povos_geo

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Table of Contents

Almas Frias Forest
Annon
Arvores Vivas
Bay of the Dulles
Bay of the Rathors
Belran
Cador Manor
Centro Mundo
Chuva Norte
Copo Deus Bay
Costa Pescador
Cotovelo Ocean
Crag Bay
Desert Sea
Dividing Sea
Dragon Isle
Duendewood
Dulles
East Trade Seas
Faca
Farol
Farollian Basin
Farollian Plains
Fertile Penninsula
Filhos Bay
Forgotten Desert
Fort Dedo
Freetown
Friavila
Gleichheit
Great Icelands
Great Lighthouse
Great Northern Forest
Great Northern Sea
Havenport
Hills of Solitude
Horse Plains
Isles of the Fisherfolk
Jaws of the Sea
Le Marke
Lorillian Delta
Luxo Mulhado
Luxoseco Desert
Mar Povos
Maros
Martelo
Media Archipelago
Montes da Mae
Mt. Proteco
Nameless
New Povos
Nightfang Spire
No-Man’s Land
North Picos Gigantes
North Wildlands
Paras
Partistown
Paz
Port Margery
Salt Forests
Serpent Lake
Sol Povos
Solstar
South Picos Gigantes
South Wildland Plains
South Wildlands
Strait of Selvagem
Terra Povos
Terranos
The Free Seas
The Last Forest
The Royal Coast
Thenes
True Wildlands
Ultimos Ocean
Vale Martelo
Valley of Stars
Ventos
Ventos
Warrior’s Run
West Trade Seas

Descriptions

Almas Frias Forest


Fores of frozen souls. Little is known about this frigid area, except that few people who journey in journey back out again. Locals call it haunted and report that Giants still live there.

Annon


Population: 32000 (Elf – 0.2%, Dwarf – 3%, Halfling – 7%, Gnome – 2%, Half-Elf – 26%)

Annon is Sol Povos’ door to the trade seas. It bears heavy Elven influence. A few Elves have even taken up residence there and offer patrons the rare opportunity to get ahold of some Elven-made goods.

Arvores Vivas


Forest of the living trees. The western regions become unihabitable in winter, prompting the locals to migrate south. Name passed down through hundreds of years. The stories say the trees come to life in the winter and claim any who

stay behind, leaving no trace. Some believe those people become trees themselves.

Bay of the Dulles


Named after the half-orc Dulles family that fought for hundreds of years with the Rathors family to the north. Many skirmishes that could have resulted in fullscale war between Chuva Norte and Terra Povos instead were settled either in

the Bay of Rathors or the Bay of Dulles.

Bay of the Rathors


In times of conflict between Chuva Norte and Terra Povos, the Rathors family served as protectors for this, Chuva’s only bay.

Belran


Population: 38000 (Dwarf – 7%, Halfling – 11%, Gnome – 5%, Half-Elf – 14%, Half-Orc – 14%)

Second governor seat in Southern Wildlands. Population includes surrounding farmlands. Belran is the commerce and social center for the farming (and mining) peoples.

Cador Manor


On the north side of horseshoe bay lies a dangerous cove. Hundreds of rocky islands (and underground hazards) line what would otherwise be a desirable landing place. Atop one of the larger rocks lies a very ancient stone keep known as

Cador Manor. Its origin is completely unknown. According to what documented history does exist, the keep might be over a thousand years old.

Currently, the keep belongs to a retired merchant named Cornell Tasin, who dwells there in relative solitude. He bought the manor at an estate sale for roughly 80,000gp — pricey for such a terrible location, but the Burntree family

offered lifelong tax breaks to anyone they approved to prevent the manor from becoming a pirate’s hold.

Shortly after moving into his new dwelling, Cornell began witnessing some strange occurances. At first it was just strange fog that would settle over some rooms of the house, particularly the basement. Later, around FS 217, Cornell

enlisted the help of a philosopher and physicist named Constantine, along with his followers. The group, originally known as the “Torquati” but commonly referred to as the “Enervians” or the “Angelici,” specialized in investigating

supernatural disturbances. One of Constantine’s top lieutenants, a man named Hanussan, used to be a talented magician performaing along the Gold Coast.

