
| Locations of Interest |

I. Aereth
A.
The Northlands Each nation’s borders extend only as far as it’s
lord’s ability to enforce his rule, leaving vast swaths of borderlands , given
over to roaming bands of escaped slaves and serfs, violent outlaws, monstrous
humanoids, and far worse. Passage
between nations without armed escort is attempted only by the bold or
desperate.
The
majority of Northlanders live in simple villages and hamlets, earning their
livelihood by farming, herding, and hunting.
The average farmer passes his entire life without traveling more than
twenty miles from his homestead. Cities
and towns are essential hubs of trade, defense and religion. Any time a city is sacked by marauding hordes,
the surrounding lands suffer.
Similarly,
the cities rely on outlying farms to provide the enormous amounts of grain,
vegetables, fruits and meats necessary to support their swollen
populations.
In
the hostile realms of the North, civilization is best thought of as a curious
anomaly in a long history of savagery and barbarism.
1.
The Free
Province of Thire, ruled by Lady Aedwyn Cyrean, Warden of the
Folk, from her capital at Hath Hall.
Population: 308,920 (humans 44%, elves 18%, dwarves
12%, Halflings 10%, half-elves 8%, gnomes 5%, other 3%)
Resources: Furs, timber
Climate: Mild summers, brief winters, and long springs
and autumns. Dense stands of deciduous
hardwoods offer sturdy beams for shipbuilding, while fertile soils provide abundant crops and grasslands for cattle and sheep.
Since
its bid for freedom one hundred years ago, Thire has
walked a fine line between supporting Crieste in the
constant struggle against the forces of evil, and maintaining its separation
from the old empire. Fortunately for Thire, its people are a hardy, stubborn folk, with little
use for any ruler whose reach extends further than a town council and the arc
of a longbow.
The
ruler of Thire is a charismatic half-elf named Aedwyn Cyrean, a warden respected
for her woodsense and quiet wisdom. Young by half-elven
standards, the maid rules from Hath Hall, a manor
overlooking the fertile lowlands that stretch all the way to the
a. Longdale Large town, 3,000gp limit;
481,050gp total wealth; LG; conventional power center
Population 3,207
adults, 641 children
Sheriff is a 7th-level
warrior. Highest level Bard = 5th; Highest level Cleric = 9th;
highest level Druid = 5th; Highest level Paladin = 5th;
Highest level Ranger = 7th; Highest level wizard = 7th
A walled town
surrounded by a vale of lush farmland, Longdale is
situated at the foot of the
b.
The starting home for the PC’s. Once
terrorized by a minotaur until the PC’s killed it.
c. The Thornswild Wood Found in the northernmost reaches of Thire, Thornswild Wood was once a
place of great druidic power. In recent
decades, though, the Thornswild has fallen on ill
times. The wicked vines that give the
woods their name crawl about at will, hooking unfortunate creatures and feeding
on their blood. It is rumored that a
site of great power remains somewhere within the woods, but few are willing to
dare the narrow, thorn-lined trails. In
the very center of the wood rises a great stone spire, atop which lies the
abandoned ruins of an ancient keep. A
thick, temperate forest that hides the lair of the minotaur
terrorizing the
1. Citadel of the Beastmen Found in the Thornswild Wood. A
towering spire of black basalt; former lair of the minotaur
that terrorized
2.
a. Path of the Fae The stone dock at the
b. Isle in the Mist This isle
is small, scarcely a stone’s throw across at its widest, but the foliage is
strangely lush and full. The
tall fir trees make a sheltering canopy, and verdant moss
and ferns carpet the rest of the isle.
Three mighty black obelisks stand in a crude circle in the center of the
time-forgotten island.
A
beached longship is hidden in the rushes. The hull of the ship has long since rotted
out leaving only traces of the boat and a massive dragon-headed prow. A human skeleton swabbed in embroidered
cloth, rests where the hull once lay.
The skeleton clutches a massive masterwork greatsword
with a silvered blade. Those on the isle
at dusk or dawn hear (and may be awakened by) laughter like the sound of silver
bells. Those investigating discover a
sparkling silver bridge arching into the mist, leading to the Shrine of the
Healer. The
c. Shrine of the Healer Can only be reached
via the
forest glade. The
first depicts a robed woman with braided hair and a garland of flowers; the
second portrays a mighty unicorn. The
woman has a raised hand, holding a golden scythe. The bloodthorn vine
that pervades the rest of the forest is absent here, and the forest is healthy
and verdant.
d. The
inhospitable. Sharp and
craggy like their namesakes, the Trolltooths are home
to savage orcs, goblins and many tribes of stone
giants.
