Paragon City (Capital)

  • Classification: Metropolis
  • Population: 212,000
  • Wealth: Wealthy
  • Major Industry: Government, Education, Philosphy
  • Specialty Goods: Psionic Items, Titles of Nobility
  • Populace Average Alignment: Lawful Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, King Theodotus Legatus III, Earl of the City Clesius Ordinatio
Demographics:
Human: 74% Half-Elf: 4% Elf: 2%
Dwarf: 3% Gnome: 5% Halfling: 11%
Half-Orc: <1% Other: <1%

History: Around EH600, the nomadic tribes of Huri settled next to the Great Lake (which is now called the Lake of Kings), in the city of Sul-Lag (literally "On the Lake"). From here, they would slowly grow, absorbing the rival tribes, and expanding the great city. When the tribes were united, the city became the great focal point of the One Tribe, and would ever more devote itself to the rule of the continent.

The city itself has grown almost continuously. Each of the chieftains, kings, or emperors who have resided in the city have tried to leave their own mark, so the city abounds with memorials, statues, and decoration. Many even survive despite the almost near destruction of the city during the Great Seige.

During the time of the Rising of the Three, the city was assaulted. And though it held, nearly two thirds of the population perished. The city would rise from the ashes, and be rebuilt during the Age of Reconstruction, but it wouldn't attain its granduer until after the wars of reunification, when the coffers once again filled with the tithes of other lands. Today it stands a wholly made monument to the willpower and single-mindedness of the Muriahan people, to dominate and rule over the continent.

City Lore: Paragon City, or the Imperial City, is a wonder of architecture. Every building is done in a classical brown-gray shale, and the wide paved streets make the entire place fit for a King. Towers and faux-castles abound, as each edifice attempts to be a statement of grandeur in this wondrous city. Cleanliness is important as well; the teams of city janitors set to work early in the morning most days to maintain the pristine appearance of the city.

However, there is an air of unfulfilled greatness: many of the enormous structures are mere facades, empty and barren. Most of the populace lives on the vast residential areas, and sprawling suburbs, outside of the city center. The Grand Avenue, with its larger-than-life temples and centers of learning, can seem soulless and empty.

The city is laid out with the epicenter being the King's Palace. Leading up to the palace is the Grand Avenue, lined with enormous temples devoted to each of the major legal religions, the arcane guildtowers, and various centers of philosphy. Along the back alleys of the Grand avenue can be found guild halls for every substantial guild, such as the Sword and Shield, the Axe Bashers, the Order of the Mind, etc, as well as a variety of noble residences and palaces. Sprawling out from the Grand Avenue, past the Imperial Walls, spills the city proper like some sort of alluvial fan, housing residences and markets, commerce and living space for legal residents of the city. Ever changing as buildings are torn down to be rebuilt in the newest fashion, and streets constantly being redirected to accomdate the latest fancy of some bureacrat, even long-time residents of the city can have difficulty finding their way around. It is a place of considerable activity and commerce. It is contained by the original city walls of the old city. Beyond these walls lies the sprawling suburban zone, unconstrained it spreads outwards, slowly advancing on the farmland beyond. This is where those who have not gained permanent residence status with the city must live.

The weather in Paragon City is temperate. The lake effect moderates both the summer and winter, making for mild seasons. The only complaint residents have is of the strong winds that can blow, especially during the shoulder seasons, and the abrupt changes in weather that can occur. Some magical attempts at mollifying these patterns have been attempted, but for reasons unknown none have been wholly successful.

Paragon City is policed heavily by the Order of the Mind. Adepts in the psionic arts are constantly on the lookout for seditious or criminal behavior. This has resulted in a fearful, paranoid feeling most residents have learned to live with. The populace is expected to report any suspicious activity to the authorities.

The duty of governing the city is delegated to the Earl of the City, one of the King's many advisors, Clesius Ordinatio. He is rumored to be more concerned that the wagons flow in and out of the city in a timely manner than with the general welfare of the city's residents, he has held his position for several years now. Each Earl of the City often reorganizes the layout of the city's market streets, but Clesius has completely revamped the layout of the city proper, and the surburia zones, to such an extent. It is said no street, alley, or avenue has been left untouched by his architects.

Residents of Paragon City are granted a special monthly stipend for living in the city, paid from the King's coffers from the tithes the region receives. Nominally, it is to fund their education and health, but many have taken to living solely on the stipend. It is difficult, however, to become a legal resident of the city, requiring either substantial forgery of a birth record, or to legitimately have relatives living in the city. Every year, however, a lottery is held to allow new residents to take up living legally within the city proper. For everyone else, they make their home in the suburbia.

Landmarks/Places of Interest:

  • The King's Palace - Every day thousands of tourists flock to take in the wonder of architecture and engineering of the King's palace. And nobles crowd the great chambers hoping to advance their station with a (usually brief) audience with the King.
  • The Grand Tomb - The tomb of kings is an ancient mausoleum devoted to the final resting place of each of the great kings, tracing their ultimate heritage (in one way or another) to the progenitor, Chief Huri XV, the first king.
  • The Golden Eye - This enormous statue of a single, gold eye represents the Order of the Mind's watch over the citizens of the city, to protect it (critics ask: from whom?) and remain vigilant.
  • Various Memorials, Statues, Etc. - Many statues and edifices remain from even before the Great Seige, and there are no less than 12 monuments devoted to the Great Seige itself, commemorating events large and small, men and women famous and forgotten. Museums also abound in the city, chronicling the history of everything from warfare to pottery.

