Cities

Name: Stromgarde

Country: Azeroth

Population Type: Human

Population: 119000

Ruler: Sir Anduin Lothar, Regent Lord of Azeroth

Allies: Stratholme

Enemies: Vampire Nation, Orcish Horde

Safety Level: Average; Lothar tries to keep a tight reign over the cities crime but Stromgardes close proximity to both the Orcish Horde and the Vampire Nation is often more than his troops can handle.

Terrain: Stromgarde has both grassland prairie and rolling hills surrounding the city.

General Alignment: Good

Government: Republic

Military: 9500 Footman, 2500 Archers, 1500 Calvary, 260 War Mages;

The Slayers: 21 Elite knights led by Lief the Slayer. They lead the armed forces into battle and also serve as Lothar's personal bodyguards;

Dragon's Claws: 50 Elite stormtroopers used for dangerous quests external to the city;

Stormcasters: Fleet of 35 griffin rider mages;

Masters of the Dark Tower: 13 Master mages led by Khadhar, Supreme Sorceror of Azeroth.

Magic Level: High

Economy: Rich; Stromgarde is one of the leading manufacturers and exporters of iron and steel goods. Some of the best blacksmiths in the country make their home in Stromgarde.

Weather: Stromgarde's northern geography promotes cool summers and blistering cold winters.

Taverns: The Troublemaker, Unicorn Point, Braugnan's Brewhouse, The Citadel, Hero's Rest, Lively Lute,

Market: The Mithril Edge (Weapon and Armor shop), Gurdur's Livery, Fleece and Fleas (general store), The Bullseye (Bowyer), Brenna's Bubbling Cauldron (Magic potion store), Forgeworks (Metal Goods), Momma Leoni's Baked Goods, Wicks and Wickers (Candles and Baskets), Floorwarmers (exotic rugs), Heavenly Chords (musical instruments), Crystal Creations (glass works), Sands of Time (clocks), Fez's Fantastic Furnishings, Treasure Chest (jewelry), Queen's Closet (women's wardrobes)

Services: Dragon Transport, Lady of Chance Casino, Theatre of Tragedy, Jester's Balloon Tours, Royal Library of Azeroth, Arena of Might and Steel, Royal Hanging Gardens, Stromgarde Historical Museum, Intranational Transport Service, The Rustbucket (Weapon and Armor Repair), Wizard's Way (magic spells cast), Sit and Stay (animal training), Morgli's Sud Sauna (bathhouse), Azeroth Post Office, Fire House, Uncle Gentry's Money Exchange, Azeroth National Penitentiary, Heros of Valor Cemetary, Master Firrow's Swordsmanship Institute, Skin Stories (tattoo parlor), Stromgarde University of Wizardry and Alchemy, Wild Wyvern (nightclub), Sole Savers (boot repair)

Guilds: Black Blade, Black Cape, Blades of Justice, Brothers of Chance, Brothers of Iniquity, Crystal Clef, Defenders of the Realm, Guardians of the Forest, Guild of the Seven Swordsman, Keepers of the Kiln, Lyre of Truth, Order of the Rose, Sacred Chant, Seers of the Pink Elephant, Way of the Warrior, Way of the Wheel, Way of the Willow

Thieves Guild: Led by Follaxorn and his bodyguard, Caine

Notable Residents: Alessaan Falcone, Alleria, Rygar Axewelder, Sir Loin of Beef, Gustiak, Griff Mellenroth, Loepp Dabbs, Treskin, Lady Eldonnra Vitus, Myst, Alba, Kronos

Description: Stromgarde is the largest and grandest city of all Azeroth. Not only is it the capital city but it is a thriving commerce and cultural center as well. The city is surrounded by a 20' tall wall, 8' thick with murder holes scattered throughout. The city has never been taken in any war throughout history but this is more due to it's well trained army and cunning generals rather than the city walls.


Name: Dun Modr

Country: Azeroth

Population Type: Human

Population: 46000

Ruler: Thanas Trollbane

Allies: Stromgarde

Enemies:

Safety Level: High

Terrain: Mountains

General Alignment: Good

Government: Republic

Military: 6700 Footmen, 1700 Archers, 1000 Calvary, 100 War Mages

Magic Level: Average

Economy: Average; Because of limited farmland, most of the cities grain and foodstuffs is imported in exchange for silver and copper mined from the surrounding cliffs.

