Showing posts with label Regions. Show all posts
Showing posts with label Regions. Show all posts

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.

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.

The Dwarven Clanlands (Knife Edge Mountains)

  • Capital: Dun Maddock
  • Government: Feudal King
  • General Alignment: Lawful Good
  • Population: ~825,000 (11/sq. mile)
  • Area: 75,000 square miles
  • % Cultivated: 6% (~4,600 sq. miles)
  • Cities:
    • Dun Maddock: The ancestral seat of the Clan-King resides in this stony citadel.
    • Dun Morgh: built into a dormant volcano, this dark city holds the ancestral Clan-tombs.
    • West Wailing: named for the spirits said to haunt the nearby fens, this is a human-dwarven city of traders and craftsmen.
  • Townships: Dun Spire, Dun Vold, Aridok, Spellingcrown

Climate: Situated amidst the Knife Edge mountains, the region is typically hot and dry, though higher elevations have ample snowfall, especially in the north. Wind is a major threat, and windstorms are common in the region.

Geography: The Knife Edge mountains make up the geography of the Clanlands. Tall peaks, deep gorges, and rocky ravines abound in this rugged terrain. Only a few well-used paths allow transit through the region, though numerous underground passages have been carved by the dwarves to aid trade and travel. The region is bordered to the north by the Tuluvian Jungle, to the west by the great Sandstorm desert, to the south by the King’s forest, and to the east by the Dyninn forest and the Black marsh.

History and Politics: Dwarven legend tells of dwarf tribes settling the tall peaks in isolated bands during the time of the precursors. It wasn’t until well after the Dragon Wars – in the year EH 517 – that these small tribes would come together in what would be the first Clanmeet of the dwarves. Facing threats from the growing human populations, as well as continued conflicts with giant-kin in the region, the clans vowed to elect a king to unite them. After several long months of serious political negotiations, the first Dwarven Clan-King was chosen: Clan-King Dunnerholden Mordinhammer. Within three decades, he would establish the dwarven kingdom as the predominant force in the region.

Content to maintain their mountain strongholds, the dwarves become isolationist and reclusive. Trade occurred intermittently with the rapidly growing human tribes and kingdoms; the dwarves would unwittingly provide the humans with the tools to ultimately threaten them, by trading away the secrets to metallurgy, ironsmithing, and eventually steel.

Skirmishes between the humans and dwarves, and the dwarves and the Arbolorian elves of the Dyninn, were common. They would come to a head during the Dawn of War, when Chief Huri XV would strike the Treaty of Neutrality, allowing the soon-to-be King to march his forces thru the passes of the Knife Edge mountains.

Many years later, in EK 111, an increasingly isolationist Clan-King would seek a trade-embargo on the Sinter Dynasty, that would lead to the fabled Battle of Ep Pass. The Sinternian forces would rule the day, but their steep losses would drive them to the bargaining table. The Treaty of the Clans was signed, allying the Clan’s with the Kingdom.

Clan-Kings are chosen at every fifth clanmeet, which occur once every five years. Typically a Clan-King rules for life, unless he or she proves particularly unpopular.

Laws: The dwarven Clan-laws are very strict, and considered almost sacred by the Clan dwarves. Crimes involving material goods, such as theft, larceny, or vandalism are punishable by imprisonment, hard labor, and/or fines. Violent crimes can lead to exile, imprisonment, or even (rarely) capital punishment.

The courts of the Clans are considered very fair, and are presided over by clerics of Midir. Not even the Clan-King himself is exempt from the Clan-laws.

Economy: The dwarves of the Clanlands are renowned for their weapons, armor, and metal goods, as well as jewelry and precious metal ornaments. Marble and stone are also common exports. The Clanlands tend to import foodstuffs – mostly grains, beef, and pork to supplement their diets of fungus, mutton, and mountain vegetables.

Military and Clout: Almost every member of the Clans can serve as able-bodied militia in times of need. The professional military contingent are considered some of the hardiest, most dangerous warriors in the kingdom, lacking only in numbers. The mountainous citadels are nigh impregnable.

The Dalelands

  • Capital: Holly Spring
  • Government: Elder’s Council
  • General Alignment: Neutral Good
  • Population: ~5,400,000 (80/sq. mile)
  • Area: 67,500 square miles
  • % Cultivated: 44% (30,000 sq. miles)
  • Cities:
    • Holly Spring: sprawling halfling city that serves as the capital of the Dalelands
  • Townships: Journey’s End, Hermit’s Rest, Wavewatch, Goodview

Climate: The Dalelands has a mostly warm and dry climate, moderated somewhat by the ocean. Summers are very hot, with frequent violent thunderstorms, and the occasional typhoon. Autumn and winter is short, marked by rainfall, and the rare snowfall. Spring is dry, warm, and sunny.

