Geography & Demographics


Grenmond

  • Capital: Grenscross; Kaer Orne (in the Taurë Forest)
  • Population: Approx. 15 Million [59% Human, 20% Elf, 9% Half-Elf, 4% Dwarf, 4% Gnome, 5% Other (including Gnoll, Goblin, Lizardfolk, Yuan-ti, Ogre, Fey)]
  • Government: Monarchy
  • Exports: Elvencraft goods, Ships, Weapons, Art
  • Religions: Fatame (Church of the Benevolent Light, Order of the Bountiful Hand), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Vaerendri Order), Tedabe
  • Alignmnet: LG, LN, NG; CG, CN, N (in the Taurë Forest)

Grenmond has a long and rich history. As one of the Three Kingdoms, it is the most populous nation in the region, though it is not the largest. As the home of the Taure Forest, it is also a kingdom of duality. The Taurëan Elves are the wardens of the woods. As long as the great forest is kept largely intact, the elves are comfortable swearing fealty to the reigning monarch of Grenmond. The forest is truly large, encompassing about half the area of the nation. It is a wild place with countless creatures and many places for evil to hide. In contrast, life in the plains and cities are fairly safe. People are generally friendly and willing to help.

Places of Interest

Most of the southern half of Grenmond is dominated by the Taurë Forest. East of Matisanga lies the Tshibongo swamp, the largest in the region. The lizardfolk tribes native to the swamp are generally non-confrontational and will occasionally be seen trading in Matisanga. North of the swamp are the Halruan plains, former home to a nation ruled by goblins. Though their nation was utterly crushed, settlers and travelers in the plains see frequent goblin raids. In the west, between Swynmarsh and Kingsbridge, the Shattered Tower can be found. A mysterious cult inhabits the ancient marvel, however, refusing entry to those who do not share their beliefs. To the north lies the entrance to the great halls of the Tierian Mines, pride of the dwarves. In the northeast is the Encroaching Forest, where elves of the K’Thir forest wage a guerrilla war on Grenmond settlers and trade caravans. North of Greygate is the Undermount Pass, an ancient passage through the Tierian Mountains to the nation of Maldova. The capital city of Grenscross is home to Woodcrest University and the Church of the Benevolent Light.

Major Cities

  • Grenscross – Population: 120,000
  • Duinsgate – Population: 65,000
  • Kingsbridge – Population: 90,000
  • Portsborough – Population: 60,000
  • Tuanwyvern – Population: 75,000
  • Greygate – Population: 32,000
  • Cheltford – Population: 50,000
  • Bre – Population: 72,000
  • Matisanga – Population: 70,000
  • Kaer Orne – Population: 27,000

Daland Empire

  • Capital: Dalkeep
  • Population: Approx. 10 Million [75% Human, 9% Halfling, 5% Dwarf, 3% Elf, 2% Half-Elf, 5% Other (including Gnoll, Orc, Half-Orc, Goblin, Giant)]
  • Government: Imperial Republic
  • Exports: Horses, Ore, Salt, Gems
  • Religions: Fatame (Church of the Benevolent Light), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Church of the Juridical Bond, Vaerendri Order), Bejeka, Tedabe
  • Alignmnet: LG, LN, NG

Once a collection of disparate nations, Daland was united as one during the Vaerendri Wars by an exceptionally skilled and charismatic warlord hailing from the Wildergaard, Erik Rg’Dal. By the end of the wars, the High King on the throne was the great-great grandson of the founding King Erik. During that time, separate lesser kingdoms were united under the High King. Much has changed in how the land is governed over the ages. Today, the former lower kingdoms are known as provinces, overseen by Governors appointed by the Emperor and approved by the Senate. Although the Emperor wields near-absolute power, the Senate handles most of the day-to-day operation of the Empire. Representative of the Senate are elected from and by residents who have attained citizen status. Citizens are documented individuals who have served a minimum of 5 years for one the Emperor’s armies. Each province of the empire holds its own unique history and culture. The provinces that border the Wildergaard are not as heavily populated, but the people there are strong and proud. The people of the interior provinces tend to be quite scholarly and ideological, as they have spurned most of the political changes throughout the empire’s history. The southern provinces are home to a variety of attitudes. Many immigrants and people passing through tend to inhabit the south.

