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Area Descriptions in Guederia

General Notes: The population figures do not consider troops, except at forts. At forts, the number is equal to the garrison size and is usually also equal to the population of the local village. Finally, the number of local villagers (within fifteen kilometers) is five to eight times the number of townsmen or city folk listed.

Terms like minor, major, and great refer to temple size shrines inside these temples to associated Gods are not listed. Shrines to Gugi are not listed (one is within five kilometers of any inhabited spot). Also shrines in cities are not listed (most gods have at least a shrine in or within ten kilometers of any given city, especially medium cities and above). Shrines and even some temples in remote areas or even off the trails are generally not listed.

Aenae: (Town-1000) Unwalled port that mainly serves as a rest spot for ships passing through. Few goods come over the mountains because of the availability of ship-delivered goods. The local leader is the Captain of the Guard for the Imperial Prince's Mountain Retreat. The Retreat is up in the mountains about five km and is make of pink marble from Southern Arama. A minor temple to Narnual is located in a green circular building on the end of the Long Dock. The local lands do not have very many farmers because of the mountainous nature of the terrain. Mainly there are just goat herders.

Akhziv City: (Small City-2500) Huge fish farm of several species with trees covering the fields of fish ponds. The area is a popular resort for Babel city officials who worship Sitamáåhl (they have a teleport link here). The area is also known for it's quiet lagoons, well-kept lawns, elaborate gardens, and the famous Emperor's Park. Akhziv is really not a small city but a collection of small towns. A large population of Duck citizens tend the fish farms. Many of the buildings are grass huts and the government is a very informal one, ruled by the Chancellor of the Emperor's Park. Minor temple to Sitamáåhl and Major temple to Pijijiapan.

Akko: (Large City-20,000) This walled city has an impressive skyline of ramparts, minarets, spires, and domes from Pre-Araman through current times. During Pre-Araman times this was a regional capitol. Layers of architecture are built one on the other: Pre-Araman, Araman (early and late), orcish, and Osirian. The city held out the longest of any in Northern Arama when the orcs invaded and longest against the Empire when they attacked the orcs. Most of the city is an endless maze of tiny alleys. Picturesque plazas break up the pattern occasionally and are the center of markets and fairs. The outer walls are double walls of ten meters and fifteen meters tall/ and thick. Several inner walls divide the city into eleven sections, each with its own fort and storehouses. Huge halls and hundreds of rooms were carved beneath the city under the direction of Dwarves and the boundaries mirror those of the surface. In these underground caverns are mushroom farms and pools of blind fish. The temple of Li Jazzar, an orc demon-god, is built beside Baha'i, the central and largest fort of the city. Baha'i houses the Steward-Chancellor of Beer Sheva and some of his own light horse guard. The city is guarded by an organized militia (2500) and the Royal Akko Knights-Templars (heavy infantry and some sorcerers-1000 strong). The Light Horse of the Steward-Chancellor and the Knights-Templars were both devastated by the orc invasion. The remnants are reforming and recruiting.

Almog: (Town-750) Almog is heavily fortified with stone walls and a huge keep. The craftsmen mainly manufacture weapons and armor for the Imperial Army. A nearby Imperial Army training camp trains soldiers in pike platoon drills and heavy infantry assault. A minor temple to Abeche is located in the keep.

Arama: The bread basket of the Empire, Arama is a vast fertile plain connected with innumerable canals, few roads, and millions of inhabitants. Supposedly, half the Empire lives in Arama alone. Along the eastern coast are huge swamps and wilderness filled with the progeny of Ilza and many dangers. Several civilizations have risen and fallen in recorded history. Arama became finally unified about 600 years ago and was attacked soon afterwards by the orcs. Arama is a collection of many cultures and languages with the dominant being the culture of the city of Kos and the Nafarian language (Kos city tongue). Western Arama has fewer canals and more open plains for livestock herding.

Arran: The land of another ancient empire of which little is known of. Orc pirates and lack of bases in the Great Desert (Cushi) prevent other than limited contact. The Arrans are fighting a war with the Northern Barbarians.

Ashqelon: (Large City-22,000) Another Pre-Araman city which engaged in many almost mythical battles with trolls, orcs, Dwarves, and others. The first city captured in the last orcish invasion. From the time the orcs conquered Arama and the arrival of Old Empire armies, the orcs renovated many buildings and transformed the city and its inhabitants from barbarian frontiersmen to civilized sophisticates. The orcs in Ashqelon dispelled many of the savage orc myths. Many orc art items and new, strange orc sorcery can be found here. The mixing of orc and human culture has helped somewhat to keep the peace and sort of assisted in the assimilation of the orcs into the Empire. About three thousand or more orcs live in the city. The city has tall trees, ancient wells, huge columns, and many Beer Shevan artifacts brought here by the orcs after they made Ashqelon their capitol of Northern Arama during the orc War. Caedus, Archbishop of Nikinik rules the city and has outlawed the worship of Tulear, Nisava, and P'ishan. Great temples to Oed-Zem, Nikinik, Ilza, Vohip, and Ralam are located in huge complexes in the city center. Major temples to most other deities (except those restricted) can be found on the edges of the city. The Sardon is an underground fort of the Gulp (Vohip) Legion, 4000 strong, led by Lord Gulp who is a Lord of Nikinik and Vohip.
Karena, a female shaman, lives at the Darbar Sorcery Guild here and she can bring two-week old dead without loss. She requires a good reason or a quest in payment. A good reason does not include more 'favors' from Cassius.
The Boar's Breath is a fancy dining spot that caters to the city's high officials and Oed-Zem priests/bureaucrats. The owner, Anhkmenteh, is a Tusk Rider and former associate of the Red Moon Legion. No rooms are available to the public but two nice rooms are usually available to any party members. Anhkmenteh now worships the Black Eater, but will not reveal much about the God and does not worship regularly anyway. A good stable is located just down the street. Accommodations can also be had at Darbar Sorcery Guild, but members are a bit unusual. The Vega merchant family have a villa and growing trade routes in northern Arama.
Other Temples: Butumbura, Daktari, Enikal, Fusho, Gugi, Jallüd, Kalce, Regna, and Sitamáåhl all have major temples. Abeche, Demiliawi, Djako, Hachardan, Tsuludu, and Wahir all have minor ones. Shrines to most others (even Tulear, Nisava, and P'ishan).

Babel: (Metropolis-750,000) Many different races inhabit the city , but few leave their quarters to go into the main (human) parts. Originally built on the remains of an old trading city, it became the Capitol 350 years ago when moved by the father of the last Emperor. Dwarves were brought in to engineer the city. Miles of sewers, aqueducts, and paved roads cover the city. Buildings in the city are of stone construction. They are tightly packed together with most being multi-storied with a central courtyard. Trolls built a city on the edge of Babel after their empire was subjugated.
Places Known: The Golden Wheel is an upscale apartment building which has a tavern on the ground floor. The courtyard has a fountain and a bar. The rates are very low for the quality of service because the building is apartments, not a hotel. Thirty kilometers (midway) down the road is the Mountain Sky Nest, a wooden inn complex that caters to flying patrons but has accommodations at the bottom of the cliff for others. The Herrenius family and the Blasio family can provide places to stay at any time.
Temples: Almost all known religions have a great temple, with shrines or even minor temples to multitudes of demi-gods and others. The Babel city goddess is Fola Helen.

Bat Yam: (Small City-2000) Center for the animal herding nomads of the area. The worship of the Silly God-Boy is widespread and the city has the only known great temple to him. An amphitheater and large drama troop provide excellent entertainment. Other than this, the city is a typical boring rural city.

