The Theussaun Ridges

Credits to Milan Vasek for the cover art!
A slowly ballooning region beginning along the Severed Tops, nestled north of the Saltmeadow Marshes and forming the majority of the northeastern coastline, the Theussaun Ridges slowly widen to dominate northeastern Iotura. It is a land of tall, sloping hills shadowed by forests and divided by farmlands and roads. Small streamers of grey smoke rising from farming villages and towns are a common sight in the Theussaun Ridges, all of which are connected to Theussau itself, seat of the Theussaun Protectorate and one of the largest cities in eastern Iotura. Generally, the Theussaun Ridges is the most civilized region this side of the Severed Tops, and the Protectorate keeps their roads and villages safe.   But even with the protections and comforts of the Protectorate, dark things lurk in the denser forests and shadowed caves of the hills and ridges. Rumors of cults of the Obsidian Lords have been on the rise -- especially following the Followers of the King in Black and their attacks on Loria and the First Line -- and an Order of Sunrise outpost that was recently established to cleanse any potential corruption has been creating its own host of issues.  


Large Town <> Population: 9,843 (67% halfling, 18% human, 7% gnome, 8% other)   To the south of Theussau itself is a sprawling farming town known as Alnwick. One of the founding towns of the Theussaun Protectorate, and the single largest breadbasket settlement in the region, Alnwick is nestled at the bottom of a wide, flat-based valley rimmed by ridges all facing outward in a sort of compass rose-esque natural arrangment. As such, the town can only be accessed by the handful of roads that pass between these ridges, and Alnwick and its surrounding farmland has an incredibly high water table. This, coupled with the fertility of the valley, allows the inhabitants of Alnwick to have bountiful harvests and peaceful lives.   This natural bounty is amplified by the hardworking halflings who form the bulk of the city. Originally, Alnwick was entirely composed of halflings, at the top of which was the Alnwick family itself, who founded the settlement in the wake of the Reckoning. When the people of Theussau discovered their hardy neighbors, both parties welcomed each other with open arms and an alliance quickly formed. The rest is history, as the human population has steadily grown, alongside aasimar, tieflings, and even orcs. The halflings of Alnwick have always been incredibly hospitable, and this trait quickly rubs off on those who are in the town, even when just passing through.   Alnwick also has a sizeable gnomish community, who form the bulk of the innovators and inventors in Alnwick and the greater Protectorate. They are credited with the invention of the arbalest (dubbed the "Alnwick Arbalest"), and many citizens in the city have one or two in their homes for self defense, especially given that Alnwick is technically a frontier settlement, and the closest member of the Protectorate to the Ruins of Dergas to the southeast.  


Alnwick is a member of the Thessaun Protectorate, but the original clauses of the treaty in which the settlement joined left much of the local governance in the hands of the Alnwick family. The only real enforcement from the Protectorate comes in the form of the tax rate, the local garrison, and the temples at the heart of the city.   The Alnwick family is benevolent and kind, and the people of Alnwick benefit greatly from it. Infrastructure is kept in exceedingly good condition, and health is maintained to the utmost standard from the Alnwick-sponsored and paid for by the Healing House of Alnwick, where all people in Alnwick can go and have their ailments treated by healers while the Alnwick family foots the bill. This system is one of the few of its kind in all of Emaxus, and as such, the people of Alnwick pay a slightly higher tax on top of the Protectorate tax rate. But for the healthcare, few complain, and all people in Alnwick are in top condition.   Alnwick is protected by a garrison of two hundred Theussaun Fists who are stationed in Fort Alnwick just outside the city proper, and almost every single household is trained in the use of the "Alnwick Arbalest."  

Geography and Climate

Alnwick appreciates long, temperate summers and short, mild winters; however, it occasionally receives the tail end of hurricanes blowing in on the Obsidian Ocean. With its high watertable, Alnwick sprawls out along the bottom of the valley it rests in and is surrounded by farmland on all sides, dotted by farmsteads, with fields of colors ranging from golden brown to green sprawling all the way up to the edges of the ridges around the town. Small streams and creeks crisscross this land, keeping the farmlands irrigated and creating a few small pockets of forest that stretch along these bodies of water.  

Avadrath Mountains

Dominating the northeastern most coastline of the Theussaun Ridges are the Avadrath Mountains, a cluster of silent, peaceful peaks that overlook the Theussaun Wilds. The mountains are largely unexplored, their cloud-obscured peaks being the subjects of many mysteries and rumors. Some adventurers claim to have discovered ancient giant strongholds high in the mountains, while other wizened old farmers tell tales of massive dragon shadows darting through the clouds, their distant roars being nigh-indistinguishable from winds rustling out of the forests. The mysterious nature of the Avadrath Mountains is amplified by the Theussaun Wilds which "shield" it from civilization, and the mountain range's distance from curious eyes deters all but the most determined adventurers; however, with pre-Reckoning ruins and other, more tantalizing prospects dotting the Theussuan Ridges, few people feel the motivation to explore the range. Who knows what is obscured by the clouds and stones?  


Large City <> Population: 50,757 (82% human, 5% elf, 5% dwarf, 3% warforged, 5% other)   On the eastern shores of the Theussaun Ridges lies the Protectorate's one and only harbor: Clifland. Positioned on the northern side of the Minnedon Channel's delta, Clifland is a beautiful, well-organized and maintained port city. Larger than even Theussau itself, Clifland is the beating heart of the Protectorate's economy. It even has a sizeable market for artificy and Imperial cultural goods.   Originally, the city was founded by Lady Clifton, a battlemage who left Theussau in the early 3rd century AT to begin a new colony on the eastern shores of Iotura. She was successful, and Clifland began to grow rapidly over the following decades; however, less than fifty years after Clifland's conception, the rise of Krathum in Aitreas led to fears among the Clifton family, who then reached out to Theussau to form an alliance. Thus, Clifland joined the Protectorate, and has been in it ever since.   Clifland is the only harbor on the eastern coast of Iotura (save for Orakgran ports, though many trade powers are still loath to use them) and is thus a bustling trade hub. Many goods from all over the world can be found in Clifland's markets, from illegal artifacts from Drumis to artificy goods from Aitreas.  


