Near Persea Locations

Abrahala Raiders:

Argu Ruins:

Arrow Rain Goblins: These goblins are a splinter group of the Golden Horde and they have arrived in the area only recently. They moved into an area only partially occupied by the Tall Lords. Their style of warfare, large number of adepts, and limited number of "allies" make them very similar to the other tribes they split from.

Asalani Temple:

Atwan Ruins: see regional

Band of the One-Eyed Magi: The One-Eyed Magi is an ogre magi who, with his ogre magi buddies, controls a mixed society of bugbears, hobgoblins, and some skilled goblins. The bodyguard of the One-Eyed Magi is an athach with an extremely fierce reputation. A key part of their income and wealth is derived from the slave trade and from thieving in the ruins of Milar and Argu. The slave camp of the Band is in a saddle between two mountains in the north end of their territory.

Barony of Mannerin: One of three baronies just south of the Talos Mountains. Baron Perigga lacks the success of Baron Moshemi of Persea, even though the members of his domain are mostly neutral or good and all feel threatened by the inhuman hordes. Part of Baron Perigga's lack of success is due to the many enfiefed knights with long connections with their domains and with quite a lot of strength themselves. Each enfiefed knight wishes to increase their personal glory and is often away battling the inhuman hordes or in tournaments in the Grand Empire, instead of managing their domains. The area has never been that wealthy and the city of Mannerin has never been an important port.

Barony of Persea: Baron Moshemi of Persea controls both the city of Persea and the surrounding fertile valley. His success derives from two main areas: first, cultivating human, elf, and dwarf questing groups to the area to battle the nearby inhuman hordes. Second, managing the dissenting factions in the city and keeping internal conflict from impacting conversion of the wealth of the land into his personal power.

Big Gut's Land: Orc tribes who used to be dominated by the evil human Wizard Death-by-Four-Hands, who destroyed the fort that is now the Burned Fort Ruins with multiple meteor swarms and fireballs from his fireball wand. The Baron killed the Wizard during the attack on the fort and the fireball wand fell into the hands of Big Gut, cohort of Wizard Death-by-Four-Hands. Now Big Gut leads the tribes probably more effectively because of his long relationship with the chiefs of the tribes.

Black Sea: see regional

Chosen of the Conquerer: Sedentary orc tribes, formerly foot soldiers of the inhuman invasion, and favored by being the lead attackers in most city assaults, the remnants became the "Chosen". These disorganized tribes constantly battle their neighbors and each other and are unified only in their origins and social organization. These tribes now feel persecuted and feel the entire world is against them. Even the questing humans rarely attack these disorganized and pathetic tribes, probably because of their lack of wealth. The orc clerics of the tribes propigate worship of their traditional god, the god of pain (who revels in torturing his followers.)

Domain of the Lizard King: The Lizard King not only leads a dozen large towns of lizardfolk, but also a couple coastal "towns" of locathah, each with many water and other nagas. The rich and fertile coasts have kept the locathah in permanent towns for centuries. Many of the lizardfolk "towns" are mostly extensive underground air-filled chambers. The lizardfolk mainly worship the spirits of the swamp and have a very strong druidic tradition. The Lizard King has a constantly changing relationship with Baron Moshemi and the humans of Persea. Several times a year the rivers through the swamp to Lake Persea are blocked by hordes of lizardfolk and no ships or trade can pass through. Mannerin is the backup port for these blocked ships and has grown over the years.

Elven Communities: see regional

Five Hands of Gugera: The wizard Gugera (a gnoll) not only has five Efreeti allies (the Five Hands), he has hundreds of his gnoll brethren, all highly organized. Several prides of dire lions, a couple dozen trolls, other strange creatures, and hundreds of enslaved beings round out the followers of Gugera. Gugera flies around in a magic boat, rumored to have an iron golem on it, frequently visiting the plane of fire. The gnoll clerics tend a great fire and magic temple built on a mountain overlooking the ruins of Atwan. Gugera gnoll rangers scout and scavenge all over the Hinterlands and the Barony lands, often even entering the elven enclave of the Great Forest of Dusilmi. Gugera and his followers are possibly strong enough to conquer Baron Moshemi and Persea, but seem to have little interest in the Barony or humans in general.

Fort Bly: Stone keep with walled courtyard and dry moat, built and controlled by Baron Moshemi. Current Demense of Sir Aribbe, fighter and worshipper of Rhaga, most prestigious knight of Persea, and strong disciplinarian. Several other, less skilled knights assist Sir Aribbe in leading the garrison of heavily armed horsemen and soldiers in the fort.

Fort Persea: Stone keep with walled courtyard and dry moat, built and controlled by Baron Moshemi. Current Demense of Banneret Vichenzi, paladin of Nelli, and public relations agent for attracting questors wishing to battle the inhuman hordes. His family and connections in the Grand Empire seem to reach to everyone. He continuously entertains and sometimes guides the continuous stream of warriors travelling to the Hinterlands. Strangely, some of the best bards and other entertainers in the Grand Empire can be found everyday at this fort.

Four Tribes Under the Wizard: Jillo, chaotic evil orc sorcerer dominates four large orc tribes with extensive list of non-orc allies. The mountains in the northern part of their lands are inhabited by many manticores who have strong ties with the local orcs. These tribes are quite cooperative compared to normally chaotic style of orc tribes. A gargantuan manticore "Mother Dragon" and her huge brood have limited the expansion of dragons in the area, some out of respect, but mostly out of ruthless brutality against dragon young.

Golden Horde: Dominant power of the Hinterlands. Great alliance of nomadic goblin tribes, all under a council of chiefs, and the Great War Chief. Most tribes ride dire wolves or worgs, but some have hellhounds, hippogriffs, camels, or other exotics. Usually, goblins tribes have hobgoblins, ogres, or common goblin allies/overlords, but the Gold Horde has very few of these "allies". Speed, riding skill, and a large number of adepts combine together to form the base of their success and strength.

Hellpit:

Hinterlands:

Horde of the Bloody Hand :

Mannerin: see regional

Milar: see regional

Persea: see regional

Riders of the Old Master:

Talarma Lands:

Tall Lords: Disorganized bugbears and some hobgoblins who recently have lost some areas to the Arrow Rain goblins, and gained other areas at the expense of Big Gut.

Tombs of Atwan:


Copyright © 2001-2 by Michael Derry, derry@jugenstil.com

Updated November 24, 2002