The Modern World

Outer Namdara


Intro §World § Campaign

Note that everything with a "The" in it is under the T's.

Alden Ruins: These are the ruins of the ancient kingdom of Alden and consist of at least two cities crumbled due to age and the earthquake that levelled them. All honourable knights are drawn here and the ghosts from the past are said to train them and give them items of power on occassion. Any person from Galrin coming here will die, painfully. There have been few exceptions to this rule since the spirits of the dead still seek to destroy the dishonour of having not been able to understand those who were dishonourable. The dead think the earthquake was punishment for not defeating the armies of Galdin. These cities were not razed like the other Alden cities and thus have more treasures waiting to be found. Most seem to think that since Alden was honourable, few evils exist here but many have entered, waiting to snack on any who dare explore the ruins of a once great people.

Amanse: This is one of the free cities that has refused alliance with Namdara. It has a technical alliance along with Fordun and Heal'em'ere for defence and rumours abound of an alliance with Tarain and The Colnorath. The ruling council of five even have started up talks with the Collegiate to become the first city with a squad of Wizards as part of their army. Of course, with the ruling council, one can never tell how much is lies and how much is truth. The scary part for most to consider is that all the rumours could be true. The city is also famous for very efficient and innovative taxation methods.

Aril: This is the only dwarven city relatively accessible to outsiders, Aril is easily defensible and the people very careful about who they allow in their city. It is on good relations with The Colnorath and none of the other nations extend far enough to bother trading with the reclusive dwarves. Aril is also the only dwarven city that allows the City Guard to have members in it, even if they do report to the Dwarven Council regarding their actions.

Beten: One of the wonders of the world, this city is famous for the fact that it has not yet sunk into the Ice lake of the north or been swallowed by something coming out of the lake. Beten is the most populous dwarven city, given that the dwarves do anything to keep warm that far north. Few outsiders have ever been to this city since it is difficult to reach and fraught with dangers. Rumours abound of a cult in this city that has made some dark pact with a Power of Ice in order to preserve this city but non have proven it yet.

Burgen: This principality of Namdara consists of the cities of Laret, Hurban and Shalin. It is by far the most passive of the lands making up Outer Namdara and the closest to its official lands. Regardless, the passive resistance of this land kept the Namdara army from placing any force their full time and making the Burlai Keep in the north, where the protests were more visible. The only thing Namdara truly fears is that Burgen will ally with Tarain. To negate this threat, Namdara ruined much of the Tarain lands that bordered Burgen, unaware that this made the folk of Burgen even more angry at them. In effect, this area is a spark waiting for something to make it catch.

Burlai Keep: This is the chief residence of the Namdara army stationed in the lands compromising Outer Namdara. The keep is easily defensible and very well maintained by the army stationed there. The threat of constant rebellion has many soldiers constantly wary and liable to kill anything that moves or breathes. This is one of the keeps where a soldier is stationed for disobeying an officer or other infraction of the law. It is a measure of Namdaran law that the Keep is kept under strict order and this, more than any other thing, has begun to convince some in Outer Namdara that union with that nation might be a bad thing. So far, they are merely a minority and not all that vocal since dead people rarely become a majority.

Burnbroke: This city is situated at the very edge of Tarain territory and had been burned and looted so many times the people changed its name to signify this. The city has literally been moved on occasion to avoid approaching armies and remains the only city that can be dismantled within a night. The fluid nature of the city permits buildings to be moved on a moments notice and it requires true skill to find your way anywhere here. The real genius is how the people manage to move all the stone buildings but the architects refuse to say. Tarain is considering making more cities like it as its border protection but has not done anything to equal this city. Note that while the city actively rearranges itself at least once a week, deliberate destruction of a building is one of the few crimes punishable by death here.

Caves of Tynic:
Some claim that Tynic was one of the underground cities during the ice age that did not resort to cannibalism. Most scholars believe the people died of some plague and the few who enter the caves never emerge truly the same again. Some say the plague kills, others that it reveals the truth and others that it enhances the magic a being may have and grant magics to those who have none. Scholars debate on which is the worst fate often but none have dared enter the city in over five hundred years to test out any theory.

Colmdë:
The city of Colmdë is the largest city in the principality of Falket and has survived many wars over whether it would be part of Falket or Murstai. In the end, the city decided to join Falket and burned the western half of the city as well as the bridge connecting both. Since that drastic act over 700 years ago, Murstai has left them well enough alone. The city is run by the respective heads of the Trade Guild, Wizards Guild, Midwives Guild, Diplomatic Council and City Guard. The people are very friendly but still retain a guarded hostility to anyone coming from Murstai. The quickest way to start a brawl is to too around and say that this city would look much better as part of Murstai for the people, while slow to anger, have much pride.

Da'ren:
This is the oldest and smallest city of Falket. Many have noticed the similarity between Da'ren and Ye'len, but the city denies ever having been part of the Colnorath. The citizens are remarkably close-mouthed and, while they are reasonably friendly to strangers, they do not ever bother to make the strangers believe they are anything other than strangers. The city does boast a small library but the Archivist, whom many half-jokingly refer to as the real ruler of the city, allows only a select few in it. The city is ruled by a self-appointed council and people, from children to elders to even ghosts, become members when the present members select them. None ever refuse to join but no one is entirely sure how many people are on the council and who they all are. Some have accused the council of picking entirely randomly but the council denies this. Since the council has always been part of Da'ren and ruled, if not well, at least wisely and with foresight, none have ever challenged the government in over two thousand years. The number of reputed assassins on the council prohibit many from thinking of challenging them at all. Rumours of rebellion and the breaking of the status quo has led to many people leaving the city in recent times despite the assurances of the council that everything is under control. Many remaining wonder what kind of control the council really has and what kind of blood bath it might lead to. Other rumours of Colnorath interest and potential interference by that nation have placed the token Namdaran guard under much strain.

Darkan: Darkan is one of the largest Tarain cities and has never been successfully invaded. The city is situated on a bog that is slowly swallowing the city up but remains since said bog has also swallowed up many invaders in its time. The citizens have gotten used to the fact that the buildings can sink away in less than a day and generally people move homes once every five years. Most of the buildings are far apart since heavier objects close together (such as armies) tend to sink much faster. Darkan does have one of the lowest crime rates and fewest beggars since there are no abandoned buildings to sleep in because when a building is abandoned, it is beneath the bog. Most of the nastier creatures in the bog itself have been killed or left alone since they do not attack the city. Few new travellers coming to this city without a guide ever become old travellers since they often end up falling into the bog proper and dying. As a result of this lack of trade, the city has become relatively self-sufficient, another reason it can withstand sieges.