Clifland has a number of noble families, but it is ruled by House Clifton. The current Lord Mayor is Rowan Clifton, a cunning merchant lord and mage. They have been working to foster the Aitrean community in Clifland for "philanthropic reasons," but it is quite obvious that it is for their economic potential. Nevertheless, the good will their actions foster can't be ignored.   Clifland has an active garrison of three thousand, seven hundred and fifty Theussaun Fists who form the Shield Division, which is helmed by General Gixush Barakas, a strong-willed silver dragonborn who seeks to protect the city from the relatively close Ruins of Dergas. As the only port in the Protectorate, Clifland is also the home of the Naval Division, and is their primary port of call between voyages and exercises.  

Aitrean Refugees

After the Collapse, Clifland (like many port cities) was flooded with Imperials fleeing Aitreas. Lord Mayor Rowan greeted them with open arms, and as such there is a flourishing Aitrean community within the city. Most notably, there is a burgeoning warforged population as they can come to the city without fear of persecution or prejudice. An entire Imperial district has arisen in the city, where Aitrean refugees can go and recreate some of the splendor of Imperial culture.  

Port Economy

Clifton is the second biggest port in Iotura, outshone only by Yathra Silthame itself. Within its bustling markets, one can find goods from anywhere, for any price. Merchants come and go on the daily, and hundreds, if not thousands, of goods trade hands each day.   When a character performs the Downtime Activity "Buying Magic Items" in Clifton, they gain an additional +2 to the roll, which can go above and beyond the +10 cap on the bonuses.  

Geography and Climate

Clifton is positioned on the northern side of the Minnedon Channel delta with the waves of the Obsidian Ocean to the east. To the north are the Theussaun Wilds, providing the city with any lumber it might need, and immediately surrounding Clifland are sprawling farms for nearly a dozen miles.   Clifland appreciates long, temperate summers and short winters; however, the autumn brings an occasionally nasty hurricane season, though it is usually moderate.  


Large City <> Population: 28,946 (76% human, 14% dwarf, 5% gnome, 5% other)   Referred to by some as the "Gate to the First Line," Loria is one of the largest cities in the Protectorate. It functions as the major travel corridor through which anyone (or anything) trying to get to the First Line must pass through. Positioned within the only real path through the Great Ridges, Loria is a beautiful city arrayed up and down the walls of the Great Ridges, with heavy fortifications on either entry to the pass. Should the First Line ever fall, Loria would be the final line of defense to the rest of the Protectorate.   Functioning as an important trade and military chokepoint, it's no surprise that Loria has grown to a burgeoning size even despite its strange geographic location. Indeed, aided by their large dwarf population, the Lorian people have built their city on great tiers and massive plateaus up and down the ridges on either side of the pass the city inhabits.  


Loria is governed by the Lorian Council, a group of three people who oversee the three major aspects of the city: military, trade, and religion. Respectively, they are known as the Shieldbearer, Taskmaster, and Prelate. The Taskmaster position is currently held by Phoebe Bradley, a cunning woman of gaining years who seeks to continue to grow the trading strength of Loria in the Protectorate. She handles the burgeoning trade that comes through the city, and works closely with the Shieldbearer in ensuring that the walls of Loria only allow in those who are on good business. While they aren't impenetrable (indeed, Loria has a powerful chapter of the King's Men), the gates of Loria are well-managed. Both the Taskmaster and the Shieldbearer maintain detailed records of everything and everyone who enters and exits the city, using each other's record-keeping to fact check themselves.   The current Prelate is Ceadriel, a non-binary aasimar who is a devout follower of Yamma. They have been working hard to organize the various churches (specifically the largest three: Yamma, An'liceth, and Xaen) in light of the attack on Loria. They have also been working closely with the High Priest Corette in Theussau to cultivate increased unity among all followers of the Obsidian Lords in the face of these very real threats, and have begun hosting weekly festivals in major courtyards and such to garner more support for their cause.   Loria is currently defended by Shieldbearer Nauroth Truthweaver Vathunageane, a powerful and intelligent goliath who once served as the chieftain of a goliath herd before joining the Fists. He works closely alongside Major Lionel Nindred, the commander of the Lorian Aegis Division garrison, to coordinate the defense and policing of the city. The two men oversee a garrison of some 800 Theussaun Fists, which can at times swell to 1200 if the situation calls for it; however, in an absolute emergency, every single member of multiple Divisions could fit within the city to defend the Ridges.  

The Fires of Industry

Alongside being a fortress city, Loria is the industrial heart of the Protectorate. The flames of forges and the pillars of smoke of factories is not uncommon among the many tiers of Loria. In fact, the top tier of Loria, dubbed "the Burning Sky," is where some of the largest forgeworks in Eastern Iotura churn out the arms and armors of the Theussaun Fists. For this reason, Loria is sometimes known as the "City of Stone," due to its presence within the Great Ridges and its huge masonry and metalworking industries.  

Defense and Deterrence

Loria is an imposing, but beautiful city. Any traveler approaching from the east or west side sees a city framed by the sun sprawling up and down the vast rocky surfaces of the Great Ridges. What little ground level space the pass offers is heavily fortified, and the natural fortifications of the ridges surrounding the city make Loria a near impossible nut to crack. To add further to this, the base of the walls of Loria are surrounded by smaller wooden and stone fortifications, to ensure that the last line of defense for the rest of the Protectorate is as impenetrable as possible.  

Geography and Climate

Loria is nothing if not resolute. At times, the wind that comes through the pass Loria inhabits can be unbearable, but the city is designed to withstand the buffets. The hilly fields on the eastern and western sides of Loria are covered with many miles of farmlands, as are the tops of the Great Ridges surrounding the city. Great mines burrow deep into the ridges, and the city is predominantly constructed of stone due to it. In the summer, the city can become hot due to the insulation from the rocks, but the cool stone of the homes keeps it bearable. Like most of the Protectorate, Loria appreciates long summers and short, wet winters.  

Cocoln Woodland

To the south of the First Line is a wide, lightly forested area known as the Cocoln Woodland. Named after the ancient standing stones that dot the forests, the Cocoln Woodlands are surprisingly peaceful relative to other forests on Iotura, and even across wider Emaxus. This is due to a pact made in the early days of the Age of Extant: the early settlers of the town that is today known as Woodhurst pleaded with the ancient spirits of the woods for the safety, shelter, and lumber they needed to survive in the ashes of the Reckoning, and a bargain was struck. So long as the people of Woodhurst only took as much as they needed to sustain themselves and their loved ones, all creatures in the forest would welcome them.   Any characters of a good or neutral alignment are treated as allies by all creatures of the Cocoln Woodlands, even those who would normally be predators, and any characters of evil alignment are treated as normal by all creatures of the Cocoln Woodlands (meaning a bear will not hesitate to maul an evil character, if provoked). Should any character, of any alignment, bring unnecessary harm to the Cocoln Woodlands, they will be actively sought out and purged by the spirits of the forest (DM's decision on what this means. Is it fey spirits who hunt the party down, or animals who attempt to chase the character out of the forest?)   Any druids who take a long rest in the Cocoln Woodland can prepare one extra spell for the day. They can only gain this benefit once a week.  

