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The Hoarfrost Wastes
Crowning the pinnacle of the world is a frozen land of eternal ice and snow. This icy and hostile land is know to the people of the north as the Hoarfrost Wastes and is synonomous with mystery and despair. Untold miles of tundra and ice stretch across this dead continent while chilling winds scour their expanse stripping the land of warmth and life. Little is known about the wastes and what is known has been learned from private expeditions of the coasts. All explorers of the wastes have reported the same thing: a dead and mountainous land blighted by unliveable cold. However, there are no shortage of tales telling of lost cities and eeire locations with strange, unnatural creatures. Most of these tales are dismissed by skeptical listeners as the ramblings of crazies and too much ale, but there may yet be truth found in the tales of drunks and madmen.
The Tempest Expanse
While travel by sea is the main form of long distance transportation in the north, seafaring still retains its risks. No stretch of ocean exemplifies the hazards of sea greater than the Tempest Expanse. The expanse is widely known as the most violent, unperdictable, and downright dangerous section of ocean in the north. Storms, whirpools, giant waves, and sea monsters of all shapes and sizes await any captain foolish enough to sail into these waters.
The Great Sargasso Forest
Clogging the waters south of Albis is a massive floating forest of kelp and seaweed that stops ships in its mass. It is this great sargasso sea that has impeded exploration of the southern reaches for centuries, though there has been no shortage of attempts as the many trapped and rotting ships in the area will attest to.
Gautragnir
Gautragnir was founded centuries ago by sea faring barbarian kings who had been driven from their lands during the dwarven conquest of what is now Tarador. The hardy travelers settled the harsh land, spread across it, and made it their own, creating a island empire renowned for it's nautical prowess and powerfull warriors. The nation effectivly ceased to exist after the rise of Glamrung glacier and the resulting freezing over of much of the island (turning it into an arctic waste). As of late only the towns of Oakhill and Fendale remain as the capital and major cities have fallen to the ever encroaching frosts.
Glamrung Glacier
The mysterious mountain of ice known as Glamrung glacier emerged in the heartland of Nordicia seemingly overnight. With its arrival came the decline of Gautragnir as an unstoppable frost spread from the glacier, freezing anything and everything in its path. Few have ever braved the glacier to discover it's secrets and fewer still have returned.
Mallowhill
Mallowhill was once the the center of naval power for Gautragnir. In it's hayday the vast harbours were bustling with warships and merchant vessels carrying all types of exotic goods. Now the city is nothing more than an empty ruin, overwhelmed by the bitter frosts of Glamrung glacier and covered in it's snows.
Bywilde
Formerly a quiet town with vast farms and large lumber industry. Bywilde was responsible for supplying much of the lumber for the construction of the Gautragnan navy. However, it is now as frigid and lifeless as much of the land it was part of.
Longland
Longland had been the captial of Gautragnir before the frosts enveloped much of the island. The city was ruled by the council of kings who presided over their kingdom from the House of lords in the center of the city. The city itself was a vast metropolis of wooden and stone houses with a large amount of forges and metalworks near the cities heart. Weapons created in Longland were famed for their quality. Outside of the main walls the cities vast harbour was rivaled only by those of Mallowhill. Now the great walled city of the north lies frozen in a perpetual winter, neither the wisdom of it's warrior kings nor the famed quality of their steel could protect their beloved capital from the might of ice and snow.
Westerville
Westerville was formerly a minor trading city, being an important stop for ships sailing to and from Mallowhill in need of a safe port and fresh supplies. Many ships still inhabit the decrepit harbour, frozen in place by the unstoppable cold that now plagues the kingdom.
Fendale
Formerly an outlying town of little importance. Fendale is now one of only two Gautragnan settlements remaining. It is a small town, with barely 5000 inhabitants, and is supported by fishing and local agriculture. So far it has remained out of reach of the ice and snow that has ravaged the island, being safely nestled in a river canyon.
