Penderyn Geography 

 

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MOUNTAIN RANGES

Kalimar  (Elev. 9,000 to 16,000 ft) 

A chain of almost impassible cliffs and crags separating the Kyriss and Ceryth Taybor regions. This is the highest and longest range on the continent, and only a handful of passes through them are known. The mountain dwarves live here in crevasses and gorges and peaks, their territory extending for miles below the surface as well. The dangerous lands of the Kalimar are largely unexplored and unmapped. The harsh conditions on the high peaks (deadly cold, airless altitude, and winds commonly of up to 75mph) can kill a person within minutes, never mind the dangers of the treacherous terrain.

Kalimars

Kalimars

Phalar  (Elev. 12,000 ft) 

These peaks keep the glaciers of the Glacial Plains of Niryusk confined to the northwestern corner of the land. Icy slopes and deadly avalanches are the most prominent features of this range, with frosty summits and flat, cold valleys. The inhospitable conditions near the peaks are deadly to a normal person in a short time, without the proper precautions. Races dwelling near the bases of the mountains are generally barbarian bands known for their hunting and battle prowess. Rumor tells that the Opprin Spines and Bearclaw Mountains are rich in gems and minerals.

Zrandren  (Elev. 2,500 to 7,500 ft) 

These low southern mountains divide the nation of Gerallik from the kingdom of Ceryth Taybor. Gnomes and other mountain races reside here abundantly, including dragons. The rolling valleys between the gentle peaks are rich in natural resources.

The Zrandren Range

The Zrandren Range

Doko'Lon  (Elev. 9,500 ft) 

This wide range was the homeland to the mountain dwarves in Penderyn. These high slopes and plateaus hold many natural and hand-created caverns, underground rivers, and hidden valleys. Many mountain races live within the Doko'Lon Range, but this area is considered tainted with the Vampire Lord's corruptive influence now, making travel dangerous and the natives inhospitable. This range houses Filika Durath, the "Grand Mountain" in dwarvish, where the dwarven Citadel Kur Kithruluk once stood. This ancestral home of the dwarven royal families is the highest, mightiest peak on the continent (elev. 20,200 ft).

Opprin  (Elev. 6,000 ft) 

Frozen peaks cutting through the Glacial Plains. This is where many barbarian tribes are found.

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Bearclaw  (Elev 6,500 ft) 

Officially known as the Syamkutsk Range, these summits house the majority of native nonhumanoid life on the Glacial Plains. Giant monsters of the worm family are common, as are the massive kodiak bears that give the mountains their well-known moniker.

Wyrm Peaks  (Elev. 14,500 ft) 

These are legendary for their dragon populations as well as their sheer cliffs and unforgiving nature. Found on the northern coast of the continent, the Peaks are battered by freezing blasts of arctic air, and naturally get their name from their scaly and antisocial inhabitants.

Wyrm Peaks

Wyrm Peaks

Cran  (Elev. 5,500 to 10,000 ft) 

The dry, rocky mountains shielding the Empty Lands from everyone else, these are flat mesas and jutting, wind-scarred ridges and cliffs. Little foliage grows on these peaks. 

Jierus  (Elev. 5,000 ft) 

A small desert range surrounding Mt Cyrok, they are dotted with geysers and hot springs as well as occasional pools of magma. Poisonous gasses frequently boil forth from fissures.

Nirill  (Elev. 3,500 ft) 

The tiny Fhafiyor Range in Saraamon was rechristened in –133 as the Nirill Mountains in honor of the intrepid explorer and mage, Nirill the Near-Sighted, who was eaten by a grell.

Mt Cyrok  (Elev. 13,500 ft) 

This is a live volcano in the Bojorn Region, planted in the center of the Jierus range. It figures promintently in the folklore of the nomadic locals as well as Cran gnomes.

Piyiir Peaks  (Elev. 5,000 ft) 

A low but steep range in Saraamon, housing many giantkin and humanoids. 

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FORESTS

Drell Woods (Darkwood)  

Very dense bosky woods in the Death Lands. Heavily populated with Minions of the Dark Lord Vahk Malyr as well as normal woodland beings.

Thirth Wood  

Small tribes of humans and goblinoids dwell here, and dragonkin and giantkin are common. 

