Balmorien

== General ==
Balmorien is a great nation of many cities and towns, one of the most populous realms in Eirethune.  It is a land of a great fertile valley surrounded by a ring of mountains protecting it from the northern wastes and all who lie beyond.  For such a large nation, it is relatively insular and for that reason, it does not maintain the same wealth as Aden Shahn, or even Bavarin. Instead, there is a long history of great feudal in-fighting and vengeance. Balmorien has no love for its neighbors or position in the world. It conducts trade with outsiders as part of a need rather than a desire. The focus of the many lords of the realm is power, by whatever means are necessary.
Xenophobia and feudal competition aside, Balmorien does not lose sight of its position being so close to the Gorgen Plain. Those steppes are vast, cold and generally unpopulated, but there is dread in the psyche of all Balmoriens when thinking of hordes descending down upon them through the great Gorgen Plain. This fear is the one common trigger for all Balmoriens to put aside their differences until the existential threat is fought.
== Recent History ==
More on the recent history of Balmorien
== Government and Culture ==
Balmorien is a feudal society with a large array of competing lords and factions. The largest city is the royal city and the most hated city. Aachnarn is the largest city in the civilized world and the palace is well-fortified, large, elegant and old. King Joachim is understanding and exceptionally ruthless, a fine model for the other lords in Balmorien.
Slavery is widespread in Balmorien, although it is not racially nor ethnically based. If someone in Balmorien becomes too poor or is in the wrong place at the wrong time with no means, it is very likely they will become a slave to someone in this land of limited empathy. This is particularly probable in any of the cities which focus on Mahgmank, Lord of Gluttony and Acquisition, or Lovaxa, Mistress of Submission, but also any of the largest cities of Balmorien.
The people of Balmorien are also extremely religious, calling upon the gods for almost any endeavor. Historically, Balmorien has many stories where the gods have manifested themselves in Balmorien in one way or another, typically in response to someone's dutiful and focused supplication for a period of time, or at a crucial moment. Many of the stories might be fiction, but not to the Balmoriens. History, learning and focus is important to Balmoriens. For a realm that contains main learned citizens, it would seem strange that cognizance of their own cultural weaknesses wouldn't be more evident, but the focus that Balmoriens commonly maintain allow them to ignore many problems that don't directly concern their vocation or goal. 
Worship of Mata, Lord of Knowledge and Magic, is fairly widespread through Balmorien, but in those cities where Mata is one of the primary gods of worship, there are large libraries and colleges of magic. Adepts from all over Eirethune come to these colleges to learn and train in whatever discipline of magic they seek. The college in Aachnarn is particularly well-endowed and respected, if only one can remain focused in such a large and difficult city. Compared to many other lands, it is very common for a powerful household in Balmorien to have either a family member or trusted companion be well-versed in magical training. There is always a threat that magic will be used between rival lords, whether it's just for gaining advantage in negotiation, or for direct attack.
== Regions ==
Balmorien is comprised of three highly populated, competitive regions, Devnah, Thearth and Roane. The large fertile region consisting of the Roane, Thearth and Bardd Plains links the three regions, providing most of the food for the realm, and offering the stage for most of the large battles fought between assorted bellicose lords of the realm.
== Devnah ==
Devnah lies in the southwestern corner of Balmorien, fed by the Bardd Plain and by The Bryan. On the west, it is bounded by woods and forest, the borders between Balmorien and Rhorden. Devnah stops in the east where the Bywydeg becomes no more than a river in the Wedyn Hills. In the north, there is no precise natural border, rather the ownership of lands or of indentured farmers indicates whether one is in Devnah, Thearth or Roane. In the center of Devnah lies Berwi wood. Relatively safe along the perimeter or along the road between Rydnak and Dreebak, but otherwise, it's safer to go well-armed.
All of the cities have some trade, but the three along the Bryan and Bywydeg are more clearly focused on trade than the others. These cities, and Poznot in Roane, are probably the least xenophobic cities in Balmorien. The cities also are the most common entry point for foreigners coming to Balmorien to study in the colleges or at the libraries, so the foreigners' presence is not as noticed here.
The rest of the cities in Devnah are agrarian, more spread out, and generally larger. There are also more lords present in those cities as well, willing to challenge each other in whatever endeavor they choose.
=== Character Characteristics ===
Humanoid Characteristics: Light hair, Light complexion, Dark eyes
Humanoid Stats: +2 Str, +1 Dex, +1 Int or +1 Cha
Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½), Loborahn (O)
=== Cities of Devnah ===
Name 	Ruler 	Type	Population	Religions
Waldbaden	Lord Diervaht	City	9000 	Mahgmank, Astoda, Thopila
Hae Mata 	Lord Hermunt 	Town	4000 	Mahgmank, Thakune, Thopila
Bryanende	Lord Friedbar	Town	5000 	Hermax, Mahgmank, Sapayo
Cartain 	Lord Vaelar 	Town	3000 	Hermax, Mardank, Sapahn, Mata
Dreebak 	Lord Valkahr 	Town	5000 	Hermax, Mahgmank, Hadokahn
Rydnak 	Lord Baegaris	City	10000 	Thopila, Astoda, Dagilian, Chanahn
=== Waldbaden ===
Waldbaden lies at the northwest corner of the Berwi wood, open to both the Bardd and Thearth Plains. Waldbaden is also a crossroads between the southwestern Devnah cities and the northwestern Thearth cities, and as such, any trade that goes north or south between these regions passes through Waldbaden. For that reason, trade is important and present in Waldbaden, though the majority of it tends to be just domestic trade, passing the resources found in one area to another.
What Waldbaden is often known for is competition between its nobles, whether it is in business, tourneys or plain old warfare. Waldbaden has decent wealth from the large amount of husbandry and farming that the area produces, and the lords reap these benefits from the large indentured servant populations that serve them. The division of wealth is pronounced in Waldbaden, evident in the opulence of the manor houses and the prizes for the tourney champions. The wealth also comes into play when a lord needs something done, which often is due to some desired vengeance, head-butting, or plot foiling of some other rival lord. That being said, competition between the lords is generally above board. To gain position through deceit is strongly looked down upon in Waldbaden, which is not true of other parts of Balmorien.
Family Diervaht has been the rulers of Waldbaden for only a couple generations. They are probably the most powerful family in Waldbaden even when they are not ruling, but if a particular generation of Diervaht isn't strong enough, they will digress into the set of houses which are reasonably important. Currently, however, Lord Diervaht is powerful and keeps control on the city with strong financial holdings as well. Lord Diervaht has representatives in the court at Aachnarn to maintain realm-wide influence as well. Family Diervaht also has a decent sized family library, focusing on mystical arts, particularly in divination and abjuration.