Darken Wood:
This is the oldest and largest wood in the world. It is one of the few places that the Powers of the world still gather and as such is rather inhospitable to most other life forms. Many ancient and dark beings roam these woods and even the Powers are wary of the strengths here. It has been many years since anyone tried to cut any of these trees for firewood and longer since any succeeded. Many worry that if the Darken Wood expands too much war may have to be declared against it. As it is, the volunteers that are sent every ten years to burn brush and trees and makes sure Death's Path is clear are now being sent ever year and fewer are returning. Some fear that this wood is becoming an active evil and most fear at what force could bind the disparate factions of the Darken Wood to one goal.

Death's Path:
This is the path by which most in Outer Namdara and Tarain are able to reach the Handarün Plains easily. Passage around The Lamar Wall means dealing with Amanse taxes and the ever present threat of The Fog. The path is maintained by volunteers from both nations and Zarith who burn the brush that is beginning to grow back into the path. If it ever succeeded, Hope's Doom and the Darken Wood would be linked once more, an event prophesied to unleash a great evil long separated from its power base. In some places, people are raised to be sent along this path and great rewards and honours are given to whomever succeeds. Some claim that this act actually binds one to the wood but they are ignored as extremists.

Durlan/Indar Lake:
This is the largest source of fresh water in the area but also home to some rather large creatures that prey on human flesh. Centuries of use as a means of travel and many great heroes have reduced the amount of danger on the northern and western sides so that the city of Talt can do brisk river trade with the villages along the Indar River and the Rashdi River. The lake is a little foggy but mostly very calm. Experienced sailors are wary of the denizens of its depths and Talt is always looking to hire people to kill creatures in the lake. It was based on the nation of Indar but their capital was Durlan so while it is labelled as Durlan lakes on maps, almost no one calls it that any longer. The people find it useful to leave it as Durlan on maps as a way of ferreting out potential spies and outsiders.

Indar/Durlan River:
This meandering river is one of the safest rivers to travel. The waters are almost always calm and few rapids disturb the passage. Perhaps the most fact is that it is the only larger river without at least one nasty creature in it. Considering the Lake it comes out of, many call it a miracle. Some claim a forgotten Gods power lingers near the mouth of the river and refuses to allow evil to enter the river proper but this has never been substantiated. Regardless of all this, the river is the largest source of trade with the south and the only river that Tarain and Namdara vessels share equally since an ancient legend says that if blood is shed for evil in this river, the evil will leave the lake. The catastrophic consequences for trade alone have made this river safe for all.

Erdi:
One of the cities of the Colnorath, Erdi has the distinction of being the most boring city in the known world. The number of travellers who kill themselves out of despair here is astronomical and few armies have ever attacked the place since they would have no reason to want it. The last assault was by the armies of Galrin and the attacking army killed itself long before the city was in any actual danger. It is said to have been designed by Lamar's teacher, an old elf who had a very bitter sense of humour. How the natives survive is unknown but the city does do a very brisk drug trade.

Falket:
The land of Falket consist of the cities Colmdë, Da'ren and Talt. Next to Samdar, it is the most rebellious of the principalities of Outer Namdara and has come very close to destroying the bridges connecting it to Murstai and the Burlai Keep. Actual armed conflict has occurred and the people are openly hostile to any representative of Namdara. The old blood, their former nobles before the coming of Namdara, are still revered as if they were nobility, regardless of their station in life now. The government of Namdara is just thankful that none of the true royal line are still alive, the many rumours to the contrary notwithstanding. It is an unacknowledged fact that the cities of Falket are simply waiting for a good ruler to lead their rebellion and this tension has led some of the Namdaran soldier to act beyond their normal attitudes, the result often simply turning the people of Falket more against them than ever. It has almost reached the point where no Namdaran can go out without an armed guard and live. The Namdarans have almost reached the level where they call in their army to destroy one of the cities but the other principalities would be likely to rebel also.

Fordun: This city is run by a ruling council but, unlike Amanse, the council is entirely composed of merchants. This makes the it rather dependant upon trade but also rather rich. Despite its technical refusal to ally with Namdara, Fordun does brisk trade with these cities covertly and is a haven for smugglers as a result. It is one of the most multicultural cities but has a very nasty racist undercurrent that can emerge on dark nights in a rather ugly fashion.

Graidt: This is one of the cities of Murstai and the reason that principality refuses any offer of alliance from Tarain. There is no love lost between these people and any from Tarain. The city is well protected from attacks with one of the sturdiest walls of any city. The city is built in a circle, with walls at intervals so that one must pass one to reach the next, all the way into the centre. Each wall is higher than the other, and also get progressively thicker so that attackers lose heart after about a dozen walls and knowing the city has well over one hundred of these protections. No force has ever penetrated them all since there are no secret doors in or out, a fact that the city prides itself on. Even Tarain claims that the only thing rarer than a Graidt person who hates walls and feels claustrophobic is a Graidtan coward.

Haldri Vale: This ancient vale was feared even before the time of the Urmani Empire. Many dangerous beings and wanderers hail from here and a few witches and wizards of Verise have been trained in this place, an area it is said the demons were born in. The dwarves tread the hills near warily and every so often they vanish without a trace, swallowed up by Powers of another time and age. Any magic or innate ability used in this area can be magnified to exponential level, often driving the user insane and laying waste to areas around him or her. Oddly enough, vampires can walk this area unharmed but few remember the vale itself and they find it highly uncomfortable to be there. The Pool within the vale is capable of showing the future and many plants and animals thrive in this vale that are found nowhere else in the world. An ancient lost race called the Dorathan are said to inhabit the valley but none have seen them save a few travellers who make garbled reference to the "dead who cannot die" and "the curse of having killed them again". Since none of them are sane, they are politely ignored.

Handarün Plains: Rolling grasslands may seem an unlikely place for evil but the wars of the past fought here in the past have left there mark. On the nights of the dark moon (i.e. nights where there is no moon) the dead roam the fields looking for the opposing forces they fought so long ago -- and are perfectly willing to kill anything else that gets in there way. Some outcast half breeds are said to make their homes in scattered tribes among the plains and they also remain the easiest point of access for anything nasty from the ruins to the west. It is these reasons, and fear of the dwarves in the Xarien Hills, that has made settlement of these plains a foolish idea. Which, some say, is why the Namdarans are willing to try it. The government refuses to acknowledge that rumour and claims it is merely another pathetic attempt to insult their rulership.

