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The Great Nations

The Great Nations refer to the most civilized lands of Eirethune.  Peoples of all of the civilized races live in the Great Nations.  There are wars between the Great Nations, but most of the nations remain at peace.  Most of the Great Nations have existed for more than 1000 years, long before the cataclysm which destroyed the Ancient Protectorate Houses of Raj Gohn.  The strength of each of the Great Nations has been in flux throughout time and now Aden Shahn is poised to be the strongest.

This is just a summary of the various nations and regions of Eirethune, the cities inside them, the religions they follow, the languages they speak, the appearance of the inhabitants, etc.  The towns and cities listed are the main fortified structures and organized communities of the various regions.  There are many other smaller hamlets or nomadic clans which are not accounted for.

Within each nation, the regions which comprise the nation is discussed.  There is also a table for displaying the various sizes of the towns and cities, as well as the religions they follow.  If a religion is displayed in bold italics, then that town holds the primary temple to that deity.  There are possibly other deities who have shrines in the towns than those listed, but the religions listed have temples and reasonably sized staffs.

The general characteristics of a region’s inhabitants is also given.  Included in that list are the languages spoken most commonly in that region.  Any language without a parenthesized letter are human languages. (E) refers to elven, (D) to dwarven, (O) to orcish & goblinoid,  (½) to gnomish & halfling species.  If the elven, dwarven or halfling languages are not specified, then they speak the human tongue of that region.

Humanoid Stats are used if a 3d6 rolling system for each ability is used.

Aden Shahn

Aden Shahn is a land of many cultures which aspires to be the greatest trading empire.  Having access to both the South Seas and a large road network , products from all lands can pass through Aden Shahn, bringing great prosperity to the region.  There are great plains, forests and hills, and a large protected sea where internal sea trading and fishing is common.  There are few resources that Aden Shahn is without.

AdenShahn

Crocia

Crocia is the most populated region of Aden Shan.  It lies at the north end of the on a fertile peninsula that makes its cities rich in trade. The people of Crocia are hard-working and have strong family ties which keeps them bound to their homeland.

Humanoid Characteristics: Dark hair, Heavy frame

Humanoid Stats: +2 Str, +2 , +2 Con

Languages: Goldar, Ang Thadesh (E), Balladda (D) Jadroar (½), Fang-Homar(O)

Cities and Towns of Crocia, Aden Shahn
Name

Ruler

Type

Population

Religions

Lexter

Baron Ankhnah

City

3000

Lasipa, Sapayo

Niemandale

Duke Rednan

City

7500

Lasipa, Dagilian

Branch Haven

Baron Brook

City

2000

Apasta

Dram Rising

Baron Feardah

Town

300

Lasipa

Surrin

Surrin is a shared region between Teldor and Aden Shahn, however, Aden Shan’s capital city lies in Surrin and is protected by several baronies.  Surrin is a successful trading region and the capital city shows it.  The major difference between the cities and towns of northern (Teldor) and southern (Aden Shahn) Surrin is found in their worship.  The people of Surrin are great minstrels and are known throughout the East as such.  There are several touring circuses in Aden Shahn & Teldor that are based in Surrin.


Humanoid Characteristics: Dark Hair, Light complexion, Blue eyes, Heavy frame

Humanoid Stats: +2 Str (Min 9), +1 Int (Min 12), +2 Dex (Min 9), +1 Con (Min 9), Cha (Min 14)

Languages: Goldar, Irar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Cities and Towns of Surrin, Aden Shahn
Name

Ruler

Type

Population

Religions

Bredenkham

King Lahdrin

6000

Apasta, Thakune

Polkevin

Baronet Saemund

Town

200

Apasta, Thopila

Bamtie

Duke Sigismund

Town

500

Thakune

Carndred

Baronet Bargnor

Town

300

Thakune

Thangor

Baronet Rhorvik

Town

300

Apasta

 

The Smothe

The Smothe is an old land whose inhabitants keep much to themselves. The inhabitants of the Smothe have long defied the proximity of Aden Shahn.  The outpost that Aden Shahn has in the Smothe is only nominally controlled.  There is a fair amount of unrest and emigration to the larger independent city in the Smothe, Katorba.