The shops and guilds in Waldbaden are numerous, though the goods are mostly domestic. There are fine smiths, alchemists, carpenters, but the style or familiarity of wares is consistent with other areas of Balmorien. There is a decent sized slave market in Waldbaden, where one could observe domestic goods as well as some captives from Rhorden.
There are many small temples in Waldbaden, but the three most important deities are Mahgmank, Lord of Gluttony and Acquisition, Astoda, Lord of Valor, and Thopila, Mistress of the Harvest. Those committing crimes that are not honorable or would go against the natural castes and classes of the society are presented to the priests of Astoda for preliminary sentencing. Thereafter, those recommendations are either brought to the constabulary or just plain executed on the spot.
=== Hae Mata ===
Hae Mata lies just south of Waldbaden, bordering the Berwi Wood and extending its farms out into the Bardd Plain. Hae Mata produces its own food, animals and lumber with ease, and gets what else it needs from trade with the coastal cities or Waldbaden.
Hae Mata has a strong caste and class system, with a large number of indentured servants owned or managed by lords. The division of wealth is great, where many generations of a family might remain slaves, while other families live in opulence. The lords of Hae Mata are quite competitive, but they do not settle their differences through tourneys or duels, rather through just plain violence. The violence isn't often assassination, rather battles between groups of representative knights and yeomen on fields outside of town. These battles of contention are generally public events, almost like a tourney, but larger and with more bloodshed. Free townsfolk and nobles go out and picnic to watch the battles, and see which side has Thakune's blessing. For these battles, the participating nobles themselves are required to directly participate. In fact, some of the battles only have levied mercenaries fighting on both sides. Nonetheless, Thakune will pick someone to be victorious.
Family Hermunt has been successfully ruling Hae Mata for a century. They are wealthy and powerful and have preserved their claim as the ruling body of the town by maintaining that wealth and cultivating many other powerful lords to their faction. There are some minor threats that emerge from Berwi Wood from time to time, and mercenaries are often hired to take care of them, but Family Hermunt also commonly uses mercenaries to squash a potential gain by a growing rival house, whether it was thwarting an important trade deal, or facilitating an accident.
The shops and guilds in Hae Mata are decent, focused mostly on agrarian and martial goods. The quality is good and consistent in style, variety and quality with most of Balmorien. There is a slave market in Hae Mata, but it's mostly domestic fare.
There are shrines to many deities in Hae Mata, but the main temples honor Mahgmank, Lord of Gluttony and Acquisition, Thakune, Lord of War, and Thopila, Mistress of the Harvest. The temple of Thakune is well-endowed and visited, with many celebrations and festivals of war throughout the year.
=== Bryanende ===
Bryanende is one of the major trading cities in Balmorien responsible for trading with the other nations accessible by the Bryan. There is farming and a good deal of fishing that provides plenty of food for the city, but trade provides whatever the city wants. This also includes sporadic numbers of foreign unfortunates, who find their way into the lowest classes of society and ultimately slavery. The city sits directly at the southwest corner of Berwi Wood, where hunting is plentiful, and close to the end of The Bryan, where it splits into the two great arms of the Bywydeg and Cymydeg, and as such, gains its name as well as its focus on all things maritime.
The lords of Bryanende are not as belligerent as the lords of Hae Mata or Waldbaden, but they are as ostentatious. The main lords of the city are all merchant families and gain much from their trade with the rest of the realm. Family Friedbar is no different, and their trade is focused on maritime trade, having many ships that actively travel The Bryan to bring in wares. In terms of bounties, Lord Friedbar is very willing to post them for anything that might impede the trade of the city, whether this involves bandits, dangerous creatures or pirates. The family has money and would rather spend it than manpower.
The shops and guilds of Bryanende reflect the international trade. The guilds still produce goods in style, variety and quality befitting Balmorien, but at least the shops have as good a variety of foreign wares as any in Balmorien. The slavery market is reasonably active, and it contains unfortunates from abroad as well as domestic. Agents of other lords in Balmorien can be found purveying the market to get a first chance at newcomers.
The main temples in Bryanende are dedicated to Hermax, Lord of Merchants, Mahgmank, Lord of Gluttony and Acquisition, and Sapayo, Mistress of Games and Hunting. There are many small shrines in the city to accommodate the visitors or those seeking other aspects, but the major festivals and celebrations follow the main three.
=== Cartain ===
Cartain sits at the tail of the Haul Hills, over looking the coast. The hills rise dramatically from the water, and there can be dramatic changes in climate and weather between the higher elevations and those at the shore. To the northeast, the Bardd Plains begin, and the area there is filled with farms. There is some maritime trade in Cartain, but the larger ships do not stop here, because it's easier to trade with the heart of Balmorien when in Bryanende, Dreebak or Poznot. Still, merchant trade brings in a good amount of capital and allows the local vendors the ability to sell their goods.
The hills and sea are part of the spirit of the people of Cartain. The light rain storms that commonly break across the hilltops and descend into the farmland are welcomed and appreciated. This periodic rhythm of submission to the weather offers the people of Cartain an inner peace that is seldom found in other parts of Balmorien. The lords of Cartain are still competitive, but not nearly as aggressive as what can be found in other parts of Devnah, let alone Balmorien. When they need resolution of a problem, the lords undertake a series of competitive, sometimes deadly games known as The Blood Resolve.
Family Vaelar rules Cartain and has for many generations. They are a merchant family, and their wealth comes primarily from trade, but the family also has a long history of focus in the arcane arts. The Vaelar specialize in divination and conjuration, but more so, their focus historically has been the worlds between. This focus has led to the relatively small town to have a college of magic of its own with this interplanar, inter-conscious understanding and exploration as its primary area of interest. Lord Vaelar will elicit mercenaries to take care of mundane protection or survival issues, whether it be bandits, pirates, or dangers which lie in the Haul Hills; but they will, on more rare occasions, need help in the worlds between.
The shops and guilds in Cartain are decent because of the trading nature of the town. The guilds are again more focused on styles and variety of Balmorien, but there are some experts in alchemy and some interesting artificiers present who focus on particular types of enchantments, most often aligned with the college of magic in town.
The temples of Cartain herald Hermax, Lord of Merchants, Mardank, Lord of Dreams, Sapahn, Lord of Conscience and Remembrance, and Mata, Lord of Knowledge and Magic. Mardank has been the patron god for the Family Vaelar for time remembered. The temple is well-endowed and also sometimes serves as a way for determining the culpability of special criminals. Dreams determine the path and sometimes the punishment for those who face Mardank.