Heal'em'ere: Healing is the primary attribute of this small city. The city of Heal'em'ere has no walls and no standing army to symbolise its disgust of war. It is here that all healers, magically gifted or otherwise, gather to help the sick and learn how to perfect their art. No army has ever attacked the city since it has a very impressive list of favours owed by nations that have stopped any war being planned against them. The city is largely run by the healer mages who co-ordinate the efforts of the healers and decide when someone is done training. The City Guard here is the healthiest anywhere and the guard that is bored most often due to the cities low crime rate.

Hidden River:
Also known as the mad river, the Hidden River has more rapids and pit falls in its icy waters than many expect. The river itself travels from the western ruins and through the Sentinel Peak to eventually become the Ice Marsh. Such a dangerous route for any river to flow more than explains its turbulent nature but the undeniable fact that the water is very pure puzzles many. It cannot be explained by Sentinel peak since the water is pure before it reaches this point. This leads many to believe the river originates somewhere beyond the western ruins and another nation awaits travellers who follow the river to them -- perhaps even the nation of the elfs. Fifteen expedition in the last forty two years have failed (Including sending an actual army) but merchants are always willing to fund more.

Hope's Doom:
The wood known as Hope's Doom was separated from the Darken Wood long ago by a path that not only provides safe passage to the north but also separates some great evil from the source of its power. The problem is that no one is sure anymore if the evil or its power is located in Hope's Doom. Regardless of this fact, the wood is not a safe place for any living being and even Gods and the Powers of Verise tread it with utmost care since there are said to be things and forces within that wood that can slay even them. No one has entered the wood for over one thousand years.

Hurban: This is the quietest city in Burgen since it is closest to actual Namdara. As a result, it is the least rebellious of the cities and the only one that sometimes actually pays more than lip service to Namdaran law. This makes it the logical centre of the Burgen rebellion, a fact that continues to puzzle Namdaran officials, especially when the citizens of the city are often trying to arrest the rebellion also. This dichotomy has led many would-be governors to leave office due to stress and has conversely made the city one of the least popular to be stationed to. Of all the cities, it is the only one to truly embrace paradox, against its collective will, a fact that is paradoxical in itself.

Icarot: This city is known as the city of betrayal and was named so by the last of their royal blood who was killed by his own daughter in order to make the city part of the kingdom of Samdar. The ruler of Samdar was in turn killed by her honour guard, who wished alliance with Namdara. As a result, the city is a haven for exiles and is the most liberal city in the world. It is also the city that is the most outspoken about hatred of Namdaran rule, a fact that shocks the Namdarans but does not really surprise anyone else. The city is well known for impetuous actions and regretting them later. Now the rest of Samdar is waiting for Icarot to lead the war against Namdara by betraying the cities Namdaran governor, a situation that looks very promising for the near future.

Ice Marsh:
This marsh is almost as dangerous in its own way as Hope's Doom. Since it borders that infamous wood, some of the beings from the wood are said to have migrated to it and some claim it has been polluted by the mages in Tamdel Citadel over the centuries. The central force in the marsh is a lake fed by the Hidden River. The few who have seen the lake claim that it embodies the evil the river should have, all congregated into one point. Since most who enter the marsh never emerge again, it has become an ill-omened place and is avoided almost as rigorously as the Darken Wood though not with the same fanatical zeal as people avoid Hope's Doom. The icy wind coming from the marsh blows west and its cold breath is felt as far away as the caves of Tynic and, on darker days, the city of Umri feels the icy touch of this place. This wind also helps protect Tamdel Citadel from assault.

Jerni:
This is the largest dwarven city that is readily accessible to outsiders. The citizens of this isolated city are friendlier than most dwarves and actually accommodating to outsiders. The city is also well defended since some creatures from Haldri Vale have been known to come this way for lunch on many occasions. They also boast a very effective rescue service for those who get lost travelling the Xarien hills. Few paths exist from Jerni to the rest of the dwarves lands except through Beten, and few travellers even contemplate going their.

Kadre's Fall:
This city is where the dwarves general Kadre failed to halt the advance of the Galrin forces and led to the race being enslaved for a time. His family has been blacklisted and the city sunk to squalor and disrepair, rife with plague and lawlessness. As the dwarves honoured their first leader by adding his name to the name of their gods, so do they dishonour his failed ancestor by destroying the first dwarven city. Even being from the city is a sign of dishonour for dwarves and many dwarves native to Kadre refuse to utter the name themselves true dwarves in order to not shame their ancestors. The people of Kadre are often bitter and very good fighters. They are fanatical about their honour and often so honest it is almost an actual physical pain for them to lie. Even to other dwarves that is an extreme and they are often wary around people from Kadre for this reason. Of course, those from Kadre think this is because they are not honourable enough and the circle continues.

Kalashat: As a city in the land of Murstai, Kalashat also has a dislike for Tarain, though they have been attacked less often than the city of Graidt. The city is run on a pure democratic system for appointing officials but the army is entirely separated from this and its officials are appointed so that they are always efficient. The city is also the home of many of the noble families of Kalashat, as well as the royal family which is still thriving, and as a consequence is watched much more carefully by the Namdaran army in the Burlai Keep than most of the other cities. The city is well defended by a special moat fed from boiling hot springs in the earth. The boiling water discourages many attackers and the walls of the outer city are made from weak wood, a warped wood whose touch makes people cowardly for a day. (The wall is only twenty feet high since the builders kept getting afraid of heights if they tried to make it any higher.) The inner wall is conventional stone but in its time it was blessed by so many gods that most attackers find themselves unable to even reach it due to many mishaps that ruin their assault.

Laret:
Laret is part of the Burgen lands and was moved forcibly by Namdara to decrease its chances of alliance with Tarain. Seeing how the Namdarans destroyed much Tarain area in order to stop this alliance, the people of Laret made the symbolic gesture of destroying an equal amount of area on their side of the Durlan/Indar River. They then took the materials from the destroyed area and sent all the dismantled buildings, food, animals and coinage to Tarain as repatriations for what had been done. The Namdaran governor called a detachment of the army to stop this but neither governor nor detachment were heard from again. A representative for Tarain thanked them for this gesture but told them that they should feel free to rebuild on their side of the river and that they had more than repaid any debt they felt was owed to Tarain. Laret was openly contemplating alliance with Tarain before the coming of the Namdaran army and, while this city has made no such gesture of rebellion since, it is still openly supportive of Tarain and has demonstrated against sanctions of goods going to and from that land. Some merchants have actually sent money to their Tarain counterparts so that they in effect don't pay the higher rates Namdara says should be charged to them. This has actually come close to bankrupting some businesses but the community -- and other merchants -- of Laret have banded together to keep them afloat. The new governor is nearing apoplexy.