The Desolate Foothills

Forming the northwestern corner of the region, the Desolate Foothills are a stark contrast from the Sweeping Foothills just to their south. In fact, if one were seeing the region as the crow flies, one would be able to see a drastic, frightening change from one side of the First Line (the wall that divides the Desolate Foothills and the more lush areas of the region) to the other. Created by the Yamma and Narvox's battle during the Reckoning, the Desolate Foothills are soaked in the blood of the strongest Obsidian Lord. Their battle brought great ruin to the land itself, ripping the hills up and bringing flames to the forests, and the aftermath of their battle sealed the area's fate as one of darkness and corruption. Outclassed by the god-killing Silver Dawn, the King in Black attempted to sacrifice himself to take Yamma down with him. As the obsidian god's blood seeped into the land, the Silver Dawn interrupted the ritual and blasted Narvox from Emaxus, banishing him back to Iduran, the Hellish Realms, in a great gout of energy that created the Blasted Crater, the central location of the area.   Soaked with the blood of the King in Black and devastated from their battle, what little life remaining in the area that would soon be named the Desolate Foothills either died off or was transformed, and the followers of Narvox that had been summoned to fight the Silver Dawn were left stranded. Slowly, an infernal foothold was established, and a handful of dark citadels of reddish-black iron began to shadow the region. Today, dark creatures call these blasted foothills their homes, with goblinoid hordes, legions of devils, and a worrying number of abyssal creatures and aberrations warring over the area. On occasion, these groups turn their eyes to the lands beyond the foothills, leading to incursions and assaults upon the Theussaun Protectorate's borders, which are often simply butchered at the wall of the First Line.  

Harith Peninsula

During the Age of Rebirth, the Harith Peninsula was a boreal land of hills, forests, and rich resources. At its northern precipice rested the great trade city of Tonar, and Harith Peninsula was known as a place of chilly calm and riches. All of this was taken during the Reckoning.   The natural richness of this peninsula was wrenched from the earth to feed the King in Black's infernal war machine, and the battle between Yamma and Narvox decimated the land, just as it did the rest of the Desolate Foothills. Now, a haunting silence hangs over the peninsula, broken only by the occasional moaning wind sweeping through the reeds and rushes of bloodgrass that provide the only semblance of life here. Ancient tombs, caches, and vaults dot the hills of this place, waiting to be plundered by brave (or stupid) treasure hunters and adventurers.  

The Blasted Crater

At the center of the wasteland that is the Desolated Foothills is a monument to the power of the gods. Spanning nearly a mile across, and being just as deep, is a still-smoldering crater formed by the Silver Dawn's final, explosive blast that banished Narvox -- if only temporarily. Dark cracks spider across the surface of the crater, where the earth itself shook and belched from the force and energy of the battle, each crack leading to unknown depths. From these cracks crawl forth the disgusting subterranean servants of Ix'kythael, and the Blasted Crater is a constant warzone between several different factions of the Obsidian Lords' servants.   There is an energy that permeates the crater and seeps deep into the dark below: the vestiges of divine energy left from the Silver Dawn and the King in Black's battles. This power, though long faded, is still potent and raw, and there are many dark creatures that wish to use it as a conflux for their power. Many people in the surrounding areas pray that the dark forces within the Desolated Foothills continue their war unending, for if one should establish dominance and harness the power within the crater, there would be much to fear.  

Ruins of Tonar

The only records of Tonar remaining from the Age of Rebirth paint a picture of a vibrant, bustling trade city where people of all races and all creeds bartered and sold their wares, services, and favors.   Today, only a handful of standing structures, albeit decimated, stand amongst a sea of ruin. Annihilated by the King in Black's infernal armies during the early days of the Reckoning, Tonar is nothing but ash and dust today, a grim reminder of the ruin that can befall civilization, of the wrath of the gods. Treasures and ancient knowledge may rest under the rubble of this ancient metropolis, but the aberrations and fiends that battle over the remnants of Tonar have claimed the lives of many adventurers, scholars, and looters.  

The First Line

The great wall established by the Theussaun Protectorate to hold off the dreadful incursions of those monsters and aberrations that make the Desolated Foothills their home, the First Line is a series of fortifications and defenses connected by a massive, 30-foot tall and 20-foot wide stone wall, stretching the many dozens of miles that separates the lush Theussaun Ridges from the devastation and ruin of the Desolated Foothills. Manned by a contingent of 15,000 Theussaun Fists, the First Line is one of the most complex and efficient fortification systems in Emaxus. Stretching nearly 300 miles along the border between the Protectorate and the Desolated Foothills beyond, the First Line is a series of interconnected watchtowers, passes, and towns.   Watchtowers are tall bastions capped by a huge pile of wood and tinder, alongside a series of cannons. Usually built on relatively high elevations every 2 to 3 miles, watchtowers are meant to easily sound alarms and send messages along to the passes and towns where the overwhelming bulk of the Fists manning the First Line are stationed. By using the fires and the cannons, the system of 50 watchtowers can easily communicate warnings of infernal, hobgoblin, or other incursions to the other locations along the length of the wall.   Passes are where on-duty Fists are stationed. There are 48 passes, with one between each pair of watchtowers, and each has 100 Fists stationed within it. These are the first responders to any alarms or messages communicated by their nearby watchtowers, and each pass also has a small stables with couriers to rapidly transfer messages and mobilize the nearest town garrison, if needed. Each group of 12 consists of members of the Division stationed in the town they report to, often their nearest one. This, effectively, divides the First Line into four different sections, each overseen by the Division stationed in the town that is central to their respective section.   There are four towns along the length of the First Line, each one evenly spaced, heavily fortified, and home to one of the four Divisions that man the wall. From west to east, the towns are as follows: Lasthaven (home to the Onslaught Division), Lighthall (home to the Blitz Division), Bayhill (home to the Honor Division), and Tradedale (home to the Glory Division). Each of these towns' primary functions are to harbor, feed, and arm the Division that calls it home, and provide housing for both the members of the Division and the civilians who support and care for them. Each town has around 2,500 Fists stationed in it at any one time, as the other 1,250 Fists within the resident Division are split amongst the passes and watchtowers the Division oversees.   The Onslaught Division is lead by the warrior-like sorceror General Hindreano Saelinael, while the Blitz Division reports to the cunning, scholarly battlemage General Moroin Korour. The Honor Division and the Glory Division are lead by the twins General Quaril Thraman and General Erisdara Thraman, respectively.  


