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Iourn Home > Gazetteer > Norandor > Settlements

More people live in Norandor than any other country. For this reason, any list of the cities, towns and the villages of the Norandor is going to be incomplete. This section attempts to catalogue the most important settlements, as well as the places that have been visited during the course of the campaign.

Major Settlements

There are few settlements in Norandor that can be called cities, despite the size of the country. However, there are a large number of wayside villages and large trading towns. Good communications and roads link all the major cities making the Norandan kingdom relatively easy to defend. Castles and keeps have been built in the most inhospitable of regions to keep the dangers of the world at bay. In the following list, I deal with the capital, Uris, in greatest detail.

Uris
Capital city; Ruled directly by King Yaddagon

Built on, around and over the old Hadradan capital of New Hadras, Uris is by far the largest city in all of Urova boasting almost 30,000 inhabitants. It is a tremendous place to visit and to see. Uris has been called the centre of Urova (even though it's on the coast) because of the way that traders, merchants and adventures from the entire continent flock to it like moths to a flame. But the technical and architectural achievements of the Hadradans were not something the Norandans could sustain, regardless of how hard they tried. In the centre of Uris is the Old City, where the largest portion of New Hadras is left standing. Here, ancient buildings are crumbling and falling into ruin; a massive amphitheatre and arena stand empty considered too dangerous to use; aqueducts that once carried water to every part of the city now stand alone and empty on the horizon, their gullies clogged with the weeds and detritus of 800 seasons of neglect; a similar state as the enormous and labyrinthine sewer systems that stretch out beneath one's feet. Standing in the centre of the Old City is a tall tower, the top floor of which houses an enormous and complicated water clock that once told the time with precision, but now no longer functions.

The only building that seems to have been maintained to any degree of satisfaction is the Royal Palace: a vast and rambling marble and alabaster building that is rumoured to have over ten miles of corridors, cellars and passageways. But disrepair can be seen, even here. Where the original stonework has fallen away Norandan stonemasons were presented with a task to which their skills were unequal, and so the building is patched in places. The gardens, however, are a sight to behold. Maintained by the best hobbit gardeners the Wold has to offer the flowers, trees and ornamentation more than make up for the shoddy appearance of the palace. Inside, one would discover something of a surprise. The court of Yaddagon XIV, though rich by Urovan standards, possesses neither the resources nor the retinue to utilise all of the palace. The court itself is contained within the east wing alone, leaving the rest of the interior quite empty. The further one gets from the east wing the less regularly the palace is patrolled by the guards, and there are many rumours and tall tales of people living within the palace walls and never being discovered by the royal court. The palace stretches across much of the Old City, eventually connecting to the dilapidated coliseum which was the scene of brutal gladiatorial fighting in Hadradan times. The king receives guests through the eastern, not the main entrance. This area has been greatly beautified by the gardens.

The rest of Uris has grown up around the Old City like an abdominal swelling. Beyond the old city wall, that most adults could step over, the new city is built on or around (usually on) the ruins of New Hadras. It has been over two hundred years since the Hadradans left and as a result there is very little evidence of them beyond the central compound.

Uris was chosen as their capital by the Hadradans because of the natural deep water harbour, that means that even the largest of ships can pull up alongside the docks. The fjord is just far enough south that it will not freeze in all but the harshest winter. The harbour area itself is a warren of shipwrights, warehouses, inns and taverns for travellers, sailors and merchants. The king is in the process of building a decent navy and has achieved moderate success in this area.. Ships leave the port daily for far flung destinations such as Genbasson, Calclafique and even Tibrai. There is no trade with the Hadradan Empire. Some wounds never heal.

There are mercantile districts, poor housing, rich housing, town dwellings for rich noble families and on every corner a different sight as something never seen has found its way to the capital. Everything bustles with life. On a rise looking down on the old city is the Hill of Heroes where all the old kings of Norandor are buried. There is even a small hobbit district, although most hobbits are not so metropolitan and prefer to stay in The Wold. Barracks are kept in Uris for the Daggers of Urova - the continents only standing army. Currently numbering 800 men (200 archers, 200 cavalry and 400 foot) the Daggers are loyal to the king. Where their loyalty will lie when the king dies is anyone's guess. The Daggers have a long and proud tradition going back decades, and they consider the pomp and ritual of their force as important as their skills in battle.