Kingdom of Muriah (The Heartland)

  • Capital: Paragon City
  • Government: Feudal Monarchy
  • General Alignment: Lawful Neutral
  • Population: ~12,000,000 (~109/sq mile)
  • Area: 110,000 sq. miles
  • % Cultivated: 61% (~66,000 sq. miles)
  • Major Cities/Capitals:
    • Paragon City: The King's city, it is the capital of the entire continent of Muriah.
    • Azmara: The Gateway to Conquest, Azmara is large city devoted to war.
  • Cities:
    • Regulus: Large farming city; the larder of the King's Army.
    • Tesselpact: City of magic and wonder, with a large gnome population.
    • Centarine: Fortified city bordering the Elven Nations, it is a mining and logging city.
  • Townships: Iridale, Lona

Climate: Temperate. Situated in the heart of the continent, the Kingdom has four distinct seasons, with hot summers and cold winters.

Geography: The Kingdom is mostly comprised of the lower part of the Plains of Sunia: verdant grasslands suitable for agrarian pursuits. The King's Forest, nestled in the shadow of the great peaks of the Knife Edge mountains to the north and east, provide needed hardwoods, and the Lake of Kings ample fresh water. The Kingdom is bordered to the south and southeast by the Hills of Nevar, and to the south and southwest by the Forests of Myrrh. Two major rivers provide fresh water and expedient travel from Paragon City to the other major cities of the Kingdom.

History and Politics: It is unsure if settlers arrived in the Muriahan heartland from the Bloodcoast, or if the human tribes first settled in the region that would become the Kingdom, and expanded northwards. Either way, the region was an abundant and fertile area for these early tribes, which were estimated to have settled down in the region between EH200 and EH400. The Myrrhian Elves and Clan Dwarves rarely ventured out from their native regions, creating a fertile pocket in which the human tribes could develop.

Warfare was common amongst the tribes at first, and it was through warfare that the first united tribes were created, under the banner of Chief Huri (the first). Still a stone age culture, they were a primitive lot, still following the elemental ways of the shamans, though worship of the Old Gods had already taken root.

The tribes would prosper under the enforced peace of the One Tribe. Where other areas saw repeated conflict (such as the tribal warfare in the Bloodcoast, and the racial struggles in the Dyninn), the heartland grew in population, and stature. Trade began between the humans, the Clan Dwarves, and the Myrrhian Elves. Unaware of the abilities of their short-lived neighbors, the demihumans traded away important technologies such as archery and iron working to the Huri Tribes.

During the years EH600 or so, there is strong evidence that members of the Huri tribes began scouting far beyond their usual range. There is evidence the tribes made contact with the Arborlorian Elves and the Dwarves of the Lower Wold. Trade flourished with the Huri Tribes and the Bloodcoast tribes, and there is evidence of raiding to the south, in the Hills of Nevar and Queshka tribes.

Sometime starting around EH2000, the tribes of Huri began the systematic conquering and subjugation of their neighbors. What brought about this revolution from raiding and trade to subjugation is unknown, but its impact would be huge. Every year saw another tribe or village brought to heel under the rule of the Tribes; the relentless pressure would eventually see the capitulation of the Bloodcoast tribes, and the annexation and forced alliance with the various non-human races under the banner of Chief Huri XV, thus ending the Endless War. Chief Huri XV would crown himself the first King of Muriah, the name of the land in the native tribal tongue (that would become Old Imperial).

Again peace and prosperity would ensue, with the Kingdom receiving ample tribute from the vast conquered territories. The Godwars brought religious upheaval for a time, and many internecine disputes were quelled during the Era of Kings. But much of the foundation for the modern roads and trade routes were established. Over time, however, the Kings became complacent, and the far-flung territories were allowed to lapse into mostly autonomous rule. This would cause a great fracturing during the Rising of the Three, as each region would break down along ancient hereditary lines, withdrawing to defend themselves against the great undead hordes instead of uniting against their common enemy. Following the defeat of the three, the heartland of the Kingdom was once again isolated and alone.

And once again it set about building an army. Except this time it had a new weapon: during its time of introspection, psionics had been discovered amongst one of the many schools of philosophy founded from the largess of its conquests. The Order of the Mind quickly integrated itself deeply into the Kingdom's society, serving as police and educator, spy and propagandist. The Order would become the right hand of the King of Muriah, giving his armies unequaled intelligence, and allowing them to divide and confuse their enemies. The Order was a secret weapon, little talked about, and greatly feared in the Kingdom. They would be instrumental in the re-unification of the continent.

Laws: The Kingdom of Muriah has a rather harsh penal code, with many major offenses resulting in death, enslavement or hard labor, or imprisonment. The Order of the Mind acts as the enforcement arm of the Kingdom, though the Judicial duties are still given to the Temple of Divine Justice (Midir). The Kingdom is a very controlled, placated place, where only the canniest of criminals last long.

Economics: Much of the Kingdom's economy is driven by the tithes from the conquered regions. The tributes go into the King's treasury, and the funds are made available through public works projects. As such, the populace has access to excellent education, and many citizens of the Kingdom survive without work or trade on the King's Stipend. Still, the Kingdom is a major exporter of food, lumber, and metals, as well as manpower and technical and magical knowledge.

Military and Clout: The Kingdom is landlocked, so has no navy to speak of. Their army is second-to-none in training, with a highly devoted, even fanatical, officer corps. Their troops are well equipped and well paid. The Imperial Legion is respected throughout the continent.

