Southern Houress
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Northlands
|
Grand Vork Dolan
LaCrete |
|
Leader: |
Grand Vorik Dolan LaCrete |
Capitol: |
West Kronlin
(16,500) |
Population: |
272,000+ |
Demi-Humans: |
Elves, Halflings, Gnomes,
few Dwarves |
Humanoids: |
Many |
Resources: |
Silver, Copper, Gems, Coal, Iron,
Timber,
and Foodstuffs |
Current
Political Structure
12
Tribal Lords (Voriks) and their Lands
Cities
City |
Leader |
Pop. |
Pred. Race |
Bariss |
Ki |
8,400 |
Human |
Bejor |
Wildeyes |
6,700 |
Human |
Bim Bar |
Alaion |
10,000 |
Elven |
Blasitaph |
Wildeyes |
10,400 |
Human |
Conifras |
Choz |
7,500 |
Human |
Crosinten |
Wolfspaw |
9,600 |
Human |
Crysal |
Elkara (F) |
8,500 |
Human |
D’Salle |
Elkara
(F) |
14,000 |
Human |
Dassia |
Agisan |
5,250 |
Human |
Diahrvaln |
Goss |
10,000 |
Barethkor |
Elth |
Camus |
11,800 |
Elven |
Fwayin |
Lomg |
8,200 |
Human |
Geonaar |
Agisan |
10,200 |
Human |
Grinikoth |
Pristhe |
6,390 |
Human |
High Zem |
Numexis |
7,000 |
Human |
Kreakel |
Bal |
10,000 |
Human |
Kvar |
Talois |
6,100 |
Human |
Lamdortha |
Keydroo |
7.200 |
Human |
Marquel |
Ioliss |
5,500 |
Human |
Narvai |
Raxinni |
6,500 |
Human |
P'Sidia |
Yuth |
8,200 |
Human |
Plumia |
Hoome |
6,300 |
Human |
Poriqe |
Lloriana
(F) |
7,860 |
Elven |
Ra Mak |
Sunstorm |
7,600 |
Human |
Ransar
Keth |
Sunstorm |
11,900 |
Human |
Rocanor |
Aljero |
7,400 |
Human |
Tengelene |
Ar Ketra |
10,300 |
Human |
Trayall |
Suak |
6,300 |
Human |
Utier |
Sceemus |
8,000 |
Human |
Vianosis |
Ethlando |
8,700 |
Elven |
Weetelton |
Aljero |
7,600 |
Human |
West Kronlin* |
Dolan |
16,500 |
Human |
Wispwillow |
Serpentson |
9,000 |
Human |
* = city where
Grand Vorik resides
The Northlands are a puzzle
of territories that are inhabited by people who trace their lineage
back thousands of years ago to the powerful bands of Elganaar barbarians.
Many centuries ago, as the kingdom of Varanady grew in power and threat,
the tribal leaders, known as Voriks, nominated the strongest among them as
a leader and referred to him as the Grand Vorik. He did not rule
completely, as he had to gain a consensus from the other tribal leaders
first. This made for a more stable existence for the peoples, who had
warred among one another in typical barbarian fashion for hundreds of
years.
Not long after the tribes
agreed upon mutual cooperation, in the summer of the 117th year of the 4th
Age of Man, the Queen of Varanady marched her forces into the Northlands
and slaughtered thousands of men, women and children. By the time the
barbarians rallied, it was too late--the Northlands had become a part of
the Kingdom of Varanady. What was left of the tribes fled north into the
Ghiena Mountains. Many continued northward, dispersing into the lands
north of the mountains to become part of other populations. But a few
hundred grim, determined barbarians stayed in the mountains, waging a hit
and run campaign against the forces of Varanady in the Northlands over the
next 13 years. They were effective only in the sense that they tied up men
and resources in the Northlands that the queen might have better used
elsewhere in her aggressive campaign to expand her kingdom.
By the end of the 130th year
of the 4th Age of Man, the queen had been defeated and her kingdom
dismantled. The tribes, what remained of them, came back to reclaim their
territory. Many soldiers of Varanady, along with subjects of the queen who
had moved into the newly-won lands of the Northlands, were persecuted
horribly by the barbarians. They wanted revenge, and got it. For 3 years,
former Varanady subjects were weeded out and executed without a trial. In
the year 133, the great Grizz of the Lake, a man of epic size and wisdom,
won the title of Grand Vorik. He wasn't the acknowledged choice of the
other Voriks. Rather, he took the position by killing the current Grand
Vorik in a contest of swords--something that had never been done before.