Cy'Pren Forest  

The home of the fairy folk of Penderyn. Lush woodland over thousands of square miles. Legend says these lands are enchanted, and any number of mystical creatures do indeed live within its confines. The druids of Ki care for the forest from the fabled Holy Lands of the Fairy Queen Cy'Pren.

Vyaswood (Elfwood)  

The sovereign territory of the sylvan elves, a rather unsocial bunch. They (violently) disdain intrusion. Most neighbors know this, and give the sylvan elves wide berth.

Brell's Forest  

Named for a wealthy merchant lord, these woods are now ironically known for the stories of brigands and bandits hiding about. The stories are mostly exaggerated, but the unexplored depths of the wood do provide excellent hiding grounds for those wishing to disappear.

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Kalys Forest  

This rather wild and thick wood was once under the influence of the Wizards, and their Fortress DuQuo lies in the southern end. Kalys is a quiet wood with demihuman, giantkin, and goblinoid inhabitants.

Sappan's Forest  

This woodland teems with tribes of ogres, gnolls, and other humanoids. Humans from Yanir do some lumbering in the southern edge. Also home to the xenophobic grugach elves, led by Sappan the Elder.

Vallin's Wood (Vallin's Grove)  

This idyllic woodland is one of the rare territories where humans share a major population with elves. A great deal of the orcharding, farming, and gathering human culture here was developed through contact with high elves, and both races profit from the abundant resources found here.

Dridwood  

Very profitable human lumbering, hunting, and trapping trades are found here. Goblinoids and humanoids also hunt in the woods and interact with humans regularly here.

Mencewood  

Inhabited mostly by humanoids, this thick woodland territory is prime game-hunting land.

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Phirys Forest  

A light woodland in Saraamon, good for hunting and growing or gathering food. Many humanoids such as bugbears, hobgoblins, and ettins lair here.

Arryn Woods  

Wildly growing forest with some humanoid inhabitants. Game is plentiful as well.

Jyas Woods  

Home to many goblinoids, it's a dense rolling territory of dells, meadows, and thickets.

Kivass Wood  

This is where Gerallik's unparelleled lumbering camps are located.

Torr Forest  

Home to bands of rugged humans, goblinoids, and giantkin. Excellent hunting grounds.

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SWAMPLANDS

Marshes of Trillion  

Formerly the Geshtah Wetlands, they're now famous for General Trod Trillion, who led his entire Combine army into the marsh after Vladmimir's Host during the final days of the Black War. Nobody's ever found a trace of either force since. Legends say the swamps are haunted now. Suuhl lizard men and other bogdwellers inhabit the swamp. Few civilized races enter the Haunted Marshes for any reason.

Bog Lands (the Boonies) 

The most vile, dreary swamp in Penderyn, totally avoided by most members of any sane race. Arguably the most dangerous place on the continent, inarguably the grossest. It's often called the Boonies, and anyone who's ever seen it firsthand knows why. Situated in a deep Doko'Lon Range valley, it sits 200 feet below sea level, a stinking, sucking, wet, festering blemish of nature. (And that's the orogs' opinion!)

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CITIES AND TOWNS

Jump to: Ceryth Tabor Cities or Towns | Gerallik Cities or Towns | Saraamon Cities or Towns

(Ceryth Taybor)

Ceravan 

This is the capital of the human kingdom Ceryth Taybor. As the center of political activity, the city is always bustling year-round. Races of every type mingle here. Trading and manufacturing are brisk and profitable, and the majority of Ceravan noble merchant houses are located here. The city has several famous institutes, including the first modern mages' guild, a military school, a civil engineering college, libraries, banks, and a Sumerian seminary temple. In addition, almost every trade, craft, art, or pasttime has a guild or society represented within the city, including nonhuman organizations. Every year during the first week of the Kelerith, Ceravan hosts the Summer Festival, the biggest human celebration on the continent. This attracts merchants and visitors from around the land, and effectively doubles the population of the city during that time.

Description:

Society: Lawful Good
Population: 71,000 residents
Governor: High King Pentor Atryllen rules from Ceravan City. There is no governor.

