Unwritten Legends: Regions
Unwritten Legends
The Regions



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[ Rules Changes ]



Heroes can start from a region below based on their race.

If a hero starts from a region that is suggested by his race, they start with the Automatic Language listed. Their Bonus Languages are chosen from that regions Bonus Languages in the number of their intelligence bonus (which is retroactive). They can also gain the regions Regional Feats throughout their career (not just at first level, and not just one).

If they are from a region that does not match their race they cannot gain region feats. They select the Automatic Language from their home region, even if it does not match their race, The Preffered Class does not matter for them, as they are already somewhat of an exception and an outsider.

Levels in Knowledge Local apply to their Home Regions. For every two ranks in Knowledge Local that are taken, they can choose another region. Additional regions are considered Adjacent to your Home Region. If you choose a region which is already adjacent to your home region, then it is considered a Second Home. Modifiers to Knowledge Local are below.

Region Familiarity DC Modifier
Home Region 0
Second Home -2
Adjacent Region -5
Every Additional region distant -5 each

Knowledge Synergies (pp. 9 PGtF) apply to other Knowledge Checks, but so do the modifiers above.


<b>Character Region
SUG.
RACE
REGION AUTOMATIC
LANGUAGE
BONUS
LANGUAGE
REGIONAL
FEATS
PREFFERED
CLASS
Elven
Aryvandaar Elven, Wood Elven Auran, Celestial, Oilluskan, Damaran, Secret Elven Artist, Courtenous Mageogracy, Education, Forester Druid, Cleric, Ranger, Wizard
Cormanthor Elven, Moon Elven Jhaamdathan, Gnome, Talfir, Treant, Oillusk, Sylvan, Secret Elven Artist, Luck of Heroes, Fearless, Strong Soul, Woodwise Barbarian, Bard, Cleric, Fighter, Ranger, Sorcerer
Delzoun Elven Moon Elven, Wood Elven, Jhaamdathan, Giant, Halfling, Orc Cosmopolitian, Foe Hunter, Survivor Bard, Cleric, Fighter, Paladin, Ranger
Dragon Coast Elven Wood Elven, Moon Elven, Gold Elven, Jhaamdathan, Talfir, Damaran, Goblin, Halfling, Draconic Bullheaded, Luck of Heroes, Discipline, Survivor Bard, Cleric, Fighter, Ranger, Sorcerer
Great Dale Wood Elven, Elven Giant, Goblin, Midani, Halardrim, Raumvira, Secret Elven Swift and Silent, Forester, Fleet of Foot, Treetopper Druid, Cleric, Fighter, Ranger, Rogue, Sorcerer, Wizard
The North Elven Moon Elven, Wood Elven, Dwarven, Oillusk, Giant, Goblin, Orc Foe Hunter, Saddleback, Survivor Barbarian, Druid, Cleric, Fighter, Ranger
High Forest Elven, Wood Elven Jhaamdathan, Gnoll, Treant, Halfling, Oillusk, Sylvan, Secret Elven Forester, Treetopper, Foe Hunter, Fleet of Foot, Survivor Cleric, Druid, Fighter, Ranger, Sorcerer
Illfarn Elven, Gold Elven Sylvan, Draconic, Oillusk, Auran, Celestial, Secret Elven Arcane Schooling, Courteous Mageocracy, Artist, Education, Magical Training Bard, Cleric, Druid, Sorcerer, Wizard
Mallory Elven Wood Elven, Moon Elven, Secret Elven, Oillusk, Talfir, Dwarven, Halfling, Gnome Cosmopolitian, Smooth Talk, Education, Twin Sword Style Bard, Cleric, Fighter, Rogue, Wizard
Miyeritar Elven, Moon Elven Secret Elven, Damaran, Jhaamdathan, Giant, Auran Survivor, Discipline, Mind Over Body, Strong Soul Cleric, Fighter, Ranger, Wizard
Moonwood Elven, Moon Elven Secret Elven, Auran, Giant, Sylvan, Jhaamdathan, Dwarven, Sylvan Divine Heritage, Education, Swift and Silent, Forester Bard, Cleric, Druid, Ranger, Rogue, Wizard
Yuirwood Elven, Wood Elven Roushoum, Gnoll, Giant, Orc, Sylvan, Secret Elven Swift and Silent, Luck of Heroes, Forester, Treetopper Bard, Cleric, Druid, Fighter, Ranger, Wizard
Dwarven
Ammarindar Shield Dwarf, Dwarven Jhaamdathan, Dwarven Sign, Draconic, Giant, Goblin, Oillusk, Orc Azerblood, Bullheaded, Dauntless, Fearless, Foe Hunter (Orc), Survivor Fighter, Cleric
Chondath Dwarven, Shield Drawf Jhaamdathan, Talfir, Goblin, Shaaran, Roushoum Cosmopolitian, Dauntless, Bullheaded, Silver Palm, Mercantile Background Cleric, Fighter, Rogue, Ranger
Delzoun Dwarven, Oilusk Jhaamdathan, Terran, Shield Dwarven, Giant, Goblin, Orc Cosmopolitian, Forge Heart, Foe Hunter, Dauntless Fighter, Cleric, Rogue
Gharraghaur Shield Dwarf, Dwarven Jhaamdathan, Dwarven Sign, Draconic, Giant, Goblin, Oillusk, Orc Azerblood, Discipline, Foe Hunter (Orc), Survivor, Oral History, Stoneshaper Fighter, Cleric
Great Rift Gold Dwarf, Dwarven Halardrim, Raumvira, Goblin, Orc Bull Headed, Dauntless, Metallurty, Sky Rider, Rock Climber, Silver Palm, Fearless Fighter, Cleric, Sorcerer
Mallory Dwarven, Jhaamdathan Shield Dwarf, Oillusk, Talfir, Halfling, Gnome Cosmopolitian, Silver Palm, Smooth Talk, Thug, Axe Thrower Bard, Cleric Fighter, Rogue
Haunghdannar Shield Dwarf, Dwarven Jhaamdathan, Dwarven Sign, Draconic, Giant, Goblin, Oillusk, Orc Azerblood, Dauntless, Education, Foe Hunter (goblin), Forge Heart, Oral History, Stoneshaper Fighter, Cleric
Oghrann Shield Dwarf, Dwarven Jhaamdathan, Dwarven Sign, Draconic, Giant, Goblin, Oillusk, Orc Azerblood, Bullheaded, Foe Hunter, Survivor, Oral History, Fearless Fighter, Cleric
Sarbreen Shield Dwarf, Dwarven Jhaamdathan, Dwarven Sign, Draconic, Giant, Goblin, Oillusk, Orc Azerblood, Oral History, Stoneshaper, Metallurgy, Education Fighter, Wizard, Cleric