Humanoid Characteristics: Dark hair, Dark complexion, Light frame

Humanoid Stats: +3 Int (Min 15), +2 Dex (Min 15)

Languages: Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Cities and Towns of The Smothe, Aden Shahn
Name

Ruler

Type

Population

Religions

Bontham

Baron Felayeshahm

Town

200

Girkahd, Seybok

The East Smothe

The East Smothe is the more populated version of the Smothe.  Its inhabitants are very insular and don’t like strangers much.  There is more trade available in the than in its western cousin, but not much.  The inhabitants have disdain for Aden Shahn, and many have flown to Katorba in the Smothe as well.

Humanoid Characteristics: Dark hair, Dark complexion, Light frame

Humanoid Stats: +2 Int (Min 15), +2 Dex (Min 15)

Languages: Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Cities and Towns of The East Smothe, Aden Shahn
Name

Ruler

Type

Population

Religions

Hatchmann

Baron Rohim

Town

300

Girkahd, Seybok

Feanon

Lord Blaise

Town

500

Girkahd, Seybok

Bog’s Head

Baron Honus

Town

300

Girkahd, Seybok

Garlish

Baron Tehrakh

Town

200

Girkahd, Seybok

Osebb

Osebb is the region in Aden Shahn responsible for trading with Udbotsi and the .  Naval explorers also come from Osebb’s southern , scouring the coasts of Tatan and beyond for signs of a new cove worthy of settlement.

Humanoid Characteristics: Good swimmers

Humanoid Stats: +1 Str, +1 Int, +3 Dex

Languages: Goldar, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Cities and Towns of Osebb, Aden Shahn
Name

Ruler

Type

Population

Religions

Bae Eern

Baron Domison

Town

500

Posaniath, Hermax

Benthous

Baron Joarn

Town

300

Posaniath, Manorn

Ryder Corners

Baron Mellimar

Town

300

Hermax, Sapayo


Angleside

Angleside is arguably the oldest Great Nations.  It has traveled The Bryan and the for as long as history is recorded.  Its cities have housed many races in relative harmony for a millenium, even though its lands are quite mountainous and wooded.

Angleside

Angleside

The Angleside is the center of the nation of the same name.  The largest and oldest cities lie in this region, and each are quite prosperous even today.  There are many sailors in Angleside, but there are just as many woodsmen, tying the population to both land and sea.

Humanoid Characteristics: Brown hair, large frame, mixed complexion

Humanoid Stats: +2 Str, +1 Int (Min 15), +2 Dex (Min 15), +1 Con, +1 Cha (Min 14)

Languages: Cith Isar, Mithe Isar (E), Shaken Nûn (D), Toarus (½), Gwr-Ffadwr (O)

Cities and Towns of the region of Angleside, nation of Angleside
Name

Ruler

Type

Population

Religions

Kreenan

King Jahren I

4000

Seybok, Hramit, Manorn

Wainmouth

Lord Bamtoar

City

2000

Seybok, Hramit, Manorn

Callan

Duke Xeirshah

Town

900

Seybok, Manorn

Portmunt

Baron Bavonar

Town

300

Hramit, Manorn

 

Coten

Coten lies at the southern points of the Mouth of Bryan, as it opens into the .  It has long been a sailing and fishing region and its inhabitants know few trades not required by that realm.

Humanoid Characteristics: Dark complexion, Dusty hair, Light Frame, Good Swimmers

Humanoid Stats: +2 Int, +4 Dex

Languages: Cith Isar, Mithe Isar (E), Shaken Nûn (D), Toarus (½),Gwr-Ffadwr (O)

Cities and Towns of Coten, Angleside
Name

Ruler

Type

Population

Religions

Grey Horn

Baronet Realnore

Town

500

Manorn, Posaniath

Dreton

Dreton is the region further east on the southern mainland of Eirethune.  It’s mountainous peninsula protrudes far into the , and for that reason, its people are one with the sea.  There are horrible gales that blast the coastline and the people are very hardened and insular, focusing their life on the sea and the inevitable death that follows.

Humanoid Characteristics: Dark complexion, Dark Red Hair, Light Frame, Great Swimmers

Humanoid Stats: +2 Str, +1 Int, +3 Con

Languages: Cith Isar, Mithe Isar (E), Shaken Nûn (D), Toarus (½),Gwr-Ffadwr (O)

Cities and Towns of Dreton, Angleside
Name

Ruler

Type

Pop

Religions

Watchlock

Baronet Knipus

Town

200

Manorn, Ahrahth, Posaniath

Balmorien

Balmorien is a great nation of many cities and towns, making it the most inhabited nation in all Eirethune.  It is a land of a great fertile valley surrounded by a ring of mountains protecting it from the northern wastes and all who lie beyond.  For such a large nation, it is relatively insular and for that reason, it does not maintain the same wealth as Aden Shahn, or even Bavarin.

