Locations in the Gil'adi Campaign


The locations information has two sections, the modern one below and the historical one after that. Many of the locations in these listings are for the Forest Reserve of the Temple Map, which is 2' x 3' with an overlay. I will probably not be posting this map to these web pages, so any location not on the other Guederia Maps and listed on this page is probably just a local spot.

Modern Area Descripitons

Note: Only large villages are listed. Small villages and hearths are not listed.

Babel: (Metropolis-750,000) Many different races inhabit the city , but few leave their quarter 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 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. The Gil'adi Nisava Temple has a reservation for a room at all times, for the manager is from Gil'adi. 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.
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.

Castle Raven: Black stone castle constructed on a sea cliff. The castle has a subterranean dock where the Raven Fleet is serviced. The castle has room for about 300-400 Orc soldiers. The Warlord of Castle Raven dominates the Coastal Orc tribes and Pianano.

Centrum: (Village) The local population is made of hunters and some miners. The miners explore the local caves in search of gems and valuable crystals.

Cique Creek: Five to ten meter wide stream fed by numerous sources in the Dark Lands.

Coastal Orc Tribes: Five villages and numerous hearths have Orcs who are dominated by the Warlord of Castle Raven. These Orcs are farmers and fishermen. Most are descendants of the remnants of destroyed clans.

Dark Lands: Primeval areas that are not explored in detain and still contain many varieties of dangerous and mystical beasts. Dinosaurs can be found in the Northern Dark Lands.

Dialus: (Village) The open fields around the village are cultivated and the rich soil provides a bounty of vegetables and grains. The locals do not believe in eating meat.

Endless Sea: Ocean infested with Orc pirates and vengeful Dwarves, very dangerous.

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

Falling Stream: Ten meter wide stream originating in the Headwater Caves.

Felt: (Walled Village) Local tend flocks of sheep and make cheap garments from the wool. Tusk Riders come to trade occasionally. The strong local militia deals with the Broos from the woods to the north.

Forest Reserve of the Temple: All lands both north and east of Gil'adi have been granted to the Gil'adi Nisava temple by the Queen of Kal'at.

Fort Blum: (150) A basic wooden fort including a small village is established as a way station for travelers to Gil'adi. 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 Von Blum the Chaste. The woods around the fort have good fantastic game from the mountains and the numerous streams make for quite a chase. Fort Blum has a P'ishan shrine.

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. Hazeva is an old general who introduced chariot troops into the Imperial Legions. The current commander is a political appointee, usually a senator's son. The fort contains a minor temple to Pwe To, which most of the troops attend. Many surrounding farms have outstanding yields from the amazingly rich soil. An old road exists between the fort and Tukr.

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.

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 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.

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.

Gil'adi Plain: Location of several cooperative ranches centered around villages in the region. The main livestock is cattle, but includes other animals too. The Gil'adi family receives taxes from those in this area.

Gil'adi Wood: A vast forested region with a diverse range of activities. The Northwestern area is largely uninhabited and infrequently patrolled by Sure Foot Legion troops. The Northeastern part is still wild with a few villages of farmers and herders supporting local woodsmen, hunters, and trappers. This area is now called the Forest Reserve of the Temple (Nisava temple in Gil'adi.) The Southern area is inhabited by Aldryami and a few human villages. These Elves do not get along with the coastal Orcs, but do not particularly mind those in Gil'adi.

Hala: (Walled Village) Home of woodsmen, loggers, and carpenters. The locals cut the fine wood trees under the direction of a Priestess of Eshailya. The wood is used to make the fort and furniture, chests, and other items sold to traders from Babel.

Head Water Caves: Cave network of springs that create the falling stream.

High Top: (Partially Walled Village) On the edge of Lac Moor. The local fishermen and hunters fear the spirits of the lake and the strange creatures that swim across it. No one ventures into the lake for they are only safe on the shore.

High Valley: A wide valley that allows access into the Sure Foot Legion lands and eventually to 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.

Kika: (Village) Orc farmers and herders.

Kiseru: (Village) Orc farmers and scavengers live here.

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 Juliet: Lake near the Temple Fort named after a mythical enslaved maiden. The local peasants still fear a local spirit.

Lac Luciet: Swampy lake with numerous small islands and rocks in its bounds.

Lac Moor: Lake filled by the waters from the creeks and streams from the mountains and by rainfall from storms that break on the mountains. The lake is haunted and is not traveled on by the villagers of High Top. Several fog-shrouded islands are sometimes visible from the shore.