Human
Chondath Jhaamdathan Talfir, Damaran, Draconic, Elven, Goblin, Shaaran, Roushoum Cosmopolitian, Caravanner, Plague Resistant, Mercantile Background, Saddleback Bard, Cleric, Fighter, Ranger
Damara Damaran Jhaamdathan, Dwarven, Orc, Gerish, Raumvira, Halardrim, Giant, Orc Arctic Adamption, Bullheaded, Dauntless, Grim Visage, Jotunbrund, Lightbringer, Furious Charge Barbarian, Cleric, Fighter, Paladin, Ranger
Delzoun Dwarven Jhaamdathan, Terran, Elven, Giant, Goblin, Halfling, Orc Cosmopolitian, Blooded, Education, Smooth Talk Bard, Cleric, Fighter, Paladin, Ranger
Dragon Coast Jhaamdathan Talfir, Damaran, Goblin, Halfling, Orc Bullheaded, Silver Palm, Thug, Stormheart Barbarian, Bard, Cleric, Fighter, Ranger, Sorcerer
Great Glacier Damaran Halardrim, Raumvira, Gerish, Giant Ancestral Spirit, Arctic Adaption, Survivor, Surefooted Barbarian, Cleric, Fighter, Ranger, Sorcerer
Heartlands Talfir Oilluskan, Jhaamdathan, Elven, Goblin, Orc Ancestral Spirit, Fleet of Foot, Luck of Heroes, Caravanner, Smooth Talk Cleric, Fighter, Bard, Rogue
High Forest Elven Jhaamdathan, Gnoll, Goblin, Halfling, Oillusk, Sylvan Forester, Treetopper, Foe Hunter, Divine Heritage Cleric, Druid, Ranger, Sorcerer
Imaskar Roushoum Draconic, Goblin, Orc, Shaaran Arcane Scholing, Theocrat, Southern Magic, Mind over Body, Magic Training Bard, Cleric, Fighter, Paladin, Rogue, Sorcerer, Wizard
Impiltur Damaran Giant, Dwarven, Gnome, Terran Arctic Adaption, Bullheaded, Rock Climber, Sure Footed, Dauntless, Furious Charge Barbarian, Bard, Cleric, Fighter, Paladin, Wizard
Mallory Jhaamdathan Oillusk, Talfir, Midani, Aquan, Elven, Dwarven, Halfling, Gnome, Orc, Giant Cosmopolitian, Artist, Education, Smooth Talk, Thug, Twin Sword Style Bard, Cleric, Fighter, Paladin, Rogue, Wizard
Midani Midani Auran, Ignan, Halfling, Jhaamdathan, Draconic, Shaaran Bloodline of Fire, Genie Lore, Harem Trained, Mind over Body, Spellwise Bard, Cleric, Fighter, Rogue, Sorcerer, Wizard
Moonshae Isles Oillusk Aquan, Elven, Giant, Orc, Sylvan Stormheart, Sailor, Deck Ape, Sea Legs, Oral History, Axethrower, Dauntless Barbarian, Bard, Cleric, Fighter, Rogue
Netheril Netherese Loros, Elven, Draconic, Orc ???? Barbarian, Cleric, Druid, Sorcerer, Wizard
The North Oillusk Dwarven, Elven, Giant, Goblin, Orc Ancestral Spirit, Foe Hunter, Eldrich Linguist, Jotunbrud, Axe Thrower Barbarian, Cleric, Druid, Fighter, Ranger
Sword Coast, North Oillusk Talfir, Midani, Giant, Goblin, Orc, Dwarven Eldrich Linguist, Jotunbrud, Sailor, Sea Legs, Deck Ape, Stormheart Barbarian, Bard, Cleric, Druid, Fighter, Ranger
Sword Coast, South Talfir Midani, Oillusk, Elven, Giant, Goblin, Auran, Ignan Caravanner, Bullheaded, Saddleback, Survivor Barbarian, Cleric, Fighter, Ranger, Rogue, Sorcerer, Wizard
Thar Damaran Oilusk, Dwarven, Gerish, Jhaamdathan, Orc Arctic Adaption, Horse Nomad, Saddleback, Fearless, Bullheaded, Grim Visage, Jotunbrud Barbarian, Cleric, Fighter, Rogue, Druid
Thesk, Raumvira Raumvira, Halardrim Jhaamdathan, Roushoum, Damaran, Gnoll, Elven Dreadful Wrath, Fearless, Horse Nomad, Saddleback, Divine Heritage, Draw from the Land Barbarian, Cleric, Rogue, Sorcerer
Thesk, Halardrim Halardrim, Raumvira Jhaamdathan, Roushoum, Orc, Elven Stormheart, Aftersight, Southern Magic, Magic Training, Luck of Heroes, Mercantile Background Fighter, Cleric, Rogue, Druid, Wizard
Threskel Halardrim Roushoum, Raumvira, Jhaamdathan, Draconic, Orc Discipline, Mind Over Body, Arcane Schooling, Spellwise Fighter, Cleric, Ranger, Rogue, Wizard
Western Shaar Shaaran Jhaamdathan, Gnome, Goblin, Halfling, Orc Horse Nomad, Fleet of Foot, Survivor, Cleric, Fighter, Sorcerer
Gnome
Chondath Jhaamdathan, Gnome Talfir, Damaran, Draconic, Sylvan, Goblin, Shaaran, Roushoum Artist, Animal Friends, Rock Gnome Trickster, Cosmopolitian, Silver Palm, Mercantile Background Bard, Cleric, Fighter
Dragon Coast Jhaamdathan, Gnome Talfir, Damaran, Goblin, Halfling, Orc Artist, Animal Friends, Rock Gnome Trickster, Bullheaded Bard, Fighter, Sorcerer
Eastern Shaar Shaaran, Gnome Jhaamdathan, Damaran, Goblin, Halfling, Orc Animal Friends, Fleet of Foot, Survivor, Rock Gnome Trickster, Bard, Cleric, Fighter, Sorcerer
Mallory Jhaamdathan, Gnome Oillusk, Talfir, Midani, Sylvan, Elven, Dwarven, Halfling, Orc, Giant Artist, Animal Friends, Rock Gnome Trickster, Cosmopolitian, Education, Twin Sword Style Bard, Cleric, Fighter, Rogue, Wizard
Halflings
Chondath Jhaamdathan, Halfling Talfir, Damaran, Draconic, Elven, Goblin, Shaaran, Roushoum Cosmopolitian, Silver Palm, Nobody's Fool, Mercantile Background, Hin Wandermage Bard, Cleric, Druid, Rogue
Heartlands Talfir, Halfling Jhaamdathan, Elven, Goblin, Orc, Oillusk Hin Wandermage, Caravanner, Smooth Talk, Strong Soul, Militia Fighter, Cleric, Druid, Rogue
Shaar Shaaran, Halfling Dwarven, Jhaamdathan, Roushoum, Orc Survivor, Fleet of Foot, Hin Wandermage, Caravanner, Saddleback Fighter, Cleric, Druid, Sorcerer, Rogue
Mallory Jhaamdathan, Halfling Oillusk, Talfir, Midani, Aquan, Elven, Dwarven, Halfling, Gnome, Orc, Giant Cosmopolitian, Nobody's Fool, Militia, Strong Soul, Twin Sword Style Bard, Cleric, Druid, Rogue, Wizard