A great stone wall encircles the city proper, and the massive city gates are closed nightly (more out of ancient tradition than for security). The architecture of the buildings and layout of the barrios is a mix of old and modern styles. Many neighborhoods are over a century old, although renovations are very common under the current High King's rule. The capital boasts massive, multi-storied, sprawling buildings, elegant towers, cobbled streets, public gardens, and colliseums and arenas. An extensive fresh water well and sewage system runs under the city, thanks to an underground river called the Hirnutil Flow. The city is split into a Lower City district and an Upper City district. The Lower City is further divided into sections: the Merchants' Quarter, the Common Quarter, the Housing Quarter, and Religious Quarter. (These are old terms from when the city was founded, and only generally describe the modern contents of those sections of the Lower City.) The Upper City is on a sharply rising hill in the very center of the city, and is about a half-mile in diameter. It's separated by another large wall and a distinct social echelon from the Lower City. The Upper City holds the governmental offices, the wealthiest residences, the finest business establishments, and Anstruth, a college for master bards. Outside the city walls are several miles of prosperous farms and towns.

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Kapurniak 

The oldest city in Ceryth Taybor, it's located in almost the center of the continent. Because of this central point, Kapurniak City is famous for its Bazaar, where merchants of every race deal in items from every corner of the continent, as well as from the far reaches of the globe. If you can't find what you're looking for in Kapurniak, it probably can't be found.

Description:

Society: Lawful Neutral
Population: 57,000 residents
Governor: Iyong Vissim

The city is basically a sprawling mess of dizzyingly twisted streets, squat buildings, and crowded squares. It's the second largest human city in Ceryth Taybor, and the oldest; the décor and architectural styles reflect this. There are fewer of the tall, grand halls, towers, and temples of stone common to the other kingdom cities, and more taverns, warehouses, brothels, inns, stables, and guilds of timber and tile arranged sporadically along the myriad alleys and brick streets. The city layout has no recognizable pattern, and it's easy to become disoriented. Despite appearances of
chaos, the city is run smoothly. The inhabitants' attitude and the pace of life are easygoing and friendly, but strict laws are enforced regarding business and theft. There are commonly nonhuman populations in ghettoes here, mostly craftsmen and tradesmen. A timber wall and wooden watchtowers surround the city, and walls cordone off sections of the city's interior as well. (This is a product of the city's growth over the years; when a new section of settlers outside the walls grew large enough to be incorporated into the city, a new wall was built to enclose that neighborhood.)  Small villages and merchant campsites dot the territory around the city for several miles.

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Myracin

This is a fortified city in the north of the kingdom, designed over the last century to stand against incursion of the vampire's minions from the north. Myracin City exudes a very permeating military presence and state of mind. Myracin is reknowned for producing the best military figures in Ceryth Taybor, and the High King's Royal Academy of War is located here. Dwarves and gnomes have most of their contact with elves and humans in Myracin City.  Weapons, armor, and warhorses are naturally prominent exports from the fortified city.

Description:

Society: Lawful Good
Population: 46,000 residents
Governess: Lady Purciliyn ip Kenir ap Xyrath

Due partially to dwarven assistance, the architecture of Myracin is impressive, some say a mite intimidating. Massive walls with battlements surround the entire city, and portcullises, watchtowers, moats, bailies, and armories figure prominently into a city design that belies the fact that this is one of the most peaceful areas in the kingdom. Those inside enjoy a busy lifestyle of urban activity. Theaters, art galleries, festhalls, and stadiums are popular here, and the citizens enjoy activities such as jousts or other contests, street fairs, orchestras, and sports events. To outsiders, the Myracin citizens seem brusque, but only until they come to know visitors well. They are a more conservative, etiquette- conscious populace, and honor, respect and loyalty mean much in Myracin. The public and governmental buildings are mostly massive, looming structures in a strongly gothic style, with statuary of gargoyles and religious emblems being popular adornments. Bridges, fountains, balconies, and towers of dark stone and strong timber incorporate dwarven influences with ancient Kalimarin human artistry to produce a beautiful, if somewhat brooding, cityscape. The streets are paved in stone. All structures within the city walls are kept clean and in excellent repair, and an efficient sewer and well system exists. The most prestigious and esteemed bard college Ollamh is located in Myracin City.