Oakhill
Like Fendale this was once an unimportant town on the outskirts of Gautragnan territory. Now it is one of the last pieces of the dying kingdom. It is a fairly well sized port town, yet much of it is in disrepair as a result of near constant piracy and outlaw attacks. Nevertheless it has seen a great deal of buisness from people fleeing the inhospitable northern reaches.
Cardoly
Cardoly is an island nation inhabited by a people who arrived from the eastern lands beyond the northern sea. What makes the island unique is that it is not an actual island at all, but a great coral reef that has breached the surface of the ocean. The island has proven a good home for it's inhabitants, providing the oceans bounty to the people and granting them a place of prestige in the great merchant lanes of the world.
Ocean's Eye
The one city of the kingdom of the island, Ocean's Eye is a great jewel of the waters. The city is home to vast harbours that never sleep. Every and any kind of good imaginable runs through the cities harbour and inevitably arrives in the markets where they are bought and sold at the cost of small fortunes every day. The city itself is surrounded by a towering wall while the streets are constructed like a giant storm drain, protect the city from the violent storms that trouble the region. Such is the wealth of the city that the entirety of the wall and the streets inside it are all paved with the finest marble. Few who enter this city are not struck with awe.
Islands of Ash
The islands of ash were at one time territories of Amaranthia, annexed by a greedy king who sought to add to his already extensive territory. The islands were rich with metals that had been brought to the surface in ages past by the dormant volcanoes that defined the area. Any prosperity this could have brought was ended when the volcanoes became acitve once more, scorching the life from the island chains and somehow bringing forth creatures of earth and fire. Few come to these lands anymore.
Shark Bay
Named for the great packs of sharks that patrol the waters around what was once a bustling town, Shark bay fell victim to the same fate as the rest of the islands of ash. All that remains of this settlement is half melted buildings and mounds of volcanic rubble.
Brass Town
Formerly famous for it's exports of brass and other semi-valuable metals the town now lies in ruins, ironically buried under the same ore that once made it famous.
Loracre
Loracre was the most heavily populated settlement of the islands. It boasted of population of roughly 6000 and enjoyed a fair amount of wealth from the ocean and from the bounties of the mountain. When the volcanoes became active once more Loracre was caught in a lave flow miles wide. Today there is little evidence that it ever existed.
Corsa
A town with few noteworthy qualities before it's demise. In death however, it is something spectacular. Corsa was consumed by lava flows, but unlike Loracre it was not consumed, instead being perfectly preserved under a sheet of translucent black glass. It is said that the former inhabitants are still there frozen in undeath beneath their glass prison.
Albis
Albis was formerly a minor island kingdom controlled by a consortium of mages. While it never achieved the prominece and power of some of it's neighbors Albis was considered to be a fairly successful kingdom. Albis was renowned as a place of learning and a as a land immersed in the magical arts. However, one night a burning black star crashed into the heart of the Death's Crown Peaks. With this one event the fate of Albis was sealed. The dead began to rise up from their graves to slay the living. While normally an unorganised force by nature the undead that rose to plague Albis acted as a single coordinated force, destroying the kingdom in under a year. Now all that remains are empty cities and legions of roaming corpse to welcome adventurers.
Death's Crown Peaks
Named for their infamous lethality, the Death's Crown Peaks are a small cluster of three mountains. The peaks are constantly scoured by freezing winds and intense blizzards making exploration nearly impossible. It was here that the black star impacted, nestled between where the three peaks meet. The mountains are infested with all matter of undead at the lower levels, though no one has ever climbed high enough to see what matter of creatures lurk closer to the peaks.
Lorden
The city of Lorden was a prosperous seaside settlement that enjoyed a quiet prosperity up until it's destruction. Of particular note was the prevalence of towers in the city, giving it a rather distict skyline that endures even after the inhabitants have died.