Constantine and his men originally made Cador Manor their base of operations, scouring the keep top to bottom and revealing an intricate array of hidden passages and doors. Later, Constantine moved his main base of operations elsewhere

and left a man named Ivan Octa in charge.

Since the Enervians moved in, Cornell Tasin has been largely a background entity as the Enervians virtually took over Cador Manor. He’s pretty much been a prisoner in his own house.

Centro Mundo


Center of the World. For thousands of years the Povian emperors ruled the settled peoples from this fertile basin. It floods every spring with water from the melting icecaps on the mountains.

Chuva Norte


Chuva Norte roughly means “north rain.” Its cold, hard climate have bred a cold, hard kind of inhabitants, who normally refer to themselves as the hammerfolk. The name derives from the old war between Southern Povos and Chuva Norte, in

which Chuva was often referred to as the “hammer of the north.” Today, the name is more a reflection of the brute nature of its peoples.

There is excellent farmland in Hammer Valley, and most large settlements exsit along the riverbed. These cities resemble their southern counterparts with stone buildings, cobblestone streets, markets, bazaars, and strong feudal systems.

The population is predominantly human in these regions.


Chuva is also home to the largest forests in all of Povos, sporting enormous populations of game including deer, elk, moose, and more. Most of the peoples in these areas live in small hunting settlements. In many areas people migrate

south for winter. The strong hunter’s population contributes to Chuva’s reputation as a warrior peoples.

The woods are inhabited by a broad mix of humans, half-elves, gnomes, and, surprisingly, dwarfs. The dwarfs usually hunt in the summer and retreat to Mt Proteco during the winter while the others will group in large, semi-permanent

settlements called partidos, or “parties.” Since winter represents the only time when the nomadic populations come together, they are indeed parties — times of festivities, celebrations, and if the hunting was good that year,

feasts.

Chuva is virtually inpenetrable in the winter months due to the large mass of population along the southern border, and protected by winter on the western front.

Copo Deus Bay


Cup of Gods. Local lore claims that this enormous bay is actually a basin or goblet which the gods drink out of.

Costa Pescador


The Fisherman’s Coast. Technically belongs to Terra Povos, but usually associated with Ventos. A difficult and dangerous region.

Cotovelo Ocean


Elbow Ocean. A harsh ocean that’s difficult to sail, especially in winter months. Predisposed to heavy storms that often cause fleets of ships to hold up at Friavila or Havenport until they blow over.

Crag Bay


A particularly dangerous bay, filled with rocks, crags, and hazards just below the surface. Those few who can sail it are often smuglers, but there’s good fishing as well, especially whaling during the winter.

Desert Sea


A largely deserted and unchartered section of water sheltered by a number of islands. Unlike the Great Northern Sea and Cotovelo Ocean, Bays and inlets aren’t nearly as important in the Ultimos Ocean.

Dividing Sea


Named for the seemingly long divide between Faca and the other settled nations. Division results from Faca’s resistance to trade, insisting instead on self-sufficiency.

Dragon Isle


Named for its peculiar shape, Dragon Isle is the most densely populated region in the world. Climate-wise, it’s very similar to Sol Povos, but with colder winters due to east winds off the Great Northern Sea. Terrain-wise, it runs the

gamut of forests, hills, mountains, plains, and wetlands. There are three main areas: The Salt Forests, the Horse Plains, and the Fertile Peninsula.

The salt forests occupy the eastern shore of the Great Northern Sea. Heavy winds wash saltwater into small bayous along the coast. These bayous connect to more inland bodies of water, causing them to have a heavy salt content. The air

is muggy and most trees and rocks have buildups of salt and other minerals washed in from the sea. As a result, the region is home to little vegitation other than enormous Salbar (salt bark) trees and hard-to-kill underbrush. The

Salbars are huge and old, sometimes thousands of years old, up to a hundred feet wide, and sometimes over 400 hundred feet tall. They have knobby bark with thousands of small crevices that hold salt deposits from the ocean. These

deposites crystalize and form a thick, protective coating around the living part of the tree, making it resistant to damage and fire.