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Port Cabbarard 

This is the largest port on Penderyn, and its docks are famous and notorious. Ships of every type harbor here, vessels from Kopar and the Jatanese Empire trade here frequently, and even Askigar merchants occasionally sail in. The port is also the launch point of the river trade route down the Great Azren River. Barter is common in the city even for such standards as meals and lodging or supplies. The city produces some fine cloth, and naturally the shipyards are renowned, but most of the commerce of Cabbarard comes from or thrives off of import and export. Because of their exposure to foreign cultures, the re sidents of Cabbarard tend to think themselves as more wordly than other kingdom citizens.

Description:

Society: Neutral Good
Population: 45,000 residents
Governor: Capt. Carnik the Mariner

The port city is a well-organized settlement, divided into orderly districts. The buildings of stone, wood and tile are sturdy and practical, and the districts tend to look very similar in layout and design. The city is very clean and in good repair, and there are impressive civil engineering and sanitation guilds. The city itself lacks walls or defenses, but the individual districts, docks, and the city guard and militia care for public buildings. Personal properties are well protected by the proprietors' own means, and mercenary police forces are common. The citizens are friendly, if not outright gregarious, and the District Squares and plazas are popular as meeting places and markets. Art and music are especially popular in Cabbarard, as well as theater and magic shows. The famous bard colleges Doss and Canaith are located here, as well as a magician's guild, scribe's academy, and Sumerian acolyte seminary. Rumors abound that a great deal of the city is covertly run by the infamous Grey Veil Society, a highly effective thieves' guild, but Gov. Carnik is an honorable man and would not be involved in or condone such an underground influence, if it exists. 

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Baronell 

An inland river port, this is a rather boisterous city, catering to the hedonistic and individualistic lifestyle of the sailors and citizens who live there. While Baronell is a kingdom city, the inhabitants tend to see themselves as a free entity, and put their interests before those of the rest of 'Taybor. The port has a reputation for being rough, and foreigners may be swindled by the myriad con artists or dock thieves, but citizens respect common sense and hard work and bear no animosity towards visitors. The citizens are familiar with the humanoid races who also live along the riverbanks, and many Midland humans are surprised at the enclaves of goblinoids and others who live and work within the city.

Description:

Society: Neutral Good
Population: 19,000 residents
Governor: Jiva Styler

The city grew from shantytowns clinging to the north bank of the Great Azren River, and kingdom engineers have described the architectural mishmash of styles as both "refreshingly eclectic" and "obscene". Many of the older buildings and neighborhoods near the river are decrepit wooden edifices teetering on the riverbank, held together for decades by haphazard repairs and luck. The newer city itself encircles these Old Town sections a crescent along the Azren's bank, with more modern public and government buildings of impressive size, with designs that imitate Ceravan City's architecture. Towers housing guilds and businesses abound, and temples, fountains and parks are common. Like in Cabbarard, barter is an acceptable practice for practically any service or good. The Old Docks, on the "upriver" (east) side of town, are infamous for their saloons, rowdy sailors and river pirates, tattoo parlors and other less legitimate institutes, while the New Docks downriver do a brisk and profitable shipping and fishing business.

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Hearth

While not part of the human kingdom, this halfling community is notable because it is the closest thing the hobbits have to a city. The Hearth is a sprawling shire of several thousand halflings in dozens of villages, and while it sits within the official boundaries of Ceryth Taybor, it is an autonomous social and political entity recognized by all civilized races in the Midlands of Penderyn.

Description:

Society: Lawful Good
Population: 6,000 residents
Governor: Shire Council

Unlike most shires, Hearth has many buildings and businesses designed with the Big Folk in mind, and this is the hobbit community most non-halflings feel most comfortable visiting. The public buildings are bigger than normal, most built specifically for humanoids and their animals, but manage to be cozy nonetheless. This is the shire where most trade is done with outsiders, and the tallfellow hobbits here tend to be more relaxed with foreign races and dealings than small folk from the more reclusive halfing towns in the Shirelands. This is nothing like a human or even elven city, though; cobbled roads with tended shrubbery wind along rolling hills, and there are spacious parks and orchards between one part of the "city" and the others. Shrines, ponds, and gardens separate neighborhoods, and one may have to pass through small forests just to reach the next "city block". Despite first appearances, the hobbits have quite a well-structured system of guilds and commerce and government in this shire. Naturally, the Hearth tallfellows are friendly and helpful while being laid-back, and most outsiders are surprised to find that often a halfling's business is run out of her home, and doing business with small folk will likely entail a snack with tea as well. A common saying among caravan traders is, "If you can't make it home, at least make it to the Hearth."

