Cities
Name: Hawthorne
Country: Kavlin
Population Type: Human
Population: 1250
Ruler: Mayor Tharkin
Allies: Redwood
Enemies:
Safety Level: High; Hawthorne is located far enough away from the larger cities that it escapes most of the crime associated with them. The only real concern is the occasional wild beast that wanders into town.
Terrain: Woodlands
General Alignment: Good
Government: Republic; Most government activies take place in mayor Tharkin's home or the town center.
Military: 125 Footman, 50 Archers, 5 Calvary, 5 War Mages
Magic Level: Low
Economy: Average
Weather:
Taverns: The Inn at the End of the Road, The Drunken Boar
Market: Herbs and Stuff (Greenhouse), Gia's (Potions), The Pointy End (Weapon Shop), Ghetric's Corner (General Store), Ready to Wear (Clothing), Arwen's Dried Goods (Dried Food Store), Stacks of Wax (Candle Shop)
Services: Grunden's Smithy (Blacksmith), Tooth and Nail (Carpentry), Reno's Stable, Hawthorne Post Office, Hawthorne Bank
Guilds:
Thieves Guild:
Notable Residents: Sploosh the Gardener
Description: Hawthorne is a quaint little farming town nestled just south of the foothills of the Skarpal mountains. Nothing very exciting ever happens and the residents are just fine with that. People are very pleasant to each other and there is a general feeling of calm and a sense of family throughout the village. Surprisingly enough, for such a small town, a fair number of now famous adventurers and heros began their jouney's here, many of them have there names carved into a plaque in the town center.
Name: Dragonhill
Country: Kavlin
Population Type: Human, Dragonlord
Population: 33900
Ruler: Xzar
Allies:
Enemies:
Safety Level: Average
Terrain: Foothills
General Alignment: Neutral-Good
Government: Dictatorship
Military: Dragonhill has one of the greatest militaries of all Kavlin. It has a strong ground force of 2500 soldiers. However,it's main power comes from their aerial support. This force consists of 25 War Dragons, 3 White Dragons, 1 Black Dragon, 2 Sand Dragons and a Yellow Dragon, all fully grown and trained for battle. In addition, there are 650 Mere-Dragons complete with riders. These aerial forces are let by 5 Warlords, all Dragonlords themselves.
Magic Level: High
Economy: Rich; As the originator and central hub for the Dragon Transport System, Dragonhill brings in thousands of gold pieces a month in commerce and services. Much of this money is funneled into security and the military.
Weather:
Taverns: The King's Rest, The Roost, Wild Winds
Market: Dragon's Blood (potions), The Battered Ram (weapons and armor), Nic & Nack (general store), Stallions (livery), Trailblazers (adventurer's gear), The Crystal Eye (jewelry)
Services: Dragon Transport: Dragonhill is the hub of a transportation system using Dragons as the carrier. The fees for travel are generally costly but other than taking a magic portal, there is no faster and safer way to travel;Spit and Shine (weapon & armor repair), Dragonhill Post Office, Luck of the Dragon (casino), Dragonhill Fire House, Dragonhill Currency Exchange, Travelers Inn, Dragonhill Tourist Center, Blood Pit (fighting arena), Dragonhill Public Library, Toubec's Animal Training, Healers of Dragonhill (hospital), Frameworks (carpentry), Liquid Steel (blacksmith), Stitches (tailor)
Guilds:
Thieves Guild: 4 Rival factions control the cities crime. They are constantly forging and breaking alliances with each other. The controling faction is currently the Sleeping Tiger clan, headed by the infamous Karl Trask and his sorceress assistant Circe.
Notable Residents: Spark, Boulderbasher, Gart-Thyrann Gormador Triumvorn, Ranon Runehammer, Snide (gnome henchman to Karl Trask), Zai, Shrank
Description: The city of Dragonhill is located at the precipice of a great hill originally used as a hub for the Dragon Transport System (DTS) but has grown rapidly to encompass the valleys nearby. Being the hub for the DTS has brought in a great deal of commerce and interesting citizens who have taken up residence there. The cities rapid growth was more than the original city council could handle and city affairs were quickly getting out of hand. When Lord Xzar arrived about 25 years ago, about half of the council was ready to immediately hand over the government to him and the other half were quickly persuaded through Xzar's cunning speech and intimidation techniques. Xzar rules with an iron hand but does so fairly so the citizens don't mind much as he keeps business flowing freely. City laws are generally harsh to offenders to keep crime down. The city does have a low stone wall with guard towers but is ultimately unnecessary due to the cities spectacular aerial forces.