Many orc and half-orc populations reside in the Salt Forests, along with populations of many other savage humanoids such as goblins, kobolds, even bugbears and gnolls. They are mainly hunting or fishing cultures.

South of the Salt forests, nestled in a valley between hill country on the west and mountains on the east are the Horse Plains, a large, flat, grassy prairie that’s home to a menagerie of exotic animals: Lions, tigers, giraffes, yaks,

etc. Many roving bands of humans, demihumans, and sometimes savage humanoids, rule as kings on horseback — roving hoards that answer to nobody. Some of them take residence in the hills and create families there; others bring families

with them on horseback or in carts or sleds drug by oxen.

Finally, in the south lies the Fertile Penninsula, a low-lying wetland shielded from harsh ocean weather by two smaller penninsulas on either side. These lands grow virtually anything, and the area represents the single most densely

populated, and most diverse, region in the world. Gleichheit and Thenes are each run by governors, elected by wealthy landowners. They also have a senate of sorts, in charge of making new laws while the governor is in charge of

enforcing them.

The population ranges from humans to orcs, with every race represented. There’s even a population of Aarakocra (the bird people), although they stick mainly to the mountains in the north. Gleichheit literally means “acceptance” or

“diversity.” It was a haven for many of the more monstrous races that were run out of the settled kingdom. The southern city, Thenes, settled later as a port to the East Trade Seas. People make their living in all manners, including

hunting, farming, trading, and fishing. The spirit of the Fertile Penninsula is that no man should be told what to do based on his station, and although money still rules the roost, it’s the only place in the world where one can easily

become a self-made noble.

Duendewood


Elfwood. Once home to thousands of elves, with thousands more worldwide. Now scholars estimate there are less than 500 elves in the entire world, and roughly two-thirds of them dwell here, hiding away from the other humanoid cultures

that turned them over to Aldanor I, Elfbane’s deathcamps during the great Betrayal.

Dulles


See local details for No-Man’s Land

East Trade Seas


The highly trafficed sea east of the Media Archipelago. Most all trade between Sol Povos, Dragon Isle, and the Wildlands passes through the trade seas.

Faca


Faca literally means “dagger” in old Portvos toungue. Of all the settled kingdoms, Faca is the most unique in culture, and the most detached from the politics of the main continent. In recent years, Faca has stopped sending a delegate

to the Federation meetings altogether, instead styling itself as an empire all its own, complete with an emperor (a title Facians have been using ever since the fall of the Povian Empire in EM 1835.

Theirs is a culture of honor and law, with an emphasis on meditation, becoming acquainted with one’s weaknesses, and honoring one’s family. The ultimate milestone on this quest is to become a Paz Geurillo, or “peace warrior.” There are

three types of peace warriors: Espadas (blade warriors, or ninjas), Maos (fist warriors, or monks), and Mentes (mind warriors).

Espadas train themselves to use ninja weapons, including staffs, shurikens, and of course the three deadly ninja swords — daito, shoto, and tanto. They wear elaborate armor, often constructed to strike fear into their adversaries.

Maos prefer achieve self perfection rather than relying on weapons. They wear no armor, carry no weapons, and often shun material possessions. Their fighting style is usually taught in a monestary, require commitment from an early

age.

In war times, Mentes are often confused with Maos. They dress, act, and fight in a similar manner, but they are far less dangerous. Instead, a Mente uses his wits to best his enemies — hiding, sneaking, negotiating, whatever it takes.

Because of their dedication to study, Facian generals are usually Mentes. Outside of wartimes, Mentes and Espadas couldn’t be more different. Some Mentes never even touch a weapon, instead concentrating on books and learning. Many

members of the government and ruling parties are Mentes who have intensely studied politics.

