Вы находитесь на странице: 1из 3

The Real World

Village: Village is surrounded by 3 days worth of travelling in forests. Very


separated.
There is no trail to the city of Marrin until 1.5 days of travel. Then there is a dirt path
leading to the major city.
New Masters is the same idea as Marrin but less of a path and more of just flattened
grass to the edge of town.
Marrin: Is a major city in the area. It has grassy plains surrounding the city with low
walls. Stone buildings host a variety of people. This is a major farming and trade
community with a small militia. The population is close to 6000.
It smells of warmth. The population is generally friendly and welcoming to most
people. To the tribe people they are suspicious but with a little convincing and coin
they can be convinced.
A noble resides over the city. His name is Theo Vehu. A human of the southern
continent. With dark skin and a wealth of trading. He lets most people hold up the
militia while he supplies the forces. Peace is pretty common in this town. The center
of the town provides most of the shops and caravan traders.
Religion wise a major temple of Palpole a god of travels and water. A few smaller
deities shrines are around the area.
Returned the gold to Theo Vehu
MgDuwar: The Capital of the Continent
This Capital is roughly over a week journey from Navin and about two weeks from
Markorth on the main road.
It hosts three rings that are different districts.
Outer ring: MgDuwar keeps the manual labour class separate from the rest of the
city. Using promises of good work within the palace keeps most of the population
sated.
There are rumours that and underworld network of thieves sneaks through the rings
and steals from the capital. Their main base has been guessed to be posted in this
ring.
Middle Ring: This ring comprises of major merchants, shops and trade. Some
housing and living businesses are stationed here though the population density is
much lower than that of the lower ring.
Capital Ring: The Palace
The palace itself stands with stone walls and minor enchantments for protection.
Inside is the living quarters for servants and of course the king and Queen

themselves. Not too much is known about the interior of the Palace to prevent spies
and assassins from learning too much of a layout. Hence why the servants all live
within the palace until they die. Only certain circumstances such as teachers and so
forth can come and go after swearing an oath.
King: Reggis Dwarf
Queen: Dannai Dwarf
Prince: Tremor Dwarf
Princess Lillita Adopted Gnome
Thrall/Prince: Dogo Dragon born- supposedly found on the kings doorstep as a baby.
The queen saved his life and therefore he will protect the children.
New Masters: Village of less than 50.
A small stone wall waist high human size surrounds the village. A single pathway
leads through the town. A few houses line the pathway until you see a bridge going
over the river. A plume of smoke rises in the horizon.
This is a relatively new settlement. Driving out barbaric tribes has been there main
goal on the side of creating farming land.
No one knows which individual paid for the settlement of the land. The Capital has
not ordained it a town just yet. It is that new.
Tristos: Roughly a weeks journey total. Five days on a path and two days on an
unfinished path.
This city is a bit on the lower end scale of class. Starting as a new settlement after
the fall of the city of Balor it is a small town filled with a variety of races.
It does have the issue of being attacked from time to time usually by bandits as the
world west of the town is not yet explored. Barbaric attacks are common.
Morith: About five days travel from Tristos
Morith is the target of many bandit attacks. The Capital has funded a militia should
the town be willing to provide people to fill the armor and wield the weapons.
Their assailants are known to come from the North but no mention of a settlement
gives their location away.
Morith is a mining town using the mountains a days journey away to provide most
of the stones for the other cities. The Noble Patheris Mommond (Halfling) resides
over the towns trading and living. Quarin Roughback (Human) Trains the towns
militia and caravan guards.
Markorth: Four days travel from Marrin. And roughly five days travel from Navin.
Markorth is a Port city. Ships of traders come in but not too many sell their goods at
the port itself. It was deemed by the Kings ancestors that to increase jobs of

caravans and to protect the merchants from sea fairing pirates that the goods be
brought inland in order to sell. Therefore most of the products go to MgDuwar and
Marrin to sell.
Markorth is protected on the sea by the naval forces from the capital. Otherwise it is
a pretty loosely held town. Most of the people living there provide services to
sailors.
Navin:
Navins main trade is farming and pottery. Being within close location to the lake a
residue of clay has been found and used for a long time to make dishes and pottery.
Most of the known world dishes come from Navin.
Navin trades products of clay and farm produce to earn a small militia from the
capital.
The Lord of Clay is Corthan Beldune (Tiefling)
Militia Guard: Balisk Beldune (Tiefling)
Vallor and Fallor: Not too much is known about these two towns as they have only
been discovered in the past few years. Fallor is roughly three hundred people and
Vallor is two hundred. The majority of races include Half Orcs and humans and quite
a few elves live on the outside of town near the wooded areas.
The town sells wood to the capital to use for boats and repairs of homes.
The residents refuse to talk about their towns own history of where they even come
from. They are civil and polite though and are willing to trade on a goods for goods
system.
The climate starts getting colder around this region.

Вам также может понравиться