He threatened to war upon the other Voriks if the killing of the former
Varanady subjects did not end. He proclaimed that the time for killing was
at an end. After a year of some fighting, the other Voriks agreed. In the
year 134, the barbarians outlawed persecution of the former people of the
dark queen's kingdom. This marked what has become known by the
Northlanders as the dawn of civilization for their people. And over the
years, they have come to refer to themselves less as "barbarians" and more
as "Northlanders."
Over the next few hundred
years, the Northlanders have rebuilt their society, keeping to their
traditions while consolidating their resources to become more than a group
of loosely-tied lands. The Voriks have long realized how trade if vital to
the existence to their followers, so they have allowed the establishment
of trade routes into their lands. Still reclusive in nature, the
Northlanders are suspicious, but not foolish. They realize the importance
of keeping goods flowing into and out of their country, and encourage it.
Points of Interest
Alibaan Sea
The Alibaan Sea cuts into the
southern portion of the Northlands, nearly splitting it in two. The
water of the Alibaan see a great deal of traffic from Northland and
Sestillion ships running goods to various ports.
Breakwater River
One of the many waterways
flowing out of the Dragon's Eye Lake, the Breakwater River is a
fast-flowing river that winds eastward. It eventually becomes the
Ravager River before emptying out into the Kataya Ocean.
Cemoc River
Flowing southward out of the
Dragon's Eye Lake, the Cemoc River eventually empties into the
Alibaan Sea.
Croithe Wood
A rich fertile wood located
between Dassia and Wispwillow.
Demon's Maze
The Demon's Maze is a web of
waterways fed by the Sogfoot River to the west. The streams and
riverways run through deep swampland, making navigation extremely
difficult at times.
Dragon's Eye Lake
A vast lake shared by the
Dwarflands, Northlands, and the Wildlands. Those brave enough to
travel down the Sogfoot River and through the Demon's Maze can make
their way to the lake and the the Northands or the Bay of Horpl. A
massive island in the northeast portion of the lake, which is
Northlands territory.
Great Horn of Vhangortere
Made from the horn of an
ancient blue dragon, this horn was used by the ancient warrior
Vhangortere to unite the Northlands tribes under one Vorik.
Grimstone River
Winding north and then east out
of the Dragon's Eye Lake, the Grimstone River empties into the
Kataya Ocean.
Hart Wood
A sacred wood that has been
revered by the Northlanders since their beginnings. Said to be many
white deer roaming the area.
Orion River
The Orion River branches off
from the Osiris River and eventually empties into the Alibaan Sea.
Osiris River
Emptying from the Dragon's Eye
Lake, the Osiris River runs south and empties into the Alibaan Sea.
About halfway along the journey, the river splits. The eastern fork
becomes the Orion River.
Ravager River
Another waterway flowing from
the Dragon's Eye Lake, the Ravager River flows south and then east
before winding its way into the Kataya Ocean.
Reliad Mountains
The Reliads separate the Northlands' southwestern border from
Brighkly and the Dwarflands. These mountains are primarily
inhabited by giants of all kinds, as well as other humanoids.
Sacred Marches
A long wide plain the Northlanders travel to honor their lost dead
once per decade.
Shabarr Wood
A vast seaside forest that runs north and south through the middle
of the Northlands. The elves who occupy this forest are aggressive
and territorial, yet they allow passage through for those who do
so quickly and pay the appropriate tax.
Tenpick River
Flowing north out of the Dragon's Eye Lake, this river runs
through the Sogfoots and empties into the Bay of Horpl.
Treasure Mines of Blasitaph
There are many legends and mysteries surrounding the Treasure Mines of
Blasitaph. The certainties are that the mines are located somewhere in the
Ghiena Mountains most likely near or in the direct vicinity of Castle
Ironstar. The castle is the residence of Vorik Wildeyes and one of the
most heavily-fortified castles on the continent. It is rumored that the
mines in the side of the mountain are connected to the castle by winding
maze of false turns and traps designed to thwart and/or kill all but the
few who know the correct path. Many believe that the gems and raw precious
metals are brought from the mines through the miles of tunnels up into the
center of the great Castle Ironstar. Overlooking the courtyard where the
treasure is brought up is a balcony with a great chair, where Wildeyes
surveys it all. No one has ever been able to substantiate the rumors, but
it is no secret that a great amount of refined gold and gems come from
this area of the Northlands.
Vall Wood
Located between the cities of High
Zem and Weetleton, this wood is prized for the ironwood trees that grow
there.