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TOWNS (Ceryth Taybor) 

(Cerythian towns are generally settlements of 2,500 to 11,000 residents)

Border Guards

The fortified towns Beryth Nacir, Cabryth Nacir, Oberr Nacir, and Vyricco Nacir grew up around outposts on the Saraamon border. The former military keeps in these towns are now customs gates for all trade and passage between the kingdom and the baronies.

Daveron 

Largest cultivated farmlands in 'Taybor. Top quality cattle and other livestock come from here.

Saberyth 

Isolated trade and gambling town in the Breakwood Clearing of Brell's Forest. Elves and humanoids visit occasionally. The town's unofficially run by a coterie of ex-bandits called The Woodsmen.

 Maylor Tamborin 

A hunting town, renowned for the skill of its trackers, furriers, and trappers.

Capperivin 

Quite possibly the most degenerate, decrepit, disgusting slum town on the planet. Rats have more pride than to live here. No governing body is known to exist in this rowdy river town. Rumor says that gasses from the Haunted Marsh make residents permanently loopy.

Klen 

"Swamptown" rests on the boggy marsh border, and trades with Nirill gnomes and marsh races.

Hevron 

Fertile agricultural territory, producing corn, tuber, silk, and wheat products in abundance.

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Kirnin

This trade town's a popular caravan half-way stop on the trade route from Cabbarard to Ceravan.

Seydford 

This town produces most of the cultivated agricultural products for western Myracin. Wheat, radish, cotton, and cornfields cover the land for miles, with many trade posts between. Wool cultivation is heavy also. 

Tren 

A popular stoppage point on the Azren River shipping route, this south bank town is the starting point for river goods going inland through the Yanir Region. Very prosperous, and renowned for its excellent local cuisine.

Nir 

In the split between the Great Azren and the Errin Rivers, this is the only civilized town on the Errin until it spills into the Emyrr Ocean 700 miles away in Arzport. It's an unorganized hovel, set on marshy wetlands. Most of the town near the docks is on stilts, and the "roads" are bridges. It has picked up the uncomplimentary nickname of "The Crotch" from sailors. Halflings make up a notable portion of the populace, and the residents are happy but odd river folk. A horrifying amount of Zrandren gnomish technology passes through Nir.

Yimmir 

Agricultural goods, sturdy livestock and exceptional leatherworking come from Yimmir. This was the modest capital of the kingdom of Yanir before the Unification. Rodeos are as popular as jousts here. 

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Belt 

Excellent farmland and prize dairy cows are the claim to fame of Belt. Their cheese and wine making talents are famous throughout Yanir and Ceravan, but little appreciated elsewhere.

Marricz 

Many exceptional horse ranches are located here in these rolling prairie territories.

Idren 

The Clerics of Enlil have a college for religious studies here that most acolytes attend for at least a year.  The site of the town is legendarily a holy spot where clerics have visions from the avatars of Sumerian deities.

Brev 

This was the former capital of the kingdom of Urlin in the last century. A busy river port trade with the
Gerallik and the Zrandren races still makes this a prominent Urlin business locale.

Birien 

This "town" actually consists of many close villages spread out over a huge settled area of grazing grounds. Herds of Birienese cattle, horses, sheep, and fowl are traded throughout the Urlin regions.

L'Ren 

This is a rough-and-tumble trade outpost in east Myracin, entertaining races of all natures. Weapons, armor, and alcohol of every make are profitable commercial items. No one inquires deeply into others' business.

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CITIES (Gerallik)

Jovar

The only true city in Gerallik, the capital is small compared to Ceryth Taybor cities, and the lifestyle less sophisticated. The Gerallik people are simpler and less technologically advanced in many areas than the northern humans, but their culture is rich in tradition, ceremony, honor, and rites.

Description:

Society: Lawful Neutral
Population: 15,600
Leader: Kivan Jorell
The architecture of Jovar is simple, with square towers and hexagonal or octogonal buildings being standard. The buildings have little outside adornment, and are made of sturdy timber logs and stone with clay bricks or mortar. The most extravagant buildings are only three floors high, but many are linked by catwalks and bridges far above the streets. The streets are generally packed earth, though some stone or gravel covered paths exist in the heart of the city.  There is an impressive system of aquaducts and sewageways in Jovar. 