Dornesse
Dornesse was the captial city of Albis and home to a great academy of mages.Arcane practitioners of all kinds made Dornesse their home. The central academy doubled as the palace, serving as a meeting ground for the kindgoms ruling magocrats. Dornesse was the first city to fall once the undead hordes arose. It's walls besiged by legions of the walking dead, the cities forces were caught unprepared and were overwhelmed. Even the mages could do little to stem the tide of undeath. The city and all it's inhabitants were lost.
Shadehaven
The last settlement to be overrun by the undead terrorising Albis was the town of Shadehaven. While it was initially an insignificant and out of the way town on one of the kingdoms fringe islands, Shadehaven quickly became a destination for many fleeing the undead onslaught. Whatever had been animating the dead took significantly longer to reach Shadehaven than anywhere else in Albis, but when it did the town put forth a spirited defense. Unlike the other settlements that had been destroyed a large amount of the inhabitants actually managed to escape alive.
Tarador
The Dwarf empire of Tarador has endured for the better part of eight centuries. The lands that make up the empire were once fragmented pocket kingdoms ruled by various human and elven kings. The dwarves of the Steelback mountains led by Lord Throrace Ironmane conquered the fragments kingdoms, bringing them under dwarven rule. A century later the dwarves had occupied the desert lands known as the desolation. Tarador has prosepered under dwarven leadership both militarily and socially. Tarador is famous for it's unsurpassed military might and its acceptance of other cultures.The people of Tarador are stern in demeanor and have a very serious nature.
The Desolation
Nestled in the very heart of Tarador is a great desert surrounded on all sides by a wall of rock 100ft tall. This great dent in the earth is a savage wasteland of sand and stone burning with the sun's warmth. While life is difficult in such a land there is also great wealth to had for those brave enough to ply it's trade routes. Spice and salt are the stock and trade of many who dwell in the region. Others look to looting the many half buried ruins as a source of income, stealing ancient treasures and relics from dead halls.
Jalmac Peak
Jalmac peak is the largest mountain in southwestern Tarador and the location of the dwarven city of Mourngate. The leaders of Mourngate aided the forces of Thorace Ironmane in the conquest of Tarador. The city is remains a military strongpoint in the kingdom, ensuring the safety of most of the western region of Tarador. Mercenaries and sell-swords routinely get contracts to bolster the already large military. The city is also notorious among criminals for the large prison that makes up the lower portions of the city, being no more than damp and muddy hell hole that criminals are tossed into. Those unlucky enough to be sent to this "jail" normally do not survive for more than a week and no one has ever been known to have escaped.
Steelback Mountaions
The Steelback mountains are the very center of power within Tarador. The Ironmane dynasty rules from within the halls of their city, Deepwake. This city is the hub for the underground roads that connect every city and town in the kingdom to one another. The city of Valhurst is built directly on top of Deepwake, giving the kingdom a "dual captital" with Valhurst serving as one half of the capital city and Deepwake serving as the other half. The city is massive, stretching from just below the surface all the way down to a gigantic lava lake at the very bottom.
Horzan Peak
Rising above the eastern forests of the kingdom is Horzan peak. The mountain is named after the general Horzan Talmon, a human soldier who died serving Thorace Ironmane during the taking of the region from the elves. Today the mountain is home to a large mining town known as Calvesse. The mine is often plagued by goblin raiders who inhabit the deeper reaches of the mountain. As such the town is always looking for mercenaries and adventurers to clear out goblins in the deeper caverns.
Fakrin Badlands
At the very eastern edge of Tarador lies the Fakrin badlands. The land is a bleak and lifeless with harsh winds blowing across it's rocky surface. The landscape is cleaved in two by a gorge many miles long and assumed to be more than a mile deep. While few would ever willingly make their homes here there are those desparate enough to scrape a living in the badlands. Most who dwell here do so to escape the hangmans noose.