Even a culture with such an emphasis on honor still has crime, but such individuals are harshly punished, both physically and socially. It’s not unusual for a petty thief to lose an arm over the matter, but the worse punishment comes

from the people: A known criminal has dishonored himself, and even worse dishonored his family. He will be shunned and discriminated against, finding it hard to get work or buy services. Because of the harsh treatment of criminals,

what crime does go on usually occurs through elaborate, underground crime rings. Many such rings cooperate actively with public officials.

The primary industries of Faca includ fishing, farming, and mining. The country prides itself on being self-sufficient, but the policy leads to a certain resistance to trade with the other countries of the world and therefore the

country is economically less developed. The races inhabiting Faca are the ones historically accepting of rigid laws: Humans and Half-Elves. Very few Elves remain in the world, but some practice the soul-searching Facian ways. Gnomes,

Dwarves, Half-Orcs, and savage humanoids are extremely rare in Faca.

Farol


Historically Farol has been the “lighthouse” of the world, a gateway to the northern parts of Povos, and midway point for ships from Ventos, Maros, and Faca on their way to the Wildlands or Dragon Isle. Despite the transient nature of

travelers through the southern provinces, most of the country is rather isolated. Only 25% of the population lives in port towns like Havenport, the rest are scattered throughout the Farollian Plains.

The kingdom is mostly a farming and cattle culture, although the northern provinces will trade for furs and game meats from Chuvan hunters to the north. These northern provinces will experience harsh winters, but not harsh enough to

warrant migration like the Chuvans. Farollian land is much lower, near to the sea, and thus slightly more temperate. Their crops are mainly of the subsoil nature — potatos, onions, legumes, etc. In some areas of the far south, grapes

can be grown, and Farol as actually famous for a number of fine wine vintages that offer an entirely different taste than their southern counterparts (connoisseurs call it earthy).

The plains also support vast populations of buffalo, bison, cattle, turkey, and ostrich. Farmers add domesticated pigs, chicken, and goats to the mix. In the hilly central area, shepards raise sheep. Most notable, however, are the

horses: Farollian horses are wildly believed to be the best in the world, raised on “stronger grain” with more “room to roam” than southern horses (although it’s rumored that mares from the South Wildland Plains are just as strong, if

not stronger). Many believe that it was Halas’ superior cavalry that allowed him to consistently best larger Terran armies during the 100 years war.

Havenport is the seat of Farollian government, and that region is governed in a heavily feudal manner, but many of the upper half territories are composed of independent farmers. The region is racially diverse, with plenty of humans,

halflings, half-elves, and some gomes (usually immigrants from Chuva).

During the summer months, wealty nobles and world leaders will often travel to Farol for their “Summer Days” events, involving an array of horse training and racing, various exhibitions of other livestock, and competitions of all sorts

— finest vegetables, cook-offs, plays, songs, and performances of all sorts. The games go on almost all summer, but most of the competitions culminate in a grand championship in late August, with the royal family personally handing out

prizes to the winners. If the kingdom had a good year financially, the King will often throw a great tournament as well.

Farollian Basin


Basin sheltered by the Farollian penninsula. Safe Sailing.

Farollian Plains


Vast, rolling plains and grasslands of Farol, home to countless farmers, ranchers, and shepards.

Fertile Penninsula


A low wetland with excellent climate year-round. The single most populous area of the world, inhabited by a vast array of different races, many driven from the settled kingdoms by prejudice and racism.

Filhos Bay


The large freshwater bay of Mar Povos. Heavily trafficed by tradegoods heading from the mainland to the Dividing Sea or Ultimos Ocean through Seabridge Strait. Filhos literally means “doughnut.”

Forgotten Desert


A neglected and almost completely uninhabited region of Sol Povos.

Fort Dedo


Population: 2000 (Dwarf – 4%, Halfling – 2%, Gnome – 3%, Half-Elf – 11%, Half-Orc – 2%)

A modest village surrounds Fort Dedo, Sol Povos’ only real defense. The fort guards against any invasions or wandering warlords who would cross two deserts to reach Sol Povos.