Region Descriptions:

Ammarindar:
The great kingdom to Clangeddin Silverbeard rules under the Spine of the World, from the Lonely Tower to the Iceflow.
Ruler: Buran Arnskull, Goblin-slayer Butcher-of-Orcs Warpriest of Clangeddin, son of Ghelar Deepaxe
Largest City: Dunner Redrun (pop. 66,000) at the headwaters of the River Redrun.
Notes: A fortress built at the headwwaters of the river, which flow through it, power its defenses, and then cascade 1000 ft down to the valley below. The city has a spartan military feel of a dwarven barracks. There are a few Oath Circles, some of which are made up of outsiders, (gnomes, humans, and halflings being the most common) such as the Axes of Wrath (High level, 7), Mighty Blades (Epic level, 4), and Glory Be (Medium level, 8).

Aryvandaar:
The Wood Elf kingdom at the heart and western edges of the High Forest. The forest is so vast that the kingdom can only fill up that much. It is a monarchy, though the house has changed twice over time. The ruling family has a home just like all other wood elves, it is the same tree house or inhabited trunk. Though they are seldom there, they travel and stay as guest with all the other houses in the wood in turn. From the lowest forester, to the mightiest Druid. The community is heavily influenced by the wood elf Druids. To its neighbors, who are few to start with, Aryvandaar is though of as a good and powerful neighbor by the humans of the Sword Coast North, and the Oilluskans. Terms are decent with the Oilluskans. Though the Oilluskans don't see it that way, since both sides have spilled each others blood, and the Oilluskans hate harder than the elves, so they hold a substantial grudge. They allow limited foresting, the only condition being that more are planted than cut down. They are a target and hated enemy of the Goblin Kingdoms, who they war with every decade or so. They are a trading partner and Ally of Delzoun.
Ruler: Queen Ileosta, druid and sorcerer. Ancient and wise, she has ruled for an age.
Largest City: Wyndell (pop. 120,000) is large metropolis by wood elf standards. It is spread out over nearly twenty miles, it seems like a congregation of tree houses that goes on forever. At night, the soft glow from elven lanterns lights the forest with a shimmering light. It is home to tens of thousands elves and men, inside the protective tree lines which surround it.
Notes: This nation boasts many Oath Circles, some of which have been around for centuries, others are newer and boast cosmopolitian memberships. Names like the Sky Lords (Low level, 5), The Incarnates (Epic level, 6), Clensing Fire (High level, 8), The Lucky Lads (Epic level, 5), and The Orphans (High level, 7), are names all elves in the forest know.