=== Dreebak ===
Dreebak is the easternmost trading city on the woBryan in Devnah. The Berwi Wood encroaches on Dreebak, as does the start of the Wedyn Hills, but there is just enough plains and decent fishing for Dreebak to take care of its own food needs. Dreebak lies near the end of the Bywydeg so the port can accommodate any sized maritime vessel. There is much activity at the port since it has land routes for trade with Roane and Thearth, as well as accommodate those ships with large drafts. And with all of the trade activity, there are many hands that want to be greased to make sure the goods get out of town, and if they're not greased, it might be possible that a good or two might find its way missing. In other cities, this might seem lawless, but in Dreebak, it is more the understanding of how things are done. 
The lords of Dreebak are all tied to merchant trade in one way or another. The division of wealth is quite great in Dreebak, where lords live in opulent luxury. There aren't as many slaves working the fields in Dreebak, although there is a slave market, but many of the indentured workers serve as eyes and fingers for the lords when they need them. These workers pay off their life-long contracts by acquired information or items for their lords. As rife as theft can be in Dreebak, it is dangerous to be an independent thief here. "Three is no honor among thieves" isn't quite true in Dreebak. If a theft or series of thefts from an unknown origin becomes noticed by one of the more powerful lords in Dreebak, there will be an investigation, which is not always performed with the rule of law or the constabulary backing it.
Family Valkahr has ruled Dreebak for only a few generations. They are tied to both trade on both land and sea, and have a numerous organization of eyes and fingers in the city itself. Lord Valkahr works with two other families, Granchmore and Calinax, leading a triumvirate in the city to handle the matters less official. When dangers arise from elements outside the city, bounties for mercenaries are almost always used. In town, the eyes and fingers will take care of most any issue, but there are times when public or personal bounties may be issued.
The shops and guilds of Dreebak have wares from any nation touching the Bryan, though the artisans are most capable of creating items in the styles, variety and quality befit of Balmorien. There are some decent alchemists in Dreebak, however, should one need to expand their inventory in such a way. There is also a slave market in Dreebak, showing foreign and domestic goods to foreign and domestic buyers.
The main temples of Dreebak focus on Hermax, Lord of Merchants, Mahgmank, Lord of Gluttony and Acquisition, and Hadokahn, Lord of Shadows. All temples are well-endowed, with the first two being extremely ornate for such a small city. The temple to Hadokahn is large and can help train or outfit those in the ways of the shadow, but it's actually hard to find its entrance.
=== Rydnak ===
Rydnak is the largest city in Devnah, with it's back to the Berwi Wood is looks north into the wide open Thearth Plain, spreading farms across the horizon. This city conducts some hunting and lumbering in the wood, but its main focus is farming and husbandry. In fact, Rydnak is known for its excellent training of mounts, both for combat and industrial use. Rydnak lies at a crossroads between western Devnah, and southern Thearth, and the capital of Aachnarn, offering good avenues of trade.
The lords of Rydnak follow other Devnah towns in their open competition for gain in advantage or power. The competitions have a wide range of venue, from simple duels, to tourneys, to battles between squires. The competition is in the open in Rydnak, and subterfuge will be investigated by all lords of the city.
There is a large division of wealth in Rydnak, though not a huge slave population. It is more common practice to have indentured serfs who can actually pay off their contracts in their lifetime than to have slaves. For that reason, there are a good number of small farms present in the region. Although if the harvest is bad and there are loans to pay, the small farmers may find their families back into contracts of servitude.
Family Baegaris has been the ruling family for several generations. They are both a merchant and farming power in the city, and have the largest manor house outside the city as well as run of the keep. Lord Baegaris does post bounties particularly when merchant interests are interdicted, but also when any danger may befell the farms of the area.
The shops and guilds of Rydnak are focused on agrarian and merchant efforts, though there are a good number of shops and artisans focused on martial goods as well. The wares are standard in their alignment with the style, variety and quality expected in Balmorien, though there are a few great armorers who surpass most artisans in the realm. There is a slave market in Rydnak, but it only has offerings on a monthly basis; a rather infrequent period for most of Devnah.
The main deities of Rydnak are Thopila, Mistress of the Harvest, Astoda, Lord of Valor, Chanahn, MIstress of Beasts, and Dagilian, Lord of Law. Their temples are large and central to the keep, having been important for generations. There are also smaller temples and shrines to most of the other children gods, though there is a great monument to Thakune, Lord War, in the main square as well.
== Thearth ==
Thearth is the boundary land of mountains and plains on the northern frontier.  There are great hunting and mining resources in Thearth which they trade for food and other goods which they cannot produce themselves. It is a land of hunting parties, exploring and searching the woods and hills and lands beyond for some new or distant game. It is the land of war readiness. Even though the war with the Ur Lords is long over, the boundary cities in Thearth are always preparing for war. Often this leads to small tests between lords, though not as part of the routines of competition found in Devnah. In earlier times, there was more active wars between the cities, but in contemporary times, this warfare is more localized to lords or organizations who need to resolve their differences in a more final manner. Nonetheless, Thearth is a bellicose area where lords do still wage war against each other for control of a city or organization rather than just letting the market or some election determine a victor.
The boundary hills, all of which are wild and dangerous, form a crescent shape on the norther frontier, with a bref spike of very high and treacherous mountains located near Bad Ozen. South of the hill perimeter is mostly the Hoff Wood, also hostile also dangerous. Finally, south of the Hoff Wood lies the Thearth Plain and the breadbasket of Thearth.
Compared to Devnah and Roane, there are many fewer slaves in Thearth. The larger cities will have some slaves and indentured servants that they may have acquired through slave markets. The smaller boundary crescent cities, however, will probably only have slaves that have been acquired through hunting and raiding parties, or the occasional battle between cities.
Thearth, more than the other regions of Balmorien, has fairly strong belief in and worship for the Guardian Gods. Like anywhere else, their shrines tend not to be in the cities, but you will find the occasional monument in the towns and cities of Thearth to any of the Guardian Gods. As for children gods, Thakune and Sapayo are by far, without question, the most important deities in Thearth. So concentrated a following for Thakune, it's amazing there aren't more wars breaking out every day, though this should be a warning. If there's something that could be a reason for starting war, it probably will be.