Places of Interest

The edge of civilization is the Wildergaard, along the northwestern border of the empire. The tribes that visit Garde on the southwestern edge of the border do so for purposes of trade, and are generally peaceful. On the northeastern edge of the border, west of the Dalrya Forest, barbarians raid mining settlements along the Northwall Mountains. Currently, major military actions are taking place to quell this threat. There are two trade routes to Maldova in the east, Dalsfol pass and Cragg pass. Dalsfol pass is only open briefly during the summer months. Cragg pass is open year-round, but it tends to be a battlefield for the creatures that inhabit the Tierian Mountains and Spine Ridge. Orodben Woods is home to some Tierian Elf settlements, though they are reclusive. The southern provinces border with Amis, the Freelands, Grenmond and Valwald, with many merchants, travelers, explorers and adventurers passing through. The huge inland Lake Vaerendri has many sites of ancient settlements along its shores. The capital Dalkeep is home to the Imperial Academy and the Church of the Divine Sword.

Major Cities

  • Dalkeep – Population: 118,000
  • Lund – Population: 88,000
  • Balsten – Population: 78,000
  • Svalnas – Population: 66,000
  • Garde – Population: 75,000
  • Dalsfol – Population: 45,000
  • Vorshout – Population: 54,000

Maldova

  • Capital: Leauclaire
  • Population: Approx. 8 Million [76% Human, 9% Gnome, 9% Dwarf, 5% Other (including Kobold, Lizardfolk, Giant, Ogre)]
  • Government: Theocracy
  • Exports: Firearms, Clockwork items, Rare ores
  • Religions: Fatame (Temple of the Shining Valley, Temple Knights), Otego (Church of Aegis), Rolahoi (Church of the Juridical Bond, Vaerendri Order)
  • Alignmnet: NG, LG, CG

The great valley of Maldova is somewhat of a holy land in the Three Kingdoms. During the dark days after the fall of the Old Empire, the eastern mouth of the valley was where the refugees first encountered the heroes of legend. In spite of the hope that was inspired by this event, the valley would be torn by war in the centuries to come. Peace would eventually come during the last century of the Vaerendri Wars through the guidance of the high priestesses of the Temple of the Shining Valley. With most of the ruling families decimated by war and assassination, the people of the nations of the valley were more than willing to allow the Temple to unify and bring peace to Maldova. The monarchs of the nations outside the valley were none too pleased, however. A reformation occurred outside the valley, which would eventually result in the founding of the Church of the Benevolent Light. The Temple considers itself to be more orthodox than other Fatameist groups, and as such has outlawed the use of arcane magic. This has lead to more technological innovation and advancement than in other nations in the region, though the enterprising Valley Gnomes have discovered ways to emulate arcane powers during their experimentation and construction of various inventions.

Places of Interest

Leauclaire is the seat of power of the nation and home to the Temple of the Shining Valley and the Temple Knights. Along the southern edge of the Eastwall mountains is the entrance to the Eastwall Mines and the dwarven nation within. The Embiel forest is home to the larger settlements of Valley Gnomes, especially around Touriard, though some make their home in the Cloge woods as well. Far to the north, the Riviel glacier splits the Northwall and Eastwall mountains. The horrors that live in the Veldt push against the eastern hills and rivers of the valley. Virevain is at the mouth of Cragg pass, and the battles that rage in the pass sometimes spill into the forests that surround the city. At the mouth of Dalsfol pass lies the city of Solteau. Tucked within the cliffs of the city of Foyene is its extensive library.