Highbridge
Resting at the northernmost point in Tarardor is the city of Highbridge. The city was once a prosperous port and midway destination for traders going to and from Gautragnir and Albis. With the fall of both kingdoms the economy of Highbridge has gone into a decline. While the city is still fairly well off it's people are rapidly leaving in search of work in the central regions of the kingdom. Currently much of the city is empty and abandoned with many buildings begining to show signs of disrepair.
Windholt
This humble town is nestled between a series of winding rivers and lake Taney. Windholt is old by human standards, having been around for at least 500 years. The families of the town have been there for countless generations and the hills surrounding the area are filled with family tombs and graveyards. The region is noted for it's great harvests of fruit and grain, as such Windholt serves as the breadbasket for much of northern Tarador.
Oldsilver
As it's name implies Oldsilver was once a dwarven mining outpost built to harvest the abundant silver deposits in the area. Over the course of several centuries more and more silver deposits, as well as iron and gold viens, were unearthed and increasing amounts of dwarf settlers came to make their fortunes. Eventually, groups of humans, halfings, half-orcs, and even a few elves took up life in the city. Today the city is still in the mining trade. Although the silver and gold deposits have long since been tapped out there still exist a great deal of iron and copper veins. It is rumored that the miners have recently uncovered a large deposit of greensteel in the deepest reaches of the mines. If this is true then the city has struck a fortune so large that it could one day reach the economic might of Deepwake itself.
Karok-Sha
The sandy wastes of the desolation are barely inhabited. The only settlement that has reached a large size is the oasis city of Keffa. While most areas of the desert are barren and thus of little value, the fertile soils around Keffa are overflowing with rare and exotic spices that fetch a great price outside of the desert. The city is renowned for it's vast markets in which one can find almost anything one could desire. Of particular note is that the city was not conquered during the unification of Tarador like the rest. Instead the land around the oasis was gifted to a warrior tribe of half orcs who had supported the Ironmane dynasty during the unification of the area. The tribe settled and began trading with those outside the desert. As their fortunes increased so too did the number of outsiders seeking wealth. Eventually the settlement became a town, and the town became the bustling city it is today.
Greenlay
The town of Greenlay rests in the quiet southern reaches of Tarador. While it is very sparsely populated the town maintains a decent militia that protects the city and the lumberjacks that bring in most of the settlements income. While the area is mostly untroubled it has had a history of incidents involving bandits and highwaymen. It is also wise to avoid being in the forest at night should one visit Greenlay, as there are great many wolves prowling the woods.
Valhurst
Valhurst is the surface counterpart to the city of Deepwake. The great captital is built directly into the side of a mountain with massive walls, fortifications, and great siege towers casting an imposing shadow over all who would approach the royal metropolis of Tarador. As befitting of such a grand city it is beyond rich, with fortunes in rare gems and ores being uncovered daily in the mines and great caravans arriving to peddle their wares in the city's markets. Of all the things one can buy in the city it is the dwarf crafted armor and weaponry that many come for. The craftmenship of such items is the finest in all the north and many can and will spend a kings ransom for a single item. Valhurst has never fallen to an enemy force in its entire history. The gate to the city is nigh impossible to breach in it's own right, being made of pure adamantium close to a meter thick and the guards of the city enjoy the best equipment money can buy. There is no city in the north safer and more secure.
Cliffwatch
One of the more unique settlements in Tarador is the town of Cliffwatch. The town is perched on the edge of the cliff leading straight down into the desolation. Cliffwatch acts as the only way into and out of the desolation that does not require a perilous climb as the inhabitants dug a great underground road from the top spiraling to the desert floor. The settlement is hotbed for smugglers and thieves so one is advised to keep alert while visiting.
Lochbeach
The port city of Lochbeach maintains and berths the navy of Tarador. There is little to say about Lcohbeach other than the fact that it possess a large number of taverns and an extremly high amount of alchohol poisoning deaths per year. Other than that the city is fairly nondescript, though it is a common destination for those seeking to reach Cardoly and Gautragnir.