Beyond the heavily fortified walls, however, is a vast array of shanty dwellings, markets and slums where the poorest, the criminals and the downright evil eke out an existence. In the heart of this place is a small structure called The Mission where the healing priests of the Church of Life do what they can for the sick and the dying. The Circle Slums (so called for they encircle the city) are growing every year despite the best efforts of the militia to keep them down. This is said to cause the king much sadness, although he rather conspicuously hasn't done anything to attack the problem. This problem is not unique to Uris by any means, but as the largest city on the continent it's problem is by far the biggest (and the smelliest).

All the major churches are represented in Uris - even the Church of the Unbeating Heart and the Bombastics (although it might be harder to find those). The high priests of all the respected religions call Uris home, and probably have a place at Yaddagon's court. The court itself winters in Uris, but tends to move to the country retreat of Borschan during the summer months when the heat makes life in the city unbearable.

Coutan
Principal town of the Duchy of Enfiladé; Ruled by Duke Nethgar

Population: 8000. Found where the South Uris Road crosses the Mark. Serves the needs of travellers; massive temple to Sharrash.

Caldeer
Principal town of the Duchy of Harasiham; Ruled by Duke Edvax

Population: 4500. Caldeer sits where the Great Southern Road meets the Hillcrest Road. It is a way stop for the re-provisioning of travellers and sports a temple to the Odyssian Church.

Jeston
Principal town of the Duchy of Kelembor; Ruled by Duke Lovax

Population: 2500. Jeston is the most easterly town of any size in Norandor. It is located in the wilds of the southerly Arm of Uros.

Kannalas
Previously principal town of the duchy of Dismallion
Now capital of an independent nation ruled by Galahyde the Black

The large fishing city of Kannalas was once the principle town of the duchy of Dismallion, and owed its loyalty to the king. On 41 Dark Days 203 the local duke, Galahyde, declared himself the legitimate king of all Norandor, and Kannalas an independent state. His title swiftly removed, Galahyde the Black went about recreating Kannalas as he saw fit, and created a plague-pit of violence and depravity. Albeit a plague-pit with nice sea views. Most of the area remained loyal to the duke, and Yaddagon's supporters soon found themselves most unwelcome within the city (and the duchy for that matter). Kannalas is the hub of an impressive power base from which the ex-duke could mount a bid for the throne. Although he threatens to do just that, Galahyde has not acted, yet.

The Church of the Unbeating Heart and the Bombastic Church are welcome in Kannalas and many fear for the stability of the region. The news that the dark sorcerer and arch-bastard Mínaris has recently joined with Galahyde have seen many of the surrounding villages emptying with unsurprising alacrity. Sensationalists from all over the area have flocked to Kannalas, and many are learning that some experiences are less worthy than others.

Lartan Cross
Principal town of the Duchy of Balankath; ruled by Duke Kellis

Population: 5000. Bustling trade town at the intersection of the South Uris Road, the Sorgar Road and the Kannalas Road.

Mardon
Principal town of the Duchy of Mardon Marshes; Ruled by Duke Normanden

Population: 10,000. Far south-easterly town where the South Uris Road and the Great Southern Road meet. Marden sits on the edge of the Mardon Marshes (the place not the duchy) and many smaller communities dwell in the swamps.

Narrisham
Principal Town of the Duchy of Westerland; Ruled by Duke Gardoneaux

This is the western-most city in Norandor and with 20,000 inhabitants it is the second largest. The central city of Narrisham is itself very small with only about 1000 people living within the high city walls - the rest of the town is a fantastic sprawl. Although there are only two-thirds the population of Uris living in Narrisham, the city takes up nearly ten times the space. The slums and shanty-towns merge with markets, shops and stone buildings, making Narrisham probably the least defendable city in the area. To overcome this a series of nineteen border forts have been constructed surrounding the city and the surrounding area. It is from these forts that those loyal to Yaddagon keep an eye on the activities of the enigmatic Korvis and the army he is slowly building in the city he called Sal'Cran.

The overriding mood of Narrisham is paranoia. It is believed by many that Korvis getting ready to attack, and it is received wisdom that Narrisham could not possibly stand against the onslaught. More men are being recruited into the militia day-by-day and the local lord Duke Gardoneaux is very proud of his own growing army. The incisive see that once Gardoneaux has finished building his new toy he will seek to test it. Some fear Gardoneaux authorising a pre-emptive strike against Korvis and starting a war that would not otherwise happen.

