River Kingdoms

“ Among the Bandit Lords!Stake your claim! In the anarchic hills and valleys of the River Kingdoms, all you own is what you can hold by force. Dozens of nations flourish in this land of outlaws and scoundrels, from high-walled city-states to tiny tribal enclaves, and any hero with strength and vision can claim a throne at the point of a sword. Here secretive druids protect ancient forests, and downtrodden refugees and exiles cast longing eyes toward lost homelands. Civilized sea monsters trapped far from the briny deep rub shoulders with legitimized assassins, and strange magic can pull a prosperous town in and out of time and space. With the constant rise and fall of bandit lords, there's no limit to the power and prestige bold adventurers can find—though whether they can keep it is another story. "

Artume

  Artume is a small kingdom amid hills and fertile plains within the River Kingdoms. Artume lies on a western branch of the Sellen River, not far from the cities of Daggermark, Gralton, and Sevenarches. The region boasts high-quality livestock, especially horses, as well as leather goods and stone. The kingdom welcomes adventurers, who are frequently requested to deal with bandits and nagas. The nation has recently experienced a rebellion, resulting in the overthrow of Regent Waike in favour of Edryd Artume and the restoration of the monarchy.

Government

  King Edryd Artume rules the nation and is generally regarded as a fair and reasonable leader. His closest advisors are Brother Karyn, a member of the Everbloom monastery and his mentor since childhood, and Queen Sovella. Some rebels from the time of Waike still rankle at the king's rule, however, and talk of a more democratic system replacing the monarchy.

History

  After Lord Drellis Artume fell victim to Daggermark poisoners, Queen Sovella left the kingdom in the hands of Regent Bransen Waike, a veteran of the Mendevian Crusades and former advisor to the late king, until she bore a son. Waike forsook his Crusader's Oath and attempted to assassinate the queen, usurping the throne for himself. Queen Sovella and her son, Edryd, managed to escape, although Waike claims the queen perished.   During his rule, Regent Waike struggles to maintain control, as Gralton lured away his mercenary soldiers and nagas made increasingly bold attacks along the river.

Resources

  Artume is known for some of the finest livestock and leather work in the region, a fact well known to local bandits and cattle rustlers. The local ranchers also breed intelligent and well-trained horses and ponies. Because wood is relatively scarce in Artume, local stone is often used in construction, supplied by gnomish rock quarries. Shipwrights along the Sellen often import their lumber from nearby Sevenarches or the Embeth Forest.

Places of interest

  The city of Artume, capital of the kingdom Everbloom Fort Tanveh

Town of Artume

  Artume is the largest settlement of the country and its capital, sharing the name of the nation itself. The town of Artume sits on the western bank of the Sellen River and located at the center of town are the feldspar cliffs where the Gildtmede Keep is located. The upper slopes house the oldest and wealthiest citizens of Artume, while the rest of the town is built on the gentler hillside further down.   Artume is a bustling port town and is currently enjoying a revitalization after the overthrow of Waike.

Cordelon

  Cordelon is a small, independent country on the Sellen River in the southern River Kingdoms. Its centers of population are the village of Bacul Gruii and the larger Novoboro. Once long ago, Cordelon was a staging area for the return of the elves of Kyonin from their self-imposed exile in Sovyrian. Some of them stayed behind and eventually began intermarrying with the local human population. Although the large majority of the people living in Cordelon now can be considered human, strong elven traits and features can be seen in most of them. The locals distrust outsiders, but welcome elves.

Places of Interest

  Bacul Gruii Novoboro

Daggermark

  The largest city in all of the River Kingdoms, Daggermark has maintained enough stability to control an abundant supply of food, a rarity in this unstable region of Avistan. Daggermark is so stable that it even has a thriving industry and is wealthy enough to mint its own coin. The main reason for this stability are the two guilds for which the city is so famous: the Daggermark Assassins' Guild and the Daggermark Poisoners' Guild. These two organizations often work hand in hand, as the assassins favor the use of poisons, believing that only amateurs leave behind an obvious cause of death. Few bandit lords would be stupid enough to attack Daggermark for fear of being found poisoned, strangled, or having succumbed to some other seemingly "accidental" death.

Defenses

  Even if someone were foolish enough to risk the wrath of its assassins, Daggermark is still far from undefended. It has the largest army in all the River Kingdoms and the city itself boasts both an inner and outer wall.