Beer Sheva (Northwestern Arama): The region is not as heavily populated as the rest of Arama and is still considered a frontier. Noble estates and hinterland comprise most of the land. Canals cover the area within 10 km of the two main rivers, the Dagra and the Mazor. Along these two rivers are the resort cities the region is famous for. Banditry is kept in check by the Steward-Chancellor's Own Light Horse Guard Legion (2500 archers/ light cavalry). Fine items from all corners of the Empire can be found in local markets. The road network is one of the best maintained in the Empire. The whole region is lightly forested and temperate. Rainfall is frequent, with storms often coming down from the mountains.

Beit: (Town-750) Typical town centered on local farming villages, but reasonably secure against Broo expeditions from the swamp. The commander of a company of Imperial light cavalry (150 horsemen) is under the Beit family head and they are garrisoned in Castle Beit, located on a bluff overlooking the town. Local finds of sulfur and other odd minerals, near or in the swamp, also supplement the trade flowing through town. Major temple to Zlato located about five kilometers to the east. Gugi great temple on the road between Beit and Lot. Clüj major in castle 20 km to northeast

Bil: (Town-850) Not much of a town, really just a large number of dwellings located around and supporting the major temple to the Black Eater. The temple is located within the tunnels of a 100m diameter blob of black slime. More tunnels are located below ground. Many strange creatures emerge from the goop in the underground caverns, and they are usually eaten by the hungry trolls. Temples: Black Eater major, Black Eater great 25 km to southwest.

Black Eater Clan: A troll Clan that worships the Black Eater, their own deity. The Clan is about 20-30,000 strong (in warriors). They practice very strange rituals and they do not allow worship of Uzke or Uzkuke in their lands. They have a very dominant trade position between trolls in the old empire and those in the new empire, and troll-Human trade in general. The Clan's knowledge of Skyfall Lake is another remarkable trait, including a small fleet of ships that travel around the Lake. The Shaman Baba Yaga, of Skyfall Lake, is allied personally with the Black Eater.

Black Fort Island: An island where the Black Fort is located. The Black Fort is made of black stone and is a trade base which has an internal port for several small ships. The Black Eater Clan occupy the Fort now (with 2000 troops), and they have established a minor temple the Black Eater here.

Black Island: An island of spare and scrawny vegetation. Many volcanic vents spew hot gases and many misshapen creatures. The creatures come from the underworld and are considered good eats by the Black Eater Clan trolls who live here (5000). The trolls here are only semi-organized under the Regent of the Food, appointed by the Mistress of the Black Eater Clan. The Regent is responsible for providing a certain amount of creatures to the mainland clan, and in order to accomplish this she has a bounty for the creatures. Two major temples to the Black Eater are located in the island's mountains.

Blood Pass: High mountain pass used almost exclusively by the Black Eater Clan trolls. The name comes from the blood found in the pass by travelers. The origin of the blood is unknown. Theories of bleeding rocks or sacrifices by the Black Eater Clan have equal evidence. A great temple to Laaa is at the north end of the pass.

Bokek: (Town-950) Built along the Imperial Highway, the town is mainly a center of ranching and herding activities in the local area. A minor temple to Gugi can be found in a large grey temple shaped like an elephant. A community of orcs grows crystals for trade and engages in sorcery for pay. The main herd animals are semi-domesticated elephants.
Wind-Blown Elephant Ear-Simple bar that has an actual elephant ear blowing in the wind outside the door. No rooms, but the stable next door does have a large covered platform for sleeping on. An adjacent villa is usually unoccupied and the groundskeeper lets nobles stay for a small bribe.

Boulder Pass: A dangerous pass in the troll Mountains which has many troll brigands of no particular clan.

Cushi: The Great Desert, home of Agimori and other creatures than can stand the heat. The desert prevents contact with the ancient empire of Arran.

Dor (Small City-1900): The combination of hills, springs, and climate have created a perfect grape growing region and Dor is the home of a dozen wine houses. Tel Dor is the Baron of Dor's castle of white stone and beneath it is a mausoleum containing the dead of the area. The wine of the area is stored in the Imperial Fort of Zikhron Ya'akov. The bazaar of En Hod is renown for metalworking, including iron (and even harder substances).

Emperor's Park: A vast game reserve held by the Emperor for personal use only. Various people are granted permission to use the reserve once or on a regular basis. Most of these people are Imperial politicians who are personal friends of the Emperor. The Chancellor of the Emperor's Park lives in Akhziv. Imperial Skirmisher School go through phase three of their course in the Park.

Endless Sea: Ocean infested with orc pirates and vengeful Dwarves, very dangerous. Down near the delta region of Arama are vast numbers of coastal and river merchants and Imperial Warships.

Fall Pass: Steep sloped pass between the high Sure Foot Legion Lands and the lower Mountain Lands.

Far West Empire: A land of evil men who are still able to resist conquest by the Empire. They can navigate the Sea of Storms with their well-built ships and they inhabit many islands in the Sea of Storms.

Five Clans Pass: Main pass used for trade between Beer Sheva and trolls. Various outpost of trolls watch the pass and bother travelers infrequently.

Fort Arad: (200) Castle built on a hill/cliff containing room for about 500 soldiers. The troops are medium mountain infantry (armed with scimitar and bow) and led by the Arad family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on fifteen-man long-range patrols in the mountains looking for orc brigands. Red Moon Goddess shrine

Fort Aviv: (400) Cluster of towers built along an isolated ridge and allowing excellent bow fire by the defenders. The ten towers contain room for about 1500 -2000 people. All inhabitants are worshippers of the Red Moon Goddess. The troops are heavy infantry (armed with glaive and bow). Built in the underground tunnels connecting the towers is a minor temple to the Red Moon Goddess. These troops are the bodyguard of the Marshall of the Red Goddess. The Marshal's duty is to rescue the worshippers at the Red Moon Temple in times of crisis, meaning his men do not patrol much. Red Moon Goddess minor temple

Fort Bar: (1000) Important center of patrolling activity from outposts near Spirit Lake to outposts near Lac Zor. The Adjutant of the Red Moon leads the mixed complement of medium and heavy foot soldiers. All are worshippers of the Red Moon Goddess. The Fort is a large castle built around a major temple to the Red Moon Goddess, which overlooks the Chirk Stream. A magical bridge of red moonbeams allows travelers to cross the stream.
The road to Fort Qumeran has several villages. About a third of the way is the Black Steed Inn in the village of Lehem. The inn is a hangout for local brigands who control the area. About a third of the way more is the Five-Arm Wheel, an inn in the village of Richo. The inn is a multi-storied wooden building built adjacent to and part of a huge tree. The upper floors are tree house-like. The inn is a popular place for rich travelers. Down the road further is the Copper Pot, a large open air structure where lodging is just shelter from the storm.

Fort Blum: (150) A basic wooden fort including a small village is established as a way station for travelers to Gil'adi. The woods around the fort have good fantastic game from the mountains and the numerous streams make for quite a chase. The fort has a shrine to P'ishan. The soldiers are medium mountain troops (armed with shortsword) from the Sure Foot Legion and led by the Blum family second heir. The current heir and leader is the heroquester Blum the Chaste. The mercenary company of Calvinus Veturius fought in this frontier area often and the two men often hunted together in the woods.

Fort Ein: (200) Round castle capable of holding 400 and very defensible because of the very rough surrounding terrain. The soldiers are medium mountain infantry (armed with scimitar and bow) and led by the Ein family second heir. These troops are thought to be insane and they do not want outside contact . All are worshippers of the Red Moon Goddess. These soldiers go on fifteen-man long-range patrols in the mountains looking for orc brigands (or anyone else). Red Moon Goddess shrine.

