Savage Coast Birthright Conversion by Aleksei Andrievski Abbreviations: h=human; e=elf; d=dwarf; he=half-elf; ha=halfling; o=orc m=male; f=female F=fighter; Pal=paladin; R=ranger; P=priest; D=druid; W=wizard; T=thief; G=guilder (see Havens of the Great Bay, otherwise treat as thief) Asterisks (*) mark fortified provinces, with the number of asterisks corresponding to the castle level. THE CITY-STATES Law, Guilds: The Margraves mostly controls the law and trade in their cities. Temples: Worship of Halav is spread among the people of the City-States, as most of them are Traladarans. Hojah This island city-state is a sea merchant realm. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Fjar (2/5) BH (1) MSH (2) BH (2) IK (4) Low Mountains Shkodar (6/1)** BH (4) MSH (6) BH (6) IK (1) Low Mountains Key: BH - Bosit Hojah (Hojah); MSH - Mighty Sword of Halav; IK - Ivan Kovalski Regency Gen/Acc: 21/40 RP. Treasury: 20 GB. Army: 2 infantry Navy: 3 galleons, 3 caravels, 8 coasters. Regent: Margrave Bosit Hojah (N hm G9/F4 (dual-classed); Br, major, 32) is a retired fighter who is now engaged in trade. Allies: Zvornik. Enemies: Hule. Slagovich often competes with Hojah in sea trade. Nova Svoga A peaceful agricultural city-state. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Koszopol (2/4) SK (2) MSH (2) - - Forested Hills Nova Svoga (5/0)** SK (5) MSH (5) SK (2) - Plains Key: SK - Stefan Karvich (regent of Nova Svoga); MSH - Mighty Sword of Halav Regency Gen/Acc: 14/30 RP. Treasury: 25 GB. Army: 3 archers. Regent: Stefan Karvich (LG hm F15; An, major, 38), who serves as regent for Anya, the five-year-old heir. Allies: None. Enemies: Hule. Slagovich The largest of the City-States. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Slagovich (8/0)****** Mi (6) MSH (8) Mi (5) - Plains Key: Mi - Miosz II (Slagovich); MSH - Mighty Sword of Halav Regency Gen/Acc: 14/30 RP. Treasury: 25 GB. Army: 2 knights, 2 archers Navy: 3 caravels. Regent: Margrave Miosz II (NG hm F5; An, major, 29), a young man who has almost lost his throne to Hule when he was a teenager. He is loyally served by his uncle Stavro (LG hm F14; An, major, 27), leader of the Knights of Halav. Allies: None. Enemies: Hule. Hojah and Zvornik are often allied against Slagovich. Zagora This city-state is the most warrior-oriented in the area. Align: LN. Provinces: Province Law Temples Guilds Sources Terrain Gravdiv (1/5) Mu (1) MSH (1) Mu (1) - Forested Hills Zagora (7/0)****** Mu (7) MSH (7) Mu (5) - Forested Hills Key: Mu - Munte III (Zagora); MSH - Mighty Sword of Halav Regency Gen/Acc: 16/50 RP. Treasury: 10 GB. Army: 3 knights, 2 archers. Regent: Margrave Munte III (LN hm F10; Ba, major, 34). Allies: None. Enemies: Hule. Zvornik Home to aggressive traders. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Merkovic (1/5) GZ (1) MSH (1) GZ (1) IK (3) Forested Hills Raska (6/0)**** GZ (5) MSH (6) GZ (4) - Plains Key: Galben Zvornik (Zvornik); MSH - Mighty Sword of Halav; IK - Ivan Kovalski Regency Gen/Acc: 13/40 RP. Treasury: 30 GB. Army: 4 infantry. Regent: Margrave Galben Zvornik (LN hm F9; An, major, 32), an old nobleman. He is expected to die in the next few years, and his son and heir Derdren (LN hm F6; An, major, 32) is much more aggressive. Allies: Hojah. Enemies: Hule. Slagovich is a trade competitor of Zvornik. Free Towns These are free villages scattered around the City-States. Some unclaimed wilderness provinces are also included. Town Law Temples Sources Terrain Alhasan (1/6) B (1) MSH (1) - Low Mountains Biclagl (0/7) - - - Medium Mountains Bistr (1/4) B (1) MSH (1) IK (1) Plains Budavik (1/5) B (1) MSH (1) - Forested Hills Budve (1/5) B (1) MSH (1) IK (1) Forested Hills Crna Valley (0/5) - - - Plains Goblin Hills (0/5) - - - Hills Grabana (1/4) B (1) MSH (1) - Hills Hills of Kavaja (0/5) - - - Hills Jezevo (1/4) B (1) MSH (1) IK (2) Hills Kastr (1/4) B (1) MSH (1) - Plains Kosovsko (1/5) B (1) MSH (1) - Forested Hills Kruje (1/6) B (1) MSH (1) IK (3) Low Mountains Lestovo (1/4) B (1) MSH (1) IK (2) Plains Lin (1/4) B (1) MSH (1) IK (1) Plains Prno (1/4) B (1) MSH (1) - Hills Key: B - Burgomeister; MSH - Mighty Sword of Halav Notes: The free towns can be used as areas where the City-States and Hule can expand. They can be either made vassals through diplomacy, after which the liege gains the Burgomeister's law holding in the vassal town; or they can be conquered (each free town can field 1 unit of infantry), in which case the local law holding is destroyed. HULE The Holy Hagiarchy of Hule is a huge, powerful country ruled by holy men, most of whom are priests of Bozdogan, the patron of lies, treachery, and deceit. Presented below are the southern regions of Hule that come into interaction with the Savage Coast the most. The rest of Hule can be safely ignored, for including it in this setup would give little chance of survival to other countries in the area. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Arzarm Reserve (3/2) MoH (3) HTB (3) GDD (3) Al (2) Plains Aymir (3/4)*** MoH (3) HTB (3) GDD (3) Al (4) Forest Ayskudag (5/0) MoH (5) HTB (5) GDD (5) Al (0) Plains Azurun (9/0)****** MoH (9) HTB (9) GDD (9) Al (0) Plains Boyazka (6/1)*** MoH (6) HTB (6) GDD (6) Al (1) Forest Gallibol Reserve (4/1)** MoH (4) HTB (4) GDD (4) Al (1) Hills Kaman Plateau (2/3) MoH (2) HTB (2) GDD (2) Al (3) Plains Kazal Valley (3/4) MoH (3) HTB (3) GDD (3) Al (4) Forest Southern Badlands (1/4) MoH (1) HTB (1) GDD (1) Al (4) Badlands Turgut (3/2)* MoH (3) HTB (3) GDD (3) Al (2) Plains Uzun (2/6) MoH (2) HTB (2) GDD (2) Al (6) Swamp Yenigaz (5/0)** MoH (5) HTB (5) GDD (5) Al (0) Plains Key: MoH - Master of Hule; HTB - Holy Temple of Bozdogan (Master); GDD - Guild of Dark Desires (Mustafa the Slime); Al - Alrethus Law, Temple: The Master utterly dominates the secular and religious life of Hule through his holy men. Guild: The thief Mustafa the Slime (CE hm T12; Az, major, 29) controls the trade in the Master's name, giving all his profits to the temple. Sources: The Master's vassal mage, Alrethus (CE hm W11; Az, minor, 18), controls the magical power in Hule and works to do the Master's will. Regency Gen/Acc: 119/500 RP. Treasury: 200 GB. Army: 10 orc infantry, 10 infantry, 10 goblin archers, 3 giant infantry. Orcs, goblins, and giants can be mustered in Arzarm and Gallibol reserves. Navy: 5 dhouras. Regent: The Master of Hule (CE hm P30; Az, great, 90). Lieutenants: Ismet, High Dervish of Uzmir (CE hm P20; Az, major, 41) is the priest overseeing the Master's operations in southern Hule, the City-States, and the Savage Baronies. Zgozod (CE hm F15; Az, minor, 23), a former knight in Slagovich who tried to betray his home city to Hule, now serves as the Master's military commander in the area. Allies: Hule has no allies in this area. Enemies: Most of the neighboring countries fear and distrust Hule. THE SAVAGE BARONIES Many of the baronies