Balmorien

Devnah

Devnah is the land in the southwestern corner of Balmorien.   The cities in the plains are similar to their Thearth neighbors, and the cities along the are the greatest trading cities of Balmorien.

Humanoid Characteristics: Light hair, Light complexion, Dark eyes

Humanoid Stats: +3 Str, Int (Min 15), Wis (Min 12) , Dex (Min 15), +1 Con

Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Waldbaden

Lord Dierwadt

Town

500

Mahgmank, Thakune, Hermax

Hae Mata

Lord Hermunt

Town

300

Mahgmank, Thakune

Bryanende

Lord Friedbar

Town

400

Kaelia, Manorn

Cartain

Lord Valor

Town

300

Aluriath, Astoda

Dreebak

Lord Walkar

City

3000

Posaniath, Kaelia

Rydnak

Lord Baegaris

City

1500

Thopila, Thakune

Thearth

Thearth is the boundary land of mountains and plains on the northern frontier.  There are great hunting and mining resources in Thearth which they trade for food and other goods which they cannot produce themselves.

Humanoid Characteristics: Dark hair, Dark eyes, Dark complexion

Humanoid Stats: +2 Str, +1 Dex(Min 12), +1 Con

Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½),Loborahn (O)

Name

Ruler

Type

Population

Religions

Sharn Korg

Lord Trienon

City

5000

Mahgmank, Sapayo

Fryhain

Lord Keller

Town

300

Mahgmank, Thakune

Bylawfen

Lord Feleigon

City

3000

Thakune, Sapayo

Bad Ozen

Lord Mirball

Town

300

Govord, Hramit

Shahnburg

Lord Tankorg

Town

500

Thakune, Sapayo

Fryhain

Lord Keller

Town

300

Mahgmank, Thakune

Karitash

Lord Zempor

Town

500

Mahgmank, Thakune

Gast Entun

Lord Ponndrahd

City

2000

Thakune, Mata, Thapila

Roane

Roane governs the eastern boundary of Balmorien, and houses the , Aachnarn.  It is very mountainous, but the bazaars of Aachnarn and Poznot offer the region some taste of foreign trade.  Some of the greatest wizards in all Eirethune train in Roane’s cities.

Humanoid Characteristics: Dark hair, Dark eyes, Light complexion, Light Frame

Humanoid Stats: +5 Int (Min 15), +1 Dex (Min 12)

Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Aachnarn

King Joachim V

10000

Mata, Thakune, Thapila, Hermax

Velderwall

Lord Keirhob

Town

300

Mata,  Thakune

Aeris Nadden

Lord Wabishon

City

1500

Thakune, Govord

Wiskroyt

Lord Grieg

City

6000

Hermax, Govord, Lovaxa

Dag Mier

Lord Meirhahn

Town

500

Latila, Govord, Hramit

Poznot

Lord Regnar

City

5000

Thakune, Latila, Hermax

Harnak

Lord Balok

City

2000

Lovaxa, Thakune

Kreegar

Lord Wenkalis

Town

500

Latila, Govord, Mahgmank

Bavarin

Bavarin is one of the most peaceful nations in all Eirethune.  Except for participating in the Great War against Thang-Gwr and the Ur Lords, Bavarin has been at peace of 500 years.  It maintains peace with its neighbors in Angleside, Southland and Aden Shahn, and because of it, Bavarin has been the most prosperous nation in the world.  Aden Shahn now surpasses Bavarin’s wealth, but the people of Bavarin are not so much losing wealth, as Aden Shahn is gaining it.

For all of the external peace that lies in Bavarin, there is a fair degree of political in-fighting for control of the wealthy nation. Five years ago, the previous King, Dazah-Nadreen, was ousted because he was found out to be secretly worshipping Seybok.  The citizenry of Fathe Nûn would not abide by that and so Lord Bellon, one of the most respected lords of Osahn, was crowned King.  Dazah-Nadreen was imprisoned for 3 years, but has been released because of the overwhelming support he has throughout Bavarin.  He still maintains a house in Fathe Nûn, but openly lives in Banor.

