Guide to maps and lands featured in the system
[ Ackaran ] [ Anvil and Aurea ] [ Danar ] [ The Southern Realms ]
Anvil lands and Aurea

RUINS OF MAYERE AT HAMBROOK
This village's only claim to fame was the small but dedicated church to Luthien that stood next to one of the orchards near the Village Square. This claim was short lived, however, when a group of Quartak fanatics murdered the worshipful Brother Mayere and his acolyte and attempted to open a gateway to a place of evil. This ritual was disrupted by a group of travellers, one of who met his death at the hands of diabolic entities. All that now remains of the village are the broken walls and debris of the church and huts.
PORT ELIA
Port and commercial town, home to the Northern Order of the Knights of the Lance. Right at the harbour mouth lays an enormous granite statue of a humanoid beast with the face of an ape, the wings of a dragon and the claws of a tiger. Legend has it that this statue was constructed by a powerful enchanter to act as a warning to those who were thinking to attack the port, showing them what was protecting its inhabitants. It is centuries old and covered in moss and vegetation. Legend has it that in the Port's time of most need, it will rise up and defend the town. Directly North is the Karid Bay where lies the now infamous Siren's Isle. Now completely submerged, this sunken isle brings Quartak followers from all over the land to glimpse the area where their Lord was given his divine gift.
MORESIDGE
A largeish farming town overseen by the noble Lord Evan Warhorse, a veteran soldier whom is strict but fair to his people. Beneath him are three magistrates who look after the day to day civil and criminal matters. A small group of enlisted militia (of no great importance) is the town's main garrison. Moresidge's mainly produces lamb, wool, beef and tanning leather.
HEATH VALE
This small hamlet lies to the South of the land, West of Tethic Vorrin, East of the Great Mere. An area of farmland and natural beauty, this region seemed to avoid much of the devastation of the Undead War.
It is famous for is the great stone circle situated outside the local hostelry, The Olde Stew Pot. Three druids who perform the annual ritual of the Festival of Light, which is enacted to protect the land from harm and ensure a fruitful harvest, tend this circle. This ceremony lasts over a weekend and is the scene of much merriment and frolicking! Events included Morris dancing, drinking, the Burning of the Harvest Man (a large wooden constructed figure) and games of various sorts. The whole weekend culminates in the traditional Ritual of the Brave, nicknamed Siren's Balls by the locals. Only those who have played in this game can have any idea of the rules!
ORWICK
Market town and home to the Northern order of the Knights of the Flame. This sleepy hollow is a quiet and respectable town inhabited by farmers and traders who earn an honest days pay. The Order of the Flame recruits many of their new Knights from the locals due to their strength and dedication to their work. A proud, but somewhat elitist group, this Order always seems to be in the thick of it, helping those who require their help.
THE FOREST OF VORRIN
To the east of the Anvil lands lies the vast Forest of Vorrin. This noble woodland suffered badly during the Necromantic war and only now is turning back to its formal glory. Within its confines lives the once powerful House of Loramer. The half-breed Fil-Finir Farantir now commands this group of elves, formally led by Lord Loramer. This group is bent on vengeance against Quartak and all its followers after the murder of their Lord by his agents.
VILLAGE OF OAKHAM
On the outskirts of the forest of Vorrin lies the rapidly expanding village of Oakham (pronounced Orc 'em). Ruled by a council of five elders, the village is notable for several reasons.
First is its extreme devotion to the village's one hero, Thomas Archer. According to legend, when the village was young, it was terrorised by a strange and terrible beast. The council of elders declared the region unsafe and was about to abandon the village when a young man named Thomas volunteered to track down and slay the beast. Taking his bow and axe, he set off. It is told that four days after Thomas set off, the sound of terrible battle could be heard in the forest. A week after setting out, Thomas returned, wounded, but in good spirits. Now every year the village celebrates the day of his return (Thomas' day), and in his honour, the first-born child of every family (be they boy or girl) is named Thomas Archer and trained in the use of the bow from an early age.
The second notable feature of the village is its production of strong drink. Cider, ale, and the formidable 'Scumble' are all readily available (and consumed) in Oakham. The village inn (unsurprising named 'The Thomas Archer' ) is renowned for miles around for its obsidian bar (actually made from the remains of an enchanted door) and incredibly strong brews.
The village has been self-sufficient in the past but, with the attraction of it's famous bar and brews, is now rapidly expanding to become a town and traders, entertainers and visitors are becoming increasingly familiar sights in Oakham. Bows, arrows, strong ale, cider and scumble, as well as farming produce and forestry are the main exports of the village. There is no militia as such (there is no need when every villager from the age of 5 upwards can use the bow - many expertly - and many every day tools serve) and law and order is maintained by peacekeepers appointed by the council on a rotating schedule.