The gathering places are the immense feasthalls spread throughout the city, where there are always food, beverages, and hospitality. Visitors are often unprepared for the blunt, emotional manner of the Geralliks. The citizens enjoy games of chance, and challenges of strength and skill. There are many festivals and holidays celebrated citywide. The city is not fortified in any way, but Jorell keeps a rigorously trained army ready and eager to fight and uphold his laws. Foreigners need beware that laws in Jovar are strict and justice harsh; indentured servitude and slavery are common punishments for crimes, and serious transgressions may result in banishment, mutilation, or death.

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TOWNS (Gerallik)

(Gerillik towns are generally settlements of 800 to 6,000 residents)

Kisral 

This town is a bit shabby and rough. It sits at the foot of the Cran Range, and metal ore mining is the town's occupation. The best Gerallik iron weapons come from Kisral.

Klavska Port 

Very wealthy port of call along the southern tip of Penderyn. It's busy year round, with fishing and sea trade from the Jesing Ocean bringing commerce to the town and into the nation.

Pavris 

A mining town for precious metals, Pavris also mints the Gerallik coinage. Saraamon traders, gnomes, and even kobolds and orcs frequent here. Fighting sometimes erupts over mining rights bewteen races, and land skirmishes in the western foothills of the Zrandren are common.

Saprase 

A trade town on the Azren River. This is where most Gerallik goods are sent into 'Taybor, and where most northern goods are unloaded. Barter is fierce here, but a great many things may be found moving through the shops and stables of Saprase, for the right price. Famous shipyards called Dyel Fhyorit build excellent riverboats here.

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Rivsdan 

Situated at the end of the Givirn Pass through the Zrandren, this fortified town is a major land trade settlement. All overland caravans come through the Pass, and either do business in Rivsdan or pay tolls to travel further into Gerallik. Rivsdan soldiers also patrol the Pass for raiders and monsters that tend to prey on wealthy passersby.

Virin 

Primarily a lumbering town, though hunters and healers from here are highly regarded as well. The timber is hauled to the shipyards of Saprase and Aaldran. Virin bowyers and archers have a reputation for excellence.

Aaldran 

Another port, trading greatly with the Saraamon Baronies. Also the launching point for excursions to Cerandon or Tanjar. Blue clay taken from the swampier nearby areas is astoundingly resistant to breakage when fired, so Aaldran pottery is highly valued for its durability.

Miertok 

Bustling port that sees trade with Kopar and Orylleth's Isles, as well as shipping lumber to Arzport in the Bojorn Region.

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CITIES (Saraamon Baronies)

Kabalor

The capital is a majestic ancient castle surrounded by a walled town. The castle Caer Kayborn sits on a towering hill, and the city seems to flow outward from it on all sides. There is always activity day or night within the walls, and visitors are welcome. The barony's called the Highlands, and its residents Highlanders.

Description:

Society: Lawful Good
Population: 21,700 residents
Baron: Laryn Kayborn

The residences are built of wood, stone, tile and clays, in simple but attractive styles. The most impressive buildings are not the governmental houses (they tend to be small, practical and plain), but rather the museums, colliseums, and squares are immense stone structures with balconies, bridges, fountains, statuary, and shrubbery all elaborately designed and cared for. Banners, signs, and flags for noble families, prominent businesses, and famous residents hang everywhere, and celebrations are frequent. The people are generous and happy, and the entire barony upholds the ideals of chivalry, personal, and national honor. (This does make the Highlander culture a bit more chauvanistic and gently elitist than others, however.) Artistry and musical talents are much admired, and the famous bard colleges Fochlucan and Mac-Fuirmidh are located here. The Kabalor Order of the Griffon Military Hall stands here, which produces the renowned Highlander knights.

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Cyrvin 

On the open plains of the eastern Saraamon lands, this sprawling city is more accurately a series of imposing towers and small keeps surrounding several villages with stone and wooden wallworks.