=== Character Characteristics ===
Humanoid Characteristics: Dark hair, Dark eyes, Dark complexion
Humanoid Stats: +1 Str, +2 Dex or +2 Wis, +1 Con
Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½),Loborahn (O)
=== Cities of Thearth ===
Name 	Ruler 	Type	Population	Religions
Sharn Korg	Lord Trienon 	City	15000 	Thakune, Sapayo, Thopila
Fryhain 	Lord Keller 	Town	4000 	Thakune, Sapayo, Hadokahn
Bylaufen 	Lady Feleigon 	City	7500 	Thakune, Astoda, Dagilian
Bad Ozen 	Lord Mirball 	Town	3000 	Thakune, Sapayo, Hramit
Shahnburg 	Lady Shahnoth 	Town	3000 	Thakune, Sapayo, Chanahn, Sapahn
Dregnak 	Lord Tankorg 	Town	3000 	Thakune, Sapayo, Thadaok
Karitash 	Lord Zempor 	Town	3000 	Thakune, Sapayo, Esada
Gast Entun	Lord Ponndrahd	City	12000 	Thakune, Chanahn, Thopila, Sapayo
=== Sharn Korg ===
Sharn Korg is the largest city in Thearth, and the crossroads between the crescent road of boundary towns and the heartland on the plains. The Hoff Wood lies to the north, providing game and some danger, while Sharn Korg is bounded on all other sides by the outstretching Thearth Plain. Although most of the work these days is focused on agrarian industry, there is a hereditary, ethnic attachment to hunting here. Almost every free man has undertaken some rite of passage which includes hunting and tracking. Perhaps its their attempt to be closer to the rest of the crescent cities, but nonetheless, the challenge of the hunt is part of the way of life here.
Family Trienon has been the ruling house for a few generations. They unseated family Tengor who unseated family Haddrach who unseated family Unvath who unseated family Trienon (and so on). The families in Sharn Korg are not antagonistic to each other as a general rule, but they will unseat one another if one feels it finally has an advantage. The change of family power typically is resolved through armed conflict in the fields of battle outside of the town. These are not routinely done, but rather it is part of succession. 
Lord Trienon enjoys hunting for bandits and for other dangers that can openly be a detriment to the functioning of the city. If a threat is large, it is likely that Lord Trienon will muster for the occasion. Smaller threats, however, can be addressed by any who answer the bounty.
Sharn Korg is a large city and so there is a vast array of shops and guilds. The artisans are focused on the goods following the style, variety and quality of northern Balmorien/Thearthenian manufacture. The shops do have items from other lands, but they are less present unless those items have come from Rhorden, Dag or the Gorgen Plain.
The main temples are dedicated to Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, and Thopila, Mistress of the Harvest. These are large temples that have schools or centers that help people train in arts associated with the deities. There are shrines and temples to other of the children gods as well.
=== Fryhain ===
Fryhain is a frontier town on the border between Balmorien and Rhorden, and has been for time remembered. It is blessed to be next to a fertile land in the Fryhain Dale, but the rest of the boundaries to Fryhain exude danger. The Lund Moor is not to be crossed unless you are prepared to be a servant of death. The Heddwich Hills are the home of various giantkind who have descended long ago from the Gorgen Plain. The Halen Hills and Mountains are known to be nearly completely controlled by savage orc tribes; and good luck taking the road between Fryhain and Waldbaden without a strongly armed contingent. The Gorgaf Hills have their flood of goblinoids as well, often descending down into the dale upon their worgs. The Lund Wood might seem an alternatives, except for the race of silver humanoids that have no name because no one has spoken to them and lived. And Rhorden lies just to the west, beyond a few of these impediments; clan riders waiting to enslave you and add you to their possessions.
With all of the hostility around, Fryhain yet remains. Fryhain has a culture of furtive and strategic hunting which helps it remove or suspend threats that it faces from all sides. People are aware of the near futility of their location, yet they also know that with planning and care, they will prevail.
Family Keller has ruled Fryhain for more than a century. The other lords pay homage to Lord Keller without question, although it is not uncommon for the other lords to fight among themselves. Still, these noble fights are not common in Fryhain as the town is embedded with the feeling of existential annihilation at all times. Lord Keller will post bounties, and they can be numerous, given the threats that abound. Lords in town will answer the call, but there will be room for adventurers as well.
The shops and guilds in Fryhain are provincial, but adequate if your needs are associated with stealthy hunting and warfare. There are some interesting goods from Rhorden that can be found, which can include slaves. Most of the Rhorden slaves are actually sent to other cities, because having them so close to home would further endanger Fryhain.
The main temples in Fryhain are dedicated to Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, and Hadokahn, Lord of Shadows. All three of the temples have training facilities for followers. There are shrines to other deities, but these three greatly overshadow the others.
=== Bylaufen ===
Bylaufen is a small city tucked between the Hoff Hills, Hoff Wood and Thearth Plain, near the border between Thearth and Roane. The city has relatively ample resources (food, stone, iron, lumber) with the cost being its proximity to areas in the Hoff Hills where there are many dangerous foes. The prevalent method of combating these foes is with might, honor and law. When anything endangers Bylaufen, Lady Felegon will call forth for organized raiding parties, and the lords, citizens and adventurers present in the town almost always hear the call. Though the nobles bind together to protect the city, Bylaufen is still quite competitive between the nobility, with many tourneys present, some of which are posed specifically between two houses for control of a particular asset or advantage.
Family Felegon has ruled Bylaufen for several generations. It is difficult to unseat a ruling house in Bylaufen because the sense of order runs so strong. When it does occur, it is never by subterfuge, rather by direct combat or claim. The other noble houses of Bylaufen will not honor anyone who has gained power through external or unknown channels. Might and right is the focus of Bylaufen.
The shops and guilds in Bylaufen are very good for a small city. The goods present come from all over Balmorien, with some items definitely of Dag or Rhorden origin. The more steadfast martial weapons are of particularly good quality, though still quite Balmorien in style.
The main temples of Bylaufen directly reflect the overall psyche of the city, honoring Thakune, Lord of War, Dagilian, Lord of Law, and Astoda, Lord of Valor. These temples surround the central keep and are busy at all times during the day. There are facilities for training and improvement in the temples, permitted to those who have proven themselves in the eyes of the gods. There are shrines to other Children Gods, with minor temples to some slightly less popular gods, namely Sapayo, Thopila, Hermax and Sapahn.
=== Bad Ozen ===
For an average sized town, Bad Ozen is one of the most impregnable. Bad Ozen lies on some ancient springs aside the Hoff Mountains, just west of the Fifak Wood. As one of the 'crescent cities', Bad Ozen has been a frontier town against whatever comes out of the Gorgen Plain, and has built itself up over the centuries. Although the fields are outside the town, there are huge granaries and stores buried in the walls or under the town. The walls and towers of the town are thick and tall, with great reinforcements which have not only stood the test of time, but have been reinforced further year after year.
