Summary[]
Zilanthia is a fairly large continent that has no one direct ruler that controls it. Within it are several different kingdoms that often fight each other for power.
Cities[]
Anthol[]
Population: 520,000
Symbol: A red tree
Lords: Ovalon house
Common Races: Human
Everflame[]
Population: 680,000
Symbol: A green fireball
Lords: Sarosu house
Common Races: Dragonborn
Gashnak[]
Population: 890,000
Symbol: A green spiked gauntlet
Lords: Gruk-nak Clan
Common Races: Orc
Gorbog[]
Population: 410,000
Symbol: A brown warthog with red eyes
Lords: Vegrec clan
Common Races: Goblin
Krath[]
Population: 1,080,000
Symbol: A gold griffon
Lords: Vigil house
Common Races: Human/dwarf/mull
Lawric[]
Population: 820,000
Symbol: A marble pillar
Lords: Belhorn house
Common Races: Human
Prayvol[]
Population: 710,000
Symbol: A purple octopus
Lords: Foster house
Common Races: Human
Titun[]
Population: 1,350,000
Symbol: A golden gauntlet inside of a sun
Lords: Ashenfall house
Common Races: Human
Verin[]
Population: 650,000
Symbol: A blue whale
Lords: Pyke house
Common Races: Human
Zannizir[]
Population: 980,000
Symbol: A black hydra
Lords: Valkreig house
Common Races: Tiefling
Villages[]
Anchormort[]
Blarg
Ankh[]
Blarg
Archivello[]
Blarg
Arja-deen[]
Blarg
Arsoth[]
Blarg
Belgir[]
Blarg
Borthal[]
Blarg
Breygovick[]
Blarg
Buk-Brak[]
Blarg
Calroat[]
Blarg
The Cinder Keep[]
Blarg
Crugar's Landing[]
Blarg
Dawnview[]
Population: 300-500
Common races: Dwarves, Humans, and Mulls. Over 100 dwarves, around 75-100 humans, and 50 mulls.
Town Size: Small
Dawnview's main livestock consists of Goat, Yak, and Poultry. Not many crops are grown due to the cold temperature and the altitude of the town, although this is made up for in the production of medicinal herbs. The area around Dawnview is fairly Treeless. Dawnview is a fairly high altitude above sealevel, and the ground is almost always snow covered. Although there are two to three months of the year where the mountainous region thaws out and turns green with grass and flowers. Dawnview is located on the side of a small mountain chain, the highest of which sits around 4 KM tall. The city is fairly quiet, and nothing unusual really ever happens here. The town's governing is handled by the lord of the Dawn Drake order. It is almost completely devoid of criminals due to the city being built around the monestary of the order of the Dawn Drake, an elite order of highly skilled monks. While they are few in number, these monks train all of their lives to perfect their skills in unarmed combat. These monks are trained from infants, and are not allowed to marry.
Common Creatures:
- Bear (lvl 5 brute)
- Cave Bear (lvl 6 elite brute)
- Frost Giant (lvl 17 brute)
- Frost Goblin Cutter (lvl 1 minion)
- Frost Goblin Sharpshooter (lvl 2 artillery)
- Frost Hawk (lvl 7 skirmisher)
- Giant Frost Hawk (lvl 11 skirmisher)
- Hawk (lvl 1 minion skirmisher)
- Hill Giant (lvl 13 brute)
- White Pudding (lvl 16 elite brute)
- Wild Coldscale Drake (lvl 8 lurker)
- Yeti Rampager (lvl 5 skirmisher)
Dragon's Crest[]
Blarg
Fairport[]
Blarg
The Frozen Keep[]
Blarg
Gil'nith[]
Population: 2-3 thousand human/dwarf/mull soldiers.
Gil'nith is a fairly large fortress located just off the southern edge of a small mountain chain. It sits in the most northren part of the Frostpine forest. The fortress itself is a large stone fort located ontop of a small treeless hill. The Fortress was built over 1000 years ago when Krath was threatened by a mass-scale invasion, the fort was never overtaken in this war but suffered damage due to siege weapons. To this day one of the outermost towers is still damaged beyond repair. Prince Yorik Hill is the current acting commander of Gil'Nith, the Prince himself is no expert in hand to hand combat, but is a master strategist and planner.
The Fort also has a large dungeon complex beneath it, orginally used to house prisoners of war it now acts as a high security prison for thieves. The dungeons beneath have been nicknamed the Bloodcrypts by criminals, as very few who go in ever return out alive. The prison is also notorious for torturing its prisoners to gather any information needed. Many say the acting warden of the dungeons can read the minds of prisoners in pain, and was appointed to his posistion by the king himself. The Fortress is almost all comprised soldiers and prisoners for very few others come to this place.
Gorvoch[]
Blarg
Greyhook[]
Blarg
Gul'wurth[]
Blarg
The Iron Keep[]
It began as a fortress for the armies of Titun. It was built in the year 373 by King Ashenfall, and eventually became well known for capturing prisoners and torturing them for information. When war times settled, the keep was turned into a secure prison for the criminals of Titun. The King of Titun would sentence criminals himself, and have them shipped off to the Iron Keep for the safety of his people, in the event of a breakout. The criminals are then put under the control of the Warden of the keep. He or she may use any means at their disposal to ensure the prisoners stay locked up. This can include torture or the abuse of the prisoners rights.
Lo-reck[]
Blarg
Malen[]
Blarg
Marol[]
Blarg
Maygrick[]
Blarg
Mikel[]
Blarg
Mul'nar[]
Blarg
Mynce[]
Blarg
Nook[]
Blarg
Oath's Reach[]
Blarg
Orianna[]
Blarg
Parsath[]
Blarg
Pyre[]
Blarg
Ravenfall[]
Blarg
Sabre[]
Blarg
Sakira[]
A small city populated mostly by tieflings that practise the art of magic. In the center of the town is the old mages tower that once belonged to the Arch Mage Halaster Blackcloak. The tower mostly serves as a tourist attraction, while the actual mages guild lies in the northern section of the town. The local scholars have estimated that the tower was built roughly 10,000 years before the fall of Avandra.
Serovia[]
Blarg
Thornhill[]
Blarg
Valenforge[]
Blarg
Val-nesh[]
Blarg
Valreon[]
Blarg
Vargak[]
Blarg
Vectin[]
Blarg
Veygar's Point[]
Blarg
Vorgur Keep[]
Blarg
Vycot[]
Blarg