2. Holdfast of the Steel Overlord, ruled by Longbeard of the
Clans, Saraas Helsborne,
The Steel Overlord from his capital at Ul Balhar.
Population: 3,001,480 (dwarves 79%, gnomes 8%, humans 7%, elves 2%, other
4%)
Resources: Gold,
silver, platinum, gems, iron, steel, weapons and armor
With the ruins of
forgotten clanholds and mines scattered about the mountains of the
known world, scholars assume that the Bearded Folk of the Mountains are in
decline, but the forges of the dwarf clans burn
brighter than ever.
While
independent clanholds still survive it is The
Holdfast of the Steel Overlord that embodies the might of the dwarves. Unified beneath the will of a single Overlord
and the Council of the Clans, the dwarves have successfully avoided the endless
skirmishes that plague the elves.
The
present Overlord is a hardy long-beard named Saraas Helsborne who first sat upon the throne one hundred years
ago and fully expects to rule for another three hundred.
The
choleric dwarves have embraced war as a philosophy and lifestyle; their guiding
principle is to answer every injury or slight tenfold. The saying goes that if a human cheats you in
trade, crush his family; if an elf snubs you in court, burn her forest to the
ground; and if any mortal is so foolish to attack a dwarf at home or abroad,
level entire nations to punish the guilty.
The
law is seldom enforced to the letter, but its spirit pervades Holdfast society. Whereas a human duelist might count himself a
master after a decade of training, dwarven warriors
study for hundreds of years. Their
weapons, armor and tactics are all the result of thousands of years of innovation
and endless refinement. Heroes of all
races make regular pilgrimages to the Holdfast clans, hoping to apprentice with
a renowned weapons master, for while the dwarven
physique might limit the practice of certain combat styles, it in no way limits
their study of warcraft.
The
halls of Holdfast are open to all, but few races can tolerate the dark
galleries, clammy mines and dour company for long.
Dwarven
cities are nearly entirely underground, hidden beneath mountaintops or in the
walls of craggy canyons. Exposed
elements like towers and gates are always well defended and can only be entered
via tunnels and the like.
*Here
you may purchase Holdfast plate: breastplates, half-plate and full-plate
masterwork armor that reduces the normal armor check penalty by -2 but costs 3
times as much as standard masterwork versions of the respective armor
Population 7,016
adults
Lording over the
While
well defended, the city is less martial than most. Nevertheless dwarven
axemen patrol the balconies and bazaars while
well-trained artillerists scan the skies.
The accuracy of the dwarven ballistae teams is
famous throughout the Northlands, as is the deadliness of their razor-sharp
bolts.
b.
3. Kingdom of Kalia, ruled by His Royal Majesty, King Taranax,
Regent of the Far Horizon, Lord Admiral of the Open Sea, Et Cetera from his
capital at Avenors.
Population:
610,780 (humans 73%, halflings 8%, half-elves 5%,
elves 4%, dwarves 4%, half-orcs 3%, gnomes 2%, other
1%)
Resources:
Trade goods
While
small in landmass, the
The
people of Kalia are wanderers, never satisfied with
any one horizon. The open sea is their
constant companion, singing young children to sleep at night, and calling old
men back into her dark embrace. This
mistress does not some without a price; every year dozens of ships are lost,
smashed against hidden reefs, devoured by terrible sea monsters, or simply
consumed by raging storms. Every citizen
of Kalia has a family member or friend who has died at
sea, and every hamlet and town has a shrine dedicated to sailors lost to the
depths. The people of Kali a know that the sea cannot be conquered, but they also know
that it shouldn’t be feared.
The
nation is ruled by Olann Taranax,
a dashing young king who always seems to have a dozen noble sycophants in
tow. The Taranax
line is famous for their fetes and masked balls, and it is said that Kalian who is
not dancing, sailing or making love must be either drunk or – more likely –
dead.
4. Free City of Ternyziem, ruled by Turoch Mas, Overlord of Ternyziem,
Master of the Endless Wastes from his capital at Ternyziem.
Metropolis 100,000gp
limit; 2,191,250,000gp total wealth; LN; magical power center
Captain
of the Reavers is an 18th-level
warrior. Highest level Bard = 18th; Highest level Cleric = 18th;
highest level Druid = 18th; Highest level Paladin = 15th;
Highest level Ranger = 14th; Highest level wizard = 16th
Population:
438,250 adults, 87,650 children (humans 57%, half-elves 10%, half-orcs 8%, elves 7%, dwarves 7%, halflings
5%, gnomes 4%, other 2%)
Resources:
Timber, copper, furs
Known as The City at the End
of the World, The Free City of Ternyziem stands
sentry over the Frost Barrens amid snowbound forests and white-capped
fjords. Sharp-eyed archers stand atop
the city’s high towers, alongside mighty siege weapons. The skulls of remorhazes,
white dragons, frost worms, and worse ring the battered towers.