Government

  The most powerful and prestigious members of Daggermark society live within the inner wall (called Dagger Keep by the locals), including the ruler, Martro Livondar. Rule of the city is more complicated than it appears: while Marto Livondar in theory controls the city, he would not be able to do so without the dwarven warrior Jallor Clovesh who controls the army. In addition, if Livondar were ever to lose the favor of Lady Smilos, the head of the assassins' guild, or Tragshi, head of the poisoners' guild, it is unlikely he would survive more than a week.   Daggermark is the annual host of the Outlaw Council, the contentious meeting where the most powerful leaders in the River Kingdoms come together to discuss defending their freedom against external threats.

Inhabitants

  Daggermark is one of the main, albeit small, halfling settlements in the Inner Sea Region, being a beacon for freed slaves due to the River Freedoms. Many halflings use their size and stealth to advantage as members of the city's Assassins' Guild and Poisoners' Guild. Daggermark is also home to many vishkanyas, ophidian people more commonly found in Casmaron who have a natural affinity for poison. Unsurprisingly most vishkanyas find work with either the Daggermark Poisoners or the Daggermark Assassins Guild.  

Gralton

The inhabitants of Gralton consist almost entirely of people who have fled the ongoing revolution (some would say anarchy) in Galt. Many of those who have fled to Gralton are the old nobility of Galt. Deposed and fallen from grace, they desperately seek any means to regain what they have lost, be it by sponsoring counter-revolutionary activity, or sending parties of hapless adventurers back into Galt to search for family heirlooms left behind in the rush to escape the guillotine's blade. As the desperation of the deposed nobility grew, Gralton began to attract con-artists and tricksters. These tried to hustle the desperate nobility by offering quick fixes and false hope. The town has two notable temples: one to the drunken hero deity, Cayden Cailean, the other to the Vengeful Sting, Calistria. In fact, many suspect the people of Gralton to be possessed by some spirit of Calistria. So bent on vengeance against Galt are they, that many see divine intervention in their hate-filled eyes.

Government

  Governor Marnius Cherlorne is the public face of Gralton, but he shares equal power with five council members. Council members serve for life and are responsible for appointing the governor, as well as new council members. Aside from Governor Cherlorne, the best known politician is the councilor, Lady Dela Morgayn, who also serves as head of the diplomatic Wise Society.

Foreign relations

  Consisting of many exiled Galtan nobles, there is an animosity between Galt and Gralton. Even before Galt collapsed as a unified nation, the nation had a tendency to annex nearby lands in the River Kingdoms, and Gralton was often the first target. To combat this threat, the lords of Gralton quietly supply mercenaries and bandits to defend the land from their eastern neighbour, although they are careful to keep this arrangement secret lest it escalate hostilities.   Gralton has a good relationship with most other River Kingdoms. Gralton holds a seat in the Outlaw Council and their champions attend the annual Rushlight Tournament in Pitax in order to win fame and wealth for the struggling nation.   The nation of Kyonin traditionally avoids any entanglement with the fickle River Kingdoms, but Gralton is something of an exception to the rule. With a deep interest in reclaiming the Sevenarches, Kyonin has bought allies and made alliances with a number of important people in Gralton. These alliances have not resulted in much as of yet, but both sides are hopeful of profiting from the situation in the near future.

Organizations

  The citizens of Gralton gather in secret societies of like-minded individuals to discuss their plans to reclaim Galt. Some of them prepare armies to invade their homeland while others prefer to use diplomacy and bribery. The most prominent societies are:   The Hand That Takes Nameless Order of Vengeance The Wise   Gralton's government also established a counterespionage organization, the Citizen's Directorate.

Notable sites

  Black Gardens Gralton Barracks Preacher's Way

Heibarr

  The ruins of Heibarr are situated on a branch of the Sellen River in the River Kingdoms, downstream of Mormouth in Pitax and upstream of Outsea.   It was established in 3756 AR, eventually becoming established on both sides of the river, with a bridge in 4109 AR linking both sides. The settlement prospered until 4434 AR, when Mayor Aindon decided to build a toll gate underneath the bridge in order to tax river traffic in contravention of the third of the River Freedoms.   Discontent over the mayor's actions turned to open revolt thanks to the seditious activities of followers of Gyronna. Civil war was the result, and within twelve months the town's three thousand inhabitants were all either dead or fled, and the toll gate was destroyed. It is now a place of pilgrimage for priests of Gyronna, who leave offerings on the edge of the town.   Since then, few who have entered the ruined town have returned to tell the tale. Generally, the survivors are those who did not remain after sunset, and who did not take anything from the town. It is said that every person who died in the city now walks the streets as an incorporeal undead creature. At night they re-enact the carnage that resulted in their deaths.   The bridge still stands, and those brave (or foolhardy enough) to use it to cross the river prefer to enter the town at dawn and leave before dusk. Those who navigate the river through the town after dark have reported that sometimes ghostly figures stare at them from the river banks.