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

Landatum: (Very Large Village) Near Slough Massif, the local farmers and hunters trade with the Elves to the south. About half the inhabitants are ducks. The village is built in a cluster and surrounded by a moat. These defenses are to protect against marauding creatures from the Dark Lands.

Lemure: (Village) On the juncture of paths between Forts Blum, Nir, and Lavi. Elves occasionally come to trade here.

Long Escarpment: Stretch of land which rises sharply from the forested hilly plains around Gil'adi. A cliff of 80-100 meters is along its length.

Long Valley: A long and wide area between the mountains in which numerous small streams flow into the dry western areas.

Madlana: (Village) Local sorcerer is allied with the Warlord of Castle Raven.

Mountain Lands: (total population-2000) This area is now abandoned farm lands that were once 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.

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 then corrupted Orcs. Now they 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 islands in the Endless Sea.

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

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.

Regii: (Walled Village) Built along Cique Creek. Most villagers are farmers who tend fields along both sides of the creek. The walls are to protect against creatures from the Dark Lands.

Sacka Island: Island on the Orc Coast. Probably inhabited by Orc Pirates.

Secret Crypt: Legends and assorted explorers tell of a secret crypt built in a cave which has a tile floor, a spring, and a skylight.

Slough Massif: Vast lowlands of swampy forests and bogs. The path between Hala and Landatum is on the drier end. At the north end is the Long Escarpment where the ground sharply rises.

Sodola: (Small Village) Village along the path to Regii. Most of these villagers hunt the animals of this area. Some of the villagers are merchants who travel these lands in their small animal caravans.

Sure Foot Legion Forts: A series of forts built across the high valley to prevent any from entering the Sure Foot Legion Lands. Each keep has about 150 soldiers and is led by a Captain.

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 are located in the lands.

Swamp Lake: Lake formed from the water from the marshes of Slough Massif.

Tælus: (Village) Human village involved in trade with the Elves. The Elves trade crafts and special and magical plants for Human metal goods.

Temple Fort: Run down fort previously controlled by the Regent of Gil'adi wood. The fort has room for about 100 soldiers.

Tenino: (Village) Orc goatherds and craftsmen live here.

Tintus: (Small Village) Small village of militant farmers. Almost all men and women have bows they use to shoot Broos who venture in the area. The villagers have a prohibition against livestock and get meat from wild animals only.

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 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.

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.

Tusker Forts [North, Center, South]: Simple log forts built by the Tusk Riders to protect their lands from the Broos to the west and any other creatures to the south. The fort has room for about 50 to 100 warriors and their mounts.

Tusker Town: (Town) Central location of Tusk Rider Inhabitation. Rumored to be very ancient.

Tusker Valley: Long ago a Tusk Rider clan was exiled from Siba (the Tusk Rider homeland.) They moved east and settled down. They were later forced to move by the Imperial expansion eastward into the Eastern Colonies (the area north of Arama and east of Babel.) The Tusk Riders who live in this valley are descendants of those that survived. The community numbers about 500-600. The Tusk Riders now use shamanistic magic.

Vala: (Very Large Village) One of many villages on Gil'adi Plain that are cooperative ranching communities that herd cattle. Vala is the seat of government run by the Gil'adi family.

Vici: (Walled Village) Most of the locals are goat herders. Nearby caves reveal inhabitation by Tusk Riders long ago. These caves are currently inhabited by Baboons.

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.


Historical and Compiled Area Information

Note: Most of this information came from the area history recently purchased in Babel by Septanus Pila. Most of it was only minimally confirmed by Rusitcus, the scribe, and Septanus. All of this information is current as of about 300 years ago.

Area History From the Book
[This History was written by Desi Gil'adi, relative of the current Lord Gil'adi. It was written as a journal and as an objective explanation of his holdings to either a financial backer or a relative in the new administrative center called Babel. It was written just after the Orc War (first) and at the beginning of the shift of Imperial focus from the Uti lands to Arama.

The Gil'adi area is was a thriving area with much promising trade and a growing infrastucture of roads and forts. The local lord, Lord Gil'adi, and keeps a substantial contingent of mountain troops who are as skilled and as well equipped as normal Imperial troops. The local Imperial Troops are under the control of the Admiral of the Legionaire School.

