Southern Houress

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Kingdom of Regdon

 

King Ehlos Bolgar

 

Leader:

King Ehlos Bolgar

Capital:

Regdon City (38,500)

Population:

418,000+

Demi-Humans:

Elves, Halflings, Gnomes, Dwarves, and Others

Humanoids:

Many

Resources:

Platinum, Silver, Gems, Foodstuffs, Timber

 

Current Political Structure

7 Duchies, their Dukes, and their Capital Cities

 

Duchy of Falcione

Duchess Pantirus Urella

Capital City: Graboe

Duchy of Kestilar

Duke Fredrick Onsar

Capital City: Ketran

Duchy of New Moorn

Duke Jononimous Ku'tel

Capital City: Barikeen

Duchy of Nogaul

Duke Akizar Calison Capital City: Trombley

Duchy of Shedere

Duke Karn Alathor

Capital City: Nantos

Duchy of Trianny

Duke Gesteere Bolgar

Capital City: Veraan

Duchy of Wistoria

Duke Falkono Daogon

Capital City: Regdon City

Regdon City is the seat of the kingdom

King Ehlos Bolgar lives in Regdon City in castle Falgamin

Cities

City

Leader

Pop.

Pred. Race

Adracanbu

N'Kaigher

4,500

Elven

Alearus

Falchag

10,000

Dwarven

Amke Trael

Ironheart

9,000

Barethkor

Ancimen

Ironheart

9,000

Dwarven

Barikeen

Jononimous

12,000

Elven

Barre'l

Mericole

3,900

Halfling

Bauffield

Tiri

7,700

Elven

Bellpoint

Loras

4,700

Human

Bouldrave

Coffor

6,900

Human

Chiocester

Silverhair (F)

4,400

Elven

Clego

Pompadus

4,900

Human

Cragbury

Arx

8,000

Human

Dorgat

Bak

5,200

Human

Ere Waff

Koatr

5,900

Human

Gachina

Jhodnice

4,800

Human

Gearsh

Orcbane

15,500

Dwarven

Graboe

Pantirus

10,500

Human

Hazelbourne

Ranhor

9,600

Human

Homekkar

Vanketh

5,800

Human

Hublia

B'Tar

7,500

Human

Icroiron

Brightstar

7,300

Elven

Idrinville

Charlner

6,300

Human

Jaaqudo

Silverbuckle

9,000

Dwarven

Kempoor

Ghajire

4,501

Human

Ketran

Frederick

14,500

Human

Klumnard

Torvag

5,000

Dwarven

Lua Fen

Redaca

4,000

Human

Morahn

Rahime

3,800

Human

Nantos

Karn

9,300

Human

Nureve

Gao

8,400

Human

Paunce

Eckart

8,900

Human

Pearlbreach

Soko

5,200

Human

Praysa

Akkar

6,700

Elven

Pregend

Blackhand

8,200

Human

Privlosa

Wistari

4,100

Elven

Qaldena

Hayward

3,000

Halfling

Qanbu

Samblar

4,400

Elven

Racco

Thul'rhuun

6,000

Elven

Regdon City*

Falkono

38,500

Human

Rife Keeshan

Esran

12,000

Elven

Rustwallow

Vhalakhar

7,100

Human

Shadecrest

Revarn

6,600

Human

Srester

Minia

5,300

Elven

T'Rissnolu

G'ellice (F)

12,500

Shenuri

Trombley

Akizar

9,750

Human

Veraan

Gesteere

9,000

Human

Wrine

Eletha

5,800

Elven

* = capital

Well over two thousand years ago, the entire lands of Southern Houress to the west of the Gloridon Desert were no more than wild lands inhabited by, for the most part, two races of barbarians--the Yahzun and Varkasi. Although primarily two races of savages existed, they were far from united, their tribes warring with one another constantly. The lands were loosely called the Barbarian Kingdom by those civilized nations outside of the untamed place. A well-known fact is that the barbarians were savage and did well to protect their lands from intrusion from outsiders of any kind, only rarely putting aside tribal differences to unite for a common cause. Little was recorded about the history of the barbarians during their first 800 years, as much of their experiences were passed down loosely from elders to sons through word of mouth and story.

Roughly in the 400th year of the 3rd age of man, tentative merchant contacts from the Hestrillite Empire traveled down into the barbarian lands hoping to introduce their wares to the savages and create a market for goods that they believed would make them rich beyond their wildest dreams. The emperor kept a close eye on matters, for success for the merchants meant success for his empire. For the first fifty years or so, the merchants made little headway. The barbarian tribe leaders were suspicious of any outsiders coming into their lands, and they usually destroyed the merchant caravans. But in taking the booty from the caravans, the barbarians were exposed to wondrous items that dazzled them. As the years went on, the people began to speak out, asking that the merchants be allowed to come and trade with them. The elders had no choice but to relent. Over the next century or so, the influx of goods from the north increased almost exponentially, exposing the barbarians to the wonders of the modern lands beyond their borders.

Another influence came into the Barbarian Kingdom that would change it forever ... religion. As tolerance of outsiders increased within the ranks of the barbarians, clergy from outside their borders moved in among the populace. The barbarians had always been pagans, worshipping the land and the animals. But the strange clergy began to talk of wondrous beings who walked the heavens greater than those below. The priests demonstrated their holy magic to the barbarians. At first the savages were taken aback. But over the years the various religions of the civilized world began to take hold among the barbarians. Over the next century, many tribes of barbarians along the border of the Hestrillite Empire, heavily exposed to the religions and goods of the empire to the north, began taking on the look of a more modernized society with buildings and structures rather than hogans and tents and homes dug out of the ground or in caves. To the south, many tribes, mainly Varkasi, saw the corruption of their people coming and sought to cleanse the land. They launched war upon the tribes to the north. This lasted in the 50-years-long War of the Tribes. In year 462 of the 3rd Age, the Yahzun crushed the Varkasi and drove them back into what is now Gorth and the Barbarian Kingdom south of the Graget Mountains.

Twenty years later, in the year 482 of the 3rd Age, the emperor of the Hestrillites felt it was time to take the rich lands to the south by force. He felt the people had been softened to his way of thinking spiritually, and they were weakened with their war with the Varkasi. He sent his forces through the narrow passes of the Krestilac Mountains, led by a duke named Merrick Regdon. He encountered unexpectedly heavy resistance from the barbarian chieftains and found himself in dire trouble from the start. The war lasted nearly a year and Regdon faced defeat. For months, he had sent urgent messages to his emperor for help, but there had been no reply until one day. To his horror, Regdon received a note from his emperor stating, essentially, that he was on his own. Desperate, Regdon decided to use the one thing he had distaste for . . . magic. He secretly sent a message via haw to the Imperial wizard back home and pleaded for help. The wizard agreed and traveled to Regdon’s side. With Regdon’s army in grave peril, the wizard created a great magic item—a simple crown of gold--that he gave to Regdon. “With this crown,” instructed the wizard to Regdon, “you can control dragons and with them you can accomplish the task set upon you by the emperor.”

Leaving his demoralized troops, Regdon hiked back into he highest reaches of the Krestilac Mountains and found the nests of the great dragons that roosted there. With his crown, he summoned the mystical creatures to him. They came, and Regdon led them down out of the mountains to smash the barbarians and win the war. The barbarians were beaten back as far as the southern borders of what is now Criksrad and Maharool. In two years, Regdon had tamed the land. But when the emperor sent word of congratulations, Regdon ignored him. For months, Regdon ignored his emperor as he steadily brought those who were loyal to him over from the Hestrillite Empire.

After a year of stewing, the emperor sent word he was coming to inspect the newly acquired land of his empire. Regdon then responded. He sent word back that if the emperor were to come, he would be visiting not lands of the empire, but lands belonging to Regdon. The lands were now called the Kingdom of Regdon. Furious, the emperor sent his armies toward the mountains, intending that they should crush the traitorous Regdon and claim the won lands for the empire. But Regdon commanded the dragons to resist the invading forces, which they did, slaughtering hundreds of soldiers. The emperor was forced to retreat and give up any thoughts of further action against his upstart duke. A few years later, Regdon vowed to the dragons that he would never use the crown to control them again in exchange for the dragons agreement to keep the Hestrillites from crossing the mountains. The crown was hidden and lost in history, although many believe that the royalty of Regdon holds the secret of its location in case it may be needed again in the future.