Lindsdale
The town of Lindsdale is seldom involved in the affairs of the empire, being in the deep south of Tarador and isolated by a thick forest that covers much of the southern region. Quaint and quiet accurately describe the town, but so could uncultured and ignorant as most of the population tend towards a xenophobic attitude when dealing with anything from the outside world. Visitors should expect at lukewarm welcome at best.
Bymerrow
While barely large enough to be considered a town proper Byemerrow still manages to maintain itself on what the populace can produce. Most of the community is made of of farmers, though there are a few lumberjacks and other specialists. The only structure of note in the community is the temple of Mallanus which serves as the heart of the community.
Twinport
Acting as the main route into and out of the Elvish occupied lands for soldiers and travelers alike, Twinport is one of the most lively cities within the empire. The city is divided by the channel that leads to Kormont bay, but the city is only marginally disrupted by this as both halves maintain a fleet of passenger boats that work around the clock to ferry residents to and from both sides. The city has a sizable elf and gnome population compared to the rest of the empire.
Spree
The settlement of Spree marks the farthest eastern boundry of Tarador. This town was built on the very spot where Thorace Ironmane ceased his conquests and turned his attentions to the empire he forged. Spree began its existance as a camp for soldiers waiting to return home. Many of these soldiers decided to settle the land. From there Spree grew into frontier farming community, always on guard against bandits from the badlands and elf raiders.
Kormont Mountains
The mountain chain that marks the beginning of the recently settled region known as Kormont. The mountains themselves are treacherous, constantly scoured by freezing winds and inhabited by several marauding bands of kobolds. Much of the area is impassable so travellers are forced to take the kormont road through a narrow pass and make a stop at Cleargate hold before moving on to the lowlands.
Kormont Lowlands
The Kormont Lowlands are a region only recently settled by the empire and as such is only marginally inhabited. Isolated hamlets and villages dot the plains and a great many farming homesteads rise from the flat terrain. Though the land seems almost idyllic and peaceful it is by far the most dangerous place to live in all of Tarador as the area is inhabited by savage barbarians from the south, kobold tribes from the mountains, and all manner of deadly beasts. Of course the draw of free land is strong enough to make many brave these dangers.
Kormont Bay
Kormont bay is a large inland sea that separates the two halves of the Northern hemisphere. The waters of the bay are notoriously rough and stormy making sailing a risky proposition.
Elvish Lands
Little is known about the vast woodlands that make up the homeland of the elves. The entire region is covered in dense forests that have hindered numerous invaders without fail, trapping would be explorers with all manner of natural defenses. It is unknown where exactly in this region the elves make their cities as no one has ever seen one and the native elves are extremely secretive and distrustful of outsiders.
The Great Pillar
The "Great Pillar" as it called by the elves, is the tallest mountain in the North and is considered to be the most sacred place in existence for them. The mountain has never been scaled by anyone other than an elf, but those elves who have decided to share information on the place have said that it is of gentle weather and an almost constantly sunny day. It is said that on the very peak of the mountain is an ancient tree and that any elf who was of good and just character who is buried under it will be reborn the next sunrise. While this is unlikely, none have been able to investigate.
Amaranthia
Taking up the eastern half of the continent is the kingdom of Amaranthia (also known as the kingdom of man and the kingdom of greed depending on who you ask). Amaranthia is only the most recent in a long line of human nations in the area. As is the nature of humanity and all its creations the history of these nations was fraught with a chaos and energy that is typical of the race. The nation today is ruled by the noble class which controls almost all of the social and finacial power while the vast peasantry toils under crippling taxes and abusive overlords. It is a land of abject poverty from which few can escape. While discontent with the current regime is at amazing levels harsh military action and stern law enforcement.