Weather: The lofty elevation of this city makes for short summers and cold winters. The ferocious winds have been known to carry unwary travelers right off a nearby cliff.

Taverns: Bear Cave, The Wanderer, Frost Giants Beard, Traveler's Rest

Market:Crossed Swords (weapon shop), The Chuck Wagon (general store), Dragon Tears (jewelry), Mismit's Fashions (clothing store), Wizards Bookshop (book store), Heartguard (armor shop), Fozzie's Fizzery (potions), The Lampstand (candles and luminaries), The Lookout (glass works), Nock on Wood (archery shop), Countless Creations (clocks), Spice of Life (spices and seasonings)

Services: Dragon Transport, Dun Modr Post Office, Job Hunters (work placement center), Mists of Tranquility (bath house and sauna), The Sharper Edge (blacksmith and weapon repair), Museum of Heros, Wilder Oats (stable and feed store), Sisters of Mercy (hospital), Greenwood (park and gardens), Constable Station, A Stitch in Time (tailor), Bank of Dun Modr, The Sobbing Hyena (theatre), Elwoods Funeral Parlor, Captured Moments (portrait studio)

Guilds:

Thieves Guild:

Notable Residents: Nestle

Description: Built atop the high mountain peaks, Dun Modr was designed as a city of refuge. It's unscalable cliffs make it a veritable fortress, nearly immune to outside attacks. Dun Modr's city council long ago voted to take in any that seek refuge, regardless of race or status. As long as they obey the town rules, they are free to stay. However, violating the law results in swift and forceful expulsion from the city. Because of these policies, there exists a powerful, yet extremely hidden thieves guild.


Name: Stratholme

Country: Azeroth

Population Type: Human

Population: 75000

Ruler: Tallin Griffinmane

Allies: Stromgarde

Enemies: Vampire Nation

Safety Level: Low; Stratholme is constantly being raided by small bands of wandering vampires that are able to slip through the cities defenses undetected.

Terrain:

General Alignment: Good

Government: Republic

Military: 6000 Footmen, 7000 Archers, 800 Calvary and 160 War Mages. Stratholme is reknown throughout Azeroth as home to great archers. Most of their wartime strategies rely on manuevers which pick off attackers from a distance and wear them down until their Footmen and Calvary can run them down.

Starguard: 22 Paladins led by Gage Steelarm and Galvin Stormshifter.

Quicksilver Brigade: 36 Archers led by Graydon Pride.

Magic Level: High

Economy: Good; Stratholme has a high percentage of craftsmen who specialize in siege weapons, catapults and other heavy weapons of war. There is also a thriving market in the candle and lantern trade.

Weather:

Taverns:Mud Pit, Frosty Mug, Gallant Grizzle, The Wild Ride, The Thunder Mug, Bloodthirst, Black Raven

Market: Glints of Silver (weapon and armor shop), Nezichi's Magnificent Elixers (potion shop), Light of Day (candle and lantern shop), Shrunken Heads (dried goods), Clay Nation (pottery)

Services: Carzin's Cartography, Dragon Transport, The Hunter's Hound (animal training), The Hay Bale (Stable), Casino of the Night, Stratholme Post Office, The Healing Way (hospital), Theatre of History, Stratholme Zoo of Exotic Creatures, Mugli's Magic House of Tricks (magic shows and fun house), Library of True Light, Sleepwalkers (nightclub)

Guilds:

Thieves Guild:

Notable Residents: Telgrin Lightdancer, Nahualli, Cutter, Janelle Quetzalcoatl, Cihuateto, Katrina Sundale

Description: Ages ago, the architects that built Stratholme constructed a maze of walls, trees and tunnels around the perimeter of the city. Scattered throughout this maze are hidden archer emplacements. Any attacking army must weave their way through literally miles of these murderous mazes before reaching the main city gates.


Name: Stormwind

Country: Azeroth

Population Type: Human

Population: 58000 with about 10% including captured orcs, trolls and goblins who chose to become members of society.

Ruler: Rayfen Truesight (female Elf)

Allies: Stromgarde

Enemies: Orcish Horde

Safety Level: High

Terrain:

General Alignment: Good

Government: Republic

Military: 5500 Footmen, 5000 Archers, 1300 Calvary and 150 War Mages.