Description:

Society: Chaotic Neutral
Population: 17,500 residents
Baron: Cravor Dryell

During the Saraamon Civil Wars, the hamlets outlying the Caer Cyrvin keep were encirlced with wooden pallisades. Over time, these hamlets grew into towns, and after many decades the towns blended together. This unorganized conglomerate consists of groups of stout wooden buildings and drab cottages connected by roads and old walls to other nearby groups. The entire city is enclosed in a stout wall many miles long with periodic towers serving as guardhouses, government buildings, even barns. Crop fields, orchards, and grazing land is commonly found within the walls, and there is little rhyme or reason to the layout of the city. Traveling from one "neighborhood" to another may require passing through several walls or towers; visitors liken it to a spacious maze. The city roads and structures were originally well built, but many of the important buildings are decades or centuries old and aren't well kept up. The only reliable government institute is the military, which consists of a good percentage of humanoid mercenaries.
Residents are fond of physical contests such as jousting, wrestling, archery, and fencing. There is precious little in the way of artistic or religious education in Cyrvin.

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Ryvallia 

A shockingly rowdy city, this barony capital squats on the plains of eastern Saraamon like a dark blotch on an otherwise lovely land.

Description:

Society: Neutral (evil)
Population: 15,200 residents
Baron: Markly Ryvan

Designed with an eye for defense, the Inner City is a draconian world of stone walls and structures, with narrow cobbled streets divided by iron portcullises. Armed forces are always on patrol, and humanoid mercenaries are common. Tall, stark towers and domed government buildings occupy most of the Inner City blocks, although the Salongir Keep library and University of Medicine are located here (neither are used often by the locals). The Outer City is much less structured; it's a slapdash collection of inns, taverns, halls, towers, guilds, and shops packed claustrophobically together. The crowded streets of Ryvallia all run outward from the Inner City, like wheel spokes. Citizens move about, however, using the confusing system of alleys, bridges, rooftops, and tunnels that meander throughout the Wards of the city. Outer City is separated into the Business Ward (merchants), the Living Ward (most residences), the Military Ward, the Trade Ward (craftsmen, factories, guildhalls), and the Free Ward (entertainment). 

The city is a rough place: slavery is legal, Ryvan is dictatorial, and residents will happily cheat or rob strangers if the opportunity presents itself. Visitors beware…

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Gallamir 

A welcoming city of spires, belltowers, cottages, and festhalls in the Rolling Hills plain.

Description:

Society: Lawful Good
Population: 18,000 residents
Baron: Krastig Girth

This boisterous city is full of large buildings of sturdy stone design, with nature themes to the décor. Flowers, shrubs, even small trees are commonly used as wall or street decoration, and statues of famous figures and legendary creatures are plentiful throughout the city. Caer Gallamir is a pleasant melding of nature and urbanization, with the spacious house courtyards containing fruit trees or pools. The streets are bricked, and wind through the sections of the city in a rambling manner. The merchants and craftsmen are skilled and proud, and the citizens friendly. Craft guilds are powerful here, and trade skills are valued more than liberal education. Arenas are common, with games of
chance and sporting events frequent. The Adepts of the Roc are expert archers, and their school, Fostuvur Keep, is located near Baron Girth's own home, Grey Boar Castle. Gallamir has a widespread beer brewing community, and a famous cooking school called Yulipo's Culinary Guild.

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Othryn City 

Seated a half-mile from the River Drak, Othran City is an orderly but aloof site. Well-tended houses and farms surround the pallisade-protected city.

Description:

Society: Lawful Neutral
Population: 16,400 residents
Baron: Julianessa Forch

The walled portion of Caer Othryn is small, and contains the Ohamiira Palace and gardens. The rest of the city is formed of orderly blocks of buildings, each block usually having its own shops, business offices, wells, and constables. In effect, every block is a self-contained village. The architecture is grand and precise, with sweeping walls and elaborate buttresses propping up high, spiraling towers and bridges. Even the peasant cottages near the Drak riverbanks are large and well kept. Art and music are important to the Othryn folk, as are knowledge and education. The bardic college of Cli was founded here, and is noted across the continent as a premier school. Citizens are wary of outsiders, though polite. Chivalry and etiquette are important in Caer Othryn. Even major holidays or festivals tend to be subdued and formal, though enjoyable and stylish.