Freetown


Population: 28000 (Halfling – 17%, Gnome – 17%, Half-elf – 11%, Dwarf – 5%, Half-Orc – 7%)

Technically capital of Southern Wildlands, but seats just one of two governors. Small government: Ruling bodies handle mainly laws and the military. Freetown watches over the seafaring parts of the southern lands.

Friavila


Population: 3000 (Dwarf – 3%, Halfling – 8%, Gnome – 20%, Half-Orc – 16%)

Taverns: The Iron House of Food, The Golden House of Mead

A small port town that exists almost soley as a refuge for ships traveling the harsh Cotovelo Ocean. If they get caught in a storm and can’t make it to Havenport, they stop off at Friavila, literally “frozen village.”

Burly half-orcs contribute the labor, and wiley gnomes use their inventions to keep warm and survive in the brutal climate.

Gnomes have built a furnace to heat and circulate water throughout the town.

Gleichheit


Population: 58000 (Dwarf – 8%, Halfling – 7%, Gnome – 6%, Half-Elf – 6%, Half-Orc – 10%, Orc – 3%, Aarokocra – 1%, Goblin – 6%, Kobold – 5%, Gnoll – 3%, Bugbear – 2%)

Meaning “acceptance” or “equality” in the save tongues, Gleichheit is home to every race imaginable. The city is not so much to see as the people. A traveler can experience every single culture in one town: If you’re stout of heart,

try some Orcish mead, or some of Quelty’s famous Kobo-buns (you’ll find the kobold in a small shop in the southwest corner of the upper market district). Then there’s Agrael’s flying rides — the giant Aarokocra can wisk even the most

hefty man off the ground and fly around the city with him (some believe he’s half-orc himself).

Note that this is the only major city in the world where humans make up less than 50% of the population.

Great Icelands


In far northwest Povos lie the Great Icelands, a largely uninhabited region consisting mostly of frozen tundra and evergreen forests. The southern regions of the Almas Frias are inhabited by a Nordic race of humans, closely related to

the Hammerfolk of Chuva Norte. There’s also a strong Gnomish population, many of which put their expertise as innovators to use as fishermen, for the seas of the north Cotovelo Ocean are stock with game for those who can find a way to

catch them.

Great Lighthouse


Population: 9000 (Dwarf – 5%, Halfling – 2%, Gnome – 5%, Half-Elf – 2%, Half-Orc – 3%)

Standing tall above the village of nearly 10,000 is a monument of old times: The Great Lighthouse. The nearly 500 foot tall narrow tower sways in the wind with apprently no entrance or exit, or any place for a flame. A mystery of old

that perhaps once ran on fabled magic it now stands dark. Next to it is a much smaller lighthouse erected by Farol to guide passing ships.

Great Northern Forest


The largest single forest in the world, home to Chuva’s fearsome hunters.

Great Northern Sea


A cold and extremely windy ocean, making shore life in the region difficult and harsh. Because of the high winds, nearly impossible to sail (unless you’re heading east, and even then one must find a way not to have his ship thrown

against the rocks).

Havenport


Population: 41000 (Dwarf – 3%, Halfling – 6%, Gnome – 3%, Half-Elf – 5%, Half-Orc – 3%)

Once described as “Solstar without the wine, sunshine, or good food.” Farol is a fertile but modest country, and Havenport is a strong feudal city without as much pomp and circumstance as southern countries like Terra Povos or Sol

Povos.

Government is hard, but fair. Furnishings are comfortable, but not lavish. Architecture is functional, but plain. Nonetheless, to weary sea travelers hiding from a stormy Cotovelo Sea, Havenport is the warmest, most hospitable city

they’ve ever seen. An old saying goes: “You get ships in Thenes, whores in Maros, and a soft bed in Havenport.”

Be sure to catch the city during “Summer Days,” the farmer and rancher’s equivalent of a tourney. Where else in the world can you find out who has the biggest pumpkin or the tastiest bean and potato soup? There’s even a prize from the

king, and sometimes a realy tourney to accompany.