Lon Watch:
This guard post single-handedly stopped the Namdaran army from advancing any further than they did into Tarain and made many repatriations to the people whose land the army had destroyed. Many of the people in this garrison come from the Tarain Ruins or know many who died there. As a result, Namdara has not considered an attack to this part of Tarain since they created the ruins. The watch has its name changed from North Watch to Lon watch, named after the Namdaran commander who refused to launch a dishonourable assault and burn all the fields of Tarain nearby to get the Tarains to come out and fight. He and a few defected and joined the Tarain army, helping to anticipate the Namdaran assaults until the foe was forced to withdraw. Lon chose to kill himself in honourable combat soon after since he felt he had compromised his honour by becoming a traitor to a country and thus there was no reason why he would not also betray Tarain. Every year, the guard has a period of mourning for the loss of such honour and courage and each person wishes that they would have his courage to make the right choice when their honour is compromised. Many also debate whether he made the right choice, likely as an attempt to reduce the suicide rate among those who feel very strongly about Lon's beliefs.

Lost Isle:
This island is rather famous since no one seems able to get on it due to some barrier of force around it. No attempt, even by the Powers, has succeeded in breaching that barrier. As a result, many myths have sprung up about the island and what could inhabit it. Some say it is the oldest part of the world and others that it is a doorway into other worlds. There are enough legends about this place to fill at least one library and many of them apply to other legends or have already been fulfilled but the legend continues because it is a good one. No verified legend or myth tells who the barrier is there nor what can break it. Some say the island has been closed since the dawn of the world and many fear it will open the day the world is doomed. This is the most recurrent myth so it seems to hold the mot validity -- to the point that people who claim to be able to open it are often killed. Claming someone can do it so they get a mob hunting them is a great way to get rid of enemies.

Lost Pass:
This was an old path from Aril to Jerni but the Haldri Vale makes it too difficult to use any more. Few have been willing to try it ever since an army was literally swallowed up by the path in minutes four thousand years ago. The pass was once thriving and many in Aril have talked about trying to reopen it since the city suffered greatly from lack of trade with Jerni and Beten. The pass is also said to be home to some renegade dwarves warped by the vale but this has never been proven.

Maldor:
Like Umri and Zarith, Maldor is one of the cities not associated with any nation. The cities greatest reputation comes from selling flowers and plants from Haldri Vale. The city sprang up almost by accident when the Lost Pass was impassable since merchants from Aril needed a stopover before reaching the Mord Pass. The city is also well known for its plush inns and expensive ales. It has become an unofficial gateway into the Xarien Hills and many so-called guides into the hills live their. There are even a few enterprising people who claim to guide into the Haldri Vale. What is truly frightening is that some of those guides have been in the Vale -- and that not all of them are "natural" beings anymore.

Mord Pass:
The Mord Pass was known as the Pass of Death for a long time since it was an unofficial pass into the dwarven lands. With the demise of the Lost Pass, the Mord Pass was cleared out and guard posts built along it to discourage nasty beings from preying on travellers. The bandits that had made their homes in that region were mostly cleared out and regular patrols are sent out to keep the area safe from them. Avalanches are still rather common and the pass has claimed more lives than most expected it would, still earning its name as the Pass of Death, though to a lesser degree.

Murstai:
There is no love lost between Murstai and Tarain and the fact that Namdara is trying to destroy Tarain is the only thing that allowed the Murstai to permit the Burlai Keep being built on their land. As it is, the Murstai have a plan to divert the Rashdi River into the Burlai Keep if need be. The Namdarans have heard of this and consider it utter idiocy and a foolish threat. The Tarains, who know their foe, are simply waiting for it to happen. Murstai has a strained relationship with Burgen since the people of Burgen are unabashedly in favour of an alliance with Tarain and consider it a point of dishonour that Murstai allowed the Burlai Keep to be built on their land. The lands are not foolish enough to go to war over these issues, since it would benefit the side each sees to be the enemy in the matter. The folk of Murstai are still rather formal and stiff towards those from Burgen and both peoples often strive to pretend they are not enemies.

Nor's Wood:
This is the only "safe" wood in the general area of Outer Namdara and is shared with Tarain. it was cleansed by a Tarain warrior mage who simply took a small force in and killed everything that moved as well as a few things that didn't in the woods. After a few years, normal animals and birds began to come to the wood. Tarain realised that their would be war with the lands of Burgen, Falket, Murstai and Samdar unless they shared the wood so it is the duty of those four lands to make sure the wood is kept clean. With the amount of things that try at least once a year to enter the wood and make it their home, some argue they got the worse part of the bargain. But since Tarain owns the wood, they argue very softly. Namdara is considering offering to make the wood part of Outer Namdara but the new principalities are refusing partly out of sympathy for Tarain (as is the case of Burgen) or the fear that Tarain might burn the wood down rather than give it up (as is the case of Murstai) since it is not the only source of wood Tarain has.

Oshay: As northernmost city of Samdar, Oshay has many alliances with Amanse and Fordun as well as a very good relationship with Heal'em'ere. Before the coming of the Namdaran army, it was considering an offer to form a new land with those cities since Oshay has always been embarrassed by Icarot and its relationship to a city of traitors. Oshay is a stopping point for many merchants heading north or south and well known for fair laws and just courts as well as effective punishment of criminals for their actions (Loss of limb etc.). The city is adrift between Namdara and its northern neighbours and as such feels no strong allegiance to either. It laws are a curious blend of harshness against criminals and fairness to travellers that are slowly being duplicated elsewhere, much to the deterrent of the thieving community. It is also a very good industrial centre and famed for the cleanliness of the air there.

Outer Namdara: Outer Namdara consists of the regions Burgen, Falket, Murstai and Samdar. it is the first expansion of that nation into an area quickly and has also been the result of more unfortunate incidences than any before. The Namdarans are not used to prodigious use of magic as well as the many untamed evils of this region and as a result they are not entirely welcome in this area. Many factions in the principalities see them as an unwanted evil who are only waiting to march a great army in and declare martial law. The governors of each say this is a lie but secretly wonder who is feeding them information on secret councils in the heart of Namdara about what to do about these provinces. This is the first time Namdara has tried such rapid expansion and is also the first time the four nations have been under one ruler since Indar fell. Many are simply waiting for the dam to burst.

Rashdi River: This river separates Murstai from Samdar and The Wasting. It is a small, quiet river with little traffic since it goes no where of importance save near the Burlai Keep. The only remarkable thing about it is that it can actually be moved by magic, an effect only possible on something created out of pure magic. Even The Collegiate has no idea how the river was formed but all know it is theoretically possible to move it, if a people were determined enough. In other words, the Murstai threat to drown Burlai Keep might be able to become reality with the help of at least one other principality.

