World Map
West Coast Map
Avandrian Region
Riocht Mac Tire
Makeup: Barbarian 60%, Human 9%, Dwarf 7%, Wild Elf 5%, Gadabari 5%, Scavenger 3%, Biata 2%, Other 9%
Ruler: Jarl Gwalchmai Vandallarius (Jarl Vandal)
Government: Sovereign Kingship with Council of Elders and Druid Advisors
Background: New kingdom formed from the exodus of the Valindell Barbarians and Freemen from the turmoil of the sinking of Korendell Island. Expansionistic and militarily strong, Jarl Vandal prefers to use diplomacy whenever possible when expanding his kingdom and borders.
Military/Spell Use: Predominantly Earth Based, but Jarl Vandal has attempted to remove the stigma of Celestial Magic from the culture of his people. Military is well organized and equipped and military service is expected from the populace. Morale is high. The warriors combine great strength with martial prowess and are backed with Druidic spell support.
Trade: Furs; Foodstuffs; Large Iron and Silver Deposits were found west of the kingdom seat; Many weapons and armor are manufactured by the crown; Alchemy, Smithing, and Potionmaking are encouraged as tradeskills; Formal Magic Components are more common in this area as well
Laws: Accepts most Evendarrian laws with the exception being the acceptance of Battle Magic when used in personal defense; Extensive codex of laws in effect; Personal Combat is allowed
Alliance: The Dwarves of Ironholme have allied with the Kingdom of Riocht Mac Tire - a "pact of iron".
Rathu Tower
Northern Defensive Tower of Riocht Mac Tire
Caer Derwys
Western Defensive Tower of Riocht Mac Tire
Achar Fochlama
Druidic College of Bards and Historians – Center of learning of Riocht Mac Tire. Greifynja Aine Damhain, Heirophant of Achar Fochlama and Consort to Jarl Gwalchmai Vandallarius leads the Druidic Council.
Large library and collection of oral histories is housed therein; Tradeskills encouraged
Tradail Mac Tire
Fortified trading town and garrison protecting the southern/eastern border of Riocht Mac Tire. It is governed by Lord Ridire Silaris
Compre, a human in service to the Barbarian Kingdom.
Nead Mac Tire
Military post recently constructed. It is rumoured to have many, many underground tunnels beneath it.
Reliance (aka Shadows of Ruin)
A fortified trading town that was occupied by both Barbarian and Dwarven troops. It was previously under the command of Lord
Sirriam Haehoth of The Black Wolves, but has since been abandoned and renamed The Shadows of Ruin. This seemingly impregnable fortress was laid low by the Ashen Plague of 616 amidst a siege from the Empire of Langvolke. It is now home to many unique creatures of Shadow, Death, Void, and the undead.
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Kingdom of Avandria
Makeup: Human 55%, Halfling 10%, Half Ogre 7%, Mystic Wood Elf 5%, Gadabari 4%, Barbarian 3%, Elf 3%, Stone Elf 3%, Half Orc 3%, Dwarf 2%, Drae 2%, Other 3%
Ruler: Geoffrey Avandria IV, The Steadfast King
Government: Hereditary Monarchy with a powerful Merchant and Noble class
Background: Long conflicts with The Sanguine Keep, Orbb Tulsar, and The Severed Clans have bankrupted the coffers of this once prosperous city. The city itself seems as if it has lost its luster as most civic projects have been suspended indefinitely. There is much unrest among the population and many rumors circulating on who really controls the throne of Avandria. Tax rates increase at the whim of the crown.
Military/Spell Use: 30/70 on Earth/Celestial; Palace guards are well equipped and paid, but common soldiers lack discipline and proper equipment; Military Draft is in effect, but Noble and Merchant class may purchase exemptions to service. Morale is low.
Trade: Finished Goods (clothing); Magic Items; Celestial Scrolls; Salt Mines are located under the city and they are controlled extensively by the crown; Gemstones (finished and raw); Mercenary companies are common in the city; All manner of vices are available to purchase for the right price. A Sizable Formal Magic Library is available to use by all members in good standing of the Guild of Practitioners of Arcane Thought and Action for a nominal "donation".
Law: Laws are enforced by the “Red Legs” – little more than organized thugs who seek to earn extra funds on patrol; Nobles are exempt from many laws and heavy fines can be used to remain free of the prisons and salt mines; Magistrates are allowed to exercise great discretion in the implementation of justice
Flotsam
Southern town located on the edge of the Fallen Marshes. It has recently declared independence from Avandria and has named itself an ally of Lord Ars the Undying of The Sanguine Keep. Avandria has refuted the claims of The Sanguine Keep and is marching to reclaim the city.