Geography: The Dalelands consist entirely of rolling foothills, bordered to the north by Spire Mountains, to the south and west by the Dyninn grasslands, and to the east by the Endless Ocean.

History and Politics: Settled by some of the first halfling tribes following the Dragon wars, the Dalelands remained a quiet footnote in history. Holding little significant tactical or strategic value, it was ignored almost wholly during the schisms between the various factions of the Dyninn region. Even the forces of the Three largely ignored the region, preying instead upon the larger populations in the Dyninn region.

During the Reunification, a representative from the Kingdom of Muriah met at a special counsel of the Elders, and the Treaty of 1436 was struck, ensuring loyalty of the Dalelands to the empire.

The Elder Council of Holly Springs is the oldest continuous ruling body on the continent, serving little changed since the first halfling tribes settled the area. Representatives from each village, township, and city gather once every six months for a meet that lasts anywhere from one week to a whole month, depending on the issues to be resolved.

Laws: Laws in the region are upheld by constables in each township. Despite the egalitarian nature of the halfling communities, in practice, non-halflings are often treated more harshly than halflings, especially in cases of larceny or theft. A typical halfing punishment is a sentence of community service and perhaps a fine, paid to the party that was wronged. For a non-halfling, it might be exile or forced labor.

Violent and more serious crimes are almost always given the sentence of exile, either from the city or township, or the Dalelands as a whole, often enforced with a Mark of Justice or similar magical branding. Capital punishment is not practiced in the Dalelands.

Economy: Taxes in the Dalelands are wholly determined by the city or township. Tariffs are light to non-existent for imported goods, seeing as the region imports a fair amount of goods. The region exports fruits, vegetables, and various luxury goods including carved wood sculptures and jewelry.

In recent years, veins of silver and various gems have been discovered in the hills, which has caused a minor rush of prospectors to previously sleepy and ignored areas.

Military and Clout: The Dalelands have only a bare minimum of a military force; enough to police and protect their towns and farms from marauders, but insufficient to threaten any of their neighbors. Most citizens in the Dalelands participate in their town militias, but it is mostly a show of civic duty as to any real military training.

Bloodcoast Consortium (Sandstorm Desert)

  • Capital: Arroch
  • Government: Caliphate Triumvirate
  • General Alignment: Neutral w/ Evil tendencies
  • Population: ~18,000,000 (~64/sq. mile)
  • Area: 280,000 square miles
  • % Cultivated: 35% (~100,000 sq. miles)
  • Major Cities/Capitals:
    • Arroch: Capital of the region; largest bazaar on the continent, where anything and everything is for sale.
  • Cities:
    • Abu Drenis: One time pirate stronghold, now a wholly devout religious city.
    • Dakkar: Key city for caravans crossing the Sandstorm Desert.
    • Kundar: The Great Oasis. A refuge in the desert, where desert nomads gather.
    • Abu Qatar: Breadbasket of the Bloodcoast.
    • Sirennus: Key exporter of incense and strange medicines.
    • Kaspar: Quiet city of farmers and seafarers. Famous for Kasparian Sailfin.
  • Townships: Abu Quar, Jordis, Lyr, Highhold, Fyrst, Sunnis

Climate: Dry, warm to hot. The Bloodcoast region, as it is known, receives intermittent rainfall. The summer months are characterized by the monsoons, where it rains for 40 days at a time. The rest of the year is typically hot and dry, though the winter months at times see sustained rainfall. Snow occurs infrequently in the lower plains, and never in the upper plains.

Geography: The Bloodcoast is dominated by plains and desert. There are the upper and lower plains: the Plains of Solis and the Plains of Sunia, and the great Sandstorm Desert. The lower plains stretch into the Kingdom of Muriah, and many large field battles occurred along the Great River. To the south are the Forests of Myrh, or the Elven Forests.

History and Politics: The Bloodcoast region began as a series of nomadic peoples settled the region during the Dawn of Man. There were four distinct tribes: those of the upper plains (the Arroch), two in the lower plains (the Sentalli and the Saheli), and the nomads of the desert, the Qayaffi. The Saheli were eventually destroyed, and absorbed by the Sentalli, and the remaining three tribes skirmished and warred for centuries.