Magic Level: Average

Economy: Good; Due to the relatively low skill level of rehabilitated prisoners, simple goods (such as baskets, wagons, furniture, etc) are Stormwinds leading exports. There are also a few quartz mines nearby that are just beginning to be exploited.

Weather:

Taverns: Plumhornet's Neighborhood Bar and Grill

Market: Trader's Cove (Trading post and general store), To the Point (Edged weapons shop), Rough Riders (Tack and harness shop), The Armored Devilfish (Armor store), Dryad's Charm (Wood carved ornaments and charms)

Services: Stormwind Relocation Camp (prisoner of war penitentiary and rehabilitation camp), Dragon Transport, Stormwind Securities (Bank), Warrow's Whiskers (Barbershop)

Guilds:

Thieves Guild:

Notable Residents: Danath

Description: After the Great War ended, Lord Lothar decreed that prisoners of war should not be executed unless their specific crimes warrented it and they had been given a fair trial under Azeroth law. The rest were to be detained at a massive rehabilitation camp at Stormwind. It is built centered around the old prison and expanded to incorporate new living quarters for inmates and guards alike. Prisoners who show they can be non-violent and contribute to society are allowed to enter work programs in exchange for some modicum of freedom. The residents have been extremely wary of orc-kind in their midst but are coming to tolerate them as long as they behave and contribute back to the society that they helped to destroy. As a result, Stormwinds economy is beginning to boom and finally be able to pay for all the extra guards needed to patrol the rehabilitation centers.


Name: Lordaeron

Country: Azeroth

Population Type: Human

Population: 51000

Ruler: King Darenas

Allies: Stromgarde

Enemies:

Safety Level: High

Terrain: Coastal

General Alignment: Good

Government: Monarchy

Military: 5500 Footmen, 1800 Archers, 1100 Calvary, 220 War Mages

Magic Level: High

Economy: Rich; Lordaeron has a strong fishing and trading market. No other city in all of Azeroth crafts sailing vessels as well as the Loraeron shipbuilders.

Weather: Cool breezes from the sea keep the city fairly cool most of the year. It's winters can be a bit harsh but the residents are used to it. Thick fog often blankets the city in the mornings.

Taverns: The Hurricane, Mermaid's Perch, Sailor's Star, Eye of the Storm

Market: Scuttlebut's (Fishing Boat and Supply Store), Fogbreakers (Lumanaries), Catch of the Day (Fresh Seafood), Harpoons Away (Weapon Shop)

Services: Dragon Transport, Barnacle Bob's (Ship repair and cleaning)

Guilds:

Thieves Guild:

Notable Residents:Arnold Ravenshade, Mulog, Rosh, Kendric

Description:


Name: Mythdranor

Country: Azeroth

Population Type: Human, Elven

Population: 47000

Ruler: Jaffre Hycliffe

Allies:

Enemies:

Safety Level: Good

Terrain:

General Alignment: Neutral-Good

Government:

Military:

Magic Level: High

Economy: Good; Several silver mines and a few mithril mines keep the cities economy going strong.

Weather:

Taverns: Cup of Life, The Last Drop

Market:

Services: Dragon Transport

Guilds:

Thieves Guild:

Notable Residents:Ash Griffonwing, Allaria Griffonwing

Description:


Name: Tritus

Country: Azeroth

Population Type: Atlantean

Population: 42000

Ruler: Kang

Allies: Tritus has a tenuous alliance with Lordaeron. When ships from Lordaeron first encountered the city, they were treated as invaders. After hasty negotiations between King Darenas and Kang, a sort of peace was established resulting in a mutually beneficial trade alliance. However, residence of both cities still remember the initial hostilities and small squabbles between traders are not unheard of.

Enemies:

Safety Level: Good

Terrain: Water

General Alignment: Neutral-Good

Government: Monarchy

Military: 2000 Soldiers, 500 Shark Riders, 5 Water Leviathans, 3 Sea Drakes, 15 Kregoths

Magic Level: Very High

Economy: Rich; Tritus has a very strong fishing and mineral economy. However, most of it's riches come from the export of magical items.

Weather: Since the city resides 800' below the water's surface it is mostly unaffected by weather conditions. The water surrounding the city is generally warm. Tritus does have many buildings and areas encapsulated by a bubble of magic and filled with air to accomodate visitors.