have colonies far from their core territories. In the below province listings, these colonies are marked with a number sign (#). General Notes According to the Treaty of Tampicos, the signing states can send representatives to the Signatory Council. The Council has no real authority and normally serves as a forum for arguments and resolving common problems. The current members are Vilaverde, Texeiras, Torre¢n, Gargo€a, Almarr¢n, Sarag¢n, Guadalante, Cimmaron, and Hule. Narvaez has not ratified the Treaty of Tampicos and is not a member. Vilaverde Dominio de Vilaverde is a realm of sailors, explorers, and pirates. Its people are nonetheless quite patriotic and willing to defend their country against its enemies, especially the neighboring Hule. Align: CG. Provinces: Province Law Temples Guilds Sources Terrain Burdr (1/4) JV (1) GMF (0) VCM (0) - Plains Cafundo (2/5) JV (1) STM (1) VCM (1) - Forest O Grande Escarpamento (1/4) JV (0) GMF (1) VCM (1) GR (3) Plains Porto Preto (7/0)**** JV (5) STM (2) VCM (4) - Plains HPV (2) JV (2) GMF (2) #O BastiÆo das Tartarugas (1/4)* JV (0) STM (1) JV (0) - Hills #Porto EscorpiÆo (0/5)** DJV (0) GMF (0) DJV (0) - Hills #Postera (1/4)* JV (1) STM (0) JV (1) - Desert #Trˆs Cora‡äes (1/4)* JV (1) HPV (0) JV (1) - Desert Note: Postera and Trˆs Cora‡äes belong to the colony of Terra LeÆo‡a. Key: JV - Jorge de Vilaverde (Baron of Vilaverde); DJV - Dom Jorge de Vilaverde; GMF - Great Might of Fanha; STM - Swashbuckling Temple of Milan; HPV - High Passion of Valerias; VCM - Vilaverdan Cinnabryl Miners; GR - Gloriana de Rondalla Law: The Baron controls the law, although loosely. Temples: Milan, Valerias, and Fanha are honored here, although religion isn't very important. Guilds: Vilaverde controls valuable cinnabryl mines. Regency Gen/Acc: 23/50 RP. Treasury: 30 GB. Army: 1 knights, 2 archers, 1 scouts. Navy: 2 galleons, 3 caravels, 5 coasters. Regent: Baron Jorge "O Temerario" de Vilaverde (CG hm F14; An, major, 31), a charismatic swashbuckler. His elder son, Dom Jorge (CG hm F7; An, major, 31), rules the colony of Porto EscorpiÆo. Allies: None. Enemies: Hule has often looked at expansion into Vilaverde, but the barony's navy has kept it at bay. Although Hule is now a member of the Signatory Council, Vilaverdans are still suspicious about the Master's motives, given his invasion only a few years ago. Texeiras Estado de Texeiras is much like Vilaverde, a nation of seagoing travelers. It is less piracy- and more trade-oriented, however. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Boa MansÆo (7/0)**** BT (5) STM (2) TRS (4) - Plains HPV (2) BT (2) GMF (2) Porto Punhal (1/6) BT (0) - TRS (0) GR (4) Forest Velha Navalha (3/3) BT (2) STM (2) TRS (2) GR (3) Forested Hills Vila Franca (1/5) BT (0) - TRS (1) - Forested Hills #Colony of the Horn (1/4)* BT (0) HPV (1) BT (0) MKK (4) Desert #SolidÆo (1/6)* DS (1) STM (1) DS (1) - Medium Mountains #Porac  (1/6) DS (0) - DS (0) - Forest #Porto do Sul (4/2)* DS (2) STM (1) DS (1) - Forested Hills HPV (1) Note: SolidÆo, Poraca, and Porto do Sul are part of the colony of Protectorado da Presa. Key: BT - Bartolomeu de Texeiras (Baron of Texeiras); DS - Dominica da SolidÆo; STM - Swashbuckling Temple of Milan; HPV - High Passion of Valerias; GMF - Great Might of Fanha; TRS - Texeiran Red Steel; GR - Gloriana de Rondalla; MKK - Miles Killian O'Kayne Law: The Baron loosely controls his provinces. He has granted autonomy to Protectorado da Presa after a rebellion there, and it is led by Lady Dominica, who has led the rebellion some years ago. Temples: Milan, Valerias, and Fanha are followed, but like in Vilaverde, religion isn't terribly important here. Guilds: Texeiras trades in cinnabryl and also red steel. Regency Gen/Acc: 19/50 RP. Treasury: 20 GB. Army: 1 knights, 2 pikemen, 2 infantry, 1 mercenary infantry. The mercenaries are from Torreon and are stationed in the Colony of the Horn. Navy: 3 galleons, 4 caravels, 9 coasters. Regent: Baron Bartolomeu "O Calvo" de Texeiras (CG hm T12; Ma, major, 31), a retired adventurer and swashbuckler. Lady Dominica da SolidÆo (LG hf F9; Ba, minor, 21) rules Protectorado da Presa; she is often considered to be the future heir of Texeiras, since the elderly baron has no children. Allies: None. Enemies: Hule hates Texeiras due to the barony's powerful navy, which has more than once defeated Hule's own navy. Narvaez and Torre¢n also dislike the free-spirited Texeirans. Torre¢n Baronia de Torreon is a poor nation, but nonetheless famous for its powerful mercenary troops. Align: LN. Provinces: Province Law Temples Guilds Sources Terrain Ciudad de Le¢n (6/0)******* IT (6) GMF (4) TEC (2) - Plains GL (1) IT (1) CHJ (1) HCN (0) Ciudad Morales (6/0)***** IT (6) GMF (2) TEC (2) - Plains GL (2) CHJ (2) Las Chambas (2/3)** IT (2) GMF (2) TEC (1) - Plains Las Guajacas (2/3) IT (2) GL (2) TEC (1) - Plains Las Rocallas (1/4)* IT (1) GL (1) - GR (2) Hills Puebla de Alcazar (2/3) IT (2) CHJ (2) TEC (1) - Plains Pueblo Real (2/5) IT (2) CHJ (2) TEC (0) - Forest Villavieja (2/3)* IT (2) GMF (2) TEC (1) - Plains Key: IT - Isabel de Torr‚on y Morales (Baroness of Torre¢n); GMF - Great Might of Fa€a; GL - The General's Lead; CHJ - Court of Honor's Judge; HCN - Holy Church of Narvaez (Hugo de Narvaez); TEC - Torre¢ner Export Company Law: The Baroness rules Torre¢n with an iron fist. Temples: Fa€a, the General, and the Judge are worshipped. The church of Narvaez has also begun expansion into Torre¢n. Guilds: Torre¢n trades in military services and in red steel. Regency Gen/Acc: 46/50 RP. Treasury: 10 GB. Army: 2 knights, 3 elven archers, 3 infantry, 2 pikemen. Torre¢n can muster elves, as there are many members of that race living here. Regent: Baroness Isabel "La Terrible" de Torre¢n y Morales (LN hf F10; An, major, 35). Allies: Narvaez is sometimes friendly. Enemies: Torre¢n has long wanted to conquer Texeiras. Narvaez Baronia de Narvaez is a highly religious (some say fanatical) state. Its knights punish all caught heretics. Align: LN. Provinces: Province Law Temples Guilds Sources Terrain Almavegas (3/4)*** HN (3) HCN (3) HN (1) - Forest Ciudad Quimeras (2/5) HN (2) HCN (2) LE (1) - Forest Los Peregrinos (1/4) HN (1) HCN (1) LE (1) - Plains Paz del Sol (3/2)*** HN (3) HCN (3) HN (1) - Plains Puerto Morillos (8/0)******* HN (8) HCN (8) HN (3) - Plains LE (3) Punto-Eseobar (3/2) HN (3) HCN (3) LE (2) - Plains Key: HN - Hugo de Narvaez y Montoya (Baron of Narvaez); HCN - Holy Church of Narvaez (Hugo de Narvaez); LE - Los Elegidos (Angel¡c de Ariˆla) Note: There are two unclaimed provinces near Narvaez on the coast, in the Colinas Grutescas. The Baron considers them not worth the trouble to annex, and they are home to pirates and other brigands. Law: The Baron tightly controls his country. Temples: The Church of Narvaez is the only one allowed. It worships primarily Ixion, with the Inquisitor (Fa€a) as