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The Real World

Village: Village is surrounded by 3 days worth of travelling in forests. Very separated.

There is no trail to the city of Marrin until 1.5 days of travel. Then there is a dirt path leading to the
major city.

New Masters is the same idea as Marrin but less of a path and more of just flattened grass to the edge
of town.

Marrin: Is a major city in the area. It has grassy plains surrounding the city with low walls. Stone
buildings host a variety of people. This is a major farming and trade community with a small militia. The
population is close to 6000.

It smells of warmth. The population is generally friendly and welcoming to most people. To the tribe
people they are suspicious but with a little convincing and coin they can be convinced.

A noble resides over the city. His name is Theo Vehu. A human of the southern continent. With dark skin
and a wealth of trading. He lets most people hold up the militia while he supplies the forces. Peace is
pretty common in this town. The center of the town provides most of the shops and caravan traders.

Religion wise a major temple of Palpole a god of travels and water. A few smaller deities shrines are
around the area.

Returned the gold to Theo Vehu

MgDuwar: The Capital of the Continent

This Capital is roughly over a week journey from Navin and about two weeks from Markorth on the main
road.

It hosts three rings that are different districts.

Outer ring: MgDuwar keeps the manual labour class separate from the rest of the city. Using promises of
good work within the palace keeps most of the population sated.

There are rumours that and underworld network of thieves sneaks through the rings and steals from the
capital. Their main base has been guessed to be posted in this ring.

Middle Ring: This ring comprises of major merchants, shops and trade. Some housing and living
businesses are stationed here though the population density is much lower than that of the lower ring.

Capital Ring: The Palace

The palace itself stands with stone walls and minor enchantments for protection. Inside is the living
quarters for servants and of course the king and Queen themselves. Not too much is known about the
interior of the Palace to prevent spies and assassins from learning too much of a layout. Hence why the
servants all live within the palace until they die. Only certain circumstances such as teachers and so forth
can come and go after swearing an oath.

King: Reggis Dwarf


Queen: Dannai Dwarf

Prince: Tremor Dwarf

Princess Lillita Adopted Gnome

Thrall/Prince: Dogo Dragon born- supposedly found on the kings doorstep as a baby. The queen saved
his life and therefore he will protect the children.

New Masters: Village of less than 50.

A small stone wall waist high human size surrounds the village. A single pathway leads through the
town. A few houses line the pathway until you see a bridge going over the river. A plume of smoke rises
in the horizon.

This is a relatively new settlement. Driving out barbaric tribes has been there main goal on the side of
creating farming land.

No one knows which individual paid for the settlement of the land. The Capital has not ordained it a
town just yet. It is that new.

Tristos: Roughly a weeks journey total. Five days on a path and two days on an unfinished path.

This city is a bit on the lower end scale of class. Starting as a new settlement after the fall of the city of
Balor it is a small town filled with a variety of races.

It does have the issue of being attacked from time to time usually by bandits as the world west of the
town is not yet explored. Barbaric attacks are common.

Morith: About five days travel from Tristos

Morith is the target of many bandit attacks. The Capital has funded a militia should the town be willing
to provide people to fill the armor and wield the weapons.

Their assailants are known to come from the North but no mention of a settlement gives their location
away.

Morith is a mining town using the mountains a days journey away to provide most of the stones for the
other cities. The Noble Patheris Mommond (Halfling) resides over the towns trading and living. Quarin
Roughback (Human) Trains the towns militia and caravan guards.

Markorth: Four days travel from Marrin. And roughly five days travel from Navin.

Markorth is a Port city. Ships of traders come in but not too many sell their goods at the port itself. It
was deemed by the Kings ancestors that to increase jobs of caravans and to protect the merchants from
sea fairing pirates that the goods be brought inland in order to sell. Therefore most of the products go to
MgDuwar and Marrin to sell.

Markorth is protected on the sea by the naval forces from the capital. Otherwise it is a pretty loosely
held town. Most of the people living there provide services to sailors.

Navin:
Navins main trade is farming and pottery. Being within close location to the lake a residue of clay has
been found and used for a long time to make dishes and pottery. Most of the known world dishes come
from Navin.

Navin trades products of clay and farm produce to earn a small militia from the capital.

The Lord of Clay is Corthan Beldune (Tiefling)

Militia Guard: Balisk Beldune (Tiefling)

Vallor and Fallor: Not too much is known about these two towns as they have only been discovered in
the past few years. Fallor is roughly three hundred people and Vallor is two hundred. The majority of
races include Half Orcs and humans and quite a few elves live on the outside of town near the wooded
areas.

The town sells wood to the capital to use for boats and repairs of homes.

The residents refuse to talk about their towns own history of where they even come from. They are civil
and polite though and are willing to trade on a goods for goods system.

The climate starts getting colder around this region.

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