Ratsun:
These farmlands were once thriving but the expansion of The Fog from the east slowly withered away the villages and cities of this region until it is now a barren wasteland of plenty. Some still try to farm it but the ever-present threat of the Fog, as well as what the Fog has done to the ground make farming dangerous and eating the food an adventure in itself. The time altering effect of the Fog does allow people to live many years but it can freeze people into stasis for even longer. There are supposed to be ways to survive in the fog, and legends claim the city of Ratsun itself does exist bound by the fog and is part of it, but few claim this knowledge and fewer have put it to a test by entering the Fog. Of those, none have emerged from the Fog sane or within one year and none have ever dared claim they found the city.

Ruin of Galrin:
This ruin was once the capital of the Empire of Galrin. It is now haven for many nasty creatures since those without honour are drawn hear like moths to a flame. A common test for dishonour is to bring people near the ruin and if they are compelled to enter it, they are dishonourable. Some of the sneakier residents of the ruin can compel the mind of anyone thinking hard on the ruin to come to it and thus quite a few honourable people have been forced to enter the ruin over the years. Also, while most of the larger buildings of this once great city have collapsed, the underground chambers and tunnels still lead far below the surface. Some even say they connect to the Caves of Tynic but no one is sure.

Ruins River:
This river is a branch of the Indar River that passes the Tarain ruins. Its name was changed to signify the destruction wrought by Namdara and the ruins thus formed. The river had borne that name from an earlier era and a few small Alden ruins were located on it, but it only entered the maps -- and common usage -- when the Tarain Ruins were formed. This river itself is now polluted a bit by debris but other than that is safe to travel, save that the spirits of the dead are said to travel it also on some nights.

Samdar:
Samdar is the furthest principality of Outer Namdara and is also furthest away from the influence of said nation. As a result, it is the principality most actively against Namdara and said rule. Soldiers at the Burlai Keep have bitterly said that the keep should have been moved to the other side of the river since the soldiers spend enough time in Samdar as it is. Some of them even tried establishing a camp on the other side but it was burned down within a week and the perpetrators were never found. The threat of open rebellion or the cities of Samdar joining the northern cities has led the guard to be rather hostile in dealing with a rebellion that the army has never really encountered before. None of its expansion plans had dealt with truly hostile natives and so the army has no idea how to resolve the situation. Since the citizens of Samdar also have no idea of how to be conquered, they are fighting it as best they can and the only way they know how: by trickery. As a result, neither side knows how to act and so both make great errors. To most, it is not a question of if but only a question of when Namdara gets fed up and raises the land to the ground. Samdarians know this and so fight all the harder so that there efforts are no in vain.

Sentinel Peak: This large mountain in the middle of nowhere is famous for its size and the fact that the hidden river flows through it. It is riddled with caves and the remnants of ancient citadels that adorn its higher reaches. No one has ever scaled it to the top but it is said to have some Power about it that protects the city of Umri from the winds emanating from the Ice Marsh on certain days. The peak is also said to contain some guardian being (possibly a mythical dragon) that will give aid to Alden in times of need. Since that nation is now ruins, this theory has been disproved but some claim that if a nation acts with the same attention to honour as Alden did -- or even brings that empire back -- the sentinel will give them aid. Or destroy them, others claim.

Shalin: The city of Shalin is the largest on in Burgen and has most of the remains of the noble families of this principality of Namdara here. Its own gesture against Namdara has been subtle and very effective. It has simple become a haven for some of the nastier people in the surrounding region, people who find the Namdaran soldiers very oppressive -- and do something about it. The citizens themselves do nothing, it is those allowed in who kill the foreigners. Of course, when the governor asks politely that they limit who comes into the city, the former nobles stare in shock and ask what kind of standards the governor wish to set. "If you refuse someone, you must eventually refuse everyone and where would our city be then?" The head of the d'Cafret family is said to have told the governor in tones of horror. Underneath that was the sentiment that it the rights of others were limited, soon the governor would limit who could leave also. The Namdarans are not yet prepared to show forth that kind of power or rule. The city also has a large number of people with magical and psychic abilities and that is used as a psychological weapon against the Namdarans, especially when the nobles float things through the air or blatantly show the gift that made them noble. At least one governor has died from shock at the sight of something floating through the air or other signs of magics use in the new palace the Namdarans constructed. Many servants amuse themselves by making special diagrams and symbols on the floor just to freak out the foreigners who see the symbols and run screaming for aid.

Talt: This city is the largest port city in the area and is the city linking Falket with the rest of Namdara for all practical purposes as well as being a major source of industry and manufacturing. The people are completely indifferent about Namdaran rule as long as they can sail their boats and not have to deal with extremely high taxes. Part of their deal with Namdara so that the Empire can send soldiers down the river on their barges is that Namdara cleanse much of the southern Indar Lake. This has done more to weaken the Namdaran army than any other single event yet since Outer Namdara was formed. Of course, the people are so conscienscous that they are never suspected of deliberately forming this alliance just to kill a few soldiers. After all, some of the soldiers are sent to deal with the rest of Falket. Sages laugh quietly and suggest that Namdara does not know the principalities anywhere as well as it thinks.

Tamdel Citadel:
This ancient ruin has been around since before the Urmani Empire and has not even begun to deteriorate. Mages are trained here since The Collegiate will not train them in the use of their killing magics and things like possession. The Citadel also trains the scarlet striders and various other assassins. Many of the best thieves live here and the place is very well protected from invasion by the Ice Marsh and Hidden River. The ruler of Tamdel is said to be a vampire and the Citadel has at least one hundred hidden entrances and exits, some leading through the Ice Marsh and others going as far away as Shalin and others as far north as Maldor. Some are even said to go to the Collegiate but both the Citadel and the Collegiate deny this, despite the rumour the Citadel was founded by a renegade master from the Collegiate.

Tarain:
This land was once part of Namdara but broke off when the people felt that Namdara was losing its roots. The nation had always expanded slowly but new rulers wanted to see results in their own lifetimes and it was becoming too much like other, flawed empires of the past for the people of Tarain. They decided to separate and Namdara simply ignored them after sending a few token detachments of the army to let them know that such a thing was wrong. The nation had more land and Tarain did not contribute anything unique enough that a war was necessary. Namdara only became truly interested again when the rumours came that Tarain had discovered a pass through the western ruins and into the lands beyond. So far there has been no proof but the mere thought of it has stirred up an ongoing war between both nations that, for all its meandering, seems to continue for a very long time and shows no signs of ebbing. Tarain also embraces the use of magic, both as a psychological weapon against Namdara and also as a way to differentiate between both nations.