Large Town <> Population: 8,835 (78% human, 12% dwarf, 5% gnome, 5% other)   Sitting in the shadow of the western end of the Great Ridges to the east and butting up against the First Line on the northwest, Bayhill is one of four towns along the Protectorate's massive wall. Peaceful and well-defended by the massive garrison of Theussaun Fists that are in-town at anyone time, the settlement of Bayhill feeds the huge stone needs of the First Line, and a majority of the citizens of the town work in the quarries or in the stonecutters the quarries provide materials for. The people of Bayhill are strong, determined, and fiercely loyal to the Protectorate, with almost every waking breath being dedicated to the military in some way, shape, or form.   The dust of stone and the sound of the quarries dominate most of Bayhill, and the low water table owes to a dryness in the air. Luckily, the people of Bayhill have long put their abundance of stone to good use, building every single structure in the town entirely out of stone, keeping them cool on the inside and creating strong wind tunnels in the streets to keep things temperate outside as well. This helps the constant patrols from the garrisoned Theussaun Fists, who have a powerful presence to ensure that the domestic side of the Front Line isn't compromised by crime, cults, or chaos.  
Bayhill is overseen by a Protectorate-installed noble family based around one single governor. This family, known as House Stillshot, have long proven to be effective, if at times impersonal, rulers and the current governor, Tochu Stillshot, has followed this precedence with fervor, maximizing efficiency within the town's quarries and stonemasons while sacrificing some of the safety and livelihood of the people of Bayhill. This has created some slight unrest to those most affected, but any question of social movement has yet to reach the echelons of the town where it matters.   These talks are also kept quelled by the some 2,500 Theussaun Fists in the town, alongside the physical manifestation of the Theussaun Protectorate's strength looming over the town day and night: the First Line.  
Geography and Climate
Bayhill is the more southern of the two northeastern First Line towns, positioned between the western end of the Great Ridges and the First Line. The bulk of the town is clustered against the massive wall itself, with the quarries and massive stonemasons being positioned along the eastern side of it (an area colloquially known as "the Stoneworks"). The northern, southern, and southeastern portions of the town, stretching along the roads that pass through the town in those directions, are the farms that feed the town, which are known simply as the Southern and Northern Fields, respectively.   Bayhill appreciates long, mild summers and short, dry winters.  


Small City <> Population: 13,894 (56% human, 38% dwarf, 6% other)   With the Theussaun Protectorate's huge military, it has a massive demand for iron and other industrial ores. Lasthaven feeds this need. With a burgeoning dwarf population and a seemingly endless source of industrial ores from the mineral rich Kalgradi Highlands to the west, Lasthaven is the industrial center of the Theussaun Protectorate. The clanging of powerful foundries and the smoke of the factories defines Lasthaven, with soot being caked into the very roofing of the structures closest to the industry.  
Lasthaven, like its three sibling settlements along the First Line, is ruled by a noble family installed by the Theussaun Protectorate. This family is House Drakemaul, a family of dwarves who also manage the majority of the foundries in the city, and the current governor is the long-lived dwarf matriarch Rulgrada Drakemaul. She has long been a caring matriarch, loved by her people, and has mediated the occasional tensions between the human majority and the near-equal sized dwarf minority; however, in her growing age, some believe she could be more easily manipulated by those who would visit ill on the city, from inside her family, or out.  
Lasthaven is referred to as the "diamond in the rough" by the rest of the Protectorate, with visions of soot, smoke, and industry being called to mind by other people within the Theussaun Ridges. Officials mirror this sentiment, believing that, despite its grime, Lasthaven has far too strong of a military presence to have crime. But in the shadow of the First Line, the criminal organization known as the Blades have their base of operations. From Lasthaven, the Blades run the heart of a continent-wide arms smuggling web that has even begun to expand to Aitreas in the wake of the Collapse. While some of the Fists on duty have their suspicions, most are paid off or threatened, causing little news to reach up the chain of command.  
Geography and Climate
Lasthaven is the westernmost settlement along the First Line, nestled against the Kalgradi Highlands that are the lifeblood of the city. It is the second largest of the four settlements, with its sprawling residential district, known as the Lower East End, butting up against the First Line and spreading across the plains to the east. The western side of the city is entirely industrial, both at the base of and moving up onto the hills of the Kalgradi Highlands themselves. This industrial zone, known as the Upper West End, is dominated by massive foundries and smokestacks. Sprawling beyond the Upper West End is the Lasthaven Mining Complex, a dense series of mines that extracts and then transports the huge amount of ore that the industries of the city demand. To the east of the city is Lasthaven's sustaining farmland, simply known as the Fields. These stretch for dozens of miles to the east, and over a dozen miles south where they border on the northwesternmost edge of the Cocoln Woodland.   Lasthaven appreciates a warm, temperate climate with mild, longer summers and mild, shorter winters, split by rainy springs and falls.  