Name: Thornwall
Country: Kavlin
Population Type: Human
Population: 68000
Ruler: Magnus Drakeson
Allies: Crossroads
Enemies:
Safety Level: High
Terrain: Mostly grasslands and forest. There is some marshlands near the Rojan river.
General Alignment: Good
Government: Republic
Military: 4800 Footman, 2200 Archers, 1800 Calvary and 225 War Mages.
Magic Level: Average
Economy: Average
Weather:
Taverns: Looters, Manticore's Lair, Missing Minstrel
Market: Johanna's Green Thumb (greenhouse), Rodgar's Butchery (butcher shop), Quicksilvers (weapon shop), Tabitha's Trinkets (jewelry), Gecko's (exotic pet store), Cody's Cobblery, Chad's Wicks (candle shop), Target Traders (archery shop), Briarstreet Brewery (spirits), The Mouse Trap (cheese store), Outer Rim (wagon shop), Tomes and Treasures (books and trinkets)
Services: Dragon Transport, The Pitts (fighting arena), Thornwall Clinic (hospital), Maegun's Weapon Repair, The Fight Club (combat training), Drakeson Library, Wander-No-More (cartographer), The Saw Horse (carpentry), Queen of Swords (casino), Thornwall Post Office, The Money Pit (bank), A Cut Above (barbershop), Busted Buckler (armor repair)
Guilds:
Thieves Guild:
Notable Residents:Adriennedar Maynard, Blane Stardart, Barclay, Jakkin
Description: True to it's name, the entire city of Thornwall is surrounded by a 20'-30' tall hedge of nearly impenetrable magic thorns. This wall is at least 10' thick on all sides. There are 4 major "gates", one on each side of the city. There is no visible opening but given the proper magic command, the thorns will separate to make an opening. Although each strand only has about 1 or 2 DP, together, each section of the wall would be equivalent to about 300 DP. It is also magically enchanted to have an True Armor rating of 6 and regenerates at a rate of 5 DP a round. Scattered throughout the wall are hidden (Concealment 30) traps (flame throwers, arbalests, etc) that can be activated to automatically fire on any movement nearby. These generally have a damage rating of 25-50.
Name: Crossroads
Country: Kavlin
Population Type: Human
Population: 22000
Ruler: Gideon Girthwaite
Allies: Thornwall
Enemies:
Safety Level: Average
Terrain: Open plains and foothills
General Alignment: Neutral-Good
Government: Aristocracy. The Trade Council has most of the power in creating and enforcing laws.
Military: Above average; 1800 Footman, 300 Archers, 65 Calvary, 85 War Mages.
Magic Level: Average
Economy: Wealthy
Weather:
Taverns: The Drunken Monkey, The Yawning Portal, Orc's Ear, Golden Castle
Market: Crossroads was so named because it lies at the intersection of the two greatest roadways of Kavlin. Traders from all nations pass through and sell their goods. The market of Crossroads is fabled throughout the realm to have some of the most exotic and unique items. Virtually anything can be bought or sold in it's marketplace. Some of the more prominent shops are: Flashing Steel (weapon shop), Gifts of Orome (bow and arrow shop), Hoofs 'n Hens (butcher shop), Spider's Silk (fine clothing shop), Trader's Den (pawn shop), Spice Rack, Tea Kettle (tea shop), Ticks and Tocks (clock store), Abdul's Wands of Wonder (staffs and wands)
Services: Just as nearly anything can be bought or sold in Crossroads, the same holds true for the services one can find. Some of the more prominent are: Dragon Transport System, True Flight Fletching, Darn It! (seamstress), Bloodhound Gang (trackers), Mystic Museum of Magic and Lore
Guilds:
Thieves Guild: Crossroads has a thriving thieves guild. Because of all the fat and lazy merchants that pass through, the thieves of Crossroads generally have it very easy. Most recently, however, some competition has arisen among the guilds which often erupts in violence.
Notable Residents: Cid, Darby O'Gill, Zinjin, Ta
Description: Crossroads is protected by a 8' high wall completely surrounding the city. There are 4 major gates but these are rarely closed because traders are entering the leaving the city at all times of the day and night. Armed guards at the gate check each wagon to make sure no contraband or illegal substances are brought in. However, it is said that a few of the guards can be bribed if the price is high enough. The main courtyard in the middle of the city is now a permanent bazaar, strewn with tents and wagons of traveling merchants. Virtually any substance or service can be found here for the right amount of gold.