Fort Fesh'ha: (225) Live tree/log palisade fort with limited accommodations. The soldiers are Elves led by the Fesh'ha, a human mystical 'heir' to a special forest spirit. They are all skirmishers and excellent woodsmen. The Fesh'ha generally discourages visitors to prevent difficulties between the Elf troops and self-centered humans. Eshailya shrine at the fort and Eshailya great temple ten kilometers to the north

Fort Hamid: (200) Small castle capable of holding only 250 and not very defensible because of the surrounding forest. The soldiers are medium infantry (armed with scimitar and bow) and led by the Hamid family second heir. High Lord Hamid carries the Black Broach of the Black Rays. These troops are allowed to enter the Emperor's Park in order to find orc brigands. All are worshippers of the Red Moon Goddess. These soldiers go on fifteen-man long-range patrols in the Park looking for orc brigands. Hamid troops are trained at the Imperial Winged Foot legion skirmisher school in addition to training at family lands and Red Moon Legion camps. This extra training makes them supposedly very good. Red Moon Goddess shrine
High Lord Hamid went through the skirmisher school with Sir Antonio Gabba and Cornelius Lentulus. They are all still good friends. The troops respect friends of their High Lord.

Fort Hazeva: (500) Training camp and small stone fort for Imperial chariot troops. The uniforms and equipment are very fancy. These troops are brought to Babel for parades and special escorts. Otherwise the collection of inns in and around the fort/camp area are tasteful and highly priced. General Hazeva is a very old general (150+ years) who brought chariot troops into the Imperial Legions. The fort commander is a political appointee, usually a senator's son, currently the commander is Gaius Vetubræ. The fort was destroyed by the orc Three Mountain Clan during their rampage through the passes. The minor temple to Pwe To which most of the troops attend is slowly being rebuilt. Many surrounding farms have outstanding yields from the amazingly rich soil. An old road exists between the fort and Tukr.
Whirlwind Taverna-little place run by Bart the local pawn and the best dart thrower in the area. Many of the patrons are troops from the local fort. Captain Yatto (Ilza Lord) is often in to see his mistress, Jella the maid (she is also seeing Cassius Herrenius). Midway to Kal'at is Rose Petals, a fancy brothel. The brothel is on the edge of Count Vetubræ's lands to the south.

Fort Jeru: (100) Small fort of stone built adjacent to the River Dagra. The troops are light infantry/marines (armed with spear) who are locally raised and commanded by the Jeru family leader. The troops patrol the river and the surrounding farmlands and worship at the major Gugi temple 20 km to the east on the road.

Fort Lavi: (200) Built on the ruins of an old orc city, destroyed in the invasion of orc-held Arama. The castle is built on a cliff overlooking the remains of the city and it contains room for about 600 soldiers. Unfortunately, the ceilings are low. The troops are medium infantry (armed with scimitar and bow) and led by the Lavi family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on a few fifteen-man long-range patrols in the mountains looking for orc brigands and simple patrols along the trails. The Lavi family heir is also the Keeper of the Cloth, which makes the troops depart for various ceremonial functions occasionally. Fort Lavi has a Red Moon Goddess shrine and sites to various odd orc demons.
Lord Lavi and Lauro Blasio are good friends and Lord Lavi keeps Lauro abreast of any Red Moon Legion or Imperial intelligence about orcs and guns. Lord Lavi also is acquainted with Calvinus Veturius and the exploits of his destroyed mercenary company.

Fort Met: (100) Lazy little fort of stone built adjacent to the River Dagra. The troops are light infantry/marines (armed with spear) who are locally raised and ruled by the Met family leader. The troops patrol the river and the surrounding farmlands and worship at the major Fusho temple in Site.

Fort Metulla: (50) Simple log fort/village with few civilized luxuries. The soldiers are mounted local militia led by Ezion Geber, an accomplished swordsman, to fight the local bandits. The troops come from the five surrounding villages and the major temple to Gugi that is twenty kilometers south. Most of the surrounding villages are involved in ranching and only limited farming (gardening really). Minor Kalce temple ten kilometers to the north.
Ezion and Cassius Herrenius have engaged in a few friendly duels for the favors of the local ladies. Ezion hopes to make a name for himself and leave this terribly dull fort. He was born in Nahariyya, but left after a misguided robbery.

Fort Nahal: (125) Well-built stone fort able to hold 500 troops and defend for months. The fort, perched on a all-around cliff, was built by the Imperial military for emergencies. The commander is a high ranking soldier in the Silver Swords Legion and the troops are all select crack troops (armed with bastard swords and heavy crossbows). The locals are all miners of rare minerals (gems) and the fort is built on an old gold mine. The two local inns are the first class inns, such as those found in metropolises. The rough countryside does not support farming and most food is brought by road. A shrine to Ilza is location in the fort.
Mama Que's-An old witch runs a halfway house for orphans financed by the inn's normal operations. The orphans are very helpful although the accommodations are not very good. Midway to Fort Hazeva is the Black Hand, two-section pub and boarding house. The two sections are the wild troll section built under the pub and with a special entrance tunnel and the above ground part which is a normal tavern and boarding house.

Fort Neve: (250) Castle built near the Highway, which contains room for about 300 soldiers. The troops are medium infantry (armed with scimitar and bow) and led by the Neve family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on a few fifteen-man long-range patrols in the plains to the north looking for orc brigands and simple patrols along the Highway. The troops also keep an eye on the Kibb swamp. A mercenary group of 50 Ducks makes patrols into the swamp from their base in the village. There are no locals other than those in village next to the fort. The fort also has a few traders supporting adventurers who go into the swamp.
The Inn-beer hall built inside the castle that has a split level underground section. Very mixed crowd that the owner does not mind letting get violent. broos, trolls, ducks, etc. all have memorable encounters daily. Lodging is free.

Fort Nir: (200) Built on the ruins of an old orc city, destroyed in the invasion of orc-held Arama. The castle is built on a high hill and it contains room for about 1000 soldiers. The troops are medium infantry (armed with scimitar and bow) and led by the Nir family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on fifteen-man long-range patrols in the mountains looking for orc brigands and also conduct simple patrols along the trails. The current Nir heir is a Magus, who has extensive contacts with the orcs in Qiryat. The old major temple to Demon Qemal is about five kilometers away, and the troops keep worshippers away. Red Moon Goddess shrine.

Fort Qumeran: (200) Castle built near the River Dagra, which contains room for about 300 soldiers. The troops are medium infantry (armed with scimitar and bow) and led by the Qumeran family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on a few twenty-man patrols in the plains to the north and the west looking for orc brigands and they also make simple patrols along the River. The River Dagra has a magnificent waterfall here (like Niagra) and this requires all cargo to switch boats. The village here supporting this transfer is about half orc laborers. Red Moon Goddess shrine.

Fort Rosh: (200) Castle built on a hill/cliff containing room for about 500 soldiers. The troops are medium mountain infantry (armed with scimitar and bow) and led by the Rosh family second heir. The Rosh family heir carries the Rosh sword, a sword of steel with a magic spirit . All are worshippers of the Red Moon Goddess. These soldiers go on fifteen-man patrols in the mountains looking for orc brigands. The soldiers here have a reputation for shooting targets in the distance before their identity can be determined. Red Moon Goddess shrine.

Fort Safed: (225) Fortified Cavern in a cliff face containing room for about 1000 soldiers. The troops are heavy infantry (armed with glaive and bow) and led by the Safed family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on ten-man patrols in the mountains looking for orc brigands. The soldiers also patrol in a Moon Boat (a small flying ship) and chase down any hints of orc brigands in Northern Beer Sheva. A group of sorcerers also live here in order to support the workings of the Boat. Red Moon Goddess shrine.

Fort Vitus: (50) A tiny but very strong stone fort built to accommodate the garrison of light mountain infantry (armed with greatswords and boomerangs), but is capable of bedding 500 in the underground chambers. The leader is usually the Duke's son, titled Warden of the Mountain Fortresses. Underneath the fort is an elaborate network of tunnels created by Demons of Vohip. Somewhere in the tunnels is a major temple to Vohip. Gugi and Wahir great temples located in the center of the Duke's lands.