his servant. Guilds: The trade in Narvaez is also overseen by the state. Los Elegidos are an organization of elite troops which serve the Baron. They are usually little more than thugs, and are called "Los Mat¢nes" ("the bullies"). However, their leader, Angel¡c de Ariˆla (NG ef R10; Re, minor, 21) secretly harbors liberal thoughts. Regency Gen/Acc: 52/70 RP. Treasury: 20 GB. Army: 3 knights, 3 archers, 3 elite infantry. Navy: 2 caravels. Regent: Baron Hugo "El Despiadado" de Narvaez y Montoya (LN hm P15 of Ixion; Ba, major, 42). His 20-year old son Monte (LN hm P5; Ba, major, 42) is the obvious heir. Allies: Torre¢n has some common spirit. Enemies: Most baronies distrust Narvaez due to its aggressiveness and fanaticism. Gargo€a Baronia de Gargo€a is a peaceful, prosperous nation that maintains neutrality on the political arena. Align: NG. Provinces: Province Law Temples Guilds Sources Terrain Bosque de los Ojos (1/6) ES (0) - - - Forest Ciudad Real (8/0)**** ES (5) HPV (3) ES (4) - Plains STM (2) WA (2) HCN (1) Delta de Pozaverde (1/7) - WA (1) - MY (3) Swamp Las Navas (3/4) ES (2) ATL (1) ES (1) - Forest Key: ES - Esperanza de Sotto y Rivera (Baroness of Gargo€a); HPV - High Passion of Valerias; STM - Swashbuckling Temple of Milan; WA - Word of the Ambassador; HCN - Holy Church of Narvaez (Hugo de Narvaez); ATL - Al-Kalim's Temple of Learning Law, Guilds: The Baroness loosely controls the law and some trade. Temples: Valerias, Milan, and the Ambassador are primarily honored. Temples of Ixion and Al-Kalim have begun appearing. Otherwise, Gargo€ans aren't very religious. Regency Gen/Acc: 22/50 RP. Treasury: 25 GB. Army: 1 infantry, 1 irregulars. Regent: Baroness Esperanza "La Ilustre" de Sotto y Rivera (NG hf T12; Vo, major, 30), a retired thief (although few know this). She has two daughters, Dulcinea and Caterina. Allies: Gargo€a has traditionally maintained neutrality. However, the Baroness's daughters are married to prominent people in other baronies. The elder, Dulcinea, is married to Monte, the heir-apparent of Narvaez; thus a possibility of uniting the two baronies exists. The younger, Caterina, is married to Claudio de Tol¢n, a noble in Sarag¢n; while he is not likely to inherit the barony, the potential exists of strengthening the alliance between Gargo€a and Sarag¢n. Enemies: Likewise, Gargo€a has no enemies. Almarr¢n Estado de Almarr¢n has until recently been ruled by a corrupt dictator. The current baron has overthrown the dictator, but he has yet to weed out the corruption. Align: CN. Provinces: Province Law Temples Guilds Sources Terrain Ciudad Tejillas (5/0)*** MA (2) WA (3) AFE (3) MY (0) Plains Est (1) STM (1) MA (1) HPV (1) Costella (2/4) MA (1) WA (1) AFE (1) MY (2) Forested Hills Est (0) STM (1) Paso Dorado (2/3) MA (0) WA (1) AFE (1) MY (2) Hills Est (1) HPV (1) Sierra Borgosa East (1/4) Est (1) WA (1) AFE (0) MY (4) Hills Key: MA - Maximiliano de Almarr¢n y Escudor (Baron of Almarr¢n); Est - Don Esteban; WA - Word of the Ambassador; STM - Swashbuckling Temple of Milan; HPV - High Passion of Valerias; AFE - Almarr¢€an Fine Exports; MY - Mazrooth al Yedom Law: The Baron is trying to take firm control of the country, but Don Esteban "El Salvador" (LE hm F13; An, major, 28) has not given up completely. Temples: The Ambassador, Milan, and Valerias are venerated here. Guilds: Almarr¢n exports silver, tobacco, and coffee, as well as some fine goods. Sources: Mazrooth al Yedom, an Inheritor mage from Herath, lives in Sierra Borgosa and controls the nearby magic. Regency Gen/Acc: 13/30 RP. Treasury: 15 GB. Army: 1 knights, 2 infantry. Navy: 1 caravel, 5 coasters. Regent: Baron Maximiliano de Almarr¢n y Escudor (CG hm F9; Br, major, 27) is the young, charismatic leader. He is seeking a suitable wife. Allies: The Baron is friendly with the ruler of Gargo€a, and with Luis de Manzanas, an important noble in Sarag¢n. Enemies: Don Esteban is the most important internal enemy. Sarag¢n Baronia de Sarag¢n is known as a haven for sages, scholars, and wizards. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Ciudad Matac n (6/0)**** AM (5) ATL (2) BMA (3) BMA (0) Plains WA (2) GL (2) Manzanas (2/3)** LM (2) CHJ (2) BMA (1) BMA (3) Plains Tol¢n (3/4)** CT (2) HPV (2) BMA (1) BMA (4) Forest Bosque de las Sombras (0/7) - - - BMA (7) Forest Key: BMA - Balthazar de Montejo y Aranjuez (Baron of Sarag¢n); AM - Angel¡ta de Matac n (Baronet of Sarag¢n); LM - Luis de Manzanas (Baronet of Aranjuez); CT - Claudio de Tol¢n (Baronet of Montejo); ATL - Al-Kalim's Temple of Learning; WA - Word of the Ambassador; GL - The General's Lead; CHJ - Court of Honor's Judge; HPV - High Passion of Valerias Note: Bosque de las Sombras (Forest of the Phantoms) is nor actually part of Sarag¢n. However, the baron draws upon the forest's magical power, so it is included in the list. Law: The three Baronets control the law and act as advisors to the Baron. He must consult with the Parliament of Lords before making policies. Temples: Many Immortals are followed here. Guilds: The Baron sponsors exports of learning and scholarship. Sources: The Baron is an experienced wizard who controls the magical power of Sarag¢n. Regency Gen/Acc: 25/50 RP. Treasury: 30 GB. Army: 1 knights, 3 archers. Regent: Baron Balthazar de Montejo y Aranjuez (LG hm W12; Vo, major, 35). He is advised by the baronets: Angel¡ta de Matac n (LG hf F9; An, minor, 17), the likely heir; Luis de Manzanas (NG hm F12; Re, minor, 21); and Claudio de Tol¢n (NG hm F7; Br, minor, 16). Allies: Don Luis de Manzanas maintains a friendship with the Baron of Almarr¢n, while Don Claudio de Tol¢n is married to the daughter of Baroness of Gargo€a. Enemies: Sarag¢n has no specific enemies. Guadalante Estado de Guadalante is a loosely organized country inhabited by brave, daring Gauchos. Align: CG. Provinces: Province Law Temples Guilds Sources Terrain Bigotillos (2/3) CB (0) HPV (1) GLH (1) - Plains Ciudad Huelca (6/0) CB (3) HPV (3) GLH (4) - Plains GL (2) CHJ (1) Copetez Grasslands (2/3) CB (1) GL (1) GLH (1) - Plains Dos Cabezas Hacienda (2/3) CB (1) HPV (2) GLH (2) - Plains Rio Copos Valley (2/3) CB (1) GL (2) GLH (2) - Plains Key: CB - Cr¡stobal de Bigotillos y Copetez (Ruler of Guadalante); HPV - High Passion of Valerias; GL - The General's Lead; CHJ - Court of Honor's Judge; GLH - Guadalantan Livestock Haciendas Law: Don Cr¡stobal controls the law, but very loosely - Guadalantans are freedom-loving people. Temples: Valerias and the General are most popular, and the Judge has some following. Guilds: Guadalante exports mostly horses and beef. Regency Gen/Acc: 20/30 RP. Treasury: 10 GB. Army: 4 Gaucho cavalry. Regent: Don Cr¡stobal "El Barbudo" de Bigotillos y Copetez (CG hm R10; Br, major, 29). He is married to Do€a Catalina de Bigotillos y Narvaez (NG hf F2; Ba, major, 42), daughter of Baron Hugo of Narvaez. Allies: Guadalante is fairly friendly with Cimmaron