Be sure to see the lighthouse, an immense 300 foot tall tower with a bellowing, ever-burning flame at the top. Once upon a time it was dwarfed by the great lighthouse on the southern shore of Farol, but any magic that once lit the

amazing tower is now gone, leaving Havenport’s lighthouse as the flagship model.

Hills of Solitude


Rolling Hills of Faca, filled mainly with monestaries and small villages.

Horse Plains


Grassy plain isolated on all sides by mountains, hills, and forests. Home to horsetribes of many different cultures.

Isles of the Fisherfolk


Rogue isles, technically belonging to Terra Povos but instead being more closely tied to Ventos. A dangerous and rough region.

Jaws of the Sea


A difficult to navigate but particularly safe harbor to the Ultimos Ocean.

Le Marke


Population: 22000 (before magic), 31000 (after magic)
(Dwarf – 7%, Halfling – 9%, Gnome – 7%, Half-Elf – 6%, Half-Orc – 6%, Orc – 6%)

Literally “The Market,” Le Marke is the market center between the Wildlands, Dragon Isle, and southern Povos.

Everything is for sale in Le Marke — clean goods, dirty goods, animals, people, officials, assassinations — everything. The city is setup in an oval with dwellings in a narrow ring around an enormous market theater. Over the years,

the size of the market has spilled outside even the circle of dwellings. In the prime months (usually early later spring or early fall), on some days the market can stretch 10 miles end-to-end.

Lorillian Delta


Probably the single most fertile piece of land in the whole world. This immense delta will grow anything and provides Sol Povos with a neverending source of food and export. Named for an ancient Elven princess who lost her love. The

many fingers of the delta are said to be her tears, still running today.

Luxo Mulhado


Wet Luxury. An enormous oasis populated by the caravan masters wandering the Luxoseco. A hard place to find without the aid of such masters, so little is known about the area, how many people live there, and what kinds of wildlife and

flora live there.

Luxoseco Desert


Dry Luxury. A vast desert whose paths are known only by the bandits and caravan masters who brave it to bring trade goods between the Wildlands and settled peoples.

Mar Povos


Mar Povos, the “sea peoples,” used to be for Povos what Ventos is today. Indeed, if Ventos is about making money off the sea in every way possible, Mar Povos is about giving people the opportunity to spend it, in every way possible.

However, Mar Povos is not your run-of-the-mill thieves den, it’s high class sin. Go to Nameless or the Fisherfolk isles for cheap whores and gambling, go to Maros for high dollar ladies of the night and high stakes gambling. It’s truly

the Las Vegas of Povos.

Technically a queen rules, but she’s more of a figurehead. The real business happens in the House of Lords, a bureaucratic congress of corruption. It’s not so much a governing body as a tax collection agency of bribes from those

wealthy patrons who wish to come and go as they please. The lords theoretically represent the different provincees, three from each, 15 in all. There are two ways to get into the House of Lords: Convince the other members you should

replace an existing member (read: highest bidder), or convince her Ladyship that you would be an indispensible addition.

Oh, there’s also a house of commons, but it doesn’t even bother meeting anymore. In Mar Povos, the wealthy do as they please and the poor do as the wealthy please.

However, despite the corruption, Maros is not just in chaos. The queen is still the queen, and although she may not bother herself with the more mundane aspects of ruling, she remains firmly committed to maintaining Maros as the most

wonderful and most beautiful kingdom in the world. One should not travel through Mar Povos without beholding the amazing floating cities with glass floors to view the seas below, or exploring the 100 acre Queen’s garden. There are huge

cathedral-like buildings that have nothing to do with god and everything to do with wealthy patrons paying hundreds of gold pieces a night to stay there. Riverboats and luxury ships parade nobles up and down the channels for a feast on

the water. One of the main waterways by the Queen’s ivory tower passes underneath an enormous “ivory arch” composed of tens of thousands of tusks and horns from a countless array of animals. The arch stretches 50 feet wide and

tall.