In conquering the barbarians, Regdon united them. Using his experience as a duke from a civilized land, he worked on eliminating tribal views and instituting feudal views. He brought the Yahzun together and made their leaders dukes of their lands, answerable to him alone. Over the next 300 years or so, Regdon and his descendents forged the kingdom into a powerful nation. The richness of their exports and trade were enough to smooth relations with the emperor to the north, who had little choice but to bow to the prospect of such wealth. Regdon became a force on the continent.

A century or so after the beginning of the 4th Age of man, the threat of Varanady to the East grew to a point of intolerance. There had been many instances where agents from the dark queen had been caught trying to infiltrate the Kingdom of Regdon and influence those in power there. The King had been willing to ignore the stories of conquest to the east because it didn't affect him and his people. But now that changed. King Regdon threw his resources into helping the resistance to the east. Eventually, by the 130th year of the 4th Age, the dark queen was defeated and Sestillion restored as a rightful kingdom. For the next decade or so, Regdon's advisors kept in close contact with the lands of the east, for the King wanted his influence there in the rebuilding of the countries to protect his interests.

The Kingdom of Regdon prospered from the trade with the newly freed lands to the east. The kingdom grew in strength and power. But the underlying religious freedoms allowed the people, who still had strong independent roots, began causing a problem. In 153, Baron Sine Criksrad, who supplied most of the men who went east to fight the dark queen's forces, began grumbling that his people had sacrificed the most but gained nothing. The lands of the baron were not overseen by a Regdon Duke, so the grip of the King was not as tight there. The King brushed the baron off, and Criksrad and his people stewed. Many cited the fact that the primary lands of Regdon were of the Greek faith. The faith of the Baron's people were primarily Norse. The Baron and his people began to feel that that they were looked at as second class because they didn't worship the Greek gods. This animosity began to fester over the next half century as those in the northern lands began to see those in the south as agitators and impure to be following gods not their own.

Hoping to calm tensions in 212 of the 4th Age, the current King, Avolon Regdon, decreed that there would be more religious tolerance within the kingdom. He hoped to allay fears and calm tensions among his people and his lords. But the decree only emboldened those subjects to the south and alienated the lords to the north. Open conflict arose over the next 25 years. Finally, an aged Avolon Regdon, facing civil war, negotiated with the southern lords and allowed them to break away from the Kingdom in exchange for peace. He knew if the northern lords had organized and conquered the lords to the south, the Kingdom would suffer far greater than compromising the situation. The northern lords were furious and nearly went against their king, who had to use all of his charisma to persuade them to accept his decision. Formally, as of the 212th year of the 4th Age of Man, the Barony of Criksrad became a sovereign state, and peace was restored to the land.

Since then Regdon has prospered, although tensions with the Hestrillites on the high seas over the past few decades have escalated, and war may be on the horizon for the two nations.

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Points of Interest

 

Bottomless Chasm

 

This chasm has been here since before anyone could remember. Ancient legend tells that Celphea's followers were moving to escape an army of barbarians hot on their heels. As they were about to be caught, a great spear flew down from the clouds and gashed the land, creating a barrier the barbarians could not pass.

 

Stretching over 125 miles long, nearly a mile deep, and over a mile wide at its widest, the misty depths of the chasm is home to creatures such as trolls, giants, and harpies. Every so often, some of those creatures venture out of the chasm to wreak havoc, but the lords of Ketran always brutally put them down.

 

Champion Bay

 

A relatively small bay bordering the Sea of Regdon that provides a natural break to the rough seas beyond. Many ships come here to offload and onload trade goods.

 

Espris River

 

The Espris is a far reaching river that begins in the Lund hills at the northern border of Regdon. It rounds south for hundreds of miles, feeding the Nentack Lake before reaching the southwestern Rockroost Mountains. The Espris is a busy waterway that is used to transfer goods to the farthest reaches of the kingdom.

 

Gerand Forest

 

A huge ancient forest, the Gerand blankets the southern nearly the entire southern border of the Kingdom of Regdon. The trees are home to an untold number of elves, who have been allies with the royalty of Regdon for centuries.

 

Ghai Thaal Forest

 

A sprawling forest located at the westernmost reaches of the kingdom. Named after a legendary barbarian king who defeated a vastly superior civilized Hestrillite army many centuries ago.

 

Gloridon Desert

 

This vast sun baked wasteland is a treacherous place to live for any creature, even those adapted to such an environment. As with any desert wasteland, food and water are at a premium, and are often used by humanoids living there as currency to purchase what they need.

 

Hectain River

 

Flowing from the northernmost reaches of the Rockroost Mountains, this waterway winds its way southwest to feed the Nentack Lake.

 

Hell Haunts

 

The Hell Haunts is a dark and mysterious wood located to the south of the Southern Rocroosts. These deep haunts are filled with all manner of evil creatures, including undead. Those who go there rarely come back, and if they do, they're never the same.

 

Imorg Hills

 

Bordering the Hestrillite Empire and flowing from the eastern face of the Krestilac Mountains, these quiet hills are home to few humans or other.

 

Jarvis Channel

 

Encircled by two outcroppings of land, the Jarvis Channel is a natural bay where ships come for trade. It is also the harbor to Regdon's southern naval fleet, which protects the kingdom's underbelly.

 

Krestilac Mountains

 

The long running Krestilacs run from within the Hestrillite Empire to the heart of Regdon. This is one of the places where dragons are believed to have retreated over a thousand years ago. These mountains are thick with humanoid, specifically orcs and goblins, as well as many more. They are broken up into: The Krestilacs, the Western Krestilacs, and the Eastern Krestilacs.

 

Laraunt Forest

 

A large forest on Regdon's northern border, this ancient forest is home to the Laraunt elves. Trade from the kingdom flows through here along the Espris River and the King's road.

 

Lurid Hills

 

These high rising hills straddle the border between the Hestrillites and Regdon. They are mostly inhabited by halflings and gnomes, as well as a few kobolts.

 

Nentack Lake

 

This huge lake is a central hub of trade in the kingdom. There is a constant stream of ships and barges running through the waterways leading and and out of the Nentack Lake, making it very important.

 

Phay Solemm

 

Small mountain range near the city of Paunce.

 

Quarl Hills

 

The Quarl Hills mark the easternmost tip of the Krestilac Mountains. Those inhabiting the hills are mostly halflings and gnomes, with a few othes living underground.

 

Reliad Mountains

 

The Reliads separate Regdon's northeastern border from the Hestrillite Empire's southern border, as well as the Gloridon Desert. The Kholhaas Pass runs through it to the Hestrillites and is a frequently used avenue for trade. These mountains are primarily inhabited by giants of all kinds, as well as other humanoids.

 

Rocroost Mountains

 

The Rocroosts run from the eastern edge of Regdon and into Criksrad, separating the two contries from the Gloridon Desert. As per the name, the spires are well populated with the legendary Rocs. There are also many dwarves, orcs, goblins, kobolds, and many other creatures.

 

Satikur River

 

Winding from the western face of the Rockroost Mountains, the Satikur is a relatively short river that feeds the Nentack Lake.

 

Sea of Ralmarg

 

A turbulent sea bordering on the southwest part of Regdon, Ralmarg is known to swallow ships regularly, making it a treacherous sail for even the most experienced captains. There are also many fantastic creatures that lurk within its depths.

 

Sea of Regdon

 

The Sea of Regdon is a massive ocean that resides in a natural bay. A great deal of ship trade goes on here.

 

Tosken Spires

 

A range of mountains in the southwest area of the Kingdom to the north of Graboe.

 

White River

 

The White River runs east from the easternmost reaches of the West Krestilac Mountains, and feeds the Nentack Lake.

 

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Significant Events/Holidays/Etc.

