Previously planned...

It was previously planned to develop a custom fantasy world just for Tavern Tales. This idea had to be dropped due to time limitations. Since it was going to be inspired heavily by RPG universes such as Pathfinder anyway, its easier just to use its existing World as framework.

For reference, here are the previously created locations...

Skergard geography is dominated by high, snow-capped mountain ranges in the center of the subcontinent and open plains to the southeast. Primary vegetation is the evergreen forest.
**Jordbein Mountains** are a mountain Range on the northern coast and into the centre of northern Skergard
**Southwatch Peaks**
 Settlements | '*Kronshaven'***Eisentor**
is a collective term for a group of clans (Alamandri, Estanrewas, Gautar, Kragowa, Swerones) predominantly living on the northeastern subcontinent of Iadorias - Skergard [Home Region: Skaria, Gautland, and other parts of northeastern Iadorias]

**Political Structure**
The various tribes and nations of Northmen have a feudal structure, based around oaths of loyalty and patronage. A given people or nation is ruled by a king, variously known as a konugr, krol, or kuning. Clans and territories are ruled by lords known as jarls, hir, and thegns. The non-noble upper, middle, and lower class freemen are known as karls, and generally comprise the ranks of merchants, farmers, and tradesmen, while unfree slaves and serfs are known as thralls. Thrall ownership is governed by strict rules in Northman society, and thralls are allowed to practice a trade and even purchase their freedom. While freedmen are not complexly free, and must owe allegiance to their former master, their children have the full rights of a karl.
Social Structure: Family based. Descent traceable through either line, though patrilineal is most common.

**Appearance and Clothing**
Generally tall and muscular, with fair, pale, or ruddy skin, fair hair, and blue or green eyes. Men 5’7-6’4 and 150-200 lbs, women 5’3-6’0 and 110-160 lbs. Beards are widespread among men, and worn in a variety of styles. Both sexes grow long hair. Clothing generally consists of linen and woolen tunics, trousers, and leg wraps, with high boots for men (and women while travelling or fighting), and shifts, shawls, and dresses for women, with richer fabrics like silk and velvet available for the wealthier, and thick jackets and cloaks for cold weather. Jewelry is widely worn by all classes, especially brooches, necklaces, and torcs, with gold and amber being especially favored.

**Demeanor**
Northmen are generally open, honest, and straightforward by nature. Their moods range from boisterous and jolly among friends and family to grim and implacable when confronted by enemies.

**Lifestyle**
The Northmen are a mainly settled people. Roughly two thirds of the population lives in scattered homesteads and farming villages. Wall towns and cities function as centers of trade and government. A large proportion of Northmen dwell on the coasts. Their sailors are famous far and wide, and the great hauls of cod and herring from the cold northern seas form a key part of the diet even far inland.

Religion
Structured and formal. Centered around Wuitan the All-father, his daughter, Sigdis the Ascended, and the saints of the Church of Wuitan.