Nobility

The Kingdom of Muriah recognizes the following titles of nobility, in order of stature:
  • King/Queen: The head-of-state, naturally. The residing King/Queen chooses their heir, which is typically by blood, and confirmed by the Eccleastical Convent, who are religious advisers to the throne representing all the major legal religions. The King/Queen has the power to bestow any title/apointment to whomever they wish, but in most cases they allow the region or village to make their appointment themselves.
  • Prince/Princess: The official royal heirs to the throne. May hold other titles, such as Duke or Marquis. When a new King/Queen is needed, the Eccleastical Convent chooses from amongst the ranks of titled Princes and Princesses. Generally they are blood relatives, but there are isolated cases of individuals being awarded the title of Prince or Princess due to great service to the realm.
  • Marquis/Marquessa: The Marquis/Marquessa is the King's governor of one of the traditional regions of Muriah. There are a total of 12 Marquis, five greater (sometimes called Grand Marquis) and seven lesser, representing the major and minor regions of Muriah. In some instances, the local ruler also serves as the Marquis of that region, such as the Dwarvan Clan Lord in the Clanlands.
  • Earl: A royal advisor to the king, holding one of any number of advisory "stations". Their relative rank amongst other members of nobility varies depending on this station; a noble can be an Earl as well as holding another landed title, such as Duke or Count. Currently there are no fewer than 62 Earls in the court of King Theodotus Legatus III
  • Count/Countess: Ruler of a major metropolis and its surrounding lands.
  • Duke/Duchess: Governor of a city, and its surrounding areas. Reports directly to the Marquis/Marquessa.
  • Baron/Baroness: Head of any small town. Pays fealty to the local Duke/Duchess or Count/Countess.
  • Landgrave/Landgravine: The lowest rank of landed nobility, they govern any settlement ranging from a simple plantation to a large village. In many instances a local farming commune will not have a local noble in charge, and instead have an official representative of the Duke/Count, who will serve as the village reave.
  • Lord/Lady: Unlanded member of a royal family, or individual granted the title of nobility based on service to the realm. Sometimes used as the generic title of address as well.
In the Bloodcoast, there are only three ranks of nobility:
  • Sultan: One of the three rulers, each representing one of the historic tribes of the Bloodcoast, they share power and govern the city of Arroch. Equivalent to a Marquis/Marquessa.
  • Pasha: Governor of a city. Equivalent to a Duke.
  • Bey: Overseer of a village or town. About equivalent to a Landgrave.
  • Effendi: An unlanded noble, so equivalent to a Lord or Lady.

Arborlon (Metropolis)

  • Classification: Metropolis
  • Population: 81,000
  • Wealth: Wealthy
  • Major Industry: Education, Culture, Magic
  • Specialty Goods: Spellweave, Magic Items, Music
  • Populace Average Alignment: Chaotic Good
  • Leader Alignment: Chaotic Good
  • Government and Leadership: Feudal Monarchy, Countess Al'weth'tha Galaviel
Demographics:
Human: 12% Half-Elf: 16% Elf: 56%
Dwarf: <1% Gnome: 5% Halfling: 8%
Half-Orc: <1% Other: 2%

History: Arborlon is thought to be one of the oldest cities on the continent. Elven history states that the city was founded by those that fled the wrath of the pre-cursors, before the Dawn of Man, possibly from the area around Capaal. This would make it even older than that city by several centuries.

Built upon the cliffs overlooking the Bay of Lohst-Lach, Arborlon is a city of ageless beauty and teeming with magical wonder. At one time Arborlon was the capital of the great Arborlorian Kingdom, before their defeat at the hands of the humans out of Tourmaline. Arborlon had the favorable distinction of having been spared the ravages of the Rising of the Three, as the elven elders placed the city in a stasis field that prevent the Three from destroying it, and allowing it to greatly expedite the local recovery when the city finally emerged from its timeless self-imposed slumber.

City Lore: Arborlon is a city that seemlessly merges the ancient marble tower structures of the Arborlonian elves with the more terran architecture of its non-elf residents. The city itself resembles the core of a tree: the city center is the oldest part of the city, with successive "rings" expanding outward housing more progressive architecture and services.

At its heart the Nim-Barad, or city center, holds the White Tower, the residence of Countess Al'weth'tha Galaviel, who has ruled over Arborlon for well over 150 years. She not only represents Arborlon and the surrounding baronies, but also serves as the Earl of Arborlonia, the representative of elven cocerns in the Dyninn region. The White Tower is also where the Elder Council presides. Few are allowed into this sacred heart of the elven city.

The next is the Iant-Tal, or Old City. It is an esteemed location of learning and study, housing the Arborlonian University as well as the Arcane Guildtowers. The Citadel of the Spellweavers is here, as is the Shrine of Neravenwyn Silleastril.

Next is the Tkumba, or the Belly, of the city. It is the main mercantile and residential district, and holds many of the cities most famed culture buildings: the Naemanthe Symphony Hall, the Televariel Theatre, and the Amphitheatre of Haedhen for which Arborlon is most well known and respected.

Outside of the Tkumba is the Talwi, the great sprawl of residences, inns, and taverns, where the majority of the non-elves live.