Fort Zapi: (200) An adobe fort large enough to accommodate 300. The troops are heavy cavalry (armed with glaive and bow) and led by the Zapi family heir. The troops are all Tusk-riders and the leader is the heir to the throne of Zapi, who is semi-banished to live here 75% of the year. All are worshippers of the Red Moon Goddess. These soldiers go on ten-rider patrols in the mountains and plains looking for orc brigands. They are very vigilant and chase down any hints of orc brigands in Northern Beer Sheva.

Fort Zohar: (210) Castle built near the Highway, which contains room for about 300 soldiers. The troops are medium infantry (armed with scimitar and bow) and led by the Zohar family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on a few fifteen-man long-range patrols in the plains to the east looking for orc brigands and simple patrols along the Highway. The troops also keep an eye on the swamp. A mercenary group of 10 Ducks scouts makes patrols into the swamp from their base in the local village. Villages in the area are mostly herders, goats and sheep. Tiberius Zohar and Count Vetubræ are allies and the ducks are from the Count's duck levy. Red Moon Goddess shrine and a Pijijiapan shrine in the swamp.
Red Star-Old tower that has been renovated and is now a boarding house. The local Red Moon Goddess Priestess, Ramla, lives on the top floor. She is having a relationship with Cassius Herrenius. Midway to Fort Neve is Dancing Green, a park with bungalows for housing and served by a sausage house/bakery across the Highway. Ten kilometers from Hamme is the Broken Spoke, a combination stable, blacksmith, and village hall

Fort Zukim: (150) Fort of stone built adjacent to the River Dagra. The troops are medium infantry/marines (armed with scimitar and bow) and led by the Zukim family second heir. All are worshippers of the Red Moon Goddess. These soldiers go on a few fifteen-man long-range patrols in the forests to the east looking for orc brigands and simple patrols along the River Dagra. The troops also keep an eye on the Emperor's Park northern borders.
Red Moon Goddess shrine

Galei: (Town-750) The town is separated into two sections, the nice area for Highway travelers and the tanning town. The leathers from Galei are popular for fancy clothing and special blue garments for government officials. Most of the inhabitants are untouchables led by very rich merchants. The merchant guild is the real ruler of the town. A minor temple to Enikal is located just outside town.
About five kilometers away is Fort Raza which has a 350 strong Rhino Warrior Troop, a group of heavy cavalry armed with halberds. The leader is the heir of the Galei family who carries the title Master of the Imperial Herds of Beer Sheva. The actual herders are high llama riders led by their Beast Lord. Enikal minor temple and Djako great temple 50 km to the east.

Gedi: (Town-850) A fishing town which is the center of local agriculture. Gedi is built in a natural bend of the river and where several ponds are. More ponds have been dug and the swamp in the area was partially drained. A small fort across the river houses barracks for Wardens of the Park, about 40 woodsmen who patrol the Park's river border. Minor temple to Enikal and Hachardan shrine.

Gil'adi: (Town-900) Built on the ruins of an old pre-empire fort and once a city of 2800, the area was abandoned when Arama was discovered. The town has a simple stone wall and two towers. A few Elves live in the area and have traditionally been friendly with the Gil'adi ruling family. High Lord Gil'adi is the lieutenant commander of the Sure Foot Legion. Gil'adi has a minor temple to Nisava and a P'ishan shrine. The Gil'adi family controls the lands to the west of Gil'adi and the Pila family controls the lands the east of Gil'adi.

Goudari: An arid area of nomads and hill-forts. These mountain tribes trade with and raid the Agimori. Traditionally an area too backward and poor for the Qaja kingdoms to bother conquering. Some of the nomads of Qaja assisted in the conquest of Qaja by the Empire, in return for promises of the rich lands.

Hamal Forest: A large area of trees, the forest has many mystical places and strange occurrences. Mostly unexplored by humans, many Elves live in the southern part. Dead Wood, an area of still living but dead-looking trees, located in the western end. Two Eshailya great temples in southern part of the forest.

Hamme: (650) Built on the ruins of a old, large orc city, which was destroyed in the invasion of orc-held Arama by the Old Empire. An ex-orc castle is built on a hill in town and it contains room for about 500 soldiers. The local garrison of 200 medium infantry (armed with axes) is led by the Wearer of the Stapled Shirt, a title appointed by the Steward-Chancellor of Beer Sheva. The stone walls have been repaired repeatedly, but are now in a state of disrepair. The current inhabitants are townsmen supporting the local herders and farmers. Farming in the area is poor, even in the more fertile area west of town. Djako major temple 20 km to the south
The Leaping Antelope is an inn constructed inside a open air temple to some orc god. The center has the rooms and the columned area is a patio where tables are set up and food is served. Midway to Bokek is the Centaur Post, a stable/bar/drive-thru bakery. Local Centaurs are organized by Mandalai the Expert (Daktani) and they deliver goods and packages from Babel to Ashqelon.
Mandalai's wild ideas have put him in financial troubles before but he seems to get lucky at the gambling establishments in Babel, where he met Marcus Vetubræ. Mandalai visits his friend in Babel often now and exchanges new discoveries.

Ha Niqra: (Small City-2000) Up near the orc Mountains and near Fort Rosh, the City is built on the Ladder of Zor. The Ladder is a mountain of chalk that the hero Zor supposedly climbed and cracked to create the River Dagra, the river of milk, and Lac Zor. Strange blue grottoes have been cut into the mountain where the river flows and is inhabited by loyal lesser orcs. The famous Panorama is a terrace cafe-restaurant-hotel built on a cliff overlooking the city and Lac Zor. A great temple to Zor is built adjacent to the Panorama. Major temples to Fusho and Hachardan are built in cliff-gardens at the edges of the city. The local troops are the Marquis of Ha Niqra's Own Bodily Host, a group of light infantry (armed with flails) and led by the local High Lord of Fusho.

Hasmod: (Town-550) Built along the Imperial Highway, the town is mainly a center of ranching and herding activities in the local area. A minor temple to Kalce can be found in a small building outside of town. The main herd animals are semi-domesticated ones. Sir Hasmod leads the Feathered Troop, 75 ostrich-mounted dragoons (armed with assorted weapons and bows). Alanya, a wealthy Kalce Priestess lets the group stay at her chateau/hospital because she is involved with Cassius Herrenius. Djako great temple and minor temple located to the northeast (50 km and 15 km).

Hasofer: (Town-300) A small community of traders and craftsmen who provide goods and services to the herders in the area. A group of mercenaries usually protects the locals. A small lake about five kilometers away has Newtling community. Narnual major temple at the Newtling lake. Djako minor ten kilometers to the west.

Herliyya (Medium City-5500): Historically and presently a very odd city. Offers the "get away from it all" vacation, which can include teleportation to other areas. Vices of any kind can be easily found, creating a remarkable contrast to Netanya just a short distance up river. Area inhabitants include a tribe of "tame" Broo shepherds and several small Scorpianmen tribes.

High Valley: A wide valley that allows access into the Sure Foot Legion lands and eventually to the points north. The legion has several keeps built across the valley to prevent any undesired incursions. These keeps house about 150 each and are led by a Captain.

Iamnia: (Small City-1600) Port that mainly is involved in trade and shipbuilding. Sailors from all over the Empire have found that they are well-received here. The inns, the inexpensive prices, the easy trades, the honesty, and the 2:1 women to men ratio have always kept Iamnia (City of Women) popular.

Iron Castle Island: Famous location of the rustless Iron Tower. Few have actually seen the castle complex and its riches. They say that the inhabitants are Agimori. Other rumors attribute the structure to an ancient hero.