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Port Sryll 

A very prosperous port city with a fishing and trade economy. The people are enthusiastic and enjoy themselves. The city is not as technologically advanced as other barony locales, but crafts from Sryll are well made And their shipbuilding is admirable. Situated near the delta where the Cymmir River meets the Jesing Ocean in the Bay of Justice, Sryll takes advantage of both sea and inland trade.

Description:

Society: Neutral Good
Population: 16,300 residents
Baron: Stirren Brock

Caer Sryll is a peppy city. The houses and businesses are colorfully painted, simple wooden structures. Decoration comes in the form of central streets and plazas teeming with vines and flowers, as well as gardens and fountains in abundance thoughout the city. Sryll has extensive shipbuilding facilities run by the Shipwright Guild. The docks are busy, and the Market Block is bustling at all hours. The city is not fortified (save for the impressive River Castle where Baron Brock resides) but a well trained and experienced army protects the barony borders, and militias are organized within the city. Citizens enjoy foreigner's company and tales. They place value in notoriety or skill in any pursuit, be it physical, spiritual, or mental, and are chivalrous. Port Sryll has an impressive agricultural population, and a crop irrigation system more advanced than anywhere else in the Baronies. Herding villages populate the countryside for miles around the port.

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TOWNS (Saraamon) 

(Saraamon towns are generally settlements of 1,500 to 11,000 residents)

Port Nissir 

Mining, metalsmithing, and trade for gnomish goods are economic mainstays here.

Happlesford 

Agricultural products, especially cotton, and superior horses are bred here.

Reath 

Border trade town with the Cyrvin Barony. Trapping and leathercrafting are big here.

Dole 

This town breeds cattle and has a largely agricultural population. They breed pigs to enormous sizes.

Berth 

This is a prosperous trade town dealing in goods from the Ryvallia Barony and Ceryth Taybor.

Nirith 

This bordertown receives a great deal of trade from the Ceryth Taybor kingdom.

Inspar 

An agricultural town. Sugar cane is grown here abundantly.

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Durn 

This town is known for its falconry and its warhorses. The best barony trainers of each reside here.

Port Ozrik 

A rough place whose residents include orcs, gnomes, ogres, and hobgoblins, the town is actually built among the ledges, gorges, and slopes of the surrounding mountains, with neighborhoods being laid out in three dimensional arrangements. Travel in town can be somewhat complicated; bridges, ramps, and tunnels are commonly needed to get from one neighborhood or street to another.

Port Drak 

A fishing town with an extensive canal system. Roads circle only the outer edges of this large community; boats and barges are needed to move about within the town itself.

Oten 

Many cotton products come from this Othryn town, and heavy trade is common with the northern Baronies. Fishing is the main occupation of Otenites. For unknown reasons, Oten is heavily populated by fey creatures such as brownies and sprites. Visiting Oten therefore can be a very unnerving undertaking...

Mith 

Potatoes, corn, rutabagas, and wheats of many varieties are grown and traded from Mith.

Pran 

Pran is fortified against skirmishes with mountain races. Some mining, metalsmithing, and leatherworking of high quality make this town valuable. Pran has a reputation for producing dragon slayers and spelunkers of skill.

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Betten 

Cattle country! Livestock of every type are bred here. Sundry cheese and dairy products are traded. The cattle auctions are a big draw in the baronies, and Betten sheep legendarily grow so woolly that their feet can't touch the ground.

Neth 

This seaside town prospers at crabbing and shellfishing, and produces seaweed products and crafts as well as ornate clay items. Glassblowing is the most profitable trade however, and Neth supplies practically half the glassware needs of Saraamon.

Dockside 

In the branch of the Cymmir and Drak rivers, this trade town houses master craftsmen of all types. A bit on the seedy side, this port has a thriving black market. (So they say…)

Krimill 

An immense and busy trade post for the Gallamir and Sryll baronies. Humanoid and demihuman goods are available here more readily than in other areas.

Shen 

Horse ranching and sheep herding compete with orcharding as successful trades. Defying outsiders' comprehension, 'goat racing' is an almost fanatical pasttime of Shenites.

Port Llyn 

Large ship fleets here make deep-sea fishing profitable, but competitive.

Trallus 

Hunting, trapping, and timbering give Trallus a reputation for having skilled craftsmen.

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