Sometime during the Endless War, around EH 2300, the three tribes would face their greatest rival, which would set the stage for the regions development for centuries to come: The Ravlish.

On an island many leagues off the continent there developed a tribe of bezerkers known as the Ravlish. Little is known about how they arrived there, or how they discovered their way back, but they would. And it was to the Bloodcoast that they would first come. These mighty warriors raided and pillaged coastal towns, hitting the Arroch worst of all, but soon extending their warfare along the Sandstorm Desert communities, and even down the coast along the lower plains, where the Sentalli were just recovering from their long wars with the Saheli. The three remaining tribes called council, and agreed to unite, if only to throw off these agressors from across the sea. A united effort to construct a mighty navy began, and over a hundred ships sailed from the port of Arroch, to invade the Ravlish, and bring war to their own lands.

While the fleet was underway, Chief Huri XV was turning his forces north to unite the continent of Muriah under his banner. With so much effort thrown into defeating the Ravlish, the three tribal leaders were forced to capitulate, pledging fealty to the new king. This further cemented the three tribes into solidarity, and they themselves called their unity the Bloodcoast Consortium.

Meanwhile, the fleet from Arroch met the main Ravlish fleet, and the largest naval battle in history took place. For five days and nights, ships crashed into one another, and launched spears and nets, while men battled in ships and sea. The waters were said to have turned red from the dieing, and great sharks from the world over circled the engagement waiting for those who fell overboard. The Ravlish were defeated, though the Bloodcoast forces were too battered to continue the invasion, and returned to Arroch.

The Bloodcoast also has the dubious honor in history as being the area to instigate the Godwars. Followers of Solis – the religion is and has always been very strong in the region – successfully summoned the avatar of Solis, which allowed other avatars to walk the land.

The Bloodcoast Consortium is a Caliphate, governed by three Sultans, one from each of the traditional tribes. Successor Sultans are typically chosen by the church of Solis, in a special ceremony. In practice, it is typically a hereditary monarchy. The three Sultans rule by majority, and there has been no lack of intrigue and political machinations between the three sultanates. Each Sultan appoints heads of each city or town – Caliphs – to govern, who in turn appoint local governors.

Laws: The Bloodcoast tends to have very strict, and very harsh, laws. An Eye for an Eye is the standard motif; theft typically costs the thief a hand or a finger for a first offense. Many serious offenses result in death by sword. Culturally, the society is very conservative, and very closed.

Bloodsports are legal in the Bloodcoast region, with gladiatorial contests common in every major city and most smaller towns. Religion is also taken very seriously in the region, with any disrespect given to a member of a recognized faith resulting in very severe penalties. Clerics of Midir do not have a role in the court system, though they offer their services (along with Bormir) as representative agents (lawyers, and moneylenders, are technically illegal in the region).

Economics: Taxes and tithes to the government are fairly steep, being charged for almost every good. Graft is also common amongst the tax collectors, however, so often travelers to the region end up paying more than they are legally obliged. Typically collected during the highsun ceremonies in each season, a portion of the monies collected goes towards religious institutions of the region.

A major exporter of incense and spices, the region is also a major producer of food, mostly to the large cities to the south. Another key export is military expertise, as consultants or soldiers.

Military and Clout: The Bloodcoast has a typical sized army, but they are renowned for their navy. The most skilled and adept seamen hail from this region, and more often than not they are veterans from continued skirmishes and raids against and by the Ravlish.

The League of Cities (Dyninn Forest)

  • Capital: Tourmaline
  • Government: Feudal Monarchy
  • General Alignment: Neutral (Pragmatic)
  • Population: ~25,000,000 (~50/sq mile)
  • Area: 500,000 sq. miles
  • % Cultivated: 27% (135,000 sq. miles)
  • Major Cities/Capitals:
    • Tourmaline: Capital of the region, known for fine jewels and magic services
    • Capaal: Renowned for the baths and natural springs; an ancient Elven city.
    • Arborlon: This Elven capital is a hub of culture and art.
  • Cities:
    • Andors: Sister city to Wetilla; deals in logging and livestock.
    • Wetilla: Lumber and woodmaking city; situated at the confluence of three rivers
    • Eastbreak: Fishing and trading city; last port around the Cape of Hope.
    • Farview: Primary trading port for the Dalelands.
    • Port Hugis: Navy town, with extensive dockyards for ship construction.
    • Port Farthis: Mining and sailing city; most inland port for the League.
    • Niondel: Elven city; famous for silks. Home of the Silk Lords.
    • Clydemaark: Human and dwarven city known for its river boats.
    • Dun Morig: Dwarven city; major exporter of cold iron.
    • Harborpost: Northernmost port city on the continent; vacation spot for rich nobles
  • Townships: Fenwick, Arrowdale, Jenkin’s Hole, Alyn, Lind, Sailor’s Rest, Dun Vast, Tulis, Farport, Wending