The Hoff Mountains and Ozen Hills, that lie to the west of the town, are very wild and dangerous. It is important for any merchants traveling near them to have well-armed guards in order to survive. The Firfak Wood is also filled with danger, making it important for the lords of Bad Ozen to protect the farms that lie near the edge of that wood.
The lords of Bad Ozen consider themselves the protectors of all Balmorien, which is an exaggeration, but history does not completely disprove their claim. The lords of Bad Ozen also hold a bit of contempt for nobility of other towns and cities within the realm. It is not uncommon for a trade deal to go bad resulting in a Bad Ozen lord mustering troops and marching to that town to raze fields or mills or to take slaves. This is also not completely uncommon in town affairs as well.
Family Mirball has ruled Bad Ozen for a couple generations. The previous families who have held the title of Lord of Bad Ozen are all local houses as well. Family Mirball is tied to construction and trade, but they also have a strong family army which currently keeps them in power even though they are not the wealthiest or oldest house in town. To preserve their power, Lord Mirball posts bounties for dangers that befall the town, making sure his troops are not weakened by some disturbance which could be better handled by adventurers.
The shops and guilds in Bad Ozen are focused on warfare and hunting. There is not much in the shops that comes from outside Bad Ozen or some of the closer crescent cities of northern Thearth. There are some slaves available, but they are goblinoids, orcs or unfortunates from recent skirmishes with other towns.
The main temples are dedicated to Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, and Hramit, Lord of Construction. There are shrines to some other Children Gods, but not many. Bad Ozen is as provincial and self-focused as any town can get.
=== Shahnburg ===
Shahnburg is another of the 'crescent cities' of northern Thearth located in the wooded plain along the road between the Heddwich and Hoff Hills. Hunting is a way of life in Shahnburg, living on food and revenue gained from bringing home the big game that lies in the Hoff Wood, Hoff Hills and Heddwich Hills. Shahnburg is also known as a town of more exotic mounts. The town is well-fortified and most of the citizens live inside its walls so that when trouble comes, all can be protected and can assist in the defense of the town.
Family Shahnoth has been the ruling family for many generations. They are highly respected both locally and by the crown for their wisdom and martial ability. Although they are the most wealthy family in town, they do not seem to flaunt their wealth; rather they are more likely to be seen manning the walls or leading hunting parties to defend the citizens of Shahnburg. Lady Shahnnoth will post bounties to elicit more help with certain dangers, but it is quite common for a representative of the family to accompany any hunting parties to assist and report. The other noble families in Shahnburg also assist when the call for a bounty goes out. The lords of Shahnburg, although still competitive, look to the defense of their city first. Even in those occasions when lords from another town are involved, it is quite likely that a targeted noble from Shahnburg will be accompanied by other nobles from Shahnburg. History and Lineage is important in the crescent city.
The shops and guilds in town are focused on hunting and martial activities. There are infrequent slave auctions, but primarily to sell off captives from Rhorden or hunting expeditions. Shahnburg is also well-known for its strange variety of exotic mounts. It is not uncommon to see a hunter travelling on a elk or other normally wild game on the roads and trails near Shahnburg.
The main deities of Shahnburg are Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, Chanahn, Mistress of Beasts, and Sapahn, Lord of Conscience and Remembrance. Kaelia also has a reasonable sized temple, but most of the other children gods are represented by shrines.
=== Dregnak ===
Dregnak is a 'crescent city' on the boundary between Thearth and Roane, seated at the edge of the Hoff Hills, overlooking plains that extend into Roane. Dregnak sits on crossroads to the main roads to the crescent cities, the hearthland of Thearth and Roane. Like Bad Ozen, Dregnak has long felt the brunt of raids and warfare coming from the Gorgen Plain, while trying to content with safety just from the dangers that lie in the hills surrounding it. The people of Dregnak are quick to action and headstrong. It is not uncommon in the taverns or courts of Dregnak for a small misunderstanding to result in someone's death through duel.
Family Tankorg has ruled Dregnak for only a couple generations. Their family has ruled Dregnak in previous centuries, but rule over the town changes quite often due to the abrupt and tumultuous nature of the people and nobility in the area. Storms don't just pour down from the hills behind Dregnak; they also break out in the streets between competitors. Lord Tankorg does post bounties for the dangers that encroach from the hills as well as for any problems on Dregnak's trade routes.
The shops and guilds are quite good for a town of Dregnak's size. There are goods representative from all over Balmorien as well as Dag and Rhorden. There are infrequent slave auctions, typically of orcs and goblinoids captured from raids in the Hoff Hills or Gorgen Plain.
The main temples in Dregnak are dedicated to Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, and Thadaok, Lord of Storms. There are shrines to most of the Children Gods given the varied number of travelers through the town.
=== Karitash ===
Karitash lies in the west of Thearth, at the crossroads between the other crescent cities, Sharn Korg and Fryhain. It is surrounded by the Heddwich Hills, although not far from the Northern Misniuil Plain of Rhorden, both serve as sources of danger as well as areas to explore and hunt. The people of Karitash appreciate their surroundings, both looking in both fear and wonder, with worship for the Guardian Gods being quite great in these parts. Coupled with that cognizance of the environment comes a similar cognizance of the spirits that surround Karitash. It is common to hear someone in Karitash mention or thank a spirit, and not uncommon for a student of magic to manifest or commune with spirits. This common tie is thought to be one of the successful defenses and strategies of the people of Karitash.
Family Zempor has ruled Karitash for several generations. Their family has merchant wealth, but they are also known as great hunters and pathfinders. As part of the routine for maintaining security, there is almost a constant roster of missions involved in pathfinding and situation awareness. The Lords of Karitash sometimes fulfill these needs, but more often they seek missions directly related to threat elimination. The exploration and mapping expeditions are open to any, just as a bounty for a direct threat.
The shops and guilds of Karitash are decent, with much focus on martial and pathfinding tools. The town supplies Fryhain with much of what it needs from outside Fryhain Dale, and it also is the crossing point for anything from southern Balmorien to the crescent cities.
The main temples of Karitash are dedicated to Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, and Esada, Mistress of Spirits. There are smaller temples to Hadokahn, Mardank, Hermax and Girkahd, and shrines to most of the rest of the Children Gods. Worship to the Guardian Gods is very common in Karitash, and there are monuments to all four of the deities present in the town center along with the keep and aforementioned main temples.
