Kitarryn

## Kingdom Map

Kitarryn Territory

A mostly-human kingdom, a sort of monarch-oligarchy. Out of a pool of noble-mages, every eight years the council of them elects one of their own to rule until the next cycle. The hierarchy includes the Elected King/Queen, the noble-mages, and regular nobles. There are factions of noble families vying for the power to force their peers to elect them; to be on the council, a noble family must have a sorcerer born to them, and then the child can join the family to the council. It is *rumored* some families have tried to pass their wizard children as sorcerers, but no perpetrators have ever been found. A magic-user can join a noble family if they prove themselves, but they must give up their old name and family, including all rights and inheritances, which are released to their "new family." Kitarryn is known among the other kingdoms for its innovation in magic and magic-related products; though it is a relatively small kingdom, it is one of the more powerful ones.

## SETTLEMENTS

### CITIES (100,000+)

#### **Idiroch** *{ea-dur-rock}*

The capital of Kitarryn, located in the northern valley of the Cearrthan Mountains. This is where most noble families can be found and where magic colleges reside. The city itself is constantly shifting—in who lives there, what styles are in, and what buildings contain which businesses. Adventurers who leave and come back to find a vendor exactly where they were last seen should be impressed by their savviness in the business, unless they are one of the established long-time places. There is also a large market, temples to the gods, and some kind of adventurer's guild.

#### **Farthenab** *{farth-en-abb}*

East of Idiroch, located in the Noble Woods. This is where most native Kitarrish Elves live when the kingdom decided long ago they were distrusting of their long-lived brethren. The city is insulted as a "treehouse network" by outsiders, but the way in which it was built is rather impressive. Like the capital, magic and technology exists in spades, which has allowed the city to build above the trees, using nature and large pillars. This is a system that allows people to live in the space without having to destroy the nature below—the roads of Farthenaab are clear to allow sunlight's pass. The shadows of buildings have steadily created kinds of glowing plants which evolved to attract pollinators, but provide light symbiotically to the original native plants craving the sun.

#### **Farriport** *{fair-ih-port}*

A bustling trade city, heavily regulated by its proximity to the capital. This is where exports generally leave the kingdom when going by boat. A bard college resides here, stemming from a heavy shanty-singing sailor culture.

#### **Mianad** *{my-an-add}*

The oldest mining city, where the magical properties inside the Cearrthan Mountains were first discovered. It also has a tourist attraction, where people can pay gold to mine for themselves piddling amounts of the expensive stones. Usually, people don't find much inside. On the other end, there is a love of artisans creating their own handmade items to sell to tourists.

#### **Cathaire** *{ca-thair}*

The poorer, southern trade city, occasionally taking in imports. Exports cannot leave Cathaire because of the nearby pirating issue—ships come there either to end their journey quicker, or because their products couldn't pass the heavy inspections of Farriport. Poverty exists in Cathaire, but it is pushed aside by the merchants and such living there. The lower dregs of society live in the nearby town, Greimpointe, and come to Cathaire to work.

### TOWNS (1,000-100,000)

#### **Thainreach**

A miner's town, north of Idiroch. Magical rocks are mined here and sent through Idiroch to be processed. It does not welcome outsiders much; most who come are ready to cheat their way into the business, or are from the western wastes and are no good. As a result, the town is heavily barricaded and guarded. But worth stealing from, perhaps.

#### **Scathagus** *{say-thuh-gus}*

A small town whose main function is to grow trees and cut them down for timber. A circle of druids thrives here, capitalizing on the plant-oriented business. It's a great place to buy flowers.

#### **Deasuite** *{day-sweet}*

A get-away town built on hot springs fueled by the nearby river and mountains. Artisanship and brewery have a foothold in Deasuite.

#### **Loreath** *{lore-eath}*

Now run-down, this was once the capital of Kitarryn when it was run by elves. It is now a historical site, complete with a library once curated by the elves containing centuries of knowledge.

#### **Millead** *{mill-ea-add}*

A town that once wished to compete in trade, but lost the battle to the other two port cities. A fair distance from other settlements, it turned to become the military and boot camp portion of the kingdom, key to strengthening the navy. Millead also has a wide expanse of farmland in the nearby fields.

#### **Bailoch** *{bay-lock}*

A fishing and farming town that lives off the nearby lake, near to the center of the kingdom. Once, they were in competition with a rival village that lived across the water, but it was eradicated mysteriously one night. Some villagers here survived the attack and are hesitant to recount their experience to the many travelers that pass through from Farriport to Mianad.

#### **Talathae** *{tahl-a-thay}*

An island town holding traditionalists; people who think the overuse of magic is dangerous and use more clerical forms of magic. They moved to the island to be harder to govern by the capital. People who open-carry weapons are treated with suspicion.

#### **Laragus** *{lair-ah-gus}*

In the middle of the woods and by the large southern river, Laragus is a town focused on timber and carpentry services. Additionally, it takes ore components shipped from Mianad to create varieties of products, like armor and weapons. A druid circle lives here and is at conflict with the local town.

#### **Doireis** *{dwar-is}*

A town with not much interesting about it, other than an interesting magical shop that popped up one day. The town sits between the woods and bog, and they've learned to build on stilts. Some buildings stretch out into the small lake nearby. People make money fishing, or offering their boat services on the Gulu River.

#### **Foirean** *{fee-or-ane}*

The town was built on a fertile bog years back, but the use of the land has been unsustainable as the mud slowly reclaims buildings and awful creatures rise to reclaim their homes. The town is looking for accomplished druids and rangers to help make the town more profitable.

#### **Greimpointe** *{greem-point}*

A small village mostly in poverty and filth, suffering owed to the business in the nearby Cathaire. However, most people will go to the nearby city to make their own gains. It's life, and no one's thinking about resolving it.

#### **Serrane** *{sir-rain}*

A river town that makes its name cooking, trading, and farming. Its main attraction is the use of the river currents to amplify lightning magic, which allows them to create a network of unique lights.

#### **Timpios** *{timp-ee-oh-s}*

A town with a weird history, it is mostly self-sustaining and does not often interact with other towns. It is a great place to learn magic for those who cannot make it to school, or want to learn something banned in the halls of academia.

## GEOGRAPHICAL FEATURES

#### **Cearrthan Mountains**

Sometimes referred to as the "tail of the dragon," the "spine of the dragon," or The Spine, this is a long mountain range that serves as a border between Kitarryn and Malgacor on Kitarryn's northwestern side.