Being on the north coast of Muriah, Arborlon is naturally a hot, wet place: it borders the great Tuluvian rainforest. Enchantments over the city however mollify the heat and humidity, especially in the main city quarters. Thus those living in the Nim-Barad, Ian-Tal, or Tkumba parts of the city are comfortable year-round. For those new to the city, entering the Tkumba on business from the Talwi for the first time is a surprisingly pleasant experience, especially at the height of summer. (The magical enchantments only affect temperature; the torrential rains of spring and fall affect everyone in the city.)

Life in Arborlon is one of constant entertainment, and fine cuisine. Food is typical elven fare: fresh countless varieties of fruits, vegetables, often honey-soaked, and wine and meads. Sweet bread, dates, and fish are also well represented. Music and performance is abundant: any bard worth his salt performs for some time in the magnificent city.

The city is governed by the Countess, advised by the Council of Elders. The Council is a powerful cabal of elven spellweavers. They rarely leave the White Tower, being seen only at official functions and parades. They give their life over to protecting Arborlon, and the Arborlonian elves.

The city houses temples to all of the legal religions, with the Church of Divine Beauty (Tethos) taking center stage. Each of the Guildtowers is amply represented as well. The Sword and Shield has a guild hall here, as do the Axe Bashers. The local thieve's consortium are The Players. It is unknown to what level they've infiltrated society, but they seem to be mostly harmless, preferring get-rich schemes to violent crimes. The militia is very capable, having many sword-mages on staff for investigations.

Landmarks/Places of Interest:

  • Shrine of Neravenwyn Silleastril - Devoted to the savior of Arborlon, Neravenwyn Silleastril is the arcanist who entombed Arborlon in a stasis field, protecting it from the ravages of the Three.
  • Amphitheatre of Haedhen - The oldest known center for music and theatre, the Haedhen is still used for plays and festivals today.
  • Isle of T'eor - A large island several miles offshore, the Isle of T'eor is a popular vacation spot for its unspoiled beaches and crystal blue waters. Ferries take travelers there most any day of the year.

Alternate Materials: Cloth

  • Cotton, Linen, Wool, etc.: Clothing across the realm comes in many types, from warm wool jackets, to fine cotton brocade, to even the simplest of burlap tunics.
  • Silk: Farmed from the esteemed silk worms of Niondel, this valuable, if somewhat rare, material is highly favored for its luxorious feel and durability.
  • Gossamer: A magically enhanced thread harvested from spider webs in the underworld, it is extremely lightweight and strong. Its crafting is fiercely guarded by the Drow elves, though a few pieces have made their way to the surface realms.
  • Silksteel: Regular silk cloth enchanted to be as strong as steel, it is worn by nobles and elites for non-obvious protection. It can only be found by request from the Elven Silk Lords.
  • Spellweave: This potent magical cloth is highly sought after by magic users the realms over for its ability to help them attune to the subtle nature of magic, and the veil. Its crafting is known only by members of the church of Enchantra.
  • Organium: A living, symbiotic fungus that forms ropy threads, it can be crafted - with difficulty - into clothing that bonds with the wearer, greatly enhancing their own physical abilities. Once worn, however, it cannot be removed without destroying the cloth, and causing severe injury and pain.
  • Fireskein: Taken from denizens of the Elemental Plane of Fire, this inherently magical cloth is naturally resistant to fire, and enhances all fire effects when worn.
  • Stormthread: Harvested from the mighty thunderheads on the Elemental Plane of Air, this rare cloth is naturally imbued with resistance to electricity, and enhances all electricity effects.
  • Astral Thread: The githyanki craft this magical thread from the severed silver cords of travelers slain on the Astral plane. Also known as Fatethread, or Silverthread, it has many magical properties.
  • Shadowthread: Formed from shadowstuff from the Plane of Shadow, this dark, nebulous material barely has any substance, yet makes for a strong, and magical, cloth.
  • Tempestskein: This weave of Fireskein and Stormthread is very rare, and very valuable.
  • Planar Weave: Formed from the very stuff of creation, from the farthest and wildest reaches of the Outer Planes, Planar Weave is that which only the greatest of deities wear. It has many magical properties.
Game Effects
Cloth Clothing Effects Craft DC Mod Hardness Hit Points
Cotton, Wool, Linen, etc. None +0 0 2
Silk +1 Move Silently (Circumstance) +2 0 3
Gossamer +1 Armor, wearer immune to entanglement effects. +6 1 3
Silksteel +2 Armor, +1 Move Silently (Circumstance) +8 10 30
Spellweave +2 Caster Level checks (Inherent) +10 1 4
Organium +2 to highest physical stat (Dex/Str/Con), +2 to psionic level checks, +1 Natural Armor, Removal causes 3d6 damage +12 2 5
Fireskein Fire Resist 25, +1 CL with Fire effects +15 1 4
Stormthread Electricity Resist 25, +1 CL with Electricity effects +15 1 4
Astral Threads +1 CL for Teleportation effects, 1/day +2 to any one roll +18 2 5
Shadowweave +4 Hide (Inherent), +1 CL to Darkness effects, 1/day Shadow Step +18 0 2
Tempestskein Resist Fire/Electricity 20, +1 CL with Fire and Electricity effects. +20 1 4
Planar Weave +2 Armor, Resist All 15, DR 1/-, +2 to caster level checks +30 5 15