Kal'at: (Town-700) Built on the ruins of an old orc city, destroyed in the invasion of orc-held Arama. The town has stone walls surrounding it and plenty of land inside the walls. A castle is built on the adjacent hill and it contains room for about 700 soldiers. Currently the townsmen are a mixture of craftsmen and fishermen. A few Ducks also live in town. The ruler is the High priestess of Regna, and the minor temple has strong contacts with the Elves living to the north. Local troops are the Servants of Her Lady the Divine, 100 light infantry (armed with swords and light crossbows), led by the Chief Concubine of Her Lady. A community of Elves lives in a nearby forest and have a shrine to Eshailiya.
The Half Moon is a large inn adjacent to the Regna temple. The building doubles as a refuge shelter for the Temple. Run by a Regna Priestess, Slammas the Strong helped by her Initiate-maids. The staff worships Ostana, the Moon Goddess. The mother of Slammas was the priestess who provided aid to Blasio the Trader, causing him to pledge his daughter to Regna.
The land on the west side of the Imperial highway from the north of Kal'at to Fort Zohar and all the way to the mountains is one of Count Vetubræ's land grants, with the title Baronet of Lac May/Geled County. Midway to Fort Zohar is The Dockside Warehouse, a large wood building located on Lac May, a small lake near the Imperial Highway. The warehouse is run by Samar (Enikal) who also is the local sheriff and loyal servant of Count Vetubræ. Several duck communities are located in the Count's lands.
The now defunct mercenary company led by Calvinus Veturius was based out of Kal'at and fought mainly in the passes to Gil'adi and to Qiryat. The company was wiped out on a mission to destroy an orc sorcery sect on Lac Bani, near Qiryat.

Kalia: (Town 350) A small community of traders and craftsmen who provide goods and services to the herders in the area. A group of mercenaries usually protects the locals. The town also is known for ivory carving. The ivory is recovered from the Valley of Death, an elephant graveyard. Wahir shrine. Djako shrine about five kilometers away

Kal Swamp: Infested with Broos and other vermin. The creatures rarely range far from the swamp for they fear the Red Moon Legion. The legion gives no quarter to the Broos outside the swamp. Major temples to Nikinik and Ilza are located somewhere in the swamp. Demiliawi, Ralam and Butumbura minor temples, and a Clüj shrine are also located in the swamp.

Kartvel: Not as civilized as Osir and the people there generally imitate Osirian culture. Kartvel is a poor agricultural area where many of the people are still organized by clan and family. The weather and terrain combine to encourage a semi-nomadic lifestyle for these people to follow. Beyond the mountains of Kartvel are the Western Barbarians, held at bay by a half-dozen Imperial legions.

Kibb Swamp: A large area of marshland and swamp. Many dangers and magical places can be found in the swamp. Many adventurers set out on expeditions from Fort Neve in search of riches. The swamp is located where an orc metropolis once was and is now inhabited by a couple thousand ducks. In the war to liberate Arama, the Imperial troops flooded the city. Pijijiapan major temple three kilometers from Fort Neve

Kiklag: (Town-600) Mainly a farming and ranching town where locals from all over bring animals for movement north or south. A minor temple to Djako is located next to the Slaughterhouse of King Kiklag. The King lives in a castle with 500 heavy cavalry (armed with swords and heavy crossbows) within sight of the town. The King is a very rich man who has much influence in the plains area. The King worships Nisava and there is a major temple to Nisava at his castle. Gugi major temple five kilometers to the northeast (on the road).
Midway to Swamp Fort is the Village of Qe Kava. Just outside the village is the haunted Temple of the Demon Faskha. The temple has a vast network of underground halls and odd chambers.

Kos: Arama is a collection of many cultures and languages, the dominant being the Kos culture and the Nafarian language. Kos is a city even larger than Babel and located between the rivers Timur and Babur. Kos was the capitol of many earlier empires and has generally been a dominant influence in other areas of Arama. Nafarian is the current language originating in the Kos area and it is spoken by many Aramans.

Kutri: The lands of the Ogur races, barbarians who conquered the Uti colonies after the discovery of Arama. The Ogur races moved from their traditional lands because of the riches (to them) in Uti and because of the pressure of the Northern Barbarian invaders into their lands.

Lac Bani: Large brackish lake containing very unusual creatures in its waters. Islands in the lake are inhabited by a reclusive orc sorcery sect which specializes in water magic.

Lac Cique: Rumored to be an old training ground for Imperial sailors.

Lac Slade: Idyllic lake which has no islands and is supposed to be very deep.

Lac Zor: Created when the hero Zor cracked the Ladder (a chalk mountain) and also created the River Dagra. Many fishing villages are located around the lake, which has several islands. On the largest Island is a Great temple to Ilza, and major temples to her progeny. The Ilza temple used to be a temple to the Demon Jakkara, now vanquished. Another island has the Academy of Sorcerous Teachings, with a few orcs on the staff. In all, about 30,000 people live in or around the lake. Jakkara Legion is the local military, 2000 heavy infantry (armed with spear and shield) led by the High Lord of Ilza.

Laz: A seafaring group of mountain kingdoms. One of the first conquests of the Osirian (Old) Empire. When the Empire was consolidated and nothing remained to conquer, the Empire began colonizing the lands where the Uti live now, with ships from Laz. Most of the ships on the Mirror Sea (Sea of Tears) are still Laz cogs.

Lead Gut Clan: A clan of trolls living near Trade Pass. Mostly non-interactive with humans, the clan does allow worshippers of Tulear to visit the Golden Pavilion, located in the heart of the clan lands. The clan worships Uzkuke mainly, and the Tulear worshippers are very generous in order to prevent difficulties. The Golden Pavilion is a very holy location and is below where the sun stopped long ago. Great temples to Uzke, Uzkuke, Tulear, and Laaa. Several darkness demigods have scattered minor or shrine temples.

Little Mountains: A group of four small mountains inhabited by Morocanth who worship at their major temples to Ilza and Butumbura. Their beastly nature and tendency to eat human flesh has led few to seek their company. Slave traders occasionally do business with the Morocanth, these traders are from Lac Zor or Babel, usually. Shrines to the progeny of Ilza

Long Island: One of the many islands in Skyfall Lake. Little is known of it other than it is home of Black Eater Clan Mistress.

Lot: (Town-1000) Center of extensive network of canals for farming. The Duchess leads Her Lady's Dark Dragoons, 350 amazon heavy infantry (armed with assorted weapons and slings). The troops also travel in small boats sailed by Ducks. The duchy includes a dozen or so Duck villages about fifteen kilometers to the east. Chateau Lot is a majestic multi-leveled structure situated on a forested hill overlooking the rice fields. On the hill's crest is a Regna major temple. Gugi great temple on road between Beit and Lot

Lotzea Swamp: Named after the Heroine, Lot Zea, who entered the swamp and slew the Newtling King in ancient times. The west end of the swamp has few Newtlings today and they generally avoid contact with humans. The Swamp is one of the largest in Arama, and cannot be characterized simply other than to say it lacks the multitudes of chaos found in most other swamps. The dangers are still great though, and enclaves of creatures worshipping otherworld gods are found and destroyed every few years. Narnual temples in the Newtling area.

Macab: (Town-650) Built along the Imperial Highway, the town is mainly a center of ranching and herding activities in the local area. A minor temple to Abeche can be found near the hot springs just outside of town. The main herd animals are semi-domesticated ones. The Imperial Caretaker of the Steaming Vats runs the town and leads the Tall Troop, 100 high llama-mounted dragoons (armed with assorted weapons and bows). A rest home for retired imperial legion leaders is built in a long valley about three kilometers from town. These retirees are those without independent resources and they are fairly well provided for. Abeche minor temple, Djako major located 20 km to the southwest.
Assegai's Baths caters to rich travelers. The stay includes massage, mineral water, and hot-springs bathing. The Baths are a sulfur encrusted stone complex with multiple pools of hot water and a large cool water swimming pool.

Mamel: (Town-600) Built along the Imperial Highway, the town is mainly a center of ranching and herding activities in the local area. The School of Earthly Redemption, a minor temple to Wahir, can be found in a secluded building outside of town. The main herd animals are semi-domesticated ones. The Mamel family leads the local Imperial troops , usually about 500 medium infantry (armed with assorted weapons). The family castle is built over the Imperial Highway and can bring fire down on the road from the castle's eight ballistae. Djako minor temple five kilometers to the north.