Major Cities

  • Leauclaire – Population: 107,000
  • Solteau – Population: 38,000
  • Virevain – Population: 58,000
  • Septony – Population: 44,000
  • Touriard – Population: 33,000
  • Foyene – Population: 40,000

Freelands

  • Capital: None
  • Population: Approx. 6 Million [76% Human, 9% Dwarf, 9% Halfling, 5% Other (including Goblin, Orc, Giant, Ogre)]
  • Government: Autocracy
  • Exports: Mercenaries, Food, Magebred livestock
  • Religions: Fatame (Church of the Benevolent Light, Order of the Bountiful Hand), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Church of the Juridical Bond, Vaerendri Order), Iriomena (Order of the Void), Bejeka (Death Knights), Tedabe
  • Alignmnet: CG, NG, N

During the age of the Old Empire, the Freelands were a frontier, considered to be the border between the barbarians and civilized society. After the fall, it became a doorway to survival for the refugees. In the following years, the lands became home to settlements, kingdoms, battlefields, oppressive dictatorships or simply scenery to people passing through. A little over 300 years ago, it was a collection of small nations. In one such nation, whose name has been largely forgotten except for by scholars, a general staged a coup d’état and quickly launched offensives against its neighboring countries. The general would become to be known as Henrich the Conqueror, one of the few Death Knights not afraid to hide his status within the mysterious and dark organization. His reign ended as violently as it had begun, with the armies of Daland and Greenmond pushing back on his shattered forces. The final offensive against his keep, which was within the hills and valleys leading into the Hibandene Waste, left the lands permanently broken and transformed by the powerful magics used during the battle. Reminiscent of the heroes of legend, the small group that took on Henrich and his most loyal followers were never seen again, but it was felt by all that the day was won. Daland and Grenmond divided the most of the land, but their reign would not last. The people decided that they would not be ruled or oppressed by anyone any longer. The very people that tried to refuse Henrich’s reign and those that worked the land asserted their independence. Fifteen long years later, they would gain it, through shows of force and by the use diplomacy. Today, the residents of the Freelands answer to no one but themselves.

Places of Interest

Much of the Freelands are used for various forms of agriculture and animal husbandry, though glimpses of grander pasts rise from the land. Magical energies from the powerful spells used against Henrich’s keep still swirl about in the Magewrath pass. In spite of the threatening landscape, the pass is still the easiest way into the Hibandene Waste, the lands of the Old Empire. The Mercynand forest is home to a horrible combination of goblins, gnolls, and undead, none of which seem too fond of one another. Territium woods are the gateway to the home of the Westwall dwarves. Hedeby, in the north, is in an advantageous spot for trade with the dwarves and Daland, and the rest of the world via Lake Vaerendri. Farmington is at the heart of the Freelands, and is home to the Three Blades, the Farm Council, and Mercynand University.

Major Cities

  • Farmington – Population: 130,000
  • Hedeby – Population: 85,000

Ebana

  • Capital: Ebtam
  • Population: Approx. 3 Million [74% Human, 20% Gnome, 5% Other (including Gnoll, Goblin, Kobold, Giant, Ogre)]
  • Government: Monarchy
  • Exports: Stone, Cheese, Wine, Ale
  • Religions: Fatame (Church of the Benevolent Light, Order of the Bountiful Hand), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Church of the Juridical Bond, Vaerendri Order), Tedabe
  • Alignmnet: LG, NG, CG

Historically, Ebana is one of the safest and most idyllic places throughout the Three Kingdoms. Tucked between lake Mere, the K’Thir woods, and Eban ridge, it has mostly been forgotten by the nations clashing around it. That is not to say it has completely avoided war. Many of its residents were forced into slavery by the goblin hordes of Halrun before Grenmond crushed it during the Blightwar. During the war, Kendral residents fleeing the Blight and the Cure scaled Eban ridge seeking a new life. The first refugees to cross were welcomed, but later during the height of the war, soldiers marched down the ridge looking to establish a new kingdom. Due to the relative peace the people enjoy, they are known to be open and kind. As a whole when people think of Ebana, the first thing to come to mind is usually the fine wines, cheeses and ales that are produced by its people.

Places of Interest

Villages of Eban Gnomes dot the hills and forests close to the Eban ridge. In spite of their utter defeat, the settlements along the southern border encounter goblin raids form time to time. Many of the Kendral refugees that survived the trek over Eban ridge were welcomed in the city of Byth. The lands surrounding Ebtam are amongst the safest throughout the region.