Chondath:
An expansionistic human kingdom, one of the most ancient, with heavy use of trade and invasions they have conquered many lands, and colonized more. This makes Chondath, and especially its capital very cosmopolitian. Their capital is Arrabar, which is a massive city with a series of ringed walls about it. It is a city of bureacuracy, as Chondath is run by a powerful middle class burecuracy of civil servants. Paperwork and liscenses, as well as deeds and titles dominate city life in the heart of the kingdom. The edges of the kingdom are more lawless, but ministers and sheriffs try to reign things in through the enforcement of Chondathan laws, which are many. This kingdom controls the majority of the known world outside of elven lands. Other kingdoms exist in their shadow, the two (or three) nearest rivals are Damara, and Imaskar. Their missionaries and settling armies have spread the worship of their gods throughout the world. Chondath is a quiet neighbor to Threskel, whom they do not war with, but are not allies either; the countries are largely indiffrent to each other. Midani is a tense neighbor, and competitor. There is little love between the two largely on the grounds of their practice of religion. Chondath has conquered Turmish and the Dragon Coast, and both are simmering pots of rebellion, but the people there are well treated and benefit from the Condathan missionaries. The Goblin Kingdoms are a distant threat, and a planned area of expansion. Lastly the Heartlands and its scattered people have also recently been conquered by the Chondathans, and they too benefit from the missionaries. Besides that Chondath has no other allies, they stand on their strength alone. Chondath is home of the Sword Saint, an order of almost mythical sword masters who swear an oath to the people of Chondath. See also The Humans of Chondath.
Ruler: Emperor Caedorius Orc-slayer III. A powerful, charasmatic, and strategic minded man who has ruled for twenty years, improving the life of his followers and his kingdom in each. A fighter by profession, he fights from horseback like most of his kingdom.
Largest City: Arrabar, the capital, and home city to the first King. It is known for its towering buildings, giant cathedrals, and the five walls which ring the city concentrically.
Notes: The Oath Circles of Chondath are numerous but wide spread over the large kingdom. Two of note are The Empire's Agents (High Level 5), and Love's Pure Light (Epic Level 4). Only The Sun Rays (Epic Level 5) call Arrabar home.

Cormanthor:
One of the two oldest elven kingdoms which rose in antiquity, it is ruled by a large council of all eledigible adults. Elegibility is based on wealth (both magical and material) and of course land (in this case, how much you are able to care for). The kingdom espouses wisdom and fairness, but their decisions take a long time to make. In times of need a Master General is named; one has not been named in a hundred years because of the strength of their magical militias, which protect the forest. They are open and trade with the surrounding human tribes and with Delzoun and the dwarves. Cormanthor is a bitter enemy of the Goblin Kingdoms, and Impultir. Both of which seek treasures within the kingdom, true or not. Cormanthor is on good terms with Aryvandaar and the Moon Wood, but less good terms with Illfarn and Miyeritar, largely due to disagreements over the treatment of tresspassers on elven lands. They are allies of Delzoun and Damara. Cormanthor is home to the only school of Quarlani Kerym.
Ruler: Cormanthor knows no single ruler, but among the council there are several that are the most esteemed members of their profession, and in the tradition of elf communities, people turn to them when matters concern their area of expertise. Mytari the Gold, a dragonrider and warrior, he knows much about dragons and killing them. Elisha Starkin, a sorcerer of light, she is an authority on spellcraft. Belemir Glindol, he is an outcast of his kingdom, but known in Cormanthor for his unequaled collection of books. Denerthir is both a legendary swordsman and a floutist. Lastly, Sadril is a shadowy elf, and friend of the forest.
Largest City: The cities of Cormanthor are not well known, but it is said that there is a giant city high in the trees at the heart of the forest. That is most likely the capital. The cities that are known, and known by the family name of the most respected elf family in that given community. They are usually little more than small towns, and most families have lived there for hundreds of years. Other cities are centered around a giant tree with the name given by the trees creator from antiquity (e.g. The Tree of Books, the Tree of Arrows, the Tree in High Places.)
Notes: Like the other elf kingdoms, they have very old oath circles. The Call (Mid Level, 7). Guardians of Hope (High Level, 4). The Silent Sisters (Epic Level, 6). Verdant Wrath (Epic Level, 5).

Damara:
A human kingdom, or empire, started by a powerful and warlike tribe. It has since grown, enveloping other tirbes and turning them to their way of life. They hunger after knowledge and power, but also acknowledge the value of trade. This kingdom places high value on individual freedoms, but also loyalty to the emperor. Men dominate the society, and women are often treated as property. Widows however are given the respect due their late husbands. Religion is also a primary focus of the kingdom, and they are particularly devoted to Waukeen, Gond and Torm. Allies of Cormanthor, they are hated enemies of the Impultari, who raid every summer and an almost holy war exists between the two peoples. See also The Humans of Damara, and Impiltur.
Ruler: Emperor Larthak Gredori is the third in the first Dynasty of Damara, the grandson of the warrior chieftan that forged the empire.
Largest City: Heliogabalus is the capitol of Gredori, it is but a large town. It is protected by broad earth walls and devious revetments and embankments that allow the elementalists to protect the city.
Notes: Damara is a brutal land, surrounded by dangerous enemies, and its people are fierce. While women take a secondary role to men, they are just as dangerous and fight for their country and homes. Their Oath Circles are few, but known to all in the Kingdom. The Outcasts (Epic Level,6) and Legion of Loyalty (High Level, 8) fight for the empire tirelessly.