Hymbria

  The elven land of Hymbria is a colony of Kyonin located in a wooded region in the southern River Kingdoms, between Embeth Forest and Gralton. Non-elves and even many elves from other lands are not allowed in Hymbria, thus little is known of the region outside its wooded borders. It was founded in 2802 AR.   Kyonin has long desired to reclaim the human-occupied elven ruin of Sevenarches in the River Kingdoms and has established Hymbria toward that end. Kyonin's control over this outpost has been growing increasingly tenuous in recent years due to populating Hymbria mainly with malcontents and other undesirables.

Sites

  Goldleaf Glade Mimere, the nation's capital

Lambreth

  The small, self-sufficient domain of Lambreth rose from the union of three rival merchant families, the Cullertons, the Angelidis, and the Viscarra, who founded the city-states Maashinelle, Lockridge, and Sezgin, respectively. Fearing annexation from their neighbors, the families negotiated a union, ruling as the Triunes of Lambreth, in 4502 AR. Throughout the River Kingdoms, Lambreth suffers the least from bandit attacks. Newcomers and troublemakers quickly draw the attention of the Black Eagles.

History

  At one time, the domain was known as Alban. It was overwhelmed by goblins in 4071 AR and became the barghest-ruled Kingdom of Zog. This came to an end in 4217 AR when the Yellowtongue Sickness swept through the region, crippling the kingdom. Weakened, it fell to a loose coalition of adventurers, river folk, and half-elves that same year. The goblins of Zog left behind many pits, delves, and hidden cave complexes that have yet to be explored.

Government

  Lord Kamdyn Arnefax rules Lambreth as a merciless dictator. The Black Eagles, feared horsemen resembling dark versions of Andoran's Eagle Knights, act as the local militia, protecting the citizens, collecting taxes, and enforcing Lord Arnefax's rule. In addition, each village has its own council, led by an elected mayor, who makes requests and complaints to Lord Arnefax, although most are wary to do so.

Settlements

  Lockridge Maashinelle Sezgin

Relationships with other nations

  Lambreth lies very close to the theocracy of Razmiran, and this proximity has brought about a violent history between the two nations as Razmiran seeks to expand its land and influence through conversion.

Liberthane

  Liberthane was once a rundown bandit fortress in the River Kingdoms until it was taken over by Achille Parsall, an aristocrat of Galt who is also a paladin of Milani.   It is the base from which Parsall seeks to recruit for his cause. In the long term, this is freedom for Galt; in the shorter term he seeks to unify the River Kingdoms. The hamlet serves as a bastion of idealism in the sometimes cut-throat society of the River Kingdoms, but all who live there are expected to follow the orders of Parsall and his soldiers.

Sites

  Fort Liberthane

Loric Fells

  The Loric Fells, originally called the Rookwarden Fells, is a wild, untamed region in the River Kingdoms characterized by dense forests, icy mists, rocky canyons, monstrous humanoids, and a great variety of magical beasts.