Major Cities

  • Ebtam – Population: 63,000
  • Byth – Population: 38,000

Swyn

  • Capital: Swynport
  • Population: Approx. 3 Million [89% Human, 5% Halfling, 3% Half-Elf, 2% Lizardfolk]
  • Government: Plutocratic Oligarchy
  • Exports: Ships, Spices, Trade goods
  • Religions: Fatame (Church of the Benevolent Light), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Church of the Juridical Bond)
  • Alignmnet: LN, LG, LE

Swyn holds much of the power and prestige that the island nation of Ayban held before the Blightwar tore it apart. It is a nation known primarily for trade. Swyn itself does not produce many goods, but it controls much of the trade that occurs within the Three Kingdoms. The merchant ships and trade caravans from a Swyn guildhouse are almost always welcomed, and the merchants accompanying are respected for their shrewd bartering skills.

Places of Interest

The Swynmarsh delta connects the Sapphire Sea to the Lake Vaerendri river system, and gives convenient trade access to Amis, Daland, the Freelands, Valwald, and the Westwall mines. Swyn is launching another offensive to regain the lands it lost to New Bolanta in the Ayban Divide. The capital, Swynport, is home to the Ayban Trade Council and the Church of the Juridical Bond.

Major Cities

  • Swynport – Population: 125,000
  • Swynmarsh – Population: 75,000

Amis

  • Capital: Ft. Pendelbrook
  • Population: Approx. 2 Million [46% Human, 46% Halfling, 2% Half-Elf, 5% Other (including Gnoll and Goblin)]
  • Government: Monarchy
  • Exports: Trade goods
  • Religions: Fatame (Church of the Benevolent Light), Otego (Church of Aegis, Church of the Divine Sword), Rolahoi (Church of the Juridical Bond, Vaerendri Order)
  • Alignmnet: LN, NG, N

Halflings are typically nomadic, though during the Vaerendri Wars, some clans grew tired of roaming to avoid war. They had finally found lands they could call their own, and they decided to stay and fight for it. Thus the kingdom of Amis was born. For may years, however due to the Halfling’s nomadic nature, there was no capital. This changed after the battles with Henrick the Conqueror. After his invasion of Amis, he built a fortress to control the trade routes along the Pendelbrook river. After Henrick’s defeat, the fort was left largely intact. Halfling royalty moved in and built a trade community around it. Today, Ft. Pendelbrook is an important city in regards to trade and travel along the river.

Places of Interest

Much of Amis is undeveloped, wild land. Goblins and Gnolls have been known to fight with the Halflings over the rich resources the lands have to offer. Ft. Pendelbrook is the only real sign of civilization, and is quite the bustling trade city.

Major Cities

  • Ft. Pendelbrook – Population: 82,000

Eryl

  • Capital: Erylwatch
  • Population: Approx. 2 Million [94% Human, 4% Half-Elf, 1% Elf]
  • Government: Corporatocracy
  • Exports: Black market goods
  • Religions: Otego (Church of the Divine Sword), Rolahoi (Church of the Juridical Bond), Bejeka (Death Knights), Jokalene, Tedabe
  • Alignmnet: CN, CG, NE

The island of Eryl was one part of the Ayban nation before the Blightwar. The Eryl Trade and Shipping Consortium found their chance to break away and assert their independence as the people of Kendral, fleeing the Blight, invaded the Ayban port town Forthbay in search for a new home. The Kendral-Eryl alliance proved quite effective during the war, since their strengths complemented each other so well. However, once the war was over, the alliance quickly dissolved. The dissolution was not out of malice, but it was simply no longer contributing to the bottom line to the Eryl Trade and Shipping Consortium. When the danger of war no longer threatened buisness, it went back to business as usual.

Places of Interest

The island of Eryl has sufficient resources to support its population. The interior is dominated by forests and hills, supplying ore, stone and wood. The land surrounding the forest is quite arable. On its western coast is the only sizable city on the island, Erylwatch, though small ports dot the coast all around the island, serving the many ships of the Consortium. Erylwood is located on the mainland coast in a small area between the Seawall ridge and the K’Thir woods.