Northmeet
Principal town of the Duchy of Northacre; Ruled by Duke Colharn

Population: 7000. A wintry out-lying town on the north frontier, at the intersection of the North Timberlake Road, the North Uris Road and the Neverton Road. Northmeet is the last gasp of true civilisation to the north. The Village of the Eighteen Churches may be a two day walk from Northmeet, but the austere Duke Colharn doesn't see that as civilisation as it does not fall under the dominion of the King. Colharn lives in a large and impressive castle overlooking the town. Many of the buildings here are made of stone, which is unusual in light of the surrounding villages. Northmeet has probably grown to the size it has because of a small but profitable iron mine that has been worked since 189 PL.

Sal'Cran
Independent city ruled by Korvis

A small community of 3000 souls Sal'Cran is growing daily as the exiled Salmaynan, Korvis, continues to build an army to strike back at his own country. Sal'Cran is little more than a temporary encampment, but an encampment that has been in existence for almost twenty seasons. There a only a handful of permanent buildings and even Korvis himself is said to sleep in a tent in a walled compound. "To do otherwise would imply that I intend to stay," he is reported to have said.

Whether or not Korvis has any plans to declare war on Yaddagon is open to debate. Most say "no" but there is a hint of menace from this strange, strange man. The population of Sal'Cran is mostly military. Korvis will take anyone who is willing to fight, and many female warriors who cannot find work under the legitimate king have gone to Korvis because of his equal opportunities policy. It is even said that he welcomes orcs and hobgoblins as long as they behave themselves. How Korvis achieves such a degree of loyalty is unknown.

Sorgar
Principal town of the Duchy of Kemelicus; Ruled by Duke Devries

Population 11,000. Originally a fishing community built around where the Mark enters the sea, Sorgar has grown into much more than that. Now completely dependent on trade much of Sorgar has been built out into the sea allowing large ships to sail down the streets. It is served by the Sorgar Road.

Timberlake
Principal town of the Duchy of Markland; Ruled by Duke Ipso

To the west of Uris, in the foothills of the Cullbarren peaks is the large logging community of Timberlake. Home to almost 9,000 souls, Timberlake is the closest large community to the dwarves of Gunstadtan, and home of the official Norandan ambassador to dwarves Niergan dwarf-friend. Timberlake sits on the shores of the large mountain tarn, Glasswater, and was a settlement long before the Hadradans came the continent. Livings are made cutting down the vast trees of the virgin forests and floating the trunks down the Uri to the capital where they are sold. The people of Timberlake are tough frontiersmen and have little time for anyone who isn't good with his hands. Clerics of the Sylvani Church have a strong presence in Timberlake, although this has led to bad feeling with the many druids that call the peaks home. Trouble could be brewing. Also, as a mountain community, Timberlake was at the forefront of the some of the most devastating attacks by goblinoid forces of the 170s. Thanks to armies from the capital and the dwarves, the many orcs that did attack were put to flight. Although raids by these creatures are not the problem they once were, care must still be taken in the farms and outlying settlements that surround the main town.

Timberlake itself is built up two sides of the mountains that surround the tarn. From a distance it almost appears that houses are built on top of one another, when in reality the wooden structures have been built onto narrow ledges carved out of the rock in ages past. The streets here are very steep indeed.

No hobbits dwell in Timberlake, although a small community of dwarves have recently moved in to the highest homes in the city. They have only been in town for about four seasons but are making a good living blacksmithing. Some think they are spies for a dwarven army that stands ready to invade. Niergan is adamant that this is not the case. Duke Ipso, rules Timberlake from a large wooden structure at the lakeside. At the base of the tarn there is an area of flat ground where woodcutters and loggers work hard to make the trees ready for travel. The journey of the logs down to Uris takes two weeks and is very dangerous. Almost as dangerous of the rumours that Old Neddy, a serpent that is reputed to dwell in the tarn, is eating people who walk along the water's edge.

Village of the Eighteen Churches
Independent town ruled directly by the Moon Faiths

The following text describes the Village as it was before the war between the Watchers on the Cusp of Oblivion and the Church of Fire that began on 3rd Suntask 204. Many of the structures have since been destroyed and some of the individuals mentioned are now dead. This section will be updated should things ever return to 'normal'.

The Village of the Eighteen Churchs is the only settlement of any size near to Mount Korvast. It sits in the shadow of the mountain, a two mile walk from its base The village is said to have been the village where Uros grew up as a child and is the holiest site for most of the religions of Urova. This piece of land has been fought over on and off for the last 204 years by all the priesthoods on the continent.

Theoretically it is neutral ground, but each faith would dearly love to chuck everyone else off the site. Violence between the priesthoods has erupted here at least a dozen times in the past generation, and it is unlikely that peace will continue for very much longer. By agreement no church is allowed to build a temple any nearer to the mountain. Some disregard this rule. The idea of using the moutain for any purpose other than worship is a blasphemy to all faiths.