History

  The dwarves were the first to attempt to settle the rough wilderness of Loric Fells. Led by a dwarven miner named Deigal and his clan, they built a sturdy fortress known as Rookwarden along a granite bluff close to the headwaters of the Wyvernkill River. The marble mined by Deigal was exceptional, and sold for huge profits in the markets of nearby Galt.   Unfortunately, the Red Revolution in Galt ended this favorable trading situation, and so the dwarven miners abandoned the settlement. Hordes of goblin tribes immediately moved into the vacated fortress, and it was from this fortified locale in 4669 AR that the goblins, joined by bugbears and a goblin warlord self styled as "the Worg Queen", proceeded to wage unconditional war on nearby human settlements. In the regions around the Fells, the human lords engaged in brutal campaigns of squabbling and infighting, and the monstrous population of the Loric Fells was able to grow and flourish unencumbered.   This idyllic situation was not to last. In 4693 AR, a Taldan prospector named Loric led an expedition into the Wyvernkill, in search of the rich mineral veins there. It ended in disaster: a third of his men were killed in goblin raids, and Loric was forced to retreat in shame. He returned again (much poorer) with a larger and better equipped army of mercenaries, and spent six years scouring the Fells of its monstrous humanoid population. At first the lords of the River Kingdom did not take Loric seriously, but his dogged determination (and the great quantity of goblin standards he brought to the Outlaw Council every year) was enough to earn their respect. In 4700 AR, the Outlaw Council named Loric lord of the region and renamed it the Loric Fells.   The suppression of the goblin population had an unplanned side effect: the troll tribes, led by a coven of green hags, led a successful campaign against the Worg Queen, driving her out of the Rookwarden Fortress. In 4701 AR, Loric and his mercenaries were ambushed by a group of scrags. No-one escaped, and when Loric failed to show up at the Outlaw Council the next year, he was presumed by all to be slain. His disappearance spurred many lords to muster raids into the Fells and, at present, chaos has settled over the region.

Resources

  Loric Fells is rich in granite, marble, and precious quartz. This makes the Fells an attractive, if dangerous, resource for the inhabitants of the River Kingdoms.

Sites

  Leydis Rookwarden

Mivon

  It was to Mivon (pronounced mih-VON) that many of the Aldori swordlords fled after Choral the Conqueror overthrew the nation of Rostland to create modern day Brevoy. Many swordlords settled in Mivon bringing with them the experience and knowledge of the ancient art of the swordlords. Warriors from as far away as Garund make pilgrimages to Mivon to learn the secrets of the swordlords, in order to do this the applicant must best a series of increasingly tough duels.   Mivon is one of the most stable River Kingdoms. The land surrounding the city-state of Mivon, features the town of Jovvox as well as a dozen small walled villages with palisades and guards, and a number of stone keeps along the rivers leading to and from Pitax.

History

  Much of the early history of the land of Mivon is lost to time as most of its previous residents were eradicated. The Aldori exiles subjugated the bandits in the region, who in their turn put down the original settlers. In 4316 AR, the inhabitants of the settlement of Mivon fled or died, claiming that they were attacked by trees and plants, by the dead rising from the river, and wizards who called the moon from the sky. Mivon remained abandoned for 20 years. Historians come to Mivon to study the ancient dwellers of the land, some of whom are said to still live in the unexplored areas of the kingdom.   When Choral the Conqueror began his bloody conquest in 4499 AR, the Aldori swordlords that became the Mivoni Aldori fled south into the River Kingdoms and watched their homeland burn rather than stay and fight the invaders as many of their brave compatriots did. Though 200 years have passed, the Aldori of Mivon still worry at the memory of their dishonorable retreat and the cowardice of their ancestors. Those who consider themselves the elite of their people were the first in flight. "Coward" and "Brevoy bird" have become among the gravest insults one can bestow on the Mivoni Aldori.   The nine major Houses and the 20 or so minor Houses that fled Rostland had no clear line of succession from the court among them as the most prominent Aldori Houses remained behind to battle. Thus, the exiles began their fight for supremacy soon after they conquer the area of Mivon.

Geography

  The land of Mivon is heavily criss-crossed with rivers. Much of the low-lying land is marshy and transportation is supported by a large number of high stone bridges. Flocks of sheep and herds of cows feed in the southeastern highlands. The kingdom has borders with the Embeth Forest to the southwest, the territory of a tribe of exiled elves to the northeast, and the kingdom of Pitax to the northwest. Mivon and Pitax are not currently at war but maintain a long-standing hostility against each other.   The marshlands of Mivon are a rich source of eels, fish, and peat.