 

Day of Wrath

 

Date: Day 13 of the Month of Winter's Waning

 

Over 1,000 years ago, the Bottomless Chasm was created. It is a rift that was cut into the land in Regdon by Celphea, who used a bolt from the heavens to create the chasm to protect her followers who were fleeing from barbarians. Those who worship Celphea make a pilgrimage here to what is considered a most holy site. It is a time of fasting and prayer and usually lasts two days.

 

Gathering of Lords

 

Date: Day 20 of the Month of Summer's Waxing

 

This gathering, held in Regdon City, is partly symbolic of the unification of the powers of Southern Houress during the Dearkus Wars when Varanady was defeated. The major leaders of the powers on the continent now meet to talk about the state of the land and the threats against it. It is not always a smooth meeting, for hostilities exist between several leaders.

 

Unification Day of Regdon

 

Date: Day 20 of the Month of Summer's Waning

 

Well over 1,000 years ago, when Regdon was still a wild land. The men who would eventually make up the Kingdom of Regdon were barbarian tribes that dotted the land. They eventually were banded together by a legendary barbarian who defeated all the tribes with the help of a golden dragon. He unified them under one banner, and the Kingdom of Regdon was born. This day is celebrated in the streets of every town and city with wild dancing and song in the traditions of their barbarian ancestors.

 

Slavery

 

Slavery in the Kingdom of Regdon is legal. The trade is closely monitored, regulated, and taxed. Slavers who run afoul of slave laws are punished severely.

 

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Duchy of Trianny

 

Houses of Trianny

 

 

 

 

 

House

Bolgar

 

House

Ballyrhom

 

House

Trollbane

 

House

Soon

 

House

Jammesh

 

Cities, Villages, Towns, Etc.

 

Veraan

 

Leader: Duke Gesteere Bolgar

Population: 9,000
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 6,600; Dwarves: 1,300, Halflings: 800; Gnomes: 250; Others: 50

Guards: 540; Militia: 850
Sheriff: Warrior lvl-19

 

A large and well-fortified port city, Veraan boasts a modern militia and army that is ready to march on land or sail on the seas. It is considered the far reaching western first line of defense against marauders. Overlooking the sheer cliffs of Jzenzier is the great Gray Fortress, built over eight centuries ago and looks as new as the day it was finished.

 

The extensive dock system allows for dozens of ships of all size to dock as they stop to take on supplies and rest their crews before continuing on their way north or south. The fleet of twenty warships lie docked in watery caverns cut into the face of the Jzenzier cliffs, ready to emerge to meet any challenge.

 

The leader of the city and its defenses Duke Gesteer Bolgar. The Bolgars family has been closely tied with the Regdons since they invaded what is now the Kingdom of Regdon, centuries ago. Gesteer is a harsh but fair man, and he tolerates little in the way of chaos in his city.

 

Religion

 

Although there are private places within the city where people can worship their god, there are six proper temples here.

 

 

 

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Gachina

 

Leader: Mayor Jhodnice Ballyrhom

Population: 4,800
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 2,469; Elves: 935; Halflings: 861; Dwarves: 330; Gnomes 91; Half-Elves: 65; Half-Orcs: 39; Others: 3

Guards: 267; Militia: 585
Sheriff: Fighter lvl-8

 

Located on the southern shores of the Sea of Ralmarg, about 123 miles to the northeast of Veraan.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four temples proper here.

 

Aroth

K'tash

Kergon

Em'Sharfhei

Williommox

 

 

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Klumnard

 

Leader: Leader Torvag Trollbane

Population: 5,000
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Dwarves: 3,100; Humans: 1,200; Halflings: 300; Gnomes 200; Half-Elves: 100; Half-Orcs: 50; Others: 50

Guards: 150; Militia: 380
Sheriff: Fighter lvl-10

 

Located at the western tip of the Western Krestilacs, about 68 miles to the southeast of Veraan.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Froyonnia

Ianlia

Mordrun

Kharsallis

Revenkai

 

 

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Dorgat

 

Leader: Mayor Bak Soon

Population: 5,200
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 4,000; Elves: 526; Halflings: 277; Dwarves: 189; Gnomes 131; Half-Elves: 15; Half-Orcs: 15; Others: 4

Guards: 250; Militia: 477
Sheriff: Fighter lvl-15

 

Located on the shores of the Aquantis Ocean, about 130 miles to the southwest of Veraan, Dorgat is a busy port that is an important stop along the coastal trade route. There are two warships that berth here and patrol the waters nearby.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Aroth   Dotorus   Gharan-Dis*   Revenkai

 

*The monastery in Dorgat is called Lyviom.

 

 

 

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Racco

 

Leader: Mayor Thul'rhuun Jammesh

Population: 6,000
Power Center: Conventional
Alignment: Chaotic Good
Races: Elves: 5,121; Humans: 739; Halflings: 119; Others: 21

Guards: 199; Militia: 537
Sheriff: Fighter lvl-15

 

Located on the island inlet to the Jarvas Channel about 75 miles to the southeast of Dorgat.

 

Religion

 

Although there are private places within the town where people can worship their god, there is only one temple here.

 

Em'Sharfhei   Froyonnia   Ianlia   Su Reh

 

 

 

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Duchy of Nogaul

 

Houses of Nogaul

 

 

 

House

Calison

 

House

Valiso

 

House

Gaylin

 

 

House

Trisk

 

House

Chonsie

 

House

Doithe

 

Cities, Villages, Towns, Etc.

 

Trombley

 

Leader: Duke Akizar Calison

Population: 9,750
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 6,252; Elves: 1679; Halflings: 627; Gnomes: 395; Half-Elves: 47; Half-Orcs: 47; Others: 3

Guards: 677; Militia: 987
Sheriff: Warrior lvl-20

 

The city of Trombley is a central port along the trade routes running east/west and north/south. Although the population is under 8,000, the amount of people within the city at the high point of the trading season can more than double that. There is a heavy elven influence in the city, as the elves of the Gerand Forest have a keen interest in a human city that borders their land. There is a good mix of races within Trombley, minus dwarves, who are curiously absent.

 

Referred to as the "City in Twain" Trombley straddles the great Espis River that flows down from the Krestilac Mountains to the north, with half of the city on the east bank and the other half on the west. There are three great bridges linking the two halves of Trombley, each one able to split in the middle and raise up through a series of winches and pulleys, allowing the constant flow of ships to move down the Espis River to the cities of the south.

 

The trade is so lucrative, that there isn't much one cannot find in the way of goods and services within the walls of Trombley.

 

Religion

 

Although there are private places within the town where people can worship their god, there are six proper temples here.

 

Celphea   Em'Sharfhei   Grothkele   Horgarin   K'Tash

Mordrun   Srultavin

 

 

 

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Bellpoint

 

Leader: Mayor Loras Valiso

Population: 4,700
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 3,699; Halflings: 449; Elves: 383; Gnomes: 133; Half-Elves: 16; Half-Orcs: 16; Others: 4

Guards: 96; Militia: 183
Sheriff: Fighter lvl-15

 

Located 100 miles to the south of the southern tip of the Bottomless Chasm.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Mordrun   Nynneon   Tlancu

 

 

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Pearlbreach

 

Leader: Mayor Soko Gaylin

Population: 5,220
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 3,852; Halflings: 840; Elves: 220; Dwarves: 122; Gnomes: 85; Half-Elves: 61; Half-Orcs: 36; Others: 4

Guards: 252; Militia: 529
Sheriff: Warrior lvl-16

 

Located on northwestern edge of Nentack Lake.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Ardru   Kobolissima   Srultavin   Ytos

 

 

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Rustwallow

 

Leader: Mayor Vhalakhar Trisk

Population: 7,100
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 4,571; Halflings: 1,101; Elves: 750; Dwarves: 531; Gnomes: 122; Half-Elves: 11; Half-Orcs: 11; Others: 3

Guards: 421; Militia: 756
Sheriff: Fighter lvl-17

 

Located at the southern end of the Hectain River where it empties into the Nentack Lake.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Chervi   Kobolissima   Shozrei   Srultavin

 

 

 

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Hublia

 

Leader: Mayor B'Tar Chonsie

Population: 7,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 6,500; Elves: 1,275 Halflings: 200; Others: 25

Guards: 505; Militia: 695
Sheriff: Warrior lvl-18

 

Located on the eastern shores of the Nentack Lake at the mouth of the Satikur River, this bustling port town is well traveled both on shore and land. It represents a busy trade route between the upper and lower areas of the Regdon and beyond.