and Sarag¢n. Enemies: None specific, although the Baron of Narvaez is none too pleased with his daughter marrying a "commoner". Cimmaron Cimmaron County is a frontier land. Smokepowder is in heavy use here. Align: NG. Provinces: Province Law Temples Guilds Sources Terrain Claw Peninsula (1/4) JW (1) GL (1) LBT (1) - Hills Little Big Rock (3/2) JW (2) GL (2) LBT (2) - Plains Smokestone City (8/0)** JW (5) GL (2) LBT (6) - Plains HPV (2) CHJ (2) KMW (2) South Gulch (3/2) JW (1) KMW (2) LBT (3) - Hills #Richland (4/1) LBT (4) GL (2) LBT (4) - Plains Key: JW - Sir John of the Wain (Duke of Cimmaron); GL - The General's Lead; HPV - High Passion of Valerias; CHJ - Court of Honor's Judge; KMW - Kagyar's Mechanical Wonders; LBT - LB Trading Company Note: Richland isn't a colony of Cimmaron per se, rather it is owned and operated by LB Trading Company. It is situated north of the Texeiran Colony of the Horn, across the Trident Bay. Law: The Duke controls most law. Temples: The General, Valerias, and the Judge are honored. Guilds: LB Trading Company engages in land and sea trade. Smokepowder production is a major business. Regency Gen/Acc: 24/50 RP. Treasury: 20 GB. Army: 2 Gaucho cavalry, 2 gunmen. Navy: 2 caravels, 5 coasters. Regent: Sir John of the Wain (LG hm Pal5 of the General; An, major, 39), Duke of Cimmaron. Allies: Most neighbors are fairly friendly. Cimmaron also maintains friendly relations with Texeiras and Vilaverde, which allows its ships to travel unmolested. Enemies: No specific enemies, although there are occasional skirmishes with the bandits of Bushwhack Prairie. El Grande Carrascal El Grande Carrascal is a wild area north of Cimmaron, home to gnoll tribes. While some gnolls trade with humans, others raid and pillage mercilessly. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Cactus Eaters Land (2/3) C (2) - - - Badlands Chiriquis Land (2/3) C (2) - - - Cactus Scrub Dead Yuccas Land (2/3) C (2) - - BJ (1) Badlands La Pampa Calavera (0/5) - - - BJ (2) Hills Long Legs Land (2/3) C (2) - - BJ (2) Cactus Scrub Sierra Borgosa West (0/5) - - - MY (3) Hills Key: C - Chieftains; MY - Mazrooth al Yedom; BJ - Black Jack Notes: Each tribe has its own chieftain, who controls the law holding. Bushwhack Prairie and the Badlands Bushwhack Prairie is home to some hardy settlers and many bandits, although cavalry from Cimmaron patrols the Bugle Trail. The Badlands are home to wild, savage goblin tribes. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Bushwhack Prairie Buffalo Run (2/3) JW (0) GL (1) LBT (1) - Plains Cougars Bluff (0/5) - - - BJ (4) Hills Mustang Hills (0/6) - - - BJ (4) Forested Hills Whitestone (2/3) JW (0) GL (1) LBT (2) - Plains Badlands Black Bellies Land (2/3) C (2) - - - Cactus Scrub Blue Feet Land (2/3) C (2) - - BJ (1) Badlands Flat Noses Land (2/3) C (2) - - - Badlands New Hope Valley (0/5) - - - - Hills Sierra Desperada (0/8) - - - BJ (6) Swamp Key: JW - Sir John of the Wain (Duke of Cimmaron); GL - The General's Lead; LBT - LB Trading Company; C - Goblin Chieftains; BJ - Black Jack Tortle Lands Tortle Lands are mostly desert and badlands. The territories are nominally unclaimed, although they include O BastiÆo das Tartarugas, colony of Vilaverde. Provinces: Province Law Temples Guilds Sources Terrain Camel Hump (0/5) - - - - Desert Lowlands Gap (0/5) - - - GO (4) Badlands Tortle Country (0/5) - MTS (0) - - Badlands Key: MTS - Mystic Temple of the Shell; GO - Golden One Robrenn Confederated Kingdom of Robrenn is a forested country dominated by druids. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Avarica (6/0)* Eus (4) DFR (6) NB (3) - Forested Hills Avernos (5/0)* Ble (4) DFR (5) NB (3) - Forested Hills Carnuilh Forest (0/9) DFR (0) DFR (0) - - Ancient Forest Eyf (9/0)***** Edw (6) DFR (9) NB (6) - Forest Morguen (7/0)* Onn (5) DFR (7) NB (3) - Plains Nemausa (7/0)* Cal (5) DFR (7) NB (3) - Plains Sedhuen (7/0)* Teu (4) DFR (7) NB (4) - Plains Suerba (5/1)* Bre (3) DFR (5) NB (2) - Forested Hills Uthu¡nn (4/3) Bri (2) DFR (4) NB (3) - Forest Key: Edw - Edwix II (King of Robrenn); Eus - Eusgetorix the Stormy (Baron of Avarica); Ble - Blergix the Tall (Duke of Avernos); Onn - Onnena the Sylvan (Countess of Morguen); Cal - Calturix the Bloodthirsty (Baron of Nemausa); Teu - Teuthoel the Merciful (Baron of Sedhuen); Bre - Brevoel the Swift (Count of Suerba); Bri - Brivaela the Sagacious (Baroness of Uthu¡nn); DFR - Druidic Faith of Robrenn; NB - Nature's Bounty Law: The King and his nobles control the law, although the druids have much influence. Temples: The druids lead the religion of Robrenn, which is dedicated to several Immortals. Guilds: Robrenn exports products of nature, such as food, herbs, and spices. Regency Gen/Acc: 56/60 RP. Treasury: 20 GB. Army: 3 infantry, 3 elf archers, 2 elite infantry, 2 dwarf guards, 2 halfling infantry. Elves, dwarves, and halflings live here and can be mustered. Navy: 2 cogs. Regent: King Edwix II (N hm F9; Re, major, 41). He is advised by the nobles. Allies: Robrenn has no specific allies. Enemies: Humanoids from the north sometimes raid Robrenn. Humanoid Highlands These lands are situated north of Robrenn and are inhabited by orcs and goblins. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Atumna Valley (0/7) - - - - Forest Beugh (0/8) - - - GO (6) Swamp Cassivellonis (2/3) C (2) - - - Plains Carnax (2/3) C (2) - - GO (3) Plains Ligona (2/3) C (2) - - - Plains Lugdumna Valley (0/7) - - - - Forest Pyctis (2/3) C (2) - - - Plains Senonis (0/7) - - - - Forest Tuatamna Valley (0/8) - - - GO (6) Swamp Key: C - Chieftains; GO - The Golden One Eusdria Eusdria is a feudal, chivalric kingdom whose noble knights dream of making it into a holy empire. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Frisonnia (8/0)*** Beo (5) WTE (8) RFC (4) - Forested Hills Gundegard (4/1)* Sig (2) WTE (4) RFC (1) - Plains Harstal (7/0)*** The (4) WTE (7) RFC (4) - Forested Hills Mohesia (6/0)** Art (4) WTE (6) RFC (3) - Forest Othmar (7/0)**** Sig (7) WTE (7) RFC (4) - Forested Hills Savaria (7/0)*** Uth (5) WTE (7) RFC (4) - Plains Key: Sig - Sigismund III (King of Eusdria); Beo - Beovilda the Blunt (Duchess of Frisonnia); The - Theodamir the Stutterer (Count of Harstal); Art - Arthaulf the Forthright (Baron of Mohesia); Uth - Utha the Fair (Baroness of Savaria); WTE - Warrior Temple of Eusdria; RFC - Royal Fine Crafts Law: The King and his nobles control the law in their respective fiefs. Temples: The Eusdrian pantheon includes several Immortals, with Tiuz being foremost. Guilds: Eusdria exports metals and other products. Regency Gen/Acc: 48/60 RP. Treasury: 30 GB. Army: 3 knights, 3 elf cavalry, 5 infantry, 3 elf archers. Elves can be mustered in Eusdria. Navy: 2 caravels. Regent: King Sigismund III the Great (LG he F15; Re, great, 47). He is advised by the nobles. Allies: Eusdria is friendly with Robrenn and the nearby