Tarain Ruins:
These ruins were formed by the Namdaran army as a way of forcing the principality of Burgen to not ally with Tarain and also to show Tarain how powerful Namdara truly was. The attempt failed miserably since it simply showed Burgen what could happen to them if Namdara got angry and made them sympathetic with Tarain to the point of sending them coin and destroying some of their own land as a symbolic gesture that they did not approve of the ruins having been formed. Many monetarily disadvantaged people are suing the sturdier buildings as homes and a few creatures have begun to move into the ruins and but he guard at Lon Watch deals with the creatures. Other than that, the ruins are largely ignored and Tarain, as their own statement, has made no attempt to repopulate them, saying that the new open area will warn them better the next time Namdara tries a northern invasion. Some Tarain even say that nasty things should be imported to the Tarain Ruins in order to give the next invades more of a surprise but so far no one has been commissioned to do this.

The Bright Ward: This special crystal was made long ago by the last of those born of Power and God. Capable of seeing the future -- some said even able to travel to it -- they used their prodigious magics to create this crystal out of the sun they called to the world and altered, turning it from molten rock to crystal. They made it alive and aware of the world and imbued it with much of their strength. This turned it into the only true focus of Power made by mortals in the world and a source of much strength. The crystal can reshape itself at will and even give part of its Self up to be used as weapons or talismans. It is one of the oldest forces still existing and has held back the evils from the western ruins for far longer than most could reasonably suspect and has continued so even though its original source of strength is being diminished. Some legends claim that it will eventually call those with the greatest magic in this age to sacrifice themselves willingly so that it may remain, reaffirming the price mortals pay for having the blood of the Powers and the power of magic.

The Collegiate: The Collegiate is the training place for those with magic who wish to learn how to use the magical abilities that are their birthright from the natural Powers of the world. They have more of a focus on training in the use of magical than psychic abilities. This organisation has been around in one form or another since the last of the Greater Mages died making the Bright Ward as a means to monitor power and stop its misuse. Many trainers have lamented the loss of the Powers' blood in mortals and the weakening of magic since the old days.

The Colnorath: The Colnorath was founded by the last with the blood of Power and God in her. Known as Jerela, the Gerisau women who founded the Colnorath died forcing the Ice age back from some of this land so that a hope for the future might remain. She gave the people her knowledge and when the space she had made iced over as the rest had, the people breathed a sigh of relief since the full ice meant the end of the actual Ice Age was nigh and her protective area no longer needed. Even today, that spot remains as a focus for Power and draws many magically gifted people to it. The Colnorath contains many Gerisau, dwarves and Werefolk as well as any other who wishes to live there. The rulers know many old secrets and prophecies and are said to wait for the return of one with the blood of Power and God who will usher in the new age. They claim that Jerela once resurrected a man from death, fully healthy and without and aftereffects (such as seeing the dead or committing suicide or having no brain). Jerela claimed that even among her kind, such strength was rare and its cost even higher since few had the love to accomplish such a thing and for those with great magics, love -- or any other strong emotion -- is often more blessing than curse. They claim that when another performs that deed, the world will once more be ready to witness wonder and a new age will dawn.

The Fog: Mists are often sources of stories but the eternal and darkening fog that has destroyed the land of Ratsun and many to the east is much more. It is a fog capable of altering time and space to those trapped within its depths and any daring to brave its coils have gone mad. Due to the odd nature the fog has on time and space, some claim it is linked to the Lost Isle or that they are the same thing and lead to a specific place called ever-ever land, where everything exists in its true form. While a few of the myths tend to support this, most scholars believe they are simply overlapping legends and give them no credence. The most logical belief for most is that The Fog is actually the essence of the forgotten gods that died when the people ceased to believe in them and formed the Prime God out of their belief and a need to make the world sane again. If this is true, the Fog might eventually expand to encompass much of the world. In order to stop this, the Colnorath has employed a few ancient devices in order to slow its expansion and white they can guarantee it will not come north it is still heading south at a slowly but surely and none know how to stop it, or how quickly it could expand.

The Ice Lake: This lake is formed entirely of solid ice and is said to stretch through mythical northern mountains and onwards. Some claim that a person could reach the western ruins and other lands by following it but not even dwarves, who are resistant to extreme cold, can survive it even before the lake reaches those mountains. There are a few creatures in the lake itself that are dangerous and sometimes break through the ice to eat when they sense something moving on top. Other than that, and the Powers that make the lake their home, it is a barren place with little habitation. Some call it the most inhabitable place in the world and they are very correct. Even so, some expeditions have been sent to try and cross it though none have ever had a hope of success. Some dwarves merchants are said to be considering such a thing again though how they would convince people to take the journey is beyond most.

The Lamar Wall: This wall was formed by the famed architect Lamar, student of the architect who designed Erdi, and was made to protect the city of Galrin against the Namdaran army and other threats from the south. The wall is the most solid construction ever made and even the academic efforts of the Collegiate through the years since have failed to do much more than scratch the wall. None know what it was constructed out of but many assume some Power, God or mage helped in making the wall hold together. Either that, or Lamar tapped some as yet unknown force in the world for aid or even Called the wall into being. The other possibility is that Lamar was not from this world, or a true Power in himself. Regardless, the wall has stood for many years and has fallen to nothing, not even the Fog, on the one rare occasion the Fog stretched itself that far.

The Old Keep: This fortress was renovated by Namdara after they effectively destroyed the keep that had stood here as a protection against the south and was maintained jointly by Burgen and Falket. Namdara simply overran the keep and, when the soldier refused to surrender, were "forced" to kill all the inhabitants of the keep and destroyed much of its walls and buildings. They apologised for the hasty action and claimed the advance troops -- which were later recalled since vengeful people were killing them off at a frightening rate -- had reacted poorly to a new situation. By itself, this was the truth since Namdara's earlier expanses were done to kingdoms that could no longer fight back or had voluntarily joined Namdara. The nation had always been a defender (such as when it voluntarily takes a city and the remaining part of the nation wants the city back) but never the attacker. While this is technically true, many believe that the assault was done deliberately as a show of power and the results recanted when Namdara realise that such actions only inflamed the people against them. The rebuilt keep is not defended heavily since the people often die mysteriously and the citizens of Burgen and Falket still know some secret ways to enter it and exact vengeance for those slain here.

The Wasting:
This area is a ruined plain that has been scarred by many wars between Tarain and Murstai as well as earlier wars involving Galrin and Alden and various other battles throughout the years. The area is ruined enough that some so-called real estate people try to sell the land as area to develop a new kingdom on. No one has attempted that since the small city-state of Kerali was literally swallowed up by one of Galrin's frequent civil wars against Alden. It was not until the dust had cleared that people even realised the nation had been there since most assumed it an outpost of the enemy and when they met in the centre of it, both sides assumed the other was fleeing and ended up burning it to the ground. The Wasting is not as haunted or infested as many places, namely since evil is drawn to Hope's Doom instead.