Alternate Materials: Leather

    This is but a small sampling of the possible hides available to those with leatherworking talents.
  • Leather: Be it from cows, horses, dogs, or any other mammalian creature, leathers are a useful and popular source for light armors.
  • Dire Leather: From the hides of the primeval dire animals that can be found in the wilderness comes this especially thick and tough leather. It makes for a sturdy armor.
  • Ankheg Plates: The chitinous, armor-like hide of the beetle-like Ankheg can be fashioned into a tough non-metallic plate armor that is naturally resistant to acid.
  • Dragonhide: Dragons have long been sought for the potency of their hide in leatherworking. The older the dragon, the more powerful the armor that can be crafted. A dragon must be at least a Juvenile for its hide to be useful. Up through Young Adult, their hides can be used to fashion all normal leather or hide armors. Dragons that are at least Adults, up until Old dragons, have hides that can be used to fashion scale or banded armors. Very old to Great Wyrm dragons have hides that are so tough they can be used to create half-plate (non-metallic). Armor made from the hide of a dragon grants the wearer resistance to the element that that dragon is resistant to (e.g. Blue Dragonhide Armor grants resistance to Electricity).
  • Wyvern Hide: These winged beasts are hunted for mounts, guardians, and even their hide. Their leather is often used to make leather and hide armors, as well as cloaks. Those wearing Wyvern hide seem to gain an innate resistance to toxins and poisons.
  • Gorgon Hide: A dangerous game, hunting Gorgons, but their stony hide can be fashioned into all manner of leather, hide, or even scale armors. Those wearing Gorgon hide gain a resistance to many petrification attacks.
  • Umber Hulk Plates: While not leather in the usual sense, the chitinous plating of the Umber Hulk is often used to craft non-metallic armors, namely hide, scale, and banded armors. Those donning such plate gain an inherent bolstering of their mental defenses.
  • Hydra Scale: This mythical beast, worshipped by followers of Chaos, has a potent hide useful for crafting leather, scale, and hide armors. Those that don such armor are granted with a small fraction of the beasts endurance, able to quickly recover from wounds and injuries.
  • Displacer Beast Hide: The elusive displacer beast has a magical hide that can be cured and fashioned into cloaks and leather armor. It retains some of its concealing nature, though often it is ensorcelled to enhance this effect.
Game Effects
Leather Armor Types* Armor Effect Craft DC Mod Hardness Hit Points
Cow, Horse, Dog, etc. Leather, Hide None +0 2 5
Dire Leather Leather, Hide +1 Armor (Inherent) +2 2 6
Ankheg Plates Hide, Banded, Half-Plate Resist Acid 5 +4 5 10
Wyvern Hide Leather, Hide, Cloaks +4 Saves vs. Poison (Inherent) +6 3 6
Gorgon Hide Leather, Hide, Scale +2 Saves vs. Petrification (Inherent) +8 10 15
Displacer Beast Hide Leather, Hide, Cloaks +10% Concealment (Inherent) +8 2 5
Umber Hulk Plates Hide, Banded, Breastplate +4 Will Saves (Enhancement) +10 5 10
Hydra Scales Leather, Hide, Scale Fast Healing: 1 +14 5 8
Dragonhide (Juvenile) Leather, Hide Resist Element: 5, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +10 6 8
Dragonhide (Adult) Leather, Hide, Scale, Banded Resist Element: 10, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +15 10 10
Dragonhide (Old) Banded, Breastplate, Half-Plate Resist Element: 20, -10% Weight, -1 Skill Penalty, -4 Diplomacy checks vs. Dragons +20 15 15
* Leather includes Leather and Studded Leather armors.

Free State of Dynoria (Dynorian Steppes)

  • Capital: Freestone
  • Government: Constitutional Monarchy
  • General Alignment: Chaotic Good
  • Population: ~35,000,000 (~70/sq. mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 39% (~195,000 sq. miles)
  • Major Cities/Capitals:
    • Freestone: This large, teeming city is a vast melting pot of cultures and peoples.
    • Sadhe Kiristi: An old city in the plains of Dynoria.
    • New Dynoria: A young city built on the ruins of its predecessor, New Dynoria is a major shipping hub.
  • Cities:
    • Dunwiddie: Gnomish city of learning and science.
    • Queshka: The last major city of the Ques, the native people of Dynoria.
    • Point Naris: Lumber and shipbuilding city, it has a strong naval presence.
    • Newland: A frontier city bordering the Great Untamed, it is popular as a refuge of those seeking their fortunes in the dangerous lands beyond.
    • Castle Greystone: Once an equal part of the Tri-Cities (Dynoria, Greystone, Freestone), this city has yet to recover from the wars that ravaged its populace.
  • Townships: Icehold, Port Jynn, Fisher's Folly, Medhe, Leah, Tertes, Intera, Whaler's Rest

Climate: Temperate, and dry throughout the steppe, the coast receives considerably more rainfall than the interior. Temperatures range from arctic extremes (-40 C) in the southern ranges in the winter, to 40 C at the height of summer in the northern steppes. The rainy season in spring brings monsoons that last the entire month of Nature's Hand. Autumn sees scattered rain showers, with summer being hot and dry, and winter being cold, windy, and dry with an occasional heavy snowfall. The coastal regions often experience severe blizzards in the winter. Tornadoes and duststorms are common in the interior of the region during the summer, and lightning storms often accompany the monsoons during the spring.

Geography: Situated in the southwest of the continent, the Free State is bordered by the Great Untamed and the Holy Republic of Astalus to the east, and the Nevarine Combine and Elven Nation to the north. The terrain is dominated primarily by the Dynorian steppe, with a small range of mountains to the south and a forested region in the west along the coast. Also, a great canyon named the Dry Pit lies conspicuously amidst the plains.