Small City <> Population: 15,184 (68% human, 13% halfling, 9% dwarf, 10% other)   Of the four settlements that support and supply the First Line, Lighthall is the largest of the four, and for good reason: for the tens of thousands of people who need to be fed along the First Line and in the other three settlements, Lighthall is the chief supplier of rations. Utilizing the fertile, sprawling plains to the east of the city, Lighthall provides millions of pounds of foodstuffs a year to the Protectorate. With a relatively large halfling and hill dwarf population, alongside the sizable human population, the thousands of blue collar workers in Lighthall till the fields and reap what they sow, feeding countless others with their toiling days of back-breaking work.  
House Fieldfallow is the Protectorate-installed leading family of Lighthall, a halfling noble family of long-time farmers who moved to Lighthall from Alnwick to help get the city established in its early years, and got many of the first farms going with halfling agricultural techniques. Currently, the city is led by Governor Oscar Fieldfallow, a halfling man of middling years, middling tenacity, but rather sharp intellect. Despite his (at times) lack of determination, Oscar does seek the best for his people, and actively works to help ensure the livelihood of the people of Lighthall, while still exceeding the quotas the Protectorate sets for food exports.  
Racial Unity
Lighthall has a diverse set of "significant" racial groups, with a massive human population and relatively smaller halfling and dwarf populations, alongside even smaller dragonborn, elf, and half-elf communities. And, despite this diversity, there is little to no racial tension within Lighthall, affording the city a rich culture and diverse marketplaces.  
Geography and Climate
Lighthall sits against the First Line to the north, with the Cocoln Woodland a dozen or so miles to the south. The city itself spreads from the First Line towards the southern forests, forming a rectangular series of districts, each one encasing the other. In the central north, butting up against the great wall itself, is the military complex where the garrison of 2,500 Fists reside, known as the Bulwark of Lighthall. Expanding south from this in a line is the Center Line, which is the rich district where wealthier merchants (including House Fieldfallow) have their estates. Outside this, running the length of the city, is the Middle Line, where the majority of the racial minority neighborhoods reside and many people of middling wealth live. Most marketplaces are here as well. The final district is the Outer Line, where the industrial buildings needed to process the various crops produced in Lighthall's fields reside, as well as the poorest residents of the city. Outside of the city, spreading slightly to the south but largely to the east are the many square miles of farmland known as the Lighthall Breadbasket (or "the Breadbasket," colloquially).   The city appreciates long, mild summers with similarly mild, much shorter winters, split by wet, rainy springs and falls.  


Large Town <> Population: 7,534 (78% human, 12% elf, 10% other)   When a siege engine on the First Line is broken and needs to be replaced, Tradedale supplies the lumber. When a wood shipment arrives in Yarrin, its a pretty even toss up if it came from Tradedale or Woodhurst. For the majority of the Protectorate (especially the towns along the First Line), the huge amount of wood that Tradedale harvests from the outskirts of the Theussaun Wilds is as vital as the food from Lighthall or the stone from Bayhill, if not more so. Tradedale lumber feeds the Protectorate's burgeoning military, vast infrastructure plans, and domestic wood needs.   Tradedale also has an impressive elven minority in town, who make residence closer to the woods in a wooden neighborhood created within a small forest on the outskirts of town, removed from the Wilds nearby. This allows them to ensure there is natural balance and that, even with the huge need for the lumber, more is not taken from the woods than necessary. While this is still a large amount of lumber, the resident elves and their racially diverse druids ensure that no wrath is incurred from natural spirits or the larger animals present within the woods, protecting the hundreds of people who work in the Tradedale lumber industry.  
House Woodenheart is the Protectorate-installed governing family of Tradedale, a human family known for their staunch support of the people of Tradedale and their protection of the forests they rely on for their livelihood. The current governor, Marshal Woodenstrike, is a young and ambitious person who seeks the expansion of their people's wealth and safety, and of Tradedale's economic strength. Working alongside the elven community, they have secured strong gains in the productivity and efficiency of the lumber industry of Tradedale, and the town is already feeling the economic ramifications. Marshal's public opinion is high, and there seems to be little the young leader can't achieve.  
Stone, Despite The Lumber
One of the most surprising things to first-time visitors of Tradedale is the fact that, despite the huge abundance of lumber that the town processes and ships, the majority of the settlement's infrastructure and buildings are sown from stone hewn from Bayhill to the south. In fact, this overwhelming use of stone and marble in the town's architecture is by design: to ensure that the extremely important lumber supply from Tradedale is shipped out of town and isn't needed in house. So, in lieu of needing wood for maintenance, the town uses mostly stone in its construction and maintenance.  
Geography and Climate
Tradedale, like its sibling settlements, is clustered against the First Line, being the most northeastern of the four towns. The residential area of the town (the majority of the town) is clustered as dense, stone neighborhoods against the massive wall to the west, while the southern and northern parts of the town is the farmland that feeds Tradedale, which alternate between the southern and northern fields depending on the season (each being assigned to spring/summer and fall/winter, respectively), thus earning them the name the Southern and Northern Fallows. On the eastern edge of the town proper is the elven district, known colloquially as the Grove, and beyond that is the Lumberworks, the huge network of sawmills and lumberyards near the edge of the Theussaun Wilds that supplies Tradedale with hundreds of jobs and its chief export.  

Fort Dawnbreak

Established a scant few years ago, Fort Dawnbreak is a slowly growing fortification created by a contingent of nearly 300 Order of Sunrise paladins and clerics dispatched by Yathra Silthame to investigate reports of growing Obsidian Lord influence in the Theussaun Ridges. It is a simple fortification nestled in the center of the region, just south of Yarrin. Helmed by Crusader Ishel Rhaka, a human woman of indomitable will and strength who is a steadfast follower of the Silver Dawn. She has a rather brutal outlook on those even rumored to follow the Obsidian Lords, and in the few years since she and her troops established Fort Dawnbreak, there have been several cults butchered, most of whom were followers of the King in Black. She has also had a harsh opinion of the small orc warbands that call the forests of the Theussaun Ridges their homes, and has, on several occasions, "rooted them out" by way of slaughtering the entire force. Her penchant for slaughter and her zealous fury has drawn weary eyes from the people that call the region home, and some believe her intentions to be less than pure, or at the very least rather misguided.  

The Great Ridges

The visual landmark that guides travelers to the capital of the Protectorate, Thessau itself, the Great Ridges are a series of massive, white-rock bluffs, topped with lush forests, that loom over even the surrounding hills. Practically a mountain ridge in their own right, these great ridges reach thousands of feet into the air at their peak. The majority of the ridgeline faces south, but the western most part curves southward and faces east.   It is believed that these ridges were created by the Silver Dawn to give him a place to meditate and think, a grand perch from which to view the world he had saved and rebuilt. Within these Ridges is a single, taller bluff that overlooks a crystalline lake, the exact place that the Silver Dawn left the world during the Divergence. It is here that he blessed the lake he overlooked, making it the Lake of Eternity, as his final act before leaving for Drumis and never returning. It was during this that he blessed Bumakur Theussau, beginning the Theussau royal line that persists to this day. This has caused the Ridges to become a holy site for devout followers of the Silver Dawn, and they gather in droves on Dawnbreak, the Silver Dawn's holy day, and the lights of fireworks shine like beacons, hundreds of feet in the sky.  