 

The town is also known for its prison, known as Eden because the warden there keeps the prisoners naked to cut down on the odds they'll escape.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Avizor   Celphea   Em'Sharfhei   Toh Pana   Vor

 

Wizard Presence

 

There is a single wizard living in Hublia. His name is Bardog the Wise, and he is a member of the Royal Wizards' Guild of Regdon. He resides in a small squat gray tower at the southern end of town. He is known to be quite the conversationalist.

 

Thieves' Guild

 

The Permanent Grins

 

This nasty bunch has a reputation for using their knives to exand the smiles of those who cross them. Rumor has it that they are led by a man named Tormadoa.

 

Merchants' Union

 

An organization of town merchants overseen by the B'Tars, specifically Injis B'Tar who is the brother of Chonsie.

 

Shipping' Guild

 

An organization of those who sail the waters and call Hublia home. Wintek B'Tar oversees the operation of the guild.

 

Other Places of Interest

 

Eden Prison

 

Located just to the north of town, this prison is overseen by a priest of Vor in a temple beside the prison itself. The place is called Eden because the prisoners are forced to go naked to represent how they came into this world.

 

Pearl Plain

 

There is a wide reaching underwater shelf along the western shores of the Nentack Lake near the southern part of Hublia. Dozens of pearl divers in the employ of the B'Tar's work the plain each day. The rumored daily haul of pearls is in dispute, but everyone agrees that it mus be considerable. Anyone caught in the waters who is not authorized to be there, is tried and executed.

 

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Homekkar

 

Leader: Mayor Vanketh Doithe

Population: 5,800
Power Center: Conventional
Alignment: Neutral Evil
Races: Humans: 4,200; Elves: 850; Halflings: 500; Gnomes: 200; Others: 50

Guards: 478; Militia: 590
Sheriff: Warrior lvl-16

 

Homekkar is a port town on the western edge of the Nentack Lake. It lies at the mouth of the White River and is a major stop along the aquatic trade route moving primarily north and south along the shore.

 

The Devil's Shoal is a rocky barrier that lies anywhere from 1 to 3 miles from the Homekkar's shores. The reef begins about 10 miles to the south of Homekkar. From there, it stretches roughly 40 miles north along the coast. The barrier does well to protect the many barges from rough waters. The downside is that the only way for ships to get past is for them to enter a corridor between reef and shore at the northern and southern reaches.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Aeixis   Aroth   Dotorus   Ya-Nu

 

Wizard Presence

 

There are two wizards living in Homekkar in separate residences. Neither claim membership of the Royal Wizards' Guild of Regdon.

 

Entreval

 

A human wizard living in a tower near the shores of the Nentack Lake.

 

Boabar

 

A female gnome living in a small cottage just to the north of the town limits.

 

Thieves' Guild

 

Splitcloaks

 

A group of thieves who have roosted in Homekkar for many decades, no one knows who their leader is. Rumor has it that the Splitcloaks are overseen by a werewolf.

 

Merchants' Union

 

An organization of town merchants led by Cilus Granbarer, who owns the Urban Heaven Inn.

 

Sailors' Union

 

The shoreman working within the town are all members of this guild, led by the dockmaster Wayne Fenn.

 

Other Points of Interst

 

Vanketh Keep

 

Located on a small hill to the north of town overlooking the Nentack Lake, this place is home to Mayor Vanketh Diothe.

 

The Blessed Stone

 

In the center of the town square is a large flat grey rock. Legend has it that Ya-Nu himself appeared one day and sat on this rock, saying that it was a good place for people to live. For thirty days thereafter, the god sat and preached the gospel until people came and began to settle in what is now known as Homekkar.

 

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Duchy of New Moorn

 

Houses of New Moorn

 

 

 

 

 

House

Ku'tel

 

House

Oliweth

 

House

Wiseman

 

House

Lamruil

 

House

Solana

 

Cities, Villages, Towns, Etc.

 

Barikeen

 

Leader: Duke Jononimous Ku'tel

Population: 12,000
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Elves: 11,100; Humans: 400; Halflings: 200; Gnomes: 200; Others: 100

Guards: 820; Militia: 1,300
Sheriff: Warrior lvl-20

 

Occupying the southern coast and edge of the mighty Gerand Forest, the ancient elves have built the grand treetop city of Barikeen. The elves have ruled here for centuries, honoring pacts with the kings of Regdon long past. Few humans frequent the elven shores, except those who have the honor of the elves' blessing and respect.

 

The elves of the Gerand Forest are quite territorial, and brutally expel or destroy uninvited guests. They are also arrogant, and look down on most other races. The wizards that dwell among them are of the most powerful on the continent, and spell casters go to great lengths to gain an audience with the Supreme Felai (high wizard) to benefit from his ancient knowledge.

 

Duke Jononimous Ku'tel is a very old elf, having ruled since before the Kingdom of Regdon was created, and he has seen much. He has a fondness for drink and is subject to fits of rage when it comes to dwarves, whom he looks down upon as lower than orcs.

 

The Gossamer Sloops, named for the magical sails which propel them swiftly through the seas, are feared for their agility and resistance to conventional weaponry. No one has dared to challenge even one of them in over half a millennium.

 

There are several elven clans scattered throughout the vast forest. They enjoy a truce that was formed long ago after centuries of warring among themselves, but it is a truce that is formal, if not tense.

 

Religion

 

Although there are private places within the town where people can worship their god, there are eight proper temples here.

 

Ardru   Aroth   Em'Sharfhei   Froyonnia   Ytos

 

 

 

 

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Icroiron

 

Leader: Council Leader Brightstar Oliweth

Population: 7,300
Power Center: Magic
Alignment: Chaotic Good
Races: Elves: 5,282; Halflings: 964; Humans: 713; Gnomes: 326; Others: 15

Guards: 450; Militia: 735
Sheriff: Fighter lvl-16

 

Located in the Gerand Forest about 68 miles north of Barikeen.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Em'Sharfhei   Orodar   Srultavin   Ytos

 

 

 

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Wrine

 

Leader: Council Leader Eletha Solana

Population: 5,800
Power Center: Magic
Alignment: Chaotic Good
Races: Elves: 4,218; Halflings: 1,265; Gnomes: 280; Humans: 17; Others: 20

Guards: 389; Militia: 589
Sheriff: Ranger lvl-15

 

Located in the Gerand Forest on the shores of the Sea of Regdon about 81 miles to the east of Barikeen.

 

Religion

 

Although there are private places within the town where people can worship their god, there are four proper temples here.

 

Em'Sharfhei   Ianlia   Srultavin   Thirion

 

 

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Qanbu

 

Leader: Council Leader Samblar Lamruil

Population: 4,400
Power Center: Magic
Alignment: Chaotic Neutral
Races: Elves: 3,962; Halflings: 227; Gnomes: 200; Humans: 11; Others: 17

Guards: 398; Militia: 451
Sheriff: Mage lvl-15

 

Located on the shores of Champion Bay about 132 miles to the northeast of Wrine.

 

Religion

 

Although there are private places within the town where people can worship their god, there are three proper temples here.

 

Dotorus   Em'Sharfhei   Froyonnia

 

 

 

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Qaldena

 

Leader: Headman Hayward Wiseman

Population: 3,521
Power Center: Conventional
Alignment: Neutral Good
Races: Halflings: 2,500; Gnomes: 510; Humans 300 Elves 205; Others: 6

Guards: 238; Militia: 358
Sheriff: Fighter lvl-13

 

Located in the Quarl Hills about 118 miles to the east of Qanbu.

 

Religion

 

Although there are private places within the town where people can worship their god, there are two proper temples here.

 

Orulen   Srultavin

 

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Duchy of Falcione

 

  Houses of Falcione

 

 

 

 

 

House

Urella

 

House

Elas

 

House

Sanmet

 

House

Trileer

 

House

Cailu

 

Cities, Villages, Towns, Etc.