The Pool: The watery hole that forms the Pool is fed by water from the Ice Lake, an improbability in itself, and any who look into the Pool perceive the future that will come to pass, the inevitable piece of what must be that will involve them. Many are driven mad at this sight and kill themselves, a factor the Pool obviously takes into account and a Power within the Pool often forbids this, and makes the necessary future come to pass. Note that a shown "must" is obviously corrupted when a being knows this so the "must" is often made capable of being altered to some extent just by knowing it.

Umri: This governmentless city is home to many outlaws and adventurers. The rules for the city were established long ago and are rarely changed. Everyone knows them and if you do not, you are obviously a stranger and thus fair pickings to be killed or robbed. Umri's population fluctuates daily due to the number of deaths and arrivals in the city but that is what makes it so interesting for many to visit. The only actual law of the city is "Kill only if you must" and it is strictly enforced by the city guard, who are the only uncorrupted thing in this place. To put it simply, in Umri everyone is either a thief or wishes they were one and only madmen are honest. With its black market, crumbling buildings and the ancient ruins the city is built on, it is a very dangerous place but definitely one for those who wish to add a little spice to their lives.

Xarien Hills: These hills cover much of the north land and surround the Ice lake. Some say they eventually turn into great impassable mountains but not even the dwarves, who inhabit the hills, have even travelled them that far. The hills are dark and secretive and hold their Powers well; remnants of old lands and older peoples can be found scattered throughout them and dark things still breed in valley's much like the Haldri Vale. Few survive in such wildness and even the dwarves are very careful about where they go and rarely travel outside their chosen lands since it is as fatal to them who know the hills as to those who do not. As a historical note, some say hat Xarien refers to the first nation to ever encompass all the hills but most consider it foolishness since the hills are simply too vast and untameable. There is also a very good chance that a few Witches and Wizards live in this hills but none have found them and survived to tell about it..

Ye'len: The city of Ye'len is in the southern edge of the Colnorath and very easily defended. It is made out of solid stone and protected by hills and The Fog. With such natural defences, it is no wonder that the city has not fallen to an assault yet and its well trained army is prepared to die to the last person to keep it that way. The people of Ye'len are cold and formal to outsiders and do not welcome others into the city since they are of the slightly paranoid opinion that many are there to see how strong the city is in preparation for an attack. The fact that the people have been right about this before does not make the view any less paranoid, however. The city holds many diplomats to Colnorath as well as three libraries and an actual university for learning.

Zarith: This is one of the few cities that does any form of trade with the lost-lost western lands. The fact that trinkets of unknown origin appear here indicates to Namdara that Tarain has found a hidden route to the west and this merely intensifies the war between the nations. Since it is likely that the items merely come from the ruins nearby or the Darken Wood, no one is quite sure what Zarith expects to gain from this war since it lacks the army and resources to take over any land in the event that Namdara and Tarain defeat each other senseless and are left open for exploitation. This explanation is absurd and, most claim, much too far-sighted for Zarith's ruling kings but seems the only logical explanation for their actions. Of course, many argue that the rulers of Zarith, with their history of madness and odd habits, are not exactly logical to begin with. Some claim that Zarith is being guided by some evil force in the Darken Wood that seeks to take over the lands and gives them the trinkets. Most ignore this as they ignore the idea of a gigantic western army marching on the lands is being fed information from Zarith about the lands.


The Cities - What They Are Famous For And Who Comes From Them

Amanse: This city is famous for creative taxation, diplomats and forging very good weapons. Generally, efficient Warriors and Merchants come from this city. Amanse also has a reputation for producing very strong-willed children and stubbornness is a characteristic of practically every woman in the city.

Aril:
Aril is well known for brewing very fine wines and its hunting equipment as well as bow makers. Very good trackers, survivalists and individualists come from this city. Many of them are often paranoid and distrustful of strangers.

Beten:
Known for carvings of wood, stone and ice and the fortitude of the people here. Beten produces many stern warriors and very cautious people who actually think problems through before coming to a solution. Few of them are noted for their sense of humour and almost all of them wear white only.

Burlai Keep:
Scum of the earth. Good fighters, granted, but still foreign scum and invaders who steal freedom. Also known for strong dislike of Elves though no one is sure why. (Most blame it on the current general in charge.) Most of them were simple utilitarian clothing in brown or green colours.

Burnbroke:
This city is known for producing intricate puzzles, assorted crafts and games. It produces more philosophers than any other city and is known for its thieves and the amount of mages people who come from it. The people are very efficient and quick at building and dismantling things as well as compacting things into a small space without breaking too many objects or people.

Colmdë:
The people of this city are widely known for gaudy clothing and a desire to wear very large hats. It produces many songwriters and a fair number of sages as well as many remarkably skilled archers. The people are known for being obnoxious and fond of ribald jokes as well as shouting them.

Da'ren:
The people of Da'ren are known for wearing dark grey, the better to hide, and this is said to represent their secretive, withdrawn nature. They are loyal unto death to friends but rarely bother to form such bonds for any reason. The city itself produces some of the finest silk and their clothing is generally far above the average quality. Many spies hail from this city.

Darkan:
Darkan is known for clay pots of exquisite workmanship made from clays found only in the bog around the city. The people often wear drab colours and are very good swimmers. Many of them have an instinctive distrust of buildings that do not sink or tremble on occasion. They have become so used to rocking buildings that they appear like sailors who have been on boats for too long when in other places due to their rolling gait. Though the walk does fade, it is noticeable to a well trained eye.

Erdi:
The city of Erdi produces nothing of value save saddles and bridles for horses. The people wear the most boring clothing and are known for driving people to tears during conversation since they can talk for length on any issue, no matter how inane or stupid. In some places, killing a person of Erdi for speaking warrants a good citizen award.

Fordun: The people of Fordun are known for changing their minds every minute as well as for cheating many people due to their merchant natures. The city's fashions change daily as merchants bring new fashions and ideas from other cities for them to try. Attempting to keep in fashion has ruined more than one rich merchant family. Many now-wealthy people have made their fortunes since the nobility fell with the coming of Namdara and are openly supportive of Namdaran rule.

Graidt: The people of this city are known for brick making and general architectural skills. The people are known for battle prowess and courage as well as willingness to tackle any new situation grimly and with purpose. Quite a few famous warriors and bandits hail from this walled city.