As it stands at present, each of the eighteen major churches (and many smaller cults) keep temples or shrines in this town. In actual fact there is very little in the town that is not a temple or a shrine. The Bombastics and the Church of the Unbeating Heart are here in force, although the exact location of their temples has always been a closely guarded secret. The village has no knight, and is considered to be completely independent of King Yaddagon. The Justicians administer the courts and the Church of Contention patrols the streets. The village is horribly overcrowded with more than 2000 souls living and working in and around the temples. Squallor is common place. The influx of more than 10,000 indivdual hopefuls, their retinues and hanger’s-on creates a powder keg that no-one wants.

During the full moon of each god, the town celebrates a week-long festival for that particular religion. Festival week means a succession of open-air speeches, sermons, parades and supplications. Great fires are lit on every corner during the Festival of Calafax, for example. During one god’s festival week the other religions continue on as though nothing was happening, apart from the Sensationalist who bodily throw themselves into any excuse for a party. There now follows some information regarding the temples to be found in the town:

Temple of the Church of Water: Sitting on an artificial island in the centre of the holy lake where Uros was said to drink each day, is the impressive church of water. It is actually built over and round the flowing water of the lake. There are many priests here as well as a captive water elemental. The head cleric is an austere woman called Elenor. The priests of this temple are able to create the magical divine rain - using spells to turn the water of the lake into a refreshing shower that rains upward in to the sky 100 feet before falling again. It’s a very impressive sight creating rainbows across the lake. This is normally only seen during the Festival of Sharrash, although it can occur whenever the priestess wills it, often on Sharday. Although powerful, high priest Elenor is send to be reaching the end of her time, and many ambitious acolytes stand ready to replace her. A second temple to Water stands on the side of lake and is controlled by the acolyte, Marta.

Temple of the Odyssian Church: The church of travellers is headed by Dextus Tragir. In addition to the chuch he has a controlling influence on the inn at the centre of the town. As the church of travellers and wayfarers this building houses a flop house for the weary journeyman. The meals are of common quality but at 6 shillings they are expensive.

Temple of the Agiostic Church: Jasmin Bitterwell is the head cleric here. The agiostic church controls all legal transactions within the village as well as having great influence over the daily market.

Compound of the Church of Life: Three separate building make up the Church of Life. They charge through the nose for curing spells, but will not give resurrections or similar magicks. Cornice Bandalain is the head cleric here. The building surround an attractive stone courtyard; at the centre is a fifteen foot high statue of Vítaeous as she appears to the Church of Life. A tall, elegant woman with a sweeping dress. It is said that anyone worthy of her attention need only stand before the statue and recite their woes. If Vítaeous is sympathetic she will weep a single tear. This tear can heal the sick, mend wounds or cure any number of ailments. The church opens the statue up to the populace during the Festival of Vítaeous. If the statue doesn’t cry individuals can still buy healing magic from the church.

Fortress of the Justician Faith: This impressive, heavily armed structure is home to the Justician faith. Sir Kordell, a paladin from the Order of the Roaring Lion governs here with the head cleric Morittius. The church doubles as a court and a prison for those unfortunate enough to have been found guilty of a crime. A band of ten paladins roam the town seeking out and imprisoning wrong-doers. They have deputised about thirty of the faithful to act as an ad hic police force. The church cooperates as much as is possible with the Church of Contention, who also put men on the street to battle crime.

Church of Earth: Gehoon, high priest of terranor works his will on this place. There are said to be more elemental spirits than clerics within the walls.There are few of the earth brothers here compared to many of the other faiths. Often they leave the safety of the town to travel to Mount Korvat itself and merge themselves with the rock. They wish to commune they say. During the full moon many priests go to the mountain and rise to the top trying to use their abilities to see what the rock saw all those years ago when Uros summoned the gods. They have so far been unsuccessful.

Sylvani Church: Saffrin Ornslo is the highest ranking priest of this faith in the town. The sylvani church building is almost completely covered in creepers, flowers and shrubs. Those unkind say that it smells more like a compost heap than a temple. It is said to be larger on the inside than the outside and actually houses a beautiful forest grove with a dryad’s tree at that centre. Some say that Ornslo has been bewitched by the dryad, others that she has mastered it and keeps the forest spirit as her slave.