Society

  The Aldori exiles in Mivon have formalized the status of their beloved dueling. The status in Mivon society is determined by the List of Suitors, a monthly publication that lists the results of the previous month's duels. Governmental positions are won or lost, fortunes rise or fall, and scores are settled by means of formal duels. The main square of the city of Mivon hosts a weekly gathering, called the Sevier, for swordsmen aged 16 to 60 who wish to duel in public and improve their reputation. Usually those who have established a high reputation tend to avoid the affair unless they have been specifically challenged to appear.   Most Aldori of Brevoy regard Mivoni Aldori as a lesser branch of the Aldori swordpact, and they seek duels with the Mivoni to prove their superiority. Many swordlords from Brevoy who come to test their skill in the Mivoni swordpact return seriously wounded and report the excellency of the Mivoni branch.   Mivoni mercenaries are famous. The Houses provide bands of mercenaries trained in the Aldori swordpact to the highest bidder. Sometimes the Mivoni mercenaries can fight on opposite sides of the same war. Government   Mivon's social system is a meritocracy. The Aldori swordlord Raston Selline is the mayor of the city of Mivon and ruler of the land. He claims that the city will pass to the hands of whomever can defeat him in a duel; first, though, a challenger must pass through the lesser lords of Mivon, fighting his way up the List of Suitors. As Selline grows older, a young skilled swordlord named Gaspar Tellick, has voluntarily declared himself Selline's inferior. Thus, anyone wishing to take the city's government must first pass through Tellick. This allows Selline to teach Tellick how to manipulate the hidden strings of the city and its intrigues. Some say that Tellick will challenge Selline sometime soon, but for now, they keep their public friendship tension-free.   Mivon has no army. Each Aldori House fields its own militia, flies its own colors, and swears fealty to a master, rather than to the Mivon kingdom as a whole. The Houses agree on little. They compete with each other for the right to provide security in the city of Mivon, and other necessary military duties. Selline tries to balance the desires of the Houses against the city's needs.

Sites

  The city of Mivon The Feasting Hall of Cayden Cailean Jovvox

Organizations

  The High Council The League of Merchants The Houses in Exile

Mosswater

  The River Kingdoms settlement of Mosswater was established as a quiet fishing retreat by an exiled Ustalavic merchant named Artoor Geera. Geera's apothecary discovered a valuable process for making luminous dyes from the unusual glowing plant life of the nearby Glow Water Lake.   In 4664 AR a tribe of merrow moved into the area and slaughtered the inhabitants of the village. The aquatic ogres have driven off all subsequent attempts to re-occupy the site and take advantage of the lucrative dye-making process.

Nystra

  Nystra is a ghost-town in the far-eastern reaches of the River Kingdoms. Once a thriving community centered around the cultivation and production of the fine silk produced by the insectoid silk gargoyles, or silkgoyles, its inhabitants were totally wiped out in a revenge plot by the Taldan druid Tharl Grimull in 4664 AR.

Outsea

  Outsea is a town in the River Kingdoms containing farmland, swampland, rivers, and canals. Its citizens include both aquatic species as well as air-breathers. Military service is mandated for all water-breathers and a few landlubbers serve in respected voluntary battalions. Locks and gates separate freshwater and salt water, preventing the districts from flowing into each other. Beneath the waterline, coral reefs and seaweed form underwater structures. Fish, octopuses, and other aquatic animals are prevalent. Mages of Outsea are known for their strong tradition of practicing water magic. Unique spells of merfolk and sahuagin origins can be found only in this kingdom.

Government

  The city of Outsea, as well as its holdings on land and at sea, are ruled by the Council of Generals. The council represents each of the sentient aquatic races of Outsea and all members are generals in the military. Landlubbers are represented by an advisory circle, which makes requests to the Council of Generals regarding their interests.

History

  Outsea was created when a force of ceratioidi mercenaries traveled through the Sellen River to make war on enemy merfolk. However, their magic failed and they and other saltwater races were trapped in an area of magical brine, deep in the center of the River Kingdoms.

Inhabitants and society

  Outsea is rather unique among settlements of water-breathing races due to the large number of separate species that coexist peacefully within it. Although many are descended from races that are traditionally inimical to each other, or openly hostile to most other species, the centuries of forced cooperation required to maintain their small pocket of sea among the freshwaters of the Sellen watershed has resulted in most of Outsea's residents being willing to live peacefully with each other and work alongside both air-breathers and former enemies. The resulting peaceful and mixed society can be very strange to those used to the more typical behaviors and hostilities among sea-dwelling races.   Besides the merfolk and sahuagin majorities, Outsea is also home to marine nagas, tritons, sea hags, ceratioidi, and small populations of chuul, gillmen, and skum.   Ceratioidi are in the minority of Outsea's population, but they resemble Danglosa, the rarely seen angler fish god-ruler of Outsea. As a result, the ceratioidi are held in high respect by other residents of Outsea.