Bavarin

Bavarin

Bavarin is the home of the Great Nation.  This region is divided into the Northern and , which are grand, fertile farming and herding lands.  These Marches provide most of the southern continent with the bulk of its food staples due to their fertility and glorious climate. The capital city, Fathe Nûn, lies in Bavarin, and this city is the center of all of the political in-fighting in the nation.

Humanoid Characteristics: Olive complexion, Dark Hair, Light Frame

Humanoid Stats: +2 Int (Min 15), +2 , +1 Dex (Min 15)

Languages: Saris Isar, Mithe Isar (E), Shaken Nûn (D), Toarus (½), Gwr-Ffadwr (O)

Name

Ruler

Type

Population

Religions

Fathe Nûn

King Bellon

6000

Osahn, Thopila

Dobrize

Lord Raydar

Town

500

Osahn, Thopila, Hadokahn

Banor

Baron Danthar

Town

300

Seybok

Derrin Dale

Baron Abcoron

Town

200

Seybok, Ahrahth

Regent

Regent is Bavarin’s equivalent to Angleside’s Dreton.  Regent is a relatively remote mountainous area whose inhabitants focus on naught but the sea and the inevitable death it will deliver.

Humanoid Characteristics: Light complexion, Light hair, Light Frame

Humanoid Stats: +1 Str, +1 Dex, +4 Con (Min 15)

Languages: Saris Isar, Mithe Isar (E), Shaken Nûn (D), Toarus (½),Gwr-Ffadwr (O)

Name

Ruler

Type

Population

Religions

Regis Cliff

Baronet Baris

Town

300

Ahrahth, Manorn, Posaniath

The Mote

The Mote had been a breeding ground for the orc and goblin races for many years prior to the Great War.  When the Great War swung towards victory for the Great Nations, both Aden Shahn and Bavarin troops cleansed the valley and forests of its orcish inhabitants.  There are still orcs and goblins and the like up in the mountains surrounding the valley, but now the Mote has become a land of settlers, tired of the noble houses of Bavarin.

Humanoid Characteristics: Dark Complexion, Dark Hair, Heavy Frame

Humanoid Stats: +2 Str, +1 Int, +2 Dex, +1 Con

Languages: Saris Isar, Goldar, Mithe Isar (E), Shaken Nûn (D), Toarus (½), Gwr-Ffadwr (O)

Name

Ruler

Type

Population

Religions

Tatronen

Baron Kord Horm

Town

500

Dagilian, Kaelia, Hadokahn, Mata, Thopila

Calandiren

Calandiren is a nation of inhabitants who are most akin with natural forces.  There are more elves of all species in Calandiren than perhaps the rest of the world.  Every town and city has representatives from most of the races found in Calandiren, but there are many smaller hamlets that are homogenous to a specific race.  The smaller hamlets are very much akin to the tribes of their northern neighbors in Frostmark, as they share a common perspective of [read disdain for] the civilized world.  However, almost all of the peoples of Calandiren rose strongly to defend the world during the Great War, and even today, they keep a very close watch on the ancient ruins of the home of Thang-Gwr to make sure that nothing so destructive returns to their lands.   There are some segments of the dark elf population which yearn for the return of Thang-Gwr and the ascendancy of the destructive forces he commanded. Most of these segments, however, are quite secretive.

Calandiren

Gelden

Gelden is the seafaring and trading center of Calandiren.  All trade which does not come from Frostmark comes through Gelden and so to some extent, Gelden is the most cosmopolitan area of Calandiren.

Humanoid Characteristics: Nordic, light frame, good swimmers

Humanoid Stats: +1 Int, +2 Wis , +2 Dex

Languages: Ár Sylagh, Lireann Sé (E), Gagged Baar (D, ½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Bryanmouth

Lord Llanom

City

1500

Manorn, Dagilian, Sylvana

Draboar

Lord Parvor

Town

900

Latila, Lasipa, Sylvana

Lord Falor

Town

500

Manorn, Sylvana

Glenhome

Glenhome is the largest region of Calandiren and houses most of the population of the land.  The capital city, Glen Ár, is central to Glenhome.  The greatest masters of nature live in the woods around Glen Ár and there are grand meetings there where followers of that path travel to those woods.