Name: Laketown
Country: Kavlin
Population Type: Human
Population: 14000
Ruler: King Bard
Allies:
Enemies:
Safety Level: Poor
Terrain: Marshlands
General Alignment: Neutral-Good
Government: Monarchy
Military: Low; 400 Footman, 300 Archers, 25 War Mages, 3 War Galleons, 8 Merchantmen
Magic Level: Average
Economy: Rich; Laketown has a thriving trade income. It also exports vast quantities of sea food and fishing supplies (boats, nets, etc.)
Weather:
Taverns: The Blind Basilisk, Loch and Load
Market: Catch of the Day (fishing and net store), Pudgen's Goods (General Store), Star of the Sea (seafood), Rueban's Cutlery (weapon store), Orome's Strings (archery shop)
Services: Laketown Post Office, Dragon Transport, The Royal Forge (blacksmith), Geffin's Excursions (boat tours)
Guilds:
Thieves Guild:
Notable Residents: Rost the Sheriff, Magni the Deputy
Description: The city of Laketown is built along the shore of Long Lake. Since the surrounding land is too soft for building structures, the citizens build on top of wooden platforms. Over time, the city has grown out over the lake as well as the surrounding marshlands. Due to it's geographic location along the Rojan river and proximity to the country of Yeggli, Laketown is one of the most thriving trading cities in Kavlin or Yeggli. However, because of it's easy access from the sea and it's distance from other major cities, it is also in a poor position to defend it self from invaders.
Name: Redwood
Country: Kavlin
Population Type: Human
Population: 8000
Ruler: Mayor Marko
Allies: Hawthorne
Enemies:
Safety Level: Average
Terrain:
General Alignment: Good
Government: Democracy
Military: Low; 210 Footman, 65 Archers, 15 Calvary, 6 War Mages
Magic Level: Average
Economy:
Weather:
Taverns: The Lion's Den
Market: Grady's Goods (general store), Rose's Buds (flower shop)
Services: Bank of Redwood, Redwood Post Office, Spit 'n Shine (blacksmith), The Mane Stay (stable)
Guilds:
Thieves Guild:
Notable Residents: Barack the Camel Herder, Klion, Glorfoot Gamswangler
Description: Redwood tries very hard to not be the backwoods, hick town that it really is. Some of the wealthier citizens put on a great show, flaunting the "latest" styles of clothes and decor for their houses. All they really manage to do is show their true roots. Other more common citizens don't care at all about putting on heirs and are happy to be a productive, growing farming community.
Name: Stoneford
Country: Kavlin
Population Type: Rockman
Population: 175
Ruler: Magrock Stonegut
Allies:
Enemies:
Safety Level: Low
Terrain: Mountains
General Alignment: Neutral
Government: Autocracy
Military: Since Rockman society is very warlike, every resident could be considered part of the miliary. If the village is attacked, everyone fights. Young or old, male or female, every rockman is a born warrior. During the past 30 years or so, the elders have seen the benefits of tactics and have appointed trained, specific fighting groups of 8-10 warriors each to increase their battle strength. The most formidable of these groups is the Ragers.
Magic Level: Low
Economy: Poor but see Description
Weather: Cold and dry
Taverns:
Market:
Services:
Guilds:
Thieves Guild:
Notable Residents: Brak
Description: Unbeknownst to the residents, the villiage of Stoneford lies on top of a rich emerald mine. The residence are aware of the "shiny green snacks" but think of them as nothing more than an interesting addition to their diet. However, even if they would realize the value of the emeralds, they are hardly concerned with trading with others and using goods from the outside world.
Name: Nivendale
Country: Kavlin
Population Type: Human
Population: 4500
Ruler: Dalon Riverwater
Allies:
Enemies:
Safety Level: Average
Terrain:
General Alignment: Good
Government: Democracy
Military: Average
Magic Level: High
Economy: Rich
Weather:
Taverns: The Snake Pit
Market:
Services: Dragon Transport System
Guilds:
Thieves Guild:
Notable Residents:
Description: Nivendale's location along a major road connecting Kavlin to Azeroth and touching on the edge of Paragon makes it an ideal trading post. Unfortunately, there are not many other cities nearby to encourage people to settle there. It is poorly defended and the same advantagous location that makes it great for trade also makes easy for any invading army to reach. Therefore, most travelers simply restock their supplies there and move along.