Pitax

  Pitax (pronounced pih-TAHKS)is the domain of Castruccio Irovetti, a petty tyrant who fancies himself a god. Pitax is the name of his region within the River Kingdoms as well as the name of his capital city. It seems the River Kingdoms attract these sorts of deluded megalomaniacs, with the kingdom of Razmiran ruled over by the similarly deluded Razmir. The city of Pitax is filled with trashy art and bad sculpture, created by the masses of enslaved artists and poets that Irovetti maintains to massage his ego. The city suffers under Irovetti's rule, as his arrogant reign has turned the nearby countries of Numeria and Brevoy against him, and alienated Pitax from potential sources of trade.

Settlements

  Mormouth: hamlet with mixed loyalties between Pitax and Numeria Sarain: town famous for fruit orchards and vineyards owned by the Liacenza family and for the Grand Tournament of Sarain Littletown: A small village located North-West of the city of Pitax.

City layout

  Pitax is divided into three sections.   Troutmouth is the harbor district of Pitax. It includes the docks, various merchant houses, and warehouses. The Shattered Ward contains many of the oldest buildings in Pitax including various temples and manor houses. Most longtime residents live here. The New Ruins contains the most recently constructed buildings in Pitax. This part of the city was largely burned to the ground during the civil war that ravaged Pitax approximately one century ago. When Irovetti decided to make the city a beacon of "art" in the River Kingdoms his efforts were concentrated here. Notable locations include the Academy of the Arts and the Red Crescent Theater.

Protectorate of the Black Marquis

  The Protectorate of the Black Marquis is one of the River Kingdoms of northeastern Avistan. Since its founding, it has been ruled by a series of despots who call themselves Marquis, despite having little proper claim to the title.

History

  The Protectorate was established in its present form in 4700 AR by a pirate from Cheliax called Morgan the White. He was seeking a base from which to prey upon water traffic without being threatened by hostile navies, and the River Kingdoms was the ideal spot. Gathering together pirates from all over the world, he established his realm on a northern tributary of the Sellen River called the Dagger, and named himself the White Marquis.

Government

  Since then, rulers have come and gone—the current incumbent is Urdal Bazzak, who styles himself the Black Marquis—but the methods remain the same. River traffic flying the flag of one of the River Kingdoms is allowed to pass unmolested, in accordance with the River Freedoms. Foreigners are forced to pay a toll, or risk having their vessels boarded, crews killed, and goods sold on the black market. Anyone willing to work as a river pirate for the Black Marquis is entitled to a share of the spoils taken by the Protectorate, under the terms of the region's Pirate Pact.

Places of Interest

  Bodie's Haunt: The former pirate settlement of Bodie's Haunt was destroyed by the forces of Numeria. Today it is a haunted ruin. Echo Wood: This spider-infested forest contains numerous Azlanti ruins, but the locals consider it too dangerous to explore. More recently, Thornkeep seems to have made a better claim on the Wood than the Protectorate. Deadbridge: Capital of the Protectorate, Deadbridge is largely built on a huge wharf in the Dagger River. Farhaven: This town has aspirations of legitimacy. Aside from its black market, bar brawls, and scoundrels, it also boasts a small town guard and some legitimate trade.

Riverton

  Riverton is a large village located on the banks of Kallas Lake in the southern River Kingdoms.

Sites

  The Shrine of the River God

Scrawny Crossing

  The abandoned hamlet of Scrawny Crossing is in the western River Kingdoms. It served as a ferry crossing and caravan stop until 4706 AR, when its inhabitants disappeared in mysterious circumstances.

Sevenarches

  Sevenarches is a town in the southwestern River Kingdoms built around seven stone arches scattered around the settlement. It is an ancient site sacred to elves, but has not been in elven hands since they left Golarion for the safety of Sovyrian millennia ago. Since then, Sevenarches has been under the rule of the Oakstewards. Indeed, Sevenarches is the only surviving kingdom from the initial wave of Kellid migration into the River Kingdoms region after the exit of the elves.