=== Gast Entun ===
Gast Entun is the southernmost and second largest city in Thearth. It is in the middle of the Thearth Plain and is wealthy from farming and husbandry. Like Rydnak (in Devnah) to the south, Gast Entun has a well-known reputation for training animals. There is great competition between the lords of Gast Entun as to who has the best trained mounts or farming animals. There are great races between the lords seasonally that have determined everything from setting market prices, to determining guilt in a disagreement, to selecting the new Lord of Gast Entun. Disputes between lords are still sometimes determined by battles between the lords, but it is more common to resolve a situation with a race.
Family Ponndrahd has been the ruling house for several generations. Their house is strong in both husbandry and trade, with horses that have come from Ponndrahd being the selected horse in the Royal Court in Aachnarn. Lord Ponndrahd protects the agrarian and husbandry industries of Gast Entun, and if there are any threats to them from an external source, it is quite likely that troops will be mustered and sent to remove the threat, even if it happens to be a breeding family from nearby Rydnak or even as far as Shahnburg. There are occasional bounties posted for the errant thief, but Gast Entun is fairly safe from outside threats.
The shops and guilds in Gast Entun are numerous and varied. The goods do reflect all parts of Balmorien, and there are even some foreign goods to a lesser extent. There is a monthly slave auction, but slaves are not used very often in Gast Entun, except in the farms. And even then, the slaves might be given a chance to earn their freedom through an almost reasonable indentured service contract.
The main temples in Gast Entun herald Thakune, Lord of War, Sapayo, Mistress of Games and Hunting, Thopila, Mistress of the Harvest, and Chanahn, Mistress of Beasts. There are also small temples to Asoda and Dagilian, with shrines to the majority of the Children Gods. The Guardian Gods are not worshipped here as much as other towns in Thearth, although you can still find some place suitable for worshiping them.
== Roane ==
Roane governs the eastern boundary of Balmorien, and houses the capital and largest city of Balmorien, Aachnarn.  The capital lies out in the middle of the Roane Plain, surrounded by farms and husbandry, while the rest of Roane is cast in the middle of hills and mountains. North of this heavily mountainous area lies the Gorgen Plain, but the Hoff Hills and Dechrau Mountains make it hard for invaders to enter Roane initially, forcing the crescent cities in Thearth to take most of the brunt of invasions. In the jagged Dechrau Mountains, there are trails leading from Roane towns into Dag and Kastgor, keeping some level of trade with these wild areas. In the center of the arms of the Dechrau Mountains, lies forested hills and a couple of the walled towns of Roane. As the mountains lower, the Wedyn Hills head towards the sea where the southern Roane trading towns are situated.
The cities and towns of Roane are primarily known for being places where magic is commonly observed. There are great libraries and training centers for various schools of magic in Roane, with the temple of Mata in Aachnarn having the greatest library of anywhere in known Eirethune. 
Slavery is fairly common in Roane, more than Thearth and probably about the same as Devnah. In a few towns, contractual indentured servitude is more common than direct slavery, but that is more the exception. 
=== Character Characteristics ===
Humanoid Characteristics: Dark hair, Blue or Green eyes, Light complexion, Medium Frame
Humanoid Stats: +4 Int OR (+2 Con with (+2 Int or +2 Cha or +2 Wis)) OR (+2 Dex with (+2 Int or +2 Cha or +2 Wis))
Languages: Belnarg, Ang Thadesh (E), Adjur Dagh (D), Jadroar (½), Loborahn (O)
=== Cities of Roane ===
Name 	Ruler 	Type	Population	Religions
Aachnarn 	King Joachim 	City	25000 	Mata, Thakune, Thopila, Hermax
Velderwall 	Lord Keirhob 	City	7500 	Mahgmank, Thakune, Thopila
Aeris Nadden	Lady Wabishon	Town	4000 	Hermax, Sapayo, Hadokahn
Wiskroyt 	Lord Grieg 	Town	4000 	Lovaxa, Mata, Hramit
Dag Mier 	Lord Meirhahn	Town	3000 	Hramit, Esada, Girkahd, Mata
Poznot 	Lord Regnar 	City	10000 	Mahgmank, Hermax, Mardank, Latila
Harnak 	Lord Balok 	Town	5000 	Mahgmank, Hermax, Lovaxa, Thakune
Kreegar 	Lord Wybreath	Town	3000 	Sapayo, Hadokhan, Hramit, Sapahn
=== Aachnarn ===
Aachnarn is the capital and largest city of Balmorien. It sits out on the Roane Plain, connected to several cities supplying it with whatever the capital needs. Aachnarn is also the home of the largest temple to Mata in known Eirethune, with large areas of worship, training areas and a massive library that puts all others to shame. There are magical adepts from all over Eirethune who have arrived in Aachnarn to further their studies in magic. The family Joachim also has some of the most powerful mages in the realm at their direct command. There are other industries in Aachnarn besides supplying the large number of visiting mages. There are large farming and husbandry holdings all around Aachnarn, and the merchant quarter is by far the largest in Balmorien.
Family Joachim has been ruler of Balmorien for many generations. It is also common to appoint a Lord as head of the city itself, and this title has been in the hands of the family Joachim for about as long. The lords of Aachnarn fight among themselves, but rarely do they rise up against the ruling family. The Royal Court is nonetheless quite large, having representatives from towns and cities all over Balmorien and neighboring realms. It is possible to get an audience with the King, but only through very carefully manipulated channels of the court; otherwise, you'll probably just talk to one of the Speakers of the King, who are appointed to hear matters for the King and determine their value for the King to do anything about them. Even threats of war against the city or realm will probably first go through a Speaker of the King prior to direct contact with Their Grace. Bounties are posted frequently in Aachnarn, though the location for the activity could be located at any part of the realm, or neighboring regions.
The shops and artisans in Aachnarn cover the needs of most any need. There are goods from all over Balmorien as well as some neighboring lands. The artisans in Aachnarn range in quality, but the more expert craftsman can make most anything desired. The libraries also have excellent labs or workplaces for people to work should they need it.
The Children Gods are represented with various sized temples, but the main temples that surround the royal keep herald Mata, Lord of Knowledge and Magic, Thakune, Lord of War, Thopila, Mistress of the Harvest, and Hermax, Lord of Merchants. There are also special reserved areas for the Guardian Gods in the city; not just a shrine, but a walled off space with representative elements for the deities.
=== Velderwall ===
Velderwall is a northern city at the end of the Roane Plain near the Hoff Hills and the entrance into Thearth. There are fields for farming and husbandry on most sides of Velderwall, but the back of the city stands against the Hoff Hills as they rise up from the plain. 