The men and women of Ternyziem
revel in the dangers associated with the City at the End of the World and few –
if any – of the Free City’s populace travel without at least a spear or
fighting dagger at their side.
Many of Ternyziem’s
citizens actually hale from the north.
The Free City has a fluid population of savage barbarians.
There is mention of a society of Wizards and
Sorcerers called The Sightless. The
group has no formal name but is known by the cult’s practice of blinding its
members. Local tales hold that by giving
up physical sight in elaborate rituals, the Sightless gain “inner sight,” but
the order is so secretive – and the rituals so bizarre, that the truth of these
claims has not been independently established.
Ternyziem is defended by
the Reavers, a ragtag company of motley soldiers and
rogues. Despite their lack of formal
organization and any sort of uniform whatsoever, the Reavers
take great pride n the defense of Ternyziem and the
nearby realms. They have devoted
themselves to the service of the common citizens. It is not uncommon to see a burly,
hide-armored barbarian, great sword slung over his shoulder, stopping to check
in on a shepherd’s flock, or helping to repair a wall.
Ternyziem’s present ruler
is Turoch Mas, an enormous
bear of a man. His belly is a little
larger than when he was younger but he still carries a mighty bastard sword
over his shoulder and they say he is the first to the wall when terrors
threaten the Free City.
a. Frost Barrens The
sweep of icy tundra and stunted pines known as the Frost Barrens is a place
without mercy or pity. Thos eventuring into the Frost Barrens forgo the assumptions of
civilization, giving themselves over to the savage
rule of the wild. Remorhazes,
white dragons, and frost worms are masters of the tundra, and all others simply
struggle to survive in their shadow. The
frozen remnants of failed expeditions dot the icy tundra, a testament to the
brutal, unforgiving nature of the Barrens and its denizens.
Traders report of encountering fire witches who make
their hovels in forlorn ice caves and muddy huts. Tales speak of the fires maintained by the
witches, who claim that heir wards have burned since the beginning of time.
b. Kyarovsk Village 200gp limit; 4,800gp total wealth; LG; conventional power center
Population
480 adults, 192 children
Sherriff
is a 1st-level warrior.
Highest level Bard = none; Highest level Cleric = 3rd; highest level Druid =
1st; Highest level Paladin = 2nd; Highest level Ranger = none; Highest level
wizard = 2nd
Kyarovsk
is typical of the half-dozen or so outlying towns that pay allegiance to the
Free City. It is a hard life, living in
the frozen North, and the village’s trappers and traders are a rowdy crew. Law and courtesy carries little weight here
and every man (and the rare woman) is expected to be bale to take care of himself.
5.
Population:
338,910 (humans 67%, dwarves 10%, half-elves 9%, half-orcs
5%, elves 4%, other 5%)
Resources:
Timber, silver, gems
The
a. Stagdale Small town
Population
1,933 adults
Standing
within bowshot of the Amn’Crith Forest, Stagdale has always been regarded as a simple trading post
and waystation for timber merchants on their way to Crieste. That
changed when a group of woodcutters returned with a slim metal disk roughly the
size of shield and covered in glowing runes.
Curiously the disk bore no signs of age, as if it had been forged and
enchanted the day before.
Four
of the disks have been found in the woods now and the elders of Stagdale have begun acting strangely and often spend their
nights in secret council. Members of the
Ordo Arcana have been seen about the town, but the
mystery of Stagdale remains unsolved.
b. Talisade Large town
Population
4,154 adults
Capital
city of the
Talisade
is also home to the League of the Rook, a loose association of heroes working
towards the betterment of Uthur and the
Northlands. Members of the League can be
recognized by the onyx raven pins they carry pinned to the inside of their
cloaks or to the pommels of their weapons, but bards tell of Rooks forsaking
the pins to operate in secret.
Every
winter the town of
6. Baronies of the Warlands, ruled by various barons, from capitals that vary by
ruler.
Population:
310,780 (humans 67%, half-elves 9%, half-orcs 7%,
dwarves 5%, elves 3%, gnomes 2%, halflings 2%, other
5%)
Resources:
Sporadic at best
One
hundred years ago, the rolling plains and rich steppes of the warlands were a part of the Barony of Valsund,
mightiest of the northern kingdoms. But
with the unexpected death of King Jarregut the Great,
the kingdom passed on to his five children.