White Wood
A huge, sacred forest that has been feared and revered for as long as the
Northlanders can remember. Legend has it that the various gods in the
heavens roam the land in animal form within the White Wood.
A permanent garrison of warriors, taken from every tribe, patrols the
border of White Wood. They will kill anyone who tries to enter the sacred
wood. These men are called "Celestial Guardians".
Top
Significant Events/Holidays/Etc.
Northlands Liberation Day
Date: Day 2 of the Month of
Autumn's Waxing
The Northlands used to be a savage
area of Varanady, which ruled the entire continent east of the Gloridon
Desert centuries ago. The lands were eventually liberated, and the lords
who dwelled there agreed to a loose alliance that exists today. The
Liberation Day is hailed as the day when Varanady was destroyed and the
entire continent was freed from the fear that the Queen of Varanady held
over the people of the land.
Test of the Pure
Voriks reserve
the right to test their mortal strength against the gods each year. In the
spring, the Voriks come together in a great festival called the "Test of
the Pure" at the White Wood, where they compete
with one another to see who is the strongest and the wisest. The victor
earns the right to enter the White Wood at dawn of the Summer Solstice.
Once inside the Wood, the Vorik will try to hunt down and destroy one of
the "gods," which is usually a bear or other power creature. Once the
Vorik kills the "god," he will drink of its blood to infuse the power of
the gods into his body and make him powerful. In this way, Voriks are
revered as being powerful and one step removed from the gods themselves.
Top
Vorik Ki Winitz
Cities, Villages, Towns, Etc.
Bariss
Leader: Vorik Ki Winitz
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Bim Bar
Leader: Alion Fhunes
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Wildeyes Tchuku
Cities, Villages, Towns, Etc.
Bejor
Leader: Vorik Wildeyes Tchuku
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Rocanor
Leader: Aljero Bongreeth
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Wolfspaw Bireblood
Cities, Villages, Towns, Etc.
Crosinten
Leader: Vorik Wolfspaw Bireblood
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Plumia
Leader: Hoome Graginson
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Lamdortha
Leader: Lamdortha Olass
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Elkara Naalice
Cities, Villages, Towns, Etc.
D'Salle
Leader: Vorik Elkara Naalice (F)
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Elth
Leader: Camus Theritz
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Fwavin
Leader: Lomg Blackboar
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Agisan Vegatrini
Cities, Villages, Towns, Etc.
Geonaar
Leader: Vorik Agisan Vegatrini
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vianosis
Leader: Ethlando Soritian
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Utier
Leader: Sceemus Bickrem
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Bal Theculese
Cities, Villages, Towns, Etc.
Kreakel
Leader: Vorik Bal Theculese
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Crysal
Leader: Elkara Worchalla (F)
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Conifras
Leader: Choz Baro
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Ioliss Torambol
Cities, Villages, Towns, Etc.
Marquel
Leader: Vorik Ioliss Torambol
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Porique
Leader: Lloriana Kiviam (F)
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Narvai
Leader: Raxini Robislo
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Sunstorm Fogelli
Cities, Villages, Towns, Etc.
Ransar Keth
Leader: Vorik Sunstorm Fogelli
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Suak Vewonger
Cities, Villages, Towns, Etc.
Trayall
Leader: Vorik Suak Vewonger
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Ra Mak
Leader: Sunstorm Machesh
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
P'Sidia
Leader: Yuth Oganson
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Aljero Moccass
Cities, Villages, Towns, Etc.
Weetleton
Leader: Vorik Aljero Moccass
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
High Zem
Leader: Numexis Ponafromme
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Grinkoth
Leader: Pristhe Mortari
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Grand Vorik Dolan LaCrete
Cities, Villages, Towns, Etc.
West Kronlin
Leader: Grand Vork Dolan LaCrete
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Religion
Gharan-Dis
The monastery here is called Gelthia.
Top
Blasitaph
Leader: Wildeyes Yathkijal
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Tengeline
Leader: Ar Ketra Xamkemi
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Vorik Serpentson Ju Sek
Cities, Villages, Towns, Etc.
Wispwillow
Leader: Vorik Serpentson Ju Sek
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Dassia
Leader: Agisan Domochai
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
Kvar
Leader: Talois Draidolin
Population:
Power Center:
Conventional
Alignment:
Gold Piece Limit: ; Ready Cash:
Races:
Human:
; Halflings ; Elves: ; Dwarves: ; Gnomes: ; Half-Elves: 0; Half-Orcs: 0;
Others:
Guards:
;
Militia:
Sheriff:
Fighter lvl-10
Top
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