Texeiran colony, Protectorado da Presa. Enemies: Eusdria is hostile to the Yazi humanoids to the north. Unclaimed Lands While there is a large unclaimed area to the north of the Savage Baronies, where various countries may be tempted to expand, there are several problems preventing quick expansion. Each separate area is briefly outlined below. La Pampa Rica This grassland touches the borders of Torre¢n, Narvaez, Sarag¢n, Guadalante, and Robrenn. It is the eastern extension of Yazak Steppes and is inhabited by Kuttai (orc/goblin) and Dankut (orc/troll) tribes, which are currently allied and pose a threat to the baronies. Plain of Dreams This plain north of Eusdria is notable for its strange flowers which release a cloud of pollen that puts people and animals to sleep. Eusdrians have not yet found a way to protect themselves against this pollen, although the Yazi goblins apparently have, since they occasionally launch raids into Frisonnia and Mohesia. Terra Vermelha This area north of Vilaverde and Texeiras and east of Torre¢n is remarkable for its rich deposits of cinnabryl. By the Treaty of Tampicos, it must remain unclaimed, and any state moving in here will no doubt be considered an enemy by other states in the region. However, mining of cinnabryl is allowed here. Torre Cristobal and the surrounding forest This lone tower was once the seat of the Barony of Cristobal. The baron has relinquished all claims to the surrounding lands and retained only ownership of the tower. Cristobal has remained neutral since then, until a horde of goblins ransacked the tower a few years ago. Now the surviving members of Cristobal family are seeking assistance from the Savage Baronies to reclaim their tower. Yazak Steppes This large area is occupied by many humanoid tribes, which raid the coastal countries. La Pampa Rica and Plain of Dreams are also part of this area. The land north of Renardy, Bellayne, and Herath are occupied by the powerful Hupkur tribe (hobgoblins/ogres). A smaller tribe of goblins, the Tai-luk, live north of the Bayou (near Cay). NONHUMAN LANDS Tortle Tribeland This coastal strip of desert is situated south of Renardy. It is mostly inhabited by tortles, although Dunwick, the biggest city here, is under much influence of LB Trading Company. Provinces: Province Law Temples Guilds Sources Dunwick (9/0) LBT (6) MTS (6) LBT (7) - Desert GL (1) Hunden Hills (0/5) - - - - Hills Prash (0/7) - MTS (0) - - Mountains R'nak (0/5) - MTS (0) - - Desert Shtun (0/5) - MTS (0) - - Desert Tlech (0/5) - MTS (0) - - Desert Zul (0/5) - - - - Hills Key: LBT - LB Trading Company; MTS - Mystic Temple of the Shell; GL - The General's Lead Renardy The Kingdom of Renardy is home to lupins, dog-people. Align: CG. Provinces: Province Law Temples Guilds Sources Terrain Br‚goigne (5/0)** LIV (3) HSC (5) VGR (3) - Plains Louvines (9/0)******** LIV (6) HSC (9) VGR (5) - Plains Marmandie (6/0)*** LIV (4) HSC (6) VGR (4) - Plains Noijou (6/0)** LIV (4) HSC (6) VGR (6) - Hills Ysembragne (7/0)** LIV (5) HSC (7) VGR (5) - Plains Key: LIV - Louis IV (King of Renardy); HSC - Holy Saimpts Convent; VGR - Vintage Guild Royale Law: King Louis controls most law. Temples: The lupin saimpts are worshipped here, with Saimpt Renard being the head of the pantheon. Guilds: Wine is unquestionably the most important trade good of Renardy. Regency Gen/Acc: 55/60 RP. Treasury: 20 GB. Army: 3 elite infantry, 4 infantry, 3 archers. Regent: King Louis IV "Le Cabotin" de Clairvault (CG lupin m F10; Br, major, 37). Allies: Renardy gets along reasonably well with most Guardianos countries to the east. Enemies: Bellayne is seen as a rival, but there is no real enmity here. Bellayne Bellayne is the neighbor of Renardy. It is inhabited by rakastas, the cat people. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Furfield (6/0)** Cat (4) SB (6) LTI (3) - Plains Kittings (5/0)** Cat (4) SB (5) LTI (3) - Hills Leominster (9/0)******** Cat (9) SB (9) LTI (6) - Plains Pawcester (6/0)** Cat (4) SB (6) LTI (3) - Plains Penwick (6/0)** Cat (4) SB (6) LTI (4) - Hills Theeds (9/0)*** Cat (5) SB (9) LTI (3) - Plains JV (6) Wyndham (1/6) - SB (1) - - Forest Key: Cat - Catherine I (Queen of Bellayne); SB - Sancta Bellania (Humphrey Cockerfield); LTI - Lion Trading Inc; JV - Jorge de Vilaverde (Baron of Vilaverde) Law: Queen Catherine controls most law. Temples: Several Immortals are venerated in Bellayne as a pantheon. The leader of the church is Sir Humphrey Cockerfield, Bishop of Kittings (LG rakasta m P9; Ba, major, 29). Guilds: Bellayne exports wool, tea, liquors, and coal. Vilaverde does much trade in Theeds, based from their nearby colony. Regency Gen/Acc: 72/70 RP. Treasury: 20 GB. Army: 5 elite infantry, 2 archers, 2 pikemen. Regent: Queen Catherine I "the Lioness" of Dorsythe (LG rakasta f F11; Ba, major, 38). Allies: Vilaverde maintains a sea trading colony (Terra LeÆo‡a) nearby, although this is a mixed blessing. Enemies: None specifically, although Renardy is a rival. Herath The mystreious Magiocracy of Herath is home to araneas - spider-creatures who can take humanoid form. They are powerful wizards. Align: CN. Provinces: Province Law Temples Guilds Sources Terrain Berevrom (5/0)** Yah (5) STH (5) MP (3) Yah (0) Plains Enom (6/0)** Yah (6) STH (6) MP (4) Yah (0) Hills Ensheya (7/0)*** Yah (7) STH (7) MP (4) Yah (0) Plains Forest of the Magus (9/9)****** Yah (9) STH (9) MP (6) Yah (9) Ancient Forest Hethzya (8/0)*** Yah (8) STH (8) MP (4) Yah (0) Plains Shavraim (7/0)*** Yah (7) STH (7) MP (6) Yah (0) Plains Western Herath (0/9) Yah (0) STH (0) - Yah (9) Ancient Forest Widow Valley (1/8) Yah (1) STH (1) - Yah (8) Ancient Forest Wildwoods East (1/8) Yah (1) STH (1) - Yah (8) Ancient Forest Wildwoods West (1/8) Yah (1) STH (1) - Yah (8) Ancient Forest Key: Yah - Yahav IV (Wizard-King of Herath); STH - Spider Temple of Herath; MP - Magian Provider Note: The source level in the Forest of the Magus is never reduced. Law: The King tightly controls Herath. Temples: Herathians worship several Immortals, but Yehm is chief among them. Guilds: Herath trades in magical knowledge and objects. Sources: The Wizard-King controls the magic of his land. Regency Gen/Acc: 87/100 RP. Treasury: 40 GB. Army: 5 elite infantry, 6 archers, 4 cavalry. Navy: 3 caravels. Regent: Wizard-King Yahav IV "the Watcher" (CE aranea m W20; Vo, great, 53). Allies: Herath has no real allies, although Shazak to the north can be considered friendly, and Nimmur maintains trade relations. Enemies: The phanatons of Jibar£ hate Herathians. Shazak The Kingdom of Shazak is the land of the lizardmen (shazaks). Align: N. Provinces: Province Law Temples Guilds Sources Terrain Ah'roog (6/0) Sh (4) KTP (6) Sh (2) - Forested Hills K'klett (3/3) Sh (2) KTP (3) - - Forested Hills Ryt'takk (3/4) Sh (1) KTP (3) - Ez (3) Forest T'lak (3/4) Sh (2) KTP (3) - - Forest Snaat (3/4) Sh (2) KTP (3) - - Forest Ssik'k (3/3) Sh (1) KTP (3) - - Forested Hills Key: Sh - Shaz XII (King of Shazak); KTP - Ka'ar's Temple of Prosperity; Ez - Ezar-Baal Law: King Shaz controls most law. He has recently begun to try his hand at trade. Temples: Ka'ar is the patron of Shazak. Regency Gen/Acc: 33/40 RP. Treasury: 10 GB. Army: 4 shazak infantry. Regent: King Shaz XII "the Slick" (N lizardman m F8; Re, minor, 24). Allies: Herath is a quiet ally because Shazak serves as a buffer between Herath and the aggressive Ator. Enemies: None. Ator Ator is the kingdom of the aggressive gator men (gurrash). Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Chomm (3/5) At (1) GTB (3) - - Swamp Gurr'ash (5/3)** At (2) GTB (5) - - Swamp Hwra'a (3/5) At (1) GTB (3) - Ez (4) Swamp Omsh (3/5) - GTB (3) - - Swamp Smlesh (3/5) At (1) GTB (3) - - Swamp Yrrsh (3/5) At (0) GTB (3) - Ez (5) Swamp Zraak (3/5) - GTB (3) - - Swamp Key: At - Ator I (Queen of Ator); GTB - Goron's Temple of Blood; Ez - Ezar-Baal Law: Queen Ator can barely keep the gurrash under control. Temples: The destructive Immortal Goron is the patron of gurrash. Guilds: The gator men did not yet grasp the concept of trade. Regency Gen/Acc: 28/40 RP. Treasury: 10 GB. Army: 8 gurrash infantry. Regent: Queen Ator I "Ole Gray Fangs" (CE gurrash f F10; Az, minor, 19). Allies: None. Enemies: The gurrash simply eat anyone foolish enough to venture in the Bayou. Cay This is the kingdom of cay-men (caymas). Align: N. Provinces: Province Law Temples Guilds Sources Terrain Hwezzah (3/4) Ss (2) TTC (3) - - Forest Hwool (3/4) Ss (2) TTC (3) - Ez (3) Forest Rleeh'z (3/4) Ss (1) TTC (3) - Ez (2) Forest Tu'eth (7/0)* Ss (5) TTC (7) Ss (1) - Forested Hills Key: Ss - Ssa'a (Queen of Cay); TTC - Twin Temple of Cay Law: Queen Ssa'a mostly controls the law. Temples: Caymas worship Cay and Kutul. Guilds: The queen recently started some trade with Shazak. Regency Gen/Acc: 26/30 RP. Treasury: 10 GB. Army: 3 cayma infantry. Regent: Queen Ssa'a IV "Silver Tail" (N cayma f F7; Vo, minor, 17). Allies: None. Enemies: None. ORC'S HEAD PENINSULA Wallara Wallara is a land of chameleon-men (wallaras), who are primitive hunter-gatherers. Align: N. Provinces: Province Law Temples Guilds Sources Terrain Bullawara (1/4) BS (1) WT (1) - - Plains Djabinga (1/6) BS (1) WT (1) - NK (4) Forest Koonaba (1/4) BS (1) WT (1) - - Plains Malboora (1/4) BS (1) WT (1) - - Plains Oodnatta (1/6) BS (1) WT (1) - - Forest Poochara (1/4) BS (0) WT (1) - - Plains Quambara (2/3) BS (1) WT (2) - - Plains Risilvar (7/0) BS (7) WT (7) - - Hills Wallabong (3/2) BS (2) WT (3) - - Plains Wallaroo Grasslands (0/5) BS (0) WT (0) - - Plains Widgiewoomba (2/5) BS (2) WT (2) - NK (3) Forest Wobegong (2/3) BS (1) WT (2) - - Plains Key: BS - Bakaloo Sunskin (Chief Mendoo of Wallara); WT - Wallara Tookoo (Bakaloo Sunskin); NK - Naui-Ku  Law: The Chief Mendoo controls most law. Temples: Wallaras worship several Immortals, but most of all Agundji, the Rainbow Serpent. Regency Gen/Acc: 57/50 RP. Treasury: 10 GB. Army: 4 wallara infantry. Regent: Chief Mendoo Bakaloo Sunskin (N wallara m P8; Re, major, 31). Allies: None. Enemies: None. Jibar£ The jungle land of Jibar£ is home to the monkey-like phanatons. Align: CG. Provinces: Province Law Temples Guilds Sources Terrain Ajum  (1/6) BU (0) TU (1) - - Jungle Ara¡ (1/6) BU (0) TU (1) - - Jungle Cafu  (2/5) BU (1) TU (2) - NK (4) Jungle Cuirib  (2/4) BU (2) TU (2) - NK (2) Forested Hills Itucu  (4/3)*** BU (3) TU (4) - - Jungle Ji-Tapar  (1/6) BU (0) TU (1) - - Jungle Jurur£ Valley (0/5) - TU (0) - - Plains Mara  (2/5) BU (1) TU (2) - NK (1) Jungle Marau-Pur£ (2/5) BU (2) TU (2) - - Jungle Xing  Valley (0/5) BU (0) TU (0) - - Plains Key: BU - Barana-U¡ (Queen of Jibar£); TU - Temple of U¡; NK - Naui-Ku  Law: The queen controls most law. Temples: Phanatons worship U¡, Mother Earth, and the Huntsman. Regency Gen/Acc: 24/40 RP. Treasury: 10 GB. Army: 4 phanaton infantry. Regent: Queen Barana-U¡ "Orchid-Soul" (CG phanaton f F8; Re, minor, 23). Allies: None. Enemies: Herath is the phanatons' worst enemy. Nimmur is also threatening. Nimmur The Kingdom of Nimmur is home to evil manscorpions, who have in ancient times betrayed the enduks that ruled here and drove them out. Currently, Nimmur actually consists of two kingdoms - Gilmun, the land above, and the Low Realm of Apsur, below ground. They are not entirely in agreement, and Apsur may soon secede. Additionally, the town of Um-Shedu has been recently reclaimed by a brave band of enduks and ee'aar, and is a thorn in Nimmur's side. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Surface Connections Gilmun Ankesh (4/2) Anu (2) NTM (4) - - Forested Hills Asur (8/0)** Anu (8) NTM (8) PS (2) - Plains Ekiddu (5/0) Anu (4) NTM (5) DJV (3) - Plains Er (8/0)***** Anu (8) NTM (8) PS (3) - Plains Shubat-Nammu (3/4) Anu (1) NTM (3) - - Forest Suneveh (8/0) Anu (6) NTM (8) PS (2) - Plains Sur (5/2) Anu (2) NTM (5) PS (1) - Forest Southern Shield (1/6)**** Anu (1) NTM (1) - - Forest Apsur Central Apsur (5/0) Tig (5) DNH (5) - - Cavern Ganlil Valley Eastern Apsur (6/0)***** Tig (6) DNH (6) Tig (3) - Cavern Ankesh, Shubat-Nammu Low Asur (3/2) Tig (3) DNH (3) - - Cavern Asur Low Er (4/1) Tig (4) DNH (4) - - Cavern Er Low Suneveh (2/3) Tig (2) DNH (2) - - Cavern Suneveh Western Apsur (1/4) Tig (1) DNH (1) - - Cavern Eastern Forbidden Highlands Um-Shedu Um-Shedu (3/2) Gil (3) STI (3) - - Hills Key: Anu - Anupalassar II (King of Nimmur); NTM - Nimmurian Temple of Menlil (Anupalassar II); PS - Pincer and Sting; DJV - Dom Jorge de Vilaverde (Porto EscorpiÆo); Tig - Tigurta I (Queen of Apsur); DNH - Darkness of Nin-Hurabi (Tigurta I); Gil - Gildesh II (King of Eshu); STI - Solar Temple of Idu (Gildesh II) Law: Both monarchs control the law in their respective kingdoms, while Um-Shedu receives support from Eshu. Temples: Nimmurians of Gilmun worship Menlil, while those below follow Nin-Hurabi. Guilds: Nimmur engages in a little trade of its own, but the Vilaverdan colony of Porto EscorpiÆo controls sea trade in the region. Regency Gen/Acc: Anupalassar: 101/100 RP, Tigurta: 54/90 RP. Treasury: Anupalassar: 50 GB, Tigurta: 40 GB. Army: Gilmun: 20 Nimmurian pincers, Apsur: 12 Nimmurian pincers, Um-Shedu: 5 enduk storms (maintained by Eshu). Regents: King Anupalassar II the Firebranded (CE manscorpion m P13 of Menlil; Az, major, 43) rules Gilmun. Queen Tigurta II the Taciturn (CN manscorpion f P11 of Nin-Hurabi; Az, major, 40) rules Apsur and owes fealty to Anupalassar, but she resents the King's rule and harbors thoughts of breaking away. Allies: Herath is allied to Nimmur and does some trade. Enemies: The greatest enemy is Eshu, because the enduks wish to reclaim their ancient homeland. The Dark Jungle orcs and the phanatons of Jibar£ often raid and skirmish with the Nimmurians. Dark Jungle This large jungle is home to many tribes of bloodthirsty orc warriors ruled