 

Graboe

 

Leader: Duchess Pantirus Urella

Population: 10,500
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans: 7,000; Dwarves: 2,300 Halflings: 600; Elves: 400; Others: 200

Guards: 605; Militia: 1,095
Sheriff: Warrior lvl-20

 

This magnificent coastal walled city enjoys trade by water and land. Graboe's primary importance is twofold: ore and protection of the kingdom.

 

The mines of Torleqor are legendary for the sheer depth and intricacy of the shafts and tunnels that honeycomb its depths. Gold, silver and gems have been mined there for the proliferation of the kingdom for centuries by men and dwarves. Vast caravans travel secret magical paths running northeast through the Gerand Forest on their way to Regdon City. It is said that those who have tried to discover the trails have been killed and buried out of sight.

 

Built into the walls of the grand Fortress Uor'Droth are openings where strange fire-belching weapons with great range await enemies foolish enough to attempt an attack on the city's shores. There are also rumors of boats that travel beneath the surface of the water, and they have the ability to sink surface ships with surprising ease.

 

The Duchess Urella is known to be a sorceress who has summoned strange creatures to harass and even destroy those who have threatened not only her city but herself. She is feared by many, even, it is told, the king himself.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are seven formal temples here. They are listed below:

 

Aroth   Celphea   Kharsallis   Revenkai   Su Reh   Tlancu

 

 

 

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Praysa

 

Leader: Bright Star Akkar Elas

Population: 6,700
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Elves: 4,991; Humans: 805; Halflings: 632; Gnomes 235; Dwarves: 17; Half-Elves: 17; Others: 3

Guards: 503; Militia: 839
Sheriff: Fighter lvl-15

 

Located in the Gerand Forest at the southern tip of the Western Krestilacs about 137 miles to the northeast of Graboe.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Breahal   Em'Sharfhei   Horgarin   Orodar

 

 

 

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Jaaqudo

 

Leader: Supreme Jhon Silverbuckle Sanmet

Population: 9,000
Power Center: Nonstandard
Alignment: Lawful Good
Races: Dwarves: 8000; Humans: 650; Halflings: 250; Gnomes 50; Others: 50

Guards: 615; Militia: 1,059
Sheriff: Fighter lvl-19

 

Located on the northern slopes of the Western Krestilacs about 130 miles to the northwest of Trombley.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

K'Tash   Kergon   Kharsallis   Mordrun   Vor

 

 

 

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Adracanbu

 

Leader: Most High N'Kaigher Trileer

Population: 4,500
Power Center: Magic
Alignment: Chaotic Good
Races: Elves: 3,328; Humans: 750; Halflings: 204; Gnomes 170; Dwarves: 13 Half-Elves: 13; Half-Orcs: 13; Others: 9

Guards: 375; Militia: 450
Sheriff: Fighter lvl-14

 

Located on the eastern shores of the Jarvis Channel about 75 miles to the east of Graboe.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ardru   Em'Sharfhei   Ianlia

 

 

 

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Privlosa

 

Leader: City Leader Wistari Cailu

Population: 4.100
Power Center: Magic
Alignment: Neutral Good
Races: Elves: 2,845; Humans: 596; Halflings: 283; Gnomes 232; Dwarves: 121; Half-Elves: 10; Half-Orcs: 10; Others: 3

Guards: 223; Militia: 389
Sheriff: Mage lvl-8

 

Located on the shores of the Sea of Regdon about 125 miles to the southeast of Graboe.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Em'Sharfhei   K'tash   Ytos

 

 

 

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Duchy of Shedere

 

Houses of Shedere

 

 

 

 

 

House

Ironheel

 

House

Alathor

 

House

Arcil

 

House

Huli

 

House

Van Robert

 

 

 

 

 

House

Darl

 

House

Warfist

 

House

Krove

 

House

Waran

 

 

 

Cities, Villages, Towns, Etc.

 

Alearus

 

Leader: Falchag Ironheel

Population: 10,000
Power Center: Conventional
Alignment: Lawful Neutral
Races: Dwarves: 8,500, Humans: 1,000 Elves: 300 Halflings: 100; Gnomes: 80; Others: 20

Guards: 825; Militia: 1,255
Sheriff: Warrior lvl-20

 

Alearus is another important port city guarding the southern frontier of the Kingdom of Regdon. An intricate docking system allows dozens of ships of all sizes to lay port here. Overlooking the port is the impregnable Iron Horn, a massive multi-story tower riddled with all manner of missile weapons to sink any hostile ships.

 

The city and its defenses, along with three other small castles lining the border with the Barbarian Kingdom to protect Regdon's underbelly. Falchag and the rest of the Ironheel clan rules things with iron fists, having done so for the past three generations.

 

Docked within the great ports of Alearus are fourteen heavy warships that are crewed at all times. Their duty is to protect merchant ships and be ready for any hint of an incoming invasion by sea.

 

There are miles of tunnel running from Alearus to the Iron Horn Mountains to the southeast, where the dwarves have fortifications and supplies to withstand a siege for well over a year. The tunnels are connect to the other castles along the southern border, making it impossible to lay seige to just one castle with the hopes of winning.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are seven formal temples. They are listed below.

 

Aroth   Celphea   Ianlia   Kharsallis   Gonibrahth

 

 

 

 

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Ancimen

 

Leader: Ironheart Warfist

Population: 9,000
Power Center: Nonstandard
Alignment: Chaotic Good
Races: Dwarves: 8,713; Humans: 250; : Halflings 17; Others: 20

Guards: 652; Militia: 1,213
Sheriff: Fighter lvl-18

 

Located in the southwest portion of the Southern Rocroosts.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Kergon   Grothkele   Mordrun

 

 

 

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Bouldrave

 

Leader: Mayor Coffor Waran

Population: 6,900
Power Center: Conventional
Alignment: Neutral Good
Gold Piece Limit: 814; Ready Cash: 73,600
Races: Humans: 6,413; Gnomes: 400; Others: 87

Guards: 519; Militia: 799
Sheriff: Fighter lvl-15

 

Located on the southern border of Regdon about 87 miles to the south of Cragbury.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Celphea   Fryonnia   Kergon   Orulen

 

 

 

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Cragbury

 

Leader: Mayor Arx Krove

Population: 8,000
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 7,329; Elves: 300; Halflings: 173; Dwarves: 57; Gnomes: 38; Half-Elves: 19; Half-Orcs: 19; Others: 4

Guards: 600; Militia: 959
Sheriff: Fighter lvl-17

 

Located on the shores of the Sea of Regdon about 78 miles to the soutwest of Ancimen.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Aroth   Dotorus   Peleah   Pomoleth   Thirion

 

Wizard Presence

 

The Council of the Salt Qorai resides in Cragbury. A very welcoming body that is involved in helping the citizens of the city, which is somewhat contrary to the image of secrecy usually attached to wizards.

 

Merchant Guild

 

Being a significant hub in the trade routes on both land and sea, business booms in Cragbury. The many merchants must be registered with the Blue 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 Cragbury. Aside from the usual petty criminals roaming the city, there are 4 known organizations that exist.

 

Bold Beggars

 

A low-level gang focusing on street crimes and burglaries. Known for being very rough.

 

Cold Stares

 

This gang concentrates mostly on the people and business around the shores. They deal in intimidation, blackmail, extortion, and theft.

 

Leaning Serpents

 

More of a secret society comprised of upper-class citizens, they tend to have their hand in fleecing traders and other like businesses.

 

Red Morning

 

Not much is known about this very old and secretive organization. Many think that they are overseen by a few powerful captains whose families have lived in Cragbury for generations.

 

Sailors' Guild

 

Well-organized and powerful, this guild is made up of seamen who have built it into a powerful force within Cragbury. Much of city policy is influenced by this guild.

 

Other Places of Interest

 

Fingers of Aroth

 

About a mile off the coast of Cragbury is a place where waterspouts constantly roam a 10 square mile patch of ocean. They number anywhere from three to twelve at any given time and can reach heights of over 200 feet high. Long ago, they were dubbed the "Fingers of Aroth" and are widely skirted by sailors.