Humanoid Characteristics: Dark hair, light complexion

Humanoid Stats: +2 Str (Min 12), Int (Min 12), Wis (Min 14) , Dex (Min 14), +1 Con (Min 10), Cha (Min 14)

Languages: Ár Sylagh, Lireann Sé (E), Gagged Baar (D, ½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Glen Ár

King Dannogh

1500

Sylvana, Latila, Dagilian

Clearing

Baronet Garrish

Town

500

Dagilian, Latila, Sylvana

Almo

Baronet Lambard

Town

500

Latila, Sapahn, Sylvana

Kellen Wood

Baron Drendogh

Town

500

Sylvana

Farran

Baronet Fonture

Town

500

Dagilian, Sapahn, Sylvana

Frostmark

Frostmark is a barbarian land where small tribes predominate.  There are a few towns in the Dunns and East Dunns, but most of the population lives in smaller groups in the mountains or out on the ice.  There is quite a bit of raiding between the tribes who live in Frostmark, but there is also great kinship which binds the tribes together.  The greatest task for the tribes of Frostmark is to keep the evil Frost Giants of Icereach from invading the south.  The tribes of Frostmark join man and good Frost Giant together to continuously raid the northern ices in an attempt to continually disrupt the power of Icereach so it will not have an opportunity to attack the south.  Because the warriors of Frostmark spend a portion of their lives raiding the evil Frost Giants, the rest of the world fears them.

Frostmark

The Dunns

The Dunns are quite mountainous and cold.  Men, Frost Giants and all variety of dwarves are bound together here to fight in Icereach.  Because of the large number of dwarves here, there are some of the greatest armor and weapon smiths here.

Humanoid Characteristics: Red hair, burly, large frame

Humanoid Stats: +2 Str, +2 Int (Min 12) , +3 Con

Languages: Dunnagh, Gagged Baar, Lireann Sé (E), Gagged Baar(D, ½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Black Dunn

King Gwln

900

Govord, Thakune, Dagilian

Lord Dwr Am

Town

500

Dagilian, Thakune, Govord


The East Dunns

The East Dunns has more wood and valley than its western namesake.  For this reason, more elves and humans are present here than dwarves.  The towns of the East Dunns trade much with Calandiren, as well as the nomads of Rhorden.

Humanoid Characteristics: Red Hair, Slight Frame

Humanoid Stats: +2 Str, +2 Int, Wis (Min 12), +2 Dex, +1 Con, Cha (Min 14)

Languages: Dunnagh, Gagged Baar, Lireann Sé (E), Gagged Baar(D, ½), Loborahn (O)

Name

Ruler

Type

Population

Religions

Mainore

Lord Perduin

Town

900

Kaelia, Latila, Thakune

Batch Moor

Lord Baxmen

Town

500

Latila, Thakune, Dagilian

Kastgor

Kastgor is a very desolate land of fierce fighters who want no part of the rest of the world.  People are welcome to come to Kastgor, but only if they decide to remain.  The high deserts of Kastgor are difficult to live upon, but there are small nomadic clans that scour them for game, or attempt to find nourishment in them for their sturdy herd animals.  The only real city in Kastgor is Nandig, and most people will not find it a welcoming town, even though there are many races represented therein.

Humanoid Characteristics: Black hair, Light complexion, Black eyes, Tall

Humanoid Stats: +2 Str, +2 Int (Min 15), +2 ,+1 Dex (Min 15), +1 Con

Languages: Vlamarn, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½),Loborahn (O)

Name

Ruler

Type

Population

Religions

Nandig

King Hagak

1500

Thadaok, Thakune, Mardank

Rhorden

Rhorden is a land of nomadic clan-bound peoples.  All inhabitants of Rhorden are great riders of bird or horse or other beast of mount.  Each clan has its own particular riding animal that it will use.  The ability of a person to ride a specific animal determines to which clan they belong.  The clans of Rhorden raid each other for food or slaves, but they do not hold grudges or openly war against each other.  Even though the clans are mostly independent, they have been known to join with tribes of Frostmark on raids into Icereach to oppose the evil Frost Giants.

Rhorden

The clans of Rhorden mostly live off the land, but they do trade with towns in Frostmark, Calandiren and Balmorien if something vital is needed.

Almost all of the clans of Rhorden are shamanistic, worshipping animal manifestations associated with their clan’s riding mount.