The people of Oakham (generally referred to as the Thomases) are simple, earthy country folk who enjoy nothing more than a damned good drink and to show off their skill with a bow. They are not stupid, but most have had little exposure to life outside the village and tend to be rather naive and ignorant of the world outside . However, as the village is expanding and attracting more visitors, so are the Thomases increasingly venturing out of Oakham and experiencing the outside world. A small number of Thomases were present at the Festival of Light in Heath Vale a few years ago and one Thomas Archer even served a short stint in the militia in the Moresidge garrison. Love them or hate them, you always know when there's a Thomas around. If you need to find one, just try the local watering hole!
EMERALD GAP
Granite Jaw commands the Deep Earth guild from the great dwarf mine at Emerald Gap to the North East of the land. It is here and only here that the priceless Dragon's Eye gem is mined. It takes years of hard labour and experience to find even a small piece of this unique mineral.
MORESIDGE
The market town of Moresidge is a small but busy settlement that thrives on cattle farming and forestry. Ruled by a council of three Elders, it attracts many people to ply their wares on market day.
MORVANIA
Morvania lies 3 days' travel east of the Emerald Gap along an infrequently used trade route. It is bordered by the small but wealthy Principality of Magary. Only the spice/herb trade caravans pass through taking goods to and from Ty-zen. It is a wild and dangerous place, long associated with Drune and the Realm of Necromancy. The Church of Drune is the state religion. There are many ancient tombs and barrows in Morvania, which have lain undisturbed for centuries. Great wealth reputedly lies buried within them but they are almost all well guarded or trapped. Morvania is a tiny principality, set on a high plateau amidst a high mountain range. Morvania has always been close to the realm of Necromancy, which explains why it is so poorly known as few wish to travel to a land where Undead roam freely at night. Undead in Morvania tend to be regarded much like wolves and other dangerous creatures in other lands, no one likes them and everyone fears them but they're just part of the landscape really. That said the Morvanians are proud of their country and regard these Undead as part of their heritage, although they don't begrudge (and indeed often welcome) the odd vampire hunter, wholesale hunting down of Undead is right out of order as far as they're concerned. The Church of Celuviel has made several forays into Morvania to "cleanse the land of the foul Undead taint" but each time they've come unstuck as they invariably get accidentally, brutally torn to death by rampaging mobs of aggrieved Morvanian patriots.
The Morvanians are a very proud and fiery tempered people, quick to anger and slow to forget. Duels are common over the slightest of insults and from these blood feuds which run on for centuries can easily develop. The current ruler of Morvania, Crown Prince Otto, who is described as a paranoid tyrannical ruler who keeps the peace by enforcing the law to the utmost of his power. This rule has had the knock on effect of an extremely low crime rate and prosperity in the region!
Famously his purges of suspected spies resulted in the deaths of several villagers, the bodies on stakes around the fire pit. Otto himself uses spies extensively and has spies everywhere. Local are well rewarded for bring the smallest transgression of the law to the attention of the authorities. Levels of punishment very but all are harsh ranging from fines to floggings, severing of limbs to impalement. Groups of guards often swoop into villages to carry out a 'crime sweep' issuing punishments at any time.
Laws of the Land in Morvania
1) All bodies must be buried before sunset this must be performed either by the killer or by employing the services of a professional. All living creatures killed must be buried unless for food. There are people who will do it on the cheap.
2) No removal of any items of warding (from the lucky horse shoe to the protection glyphs) from public or residential buildings.
3) Only licensed citizens may bear arms.
4) Membership of the Morvanian Liberation Army or the popular Front for the Liberation of Morvania shall be considered acts of treason against the crown.
5) No disturbance of the tombs and barrows.
6) No acts or talk of sedition against Prince Otto
7) Taxation on rising Undead. (The locals often save up all their lives to afford to be raised as an ancestor on their death).
8) Tend the dead. At mid-day all the graves must be swept clean and flowers/plants etc arranged. At dusk, the graves must be danced over singing and ringing bells to wake up the dead. Some graves are shunned and not tended indeed some have their tome-stones shattered; these are generally the very evil Undead who try and prey on the villagers.
9) No theft of personal or crown property.
10) No murder or slaughtering unless proved in self defence.
11) No pleasing of carnal lust with women, men or beasts unless with their blessing.
12) No desecration to the temples of Drune.