 

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Ere Waff

 

Leader: Mayor Koatr Van Robert

Population: 5,900
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 4,475; Halflings: 868; Elves: 743; Dwarves: 106; Gnomes: 37; Half-Elves: 18; Half-Orcs: 18; Others: 3

Guards: 399; Militia: 893
Sheriff: Fighter lvl-15

 

Located along the southern Espris River about 50 miles to the southeast of Nureve.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ardru   Breahal   Em'Sharfhei   Srultavin   Toh Pana

 

 

 

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Hazelbourne

 

Leader: Mayor Ranhor Arcil

Population: 9,600
Power Center: Conventional
Alignment: Neutral Evil
Races: Humans: 7,772; Halflings: 740; Elves: 577; Dwarves: 546; Gnomes: 331; Half-Elves: 15; Half-Orcs: 14; Others: 5

Guards: 715; Militia: 1,177
Sheriff: Warrior lvl-17

 

Located on the southwest shores of the Nentack Lake about 72 miles to the southeast of Homekkar.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Gonibrahth   Ianlia   Nynneon   Srultavin   Suh Reh

 

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Nantos

 

Leader: Duke Karn Alathor

Population: 9,300
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 7,500; Elves: 1,100 Halflings: 350; Gnomes: 250; Others: 100

Guards: 790; Militia: 1,195
Sheriff: Warrior lvl-18

 

A major trading port of call leading into the gut of Regdon, Nantos is another walled city with a huge fortress overlooking the shore. Another fleet of ships rests here to protect shipping from pirates and guard against invasion. Also spaced along the beaches are giant-sized trebuchet to be used against any hostile forces attempting to land.

 

Duke Karn is the possessor of Whelvorin, a mystic trident that commands the friendship of the hundreds of Locatha who dwell in the warm coastal waters near Nantos. The trident had been created a millenia ago by the same wizard who helped create the first crown of regdon. Several times in history, the Alathor have called upon them to defend the city and save Regdon from invasion.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are seven formal temples. They are listed below.

 

Ardru   Dotorus   Celphea   Em'Sharfhei   Tlancu   Revenkai

 

 

 

 

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Nureve

 

Leader: Mayor Gao Huli

Population: 8,400
Power Center: Conventional
Alignment: Chaotic Good
Races: Humans: 6,110; Halflings: 982; Elves: 754; Dwarves: 341; Gnomes: 98; Half-Elves: 70; Half-Orcs: 42; Others: 3

Guards: 814; Militia: 1,070
Sheriff: Warrior lvl-15

 

Located on the southern tip of the Nentack Lake.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ianlia   Shozrei   Nynneon   Srultavin   Ya-Nu

 

 

 

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Shadecrest

 

Leader: Council Head Revarn Darl

Population: 6,600
Power Center: Nonstandard
Alignment: Lawful Evil
Races: Humans: 5,168; Halflings: 843; Elves: 479; Dwarves: 47; Gnomes: 31; Half-Elves: 15; Half-Orcs: 15; Others: 5

Guards: 405; Militia: 999
Sheriff: Warrior lvl-16

 

Located on the southern Espris River just to the southeast of the Southern Rocroosts.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Gonibrahth   Qurophys   Revenkai   Srultavin

 

 

 

 

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Duchy of Kestilar

 

Houses of Kestilar

 

 

 

House

Onsar

 

House

Gilmeronna

 

House

Zufre

 

 

House

Sethi

 

House

Broltrai

 

House

Robb

 

Cities, Villages, Towns, Etc.

 

Ketran

 

Leader: Duke Frederick Onsar

Population: 14,500
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 9,500; Dwarves: 1,550, Elves: 1,900 Halflings: 900; Gnomes: 550; Others: 100

Guards: 945; Militia: 1,925
Sheriff: Warrior lvl-20

 

This ancient and powerful city rests at the northernmost tip of the Bottomless Chasm. Ketran is a fortified city and a gateway to the northeastern route into the kingdom along the King's Road. Those entering the kingdom travel through this extremely busy place.

 

The walled city is built around the formidable castle Uhr, which can withstand the harshest of assaults. Ketran is a diverse city that plays host to travelers far and wide at they move across the kingdom.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are eight formal temples. They are listed below.

 

Avizor   Celphea   Em'Sharfhei   Kobolissima   Peleah   Pomoleth   Revenkai   Srultavin

 

 

 

 

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Rife Keeshan

 

Leader: Ersan Gilmeronna

Population: 12,000
Power Center: Magical
Alignment: Chaotic Good
Races: Elves: 9,950; Halflings: 800; Gnomes: 700; Humans: 250; Others: 300

Guards: 800; Militia: 2,150
Sheriff: Wizard lvl-20

 

Nestled along the banks of the winding Espris River in the Laraunt Forest, this elven city is built high among the ironwoods that grow in abundance there. Like most elves, they have a high opinion of their race compared to all others, yet they have come to tolerate humans as a necessity of maintaining peace and order in the kingdom they are a part of.

 

The rulers of the city, all clan leaders, are wizards. Magic is an everyday part of the elves of Rife Keeshan. They, like most elves of the Laraunt Forest, believe magic is a part of them to be used as a tool to improve their quality of life, so long as it is used in the right way.

 

The Espris brings goods down from the north, where merchants load their goods onto a seemingly endless parade of barges that make their way hundreds of miles downriver to the Nentack Lake and beyond. The elves exact a sizeable toll from those traversing their river through their forest.

 

Rife Keeshan is a shining star of elven brandy producers, with dozens of family brands brewed there constantly. The silver liquid is coveted far and wide by anyone with the coin or magical knowledge to buy it.

 

Many wizards from across the world make pilgrimages to the towering ironwood trees of wizardry, which contain mystic knowledge about white magic dating back to the dawn of memory.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are five formal temples. They are listed below.

 

Em'Sharfhei   Froyonnia   Ianlia   K'tash   Orulen   Tlancu   Williommox

 

 

 

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Chiocester

 

Leader: Mayor Silverhair Zufre (F)

Population: 4,400
Power Center: Magical
Alignment: Chaotic Good
Races: Elves: 2,726; Humans: 622; Halflings: 468; Gnomes 340; Dwarves: 227; ; Others: 17

Guards: 258; Militia: 749
Sheriff: Fighter lvl-14

 

Located at the northern tip of the Espris River on the border with the Hestrillite Empire. Chiocester lies about 60 miles to the northeast of Ketran.

 

Religion

 

Em'Sharfhei   Hstinzi   Orodar

 

 

 

 

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Bauffield

 

Leader: High One Tiri Sethi

Population: 7,700

Power Center: Nonstandard

Alignment: Chaotic Good
Races: Elves: 6,885; Humans: 479; Halflings: 217; Others: 119

Guards: 417; Militia: 887
Sheriff: Fighter lvl-16

 

Located along the upper Espris River about 80 miles to the southeast of Chiocester.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Em'Sharfhei   Ianlia   Jahrru   Shozrei

 

 

 

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Srester

 

Leader: Town Master Minia Broltrai

Population: 5,300
Power Center: Magical
Alignment: Chaotic Good
Races: Elves: 5,219; Others: 81

Guards: 410; Militia: 709
Sheriff: Ranger lvl-14

 

Located in the Laraunt Forest 55 miles to the southeast of Ketran.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are three formal temples. They are listed below.

 

Ardru   Em'Sharfhei   K'tash   Ytos

 

 

 

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Paunce

 

Leader: Mayor Eckart Robb

Population: 8,900
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 6,207; Dwarves: 1,378, Halflings: 540; Elves: 389; Gnomes 232; Others: 154

Guards: 537; Militia: 889
Sheriff: Fighter lvl-18

 

Located about 62 miles to the southwest of Rife Keeshan.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four formal temples. They are listed below.

 

Ardru   Gharan-Dis*   Horgarin   Kharsallis   Peleah

 

*Tonomaal monastery is located in the Phay Solemm Mountains.

 

 

 

 

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Duchy of Wistoria

 

  Houses of Wistoria

 

 

 

 

 

House

Daogon

 

House

Grindeek

 

House

Redbeard

 

House

Ogmek

 

House

Vlen

 

 

 

 

 

House

Jackahm

 

House

Ghajire

 

House

Alsta

 

House

Tyrl

 

 

 

Cities, Villages, Towns, Etc.