The Dry Pit is a dangerous place of wild and anti-magic, where few people return from. It is thought that an ancient evil resides there, and legends tell of it being the site of the final battle between the Gods and the Dragon-Lords. It is a deep canyon of rocky spires and craggy ravines.

History and Politics: The region was first settled by the Ques sometime in the Dawn of Man. Little is known of their origin, even amongst their own population. What is known is they developed a fairly advanced society throughout the southwest based on honor, loyalty, and the Great Spirits. Refugees flooded in during the Dawn of War, making the region a highly eclectic blend of cultures and tribes, which would set the tone for the region.

During the Mercenian Dynasty, the Ques were systematically conquered by the King's forces. A system of forced intermingling with invading settlers dissolved much of their ancient customs, though pockets survived. The city of Queshka remains a bastion of Ques traditions, architecture, and society.

The region is named after the conquering general, Chief Thrangol Dynor, who became the areas first prefect, or marquis, choosing the city of Dynoria as his capital. For the next several centuries, the region persisted as a miniature empire for the marquis under the feudal system. During the Rising of the Three, the region suffered the worst of the undead's assaults: the city of Dynoria - a thriving port estimated to house over 50,000 souls - was completely razed, and its population enslaved. Several other cities were destroyed or attacked; Castle Greystone survived, but saw most of its population dead through plagues and starvation, and the city proper destroyed.

After the three were defeated, the region was in turmoil. Those rulers who hadn't fled or been killed had often survived at the expense of their subjects. In each of the cities - now isolated and alone in the aftermath of the war - saw peasant revolts that quickly established democracies in various forms, based on plebian rule. Once trade and travel between the cities began, the cities formed an alliance of city-states which would persist until their defeat during the Age of Reunification.

After reunification, attempts to instill a feudal system were met largely with unrest and peasant revolts. The Edict of Self-Governance, issued in ER 1348, declared that the cities of Dynoria could form their own governing bodies, with their imperial representative being elected amongst their own number, who would give fealty to the King. This quelled much of the unrest, and the city-states quickly reverted back to their former democratic customs, though more standardized across the region.

Laws: Compared to other regions throughout Muriah, the laws and penalties in the Free States are fairly lenient. Most serious crimes (cavorting with demons, murder) incur banishment, or life imprisonment, with only the most heinous crimes awarding execution (treason, mass murder). Lesser crimes incur a modest fine, time in prison, or time at hard labor.

The court systems are overseen by the Church of Midir, though most cases are decided by a jury of peers. Each citizen is expected to perform their civic duty on the jury, as needed. Failure to report for duty is considered a fairly serious breach, and results in a fine and potential expulsion from the community.

Each citizen of a community is also expected to serve in their militia for two years upon reaching their maturity (16 for humans, equivalent for other races), with exceptions being rare (health, previous service provided, etc.). A modest stipend is paid for their time. Not all positions in the militia require patrol; many spend their mandatory two years as clerks, gophers, or assistants to the commanders. Service in the militia is a source of pride for most, an onus for others.

Economics: Being the second most populated region on the continent (the Holy Republic of Astalus being first), the area is a major market for traders the realms over. The Free States, with its lenient laws, has become a melting pot of cultures from others fleeing their own societies. Combined with fairly lenient laws and punishments, crime in many of the cities can be problematic, but when it comes to innovation and new products, the Free States is first.

Military and Clout: The Free States maintains only a small volunteer military force, but each city has a sizeable militia on hand, due to their policy of required service. And each citizen is typically at least trained in the use of weaponry. The Dynorian Navy is adequate for stopping most pirate raids, though they rely more on hiring mercenaries to seek out bandits and raiders typically.

The Free States have an ongoing border dispute with the Holy Republic of Astalus around the city of Intera, which has on occasion resulted in military standoffs and even an occasional violent outbreak. Frequent incursions into the Great Untamed has caused much strife with the Druidic Council, who often stages protests, demonstrations, and even sabotage. The Free States are on good terms with the Elven Nations, one of their major trading partners.

Politically, the Free States keep to themselves, and most other regions ignore them.