Lord Zayid Mamel (Wahir) is the commander of the Imperial troops and owns the Moonshadow, an orc-made holy sword. He allows Claudius Vetubræ to stay at his manor, for they became friends at various martial events on the Wilh coast. The martial ability of Claudius impressed Zayid and he has an open invitation to Claudius.

Maramen: Continent of the far east which contains the ancient empire of Arran. Northern Maramen is supposedly inhabited by the Northern barbarians.

Mazor: (Town-600) Built along the River Dagra, the town is mainly a center of farming activities in the local area. A vast crack in the land marks a spot exhibiting Gugi massive power. At the bridge over the gorge is Mazor Manor, a minor temple to Gugi and a fort which is the center of town. The Magistrate of the Imperial Exploration Force, a title held by the heir of the Mazor family, is the leader of the local troops and government. The Force is a 250 strong medium infantry unit (armed with assorted weapons) that seldom leaves the area. Gugi major temple ten kilometers to the west (on the road), Kalce shrine fifteen kilometers to the west.

Mazor River: Originating in many small streams in the mountains separating Beer Sheva and the Wilh Coast. Canals cover the land within ten kilometers of the river. Along the river are the resort cities Beer Sheva is famous for. Combines with the River Dagra at Yafo.

Mirror Sea (Sea of Tears): Sailed upon by mostly Laz cogs, in order to carry goods between various parts of the Old Empire lands. The sea has many small islands along the coast and is relatively calm. The only slightly salty water is filled with many varieties of marine life, found only in the Mirror Sea. The name Sea of Tears is used by the people of Laz, because of an ancient story related to the conquest and rape of Laz by Osir. Trade ships also supply various trade outposts located on the northern edge of the sea that trade with the northern barbarians.

Mountain Lands: (total population-2000) The Lands are now abandoned farm lands that once were the focus of the Empire's colonization efforts. Since the discovery of Arama, these lands have lost Imperial interest and only a few people living like barbarians still remain here. A difficult path from here to the barbarians lands to the north can be followed through various mountain passes.
Gugi major and assorted other minor and shrine temples

Nahariyya: (Medium City-9500) The Ga'aton stream enters the River Dagra here. Flanked by a river walk of cafes, inns, and taverns. Colorful boats travel through the shady canals. In the west end of the city hot and cold springs provide mineral waters for the numerous bathhouses, spas, and health centers. Magic spirits and healers here can cure almost any ailment. Many fine lodgings can be found, including several excellent hotels. The Shave Ziyyon hotel is the best in the world according to the many high nobles and political figures. The huge fortress of Judin houses the remnants of the Imperial Legion of the Setting Sun (1500 medium infantry mounted on Griffins and armed with spear and bow), led by the Heroic High Lord of Tulear Java Merion. The orc holocaust monument is built near the repaired aqueduct. The Great Market near the orc holocaust monument has been cleared and is the camp of the Hellriders of a Thousand Flaming Deaths (4000 hellhound riders following the Warlor-Hero Mananrive.) The King of Nahariyya worships at the great temples to Lushai, Tulear, and Kalce, located at the city's center. P'ishan, and Nisava minor temples . Shrines to most others. The city has become somewhat crowded with the influx of about three thousand famers from the nearby lands.

Netanya (Small City-1500): Almost purely a resort city with several hotels and pleasant gardens and parks. The roads are wide, quite unlike the typical narrow alleys of a normal city. Jewelry and other fine goods manufactures work here. High class citizens, visitors, and cultural events characterize the city.

Northern Barbarians: The invaders who pushed the Ogur races from their mountain kingdoms in Kutri to the Uti lands. The Northern Barbarians are the inhabitants of the vast plains north of the Mirror Sea. The Northern barbarians are hordes of light cavalry/archers and are reputedly unbeatable on flat ground. The Arrans of the far east are fighting them.

Orc Island: Island used as a base by orc traders who attempt trade with humans across the mountains.

Orc Lands: Before the arrival of the Empire legions, the orcs dominated Northern Arama and fought many wars with Kos-based Empire and the unified southern kingdoms. Kos was sacked several times and many cities were laid to waste during or after conquest. The orcs learned sorcery and achieved a high level of culture though contact with Arama. When first the Empire heard of Arama through Teda caravan merchants (after the fall of Qaja), legions were sent to conquer the orcs. The combined armies of the Empire, Allies, and Southern Arama wiped out the by then corrupted orcs. Now the orcs live bickering in mountain kingdoms guarded by one of their main conquerors, the famous Red Moon Legion. Orc pirates in brigs still raid Araman and Dwarf shipping. Orcs also inhabit the numerous islands in the Endless Sea.

Osir: Origin of the Empire of Man, now the center of the Old Empire. Temperate climate provides fertile conditions for productive farming. The Old Empire has become quite decadent. The leadership of the Empire still comes from Osir and the current Emperor is a descendant of the Second Dynasty of Osir. Ancient battles between the kingdoms of Osir provide storytellers of today a large body of classical work to perform.

Palanka: Dense jungle of pestilence and oppressive heat, inhabited by Agimori tribesmen fantastic tales of incredible wonders are often told of by travelers about the Agimori and the lands they inhabit.

Park of the Araman Governor: The Governor of Arama's Park is the Empire's largest and best kept. The Governor lives in Kos, but often teleports to his park to enjoy the weekend or just on a whim. The Park has many chateaus, villas, gardens, and special (magical) areas. Entrance into the Park is strictly forbidden and the Governor's Forester's (750 woodsmen) keep unauthorized persons out.

Pianano: (Town-750) orc town dominated by the Warlord of Castle Raven. The townsmen build ships, trade, fish, and support the surrounding farming communities.

Qaja: Originally settled by Teda colonists and it soon became a great kingdom because of the fertility of the land. Factionalism and internal strife was worse in Qaja than Teda and the fighting was constant. The war with the Empire (just Old Empire at that time) was long and fierce, the Imperial generals tried to use the people of Qaja to fight each other. Imperial animal control magic did not work on the mounts of The Qaja cavalry. But, finally the empire won two major naval battles with sheer numbers and the Imperial legions of heavy infantry arrived by land and conquered the holdouts.

Qiryat: (Town-450) Stone-walled town established to keep track of local orcs. The Hall of Vast Truths, a Daktari minor temple, is a clearinghouse for human study of orcs and research into orc secrets. Most of the local orcs are peasant stock (lesser orcs). The Keeper of the Tome, a book of orc-transforming magic, leads the local troops. Many of the local craftsman are glassblowers, an orc-taught craft. Qiryat has a Daktari minor temple.

River Dagra: Titled the River of Milk, because it has a high content of white minerals at its headwaters. The River Dagra begins at many the small streams in the mountains separating Beer Sheva and the orc Lands; and a great spring in the Ladder (a mountain of chalk that the hero Zor supposedly climbed and cracked to create the River Dagra). Canals cover the land within ten kilometers of the river. Along the river are the resort cities that Beer Sheva has become famous for. The Mazor River combines with it at Yafo.

Road Fort: (400) Count Claudius Popillius rules the fort with an iron fisted glove. Although unpleasant for the garrisoned troops, life for travelers is pleasant and local inns always have many amusements. The Black Fist Troop is heavy cavalry (armed with lance and sword). They are garrisoned in the four-towered combination castle and minor temple to Ralam built overlooking the Imperial Highway. An Ilza shrine is also in the fort.
The Lame Dog is a large, open-walled two-story house. A group of thieves live on the ground floor. The entire inn is open air and in the back of the inn is a large cooking operation. Thirty kilometers down the road (midway) is the Red Eye, a manor house located in a pasture. There is also a good stable adjacent to the manor. Two large private rooms are available.
The Count is on friendly terms with the Count Vetubræ and Herrenius. The three have allied at various times for mutual cooperation. Antonius Popilius is the third son and accomplished spelunker. He is intrigued with the activities of the group and seems interested in joining at some future time.