The Kalgradi Highlands

Where the Severed Tops begin to give way to the Theussaun Ridges is a wide swath of slowly descending, rolling hills. These hills and bluffs, known as the Kalgradi Highlands, technically extend north into the Desolated Foothills but the two regions are largely considered (justifiably so) separate. This area is peaceful and largely untamed, roamed by wyverns and other monstrous creatures. Small camps and ancient ruins dot the landscape, but aside from these small bastions and remnants of civilization, the Kalgradi Highlands are largely unsettled.  

The Lost Mountains

A small set of mountains along the southeastern coast of the Theussaun Ridges, the Lost Mountains are named so due to their being blocked from exploration and settlement by the haunting corruption of Dergas. Ancient temples to Isael rest within these peaks, alongside giant strongholds, dragon lairs, and wyvern nests. Beneath these stormy, grey peaks are unbelievably complex and ancient natural caverns and tunnels which snake through the mountains and deep into the dark below, with untold secrets and horrors awaiting in the abyss.  

Minnedon Channel

Formed by the release channel from the Lake of Eternity and a tributary system from the Lost Mountains, the Minnedon Channel is a short, calm river the flows eastward into the Obsidian Ocean. Clifland sits on the northern end of its delta, and the Channel's calm, wide body is an important trade artery for all vessels going in and out of the inland Protectorate.  

Northeasterly Byway

Beginning in Theussau at its northern end, travelling through the Saltmeadow Outpost, and ending at the base of the Wild Heart, the Northeasterly Byway connects the heart of the Protectorate to its frontier appendage and its allies in Camaerith. The Byway is several hundred miles, and is as such hard to keep guarded and protected; however, as with the problem of the Desolate Foothills which was solved with the First Line, the Protectorate has proven eager to show strength and devotion in their commitment to the protection of all people in their territory. Within Protectorate borders, the Aegis Division regularly patrols the Byway's length; however, the portion of the Byway within the Saltmeadow Marshes and beyond is smaller and can be more dangerous, as it is less patrolled, more untamed, and much more isolated.  

Ruins of Dergas

A terrible reminder of the struggles that occurred during the Reckoning, a dark, ruined city stands to the southeast of Alnwick and Theussau, perched upon a hill of shadegrass and dead trees, and surrounded in an aura of decay. This city, once known as Dergas, was a bastion of the dark forces of Narvox during the Reckoning, and when Yamma hunted him down, this was where they first battled. The Silver Dawn pursued him here, their battle shaking the surrounding region and bringing devastation to the corrupted city that they fought within. With his final blow before the Obsidian Lord's retreat, the Silver Dawn slammed the King in Black into the ground, creating a vast sinkhole that dragged a great portion of the city into the depths below.   Now, the city is a site of fear for followers of the Children of Yamma, a corrupted place soaked in the blood of the Obsidian Lords. The Theussaun Protectorate and its citizens gives Dergas a wide berth, as many a traveler has disappeared into its shadowed ruins, and more than a handful of military expeditions have been met with unknown fates. What is known is that, over time, the infernal followers of the King in Black have slowly regrouped within Dergas' collapsed structures, and the dark followers of the Broodmother have begun to surge forth from the depths that were exposed in the Silver Dawn's battle. Now, a war between the two armies of followers rages, and should either side win, it would be an ill omen for the people of the surrounding regions.  

The Sweeping Foothills

Where the Severed Tops begin to descend into the hills that become the Theussaun Ridges, the Sweeping Foothills make their home. A peaceful, if not cold land of tall hills, the Sweeping Foothills are largely unsettled, save for the portion of the First Line that makes up their northern border. Even in their largely uncivilized state, the Sweeping Foothills are a stark contrast to their northern, diametrically opposed other half, the Desolated Foothills. A handful of goblinoid and orcish tribes make these lands their homes, and with the construction of the First Line, several of the foothills have been obliterated, their once peaceful, sloping forms turned into abandoned quarries, which have formed into small ponds and lakes. In their abandoned state, monstrous creatures have made some of these stagnant bodies of water their homes, and rumors abound of a growing hydra population here.  


Large City <> Population: 36,782 (57% human, 20% elf, 10% half-elf, 8% halfling, 5% other)  
Theussau, Capital of the Theussaun Protectorate
  Perched upon the highest bluff of the Great Ridges is a city of white. The capital of the Theussaun Protectorate, one of the four Shelter Cities, and a gleaming bastion of the devout of the Silver Dawn, Theussau is a dense city built upon one of the highest points within the ridges surrounding it. Overlooking the Lake of Eternity, Theussau is a pragmatic but beautiful city that holds to the tenets of Yamma with divine fervor. Well aware of the dark threats brooding around the city, and the evil forces that wish to defile the Silver Dawn's last great act upon Iotura, the people of Theussau are ever-vigilant against the followers of the Obsidian Lords and other corrupting influences.   In the wake of the Collapse, Theussau has become ground zero for the spread of Aitrean technology, offering a refuge for Imperial refugees. As the Protectorate was welcomed in a flood of Imperial refugees, entire neighborhoods have begun to become havens for warforged and artificers.   Theussau is seen as the bastion of civilization on its side of the Severed Tops, and the monarchy of the Protectorate goes to great lengths to ensure this reputation is maintained. Bringing in huge amounts of Imperial engineers and refugees, the Protectorate has been undergoing an infrastructural revolution, the center of which has been Theussau. Under the rule of King Usur Theussau III, Theussau has been revolutionized, with the roads and most of the buildings being renovated and brought to Aitrean standards, with a substantial amount of aid from artificers and specialized warforged laborers.  


Theussau is the seat of the Theussaun Protectorate, and it is from within its stone walls that the Protectorate's monarchy rules the surrounding lands. King Usur Thessau III has been ruling for nearly two decades now, and under his rule, taxes have increased drastically. Needing to fund aid in Aitreas after the Collapse did not bode well for popular opinion of his rule (though it has secured a strong bond between what is left of the Imperium and the Protectorate), but now that those increased taxes are going back into Theussau and its people, the taxes are more accepted. The King holds absolute authority within Theussau, but there are systems in place for the people to ere their grievances. Before the Palace of Eternity, there are oft lines of people with complaints and issues to bring forth before the monarchy. The Protectorate and its monarchy can be found in more depth in The Factions of Iotura.   Additionally, the Camaerithian Concord has lead to an increase in diplomatic engagements in Theussau itself. With the Concord being the foremost military power in the world at the moment, many embassies that stood quiet and nearly abandoned have become hubs of activity, as foreign powers push to ensure that they don't end up on the Concord's bad side.   Theussau is defended by the Aegis Division, which patrols most of the Ridges but is centered in the capital. It is helmed by General Andris, a tiefling woman of powerful sorcery and cunning tactics.  