There is a great division of wealth in Velderwall, where many of the lords live in opulent manor homes inside and outside the city walls, while people remain property as slaves to much of the upper class in town. The slaves are not only foreigners in Velderwall, but unfortunate citizens of the realm who might have found themselves in debt. It's not wise to end up in prison in Velderwall, as one might end up at the slave auction.
Family Keirhob has ruled Velderwall for only a couple generations. They won the rule through battle from Family Crannak, who still have holdings around Velderwall and look for more allies to unseat Lord Keirhob. Lord Keirhob is aware of the competition and finds ways to send different weaker lords on missions to make sure that Crannak cannot gain much. Bounties are relatively common since Velderwall does need its trade routes open and its farms safe.
The shops and guilds in Velderwall are acceptable, but provincial. The martial and agrarian artisans produce the best quality items, but you can find average quality items for other types of merchandise. The slave auctions are held weekly and feature domestic and foreign goods, as well as goblinoids and orcs.
The main deities honored in Velderwell are Mahgmank, Lord of Gluttony and Acquisition, Thakune, Lord of War, and Thopila, Mistress of the Harvest. There are small temples to Hadokahn, Palio, Mardank, Lovaxa and Esada, and shrines to almost all of the rest.
=== Aeris Nadden ===
Aeris Nadden sits in a plain between the Minta and Fahr Minta Forest, surrounded by the Wedyn Hills and Dechrau Mountains. The city controls the crossing of roads that lead east to Wiskryot, north to Velderwall & Thearth, south to Harnak and southern Roane. There are farms surrounding the town, and between that and a culture of hunting, the town is well-supplied for food. The roads that leave Aeris Nadden can be dangerous, and so there are patrols sent out to watch and try to clear the roads for merchants prior to their passage. This is also true of the trails that lead towards Dag Mier, though travel on those trails is much less frequent.
Aeris Nadden has a strange relationship with neighboring Wiskroyt. The two cities need trade with each other, but there is great distrust between them. When a discussion between nobles of the cities goes awry, when a thief from either city is caught in the other, it is not uncommon for some sort of backlash to occur. Never to the point of full warfare or siege, yet the cities remain in some light level of conflict that has lasted for all remembrance. The reason for the conflict from Aeris Nadden's perspective is that Wiskroyt has stolen and tortured its citizens unnecessarily over the years. Long running tales about sacrifices of Aeris Nadden citizens to Lovaxa have long angered the city.
Family Wabishon has ruled Aeris Nadden for more than a century. The family are merchant traders, but also have been good pathfinders and continue to do so. Lady Wabishon, herself, often goes on scouting missions to investigate threats to the town or transport routes. The other nobles in Aeris Nadden follow the family Wabishon and don't seek to unseat them. They might challenge each other for position or power, but they remain loyal to Lady Wabishon and to the town. Aeris Nadden is not a large town, so there are many unfilled bounties for adventurers to investigate.
The shops and guilds are focused on hunting and martial wares, but they have an interesting variety of styles. There is trade with the rest of Balmorien and goods make their way up from The Bryan, but also from both Dag and Kastgor. Goods used for hunting and scouting are probably the best in quality, including stealth oriented alchemical items. There is a slave auction in Aeris Nadden, though only once per month, and typically only offering orcs and goblinoids (and perhaps an errant Wiskroyt operative).
The main temples in Aeris Nadden are dedicated to Hermax, Lord of Merchants, Sapayo, Mistress of Games and Hunting, and Hadokahn, Lord of Shadows. Family Wabishon has almost always been the head prefect of the temple to Hadokahn, though the family is involved with each of the temples. There are shrines to several other of the Children Gods, and open monuments to the Guardian Gods.
=== Wiskroyt ===
Wiskroyt lies in the corner of the Wedyn Hills, surrounded by the Dechrau Mountains. It is the end of the road in Roane, but there are trails further to the east into Dag. Wiskroyt is rich in iron and other minerals and gems, allowing the town to get what it needs through trade. Unfortunately, it is beholden for much of its trade with Aeris Nadden, and the people of Wiskroyt dislike it. They feel they are constantly cheated and interfered with by Aeris Nadden, and when they capture spies from Aeris Nadden, they torture them in the temple to Lovaxa as is their due. Nonetheless, the towns trade with each other and both towns survive.
Family Grieg has ruled Wiskroyt for many generations. The family has a long history of dark magic and their family members have been used across the realm to help lords with various aims. The family also is rich through running mines around Wiskroyt. Nobles of Wiskroyt are mostly tied to trade and mining, but all have strong ties to the temple of Mata as well. Magic is very commonly observed in town, whether it is to help with work, or to torture some spy from Aeris Nadden. Lord Grieg will always have some bounties to combat threats descending from the mountains, and also to investigate what problems Aeris Nadden could be sending towards the town.
The shops and guilds are reasonably well equipped. There is a great deal of artisans for mining and for the magical arts, but there are a small number of goods from all over Balmorien and its neighbors. 
The main temples in Wiskroyt are dedicated to Lovaxa, Mistress of Submission, Mata, Lord of Knowledge and Magic, and Hramit, Lord of Construction. The temple to Mata has facilities to facilitate particular magical endeavors as well as train adepts. The temple to Lovaxa is often used as a place to interrogate the guilty, especially when related to something Lord Grieg has interests in.
=== Dag Mier ===
Dag Mier is the eastern most town in Roane where the edge of the Dechrau Mountains descends into the Akos Hills near the top of the Akos Plain in Kastgor. There are very difficult and dangerous trails back into Roane, north into Dag, and south to the Kastgor city of Nandig, but it gives Dag Mier trade to bolster its situation. Dag Mier does have excellent mineral resources, and there are farms within its sphere of influence, but otherwise, life in Dag Mier can be hard. 
In centuries past, Kastgor periodically raided against the early settlers in Dag Mier. Over the years, the climate between the lands became more peaceful and integrated. With that, Dag Mier gained more of the cultural practices of Kastgor, which included cognizance and summoning of spirits and demons. Today, the settlers of Dag Mier that farm below the town in the plain are nearly indistinguishable from the Kastgor settlers in terms of customs.
Family Meirhahn has ruled Dag Mier for generations, drawing their power from mining, trade and good relations with Kastgor. The nobles of Dag Mier respect Lord Meirhahn, and keep their own fighting to themselves. Lord Meirhahn will post bounties, but there are few people who come to fulfill them since Dag Mier is so distant. It's more likely that if one gets an audience in Dag Mier, there could be several bounties available, rather than hearing of one from a far off place.