Sacka Island: Island on the orc coast. Probably inhabited by orc pirates.

Saul: (Town-450) Built along the Imperial Highway, the town is mainly a center of ranching and limited farming activities in the local area. The Saul Sorcery Guild is the main organization in town. The guild runs the town and provides for the defense. A few mercenaries are sometimes hired to attack local bandits. The main herd animals are semi-domesticated ones. The leader is the High Magus of Saul.
The Clawed Cock is a local cock-fighting place and boarding house. The food is very poor but the liquor at the cock fights is excellent. The boarding house part is a wooden motel of twenty rooms.
Saul Sorcery Guild. Baris the Sorcerer, a guild member, is a good friend of Marcus Vetubræ. The relationship does not extend to spell trading though. Baris often goes to Babel and stays at the Vetubræ estate when he is in town.

Savana: Vast plains inhabited by Agimori tribesmen, very hot and unpleasant.

Sdom: (Town-700) Location of the Imperial Institute of Meditative Study, a Daktani Minor Temple. The scholars here make expeditions into both the Hamal Forest and Spirit Lake and Mountains. Baboons from the surrounding lands can also be found around the city, amazed at the splendor of this remote semi-civilized town. A guard of 100 soldiers of mixed equipment are led by the Lord of Weapons (Daktani) and they fight the bandits of the area. The road to Fort Bar is remote wilderness and an area of wild magic. Sleep is usually limited when traveling the area because of the need to constantly travel with few rests.
Cassius Herrenius is involved in some sort of activity with Lady Lewellin, a Priestess at the temple. He knows almost everyone in the temple and has many contacts in the town.

Sea of Storms: A vast sea that connects the old and new Empire. The roughness of the sea prevents any crossing (by other than Far West Empire ships) and therefore other ships travel along the coast.

Sea of Tears: see Mirror Sea

Sedot Yam (Small City-2700)): Originally built over 4000 years ago in the era before Pre-Araman. Many statues of Giants and very impressive public works are all attributed to an unknown ancient hero. During the orcish occupation, many structures near these statues were torn down and shrines to orc demons were built. The only entrance into the city is the through the massive gatehouse and fort, Aviv. The city is surrounded by a fifteen meter high wall and has a moat of bubbling tar. Beside the city is an older Pre-Araman town overgrown by a dark forest and inhabited by monsters. On the other side of the city is the new Stadium of Sedot Yam; where daily activities such as horse races, gladiatorial combat, and other exciting events are held.

Siba: Kingdoms of Half-trolls most of whom have lost the high culture and civilization they once had. Modern culture is based upon dozens of small towns and communal groups. Siba is mostly forested hills with many small streams from the mountains. Many small lakes and springs can be found throughout. Wild grains such as oats, wheat, and others grow in abundance, but are not harvested in any regular manner. Half-trolls used to practice forbidden sorcery, but these practices were stopped long ago. Great Empire of Siba was the first major empire and extended from Osir to Arama. The Great Empire of Siba was destroyed by the Pre-Osirian King Nebanhella with the aid of Dwarven mercenaries about 1000 years ago. Tusk Riders were the first users of sorcery and still have a college of sorcery.

Sin Pass: Narrow pass through the mountains so named because of the unusual rituals performed by the local trolls. Black Eater great temple is located 30 km to south

Site: (Town-850) A fishing town which is the center of the very extensive local agriculture. Site is built in a natural bend of the river and where several ponds are. More ponds have been dug and the swamp in the area was partially drained. A garrison and major Fusho temple is located in a stone castle located on the other side of the river. A major temple to Gugi is located about eight kilometers away in a farming village and a major Narnual temple is located about ten kilometers down river beside a large spawning pond. The town is ruled by the Governor of Site, a member of the Met family from Fort Met.

Skyfall Lake: A salt water lake plagued by sharks and other sea monsters. The Lake fills the mountain valleys near the Sea of Tears (Mirror Sea), one of which contained a large city of supposed demon summoners. The rumor is that a failed summoning brought a malignant Demon-God who deluged the city and infested the ruins with sharks and sea serpents. The Demon-God bound storm spirits into the city to keep others from disturbing the ruins. The hole in the sky he came through remains and otherworld creature still fall through, usually getting gobbled up by sharks. Trolls live in the mountains around the lake and some lived in the sunken city in earlier times. Now they fish for the sunken treasures in the lake.
The fog, the rain, and the turbulent waters create a very dangerous and mysterious atmosphere. A range of barren hills in the valleys became marshy islands. A Mistress Race troll Shaman, Baba Yaga, inhabits one of the islands and sends spirits to blow with the winds around the lake. The trolls have a warship, made from a dead dragon, which they use to make forays into the lake. Trolls are always pulling up treasures and selling them in Uzkan (Babel). Various temples to troll gods can be found all around the lake's shore.

Snake Trail: A mountain pass between two areas of the Black Eater Clan. The pass has several varieties of poisonous vipers.

Spirit Lake: A lake which is fed by numerous small creeks originating in the orc Mountains. The Lake has many Limnaids (Nymphs) and other such spirits. The islands in the Lake are inhabited magical creatures like Satyrs, Manticores, and such. Temples to Miraj and Narnual are located on islands in the lake

Spirit Mountains: Also inhabited magical creatures like Satyrs, Manticores, and such. Virsac great temple located in the mountains. The entire area around the mountains, even to the lands beyond the road, are very magical with the boundary between the physical and spiritual world very thin.

Sure Foot Legion Lands: Fertile lands garrisoned by the Imperial Sure Foot Legion and worked by local farmers. Great temples to P'ishan and Nisava.

Swamp Fort: (350) Stone fort complex with room for 500. The Pillar of the Serpent emerges from the center of the fort. The troops are Ogur heavy infantry (armed with swords and bows) 200 strong and mounted on Wyverns. Lord a'Hasid leads the Ogres and rules the inhabitants of the swamp. Broo fishermen pay taxes in support of Lord a'Hasid and he takes all the valuables recovered from the swamp. A great temple to Clüj is located somewhere in the swamp
Lord a'Hasid lets travelers stay for free at a couple nice chambers in the fort. He will also buy sorcery items upon occasion. Two villages along the way to Tekoah, Kaneh and Tarium, have shrines to Hachardan. The priests at each spot let travelers stay free.

Teda: Mountainous and forested land with mostly small communities of mutually hostile kingdoms. The inhabitants are big traders and boat builders. Before being included into the Empire they traded with the Far West Empire and now their smugglers still do. Qaja was originally settled by Teda colonists and became a great kingdom.

Tekoah: (Town-950) Walled town inhabited by many Minotaurs and centered on a several walled villages of Minotaurs. Minor Temple to Kalce and minor temple to Ralam are co-located in the maze of Tekoah. The maze itself is a tourist attraction and has been carved out even more to allow easy travel inside. The road from Tekoah to Sdom is remote wilderness and an area of wild magic. Sleep is usually limited when traveling the area because of the need for constant travel with few rests. Ilza and Abeche shrines.

Tell's Pass: A difficult pass to traverse, the Pass has a few outposts to protect the few travelers passing through.

Temple/Fort of the Red Moon (3500): Solid fort built over the main entrance to a vast network of underground caverns. An ancient holy spot to the goddess that was once worshipped by the orcs is now controlled by the Imperial Red Moon Legion. The headquarters of several important regiments of the Legion and the top echelon of the temple hierarchy are all here. Various subordinate demons also have shrines here. A library of documents carefully stored in secret underground chambers were brought by orcs and also from the Old Empire temple. Red Moon Goddess great temple and including shrines to assorted subordinate minor demons.