Delzoun:
A massive underground dwarven kingdom made of many individual strongholds. The strongholds are ruled by the dwarf, or the family of the dwarf who founded them. Each stronghold in turn owes loaylty to their clan. Each clan then sends a embassador to the city of Delzoun, where the Dwarf King Under the Mountain presides over his kingdom. The dwarves mine belowground and farm aboveground. They trade their wares vigerously with the highest bidder, but never with those they consider evil. The kingdom stretches from Delzoun to the Southern Halls, south to the Dwarven Halls, and east to the Nether Mountains. The dwarves are allies of the elves of Aryvandaar, and on good terms (at least good enough to trade) with all other human and elf kingdoms in the North. The one exception is Miyeritar, who just don't trade, and of course the Goblin Kingdoms. The dwarves have fought since the beginning of time (as far as they know) against the goblins, and their underground expansions. Delzoun is also very much on good terms with Mallory. The Patron Diety of Delzoun is Marthammor Duin.
Ruler: To outsiders, King Varin Deepdelve, is the heart of the realm below. His halls are legendary and his followers many.
Largest City: Delzoun (pop. 200,000+) is the capital, a sprawling, multi-level, cavern complex of rigid order and vaulting pillars. It is an extra-large metropolis and home to perhaps a million dwarves.
Notes: The Oath Circles of the Dwarves are not largely known to outsiders, but the Dwarves keep their circles active and spread out serving the whole realm. The most well known is The Stone Claw for its association with elves, orcs, and great exploits.

Dragon Coast:
This is a colonized land of Chondath, which was subjugated in a recent war (and continuing insurgency) of the residents. The cities have been created by the Chondathans, as the tribes of the native humans were worshipers of the Dragons and Dragon Gods which inhabited the Sunset mountains and the Storm Horn Mountains. The land also stretches south to the Troll Mountains and the Giants Run Mountains. Its southern border ends at the southern reaches of Guldimere Forest. This land includes portions of the Goblin Kingdoms, as well as Troll lands, and Giant lands. But the Dragons used to rule over all from their mountain top caves, and they were mostly Reds. Though Black dragons lived in the swamps, and Greens lived in the Guldimere Forest as well as the two small forests on each side of the Wyrm Water. No metalic dragons lived in these parts, they preferred to live in the Orsraun Mountains, which got their name from the Great Wyrm Gold Dragon Orsraunamixtec. See also The Humans of the Dragon Coast.
Ruler: Governor Vancian has been installed as local ruler by the Emperor of Chondath, and the human male fighter does so from his throne in Westgate.
Largest City: Westgate (pop. 3300) the largest city in the region, is built on maritime industries, fishing, and trade, has grown in leaps and bounds since Chondath took control of the region.
Notes: Large numbers of dragon hunters work in this region for the Governor and for the Emperor. The Platinum Knights (Epic Level, 5) and the Scions of the Coast (Low Level, 7), also make this region their home.

Gharraghaur:
The great kingdom of Gharraghaur stretches from under north thip, to the south tip of the Greypeak Mountains to the Mountains of the Westwood. They pay homage to Gorm Gulthyn as their Patron.
Ruler: Berin "The Eyes of Gorm" Rirgal Ryrlin Deepaxe rules as the supreme protector of the city, the clan, and the kingdom.
Largest City: Berinkaer (pop. 78,000) is named after the founder of the clan from the ancient past and is a subterranean complex of beautiful forts, barbicans, and defensive passageways.
Notes: The kingdom produces many great guardians, protectors and defenders. Its schools of war are prestigious apprenticeships for dwarves from other kingdoms. But it produces few Oath Circles, currently Sworn Defenders (Epic Level, 6) and Battleaxe Kin (High Level, 8) protect the kingdom.

Goblin Kingdom:
An unfriendly place to humans and others of good. Dark races of all sorts well up out of the groud here and harass and invade Cormanthor, the High Forest, the Dragon Coast, and Chodath.
Ruler: Unknown, if any.
Largest City: None.
Notes: This region spews forth all manner of badness, Goblinkin, Orcs, and Abberations march out to fight the forces of good. The region is treacherous, dark, and home to all manner of evil weather.

Great Dale:
One more of the many Moon Elf kingdoms, this one the eastern most. Also related to the Moonwood Dynasty, though much more distant. Their easternmost city and the city they do most of their trading through is Two Stars. Like their parent kingdom, the elves of the Great Dale, live in a religious heirarchy devoted to Sehanine Moonbow. Each village or community, like other elven communities, has experts in all fields, but in times of trouble, they all look to the highest ranking Sehanine cleric.
Ruler: Nira Moonstruck, a stately and statuesque elven female Divine Emmisary to Sehanine. Her power stretches to the edge of the wood, and it is said she knows all that goes on within her wood.
Largest City: There is no great city within the wood, though all communities strive for beauty and balance with nature. Communities rarely get larger than 500 to 1000 elves.
Notes: The elves largest structure is the giant tree fortress of Clymph, which seperates them from dark wood to the north, from which an evil so strong only Nira and her seers can hold it in. The elves are also known for the watchtower at Nar-sek Qu'istrade, where some of the great astrologers of Sehanine have studied. They also have great lookouts at N'jast and Nar-sek Qu'tel. These lookouts are towering growths of pure quartz, polished and gleaming, that look to the moon and stars. They also serve as lookouts against the barbarians to the north. The Oath Circles of the Great Dale are, not suprisingly, devoted to Sehanine in most cases: Sight Unseen (Epic Level, 6). Moondance (Epic Level, 7). Ephermal Might (High Level, 8). Stars Above (Mid Level, 4).

