
Garish Nighmares
This gang
specializes in using fear, magic and otherwise, to intimidate their
victims.
Instruments of Crime
This gang
seems to revel in not only stealing, but causing as much chaos as they can
along the way.
Young Dogs
A gang consisting of member who are no older than 17 years, they focus
mainly on street crimes like robbery and pick pocketing.
Other Places of Interest
None.
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