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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
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
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
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.
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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