Tentacle Island: An island of complete chaos, tentacles creep like snakes from the rocks. Wondrous chaotic abilities reward those who can find the spirits of chaos here.

Tirat (Medium City-7000): Situated on the slopes of Mt. Ha'on, this is the trade center for Wilh Coast and troll items. Caravan companies based here do regular business with all of Beer Sheva. The riches and the huge middle class have created a beautiful city, which is one of the Empire's most beautiful. The gold-roofed Hachardan great temple, the Technion All Arts School, the Circus, etc. are some of the famous attractions. The Ba'al hill is the site of Empire-wide religious philosophy debates and verbal contests. North of the city is the Governor of Arama's Park, the Empire's largest. Underground tunnels connect various parts of the city to the underground lake and to other parts of the city. Several markets and bazaars provide almost any type of trade good. Caravans departing for all parts of Arama and to Babel leave often. Qishon Fort contains the King of Tirat's Guardians of the Chest (heavy infantry, magic-500).

Tome Keeper Fort: Contains the soldiers of the Keeper of the Tome, military head of Qiryat. The soldiers are called the Ravagers of the Keeper and are 150 light infantrymen (armed with shortsword and light crossbow.)

Trade Island: Another island used as a base by orc traders for expeditions for human-trading.

Trade Pass: An easily traversed pass with constant movement of Imperial troops.

Trade Pass Fort: (450) Imperial stone castle complex capable of housing 3000 troops. The Guardians of the Highway, heavy infantry (armed with halberd) and led by a Captain of the Imperial Silver Swords Legion. Local villagers are mostly shepherds and goat herders. An Ilza shrine is located in the fort.
The Grey Hare is a standard inn that has a rock toss game just outside. Popular night spot for local trolls and traveling adventurers. Midway to Fort Nahal is the Gold Hawk Cafe (and townhouse). The owner is the local Lord of the area, Sir Lydda Edine (Tulear) He lives in a townhouse and runs the village from the Cafe.

Troll Pass: A pass controlled by the Lead Gut Clan where they charge high amounts to any who wish to pass.

Trade Point: (Town-1000) A large orc middle class of merchants and crafters are involved in the processing of Human goods for the orc market and vice-versa.

Troll Queendom of the Five Clans: A confederation of five troll clans, organized for mutual defense in the face of the Empire. Since the clan is on friendly terms with the Empire and its human traders, a few humans can be found around the clan lands. Various temples to troll gods can be found in the Clan lands.

Tukr: (Town-500) The Log fort at the edge of town houses the Tukr family troops, 75 light infantry (armed with axes) and led by Lord Tukr. The locals are involved in farming and a little herding. An old road exists between Tukr and Fort Hazeva. Fusho minor temple located in the woods ten kilometers to the east of Tukr.

Tell's Pass: Jallüd and Sacz great located at the south end of the pass in at community of werecreatures. Note that this is a clan that the Red Moon Clan of old destroyed long ago. They are now Imperial assassins and hostile to the Red Moon Legion.

Uk: (Small City-1800) Unwalled port city located along Skyfall Lake. The local leader is the Archbishop of the Black Eater Cult who lives at the local great temple. Little is known about the city other than conditions are very unusual, with trollkin running wild in packs through the city and sacrifices being made in public in the crowded city streets.

Uti: Before the conquest of Kartvel by the Empire, colonists began arriving in Uti. The land is mountainous and the soil fertile enough to support limited agriculture. These original colonists were those who fled the Empire for a multitude of reasons. By the time the colonies were thriving, the Empire arrived in force and conquered the small kingdoms. The area was abandoned by Empire troops and almost forgotten for the riches of Arama, when it was first discovered. When the Empire troops left, Ogur races invaded the colonies. The Ogur races are barbarians originally from Kutri.

Vidae: (Town-450) Resort area, with many public courtyards, bath houses, parks, arena, etc. About 300 Imperial troops are stationed here on a rotating basis. Most of the troops are from the Imperial Silver Swords Legion, but members of the Imperial Bodyguard sometimes come to town too. Lodging is subsidized for up to two weeks and many of the motels are very nice. The locals are very friendly to all, but especially to Imperial legionnaires. A very nice marble structure houses the minor temple to Ilza.
Fat Slut Brewery and Hostel is an inn complex run by Waldo the excessive. Has an attached water wheel for grain crushing, includes stable. Twenty-five kilometers down the road (about midway) is Gambeau's Bazaar, a covered courtyard and stone warehouse. The courtyard is the local market, protected by Lord Chise (Wahir) and his men (20). The warehouse is about three-fourths full and therefore plenty of room is available to camp out inside.

Vitus: (Town-900) Unwalled port that mainly serves as a rest spot for ships passing through. The local leader is Duke Vitus, Commander of the Coastal Forts. The Duke has local command of 200 soldiers (armed with mixed equipment), and a couple thousand more in the coastal forts north. A minor temple to Wahir is located in the Duke's blue stone manor about two kilometers outside of town. The local lands have many farmers because of the fertility of the land and the abundance of silt-laden water from the mountains. Gugi and Wahir great temples are located in the center of the Duke's lands

Volove: (Town-600) An independent mountain orc tribe lives here. They are allied (each side tries to dominate the other) with the sorcerers in Lac Bani.

Western Barbarians: The Western barbarians have been raiding Kartvel before Osir conquered it and formed the Great Empire. After the conquest of Laz, the Empire posted five legions to guard the mountains to the west of Kartvel. Since that time the mountains have been fortified and the number of legions has risen to ten.

Wilh: (Medium City-3200) Capitol of small coastal kingdom founded by exiles of the First Osirian Dynasty. The Second Osirian Dynasty banished them and all followers and dependants. They fled and ended up here where they met an obscure Araman sorcery group, the Samirah, and adopted its philosophy and culture. After Osir conquered all other adjacent lands, it moved along the coast of the troll Mountains and conquered the lands of the Wilh Coast area. From here, the Empire attacked Teda and so on. The people of this area speak Teymurtash which was originally ancient Osirian but it has become a dialect of Aramaic that is only partially related to Osirian. This port city is still controlled by rulers descended from the royal family of the First Empire.

Wilh Fort: (2000) Home of the Old Guard Legion, a non-Imperial legion with heritage older than any other known legion. Originally descended from the personal bodyguards of the Osirian King. The soldiers are light infantry who worship Wahir and study in the Samirah school sorcery and martial arts. The leader is the Grandmaster of Death, a High Lord of Wahir and a Magus of Samirah.

Yafo (Metropolis-100,000): Capitol of Beer Sheva, this bustling city is one of the commercial and cultural centers of the Empire. Many green parks are scattered throughout and the waterfront is an artist's area of innumerable alleys and thousands of skilled craftsmen. They construct exquisite jewelry, clothing, souvenirs, and many other often exotic items. Trade items from anywhere in the Empire and many items from beyond may be found here. The Imperial Winged Foot Legion (6000) is based here and at the nearby Skirmisher School.

Z: (Town-600) troll unwalled town built on a plateau in the mountains, and constantly shifting position as structures collapse and new trolls move in. The Leader is the High Priest of the nearby great temple to the Black Eater. The local leader is here to ensure that humans do not enter any further into Clan lands and even here contact is discouraged.

Zot: (Fort-450) Troll fort of mixed stone, log, adobe, refuse, and large rock construction (with room for 500). The construction leaves much to be desired in the safety area, but the trolls do not really mind. The fort is established by the Black Eater Clan in order to protect their lands against the independent trolls to the north. The leader is an important Lord in the Black Eater Cult.

Zur: (Town-650) Built on the ruins of an old orc temple to the Bleeding Demon, Zur. The temple was destroyed in the invasion of orc-held Arama. Minor temple to Kalce is built in the old Zur temple and Zur is now a follower of hers.



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Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 26, 1996