The Golden Plain
Situated in the southern heartland of Aramanthia is the fertile expanse known as the golden plain. The area is dotted with numerous farming communities and serves as the primary breadbasket of the country. The golden plain has always been in this position in all the past kingdoms of the area and has a history of being a heavily contested battleground whenever strife comes to Aramanthia. Scavengers can make a decent living find leftovers on ancient battlegrounds, though such places frequently home to restless spirits and darker things.
Glittering Peaks
Situated on the eastern coast of Amaranthia, the glittering peaks are a series of mountains overlooking the plains to the west. The waters that flow from these mountains feed the farms and settlements of the golden plain. The mountains themselves are fairly small and tame in comparison to other mountains of the world. Of particular note is the fact the they are home to a substantial community of gnomes who make their settlement on the western face of the mountains.
Swamp Spire Mountain
At the northern most reaches of Amaranthia territory is a single peak that looms menacingly over the swamps of the north. This peak is known as swamp spire mountain and is feared by those who live in its shadow. A century ago the area at the mountains base was a pleasant forest with few dangerous animals and a prosperous (if small) string of hamlets. This all changed when the waters flowing from the mountain grew stagnant and foul. The forest soon became a miserable mire inhabited by strange and deadly creatures that poured from the peak. The mountain itself is now covered in a strange fog that never seems to thin or fail. No one knows exactly why these events came to pass but there is a local legend that claims that a powerful cleric once tried to destroy an item of great evil in the heart of the mountain. However, the cleric underestimated the powers sealed within the artifact and was slain. It is said that in attempting to destroy the artifact the cleric instead unleashed its powers which reduced the region to the state it is today.
Blighted Moors
Lying under the shadow of swamp spire mountain is the formerly quiet and peacful region now known as the blighted moors. The entire area was once a fertile forest but became the fetid swamp that it is today after the mountain fell under the dominion of corrupt forces. The region is now a maze of bogs and marshes that even the most skilled ranger would dread navigating, though few would risk travelling in such a locale without a dedicated cadre of soldiers at their side.
Roseland
The town of Roseland has existed for just over two centuries and has endured the worst of no less than three wars and survived. Like most settlements in the region Roseland is a farming community, however it also serves to supply the garrison of the golden plains. One should always be wary when traveling the fields around the town as you never know when you could step on a rusted sword or spear half buried in the ground. Many of the townsfolk supplement their pitiful wages by salvaging what they can from half forgotten battlefields to make ends meet.
Last Light
Last Light is a rough and tumble town located deep in the jungle of Aramanthia's southern region. It's name is derived from the popular saying that the town is the "Last light of civilization" in the jungle. Much of the population is comprised of those who have fled from other parts of the kingdom hoping for a better life. While a casual observer would find it odd that people would come to such a rough settlement in hopes of better living, but many who are not familiar with the country do not realise that no noble or taxman would dare brave the dangers of the jungle, making Last Light the one place in the kingdom people can live freely.
Redham
The city of Redham is the seat of the nobilities power in the southern region of Amaranthia. It is the from this city the governer collects the taxes and enforces the will of the ruling families. Few who live in the city do so willingly, most are stuck in servitude to the governor' family because of outstanding debts. Many travellers choose to avoid Redham as they fear becoming indebted to the governor due the myriad of exhorbant fees he levies on any activites he can think of (the most famous being the "majesty tax" which is 20gp for looking upon a member of his family).
Newbarow
Newbarrow is the final settlement of note within Amaranthia's southern region. Like Roseland it is a farming community, but unlike the more southern settlement Newbarrow has only seen one or two battles in it's history and none of them have been as fierce as those of the south. Newbarrow is notable for the plethora of mauseleums and graveyards that dot the countryside around the town. The inhabitants of the town are well aware of the disaster an unscrupulous mage could bring, being ever wary of necromancers and their ilk.