Alternate Materials: Wood

  • Oak, Ash, Pine, Elm, etc.: Standard woods from across the realms. There is little difference between the types, typically.
  • Yew: A rare, natural wood that is stronger than most, and ideal for crafting tools and weaponry.
  • Stoutwood: Special trees, tended by Elven forest-keepers, produce Stoutwood. It is stronger than even Yew, and sought after for bows and crossbows.
  • Grovewood: The wood of trees found in a Dryad's grove is naturally imbued with their subtle magics.
  • Heartwood: The wood from the heart of a treant has many properties useful in crafting.
  • Ironwood: This Fey wood is as hard and strong as iron, hence its name. Some cultures have even used it in crafting armor.
  • Deeproot: Found in deep pockets of the elemental plane of Earth, this pliable, ropy wood is naturally impervious to acid.
  • Iceshard Stalks: Iceshard Kelp grows in great stands on the elemental plane of Water. The stalks from the kelp can be used to craft an assortment of tools, weapons, and shields.
  • Corpruswood: Favored by necromancers and the undead, Corpruswood comes from the few dried out, lifeless husks that dot the Negative material plane. It is infused with the life-draining energy of that plane.
  • Shadowwood: From the echoes of normal trees on the plane of Shadow comes shadowwood, a light, strong material with numerous special properties.
  • Lifewood: In the outer planes grow the eternal Life Trees. Undying, their wood continues to live on, and through magical means can be fashioned into self-sustaining tools and goods.
Game Effects
Wood General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Oak, Ash, Elm, Pine, etc. None None None 0 5 10
Yew None +25% Range Bows/Crossbows None +2 6 12
Stoutwood 10% Lighter +50% Range Bows, +1 Dam Crossbows None +4 8 15
Grovewood None None +2 Saves (Resistance) +6 8 15
Heartwood None Bows/Crossbows: +1 Att (Inherent) Ammunition: +1 Dam +4 Saves (Resistance) vs. Death effects +8 8 15
Ironwood None Counts as Cold Iron for DR Can be used in place of any type of metallic armor; 50% lighter than equivalent metal armor +10 10 30
Deeproot Impervious to Acid None Can make Leather/Hide/Banded; Resist Acid 5 +12 8 40
Iceshard Stalks Impervious to Cold +1 Cold dam; x2 vs. Fire (and bypass DR) Shields: Resist Cold 10 +12 5 12
Corpruswood None +1 Negative energy damage Shields: Positive Energy Resist 10; Attackers in melee take 1 point of negative energy damage each round +15 5 15
Shadowwood 50% Lighter +50% Range, +1 Dam Shields: -2 Armor Check Penalty, Darkness 3/day CL 5; Armor: 1 category lighter, -4 Armor Check penalty, +2 Max Dex, -10% ASF (plate/banded/lamellar armors only) +20 5 10
Lifewood Heals 1 point/round Bows/Crossbows: +1 Att/Dam (Inherent) Ammunition: Entangle on the target (Reflex DC 20 to avoid, CL 10) Shields: bearer gets 1 free bash attack per round at highest BAB Armor (Leather/Hide/Banded/Plate/Lamellar): Wearer immune to Death effects +25 8 50

Alternate Materials: Metals

  • Bronze: An alloy of copper and tin, this metal is still used in some areas for weapons and armor. Heavier and softer than iron or steel, it is easy to work with.
  • Iron: This common ferrous metal is frequently used in cheap arms, armor, tools, and construction. Heavier and more brittle than steel, it is also prone to rust and deterioration.
  • Cold Iron: Mined from only the deepest mines, cold iron is naturally magic absorptive, and is hard as steel.
  • Silver: Typically used for ornamental weapons, silver or silvered weapons are sometimes used to defeat certain creatures resistant to normal weaponry. Because silver is a malleable metal, it makes for poor weapons.
  • Steel: An alloy of iron and carbon, steel is much harder and much more resitant to corrosion than iron. This results in tools, arms, and armor that are more effective and lighter than bronze or iron equivalents. Steel has become the standard metal for most things in the Kingdom of Muriah.
  • Fine Steel: A high grade variant of steel, it is typically lighter and slightly stronger than standard steel. And more costly.
  • Meteoric Steel: A very rare steel fashioned from the body of fallen stars, meteoric steel weapons and armor is highly prized for their quality and effectiveness.
  • Mithral: A magical alloy of silver and steel, the creation of mithral (or mithril) is a closely guarded secret by the elven realms. It is a wonderfully light, strong metal prized for arms, armor, and magical items.
  • Adamantium: An extremely dense, dark metal, adamantium is found in the deepest veins, and is said to proliferate in areas with a particular affinity for the elemental plane of Earth. The dwarves of the realms are the masters of working with adamantium.
  • Dark Iron: Also known as Shadowsteel, this incredibly light metal is as black as night. Found only on the Plane of Shadow, it seems to suppress the light around it, or draw in the shadows closely to it.
  • Aquaviius: A greenish, coppery metal mined on the elemental plane of Water, also called Greensteel, it is extremely cold to the touch, and is impervious to corrosion or rust.
  • Auran Steel: An extremely crystalline metal from the elemental plane of Air, this amazingly light material is valuable in arms and armor.
  • Obsinium: Found near volcanoes and the elemental plane of Fire, Obsinium or Firesteel is always hot to the touch, and is a dark, smoky gray.
  • Astral Steel: Mined by the Githerzai and Githyanki on the Astral plane, Astral Steel is very rare, and very valuable. Incredibly light and impossibly hard, it is a key material needed for vorpal weapons.
  • Ultiminium: A near impossible alloy of adamantium and astral steel, it is a legendary material said to be nigh indestructible.
  • Godsteel: In the far corners of the Outer Planes, deep in the demesne of the most powerful Gods, this metal is fashioned from the will of the devout. Utterly indestructible, little is known of this epic metal.
Game Effects
Metal General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Bronze +25% Heavier -1 Damage +2 Armor Check Penalty -2 8 15
Iron +10% Heavier None None -1 10 30
Cold Iron +2,000 Gold to Enchant Defeats some DR +1 Saves (Resist) vs. Spells +4 10 30
Silver None -1 Damage; Defeats some DR None Use Craft (Alchemy) 8 10
Steel None None None 0 10 30
Fine Steel 10% Lighter None None +2 10 30
Meteoric Steel 10% Lighter +1 Attack (Inherent) Resist Electricity 5, -1 Skill Check Penalty +4 12 30
Mithral (Mithril) 50% Lighter +1 Attack (Inherent) -3 Skill Check Penalty, -10% ASF, +2 Max Dex, 1 Category Lighter +8 15 30
Adamantium 25% Heavier +1 Damage, Bypass hardness up to 20; Defeats some DR DR: Light and Shields 1/-, Medium 2/-, Heavy 3/- +10 20 40
Dark Iron (Shadowsteel) 50% Lighter +1 Negative Energy Damage, +1 Attack (Inherent) +4 Hide (Inherent), -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +12 15 15
Aquaviius (Greensteel) 10% Lighter +1 Cold Damage, x2 Damage vs. Fire (and ignores DR) Resist Cold 5, Water Breathing while worn +12 18 35
Auran Steel 75% Lighter +2 Attack (Inherent), x2 vs. Earth (and ignores DR), double range on ammo/weapons Swift Fly CL 10 3/day +15 15 20
Obsinium (Firesteel) 10% Lighter, immune to fire +1 Fire damage, x2 vs. Water (and ignores DR) Resist Fire 20 +12 15 30
Astral Steel 50% Lighter Ghost Touch, +1 Attack (Inherent) Armor Bonus applied to Touch attacks, -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +15 15 20
Ultiminium 10% Lighter +2 Damage, Crit Multiplier +1, bypass hardness up to 25, considered Epic/Adamantium for DR DR: Light and Shields 2/-, Medium 4/-, Heavy 6/-, applies Armor bonus to Touch attacks +20 25 50
Godsteel Indestructible x2 Damage, +1 Crit Multiplier, Threat Range, bypass all hardness; Considered Epic/Adamantium/Silver for DR DR: Light and Shields 6/-, Medium 12/- Heavy 25/-, Resist All 10 +30 N/A N/A