Major Cities

  • Erylwatch – Population: 65,000
  • Erylwood – Population: 28,000

Valwald

  • Capital:Wolfberg
  • Population: Approx. 2 Million [99% Human]
  • Government: Monarchy
  • Exports: Weapons and Armor
  • Religions: Fatame (Church of the Benevolent Light), Otego (Church of Aegis), Rolahoi (Church of the Juridical Bond, Vaerendri Order), Jokalene
  • Alignmnet: LN, N, LE

Valwald is a country of a proud people with an honored military history. Their perseverance has come at a price, however. Lycanthropes walk amongst the people, and charismatic vampires rule from decadent palaces. Mad necromancers live in secluded towers which dot the landscape. What is typically found in gruesome fairy tales and nightmares is commonplace in Valwald.

Places of Interest

Much of the land is nondescript and appears much the same as any others in the region. The gothic spires of Wolfberg are tucked between the southern tip of the Orodben woods and the Tierian mountains.

Major Cities

  • Wolfberg – Population: 73,000

Faykeep

  • Capital: Faykeep
  • Population: Approx. 1 Million [84% Human, 5% Halfling, 5% Dwarf, 5% Other (including Fey, Kobold, Giant)]
  • Government: Monarchy
  • Exports: Rare ores, Gems
  • Religions: Fatame (Church of the Benevolent Light, Order of the Bountiful Hand), Otego (Church of Aegis), Rolahoi (Church of the Juridical Bond, Vaerendri Order), Tedabe
  • Alignmnet: NG, CG, CN

The lands of Faykeep are very beautiful, but very wild. All manner of wild beasts and creatures of nature can be found there. As such, travel can be treacherous at times. Most of the creatures that live there don’t really mean any harm most of the time, they’re just looking for a little “fun.” The city of Faykeep itself was originally founded on the premise of trade with the dwarves of the Tierian mines, however in recent years it has become a safe haven for those wishing to escape their past.

Places of Interest

Some Tierian dwarf settlements exist in the east along the Tierian mountains. Many fey can be seen across the land, since the Faerie Court meets somewhere withing the borders of Faykeep. The city of Faykeep itself can be found in the hills leading into the Tierian mountains.

Major Cities

  • Faykeep – Population: 45,000

New Bolanta

  • Capital: New Bolanta
  • Population: Approx. 1 Million [99% Human]
  • Government: Monarchy
  • Exports: Items scavenged from the Blighted Coast
  • Religions: Fatame (Church of the Benevolent Light), Otego (Church of Aegis), Rolahoi (Vaerendri Order), Bejeka
  • Alignmnet: LN, N, LE

When the Blight began to spread across Kendral, many people took to the sea, fleeing to Ayban for safety. However, the islands of Ayban could not sustain the amount of refugees that poured from the Kendral coast, and the Ayban navy started making blockades to turn them away. The situation became especially dire in the city of Bolanta as the deadly Blight grew closer, and the K’Thirian Cure, designed to combat the advancement of the Blight developed by the K’Thirian elves, proved equally fatal. A daring plan was formulated by the few remaining generals of the Kendral army. They would hire some privateers hailing from Erylwatch to route the blockade surrounding the harbor of Forthbay in order to get a company of troops into the city. In advance of this, spies and assassins were already in position to kill city council members and guard captains to weaken the response to the invasion. Kendral troops were able to quickly take Forthbay, and preparations were made to defend against the suspected landing of Ayban marines. What they saw instead was a naval battle in the harbor. Apparently, the nobles and guild masters hailing from the Eryl islands saw this as an opportunity to split from Ayban to form their own nation. Through the help of the new Eryl navy, the remaining citizens and troops were transported to Forthbay from what was left of Bolanta. As the lands around the city were conquered, the people saw this as a chance for a new start. Henceforth, the culture and values of Kendral would be carried out by the people of New Bolanta.

Places of Interest

Though few wish to claim it, the lands of Kendral which have been consumed by the Blight are technically part of New Bolanta. Sometimes, daring souls sail back to the coast to try to reclaim what valuables that might have been left behind. As settlers begin to move further west on the island, Swyn has started to push back, where recent tensions have erupted into violence in the Ayban Divide.

Major Cities

  • New Bolanta – Population: 59,000