Great Glacier:
A land of warring human barbarian kingdoms. Each tribe or kingdom is ruled by a small emperor. They trade as much as they invade. Some rise by their valor and others are wiped out by stronger hobgoblin and orc clans. Most live on the tops of mountains which poke out of the glacier, though many are nomadic and change locations with the herds. Druidic religions and Malar, Talos, Auril, and Silvanus are the most common here. See also The Humans of the Great Glacier.
Ruler: Jar Hidtjof rules the Vie, of the Tortured Lands, and is a mighty chieftan. Jar Karstin rules the Klue, of the Apluk, and he too is a great chieftan. Finally, in the Surykyk range, Jar Arone rules the Hjae. These three men, all barbarians and fighters, rule the greatest three subgroups of men in the Great Glacier. Though many smaller tribes exist, they do so through alliances with these three.
Largest City: There are no great cities, as the nomadic hunter/gatherers of the land do not build. Some communities will get to be ten thousand strong, but this is only in the short summer, and only after great hunts.
Notes: Few Oath Circles call this land home, because the power of magic is rare in this land. Though many who hale from this land have joined southern Oath Circles.

Great Rift:
The land of the Gold Dwarves. Towers dot the lip of the rift and lead further down into the strongholds below. Unlike the scattered strongholds of the northern dwarves, each of these one hundred towers leads into a strong network of underground caverns and tunnels which the Gold dwarves have hewn out of the ground. The land below holds the great underground realm of Urngran. That is the name the dwarves of the great rift have for the great rift. Such was the name of the first King of Dwarves in ages past. Their Patron Dieties are Mordain, Dumathoin, and Berronar Truesilver.
Ruler: The Ninety-eigth King of Dwarves, Lord of Urngran, Protector of the Great Gates, Watcher from the One Hundred Towers, Servant to the Soulforger, and Helmfriend, Thondal Skard Mastermyr (for short) rules the dwarves of the rift and presides over the Clan Council.
Largest City: Tunnels connect the hundreds of underground strongholds and farming communities of the dwarves of the great rift. They come in all sizes, but none is greater than Urng-Tak, home to perhaps a million dwarves. The complexity of the city, and the endless corridors take visitors a lifetime to become accustomed to, most never do.
Notes: Being miners of great repute, the dwarves often have minerals in the names of the Oath Circles, or they're battle oriented. Iron Might (Epic Level, 4). Crossed Axes (Low Level, 8). Seekers Below (Mid Level, 6). Forged Together (Epic Level, 5). Smelt Battle (High Level, 6).

Haunghdannar:
The Great Kingdom of Haunghdannar venerates Dugmaren Brightmantle, and their kingdom is legendary for its invention and metalsmithing. It stretches from under the Wood of Sharp Teeth, out to the Starspire Mountains, and east to the Troll Mountains (not the northern cluster, but the eastern cluster.)
Ruler: Kaan Dontarr Stoneshield, brother to Snodabarr, Inventor Under the Mountain rules the city, and sees to the management of production, the guilds, and invention.
Largest City: Dol Hargus is an underground metropolis located in the central valley between the east and west range of The Small Teeth mountains. One would expect smoke to pour into the sky from the vast number of smelters, foundries, and forges in the capital, but it is not so.
Notes: Few Oath circles come from Haunghdannar, instead they come to the region for reasons that are their own. The Seekers of Draconic Wind (Epic Level, 5), and Unearthed Legends (High Level, 8) are two such circles.

Heartlands:
Subjugated a few score years ago by the Chondathans, this land was made up of nomadic herdsmen and their clans. They language and culture is being destroyed by the Chondathans, mostly because the people of these lands were poor and lived baddly, comparatively speaking. They are adapting Chondathan ways. See also The Humans of the Heartlands.
Ruler: No ruler per se. Nearly two dozen clans made up the heartlands, the greatest three were the Kveen clan, the Jondrich, and the Vlasta. But their rulers were assassinated, bought out, or killed in battle by the Chondathans. The remaining clan leaders had less taste for battle, and now submit to Chondathan rule. Justav Ilipi now leads clan Kveen, Aonall Maoilios now leads clan Jondrich, and Vendeius Moscius from Arrabar now leads clan Vlasta.
Largest City: Esmeltaran (pop. 8,000), Keczulla (pop. 7,000), and Eshpurta (pop. 10,000) are the respective homes of the three strongest clans, and have been rebuilt in the Chondathan style after their razing and destruction in the Heartlands War. Each was seiged and destroyed nearly completely. Brost remains from before the war, and has been connected to the Chondath roads.
Notes: Oath Circles here are unknown, but they pass through sometimes.

High Forest:
The portion of the forest not ruled by the wood elves is ruled by Treants or in the clutches of nature. It is a wild and bizzare place by the accounts of those that have travelled it. Strange weather and weird atmospheric effects make passing through dificult.
Ruler: Unknown, if any.
Largest City: None.
Notes: The High Forest has no oath circles because there is no established civilizations in it, outside of Arryvandar. Many beasts, fair and foul, make the area home and defend it from outside encroachment..