 

Regdon City

 

Leader: Duke Falkono Daogon

Population: 38,626
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 30,004; Halflings: 2,676; Elves: 1,931; Dwarves: 2,958; Gnomes: 472; Half-Elves: 186; Half-Orcs: 186; Others: 200
Guards: 2,986; Militia: 7,931

Sheriff: Warrior lvl-20

 

The city of Regdon lies within the Duchy of Wistoria and represents the heart of the Kingdom of Regdon. The lands of Wistoria are held currently by a towering giant of a man named Falkono Daogon, who lives within the city of Regdon itself. The city, a gateway to the north, is huge, having been built over the years against a jutting southern tip of the Krestilac Mountains. Made to withstand dragons and any incursions that might come from the Hestrillite Empire to the north, the city of Regdon is surrounded by a 20' high wall of thick stones cut from the heart of the Krestilacs. Every 100' is a tower 30' tall that curves upward and inward toward the city, coming to a point at their tops. They look like dragons' teeth, and the wall was appropriately named The Dragonmaw. It has stood for over eight centuries and has never been breached. The city of Regdon is a bustling port for travelers coming from the all points of the compass. At peak trading times, there can be as much as twenty thousand people within the city walls. The city is well-patrolled and order is strictly kept by the huge force of city guardsmen. High Mayor Merrick Learian oversees the city, while King Bolgar resides within castle Falgamin in the Nobility Section near the northern end of the city.

 

The core population is anywhere from thirty seven to forty thousand people. The predominant population is human, with a noticeable number of dwarves and halflings. But the sheer number of travelers bring all sorts of humanoids and even monsters, who can stay as long as they behave. Being a central trade hub, the city of Regdon sports all manner of shops that represent nearly every trade imaginable. One shortage, though, is that of legitimate magic shops and wizards, who seem to be in short supply. The various guilds representing organized trade and other activities are well entrenched within the city. Newcomers intent on establishing themselves would do well to touch base with the local guild first, or the consequences could be disastrous.

 

A huge arena in the center of the city, just south of where the tower of wizardry stood, is home to various sporting events and gladiatorial competitions that are held yearly. The gladiatorial games are usually held at the beginning of spring. Regdon City is known throughout the land as one of the prime spots for raising champion war horses. The breeders here attract equestrian experts from as far away as the continent of Clorne.

 

Regdon City tolerates weapons on those who travel their streets. But the city guard, which dresses in armor representative of red dragons--and called the Dragon Guard--bear no tolerance to those who use their weapons without just cause. Koftishok Prison is filled with those who did not keep this fact in mind.

 

Five Sectors of Regdon City

 

The city stretches nearly a half mile long (north and south) and a quarter mile wide (east to west). It is divided into 5 sections: the nobility sector, the wizards block—which was seized by the king in 1030 after the destruction of the tower of wizardry, the religious sector, the merchant sector, and the old city.

 

Old City

 

The Old City makes up nearly half of the eastern part of the City of Regdon. It is walled off from the rest of the city and is home to the middle and lower-class residents of the city. About 250 years ago, the nobility wanted an expansion of the city to relieve overcrowding, as well as have new luxurious buildings constructed for their meetings and leisure. The walls surrounding what is now the Old City were left intact. The Dragonmaw was extended out from the original walls of the Old City to surround the whole city that stands today.

 

Nobility Sector

 

The Nobility Sector is home to those lords and ladies of privilege. The sector takes up a block running from the north to the east side of the city. Those not of noble birth are not allowed here unless they have legitimate business and the papers to support it. Near the northern part of the sector, bordering the Religious Sector, sits Castle Falgamin. There resides the King as his court. Not far from that is the mayor’s house and other various royal offices used in running the city and the kingdom.

 

Wizards Bloc

 

The wizards guild had been a part of Regdon City for nearly as long as the city had been in existence. The great Tower of Wizardry is a twenty story tower of dark green that floats over 100 feet in the air, secured by four giant links of chain that are magically attached to the bedrock below. Underneath the tower is a large dias. Wizards leaving the tower, can teleport down to the ground here. Those who which to go up and have permission, are magically teleported up to the tower. On the ground surrounding the tower are colleges dedicated to each school of magic.

 

Surrounding the masstive tower are acres of land dedicated to the homes of a great many wizards.

 

Religious Sector

 

This piece of property is located in the northeast section of the city. There are temples and and churches to a great many gods, and general facilities where people can go to pay homage to their god in private.

 

Religion

 

Religious Brotherhood

 

Located in the Religious Sector, the Union House is where the various clergy throughout the city congregate to share ideas. They formed this association centuries ago, and it has allowed them to live in harmony with very few exceptions. The head of the association is rotated every five years so that a different representative assumes the post. There are approximately 400 clergymen and women living within this sector.

 

Aside from 5 the major structures dedicated to the pantheons above, there are 20 temples for the following individual gods:

 

 

Merchant Sector: This huge part of the city is home to most of the trading merchant businesses within the city. Most of them cater to the massive volume of travelers moving through the city as part of the trade routes they follow in all directions. The amount of goods that flow through here is staggering, and profits can make a person rich in the blink of an eye. The merchant guild is very active and brooks no one making business without them making their cut. In the northern part of the Merchant Sector, where it meets the Wizards Block, is a large cluster of buildings where gladiators and brokers do their business for the games that take place in the coliseum at the southern edge of the Wizards Block.

 

Thieves' Guilds

 

Bloody Palm

 

This guild is located on the edge of the Religious Sector. It is run by a male half elf male named Livid "Slender Thorn" Ulewe.

 

Brotherhood of the Unspoken Word

 

This sizeable thieves guild has been active in the city for decades. Saitar is the current leader of the guild, and he is feared by all, for he seems to own the shadows and has mercilessly killed all who have opposed him. There are four sub-guilds, ran by what are called “seconds” reporting to Saitar himself.

 

Naked Eye

 

This guild is located in the Nobility Sector. It is run by a female halfling named Usere "Small Fire" Took.

 

Scarlet Shroud

 

This guild is split in two, with each part located in the bustling Merchant Sector. It is run by a female human named Druuna (nickname: death dancer); she runs the northern guild house. The other is a male kenku named Verak (nickname: razorwing).

Shadow Web

Recently a mysterious thieves guild has arisin within the city and has been quickly gaining prominence. They seem to have a religious motivation in everything they do and have achieved a reputation for taking on jobs that involve killing or thwarting wizards, which they have been rumored to perform for free.

 

Wicked Grin

 

This guild is located in the Old City and is run by a male half orc named Renterey Uk (nickname: grinning butcher).

 

Merchant Guild

 

There are over 120 business owners who are a part of this long-standing guild. The headquarters is located in the Tower of Aoklee and overseen by the old jolly Owenstan Borbo. Everyone who owns a business that sells or trades must pay homage to the guild. Owenstan has made it very unwise for anyone to try to run a business in Regdon City without paying their dues to the guild.

 

Artisan Guild

 

Workers from blacksmiths to bakers to carpenters—mostly manual laborers—are part of this association. Located in the Old City in the house that once belonged to the mayor long ago, the heads of each worker class meet here monthly.

 

Miners Guild

 

Comprised strictly of miners who mine gold and silver in the Monte Coia mines to the east of the city. Dwarves make up most of the membership, and they meet whenever they feel the need. The head of this guild is a dwarf named Gildifor.

 

Wizards Guild

 

This guild, having been in existence for over a millennium, is located in the fabled Tower of Wizardry in the Wizards Bloc. High above in the tower overlooking the ancient city of Regdon, the wizards of each guild of every city in the realm gather twice a year to debate matters of their craft.

 

Other Points of Interest

 

Eagle's Eye

 

Two miles to the east of the city, where the hills begin to rise into the mountains of the Krestilac, is a towering spire of rock called the Eagle's Eye. It rises 100 stories into the air, with stairs cut into the stone around the outside of the tower itself, which is solid rock. This was once used by Regdon City guardsmen to watch for invasion forces approaching from the east. Anyone standing at the top can see for leagues in any direction.