Church of the Land: Squire Foxon manages an unusually fertile piece of farmland next to the church of the land. His magic augments the crop and supplies much the village’s meagre food supply. Crops are guarded day and night by men of the church and an earth elemental that can pop up and down anywhere and will deal brutally with tresspassers.

Citadel of the Arcanum Incognita: This impressive structure is bristling with magical defences and is impentrable to scrying devices. The high lord of mysteries Zanlavin Salk rules here with a rod of iron. The citadel is not open to anyone other than a member of the order and no outsider has evered entered the walls and lived.

Compound for the Church of Air: Overlooking the town is the compound of the church of air. Strong winds forever buffet this cliff top, a gift from Zephyre herself, it is said. Jangite the mystrious rules these clerics. Every day the clerics to air sit outside in the centre of their compound and summon winds that hold them aloft three feet from the ground. During the festival of Zephyre, the priests call violent and impressive storms down on the village.

Tower of the Church of Fire: Belaerus Rothsman rules the church of fire. A fair man, his proclivity for resurrecting those who he believes worthy has brought him into direct conflict with Cornice Bandalain. He is unpreturbed by this. The church of fire are quite active in making sure that those facing a Justician trial have the right to appeal against their conviction. The church of fire has several advocates, that pushes for a second a chance.

Church of the Watchers on the Cusp of Oblivion: Ulish Van Caspan is the head Watcher in this place. His church does its best to interfere in most matters in the town. They are solely responsible for the removal of the dead, and there is a very large necropolis beneath the church. Although some want to be interred in a way in keeping with their own faith, many believe that no matter what god you worshipped in life, in death it is the job of Mortis to send you on to your final resting place.

Temple of the Scriveners of Doom: Hirin Swathagar is the high priest of the Scriveners. They are neutral in many of the battles (politcial and otherwise) that rage through the town. The scriveners are observers, and any secrets the town has are locked up in the high tower of their temple. The rest of the temple is an enourmous library that can be consulted by private individuals under close supervision (and for an enormous fee).

Fortress of the Church of Contention: Luther Mardit is the lord high general of the church of contention. He is militarisitc and bombastic, and many think he is plotting to take over the town. Whether this is true or not is open to debate. What is true is that Luther has been building up a relatively substantial force of warriors, and has been using this force to patrol the town, much to chagrin of the Order of the Roaring Lion. The two forces of law and order seem to be working well together at present, although only time will tell if that is a permanent state of affairs.

Church of Fortune’s Favour: A favourite with adventurers, the church of Fortune’s Favour is always happy to help in the ways of healing and provisions as long as a body can pay. The high priest is Thaddeus Carvin. Prices are the fair with a 10% discount for members of the church or the The Guild of Adventurers. There’s no room to sleep here, but the place has a seemingly unending supply of tents to sell. Every night a famous bard will give a long and involved (and entertaining) recitation, making this place the cultural hub of the town.

The Shrine to Sensation: A relatively small temple of the sensationalists. Obviously, they are too busy out partying to make much of an impact in real estate. When she is conherent, the priestess Erith Flowerchild can be found here.

Other Sites: There are two taverns in the village. One is called The Holy Mountain and is run by a family of hobbits who migrated here seven generations ago. The landlord is a cheerful fellow called Miro Bobbin, and the prices at this inn are reasonable and the food is hot and ample. The other is called The Dragon and is run by new-comer, Vardos. His prices are cheaper but he is considered creepy, and there is a nasty rumour among the young of the town that he is a vampire. Clerics of Vítaeous disagree. Both pubs operate a ‘no magic’ rule. The landlady Lysas of the Weary Traveller is a member of the Odyssian Church and much of the takings from the inn winds up in Dextus Tragir’s pocket. There are fifteen rooms at the inn. The bustling market is also run by the Odyssian Church; prices can be more expensive than in the capital. The Village is a walled town with a north and a south gate.

Vrex Cross
Principal town of the Duchy of Skalas; Ruled by Duke Vrexax

Population 14,000. Large market town at the intersection of the West Uris Road and the Neverton Road. Often a stop-over for loggers bringing their wares down from Timberlake.

Western Cross
Principal town of the Duchy of Úngoris; Ruled by Duke Galvus

Population 11,500. The last gasp of civilisation before the long trek westward to Narrisham. Western Cross is at the point where the Great Western Road and the Great Southern Road meet. It sits on the very border of the Úngorn woodland.