Taverns: Squid Bait, The Reef, The Ridgerunner, The Abyss, Murky's, The Gargler, Sharky's

Market: Large array of magical items. Some notable shops are: Treasures of the Sea (Trinket shop for tourists), Bart's Nets and Nooses (Nets and ropes), Water's Edge (Weapon shop), Swordfish (Weapon shop)

Services: Many street magicians are available who specialize in enchanting objects. Some other notable merchants are: Rilken's Reef Tours, Yogger's Swimming School, The Water Wizard (Magic spells cast)

Guilds:

Thieves Guild:

Notable Residents: Solomon Runekeeper, Pik Toerag

General Description: Tritus is an underwater city located about a mile off the western coast of Azeroth. It was originally founded by Atlanteans, a race of water dwelling humanoids, but has since become a vast trading city with many different races making it their home. The central part of the city is surrounded by a wall of living coral providing both protection and unusually high levels of magic. Close proximity to this coral reef has infused much of the surrounding landscape and, to a lesser extent, the citizens of Tritus with greater than normal magic abilities. These magics are most commonly used to make bubbles of air to surround most public buildings and areas of interest to visitors and traders.


Name: Ironclad

Country: Azeroth

Population Type: Human

Population: 10000

Ruler: Julian Whitestone

Allies:

Enemies:

Safety Level: High

Terrain: Mountains

General Alignment: Neutral

Government: Monarchy

Military: 1,500 Highly trained soldiers and 50 Steel Golems. A stone wall 18' and 6' thick surrounds the entire city. Only one large gate allows passage.

Magic Level: Very High

Economy: Wealthy; True to the cities name, metal goods of all kinds are manufactured here. Although they are rarely as high of quality as those made in Stromgarde, they are often more elaborate and beautiful. Local gold, ruby, sapphire and diamond mines allow smiths to enhance the beauty (and price) of their goods.

Weather: Very warm and dry

Taverns: The Rising Sun, Dragon's Nest, Slumbering Dragon

Market: Armory, Potion Shop

Services:Inn, Blacksmith, Library, Archery range, Dock, Church

Guilds:

Thieves Guild:

Notable Residents:

General Description: The city of Ironclad is very old. It started out as a city ruled by a great Dragonlord. The city is located between mountains to the south and east and a great river to the west. It is believed that the river is full of sea drakes and is traveled only by the bravest of sailors. The mountains to the south have been mined for gold since the city was built. There have been reports that several rockmen have also been seen in the caves along with large stone dragons. Green, red and yellow dragons roam freely throughout the region as well. The humans that came to the city at that time used the castle as protection from their enemies. The Dragonlord promised them protection if they worked in the mines. For several years the city grew in peace and with almost no crime. Then one day a large plasma dragon attacked the castle and the Dragonlord who ruled the city. Little is known about how the battle ended since no one in the castle lived to tell about it. However, it is believed that the castle is now a prison for the great plasma dragon that attacked it. In the heart of the castle stands a large stone dragon where the throne once sat. It is believed that the plasma dragon was entrapped in stone but is still alive. In the hallways of the old castle are several mithril golems which guard the castle and will fight with anything that enters there. Since this time, several other Dragonlords have ruled the city each protecting the humans.


Name:Dyr's Keep

Country: Azeroth

Population Type: Human

Population: 14500

Ruler: Arcturus

Allies: Arcturus has a strained and hidden alliance with Cain and his Vampire Nation. Although he would never acknowledge the fact, Arcturus is terrified by the Vampire Lord and is more of a lackey than an equal partner.

Enemies:

Safety Level: Low

Terrain: Prairie and Woodlands

General Alignment: Neutral-Evil

Government: Autocracy

Military: Average; 850 Footmen; 375 Archers, 155 Calvary, 25 War Mages.

Peacekeepers: Group of 50 highly trained mercenaries stationed in Dyr's Keep by Cain. Their primary purpose is to be shock troopers and leaders of the military forces. They handle internal disputes and keep and iron grip on the daily life of the citizens. Unbeknownst to Arcturus, their secondary purpose is to keep on eye on him and report back to Cain. About 3/4 of the Peacekeepers are vampires.