Heal'em'ere:
The citizens of Heal'em'ere are known for kindness and willingness to help those in need. They have a reputation for hospitality and open-mindedness as well as having no fashion sense whatsoever. The people of Fordun have been known to dress in "Heal'em'style" for an anti-fashion time. The people of Heal'em'ere consider this an honour and are actually serious when they say that. Most consider such naïveté childish but it is simply part of the trusting nature of these people.

Hurban:
The people of Hurban are quiet and passive with a strong respect for the law. They also have the rather strange habit of gleefully embracing paradoxes and absolutely refuse to wear any clothing that matches as a matter of pride. Other than that, the city is known for effective policing and breeding very large horses with good endurance.

Icarot: The people of Icarot are known for getting themselves into many actions they later regret, including being born. They are headstrong and not inclined to think things over, preferring action to wasting time by meetings and thinking. Their disdain of any form of bureaucracy is well known as well as their lack of loyalty to anyone, especially blood relations.

Jerni:
This city is known for breeding Ragarl, lizards as tall as a horse and twice as wide, for dwarves and the occasional giant or very large human. The animals can communicate telepathically to anyone with magic and are very intelligent. The city also produces very fine wool and adequate liqueurs and has some of the best first aid supplies available to buy.

Kadre's Fall:
This city produces very little of note since few come to it. The people are honourable to the point of insanity and are often avoided whenever possible -- though this often insults their honour and can lead to fighting to the death. The city is also known for poor inns and very low quality food.

Kalashat:
This city is known for high quality inns and being very scenic. It is generally higher quality and things cost more. The city is also known for exotic foods and spices. Many noble and pompous people come from here and the citizens are generally known for being high-handed and insulting.

Laret:
This city is known for its friendship with Tarain and having very high quality food and excellent cheeses. Many diplomats come from this city and it is also well known for sparse elegance and not wasting any space on useless additions to anything. Beauty for beauty's sake only is a waste to them and as a result few artists have ever come from this city.

Maldor:
The largest export market from Maldor is the selling of plants and flowers from Haldri Vale. Many people are willing to buy such items, often secretly and with no one knowing about them. The plants and flowers also produce may special herbal remedies and cures for many diseases so the city also does brisk business trading legitimately. The people all live in the same basic homes and often have fun leaving outsiders guessing as to who is actually rich and who is poor. Since the supply and demand of their various plants can fluctuate daily, some of them can make and lose fortunes nightly. The people are also, rather predictably, known for their love of gambling and taking chances.

Oshay:
This city is trapped between Namdara and the northern cities and is mostly known for its ability to blend those cultures semi-successfully together into a cohesive whole. The people are also known for being masters of the art of compromise and self deprecation almost to the point of deliberately insulting their city. The city often follows the fashions and trends of the other cities and is known for being a plodder, not taking advantage of anything at all for any reason. They are very logical and horrendous merchants, which explains the general low cost of goods in the city.

Shalin: This city is primarily known for championing equality of the sexes in all forms of work. The philosophical debates on this issue have led to quite a few deaths and male and females for and against this issue sometimes have screaming arguments in the middle of the street. The governor of the city has been replaced so often to placate and mediate each faction that many joke about a governor being put in who is male and female. Namdaran officials think Shalin might get its "wish" before long.

Talt: This city is known for its large port -- the only one of its kind in the area -- and the fact that the people often are able to accept practically anything that comes there way. They have heard stories and know that the Namdaran force in Outer Namdara is less than a token force and therefore strive not to anger Namdara more than they feel they must for honours sake. The city is known for brisk trade and reneging on deals if they feel they can get away with it. The people are perfectly willing to cheat anyone they feel is worth cheating and it often takes much to convince them otherwise.

Tamdel Citadel:
This place trains mages and others in the arts of killing and war. As such, its only export is simply the death of someone. If they do import things, few merchants do this and fewer would ever dare speak of it. Many coming to the Citadel have access to much knowledge and only those who can give the Citadel information are allowed to enter.

The Collegiate:
The Collegiate follows older fashion styles in wearing ornate robes and silk clothing. The only thing it imports and potential dangers and it exports trained mages. The funding for this sprawling complex remains a mystery that none bother to divulge. The Collegiate only does business with select merchants and those few are given the advantage of free training is use of magic as well as at least one member of the Collegiate with them at all times to help safeguard their wares.

The Old Keep:
This is simply another Namdaran fortress but all Namdarans in it are hated with a passion by those from Burgen and Falket due to guilt by association since the original Namdaran force destroyed much of the original keep and all its inhabitants. Also known as true scum of the earth. Good fighters, granted, but still foreign scum and invaders who steal freedom and kill for pleasure.

Umri:
This city is haven for many outlaws generally only exports corpses or illegal items. The kind of people it imports, however, are often the kind most would want to see dead so it is no problem. The city has no true black market since all its wares would be black market produce in any other city. Its inner black market contains very rare items such as part of the Bright Ward and many rare crowns and jewels.

Ye'len:
This city is known for being very formal and not associating much with outsiders. The people often have little to do with others and are very clannish. Few leave their home city so they are rather an oddity elsewhere. The people find wearing cloak fashionable but their fashions are often dictated by the practical needs of their area.

Zarith:
"Foreign" trinkets that most claim are found or hand made are the staples of this city. It often exports ancient memorabilia, only half of which is fake. Many thieves, insurance salesmen and amateur historians hail from this city.

CIty Overall Reputation Special Notes
Amanse: Merchant city with creative taxes Large trading centre
Aril: Suspicious but friendly Only dwarves city with City Guard
Beten: Cold and inhospitable Cold and inhospitable
Burnbroke: Architectural wonder The city is moved often
Colmdė: Independant
Da'ren: Mysterious "Ally" of The Colnorath
Darkan: Dangerous for travellers Protected by bog
Erdi: Never go here. Much uglier than sin
Fordun: Merchant paradise
Graidt: Very courageous people Has way too many walls
Heal'em'ere: A city of Healers and Pacifists 40% of polulation are healers
Hurban: Boring but amusing Headquarters of rebellion against Namdara
Icarot: Haven of traitors
Jerni: Cordial to outsiders Has impressive first aid training
Kadre's Fall: Don't bother going here
Kalashat: Don't cross with these people
Laret: Tarain friendly city
Maldor: Diplomatic border city
Oshay: Industrial centre
Shalin: Noble to the point of idiocy
Talt: Greatest port cheating common
Tamdel Citadel: VERY dangerous place Only madmen go here
The Collegiate: Training place for mages
Umri: Crimminal haven from all
Ye'len: Secretive place
Zarith: Lunatic haven

Intro §World § Campaign