Humanoid Characteristics: Light hair, Light complexion, Heavy frame, Tall

Humanoid Stats: +3 Str, -3 Int (min 8), +3 Dex, +3 Con

Languages: Xolarg, Dunnagh, Gagged Baar, Lireann Sé (E), Gagged Baar(D, ½), Loborahn (O)


Southland

The Southland is a peaceful country that has only been at war when pressed.  At times, the navies of the Southland seek out and destroy pirates, but that is the closest to open warfare that this pastoral nation becomes.  The Southland is comprised mostly of halflings, gnomes and their hybrid fnomel race.  Unlike halflings and gnomes in other parts of Eirethune, everyone in the Southland is a seafarer and a relatively good swimmer.  The waters around the Southland are quite warm and fishing is very plentiful.  Given their nautical position between the northwestern nations and the southeastern nations, there is a great deal of trade which finds its way into the ports of the Southland.  Most of the inhabitants, however, live in very small hamlets across the countryside and coast, and leave the cities to those who care mostly about trade, and not about the beautiful countryside and coast that the Southland possesses.

Southland

Humanoid Characteristics: Olive complexion, Dark hair, Short, Stout Frame

Humanoid Stats: +2 Str, +2 Int, +1 Dex, +1 Con

Languages: Toarus, Saris Isar, Cith Isar (E), Shaken Nûn (D), Toarus (½), Gwr-Ffadwr (O)

Name

Ruler

Type

Population

Religions

Gale’s Head

Queen Aeris

6000

Thadoak, Mata, Posaniath

Farrish

Lord Tomrain

Town

200

Hadokahn, Apasta, Thadoak

Teldor

Teldor could be much more than it is.  There is trade that flows through Teldor, but the tariffs are so high, that many traders seek other routes rather than deal with the laws of this land.  There is still some prosperity through trade in Teldor, but most of that wealth is spent on political in-fighting.  There have been several civil wars in Teldor between the Barons who serve the Megrakk Dynasty.  These wars have caused constant turmoil for centuries.  The last time when no Baron of Teldor waged war against another was during the Great War.  Centuries before and all of the time since, there was been at least one town or keep under siege.

Teldor

Azmunth

Azmunth is the heartland of Teldor and home to its capital.  Most of the food staples are grown in Azmunth, at least until a warring Baron ravages the land owned by their rival.  The trade tariffs in Azmunth are quite restrictive, yet there are still traders who will utilize Teldor’s ports on The Bryan in order to reach points north or south.

Humanoid Characteristics: Light hair, Light complexion, Heavy frame

Humanoid Stats: +2 Str, Int (Min 15), +2 Wis(Min 12), Dex (Min 15), +1 Con

Languages: Irar, Ang Thadesh (E), Balladda (D) Jadroar (½), Fang-Homar(O)

Name

Ruler

Type

Population

Religions

Balkmore

King Megrakk

3000

Palio, Dagilian, Hadokahn

Great Azmunth

Baron Heutar

Town

300

Hadokahn, Girkahd

Yardharm

Baron Vinstore

Town

300

Lovaxa, Lasipa, Mata, Palio

Rinarn

Baron Ivar

Town

200

Mardank, Hadokahn, Palio, Hadokahn


Surrin

There is one great city and a few hamlets in Surrin which fall under he supervision of Teldor.  The rest are in Aden Shahn.  The peoples of Surrin look the same, but the difference in worship between northern and southern Surrin delineate the real division.  , however, is as much a successful trading region as its southern partner.  The tariffs in Redenkorz are much lower than those found in Azmunth.

The people of Surrin are great minstrels and are known throughout the East as such.  There are several touring circuses in Aden Shahn & Teldor that are based in Surrin.

Humanoid Characteristics: Dark Hair, Light complexion, Blue eyes, Heavy frame

Humanoid Stats: +2 Str (Min 9), +1 Int (Min 12) ,+2 Dex (Min 9), +1 Con (Min 9), Cha (Min 14)

Languages: Goldar, Irar, Ang Thadesh (E), Balladda (D) Jadroar (½), Fang-Homar(O)

Name

Ruler

Type

Population

Religions

Redenkorz

Baron Sevard

City

2000

Hramit

Udbotsi

Udbotsi is a kingdom of three diverse regions.  The Green Cities are quite populous, but mostly independent of direct reign from King Beo-Juhm.  In Eastlom, there are many land-owning nobles who swear fealty to the king.  In far Tatan, however, smaller Barons attempt to create settlements in a very inhospitable land.

Udbotsi

Eastlom

Eastlom is the heartland of Udbotsi where strict feudalism is practiced.  Land-owning nobles possess most of the land on which the inhabitants of Eastlom live.  The capital city of lies in Eastlom and the towers of the grand can be seen for miles around.  Daemore is fairly prosperous as are the nobles who possess land in Eastlom.  One other characteristic of Eastlom is that it grows the best barley and hops in all Eirethune.  It’s not surprising that Moormar has the best brewery, bar none, in all of the world.

