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
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.
Top
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.
Top
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.
Top
Duchy of Trianny
Houses of Trianny
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House
Bolgar |
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House
Ballyrhom |
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House
Trollbane |
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House
Soon |
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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.
Top
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.
Top
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.
Top
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.
Top
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
Top
Duchy of Nogaul
Houses of Nogaul
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House
Calison |
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House
Valiso |
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House
Gaylin |
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House
Trisk |
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House
Chonsie |
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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
Top
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
Top
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
Top
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
Top
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.
Top
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.
Top
Duchy of New Moorn
Houses of New Moorn
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House
Ku'tel |
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House
Oliweth |
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House
Wiseman |
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House
Lamruil |
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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
Top
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
Top
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
Top
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
Top
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
Top
Duchy of Falcione
Houses of Falcione
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Urella |
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House
Elas |
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House
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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
Top
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
Top
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
Top
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
Top
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
Top
Duchy of Shedere
Houses of Shedere
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Ironheel |
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Alathor |
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Arcil |
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House
Huli |
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House
Van Robert |
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Darl |
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House
Warfist |
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House
Krove |
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House
Waran |
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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
Top
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
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