by a powerful vermilion dragon. Align: CE. Provinces: Province Law Temples Guilds Sources Terrain Argak (4/4)* Pyr (4) DTN (4) - Pyr (4) Swamp Black Orchid (2/5) Pyr (2) DHA (2) - Pyr (5) Jungle F'faug (4/3)* Pyr (4) DHA (4) - Pyr (3) Jungle Green Slayers (2/5) Pyr (1) DTN (2) - Pyr (5) Jungle Ol-”moi (5/1)* Pyr (3) WCK (5) - Pyr (1) Forested Hills Sea Plague (1/6) Pyr (1) CFO (1) - Pyr (6) Jungle Silent Death (3/4) Pyr (1) WCK (3) - Pyr (4) Jungle Storm Bringers (2/5) Pyr (1) STC (1) - Pyr (5) Jungle Ugmar (4/2)* Pyr (4) STC (4) - Pyr (2) Forested Hills Zrag (4/3)* Pyr (4) CFO (4) - Pyr (3) Jungle Key: Pyr - Pyre (Overking of Dark Jungle); DHA - Deceptive Hand of A‹t-tha; STC - Storm Temple of Crakkak; WCK - War Cry of Karaash; DTN - Dark Temple of Na'al; CFO - Crushing Fist of Oruguz Law: Pyre controls most law, as he is the Overking. Temples: Various tribes worship different Immortals. Sources: Pyre is a powerful user of magic, and controls the jungle magic. Regency Gen/Acc: 94/200 RP. Treasury: 50 GB. Army: 14 Dark Jungle hordes. Navy: 10 war canoes (stats as Rjurik longship). Regent: Pyre (CE ancient red dragon male; Az, great, 67), the Overking. Allies: None. Enemies: Both Nimmur and Herath suffer from orcish raids. Forbidden Highlands This territory is unclaimed. It is mostly empty hills. Province Sources Terrain Central Forbidden Highlands (0/5) NK (5) Hills Eastern Forbidden Highlands (0/5) NK (3) Hills Ganlil Valley (0/6) - Forested Hills Western Forbidden Highlands (0/5) NK (3) Hills Key: NK - Naui-Ku  The Unclaimed Territories This empty territory is situated along the coast, north and west of Jibar£ and south of the Colony of the Horn. Nimmur is planning to expand here in the near future. Province Source Terrain Grey Swamps (0/8) - Swamp The Horn (0/5) MKK (3) Desert Mosquito Land (0/5) - Plains Shifting Dunes East (0/5) - Desert Shifting Dunes West (0/5) MKK (3) Desert Wind Flats (0/5) - Plains Key: MKK - Miles Killian O'Kayne THE IMMORTALS' ARM Aeryl The Kingdom of Aeryl is the land of ee'aar, the winged elves. Align: CG. Provinces: Province Law Temples Guilds Sources Terrain Aulrun (4/5) En (2) GGW (4) - En (5) High Mountains Eredor (5/4) En (3) GGW (5) - En (4) High Mountains Gwylf (6/3) En (3) GGW (6) - En (3) High Mountains Ithu¡n (8/1)**** En (5) GGW (8) - En (0) High Mountains Mythror (6/3) En (4) GGW (6) - En (3) High Mountains Oethr£n Plateau (0/5) En (0) GGW (0) - En (5) Plains Key: En - Enerin II (King of Aeryl); GGW - Guiding Gust of Wind Law: The King loosely controls the law. Temples: The ee'aar worship the Guide, the Guardian, and the Adventurer. Sources: The King also controls the magic of Aeryl. Regency Gen/Acc: 66/80 RP. Treasury: 30 GB. Army: 6 ee'aar wings. Regent: King Enerin II the Gaunt (CG ee'aar m F9/W9; An, major, 32). Allies: Eshu is an ally. Enemies: None, although ee'aar consider the humans of nearby Porto Maldi‡Æo to be boorish brutes. Eshu The Kingdom of Eshu is the land of enduks, the winged minotaurs who were driven from Nimmur. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Enveh (3/2) Gil (3) STI (3) - - Plains Erdu (6/0) Gil (6) STI (6) - - Plains Gildesh (1/4)**** Gil (1) STI (1) - - Plains Masur (4/1) Gil (4) STI (4) - - Plains Sardon (7/0)*** Gil (7) STI (7) - - Plains Key: Gil - Gildesh II (Priest-King of Eshu); STI - Solar Temple of Idu (Gildesh II) Law: The King controls all law. Temples: The enduks worship Idu, their creator. Regency Gen/Acc: 62/80 RP. Treasury: 30 GB. Army: 8 enduk storms. Regent: Priest-King Gildesh II (LG shedu m P16 of Idu; Ba, major, 38), Herald of Idu. Allies: Aeryl is cooperating with Eshu. Enemies: Nimmur is Eshu's greatest enemy. The orcs of Western Orclands have also tried to invade numerous times. Porto Maldi‡Æo This small hamlet was once a colony of Vilaverde, but has declared independence. However, it may be forced to rejoin its mother barony if it wants to survive. Porto Maldi‡Æo (0/5) Plains Western Orclands The eastern coast of the Immortals' Arm is inhabited by orc tribes originally from Dark Jungle to the east. They refused to be dominated by more powerful tribes and migrated here. Pyre, the lord of Dark Jungle, has made some attempts to invite these orcs under his rule, but unsuccessfully. If he really stirs himself, he can without doubt subjugate the Western Orclands easily. Align: CE. Provinces: Province Law Terrain Ghonam (1/6) Sut (1) Jungle Sulkar (1/5) Too (1) Forested Hills Yamekh (1/5) Fur (1) Forested Hills Grubb Nest Marshes (0/8) - Swamp Key: Sut - Sutunu; Too - Tookala One Eye; Fur - Furul Fire-breath Suma'a Suma'a is one of the kingdoms populated by ogre-kin. They combine religous and mercantile life. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Malabar (5/0) Um (5) BCS (5) MEE (2) - Hills Odom (2/3) Um (2) BCS (2) MEE (0) - Plains Sumag (9/0)**** Um (9) BCS (9) MEE (5) - Plains Key: Um - Umbar (King of Suma'a); BCS - Bountiful Church of Sumag (Aw'ar); MEE - Mining Exchange of Emdur (Opatuo) Law: The King controls all law. Temples: Sumag is the patron of Suma'a. Chief priestess is Aw'ar (LG ogre-kin f P15; Ba, major, 31). Guilds: The Mining Exchange of Emdur handles the trade between Suma'a and Gombar. Regency Gen/Acc: 25/40 RP. Treasury: 30 GB. Army: 5 ogre-kin infantry. Regent: King Umbar (LG ogre-kin m P7; Ba, major, 26). Allies: Gombar. Enemies: None. Gombar Gombar is the other ogre-kin kingdom, which was once part of Suma'a. Since it has seceded, the two kingdoms continue good relations. Align: LG. Provinces: Province Law Temples Guilds Sources Terrain Awog (2/3) Mo (2) GHG (2) MEE (2) - Hills Dogon (6/0) Mo (6) GHG (6) MEE (3) - Plains Emdur (9/0)**** Mo (9) GHG (9) MEE (7) - Plains Pogur (4/1) Mo (4) GHG (4) MEE (2) - Plains Umal (5/0) Mo (5) GHG (5) MEE (3) - Hills Key: Mo - Modar (King of Gombar); GHG - Golden Hand of Gombar (Droog); MEE - Mining Exchange of Emdur (Opatuo) Law: The King holds the law. Temples: The temple of Gombar is headed by chief priest Droog (LG ogre-kin m P10; Br, minor, 21). Guilds: The Mining Exchange of Emdur is based in Gombar. Its leader is Opatuo (LG ogre-kin f G14; Br, minor, 19). Regency Gen/Acc: 40/60 RP. Treasury: 40 GB. Army: 7 ogre-kin infantry. Regent: King Modar (LG ogre-kin m P5; Br, minor, 20). Allies: Suma'a. Enemies: None. Unclaimed Lands of the Arm There are some unclaimed lands east of Aeryl and south of Eshu. Theu are unclaimed for a reason - these regions are rife with monsters of all types. A regent would have to devote considerable resources to weeding out the local wildlife before moving settlers to these areas. TEMPLES Al-Kalim's Temple of Learning (LN) Holdings: Sarag¢n (2), Gargo€a (1) Regent: Nina Alhabashi (NG hf P6 of Al-Kalim; Ba, minor, 13). Court of Honor's Judge (LN) Holdings: Torre¢n (7), Sarag¢n (2), Guadalante (1), Cimmaron (2) Regent: ? Bountiful Church of Sumag (LG) Holdings: Suma'a (16) Regent: Aw'ar (LG ogre-kin f P15; Ba, major, 31). Darkness of Nin-Hurabi (CN) Holdings: Nimmur (21) Regent: Tigurta I, Queen of Apsur. Druidic Faith of Robrenn (N) Holdings: Robrenn (50) Regent: Great Druidess (N hf D16; Re, major, 41). The General's Lead (N) Holdings: Torre¢n (6), Sarag¢n (2), Guadalante (5), Cimmaron (7), Bushwhack Prairie (2), Dunwick (1) Regent: ? Golden Hand of Gombar (LG) Holdings: Gombar (26) Regent: Droog (LG ogre-kin m P10; Br, minor, 21). Goron's Temple of Blood (CE) Holdings: Ator (23) Regent: ? Great Might of Fa€a (N) Holdings: Vilaverde (3), Texeiras (2), Torre¢n (10) Regent: ? Guiding Gust of Wind (CG) Holdings: Aeryl (29) Regent: ? High Passion of Valerias (CN) Holdings: Vilaverde (2), Texeiras (4), Gargo€a (3), Almarr¢n (2), Sarag¢n (2), Guadalante (6), Cimmaron (2) Regent: ? Holy Church of Narvaez (LN) Holdings: Narvaez (20), Torre¢n (0), Gargo€a (1) Regent: Baron Hugo de Narvaez. Holy Saimpts Convent (CG) Holdings: Renardy (33) Regent: ? Holy Temple of Bozdogan (CE) Holdings: Hule (46) Regent: Master of Hule. Ka'ar's Temple of Prosperity (LG) Holdings: Shazak (21) Regent: ? Kagyar's Mechanical Wonders (N) Holdings: Cimmaron (4) Regent: ? Mighty Sword of Halav (LG) Holdings: City-States (50) Regent: ? Mystic Temple of the Shell (N) Holdings: Tortle Lands and Dunwick (6) Regent: ? Nimmurian Temple of Menlil (CE) Holdings: Nimmur (42) Regent: Anupalassar II, King of Nimmur. Sancta Bellania (LG) Holdings: Bellayne (42) Regent: Sir Humphrey Cockerfield (LG rakasta m P9 of Belbion; Ba, major, 29), Bishop of Kittings. Solar Temple of Idu (LG) Holdings: Eshu (21), Nimmur (3) Regent: Gildesh II, Priest-King of Eshu. Spider Temple of Herath (CN) Holdings: Herath (45) Regent: ? Swashbuckling Temple of Milan (CG) Holdings: Vilaverde (4), Texeiras (6), Gargo€a (2), Almarr¢n (2) Regent: ? Temple of U¡ (N) Holdings: Jibar£ (15) Regent: ? Twin Temple of Cay (N) Holdings: Cay (16) Regent: ? Wallara Tookoo (N) Holdings: Wallara (22) Regent: Bakaloo Sunskin, Chief Mendoo of Wallara. Warrior Temple of Eusdria (LG) Holdings: Eusdria (39) Regent: ? Word of the Ambassador (LN) Holdings: Gargo€a (3), Almarr¢n (6), Sarag¢n (2) Regent: ? GUILDS Almarro€an Fine Exports (CG) Holdings: Almarr¢n (5) Regent: ? Guadalantan Livestock Haciendas (CG) Holdings: Guadalante (10) Regent: ? Guild of Dark Desires (CE) Holdings: Hule (46) Regent: Mustafa the Slime (CE hm T12; Az, major, 29). LB Trading Company (N) Holdings: Cimmaron (12), Bushwhack Prairie (3), Dunwick (7), Richland (4) Regent: ? Lion Trading, Inc. (LG) Holdings: Bellayne (22) Regent: ? Los Elegidos (CN) Holdings: Narvaez (7) Regent: Angel¡c de Ariˆla (NG ef R10; Re, minor, 21). Magian Provider (CN) Holdings: Herath (27) Regent: ? Mining Exchange of Emdur (LG) Holdings: Suma'a (7), Gombar (17) Regent: Opatuo (LG ogre-kin f G14; Br, minor, 19). Nature's Bounty (N) Holdings: Robrenn (27) Regent: ? Pincer and Sting (CE) Holdings: Nimmur (8) Regent: ? Royal Fine Crafts (N) Holdings: Eusdria (20) Regent: ? Texeiran Red Steel (N) Holdings: Texeiras (7) Regent: ? Torre¢ner Export Company (LN) Holdings: Torre¢n (8) Regent: ? Vilaverdan Cinnabryl Miners (N) Holdings: Vilaverde (6) Regent: ? Vintage Guild Royale (CG) Holdings: Renardy (23) Regent: ? WIZARDS Alrethus (Scribe of the Master) Holdings: Hule (27) Regent: Alrethus (CE hm W11; Az, minor, 18), the Master's vassal. Balthazar de Montejo y Aranjuez (Baron of Sarag¢n) Holdings: Sarag¢n (7), Bosque de las Sombras (7) Black Jack o' the Prairie Holdings: El Grande Carrascal (5), Bushwhack Prairie/Badlands (15) Regent: Black Jack (CE hm W9; Az, minor, 21), a bandit lord who hates Sir John of Cimmaron. Enerin II (King of Aeryl) Holdings: Aeryl (20) Ezar-Baal (The Swamp Wizard) Holdings: Shazak (3), Ator (9), Cay (5) Regent: Ezar-Baal (NE aranea m W12; Az, major, 28), an exile from Herath who is residing in the Bayou. Gloriana de Rondalla Holdings: Vilaverde (3), Texeiras (7), Torre¢n (2) Regent: Gloriana de Rondalla (NG ef W(En)5; Ma, minor, 19), a swashbuckler enchanter living in Vilaverde. Golden One Holdings: Turtle Country (4), Humanoid Highlands (15) Regent: Golden One (N hm? W14?; unknown bloodline), a reclusive wizard rumored to live somewhere in the Pampa. Ivan Kovalski (The Island Mage) Holdings: City-States (18) Regent: Ivan Kovalski (LG hm W6; Re, minor, 17), a wizard from Hojah who draws his power from the surrounding islands and coast. Mazrooth al Yedom Holdings: Almarr¢n (8), Gargo€a (3), El Grande Carrascal (3) Regent: Mazrooth al Yedom (N aranea m W7; Vo, major, 29), an Inheritor aranea from Herath masquerading as a human sage. Miles Killian O'Kayne Holdings: Colony of the Horn and nearby territories (10) Regent: Miles Killian O'Kayne (CG em F4/W5; Br, major, 26), Killian for short, an elven swashbuckler and privateer captain. Naui-Ku  Holdings: Wallara (7), Jibar£ (7), Forbidden Highlands (11) Regent: Naui-Ku  (N phanaton m W7; Re, minor, 21), a mysterious witch doctor living in the Forbidden Highlands. Pyre (Overking of Dark Jungle) Holdings: Dark Jungle (38) Yahav IV (Wizard-King of Herath) Holdings: Herath (42) SAVAGE COAST ARMIES Cayma Infantry: stats as iregulars, but missile 3. 2/1 GB. Can choose to fall back in the morale phase, even if engaged. Can be mustered in Cay. Dark Jungle Horde: stats as Warband of Markazor, but doesn't ignore F and R results. 5/1 GB. Can be mustered in Dark Jungle. Ee'aar Wing: stats as elf archers, but move 3 and melee 3. 4/2 GB. Can fly. Can be mustered in Aeryl. Enduk Storm: Melee 4, charge 5, defense 4, move 3, morale 3, hits 3. 5/2 GB. Can fly. Can be mustered in Eshu and Um-Shedu. Gaucho Cavalry: cavalry armed with smokepowder pistols. Stats as normal cavalry, but with the missile rating of 4. Can be mustered in Guadalante and Cimmaron. Gunmen: infantry armed with smokepowder guns. Stats as archers, but missile 5. Can be mustered in Guadalante and Cimmaron (and in other Savage Baronies after appropriate research). Gurrash Infantry: stats as infantry, but melee 5 and 3 hits. Gains +1 to defense and morale in swamp. 3/1 GB. Can be mustered in Ator. Nimmurian Pincer: stats as knights. 5/2 GB. Can be mustered in Nimmur. Ogre-kin Infantry: Melee 6, defense 4, move 2, morale 3, hits 3. 4/1 GB. Can be mustered in Gombar and Suma'a. Phanaton Infantry: stats as irregulars, but missile 3. Gain +1 to all ratings in forest or jungle. 2/1 GB. Can be mustered in Jibar£. Shazak Infantry: stats as infantry, but missile 3. 2/1 GB. Can be mustered in Shazak. Tortle Mystics: tortles trained in martial arts. Melee 5, missile 3, defense 4, move 2, morale 3, hits 2. 4/1 GB. Can be mustered only by tortles, in the Tortle Lands near Robrenn and in Tortle Tribeland around Dunwick. Wallara Infantry: stats as irregulars, but defense 4 and missile 3. 3/1 GB. Can avoid being engaged in melee with any unit by falling back to any adjacent area. Can be mustered in Wallara.