Humanoid Characteristics: Dark Hair, Dark Complexion, Good swimmers

Humanoid Stats: +2 Str, +2 Int, +2 Dex, +1 Con

Languages: Thonarn, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Name

Ruler

Type

Population

Religions

Daemore

King Beo-Juhm

6000

Dagilian, Kaelia

Bastwell

Lord Tang-Hwar

Town

900

Dagilian, Kaelia, Lasipa

Moormar

Lord Fa-Dhing

Town

900

Dagilian, Lasipa

Tatan

Tatan is a secluded land in an inhospitable region where the civilized people are quite outnumbered by their enemies.  Even with the constant fighting, Tatan is growing both in population and in independence.  The people of Tatan are fierce in all matters and have great disdain for subterfuge.

Humanoid Characteristics: Dark hair, Light complexion, Tall, Good swimmers

Humanoid Stats: +2 Str, +2 Int, +2 (Min 12), +1 Dex, +1 Con

Languages: Thonarn, Abbadorin Faz, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Name

Ruler

Type

Population

Religions

Vlandrahl

Lord Aladamaar

Town

900

Sapayo, Astoda

Ittrok

Lord Nordaimen

Town

900

Sapayo, Astoda

 

The Green Cities

The Green Cities region is the bridge between the west and the unknown.  Each of the Green Cities pride themselves on trade and adventure, and people from all over Eirethune arrive here for just those purposes.

The laws are very lax in the Green Cities, and the people quite varied.  Although only a few religions are mentioned, one can find shrines to almost any deity in Eirethune.


Humanoid Characteristics: Olive complexion, Dark hair, Good Swimmers

Humanoid Stats: +2 Str, +2 Int, +2 Dex, +1 Con

Languages: Thonarn, Ang Thadesh (E), Balladda (D), Jadroar (½),Fang-Homar(O)

Name

Ruler

Type

Population

Religions

Haazeal

Lord Fohnrash

City

5000

Hermax

Traymont

Lord Tomboor

City

7000

Hermax, Sapayo

Galazoor

Lord Lekasch

City

5000

Hermax

Vendratti

Vendratti is a land of mountains and desolate plains, quite near the lands of the old House of Kharin Dûn.  Even for their relative distance from the rest of the world, Vendratti is fairly open to anyone who would cross into their borders for trade or friendship.  The nation is very balkanized with the royalty only having nominal fealty from the peoples in distant parts of their lands.  However, when war strikes Vendratti, all of its inhabitants heed the call to arms.

Vendratti is a very old land and was once quite lush a millenia ago, but the land is mostly known for its penchant for researching arcane arts.

Vendratti

Region of Dag

Dag is the prosperous region in Vendratti.  There is great mining resources in Dag and trade with Balmorien and even Kastgor is good here.  The capital of Vendratti was moved to Dag after the Great War because of the better natural defense that Dag provides and the more plentiful population.

Humanoid Characteristics: Dark hair, Dark eyes, Dark complexion, Tall

Humanoid Stats: +2 Str, +1 Int, +2 ,+2 Dex, +1 Con

Languages: Vlamarn, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½),Loborahn (O)

Name
Ruler
Type
Population
Religion

Oaz Krier

King Abdagat

1500

Govord, Hramit, Hermax

Frybak

Lord Sprinat

Town

300

Govord, Hramit, Hermax

 

Vendratti

The plains of Vendratti are quite desolate now.  A millenium ago, they were quite beautiful, but they were ravaged and despoiled by constant warring with the Ûr Lords.  The capital was once present here, but now it is only ruins.  The people who still live on the plains live in small nomadic clans, travelling from one oasis to another.  The clans are quite peaceful with one another, and will often join together if a raiding party from the Lands of the Ûr Lords makes its way here.

The nomads of the Vendratti plains are also where many different arcane cults exist.  These small cults do not have many resources, other than their almost innate ability to see beyond the confines of what would normally be considered ‘standard magic’.