Magic Level: Average

Economy:

Weather:

Taverns: Juggling Hydra, Jackel's Pub

Market:

Services:

Guilds:

Thieves Guild:

Notable Residents: Pyrrelius, Saud Treefeller

Description: The town of Dyr's Keep is centered around an ancient fortress last used in the last Great War against the Orcish Horde. The town serves primarily as a military outpost but in times of peace, it is pretty quiet. The permanent residents have grown used to a frequent military presence and have chosen to either ignore it or cater to it. Most civilians have two occupations, one for use in times of war when business is good, and the other to put food on the table when the keep is empty. Many shops stand vacant in peacetime almost waiting for the next conflict to bring soldiers to their door.


Name: Dalaran

Country: Azeroth

Population Type: Human with a small population of Dwarves.

Population: 33000

Ruler: Kirin Tor

Allies: Stromgarde

Enemies: Orcish Horde

Safety Level: High; The White Gryphons are an elite police unit that handle any crime too big for the local constable. The laws are strictly enfored and almost always punished to the full extent of the law. Crimes that infringe on a persons individual rights and freedoms mandate severe punishments. Slave trading still carries the death penalty.

Terrain: Frozen tundra and foothills

General Alignment: Neutral-Good

Government: Autocracy

Military: 2500 Footmen, 1000 Archers, 400 Calvary, 50 War Mages

Magic Level: High

Economy: Rich

Weather: Cold with a lot of snowfall during fall and winter.

Taverns: Fin 'n Fang, Rusty Spoon, The Hearth, Yeti's Lair, Frosty Mugs

Market: Skullcrushers (Blunt weapons), Hagar's Hides (Fur and hide clothing), Kinsmans Clothes (Clothing), Snowdrakes Spittle (Potions), Aeiron's General Store, Griffin's Grimores (Books and Scrolls), Icebreakers (Winter survival gear)

Services: Dragon Transport, Firegate (Blacksmith), The Cage (Gladiator arena), Dalaran Care and Recovery (hospital), Dalaran Constable Station and Prison, Stedfast's Steeds and Stables

Guilds:

Thieves Guild:

Notable Residents:

Description: Dalaran is a strong, proud and independent minded city. Before the Great War, they constantly resisted change brought about by Lord Lothar and were on the verge of breaking free from Azeroth and declaring themselves an independent nation. Trade caravans were often forced to circumvent the city or pay a tax to pass through. More than one city has imposed trade embargos on Dalaran leaving much ill will between them. However, when the War started, Lothar and his mage, Khadar, personally visited Kirin and showed him through magic the horrors that the Orcish Horde were inflicting on the coastal cities. Appauled by the brutality that he saw, Kirin pledged his armies support to the Allies and personally led them into battle. During the course of the War, Kiren and Lothar spent much time together and became fast friends. At the close of the War, Kirin saw the benefits of being part of a greater nation and opened up trade with other city leaders he had become friends with during the War. Dalaran's people are still proud and free-spirited but recognize the greater good of the alliance. Unfortunately, they are still paying for their years of solitude and detachment while other cities learn to trust them.


Name: Waterdeep

Country: Azeroth

Population Type: Human

Population: 24250

Ruler:

Allies:

Enemies:

Safety Level:

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General Alignment:

Government:

Military:

Magic Level:

Economy:

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Taverns: Drakkin's Delight, Lighthouse, Watering Hole, Ocean Mists

Market:

Services: Dragon Transport

Guilds:

Thieves Guild:

Notable Residents: Ahlay of Mystra, Alladin the Great, Estmere Brawlcho (8th lvl White Dragon)

Description:


Name: Ironforge

Country: Azeroth

Population Type: Dwarven

Population: 31400

Ruler: Gunger Ironfist of Clan Ironfist

Allies: Stromgarde

Enemies: Orcish Horde

Safety Level: Average

Terrain: Mountains

General Alignment: Neutral-Good

Government: Monarchy

Military: High; 3500 Footmen, 200 Archers, 300 Calvary, 50 War Mages. However, due to their seclusion, about 30% of the army is considered the reserve force and maintains other jobs.

Bonecrusher Brigade: 35 elite Dwarven battleragers who lead the charge into battle.

Magic Level: High

Economy: Wealthy; Ironforge is located next to several large gold, silver and precious gemstone deposits. As the cities name suggests, iron and steel goods are also produced in high quantity.