Inhabitants

  The Oakstewards are very selective about whom they let approach the community, banning elves and outsiders from approaching, as Sevenarches guards a rift to the First World of the fey. As a result of the rift, followers of the Green Faith are extremely common. Sevenarches is also home to a wide variety of fey and many arboreals, some of whom live in the city, while others are simply passing through. The forests of Sevenarches are also home to centaurs and to awakened animals, including a large pack of awakened dire wolves.   Rumour has it that the arches for which the town is named once served as portals to other worlds, perhaps functioning like more powerful elf gates. Kyonin has shown great interest in reclaiming this ancient site, but the Oakstewards refuse any elven entry into Sevenarches due to the Obnubilate plague, a deadly, contagious and seemingly incurable disease that strikes any elf that approaches the arches. The druids have not disclosed the reasons behind their ban, as they do not believe that the elven government in Iadara would listen to the warnings of humans. While this problem has yet to come to a head, there are rumours that some elves have been considering radical solutions to get rid of the human rulers of the town.

History

  In 4256 AR, the druids were briefly ousted from control by the Intilporium, a Taldan wizard family.

Economy

  The town of Sevenarches is the first major stop for pilgrims and traders headed north on the Sellen. Two competitive supply companies are located in the town: Sellenmark Supply and Auldwell's.

Geography

  The ancient forest known as the Elderwoods marks the southern border of the land.

Sites

  The Den The Elderwoods Sevenarches (City) River Sellen The Seven Arches The Thinlands Wilewood

The Stolen Lands

  The Stolen Lands are an almost wholly unsettled region in the northeastern section of the River Kingdoms, bordering the nation of Brevoy.

History

  The nation of Taldor made the first major attempt to tame the lands now known as the Stolen Lands. The way was paved by the Fifth Army of Exploration, which made considerable attempts to map and explore the River Kingdoms. The effort was eventually for naught and various ruins and abandoned mines can still be found throughout the Stolen Lands to this day.   Other attempts have been made from various factions over the centuries, whether by Brevoy or nations of the River Kingdoms. Despite the fact that no nation can hold the Stolen Lands for long, the attempts of colonization has caused considerable consternation between all parties.   The most recent attempt came in 4710 AR. King Noleski Surtova sent explorers and settlers to explore and ultimately settle the Stolen Lands.   There is no clear reason why the Stolen Lands has proven so difficult to settle over the centuries but scholars have noted that the barrier between the Material Plane and the First World are unusually thin in the region. Some theorize that this connection has made the area difficult to tame.

Touvette

  Touvette is one of the River Kingdoms. It borders upon Pitax to the northeast and Gralton to the west and south. It has prime farm and ranch land, and prospered under King Aven I. However, under King Aven II it started to fall apart and descended into religious warfare.   In 4699 AR, General Cabol Voran launched a successful military coup, overthrew the monarchy and drove out all the priests and became High Lord Protector of Touvette.   The temples now serve as "charities" – a mixture of magistrate's court, refuge, militia base, school, hospital and government office. The citizens are well looked after, and begin each day by thanking the General for saving them from laziness and religion. Speaking against the General carries the death penalty.   Crimes are punished harshly. The peace is maintained by the General's knights, a hand-picked group authorised to summarily try and (if necessary) execute criminals, and who never pay for goods and services—their expenses are met by the grateful populace.   All young men must serve at least four years in the army.   Foreigners must have travel passes. Those found without valid documents are assumed to be spies or saboteurs, and treated accordingly.

Sites

  Avendale Seredain Voluse

Tymon

  The city-state of Tymon lies southwest of Daggermark on the very western borders of the River Kingdoms, next to the kingdom of Razmiran. It is renowned for its gladiators, as Tymon boasts both a huge arena and many prestigious gladiator colleges.

History

  Tymon's history of gladiatorial excellence goes back to its founder, Maldar Tymon, who was a renowned Taldan gladiator and hero of one of Taldor's Fifth Army of Exploration.

Local conflicts

  Tymon's most famous gladiators inspire such passion amongst the citizens of the River Kingdom, that political feuds, murders, and even small wars have broken out between rival groups of fans.

Relations with Razmiran

  The proud gladitorial heritage has made Tymon a visible target, and the living god Razmir greedily eyes the city with conquest on his mind. Ullorth Ungin has to contemplate turning his valuable gladiators lose on the field of battle, supported by the bloodthirsty priests of Gorum. Each year Ullorth asks that any on the Outlaw Council who value freedom step forth to help him, and each year one or two petty lordlings offer their help, postponing Razmir's invasion for another year.

Places of interest

  Valknar Gladiatorial College, founded in 2057 AR Arena of Aroden The Champion's Fortress Smine's Weaponworks The Temple of Gorum The Bloodied Flail

Organizations

  The Pathfinder Society maintains a Pathfinder lodge in Tymon run by Holgarin Smine.