Lorcrest
Occupying the northwest coast of Amaranthia is the shanty city of Lorcrest. Goods from every conrner of the north flow through the warehouses and trade houses of the city and disperses through the rest of the kingdom. While other cities that enjoy ample trade tend to be wealthy and vibrant Lorcrest is the polar opposite: an impoverished city of slums barely inhabited with enough people to call it a city. Little more than half the city is actually populated with much of it lost to ruin and decay. Much of the population is located around the city walls and the port. The center of the city has been long abandoned and many tales abound about deadly creatures which stalk the alleys and decrepid buildings in the cities corrupt heart.
Ostford
The city of Ostford is the seat of power in the central region of the kingdom. While not the capital of Amaranthia the city actually plays host to the political and administrative power in the country. It is in Ostford that the all of the laws and policies that affect the populace are made. The city is fairly wealthy compared to the rest of the kingdom, though this is merely because there is always a great deal of well paying work from the kingdoms administrators. Visitors will find a clean and well kept city full of vibrant citizens and well guarded by the some of the finest soldiers in Amaranthia, a stark contrast to the downtrodden and impoverished state of the rest of the kingdom.
Silverbrook
Situtated between the Ostford and Capitorum is the small town of Silverbrook. While a vistitor would assume that the town is a farming community from the vast fields that surround the town, but once said visitor reaches the town square they will discover that the town is actually built over a massive silver mine. Any experienced prospector can tell that the low lying forest and surrounding rivers make the area a terrible place to mine for anything, and it is. The mine beneath the town is a partially flooded hellhole and deaths are a common occurance, but greed and threats from the nobility keep it open.
Capitorum
Capitorum is the very heart of Amaranthian power and is known as the city of the lords. The city is entirely surrounded by thick walls of magically wrought iron and granite. Only one gate into the city exists and it is guarded around the clock by a small army of soldiers. No one but a noble is permitted to live in the city, so any and all servants live within the walls, only leaving when their masters call. Any wishing to enter must pay an exhorbent fee (around 1000gp) to be allowed in for a single day. The city is built at the very top of a ruined city from ages past, which itself was on top of several other ruins, creating an undercity of crumbling tunnels and tombs that are close to a mile deep. No one knows exactly what is under Captiorum, but there are rumors of ancient treasure lying right under the feet of the nobility who are too lazy to try and claim it.
Erinesse
Marking the start of the northern territory, Erinesse is a quiet village far removed from the affairs of the nobility in the south. While the village is poor like many others, it enjoys a large harvest almost every year and the community is very tightly knit meaning the inhabitants have little to worry about economically. It should be noted that the townsfolk are highly superstitous making them fairly suspicious of outsiders.
Wildelyn
Wildelyn is a small village perched on the shores of the Ostwater river. While small the village is a common stop for those plying the waters of the river and many stop over while traveling south to the central region. Because the area is so heavily travelled there has been a tax levied upon those who travel via river. Failure to pay results in a five day imprisonment and the confiscation of your boat
Easthaven
A village of little note, Easthaven is an unimportant backwater settlement on the east coast of Amaranthia. The only contact the village has with the outside world is the yearly visit of the tax collector. Few in the kingdom have ever heard of the town, nor do many care to visit.
Bluefog Hollow
The rotting ruins of the village of Bluefog Hollow stand as testament to the dangers that now fester in the shadow of Swamp Spire mountain. The village was once a quit but prosperous town that benefitted from numerous halfling trade caravans that once frequented the area. When dark and fierce creatures descended from the mountain they brought pestilence and decay with them. The land surrounding the village quickly became a fetid quagmire and the once safe region. While the militia initially managed to keep the village safe one night a dark fog settled upon the village. The mourning after the fog lifted and all were gone. No one has ever discovered the fate of the inhabitants but many considered the ruins cursed.
Faymoor
The only sizeable settlement remaining in the now swampy northern region of Amaranthia. The village is inhabited only by a few determined families that refuse to leave. Adventurers are a common sight in the village as the nobility has offered a small fortune to anyone who can rid the area of the taint which devastated any and all taxable income garnered from the region. No one has ever succeeded.