Illfarn:
The other most ancient of elven kingdoms, it is ruled by the gold elves, by the same family who founded it. The kingdom is built on its army and wizards, as well as its many orders of paladins whom the king sends out on emmisaries and on missions of every sort. The kingdom is the main reason Gold Elves have a reputation for arrogance and haughtiness, their devotion to Corellon and the elven way of life borders on fanatical. Visitors are rebuffed, turned away, or directed towards their city which they use for communicating with the outside world; Leilon.
Ruler: King Elone Glindol and Queen Aielethu Glindol are the sixth in the Glindol line to rule the city since its founding. He is a very tall elf, with long gold hair, and the bearing of a statesman, though he wears a longsword and a golden crown. She wears a dress of the purest white, with light blue accents and a gold crown.
Largest City: Golas Illfar (pop 50,000) is the capital and perhaps the most beautiful city in the known world. Few see it.
Notes: Illfarn has many oath circles, most include a paladin, but few venture beyond its borders. The Companions of the While Owl (Epic 3).

Imaskar:
An arid land, but very fertile because of the many rivers and the large lake. It is ruled by the god-king who answers to no one. He rules with the iron hand of Bhall, and consults with his avatar. See also The Humans of Imaskar.
Ruler: God-King Iymeheser Atatep, right hand of Bhall, extinguisher of the flame of life, cloaker of the sun.
Largest City: Semlirhol (pop. 357,000) is a sprawling metropolis, built on aquaducts, geometric roads, towers, giant monuments to Bhall and irrigation channels. It is a marvel of engineering and construction, built of stone throughout, with a great harbor, and a giant wall.
Notes: Oath Circles are not known here, the servants of Bhall need no such thing.

Impiltur:
Being adjacent to Damara means that you have to be strong, and Impiltur is. It is a land of barbaraties. Its cities engage in every sort of behavior considered too base and debauched by other cities and lands. See also The Humans of Damara, and Impiltur. Strangers into the land should have a guild lest they upset a local custom or law, which has dire consequences (usually hanging by a hook in the ribs until dead). Worship of beast gods is common here, and darker gods if the rumors are true.
Ruler: King Thangad "The Bloody" Pharun-Nas is a large, powerful, warrior barbarian, whose might and violence have secured him the throne for the last three decades. Even now, in his fifties, he is still a warrior everyone fears, and still raids with his Alpenhaks (elite guards) each summer.
Largest City: Lyrabar (pop. 18,000) is Thangad's city.
Notes: No Oath Circles are found here unless they are visitors or invaders.

Mallory:
A large prosperous city started by the Chondathan Sword Saint Mallory and his Oath Circle companions roughly two hundred years ago. Large walls and jauggernauts protect the city, which is home to all races, though humans predominate. Gnome, and Halfling quarters as well as Dwarven trading houses and Elven towers make the city extremely cosmopolitian. Mallory is a meritocracy. See also The Humans of Mallory.
Ruler: Mallory, of course, is the ruler of Mallory and has been since he founded the city. He is a man of tremendous strength, and it is said he is immune to magic. He is however a very practical man, and knows the day his reign will end. Thus he created both the Council of Wizards, which is the board of regents for the city wizards guild, the Circle of Captains, and the Lords. The three form a system of checks and balances, and each have copies of his Orders of Sucession. The instructions for how the governing is to carry on after his departure. Mallory has twelve children, fifty-seven grandchildren, and two hundred eighty seven great-grandchildren. His lineage is both long lived and aware they have no part in governing the city. It has been this way for so long for them, they accept it, and only take part in the meritocracy if they desire it.
Notes: The Circle of Captains are the leaders of the Guard and the Watch for the city and contains a wide variety of persons. The Council of Wizards is made up of spellcasters in the guild, and they monitor and police the use of magic in the city. The Lords are the masked judges of the city, who settle disputes and adjur cases brought by the Captains against offenders. The Oath Circles of Mallory are also powerful and old. The Hunters of the Dead (Medium Level, 7), Brotherhood of Blood (High Level, 5), Defenders of the Dream (Epic Level, 3), The Hunters (Epic Level, 5), Reign of Right (Epic Level, 6).

Midani:
The largest kingdom in the Sword Coast south, it is ruled by men who have made extensive pacts with Elemental lords. It is slowly conquering the surrounding city states, and becoming known as the Midani Hegemony. See also The Humans of Midani.
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Miyeritar:
A small kingdom of moon elves, which is more warlike and more zenophobic than their brethren. They still engage in trade, but are wary of all visotors because of the cunning and bastardly orc shaman kingdoms to the north, and the invading giants also from the north. They have produced many great warriors.
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Moonshae Isles:
A series of human inhabited islands that are being invaded and conquored by the Oilluskans or the Sword Coast north. Many young Oilluskans see it as a form of passage to build a large ship, crew it, and sail to the Moonshae Isles and return home with the plunder. The inhabitants of the Moonshae Isles do not approve of this practice. See also The Humans of the Moonshae Isles.
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Moonwood:
This cold wood is home to a Moon Elf kingdom ruled by a religious heirarchy devoted to Sehanie Moonbow. They are peaceful, but very defensive about their wood. They are small by elf kingdom standards, but their numbers enter the hundreds of thousands. They trade with their neighbors and fight off the invading orcs and other menaces that come from the north.
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Netheril:
The fastest growing human kingdom in the north, founded fifty years ago by Nether the Elder before his assassination by a poisoned dirk, this kingdom is rich in knowledge of both magic and war. They venerate Mystral and Tempus like no other nation and blend the two in a frivolous combination that has created an arogant, haughty, budding collection of city states. It has claimed the land to the west from as close as they dare venture to the High Forest, east to the Ice Run, south to the Border Forest and the Dragonspire Mountains, and north to the high ice and the Frozen Forest. It is a land of powerful spellcasters of all arcane sorts.
Ruler: Nether the Younger, a powerful wizard of great age.
Largest City: Seventon.
Notes: No oath circles of note. See also The Humans of Netheril.