Weather: Cold and windy

Taverns: Hammerthrows, Musty Miner, Ox Horn, Dragon Gut, Ogre's Nose, Hobbled Goblin

Market: Whistle Stop (general store), Dugdug's (mining equipment), Greymalkin's Helm (armor shop), Orc's Entrails (weapon store), Mountain's Bounty (cut and uncut gemstones and precious metals)

Services: Forgefire (blacksmith), Dragon Transport, Sinews of Steel (combat training), Battlegrounds (combat training and gladiator pit), Eye of Fire (gem cutting), Wyrmrot's (dragon slaying)

Guilds:

Thieves Guild:

Notable Residents: Balin Demonslayer, Thiazi Dreamknight

Description: Nestled deep within the Blackrock mountain chain, Ironforge is secluded from the rest of the world. If it wasn't for the massive quantities of gold, silver, gemstones and metal goods that it exports, no one would even know it was there. From the surface, the city appears about 1/4 of it's actual size as most of it resides in underground tunnels. Very few outsiders are allowed in these tunnels and all business transactions take place on the surface.


Name: Myfrn

Country: Azeroth

Population Type: Mostly human but with a high concentration of Neo-Humans.

Population: 20000

Ruler: Cephas Stargazer

Allies:

Enemies:

Safety Level: Poor

Terrain: Forest

General Alignment: Neutral

Government: Democracy

Military: Low; 800 Soldiers, 10 War Mages, 450 Archers, 50 Calvary. There exists a large faction of anti-war protestors who rally to keep the military presence to a bare minimum.

Magic Level: Average

Economy: Average

Weather:

Taverns: Eye of the Beholder, The Inkwell, The Lonely

Market: Many independent artists make their living selling their wares in the marketplace; The Gleaming Edge (blacksmith), Baubles from Afar (jewelry), Ghost in the Glass (glass goods), Fire & Tinder (general store), Visions of Rapture (paintings), Fountain of Youth (potions)

Services: University of Fine Arts, Museum of Natural Wonders, Museum of Antiquities

Guilds: Crystal Clef, Lyre of Truth, Order of the Mother, Sacred Chant, Way of the Willow

Thieves Guild:

Notable Residents: Woolagher, Martinin Paragus

Description: The city of Myfrn can put one under its spell. It’s filled with majestic paintings, breathtaking sculptures, heavenly music, and artistically designed buildings. In the center of town, one can visit the marketplace any weekday and find row after row of young artists vying to make a name for himself-as well as a few silvers. But these young artists don’t just paint ordinary pictures. To capture the attention-and money-of the rich inhabitants and sightseers, they have-and will-create just about anything.

Besides the factions of artists, a strong alchemists guild has planted itself on the outskirts of town. But the sudden surge of popularity for the guild has led a few of them inwards, encroaching on the marketplace and intimidating those residents who haven’t quite accepted their unusual practices.

While the sculpture gardens and art-lined streets tantalize the most cultured senses, unfortunately, they’re also a haven for criminals. And not just petty thieves: The prevalence of wealthy merchants and the art that they buy lend themselves to some high-stakes heists. Perusing the city’s finest could land a person in a ruthless criminal’s sights.


Name: Navavava

Country: Azeroth

Population Type: Dwarven

Population: 2

Ruler: Mayor Shoebucket

Allies: Navavava Irregulars

Enemies:

Safety Level: High

Terrain: Forest

General Alignment: Neutral

Government: Democracy

Military: The Navavava Irregulars, citizen volunteers.

Magic Level: Very High

Economy: Average

Weather: Various climates, from one extreme to another.

Taverns: The BrewTap, located within Shoebucket's Wares and Inn.

Market: Shoebuckets Wares and Inn.

Services: Navavava Town hall, also serves as the jail, post office, meeting chamber, court, and various other important daily business needs are tended to here. Includes a lovely Wedding Chapel room.

Guilds: Golded Protectors Guild- A guild dedicated to protecting. Especially to protecting Gold. Gold is held as the highest form possible of commerce. Guild is headed by Mayor Shoebucket.

Thieves Guild: The Quick and Nimble Swarthy Dwarves Guild- Guild that meets every so often in the basement of Shoebuckets Wares and Inn. Headed by Head Thief Patchy Thornbeard, who suspicously resembles Mayor Shoebucket wearing and eyepatch. Patchy is often heard muttering "Arr!" although he seems to have no interested in being a pirate.

Notable Residents: Mayor Shoebucket, a short, swarthy drawf with a long white beard that reaches all the way to his toes. He has many hats, each denoting a position of power. He is head of the fire brigade, head postmaster, sherriff, and leader of the Navavava Irregulars. He is also head of the Golden Protectors Guild and claims not to ever heard of or seen Patchy Thornbeard.