 

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Barre'l

 

Leader: Mericole Grindeek

Population: 3,900
Power Center: Conventional
Alignment: Chaotic Neutral
Races: Halflings: 3,100; Gnomes: 500; Elves: 200; Humans: 100

Guards: 159; Militia: 495
Sheriff: Warrior lvl-14

 

Located near the southern border of the Imorg Hills, Barre'l (also known as "Tiny Taverns") lies close the King's Road, which stretches from East to West cutting the Kingdom of Regdon in half and facilitates trade across the kingdom. The town itself acts as a frequent rest stop for travelers, and there are a lot of them. The halfling population, which is also well-known for their fields of golden tobacco, which they sell for a tidy profit, have accepted their lot with vigor.

 

Although their population is small compared to many other towns and cities, Barre'l, there are no less than twenty taverns that service travelers who frequent the city, and their food and drink are top notch.

 

There are twelve notable halfling families living in Barre'l, the most powerful and influential of which are the Grindeeks, who have ruled the town for over ten generations.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are only three formal churches.

 

Hstinzi   Srultavin   Thirion

 

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Gearsh

 

Leader: Orcbane Redbeard

Population: 15,500
Power Center: Conventional
Alignment: Neutral Good
Races: Dwarves: 12,100; Humans: 2,000; Halflings: 500; Gnomes: 400; Elves: 300; Others: 200
Guards: 1,175; Militia: 
4,083

Sheriff: Warrior lvl-20

 

Run by dwarves hailing as subjects of Regdon, this bustling port city boasts over 100 ships in its docks at any given time. They come from all over the western seaboards of Northern and Southern Houress and beyond, carrying the wealth of the world to feed a hungry kingdom while taking goods from the interior lands by sea to places far off.

 

There are four main clans that control Gearsh: The Redbeards, The Shigarians, the Kriktels, and the Grayoaths. They rule with an iron will forged by centuries of greed and a peace kept by a strict balance of power. The leaders and clan territories are listed below:

 

Northern Reaches

Orcbain Redbeard

Southern Reaches

Dolgrim Shigarian

Eastern Reaches

Toraus Krikte

Western Reaches

Bazdion Grayoath

 

Although the dwarves deal with those of other races often in their territories on a regular basis, they don't particularly like it. Only profit and the threat of the King of Regdon annexing the city and populating it with human subjects keeps the dwarves placid.

 

There are a series of ten castles stretching from the shores of the Sea of Ralmarg to the western slopes of the Krestilac Mountains. Guarding the border with the Hestrillites to the north, the castles are referred to as "The Link." The castles are maintained by the Redbeards and staffed by conscripts from all four clans.

 

Religion

 

Although there are generic places within the city where people can come to privately worship whatever deity they pay homage to, there are four temples.

 

Celphea   Dotorus   Gonibrahth   Mordrun

 

Wizard Presence

 

The Tri-Mages is a council of three dwarven mages who reside in a black granite dome deep beneath the city. They are consulted on a great many things by the government and the people of Gearsh and are held in high regard overall.

 

Criminal Presence

 

Crime is relatively light within this dwarven city as punishments for even slight crimes are severe. With that said, there are four known criminal organizations operating within the city.

 

Agolian Lads

 

A small band of brutes who use intimidation and force to bully those living in the poorer parts of the city.

 

Crystal Fists

 

A guild that mainly targets the mining community and outside traders, they have caused havoc for many decades.

 

Hammer Society

 

A centuries' old guild that has influence in crime from robbery to high-level intrigue, their roots run deep in the community.

 

Longstares

 

Little is known about this guild that has appeared on the scene a half century ago. They seem to be well-versed at covering their tracks and eliminating loose ends.

 

Other Points of Interest.

 

None.

 

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Pregend

 

Leader: Bordermaster Blackhand Ogmek

Population: 8,200
Power Center: Conventional
Alignment: Lawful Good
Races: Humans: 7,441; Halflings: 232; Elves: 214;  Others: 301

Guards: 581; Militia: 896
Sheriff: Fighter lvl-20

 

Located on the northern border with the Hestrillite Empire, about 72 miles northwest of Regdon City.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are five proper temples in Pregend.

 

Celphea   Kergon   Kobolissima   Quill   Revenkai

 

 

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Idrinville

 

Leader: Mayor Charlner Vlen

Population: 6,300
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 4,236; Halflings: 813; Elves: 762; Dwarves: 237; Others: 252

Guards: 350; Militia: 797
Sheriff: Fighter lvl-16

 

Located about 65 miles to the west of Regdon City. Idrinville is a very old city that is crucial in that it guards the western pass along the King's Road leading to Regdon City.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are four proper temples here.

 

Dotorus   Orodar   Srultavin   Williommox

 

Wizard Presence

 

Within the granite tower known as the Ellenaar, three grand wizards meet to consider all things magical within Idrinville. They work in close proximity with the local government in many matters.

 

Criminal Presence

 

As with most communities, crime exists here invarious forms. Aside from individual criminals who ply their trade, there are also three known organizations that exist here.

 

Astral Hands

 

An old gang said to be led by a powerful wizard. They tend to prey upon merchants dealing in rare or high-value merchandize.

 

Devil's Due

 

A mysterious organization that purports to employ devils, they use fear and intimidation to rob and steal from citizens and businesses.

 

Sacred Blasphemers

 

A secretive organization who seems to infrequently target those they feel have betrayed followers of gods. And it's not just a particular god, it's any god.

 

Other Places of Interest

 

Stonewatchers

 

Just to the south of Idrinville is a small valley. Lining the walls of the valley are dozens of 20' tall crude stone statues. They look down with pursed lips. Whenever the wind flows through the valley at a certain rate, the statues will "howl" in a deep, melodic tone that is quite beautiful. It is said that they were carved by barbarians living in the area long before Regdon was founded.

 

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Clego

 

Leader: Shoremaster Pompadus Jackahm

Population: 4,900
Power Center: Conventional
Alignment: Neutral Good
Races: Humans: 4,346; Halflings: 227; Elves: 183;  Others: 235

Guards: 219; Militia: 606
Sheriff: Fighter lvl-14

 

Located on the shores of the Sea of Ralmarg about 32 miles to the south of Gearsh.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to, there are three proper temples here.

 

Aroth   Peleah   Qurophys   Thirion

 

 

 

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Kempoor

 

Leader: Mayor Taulik Ghajire

Population: 4,501
Power Center: Conventional
Alignment: Neutral Evil
Races: Humans: 4,395; Others: 106

Guards: 110; Militia: 325
Sheriff: Fighter lvl-14

 

Located at the southernmost tip of the Bottomless Chasm. He has a makeshift pit where people come to fight his wing-clipped giant lizard in what is called "The Day of Worth."

 

The leader of the small village is Taulik Ghajire, a ruthless man who tolerates no mischief. He lives in his keep overlooking the village.

 

Religion

 

Although there are generic places within the town where people can come to privately worship whatever deity they pay homage to,

 

Kobolissima   Peleah   Revenkai

 

 

 

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Morahn

 

Leader: Mayor Rahime Alsta

Population: 3,800
Power Center: Conventional
Alignment: Lawful Neutral
Races: Humans: 3,415; Dwarves: 229; Halflings: 116; Others: 106

Guards: 266; Militia: 578
Sheriff: Fighter lvl-14

 

Located in the Imorg Hills about 21 miles to the west of Barre'l. The town is famous for its Ram's Horn Ale.

 

Religion

 

Although there are generic places within the town where people can privately worship whatever deity they pay homage to, there are two proper temples here.

 

Gharan-Dis   Ianlia   Pomoleth

 

 

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Lua Fen

 

Leader: Mayor Redaca Tyrl

Population: 4,000

Power Center: Conventional

Alignment: Chaotic Neutral

Races: Humans: 3,763; Others: 237

Guards: 404; Militia: 555

Sheriff: Fighter lvl-15

 

Located on the western edge of the Bottomless Chasm, about 50 miles to the southeast of Morahn.

 

Religion

 

There are three temples here.

 

Ardru   Shozrei   Vahntorii

 

 

 

 

 

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