The Wold
Autonomous Hobbit Nation

Although not strictly a single settlement, the Wold is a series of small villages and farmland that make up the tiny hobbit nation that calls Norandor home. The chief seat of government for the Wold is the town of Buckmead and it is from here that Liddon J. Beredaire comes. The hobbits are a peaceful and non-confrontation folk, who are quite happy as long as their beds are comfortable, the food and tobacco are plentiful and no-one stops them pottering in the garden, having a bit of a chat and generally whiling the time away doing not very much at all.

Although technically under the authority of Yaddagon XIV the hobbits are left pretty much to themselves and have developed their own form of government. Each town in the Wold has a sheriff, who has usually been appointed with the general consent of the population. All the sheriffs journey to Buckmead once per month where they meet, get very drunk, eat to much, smoke to much and generally don't get very much done. Buckmead is located at the centre of The Wold and is only a two day journey from the furthest village. The fact that one has to be away from home one week in seven usually is enough to discourage most hobbits from ever wanting to be sheriff.

Minor Settlements

There are hundreds of small towns and villages that surround the major settlements as rings surround Iourn. Some small settlements are little more than strategic keeps such as the many that dot the southern border with Genbasson and Salmaynak. The following list is a few of the more important ones, although there are many, many others. Most town fall into the purview of one of the twelve duchies, but are probably ruled by a local count, baron or knight.

Alhaven

Population: 1000. Village roughly a day's journey south of Northmeet on the North Uris Road. It is within the purview of Duke Colharn.

Bear's Reach

Population: 266. The village of Bear's Reach is the setting for the fourth Iourn campaign. A great deal of information about the town, its environs and inhabitants have been established. Please follow this link for more information.

Dragonmount

Population: 780. Village two day's journey south of Northmeet. Named after the hill on which the town is built. A powerful dragon that was apparently slain by the founder of the village for the right to build the settlement. It is in the duchy of Northacre.

Galys

Population: 90; ruled by Sir Jerrikal. Original site of the town that has now moved a few miles to the south. Galys located where the Mark branches south to the Marden Marshes. Very few now live in the original town.

Gallworth

Small community of brave fishermen on located on the shores of the Bay of Bereavement. Gallworth is most famous for being very close to the Old Utavran Inn and Borschan. It is part of the King's own lands.

Garwood

Small logging community, technically under the purview of Duke Colharn. Garwood was situated terminally close to the Wraith Haunt and was detroyed by undead forces in the Spring of 204.

Hillcrest

Hillcrest is a vast fortified city built on the only hill jutting out of an otherwise flat plain. A collection of four castles linked together by thick walls, a killing field of two miles from any position on that wall and deadly traps, pits and moats make Hillcrest by far the most defensible city in the region. Even more so than Uris. Oddly Hillcrest is jointly run by four knights: Sir Fathlin, Sir Lexva, Sir Ninemen and Sir Rystas. They are each the lord and master of the one of the original four castles and each castle still bears their name and flies their flag.

The city boasts a population of 4000 people, 85% of which are members of the militia and can be called upon to fight at any time. There is no room for the weak, the old or the female in Hillcrest. Understandably there are no permanent hobbit dwellings within the city itself.

Although an obviously defensible position there have been rumblings at Yaddagon's court to close Hillcrest down. It has been argued that there is not much to actually defend in the middle of the country (an opinion that has no voice in the Wold!). Many believes that such calls have originated from followers of Galahyde the Black. If he tried to march on the capital he would be forced to take Hillcrest first. A task that many believe could never be done.

Ishyar

Population: 60; ruled by Sir Lyonel. Technically an autonomous village, Ishyar is at the point where the Uri crosses the Neverton Road. It is a holy place for followers of Sharrash.

Neverton

Population 700; ruled by Sir Lyonel. At the intersection of the Kannalas Road and the Neverton Road.

New Galys

Population: 800; ruled by Sir Jerrikal. A bustling trade town at the edge of the Wold, and the point where the Mark crosses the Hillcrest Road.

Oakholme

Population: 800; located in the duchy of Northacre. Oakholme is a small farming community appoximately two days from Northmeet by the North Timberlake Road. It is built around a massive and ancient oak tree that grows out of the very pleasent townsquare. Day-to-day running of the town is left to the squire, Osroth.

Wallon

Population 450; ruled by Duke Ipso. A mountain-living community a little off the point where the South Timberlake Road and the Great Southern Road connect.

Weyland

Population 100; ruled by Duke Ipso of Timberlake. Weyland is a small logging community high in the Culbarren Peaks over a week's journey from Timberlake.

Windslá

Population 600; ruled by Duke Galvus. Small outlying community built at the point where the Great Southern Road crosses The Mark.


 
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