Theussaun society is deeply rooted in religion and pragmatism. The people of Theussau, despite appreciating material wealth and the blessings of the Silver Dawn, are a willful people who appreciate hardship and comfort equally, as they view it as the will of Yamma. Relatively short-lived humans actually appreciate longer lives than their siblings in other cities or on other continents, on account of the nearby Lake of Eternity and its healing properties. A human from Theussau has an average lifespan of 120 years. The people of Theussau also appreciate a great amount of equality, and all races get along just fine. Even compared to Yathra Silthame -- where there is a surprising amount of segregation -- the people of Theussau mingle and mix, leading to a high proportion of half-elves.   There is, however, a sharp divide between the arts and the industries. Due to Theussau's deeply religious roots, the arts are still appreciated, but as the Protectorate has become more and more industrial, pragmatism has become a more appreciated quality. Craftsmen, artisans, and artificers are in increasingly higher demand, and the arts have begun to fall by the wayside, leading to a growing class of starving artists, and an exponentially increasing number of wealthy artisans and crafters.  


While Thessau natives appreciate equality and peace, Theussau is still new to outsiders. Given the Protectorate's relative isolation, its people have long been isolated as well, and as such, their culture is sharply homogeneous. Following the Collapse in Aitreas, hordes of Imperial refugees fleeing the Imperium have sought asylum in Theussau. While this has led to a large burst of culture shock, the teachings of the Silver Dawn demand that the people of Theussau welcome the downtrodden. Even with this, there is still prejudice and though it is not so extreme as to view outsiders as second-class citizens or anything, it is present nevertheless, from lingering looks and off-handed remarks to the occasional verbal or physical outburst, as some Theussauns see their new Aitrean neighbors as threats to their livelihood.  

Geography and Climate

Theussau appreciates a peaceful, temperate climate. There is enough rain, but not too much, so crops are plentiful but never flooded. The ridges and rivers leads to a high water table, so freshwater is plentiful, and the nearby Lake of Eternity brings an air of peace and tranquility to the city, despite its size.  


Lake of Eternity
A lake shimmers like a thousand diamonds strewn across a tide of blue in the light of the sun. A group of pilgrims bathes in its holy water, feeling its healing properties seep into their bodies, remedying their illnesses and numbing their aches and pains. The Lake of Eternity is a wonder of divine proportions, the last blessing granted to Emaxus by Yamma before he left for Drumis. Created by the tears he shed from watching the devastation the Reckoning had wrought, the Lake of Eternity is a holy site for all followers of the Silver Dawn. It is a shimmering body of water with innate healing properties and unique clearness and clarity. If a character drinks water from the Lake of Eternity, they promptly regain 1d4 hp, and can do so a number of times per long rest equal to their proficiency modifier; however, water that has been removed from the Lake for more than 24 hours loses this property, becoming nonmagical but still pristine water.  
Palace of Eternity
The marble palace from which the monarchy of the Theussaun Protectorate rules, the Palace of Eternity is a gilded structure of opulent reverence. The Palace of Eternity was constructed shortly after ground was broken in Theussau, when the followers of Yamma who had accompanied him through the Reckoning settled at his last grounds on Iotura, and it was here that King Bumakur Thessau I was coronated as the first King of Theussau. In the centuries since, as Theussau has grown from a city-state to the Protectorate it is today, so too has the Palace grown. Today, the original marble structure stands at its center, the throne room identical to how it was nearly nine centuries ago, but from that structure a complex of marble and granite has grown. Rimming the wide base of buildings that form the majority of the Palace, a series of six, elven-designed white towers rise, with a seventh, taller one in the center, forming a sundial that tracks time for all within the city.  
Temple of the Silver Dawn
Built upon the last place that the Silver Dawn stood upon Iotura, the Temple of the Silver Dawn rivals even the Temple within Yathra Silthame. An opulent structure that crowns the city of Theussau, the Temple of the Silver Dawn stands tall, even taller than the highest tower of the Palace of Eternity. It consists of a squat, circular, domed structure, from which a single, sweeping, curved tower of marble and gold rises to the heavens. Within these halls, all are allowed free and unrequited worship of all Children of Yamma, and a large clergy of the Silver Dawn and his children performs regular rites and prayers. Here, the Templars of the Dawn have their powerbase and, in the wake of the Followers of the King in Black, have begun sending bolder and bolder excursions to both Dergas to the south and the Desolated Foothills to the west, to strike at the followers of the Obsidian Lords and the dark creatures who serve them. Although, as the Templars gain more and more strength, some fear where their true intentions lie, as rumors abound of their excursions into the Desolated Foothills being targeted at the Blasted Crater.  

Theussaun Wilds

Stretching from the First Line to the eastern coast of the Theussaun Ridges, the Theussaun Wilds is a huge swath of untamed forests of which only the fringes are utilized and explored by the Protectorate. Untold ancient secrets rest within the shadowed hundreds of miles within these wilds, buried beneath undergrowth or obscured from explorers by distance and natural predators. Pre-Reckoning relics and ruins waste away within the forests, infested by lycanthropes, natural predators, and even dragons. The Theussaun Wilds are dominated by forces natural and unnatural, but neither are mortal. Mortalkind has no place within these forests, but those brave enough to face the tangled woods could claim untold knowledge and riches.  

Werming River

Fed by several large tributaries from the Avadrath Mountains, the Werming River flows south into the Lake of Eternity. It is rarely used for trade, and is creates the sole handful of breaks in the dense Theussaun Wilds. Past the first few miles of water closest to the lake, the Werming River quickly becomes treacherous both in geography and its inhabitants. Hydra stalk its length, and several other large, water-based creatures/communities make the river their home.  

Wintham River

Of the two tributary rivers of the Lake of Eternity, the Wintham River is larger, more peaceful, and very well used. Beginning in the Kalgradi Highlands, the Wintham River crosses all the way across the Ridges, and is the most important trade artery for the residents of the Protectorate.  