Gregorsborough
Farming community comprised of many honest freemen on the banks of the Underwinter River. They have a slightly higher standard of living as they sell foodstuffs and lumber to the Avandrian Crown and Ironholme. Town is governed by a council composed of the eldest families of the town. Guilds are powerful in this town. Organized militia and well paid mercenary Stone Elves from the Jagged Peaks keep the peace.
Winkleperry Falls
A thriving city of Hoblings located on the banks of the Underwinter River. Fishing is commonplace and the Hoblings have created a small Hospitality paradise here. They also dabble in banking and are renowned for their discretion. A mercenary company, The Fleet Shield, maintains the peace and also possesses superb customer service skills. They pay a small tribute to Avandria and maintain a resort for the “other races”.
Trengiton
This is the “frontier town” of the Avandrian crown. A small military force is stationed here. They are just as likely to seek help from Tradail Mac Tire as they are from Avandria. Trengiton was previously under the command of Dame Jacqueline du Mast who was recently called
back to Avandria City...
Lake Geoffrey
A large, brackish lake recently "created" in Avandria. Was it caused by aggressive salt mining, Earth Elemental disturbances underground, or Water Elementals cooperating with Avandrian nobles? Depends on whom you ask...
ATA Memorial Canal
A canal that is being funded solely by the Avandrian Trade Association. It connects Avandria City with the Underwinter River.
This controversial undertaking is causing increased discord between the Sanguine Keep and Avandria.
The Five Brothers
A series of earthworks and wooden fortresses that protect the ATA Memorial Canal and the southern border of Avandria from the diabolical Lord Ars.
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Orbb Tulshar
Makeup: Drae Underground city
Government: Matriarchal Council of Drae Families
Background: Drae families have dwelt within this area for many centuries. They have previously had prolonged conflicts with the Valindell Elves which ended with both parties withdrawing to their respective areas. They have had temporary alliances with The Severed Clans and have launched extensive plots designed to topple the government of Avandria (which now sits between itself and Valindell). The Matriarchal Council has recently entered into discussions with the Lord of Sanguine Keep to position a member of the council at the Keep as an “adviser”.
Military/Spell Use: Females: Earth 90/Celestial 10, Males Earth 10/Celestial 90; Military is well equipped but not large. Subterfuge and stealth are highly prized. “Grunt” troops are composed of mercenaries and lesser bond races. Morale is high among Drae, not so high among the others.
Trade: Gemstones; Magic Items; Art; Wine; Exotic Foods; Fine Weapons
Laws: Laws are directly enforced by each family within their controlling areas. Honor is paramount to each faction and a loss of face and respect can take decades to recover from.
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Ironholme
Makeup: Dwarven Underground fortress and mining colony
Ruler: King Dragain Ironthighs of the Clan Ironthighs
Government: Hereditary Monarchy
Background: Dragain Ironthighs lead a group of his clansmen into the recesses of the Hammerfall and Anvilstrike mountains. Here they discovered large deposits of iron, mithril, and gold – a Dwarven paradise. They quickly built defenses and constructed a extended fortress entrance (The Rock) to defend their new hoard. Many campaigns were launched by the Severed Clans against the Dwarves with varying degrees of success. A constant state of war exists between these two entities with no obvious hope for peace apparent.
Military/Spell Use: Earth 80/Celestial 20; Troops are well equipped with heavy armor and are highly disciplined. Morale is high.
Trade: Weapons; Armor; Metal goods; Coinage; They will not trade with anyone who allows their gear to fall into the hands of any member of the Severed Clans; Ironholme imports roughly 80% of their food with the new Barbarian Kingdom of Riocht Mac Tire providing a growing supply of these items instead of the merchants of Gregorsborough.
Laws: Dwarven Law is followed here, and a strong sense of community and law is prominent among the populace. The needs of the Clan outweigh the needs of the individual.
Alliance: The Dwarves of Ironholme have allied with the Kingdom of Riocht Mac Tire - a "pact of iron".
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The Severed Clans
Makeup: Goblin 25%, Orc 20%, Ogre 15%, Kobold 10%, Hobgoblin 5%, Human 5%, Half Ogre 5%, Half Orc 4%, Troll 3%, Giant 2%, Fiends 2%, Elementals 2%, Other2%
Ruler: The Grand and Most Potent Warlord Uzzil-ak Dwarfsmasher (Ogre Mage)
Each tribe also has a Chieftain with varying loyalty to the Warlord
Government: Tyrannical Dictatorship
Background: The Severed Clans exist to destroy. They exist to kill. They exist because the Dwarves have taken the best areas and are greedily keeping what is rightfully the possession of The Severed Clans. The Drae have introduced Elementals and Fiends to the Clans which are producing much stronger stock. The time of the Dwarf is over. There are those among the Severed Clans who seek peace (or just less war). This number seems to be growing in numbers and they are trying to establish a foothold in the Mountains of Hrul.