The shops and guilds in Dag Mier are light in inventory. Whatever Dag Mier needs, it needs to find a way to make it themselves. There are goods from other cities in Balmorien, goods from Kastgor, a few goods from Dag, but they will only show up infrequently. Slaves are common in Kastgor and so slavery is common in Dag Mier. It is also common for slaves to be traded between Kastgor and Dag Mier.
The main deities of Dag Mier are Hramit, Lord of Construction, Esada, Mistress of Spirits, Girkahd, Lord of Demons, and Mata, Lord of Knowledge and Magic. There is a small library of magic in Dag Mier, but it does have interesting tomes -- many focusing on conjuration and summoning of demons and spirits.
=== Poznot ===
Cast in the midst of the Wedyn Hills, Poznot lies at one of the last medium draft navigable points on the The Bywydeg River. Poznot is the trade hub between the outside world and the rest of Roane. More trade comes into Balmorien in the towns along the Bywydeg and Bryan in Devnah, but Poznot is still important as it can access all living in Roane. The Wedyn Hills are a bit more tame around Poznot as compared to other areas further north near the Minta Forest, but there are still the occasional danger making its way down into the settlements and roads around Poznot. Not too far from Poznot, there are holdings and settlements in the Ladgen Plain which provide Poznot with farming and husbandry. 
Poznot is a busy city because of the trade, and there is a huge division of wealth there. There are many slaves and contractual indentured servants present in Poznot, where a good portion serve the brothels and drug taverns which are more numerous than anywhere in Balmorien save Aachnarn.
Family Regnar has ruled this city for several centuries. The lords of Poznot serve Lord Regnar with a smirk at times, but ultimately, they will be loyal to him and his family for the wealthy have remained so for as long as it has been at peace. Family Regnar has long been a merchant family and keeper of taverns, drug dens and brothels. This is not unlike most of the other nobility in Poznot. Nonetheless, Lord Regnar has a large family from his many wives, and several of his children serve in various administrative ways in the city itself. Nepotism is accepted by the other nobles, as long as the money continues to flow. When anything endangers the income of the city, Lord Regnar will spare no expense to make sure the threat is removed. Sometimes the threat can be errant agents from lords of Harnak searching for new slaves, but the bounties will still be posted. 
The shops and guilds of Poznot are quite good, particularly the shops. Poznot has goods from any of the realms on the Bryan as well as any region in Balmorien. The shops aren't quite as good or deep in quality when compared to Aachnarn, but still very good compared to other cities. There is a large mind altering substance trade in Poznot, and has been for centuries. There are good alchemical shops here, with a strong focus on illusion and mind alteration. 
The main temples in Harnak are dedicated to Mahgmank, Lord of Gluttony and Acquisition, Hermax, Lord of Merchants, Mardank, Lord of Dreams, and Latila, Mistress of Love. The latter two temples actually have quite good libraries and facilities for expanding one's art. There are shrines to pretty much all other Children Gods to satisfy the desires of the myriad of visitors that Poznot hosts.
=== Harnak ===
Harmak sits atop a low hill in the Wedyn Hills and is right at the crossroads between Poznot, Aachnarn and the mountainous part of Roane. There are a small number of fields near the city directly, and it's not too far to either the Ladgen Plain or the Roane Plain, so Harnak is able to produce enough food for its people. There are some stone quarries nearby which has helped to protect the town of Harnak during times of strife, but the much income just comes from trading, especially slaves.
The division of wealth is great in Harnak and there are slaves pretty much everywhere. There are no homeless in Harnak. The poor end up slaves, as do any family members they might have. When compared to other towns that have slavery, Harnak is probably one of the worst. Many lords are strong Lovaxa worshipers, which leads to nothing good for anyone caught at a disadvantage. To the lords of Harnak, it doesn't seem to matter at times what the origin of an unfortunate was before they were enslaved. Harnak has gone to war before when it has had to, and it enjoys doing so. There are also people who work for lords, searching for poor, unfortunates to bind into slavery. It's just not safe around Harnak without strength, purpose or a rite of passage, which can be made acquired in most any city.
Family Balok has been present in Harnak for centuries, but they've only been ruling Harnak for a couple generations, and it's uncertain how long their reign will last. Harnak has little patience for weakness, and although Lord Balok is far from weak, should there be an occasion where he shows vulnerability, anything might happen. Combat or fights for succession are not uncommon in Harnak, though it rarely means the end of a family, just its main leaders. Some deal will probably be made to save a family's power, unless there was something done that not even Lovaxa could permit. Lord Balok will post bounties for protecting the roads from bandits, or other dangers which might descend upon settlements near Harnak. There can also be bounties for capturing runaway slaves. 
The shops and guilds in Harnak are good, with many good vendors for martial weapons and tools for slavers. The town's shops do have many items from all over Balmorien as well as nations along the Bryan.
There are four main temples in Harnak, dedicated to Mahgmank, Lord of Gluttony and Acquisition, Hermax, Lord of Merchants, Lovaxa, Mistress of Submission, and Thakune, Lord of War. It is good to be a renowned contributor to these temples in Harnak. It might just give you an advantage. There are shrines to other children gods as well, should someone need a different perspective.
=== Kreegar ===
Kreegar is the northernmost town in Roane, nearly alone amid the peaks of the Dechrau Mountains. There are permanent trails that lead back into Roane to the west and south, but Kreegar has little to do with any other town. Kreegar does trade with Dag, along a long, circuitous path in the mountains, but it's always a large and well-planned undertaking when it happens. There is good hunting in the mountains, and a small amount of farming or husbandry, but it's quite difficult to live in Kreegar. If it wasn't for their historical position as defenders, the city would probably have been abandoned long ago.
Family Wybreath has ruled Kreegar for centuries. The family has the respect of the other lords of Kreegar, and they will back the Lord through any endeavor. The lords of Kreegar are competitive, but not warlike with each other. Competitions are more likely to be won by gathering the most kobald or ettin heads, than any direct conflict. That being said, there are many dangers around Kreegar, and bounties are always available to protect the town. The merchant roads always need scouting, clearing or guarding, especially the seasonal trip to Oaz Krier in Dag.
The shops and guilds are focused on allowing Kreegar to survive. There are excellent light martial weapons because the scouts need them at all times.
The main temples are dedicated to Sapayo, Mistress of Games and Hunting, Hadokhan, Lord of Shadows, Hramit, Lord of Construction, and Sapahn, Lord of Conscience and Remembrance. There are small temples to Astoda, Kaelia, Chanahn, Thadaok, and Thakune, but no real facilities at those temples. There are a few other shrines to some of the remaining Children Gods.
Category:Nations