Small Town <> Population: 4,654 (54% human, 25% elf, 10% half-elf, 11% other)   On the eastern border of the Cocoln Woodland is a peaceful town known as Woodhurst. With abundant elf and half-elf minorities, and an empathetic and spiritual human majority, alongside several other smaller racial groups who all live in harmony, Woodhurst appreciates an equality and tranquility few in even the Protectorate know. Woodhurst has existed since the early days of the Age of Extant, founded in the years after the Reckoning when the few survivors stranded in the area that would soon become their home sought refuge. These survivors pleaded with the spirits of the Cocoln Woodland, gaining refuge and sustenance in exchange for only taking what they needed. The people who forged this pact would come to found the Circle of Cocoln, becoming druidic leaders devoted to maintaining their fledgling town's relationship with the spirits who allowed them to stop surviving and begin thriving.   This pact has continued to this day, even after Woodhurst was brought into the Protectorate several centuries ago. All residents of Woodhurst have a deep appreciation for nature and its bounties, understanding that they are but a cog in a great machine they cannot understand but can easily break. And as such, they revere their role in this chaotic mechanism, devoting themselves to Syluru and paying respects to the local spirits and elements.  


Woodhurst is ruled by the people who secured its safety: the Circle of Cocoln. This druidic circle is only comprised of five druids at any one time, maintaining this number since the original founding five of the Circle forged the Cocoln Pact (as it is known today) that secured the life of every druid who came after them. These leaders maintain Woodhurst's natural balance, and oversee its lumber production and farming to ensure no nature is destroyed without necessity. They also help to ensure that all racial groups' needs are cared for, and that every single visitor or resident of Woodhurst is happy, for the small price of maintaining the balance.   The Circle also defends the town, each druid being rather powerful in their own right; however, any one of the Cocoln Circle members are liable to be off on spiritual journey's deep in the Woodland, so, in lieu of these druids, there is a small contingent of one hundred Theussaun Fists who help defend the town. This is, of course, neglecting that any group who would seek harm upon Woodhurst could very well be crushed by the spirits of the Woodland, considering that the people of the town have respected them for centuries and earned their trust.  

Geography and Climate

With craggy ridges to the north and south, Woodhurst sits at the bottom of a rocky trench that continues to the east, through which the only road to Woodhurst travels, and widens to the west into the light hills of the Cocoln Woodland. The town often has calm, but occasionally strong breezes blow through, strengthened by the wind tunnel the trench creates, keeping it cool even on the hottest days. The center of the town is Woodhurst Proper, where people live and do business. To the east are the Fields of Woodhurst, the simple and minimalist farms that feed the town, and beyond those is Fort Woodhurst, where the small contingent of Fists defends the towns from any aggressors coming down the road.   Woodhurst has warm (at times sweltering), long summers and mild, short winters, split by humid springs and dry falls.  


Large Town <> Population: 8,932 (73% human, 10 % dwarf, 8% halfling, 9% other)   Yarrin is one of the founding settlements of the Theussaun Protectorate and rests more or less at its geographic heart, being the trade bridge that connects Theussau, Clifland, and Alnwick in the east to the First Line and its settlements in the west, as well as Woodhurst and the Saltmeadow Outpost to the south. Because of this, Yarrin is often bustling with domestic traders making their way from any one of those points to any one of the others, who will often stop in town at one of a handful of pop-up marketplaces; however, despite its importance to domestic trade, the town has often had a smaller population. While being one of the bigger settlements in the Protectorate, relative to other towns of its stature across Emaxus, Yarrin is smaller than average.   But the people of Yarrin have no quarrels with this. In fact, while they appreciate and often times enjoy the variety of goods and easy access to basic needs their trade importance provides, the ability to go home every night and have some peace and quiet is a reassuring comfort to the people of the town. In fact, Yarrin is sometimes jokingly referred to as "Sleepy Yarrin" by people in the Protectorate due to the fact that the town is bustling and alight with hubbub and trade in the day, but quickly "turns off" as the sun falls below the horizon, giving way to quiet night.  


Yarrin is ruled by House Yarrin, the noble family that founded the town in the early decades of the Age of Extant. They have ruled since, with the matriarch of the family claiming the title of Lady Yarrin and being the chief head of the settlement. While different members of the House have different roles in running the town, the Lady handles political affairs and monumental decisions. She has a "seat at the table" in the Protectorate, and is the advocate for her people in national affairs. Currently, Lady Patricia Yarrin holds the "throne," and she has proven to be a strong and cunning leader, if not brash and harsh at times. She sees a great future for her people, and for the Protectorate as a whole, and is one of the few people in a position of power in the Protectorate who believes the Collapse in Aitreas could prove advantageous for all Theussauns. She also holds the recently established Fort Dawnbreak in suspicion. Yarrin has felt the brunt of their "witch hunts" and Patricia believes that it could be something less innocent than rooting out evil.   Yarrin is defended by five hundred Theussaun Fists, who are commanded by Lord Yarrin, who is a Major in the Theussaun Fists and the military leader of the town (though most of his power comes from orders from his wife).  

Geography and Climate

Yarrin sits within viewing distance of the Great Ridges to the north, which dominate the horizon and can at times make the town seem dauntingly small; however, in all other directions Yarrin appreciates open fields, rolling hills, and small patches of forest. This, plus the vast supply of freshwater from groundwater and surface water that comes from the Great Ridges, affords Yarrin all necessities within easy reach. The center of Yarrin is referred to as the Heart, and is where the bulk of the population lives and does business. The Heart is divided into Town Centre, Old Town, and New Town. At the northern point of the Heart, nestled atop a small hill, is Castle Yarrin, an impressive stone keep from which House Yarrin oversees the town and garrisons a small contingent of the overall garrison. On the southern end is South Point Garrison, which is where the rest of the Fists defend the settlement. Arrayed around the Heart in a small band are the farmlands that feed the town, known as the Yarrin Green Belt, and beyond those are simple lumberyards, empty fields, or other smaller pockets of civilization.   The city appreciates long, mild summers with similarly mild, much shorter winters, split by wet, rainy springs and falls.
Religions:   Majority: Yamma, Xaen, An'liceth   Minority: Syluru, Alindr, Kaedo, Valereth, Narvox, Ix'kythael


  • Loria
    The map of Loria, one of the largest cities in the Theussaun Protectorate!
  • Yarrin
    The map of Yarrin, a town within the Theussaun Protectorate!
  • Alnwick
    The map of Alnwick, a town of the Protectorate!
Total Population: ~2.5 million (2 million Theussauns, 500,000 others)   Imports: Industrial metals, weapons, armor, precious metals   Exports: Grain, cloth, livestock, stone, lumber
Included Organizations
Related Ethnicities


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