Name: Laufeyton
Country: Kavlin
Population Type: Human
Population: 19500
Ruler: Jake Alexson is the current lord of Laufeyton. However, unbeknownst to the general public, he is merely a puppet ruler, used by the sinister Dagda Mor.
Allies:
Enemies:
Safety Level: Low
Terrain:
General Alignment: Neutral
Government: Autocracy
Military: Strong; About 1/3 of the current armed forces are loyal to the Dagda Mor. This number is growing all the time.
Magic Level: High
Economy: Rich
Weather: Hot and dry
Taverns: The Raging Flea, The Bitter End
Market:
Services: Dragon Transport System
Guilds:
Thieves Guild:
Notable Residents: Aieron Redhand, Knoi, Cantimaxilliosis
Description: Although Laufeyton is located at the intersection of several major trade routes, it is a city that is stagnant and unchanging. Situated several miles north of the Forbidden Zone, the land is dry and barren with no vegetation visible in any direction. Most citizens welcome traders but visitors seldom stay long. Many complain of an almost tangible evil that lies just below the surface of the townsfolks everyday lives.
Name: Briar
Country: Kavlin
Population Type: Human
Population: 80
Ruler: The Ward
Allies:
Enemies:
Safety Level: Good
Terrain: Foothills
General Alignment: Neutral-Good
Government: Aristocracy; A council of 3 men called the Ward make up the ruling council.
Military: Small militia of about 20. However, the Ward handles most of the town's defense.
Magic Level: Low
Economy: Poor
Weather:
Taverns:
Market:
Services:
Guilds:
Thieves Guild:
Notable Residents: The Ward consists of: Tallisman, Adaon, Sydrarra
Description: The town of Briar was a peaceful farming village off the beaten path and seldom visited by travelers. However, about 8 years ago, a group of marauding bandits attacked the town and killed nearly all of the men. This left the town defenseless and devestated their economy. Since then, three boys who witnessed the attack have grown into young men and organized a group called the Ward. This group secretly protects the town and has helped get it back on it's feet. Because of what happened in the past, townspeople are very suspicious of any newcomers. They would prefer to be left alone and get their lives back in order.
Name: Brackdon
Country: Kavlin
Population Type: Human
Population: 2000
Ruler: King Chrychey
Allies:
Enemies:
Safety Level: High
Terrain: Hills
General Alignment: Neutral-Good
Government: Monarchy
Military: 125 Footman, 50 Archers, 12 Calvary, 10 War Mages
Magic Level: Very High
Economy: Rich
Weather: Brackdon is blessed with reasonably warm summer and mild winters.
Taverns: Hybrid, Singletouch, Stardust
Market: Town Square
Services: Sherriffs station;Stage Coach Services
Guilds: Blades of Justice, Brothers of Chance, Defenders of the Realm, Way of the Wheel, Way of the Willow
Thieves Guild:
Notable Residents: Prince Aravian Secklar, Ambrosia (girlfriend of Prince Secklar), Scandro (Secklar's best friend), Tarcon (Friend of Secklar)
Description:
Name: Darkstone
Country: Kavlin
Population Type: Mixed, 70% human
Population: 1800
Ruler: High Council
Allies:
Enemies:
Safety Level: High
Terrain: Coastal
General Alignment: Good
Government: Aristocracy
Military: Strong; Although the city only has 150 trained soldiers, the High Council has enough magic and power to ward off the average army by themselves.
Magic Level: Very High
Economy: Rich
Weather:
Taverns:
Market:
Services: Sherriffs station (constable Griffin the Jimdandy), Dragon Transport System
Guilds:
Thieves Guild:
Notable Residents: Drakus the Dreaded, Nockmaar the Hairy, Tempest, Kluh
Description: The town of Darkstone was created by a successful group of adventurers who were looking to settle down and retire. Together, they make up the High Council and administer a fair and just rule. The town is yet small but is attracting new comers all the time who are seeking sanctuary from the evils of the world.
Name: Brura
Country: Kavlin
Population Type: Human
Population: 3700
Ruler: Lord Maenic
Allies:
Enemies:
Safety Level: Good
Terrain: Grasslands and Prairie
General Alignment: Good
Government: Monarchy
Military: Good; Castle Cedoc; 275 Footman, 60 Archers, 40 Calvary, 18 War Mages
Warband of Brura: consists of 12 highly trained knights led by Captain Carugwyn
Magic Level: Average
Economy: Average; Brura's main source of income it's it cattle herds.