Humanoid Characteristics: Dark hair, Green eyes, Dark complexion, Tall

Humanoid Stats: +1 Str, +3 Int (Min 12), +1 Dex (Min 12), +3 Con

Languages: Vlamarn, Abbadorin Faz, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½),Loborahn (O)


West Isles

The West Isles are very mountainous and desolate and the few people that decide to live on these islands are hunters and fisherman only.  They care not for the mainland except to acquire goods which they could use to fix their ships, or better hunt, or more easily fish, or the like.  The people of the West Isles did fight in the Great War, but only after their own ships were attacked by flying beasts that the Ûr Lords had summoned.

WestIsles

Humanoid Characteristics: Blue Eyes, Light Complexion, Heavy Frame, Great Swimmers

Humanoid Stats: +1 Str, +2 Dex, +4 Con

Languages: Gwmahr, Lireann Sé (E), Gagged Baar(D, ½), Loborahn (O)

Independent Cities

There are a few cities who are not under the jurisdiction of any of the Great Nations.  These cities try to stay out of the affairs of the Great Nations, preferring neutrality over conflict.  The laws internal to these independent cities vary greatly, however, from being quite strict to undetectable.  Almost all of the independent cities have built their wealth through trade.

Lebben Humanoid Characteristics: Green Eyes, Light Complexion, Light Frame, Good Swimmers

Lebben Humanoid Stats: +2 Str, +1 Int, +2 Dex, +1 Con

Name

Ruler

Type

Population

Religions

Region

Katorba

Lord Beaguine

City

6000

Seybok

The Smothe

Kaddrin

Lord Dryfuss

City

5000

Posaniath, Hermax

Lebben

Léomar

Lord Vainom

City

6000

Posaniath

Lebben

Sadav

Lord Federales

City

4000

Hermax, Seybok

Southland

Ancient Houses of Raj Gohn

The Ancient Houses of Raj Gohn were assembled 1,500 years ago as a coalition of powerful noble families across the world who would serve as protectors of the world.  Smaller wars and conflicts could go on, but if the destruction of all civilization was in question, the Raj Gohn would mobilize their power and the world to defeat them.  There were 4 main houses and 2 duchies participating in Raj Gohn.  During the Great War, all four houses were devastated, primarily through treachery.  The 2 duchies, Kazden Dûn and Kharin Dûn remain, however, and are still the most formidable bulwarks against the Ûr Lords that Eirethune has to offer.  The duchies are inhabited primarily by dwarves, but there are also humans, gnomes, halflings and elves who man the great defensive structures that exist along the duchies’ borders.  The duchies have great keeps where their mages divine to understand when the next attack from the Ûr Lords will take place.  The duchies also launch raids into the Lands of the Ûr Lords when the divinations of the duchy mages indicate an attack is advantageous.

Outer Lands

The Outer Lands refer to the uncivilized and desolate lands outside of the Great Nations.  In particular, the Outer Lands refer to the Lands of the Ûr Lords and that of Icereach. 

Lands of the Ûr Lords

The former is a wild, desolate land filled with various evil races in constant war.  The Ûr Lords are archetypes for each of the various races who live in these lands.  The Ûr Lords are very powerful mages, fighters, clerics and more, who lead armies into battle after battle for glory and dominion over their own desolate realm.  The Ûr Lords also venture out of their realm and attack the civilized world to the west and south, that is when they can pass through the grasp of the duchies of Kazden & Kharin Dûn. However, smaller raids from the Ûr Lords do infrequently occur in Rhorden, Balmorien, Vendratti and Frostmark.  These raids are bent on destruction, not conquest, for the civilized world offers nothing of interest to the Ûr Lords, other than knowledge to steal and creatures to destroy.


Icereach

Icereach is an expansive frozen land where the evil Frost Giants dwell under the watchful supervision of the spirit of Thang-Gwr.  After the corporeal form of Thang-Gwr was destroyed at the end of the Great War, his minions were able to capture and deliver his soul to a desecrated shrine in the frozen wastes of Icereach.  Here his essence was reformed into an ethereal spectre that could manifest limited power on the physical plane.  In his spirit form, Thang-Gwr warped the Frost Giants of Icereach and merged their life strains with that of the demons he had such great power over during the Great War.  For this perversion of the giant flesh, Thang-Gwr is the most hated creature of the remaining free Frost Giants of the lands south of Icereach.  Thang-Gwr’s demonic Frost Giants are slowly growing in number, and much slower than Thang-Gwr would like, because the barbarians of Frostmark and Rhorden constantly make raids on to the ice shelves of Icereach to destroy the demon Frost Giants before they mature.  Without this constant vigilance, Thang-Gwr’s growth in power would be unchecked.