Since the discovery of Arama and the war with the Orcs, the appeal of the Gil'adi area has waned. Substantial settlements remain and few seem likely to leave. [Soon to be a very inaccurate prediction, about 70% of the locals left within 10 years.] Much effort has been spent in taming the wild Dark Lands and pushing the Tusk Riders into areas we little desire.

Although these lands still have a rustic feel, far from the rigors of civilized life in Osir, I can assure the safety and a wealth of opportunity for any to come. What follows is an overview of my lands. [Deleted from this are any descriptions of locations outside the reserve or those areas already described above.]

The following locations are only listed on the ancient map overlay.

Barren Coast: Stretch of coast which seems to have potential, but is too remote. The pass through the mountains from Far Fort is too difficult for caravans.

Black Fort: One of two forts built on the edge of the Dark Lands to protect against incursions by the regions inhabitants into the settled lands.

Blood Fort: Fort built by Tusk Riders long ago and at which their combined force was wiped out by the Gil'adi Troop.

Capitol: Tusk Rider Town.

Cibil Mine: Old mine which produces little.

Chiri Mine: New mine which has several veins of important stones.

Dark Fort: One of two forts built on the edge of the Dark Lands to protect against incursions by the regions inhabitants into the settled lands.

Dinosaur Lake: The dinosaurs in this region gather around this lake and the swampy region at its end.

Down: This outpost is established to develop trail leading up the long escarpment.

Exploration Camp: Camp set up by the father of Lord Gil'adi. This island is inhabited by harpies and some sort of draconic creatures. Cursory exploration of the island revealed the iron cave.

High Top: Outpost built on the edge of Misty Lake. A few Imperial magicians live here and are trying to determine the nature of the lake.

Huali: Duck village situated on the stagnant Lac Luciet.

Invicum: Village along the road to Regii. Locals farm the rich soil and the local militia has successfully fought off the local bandits.

Iron Cave: A cavern with deposits of iron ore inside. The ore is of an unusually high quality.

Isla Fort: Fort built on an island in the Soaking Carcus Swamp Lake. Recently more reinforced and built up. An additonal land fort was built to the east. Both are used to train normal soldiers to become sailors for expeditions on the sea-over-the-mountains.

Legionaire School: Imperial Fort built on Lac Cique to teach local Imperial soldiers to become sailors.

Lindus: Large village of farmers and hunters. Most of the villagers fish in the many local ponds. Occasionally very strange fish are brought from the waters of one of the ponds.

Luca: Farming village, which also supports the outpost of High Top.

Mea: Outpost of miners exploring the cliffs of the nearby Long Escarpment.

Mici: Village of farmers. A local horsemaster provides strong horses for the Gil'adi Troop.

Misty Lake: Unexplored lake which continually has mists gathered around it mysterious islands. Spirits come from the lake occasionally and haunt the locals.

The Nymph: An ancient Nymph lives in some caverns at the headwaters of the Landatum Stream.

Regus: Village of farmers. The local mill handles the grain from Invicium and Sodla.

Roc Point: Giant petrified Roc is situated along the shore here.

Saba: Village of farmers and woodworkers.

Soaking Carcus Swamp: Long ago noted on one of the family maps, this lake has the smell of dead bodies. Locals even tell of spotting strange men wandering the swamp, hidden in darkness and mist.

Shrines: The two shrines noted on the map are Nisava shrines which located near the top of two large mountain/hills. These spots are holy to Nisava and should grant renewal of spells if sanctified, even though no worshipped support them. [Note: This should still be true]

Sow Fort: Wood and stone fort built by the Swift Wind Warrior. Named for the large numbers of wild boar he hunts and kills.

Tall Fort: Built overlooking Misty Lake and established to fight the bandits who live along the lake shore.

Teara Mine: Dangerous mine with a weak wall between it and the spirit plane. Has magic crystals which have be deadly to the miners.

Templus: Ancient temple complex built by wild Broos on a festering spring of chaos. All local creatures were put to the sword and the Broos's temple was rebuilt as a local center of worship to Nisava. [Abandoned long ago as too dangerous and unpopular with Nisava.]

Top: This outpost is established to develop trail leading up the long escarpment.

Trade Fort: Great stone fort built to house the caravans which pass through the land. Here a contingent of soldiers is assigned to protect the caravan.

Tundara: Village of hunters and scavengers. Most of the inhabitants are the remaining aboriginal humans who speak a strange language.

Tusk Riders: Areas of inhabitation of the remaining Tusk Riders after their defeat at Blood Fort.

Tusk Rider Fort: Closest Tusk Rider settlement.



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Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996