Military/Spell Use: Evenly split between Earth and Celestial; Troops vary based on the collective strength of their commander. Morale is dependent on the race and commander of the group.
Trade: There are copper and tin mines located in the Mountains of Hrul that are being eagerly exploited by the Clans. The Clans do maintain trade agreements with the Kingdom of Avandria (that heavily favor Avandria) for foodstuffs in exchange for mercenaries, timber, furs, and bronze.
Law: Don’t get caught. If you get caught, be bigger than the one who caught you.
The Unshackled
A group of Orcs, Goblins, Kobolds, Hobgoblins, and Mongrelmen (among others) that threw off the yoke of The Grand and Most Potent Warlord Uzzil-ak Dwarfsmasher during the conflict with the Kingdom of Langvolke Wolven. Who knows where their allegiance lies...
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Valindell
Makeup: Elven Kingdom - The Island of Valindell is on the Northern Coast of this vast kingdom.
Government: Vassal of Evendarr
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Sanguine Keep
Makeup: Unknown – Assumed undead
Ruler: Ars the Undying
Government: Benevolent Dictator
Background: Ars is an Archlich of amazing power. In his “youth” he had designs on destroying the Kingdom of Avandria, but he now sees them as misguided children that he must embrace. He despises the Valindell Elves and the Drae of Orbb Tushar, and views the Severed Clans as uncouth beasts. The local lizard men, swamp goblins, kobolds, and other denizens revere Ars as a superior being worthy of praise, but he cares not for their superstitions. The Barbarians of Riocht Mac Tire are too new to have piqued his interest.
Military/Spell Use: Unknown; Ars has created /enhanced his lieutenants (The Huntsmen) with unique powers and abilities. The Huntsmen command large companies of undead and intelligent fiends, but many prefer to act individually.
Trade: No trade exists with The Sanguine Keep.
Law: The word of Ars is law. There are no other laws worth knowing.
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Other areas of note:
Camp of Dulwar : A Gadabari encampment that promises a good time and an empty purse. Mystic Wood Elves and Hoblings are frequent visitors.
Clampsboro: A semi-permanent trading post previously run by a retired adventurer, Denton Margoze. The area has many transients and hunter/trappers who ply the Silverpelt Forest and neighboring Hammerfall Mountains for a living. The area also has a sizable collection of prospectors who seek their fortunes . Prices are inflated for common goods. The area is now "supervised" by "Acting Magistrate" Lord Ridire Silaris Compre, the Deathshead, who is a human in service to Riocht Mac Tire, and has been declared "politically neutral" by The Kingdom of Avandria, The Dwarven Clanhome of Ironholme, and the Barbarian Kingdom of Riocht Mac Tire. Captain Hansel von Streudel, a competent human fighter, manages the defenses of the settlement.
Gnawtooth: A tribe/clan/pack of fast-breeding and quick learning Kobolds has staked claims to many "abandoned" mines about Clampsboro.
NyettHjem: Frost Giant refugees from The Shrouded War settled this area.
The Rift: A "natural" rift has recently opened in the Jagged Peaks with many strange and unique denizens issuing forth.
Getarika al’Ka Forest: Abundant game and a heavy Fey presence are here. An extended family of Mystic Wood Elves call the Northern tip of the Forest home.
The Old Men: A series of ancient monoliths lies on an elevated area. It is rumored that the stones argue with each other at nighttime during a full moon and that they dance on the Summer Solstice.
Potail du Reveu: This lonely, fog encased mountain is reportedly home to a sleeping Fey/Dream Elemental hybrid of immense power. It is said that his/her dreams become reality at times and grant baneful and beneficial effects.
Fangstooth Barrier: This circular mountain range encircles Potail du Reveu. It is said to be the home of many Fey creatures.
Fallen Marshes: The swamps are home to many servants of Ars. It is also home to a very poisonous spider whose poison is ineffective versus lizard men, kobolds, and swamp goblins. Many pitfalls and traps are within this dense and unforgiving swamp.
The Old Kings: Two large obsidian statues “guard” the entrance to the Marshes.
Underwinter River: This swift river flows from the northern mountains into the Fallen Marshes. Game is plenty within its cold current.
The Dead Forest: A large collection of seemingly dead trees stands between Orbb Tulshar and The Severed Clans. Game is non-existent within the confines and sound seems to deaden within the forest.