Climate: Temperate, Warm. The Dyninn Forest area receives ample rainfall, with the Tuluvian Jungle being a true rainforest. Severe thunderstorms are common in the summer, and typically one or two major snowfalls in the winter. Fall and spring are mild, with considerable temperature variances.

Geography: The League of Cities is situated mostly amidst the great Dyninn Forest, named after the first Elven King of the region. Despite the sizeable population centers present, especially along the eastern coast, there are still vast tracts of unspoiled wilderness. The region has several strategic natural borders, protecting it from most invaders; namely the Black Marsh to the south, and the Knife Edge mountains, part of the Dwarven Clanlands. Ample grasslands serve as the region’s breadbasket, mostly around the capital of Tourmaline.

History and Politics: The League of Cities is a loose association of mostly isolated city-states of varying power: from mighty Tourmaline, Arborlon, and Capaal, down to the minor players of Wetilla, Andors, and Niondel, etc. The League came into existence in response to the threat of the Rising of the Three, around ER 1260, as a pact of common defense against that terrible terror. Despite this effort, the Three would ravage the Dyninn region, with many cities - such as Oeatrus, a major center of learning and history - being completely razed and lost.

Before, and after, the Rising of the Three, inter-city conflicts were common, especially between the main power centers of Capaal, Arborlon, and Tourmaline. The Kingdom of Muriah would play on these internecine struggles to force the region to declare fealty, but even now occasional border disputes strain relations between towns and cities. The region has also long been a hotbed of racial conflicts, mainly between the Clan dwarves and the Arborlonian elves, with the humans taking varying sides. These feuds have been quiet for centuries, but both races have long memories.

The League, or more specifically the cities within the league, have always been more interested in commerce than any other pursuit. The natives of this region are stereotyped as having a certain air of pragmatic self-interest. As such, mercantilism is the order of the day, and many of the main merchant guilds have considerable political clout in the region. The League has some of the most lenient business laws of all the regions, making it a strong area of innovation and development.

The pragmatic nature of the majority of the residents of the Dynnin also make them fairly tolerant (for good and ill). Second only to the Free States in diversity, almost anything and everything can be found or purchased at one of the cities here. All of the major races, and most of the minor ones, have enclaves or communities within the region. The Fey are common throughout the Dynnin, as well, as are many sylvan creatures.

Laws: Laws very slightly from city to city within the League, though major crimes are mostly standardized: murder, treason, arson, aggravated assault, etc. are all punishable by death. Lesser crimes very more widely, from a simple fine to extensive hard labor or forced incarceration. Occasionally banishment is given for a repeat offender of petty crimes. The courts are managed by the Temple of Divine Justice (Midir), to ensure fairness and justice, though clerics of Bormir also practice law.

Economics: Taxes are collected and enforced at the pleasure of the local ruling nobility, or village reave. They are often collected once per season. Some Duchies have road tolls for popular highways (and some con-men and bandits have attempted to set up their own 'tax stations'). Generally, though, taxes are relatively low in the region, as each duchy competes for commerce with the others. Any significant increase generally causes an exodus of merchants and wealth, and fewer coins in the pockets of the guildmasters.

Most municipalities have an organized thieve's guild, often tolerated by the governing body as a necessary evil. As long as they do not overstep their bounds, they are allowed to perpetuate their minor crimes. Banditry is a bigger problem: the vast areas of unsettled wilderness allow for many a bandit company to operate within the Dynnin.

The region is a major exporter of lumber and wood products, as well as gems, precious metals, and grains from the Dyninn grasslands. The region imports hard metals and a variety of other trade goods. Overall, the region is a net exporter of goods, providing a fair bit of wealth for the merchants settled there.

Military and Clout: The League of Cities is a fairly powerful force on the continent. The navy is second only to the Bloodcoast Consortium, and is experienced at stopping pirate excursions from farther south. The army focuses on mobility and skirmishing tactics, with much of their tactics and strategy taken from the Elves. They are well-equipped, as Dyninn bows are renowned throughout the kingdom.