Weather:
Taverns:
Market:
Services:
Guilds:
Thieves Guild:
Notable Residents:
Description:
Name: Rhoddry
Country: Kavlin
Population Type: Human
Population: 45
Ruler: None
Allies:
Enemies:
Safety Level: Low
Terrain: Grassland
General Alignment: Good
Government: Anarchy
Military: None
Magic Level: Very Low
Economy: Poor
Weather:
Taverns:
Market:
Services:
Guilds:
Thieves Guild:
Notable Residents:
Description:
Name: Mirkwood
Country: Kavlin
Population Type: Elven
Population: 3600
Ruler: Thranduil
Allies:
Enemies:
Safety Level: Good
Terrain: Forest
General Alignment: Neutral-Good
Government: Monarchy
Military:
Magic Level: High
Economy: Average
Weather:
Taverns:
Market:
Services:
Guilds: Were-Nation
Thieves Guild:
Notable Residents: Legolas, Rayfe Shadowtracer, Gannish, Seahn, Persha, Jeshan, Valana, Raitha Treeskin
Description: Nestled deep within the ominous Mirkwood Forest lies this quaint little elven community. Although they are generally well-intended beings, they do not tolerate outsiders snooping around their village. Any attempt to find the city results in the offender being carried deep into the forest and left without supplies with only the general direction of the closest exit from the forest. However, few even know about the city and fewer even still try to find it. Mirkwood Forest is famous for it's varieties of deadly flora and fauna. Not to mention the fact that the Were-Nation makes it's headquarters not far from town. Mirkwood's ruling council begrudgingly trades goods and information with the Were-Nation but see the foul beasts as an abomination to nature and would wipe them out if they thought they had a chance.
Name: Deathgate
Country: Kavlin
Population Type: Human
Population: 32000
Ruler: Arcanus
Allies:
Enemies:
Safety Level: Poor
Terrain: Plains
General Alignment: Neutral
Government: Autocracy
Military: Good; 3100 Pikemen, 400 Archers, 250 Calvary, 300 War Mages
Magic Level: High
Economy: Rich
Weather:
Taverns: Thundering Falls, The Plunge, Deathgate Dungeon
Market: Deathgate Currency Exchange
Services: Dragon Transport
Guilds:
Thieves Guild:
Notable Residents:
Description: The great city of Deathgate began as a trading point between the humans of Kavlin and the dwarves of Paragon. Tunnels under the mighty Rojan River enabled both races to cross the dangerous river without having to pay the services of a ferrymaster. Unfortunately, bandits, corrupt border guards and high import tariffs made trade increasingly difficult. When the governments of Thornwall and Dwarvenholt built a bridge across the Rojan, connecting their cities, the traderoute through Deathgate was all but abandoned. Fortunately, the city had grown enough during it's boom times that it was able to survive on other businesses that had secured a foothold. Even though it is not the thriving trade city it once was, it is still a bastion of culture, technology and goods that rivals other larger cities on both sides of the river.
Name: Caer Dunhaven
Country: Kavlin
Population Type: Human
Population: 2200
Ruler: Mayor Gandol
Allies:
Enemies:
Safety Level: Average
Terrain: Foothills
General Alignment: Good
Government: Autocracy
Military: Low; 200 Militia can be counted on to defend the city if needed. A 12' tall stone wall surrounds the city but it has been in a state of disrepair for years.
Magic Level: Average
Economy: Above Average
Weather:
Taverns: Duck Bill Tavern, Albion Tavern, Challenges End
Market: Northern Trading Co., Yurgen's Antiquities, Orbs of Opulence (Glassblowing)
Services: Draco's Cathedral, Golden Hawk's Gold Smith, Mysts Garden
Guilds:
Thieves Guild:
Notable Residents: Tal'kuk (Druid), Balek (Captain of the Guard), Octavius & Xavier (Twin Blacksmiths), Odessa (Jeweler), Oberon (High Elf)
Description: Caer Dunhaven is a small, yet thriving town on the outskirts of the central province. Located half a days walk from the main trading routes, it does seem to get a bit of attention now and then. It has all of the things you would expect in a small city, yet still has the small village feeling.