Capaal (Metropolis)

  • Classification: Metropolis
  • Population: 66,000
  • Wealth: Wealthy
  • Major Industry: Baths/Spas, Marble, Books
  • Specialty Goods: Salted Lakefin Perch, Mithril arms and armor, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Count Liam Du'Ne'Sina
Demographics:
Human: 42% Half-Elf: 15% Elf: 24%
Dwarf: 2% Gnome: 7% Halfling: 8%
Half-Orc: <1% Other: 1%

History: Capaal is an ancient city. Some historians claim to trace its origins back to the Precursors, stating that one of the Dragon lords themselves ruled from a throne near the city. Numerous (now abandoned) dragon caves near the city give credence to these theories, though no definitive signs of their existence remains. The earliest known records of a settlement however lies in the annals of the Elven histories, which indicate a fishing village existed sometime around EH 100.

Situated next to the largest fresh water lake on the continent, Capaal quickly grew into a sizable elven community. When humans began settling the Dyninn, the elven lords at first forbid them from entering the city. They would instead go on to found Tourmaline, who would grow to rival Capaal for influence in the region. When non-elves were finally permitted to settle in Capaal, the transformation was rapid. Scholars and magicians flocked to Capaal, seeking access to the elven lore. Money poured into the city as well, and the city became a haven for luxury and power.

City Lore: Capaal consists of three main districts: the University district, the Old City, and Cliffside. The University district is given over almost entirely to mundane learning, arcane studies, and other such past times. It is almost a city unto itself, with its own set of walls and militia to keep the students from the distractions prevalent in the Old City. The University of Capaal was the first university founded in the realms, and is renowned for its status and quality of education. Several other smaller schools and colleges also operate in the University district. Crime is low, usually just being petty vandalism and such by youthful students.

The Old City is where the rich go to play and live, in extreme wealth and comfort. Crime is almost non-existent here, thanks to the well-heeled militia that protects the interests of the cities elite. Luxury spas, villas, and restaurants abound, as do high prices and exorbitant fees, in this district, which overlooks Lake Capaal from the city's prime real estate atop the lake cliffs.

Cliffside is where everyone else lives, namely those that service the Old City: the maids and servants, the spa attendants and restaurant cooks. It sits at the bottom of the lake cliffs, next to Lake Capaal and below the Old City. Crime is a problem, as it is densely crowded, and the residents are poor and ill treated. The militia have a low presence, usually only showing up for severe disturbances. Capaal seems to have a Cliffside revolt every few decades.

The weather in Capaal is mild, thanks to the lake effect. Spring is usually rainy, with a dry, hot summer with frequent thunderstorms. Autumn is warm and mild with a fair bit of rain, followed by a short cold season. The city sometimes receives one or two snowfalls in the winter, but many years none at all.

Cuisine in Capaal is based on the lake, with many dishes involving the local perch, trout, and bass species. Fresh vegetables, tubers, and fruits are available practically year round. Many excellent wineries are in the area.

Count Liam Du'Ne'Sina is the continents first half-elven Count, and has ruled the city peacefully and successfully for over two decades. The city houses each of the Arcane Guildtowers, and has a temple or shrine for all of the major, legal religions. The Axebashers and the Sword and Shield Association both have guild halls in the city. The Black Wolf Crew, a bloodthirsty gang of bandits-cum-thieves runs the black market in Capaal. They've switched mostly to prostitution and gambling, though have been known to get involved in extortion, burglary, and pretty much any other lucrative crime.

Landmarks/Places of Interest:

  • Dragon Caves - just outside the city are many large caves in the limestone hills purported to have been used by dragons in ages past. Souvenirs abound.
  • The Grand Spa - near the lakes edge, hot springs and thermal vents create a natural spa effect. The heady vapors are said to expand ones feelings of well-being and contentment. Only for those with a healthy collection of platinum coins.
  • The Elven Quarter - centered around the original fishing village, the architecture has not changed for centuries, giving visitors a glimpse into the ancient past.