Unable
to decide upon a single ruler, the siblings fell into bickering that quickly
escalated to outright war. Divided by
suspicion and greed, no one sibling was strong enough to best al four others,
and Vaslund descended into ferocious infighting known
as the War of Barons. Today, the glory
of Vaslund is a faded memory, replaced by the five
fragmented baronies and their endless conflict.
Every
spring brings a new season of struggle.
The barons have learned to fight for small, strategic gains, and most
battles are waged for control of cities and key bridges and fortresses. The same knights face off year after year, developing
bitter rivalries that spill into subsequent generations. A warrior code has evolved over the decades
of conflict, dictating the rules of war, surrender and ransom. To foreign dignitaries the Code seems to make
little or no sense, but any child of the Warlands
knows its rules by heart. Of course,
these customs apply only to those of noble birth; for the common spearman, the
wars are as deadly and costly as any other.
a. Araduin Metropolis led by Cedric Erewulf the Wyrmbane
Population
49,067 adults
Araduin
is a sprawling city-state that has more than doubled in size since the
beginning of the war. The city is
surrounded by a tent city of several thousand refugees. While the original citizens of Araduin cling to their old ways, those outside the walls of
the city scratch out their days in forced squalor. The stark differences have fed a growing
unease on both sides of the walls, which, in turn, has
fed the rise of fixers, smugglers and neighborhood bosses.
Araduin’s
heavy cavalry are knights of legend, one thousand strong. When the knights assemble on the high plains,
plate armor and lances shining in the dawn light, even the most jaded warrior
is given pause. Each knight is attended
by at least one squire.
The
master of Araduin and her armies is the great
chevalier-paladin Cedric Erwulf the Wyrmbane. A holy
warrior in the prime of his life, none can fault the
lord-baron of rhis personal honor or courage.
b. Celinost Metropolis with no ruler
Population
10,720 adults
Celinost
is a barony without a baron. The last ruler, Baronness
Haelynn, the Silver Lady, vanished two years ago and
is presumed dead. In her absence, the
metropolis has dwindled to a third of its original size. With no ruler to take the Lady’s place, the
barony has been left defenseless against its enemies. Many of the nation’s generals have already
left to join the army of Araduin or Morcaut and the warriors that remain loyal are few.
Most
of the people of Celinost have fled for other lands,
reducing the communities surrounding the City of
c.
. d. Morcaut Metropolis ruled by Baron Mrir, the Demon Son of Morcaut
Population
31,813 adults
Second
largest of the baronies, Morcaut is a barony of
sullen, broken-spirited serfs and cunning nobles. Morcaut is infamous
for her peoples’ cruelty and ruthless spite.
Morcaut
is ruled by Baron Mrir, also known as the Demon Son
of Morcaut, a rogue unfettered by morals or qualms of
conscience. While rumors surface
annually of demon blood running in the Mrir line,
most sages agree that the current baron is nothing more than a heartless young
noble with a gift for brutality.
Unfortunately for the people of Morcaut, their
ruler also possesses a brilliant intellect nearly unmatched in the Northalnds.
He
is a young man of no more than twenty winters, with unmarred, pale skin and
raven black hair. Mrir
has a slender build, and while he is seldom seen on the field of battle, the
young lord trains incessantly with the longsword and
fencing dagger, and is a mater of the art of two-weapon fighting. Rumor holds
that the baron keeps captured criminals (and heroes) in the dungeons beneath Morcaut, and uses the unfortunate souls as dueling
partners. If true,
and his unmarked skin is any evidence, the Baron of Morcaut
has never lost a duel.
e. The Raxem The Raxem
marks the southernmost reaches of the Warlands, where
the baronies brush up against the realm of the Mountain King. The lake is reputed to conceal ancient vaults
beneath its dark waters, but a profusion of giant water serpents and tentacled horrors protect the Raxem’s
secrets.
f.
7. Free City of Wildsgate, ruled by Kaldal Aborn, Baron of Wildsgate.
Population:
2,100 (humans 67%, half-elves 9%, dwarves 8%, half-orcs
5%, elves 5%, gnomes 3%, halflings 3%)
Resources:
Grain, lumber, furs, trade
Wildsgate
is held to be a bastion of civilization in a savage frontier. It boasts stone walls, docks, and a towering
citadel that offers a view of the land for miles in every direction, but all
are unfinished and raw. The fortress is
not a safe town or a pleasant city, but a citadel surrounded by a savage
wilderness. The people of Wildsgate live every day to its fullest, knowing full well
that it might be their last.
The
present baron of Wildsgate, Kaldal
Aborn, is the last of the original line, a young man
struck down by the “curse of Wulfrun.” Sickly and pale, Kaldal hovers on death’s door. All decisions are handed down by the Baron’s
seneschal, the cruel half-elf Sodersund.