Description: A quaint little village very difficult to find. In fact, you can't seem to find it if you are looking for it. You might stumble into it accidently on any road, anytime. The village consists of two buildings, Shoebucket's Wares and Inn and Navavava City Hall. Population is estimated at 2, because Mayor Shoebucket can seemingly appear in either building as you walk in the door, even if you just left him in the other building. Either he has a twin brother or is just that fast. Visitors to this humble village report that Shoebuckets Wares and Inn serves delicious food and drink, and offers cozy rooms at affordable prices. Items and weapons available at the Wares section of the small building are also very reasonably priced. No one has ever been assaulted or attacked in any form in this village, unless the attacker was brought to the village by a visitor. (For example, quarreling members of an adventuring party might attack one another by their own free will.) In fact the only possible danger in this village is Patchy Thornbeard, who appears only when Mayor Shoebucket leaves the room. If fact he seems to enjoy dressing exactly the same as the good Mayor, except for the patch over his (usually) left eye. Patchy may try selling visitors stolen wares, at reasonable prices, or sell information.


Name: Silvery Moon

Country: Azeroth

Population Type: Human and Dwarves

Population: 4800

Ruler: Nicar Westhaven (3rd lvl male human noble)

Allies:

Enemies:

Safety Level: Low

Terrain: Forest

General Alignment: Neutral

Government:

Military: Fair; 80 Human Pikemen, 100 Dwarven Pikemen, 130 Human Archers, 35 Human Calvary and 10 Human War Mages

Magic Level: Average

Economy: Average

Weather: Cold and still. Has very little rainfall through the year.

Taverns: The Keg Leg, Musty Beard

Market:

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Thieves Guild:

Notable Residents: Balreg Gallowglar, Bane, Saurjite Valtargo

Description:


Name: Blackrock

Country: Azeroth

Population Type: Mountain Dwarves

Population: 76000

Ruler: Gunther Stonebrow (9th lvl Mountain Dwarf)

Allies:

Enemies: Ymir's Beard

Safety Level: Average

Terrain: Mountains and Caves

General Alignment: Neutral-Good

Government: Monarchy

Military: High; It is mandatory for all male Blackrock citizens to go through 8 years of military training. The great number deadly monsters that inhabit their underground tunnels necessitates this defense. Their current military stands at: 8000 Pikemen, 500 Archers, 300 Battle Mages and 10000 Militia.

Magic Level: High

Economy: Rich

Weather: 90% of the city lies underground and is thus, unaffected by weather conditions on the surface. The remainder of Blackrock is prone to the blistering cold winds, ice storms and massive quantities of snow that fall nearly year round in the Blackrock Mountain range.

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Description: Nestled deep within the Blackrock Mountain range is the hidden dwarven city of Blackrock. The nearly impenetrable mountain passes and the massive quantities of snow that falls nearly year round keep all but the most dedicated of travelers from reaching the city. Since only a small portion of the city is above ground and constructed of the same stone that constitutes the mountain itself, even aerial reconnaissance would not pick the city out among the rocky crags. The underground tunnels run for miles, twisting and turning in every conceivable direction. The paths are also designed to be collapsed from a remote location to protect the main city should it ever be invaded. Mid-level caverns provide housing with each major cavern supporting between 20 and 500 dwarves. The lower levels contain the mines and great bellowing smithies. Below those caverns are a few closed tunnels that lead to the base of the mountain. Those have been walled up and sealed with powerful magical wards to keep curious explorers out...and unknown horrors from coming in.


Name: Crestfall

Country: Azeroth

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Name: Kul Tiras

Country: Azeroth

Population Type:

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Name: Ymir's Beard

Country: Azeroth

Population Type: Frost Giants

Population: 370

Ruler: Gloomgrin Battleroar (5th level Frost Giant)

Allies:

Enemies: Blackrock

Safety Level: Low

Terrain: Snow capped mountains

General Alignment: Evil

Government:

Military: Average; Although giants are not known for their battle tactics, Gloomgrin does force his warriors to practice group tactics when they are not on a raid. Although all 370 of his tribesmen can fight if needed, 80 are battle trained and usually handle the raids on their neighboring dwarves.

Magic Level: Low

Economy: Poor

Weather: Blistering cold with frequent ice storms and deadly winds.

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