These items, among others, compose the kingdom’s “9 Great Wonders of Beauty”:

1) Ivory Tower
2) Ivory Arch
3) Queen’s Garden
4) Maplewood Forest
5) Seabridge
6) Colossus
7) Golden Crate
8) Corin’s Star / Caleb’s Star
9) Astin Springs

And the word of law? The House of Lords can arrange for those to be conveniently forgotten as long as your crime profits the kingdom in some way. However, crimes against the beauty of Maros are out of their control. The queen

maintains a system of courts based on “prophets.” The commoners joke the system is based on profits, not prophets, but in truth it’s closer to the latter, if you consider her lady’s fancy prophecy. If accused of a crime against Maros,

one must stand trial in one of the many courts. After both sides have presented their cases, a prophet convenes with the gods and decides everybody’s fate. It is not unheard of for an accusor to suddenly be thrown in a dungeon instead

because the prophet felt they were deceiving the gods of beauty.

The population of Mar Povos is diverse, with almost every race having some representation, but as a general rule of thumb the “disgusting races” such as half-orcs and dwarves are shunned. Absolutely no non-demihumans are allowed.

Half-elves are accepted mainly because their elven herritage is thought of as beautiful. Indeed, Mar Povos may be the only place in the world where one can find a true Elven prostitute, although the price of such an encounter is so

hefty that even lords have a hard time paying.

Major sources of commerce are gambling, entertainment, tourism, prostitution, and trade-goods.

Maros


See Local Features of Mar Povos

Martelo


Population: 26000 (Dwarf – 7%, Halfling – 2%, Gnome – 7%, Half-Elf – 2%, Half-Orc – 8%)

Martelo, literally “hammer” is known also as the “Hammer of the North.” Seat of the royal family of Chuva, the Hammer Valley and lands surrounding the riverbed are a largely traditional feudal culture with lots of southern

influence.

Chuva is generally a warrior nation. While in Martelo, check out the local weapon shops. You’ve seen Elven bows, but how about Dwarven bows? The Dwarven woodsmen spend their summers in the forest and winters in the mountain, and

they’ve put their special touch on all kinds of gear.

They also have a great coliseum, where tournaments and fights take place year-round. Not to the death, mind you, but sometimes the combatants die.

During the winter months, many of the town’s inhabitants, especially merchants, will head south for the partidos. At times, Martelo can look a bit like a ghost town if you catch it in the right season.

Media Archipelago


A series of island towns and villages serving as a waypoint between the East and West Trade Seas.

Montes da Mae


Hills of the Mother (or Hills of the Earth Mother). This hilly area is remarkably fertile, and many locals believe the hills are actually burial mounds for ancient giants.

Mt. Proteco


Protective Mountain. A winter haven for huge colonies of dwarven hunters who spend the summers in the forest.

Nameless


Population: 25000 (Dwarf – 8%, Halfling – 8%, Gnome – 4%, Half-Elf – 10%, Half-Orc – 5%, Orc – 4%)

The self-professed town without a name would be cursed by most nobles as a Thieves’ Den, but those same nobles undoubtedly have some possession that’s passed through Nameless — a trinket, some jewelry, that fine sword your father gave

you? As Waleron, proprietor of the popular “Guilty Bard” tavern once said, "Le Marke may be where you sell your goods, but Nameless is where you get the business done. There’s not a trade route in the world that doesn’t pass through

here somehow, oiling the hand of some official, bribing a customs agent, or arranging for a shipment to arrive safely, unharried by pirates. We’re the hub of the wheel of trade, and by god that wheel needs grease."

New Povos


Population: 49000 (Half-Elf – 8%, Halfling – 4%, Gnome – 3%)

Taverns: The Virgin, The Swordman’s Stone, Spirits and Chicken, The Stone Peacock

King Viktor Windhill ruling, sun Tobias is prince.
Capital of Northern Wildlands, strong feudal system; population includes surrounding lands.

Nightfang Spire


Once the seat of a giant dragon demigod whose heart still lies deep within the bowels, chained up and beating. Now inhabited by the vampire Constantine.

No-Man’s Land


The buffer zone created between Chuva and Terra Povos in FS 15 to ease tensions between the two conflicting nations. Later inherited by Ventos when it gained sovereignty in FS 121.