Ogres

Home Region: Morinyod are native the the Great Steppes that
stretch across northern Iadorias from west to east, between the great
mountain ranges.
Political Structure: The Morinyod people live in a clan based
society. Clans, led by chiefs called noyans, each owe allegiance to a
tribe, ruled by a khan, who also leads his own clan. The tribes are
grouped further into three hordes, the Blue, White, and Grey, each
ruled by a Gürkhan, who is elected by the kurultai, or assembly, of all
the khans and noyans. Subject peoples, whether nomads or settled, occupy
 a lower social rung, technically ranking below even the lowest
Morinyod, but being valued by the khans for the resources and labor they
 provide for their masters. Slaves are common, with traditional, and
sometimes strange, laws governing their status and treatment.
Social Structure: Clan based. Morinyod live in clans which are
essentially extended families, each maintaining its own tent and herd.
This necessitates laws forbidding marriage within the clan, and more
aggressive men and women have been known to kidnap potential spouses.
Appearance and Clothing: Morinyod tend to have skin ranging from
tan to swarthy, with a slight yellowish cast, dark brown or black hair,
and dark eyes, though lighter eye colors exist, and are viewed as omens.
 Both men and women are smaller than Northerners, averaging 5’6 and 5’1
respectively, with compact, agile frames. “The” garment among the
Morinyod (and their nomad subjects) is the deel, a double breasted long
jacket worn in all weather and seasons. Typically made of linen or
cotton, heavier leather and wool coats are worn in winter, and special
ones made of silk or cashmere for formal occasions. Under the deel,
Morinyod warriors wear a shirt of raw silk, favored for its durability
if struck by an arrow, enabling them to draw the arrow out easily. Tall
riding boots are also near universal, as are the fur lined caps worn by
men and women.
Demeanor: Morinyod tend to seem cold and distant around
outsiders, and are slow to trust. Among their own they are friendly,
warm, and generous to a fault. In battle they can be brave to the point
of foolhardiness, but are at the same time unusually disciplined, and
utterly obedient to their leaders.
Lifestyle: Morinyod follow a nomadic pattern of life, the clans
constantly moving around the plains with herds of horses, cattle, sheep,
 and other animals, grazing on available pasturage. Populations of
subject peoples live in farming communities, providing what their
masters cannot. The Morinyod priests and monks are also sedentary,
living in scattered monasteries and temples that are maintained by the
clans.
Religion: The Morinyod are chiefly devoted to four deities.
Maladûm is the god of war, death and conquest, Khutulun, the goddess of
rivers and travel, and the married couple of Arud and Kol, the god of
the hunt and goddess of fertility and agriculture. These four are
worshipped mainly by the priestly caste, while shamans travelling with
the tribes interpret the myriad of omens that determine the course of
life on the steppe.

Home Region: Most live on the various island chains that dot the
Great East Sea. Some can be found on the coasts in isolated areas.
Political Structure: The Sea Elves have no actual government, or
even a ruler that has sway over more then a few islands. They tend to
dwell in scattered tribes, usually in coastal areas of an island. Each
tribe has a hereditary chief, chosen from among the children or
relatives of the previous chief. All the chiefs of an area, whether that
 is a single larger island or an island chain, will gather and elect a
"Great Chief" or king, who is usually, but not always, one of them. This
 Great Chief has the responsibility of leading the tribes in war and
settling disputes among them, as well as inter-trial justice.
Social Structure: Matrilineal and matrilocal. Extended families
to the second degree of kinship tend to live under the same roof.
Appearance and Clothing: Sea Elves are one of the tallest races
in the known world. Males can reach up to 6'10, and females 6'5 in
height, though with a slimmer build than a comparative human. They tend
to have medium to dark brown skin, and brown, black, blue, or even green
 hair and brown, amber, blue, and green eyes. Those without blue or
green eyes or hair usually tend to have some flecks of that color or a
sheen of it in their hair or eyes, which is a sign of their magical
affinity with wind and wave. As a whole, they dress sparingly, with
skirts or loincloths made of plant fibers or grass, as well as tops of
the same material for females if they so choose, and cloaks made of
lizard hide or bird feathers, with frequent use of jewelry made of sea
shells, carved semi-precious stones, and stone or glass beads. Also,
heavy use of ritual tattoos is a nearly ubiquitous affectation.(edited)
Demeanor: Sea Elves are, in general, a friendly and open people,
welcoming strangers into their midst. Tribes will usually provide
supplies to travelers in need, and leave boats at river crossings for
the use of passerby. However, this changes to pitiless ferocity in the
case of enemies. A foe of the Sea Elves will rarely receive quarter.
Lifestyle: (exact notes are still being formatted, but
essentially they're an fairly relaxed and easy-going lot, but are
diligent workers when presented with a task)
Religion: Sea Elves mainly believe in the primacy of two Deities,
 Mother Ocean and Father Land. Mother ocean is a described as fertile
and nourishing providing sustenance and travel, but at the same time is
noted to be fickle, being calm and placid one day, turbulent and raging
the next. Her consort Father Land is considered stable and protective,
offering the Sea Elves a place to build homes and shelter from Mother
Oceans wrath, creative, offering them the resources to build their
dwellings, vessels, and many of their tools, but occasionally sharing in
 Oceans wrath, shaking the ground and spewing forth smoke. Some accounts
 even describe Father Land Exploding in devastating rage when
sufficiently offended, wiping out whole tribes.