Uringen

  An enigma among the settlements of the River Kingdoms, Uringen lies in the eastern regions of the country near the Embeth Forest. The settlement seems to exist in two realms, part of it "static" in reality, the other "unstuck"—disappearing and reappearing with the mists its inhabitants speaking Skald, a language not spoken in the River Kingdoms for ages.   Most outside the town theorize that the town is under some sort of foul magic or evil spell, but the true source of its strange behavior is a malfunctioning time-altering magical clocktower at the town's center that warped a third of the town to a pocket dimension between the Material Plane and the First World. The frequency of this phasing seems to be increasing, leading many in town to worry that it is moving closer to the First World.

Economy

  While the swampy lands around the town makes for poor farming, and despite its relative isolation from the world, Uringen's reputation still makes it a wealthy trading hub for products of the River Kingdoms, such as Cordelon oil. It also has a thriving alchemical market due to its proximity to rare marshland flora in the Embeth Forest, particularly for impressive concoctions made from local nightmoss that aid healing and sometimes even strengthen their imbiber. The town is also one of Daggermark's suppliers of poison ingredients.   The town's lack of arable land forces it to import and preserve hearty vegetables and grain, goods it easily can pay for thanks to its famed alchemical production. The forests and swamps also provide plenty of fresh game.

Government

  With the town often split in two, it has two mayors: Lady Aurelia Ogden represents unstuck Uringen, and with her advisor Titor Restivo, she also leads work on resolving the town's strange situation. Meanwhile, Knavar Mieren rules over the static part of town, protecting it from frequent fey raids with sheriff Issan Deald. The two mayors determine which of them will represent Uringen to the Outlaw Council each year, often via a game of dice or cards.

Geography

  Surrounded by the dense, fey-infested Embeth Forest, Uringen sits in a low marsh crossed by creeks and Sellen River tributaries. While politically surrounded by Mivon, Gralton, Pitax, Numeria, and Galt, its geographic isolation has shielded it from raids and conquest; indeed, even most friendly travelers avoid passing through. The forest's woodsmen can guide prospective traders to the town but refuse to enter it.   The town itself is built on an ancient fey circle, with roads leading out in four cardinal directions from a clock tower in a large central public square. When the central, unstuck third of the town vanishes, it leaves behind a seemingly empty field that the town's static residents have roped off to prevent accidents should it suddenly reappear. Residents trapped in the unstuck part of town can attempt to leave but find that all roads seemingly lead in a circle back to town.

Locations

  Notable locations in and near town include:   The Embeth Camps, home-in-exile to many Embeth Travelers who refuse to live in the city while part of it remains unstuck in time and space An old gristmill now used as a Pathfinder Society lodge, called Gray Falls Lodge Spry's Heart, a knotted section of Embeth Forest that attracts and corrupts fey The Uringen clock tower, a four-faced mechanical clock with each face behaving differently

History

  Uringen was founded by its namesake, Ulfen skald Birji Uringen and his companion, the Ustalavic wizard Rhona Ambros, in 4637 AR. They recruited settlers from their homelands, resulting in its unique linguistic melting pot of Skald and Common, and in 4638 AR began building the strange clock tower at the town's center from stolen instructions. Four years later, Uringen became unstuck for the first time in a massive bank of fog. Timeline of major phases   4642 AR: Uringen's first disappearance. 4645 AR: Uringen reappears; disappearance cycles of several days begin occurring at random. 4696 AR: Uringen's unstuck region disappears during a raid by Pitax. 4704 AR: Uringen's cycles begin to increase in frequency.

Inhabitants

  Due to its strange nature and difficult geography, Uringen attracts criminals seeking sanctuary, skilled woodsmen who can navigate its strange phenomena, alchemists seeking its rare flora and fauna, and a multitude of fey threats. The inhabitants of Uringen always wear distinctive black and white garments.   Residents in the static parts of town live in unease and avoid travelling to the unstuck areas for fear of being swept up into its strange dimension, while those of the unstuck area embrace their occasional existence, carrying on in festive taverns. Some of the town's gnomish residents claim to be able to traverse the two parts of town at will, even when the unstuck portion has vanished, and about a dozen pixies and grigs live in the town as well.   Prominent residents of Uringen and its surrounds include:   Mather Nithra, an evil grig at Spry's Heart Sayrin Firewyne, Pathfinder Society venture-captain