Mountains of Hrul: These sharp mountains are home to many monster races. Some members of the Severed Clans who fall out of favor flee to these peaks to escape the punishments that are being levied. Game is scarce and the wind is mighty here.
Tuskclawbite Hills: These are the hereditary homes of The Severed Clans. Various patrols traverse this area always on the lookout for some of the scrawny game that manages to eek out a living.
The Great Bowl: A large depression, circular in nature, lies at the end of the Anvilstrike Mountains. Occasionally a lump of adamantium or mithril is found within the bowl. A large colony of Harpies and Manticores call this area home, protecting the treasures within. Statues of failed mining groups dot the area.
Mighty Jurgens Pond, Lake of Lost Fingers, and Ces’ Puddle: These three bodies of water possess a heavy sulfur content which renders them undrinkable – to most. Fire Elementals and their kin call these areas home and frequently assault The Severed Clans members who are foolish enough to venture too close. Large amounts of Formal Magic Components exist in this area.
Nuggetstrewn Lake: Plenty of fish and the creatures who prey upon fish live in this lake. A sizable amount of precious metals have filtered from Ironholme into the lake which drives prospectors to the area. The Dwarven Keep of The Rock keeps a close eye on all activities here.
Anvilstrike and Hammerfall Mountains: Yetis, Renegade Snow and Frost Giants, and Dire Mountain Goats manage to survive this harsh climate. Ice Wyrms and Remorrhaz are rumored to seek out lone targets stumbling about the Mountains.
Silverpelt Forest: Game is unnaturally abundant here. This, of course, brings the predators who seek such game to this area. A tribe of Grugach (Wild Elves) make sure that the balance is maintained and will aggressively punish the unworthy. Recently the Empire of Langvolke, a Wolven and Scavenger dominated force, has constructed a fortress called Bastide within the northern reaches of this forest.
The Empire of Langvolke: A Wolven and Scavenger Kingdom that was located in the far northern areas, Langvolke has recently been militarily aggressive with it's southern neighbors. A failed strike against the Barbarian Kingdom of Riocht Mac Tire and the Dwarven Clanholme of Iroholme at Reliance (The Ruins of Shadow) drove the mighty army of Langvolke eastward. As of now, the Empire has managed to divide the Severed Clans into two separate entities and has constructed a new fortress, Cuvant, in the Tuskclawbite Hills
The Shrouded Mountain: Frezzik, Lord of the Frost Giants, calls this mountain his home. These proud peoples have been laid low by the conclusion of the Shrouded War fought between the Frost Giants (supported by Ice, Air, and Water Elementals and Shattered Claw Kobold assassins) and the combined might of the armies of Riocht Mac Tire and the Ironholme Siegecrafters Union (along with Stoneshield Biata and Earth Elementals summoned by the Druids of Achar Fochlama). It is believed that a Roc tends a nest within the high area of the crags.
Rockshield Mountains: A tribe of Biata has withdrawn to this area and seek to isolate themselves from the world. A vocal minority is pushing for the elders to open channels with the Barbarian Kingdom of Riocht Mac Tire. Dire White Bears and Ice Elementals are frequent denizens of these mountains.
Jagged Peaks: These mountains are home to many Griffins and Hippogriffs. It is believed that a white Ki-Rin also has a secret residence within the mountains. Air Elementals have been spotted "flitting" about the crags. A tribe of Stone Elves calls this desolate area home as well.
Low Hills: Large Trapdoor Spiders are common in this area, much to the dismay of the rabbit population. A group of bandits, driven from the Valindell and Korendell region, have starting setting up campsites about these hills. The bandits are refugees from Korendell who call themselves the "Broken Vial Gang". Wolves are common in the hills, as are Scavenger races.
High Hills: Local Barbarian Tribes have called this area home for a long time. They are debating whether they should join the Kingdom of Riocht Mac Tire or stay independent. They trade items with the Hoblings of Wikleperry Falls and are generally a peaceful group. The bandits that are organizing to the south have worried the elders.
Worn Hills: These hills are home to aggressive and desperate groups of Goblins and Kobolds. There are many cairns spread about the hills from a long abandoned people. Large colonies of super-sized insects (bees, wasps, beetles, etc.) and the predators who hunt them (giant spiders and toads) call this area home.
Tall Forest: These ancient woods seem to bestow a sense of peace to all who enter. A large, intelligent white stag, Eremon, King of the Wild, protects his charges within the forest.
There are many small tribes/clans/towns/gangs spread about the countryside. The land is abundant and home to many small farms and developments.