The North:
This dark land outside the elven forests is sparsely populated, except for nomadic bands of Oilluskans. Ex-adventurers and the rare descendants of Oath circles that struck out from the cities to start their own enclaves with their followers live here as well. These barbarian tribes trade with the elves and dwarves when they cannot get what they need from the ground. See also The Humans of The North.
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Oghrann:
Haela Brightaxe is the patron of this Kingdom, and their warriors are second only to the Kingdom of Ammarindar. It stretches in a triangle, including everything within the Snowflake Mountains to the Orsraun Mountains down to the Spines of Surkh.
Ruler: Demris Yund, Clanmother of Clan Yund, daughter of Elmen Silverforge, Warpriest of Haela Brightaxe.
Largest City: Olram Under-the-Plains (pop. 8200) is located north underneath Lhesheyl. There is no surface access, that being in the strongholds in the mountains to the east and west. It is at strategic crossroads underground, and controls several underground rivers from a massive pillar like fortress.
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Sarbreen:
Sharindlar is the Patron of the Kingdom most known for its lavish parties and observatories of the stars. It stretches under Kuldin Peaks, Omalarandin Mountains, the Marching Mountains, north to Darromar.
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Shaar:
The great Shaar is the believed racial home of the halflings. The rolling hills, plains, and hidden valleys of the Shaar are ideally suited to the hillside homes of the halflings. Here they live in small communities.
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Shaar, Eastern:
The East Shaar is believed to be the site where the first gems fell from the heavens to form the Gnome race. Here they live in small communities hidden from the eye of the rest of the world. They trade with the Great Rift and fight guerilla battles against the Imsakari who enter their lands.
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Sword Coast, North:
The land of the Oilluskans, or Dragonboat Men. Excellent traders as well as coastal raiders. Their lands generally are considered to extend to the River Dessarin and south to the Troll Mountains, though they acknowledge that everything is theirs and choose to raid where they want. The grasslands surrounding the elven forests of the North in this area, and the lowlands around the mountains are really what is theirs. Higher in the mountains is he Dwarves. They trade with both elves and dwarves for the iron and wood they need. They also consider Mallory an upstart, but grudgingly approve the Chondathan Weapon Master's ability to start his own city. Each tribe or collective has a King, who rules for as long as he is strong enough. See also The Humans of The North.
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Notes: The Lords of Might (Epic Level, 12) call this region home.

Sword Coast, South:
A mostly empty land except for the outposts or city states of the Sheiks. Their lands are very arid, being a prarie at best, or a desert at worst. They extend from south of the Troll Mountains to the Shining Sea in the south, and east to the Giants Plains or the eastern edge of the Wood of Sharp Teeth. See also The Humans of Midani.
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Thar:
A group of nomadic herders and raiders which inhabit the land north of the Moonsea. They are almost barbaric, but more cultured and even literate. They just do not build anything that lasts. They war with all surrounding nations, as they don't think they need anything they don't have or can't take. Visiting individuals however may make it through, it they don't think you have anything they need. See also The Humans of Thar.
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Thesk:
Milvarun is the capital of this human kingdom which rose out of barabrism through the tutelage of the Great Dale elves. They battle horsemen from the east and the Imaskari armies. Their coalition of city states are made up of the Haladrim tribes of humans; who are prodominantly traders and nautical pioneers from the Sea of Fallen Stars. The Raumvira and easterners from the Plateau of Thay that conquered northern tribes who migrated out of Damara centuries ago. The Raumvira and Haladrim are now peacefully intermingling, through the off chance that both peoples respect the other. See also The Humans of Thesk.
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Threskel:
Another old human kingdom, this is across the Wizards Reach, an inland sea which was named after the powerful wizards that rule this land. A mageocracy of the most powerful nature, they have built many cities, but after a couple centuries of expansion, they now guard their borders. What they seek now or what halted their expansion is not known. See also The Humans of Threskel.
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Yuirwood:
An extension of the Wood Elf kingdom in the High Forest. It is a frontier to the Realm of Arryvandar, where the elves go to begin the slow process of expansion. It has no ruler beside the Queen, and boasts no cities. Settlements are scattered, and rarely get above the size of a villiage, though instances of individuals living in their own tree abound.
Notes: Any Oath Circles in the wood are visiting, or so young as to not have any serious renown. IF there is serious trouble the inhabitants contact the Queen, or outsiders to help.



E M P O W E R E D _ by GURPS by Steve Jackson Games



© Perpetual copyright 5,000 B.C. (Sumerian copyright) to and including 2057 A.D., Jeff Brawley, Minneapolis, Minnesota, United States. All rights reserved under penalty of whatever I can get in the cheapest court, with the meanest judge, in your jurisdiction.