North Picos Gigantes


Peaks of the Giants. Popular lore says the world used to be filled with giants, who ruled the entire world using these mountains as the seat of their power.

North Wildlands


Lance Klothar first settled New Povos in EM 1685 to “fix the irreconciliable failures of the Old Povian Empire.” He brought 5 ships with nearly 300 settlers and instituted a fuedal culture similar to the ones in Terranos and Solstar.

By the second year of the 100 years war, people were already flocking to the Wildlands in droves, but they were maintaining the same divisions they had on the mainland. Settlers from the southern feudal cultures tended to settle in New

Povos, while the racially diverse cultures of the north settled in Freetown. Without any more cultural mixing than the mainland, the Wildlands were destined for the same kinds of civil war and strife as the big six kingdoms.

Aside from one naval battle off the coast of New Povos, the majority of the north/south conflict can be grouped into four major battles in the Warrior’s Run valley. The first three were devestating stalemates, with both sides almost

completely obliterating one another. It wasn’t until EM 2063 that Harold the Horrible defeated the northern troups by luring them into a trap. he preceded to march north, burning every village on the way, until he was finally called

off on the outskirts of New Povos in EM 2065. The two territories signed a peace accord and still abide by it today, although hostilities are common.

The people of the Northern Wildlands are predominantly human and half-elves, surviving mainly off farming, fishing, hunting, and trade.

Paras


Population: 11000 (Half-Elf – 12%)

Common port entry for those making their way to Solstar or Annon. The riverboat ferries are a favorite romantic attraction of tourists and vacationers. Using the series of streams and canals, one can travel virtually anywhere in the

delta without setting foot on dry ground.

Partistown


Population: 5000/46000 (Dwarf – 4%, Halfling – 6%, Gnome – 4%, Half-Elf – 5%, Half-Orc – 7%)

Partistown is one of the more permanent destinations for migrant hunters. During summer months the population dwindles below 5000, but during the winter months it can swell to nearly 50,000.

Paz


Population: 28000 (Half-Elf – 14%)

Capital of Faca, city dedicated to inner piece and futherment of knowledge. Contains the Magna Libre — the world’s largest library.

Port Margery


Population: 25000 (Dwarf – 2%, Half-Orc – 4%, Halfling – 8%, Gnome – 3%, Half-Elf – 10%)

Only major port in Terra Povos, used to be called Brinnsport before Aldanor I, Elfbane, ambushed the Elven warrior, St. Margery.

There is still a porcelein statue of Margery in the central market square. Elves can periodically be seen making a pilgrimmage to view her — she was viewed as a sort of Avatar for her peoples.

Salt Forests


Named for the salty bayous and heavy mineral deposits accumulated on trees and rocks from the strong east wind off the Great Northern Sea. Home to the great Salbar (salt bark) trees.

Serpent Lake


Two reasons this body of water is called Serpent Lake: First, the western shores are quite swampy and filled with all manner of snakes and the like. Second, there are ancient rumors of a sea serpent that used to live in this lake.

Sol Povos


Rivaling Mar Povos for the title of most beautiful nation are the sun peoples, or “Sol Povos.”

Sol Povos has the perfect combination of temperate climate, moderate precipitation, and friendly terrain features. They have lush forrests, rolling fertile hills, and some of the best farmland in the world in the immense Lorillian

Delta.

When the Facian explorer, Erol, first visited Sol Povos in FS 113, he wrote, "Sol Povos is aptly named, for the sun god Pelor himself blessed this place as his own. From my arrival in Paras, I took a riverboat upstream. A local Balsa,

or ferryman, piloted me through the immense maze of rivers, streams, and canals. On all sides, as far as the eye could see, were acre after acre of rice, wine grapes, fruits, and vegetables that numbered as the many stars we saw in the

clear skies at night. We needed no guards, nor did we make camp for the night; we just kept floating through this dreamworld. Along the way people would recognize me as a foreigner, wave, even throw a small grape or strawberry my way.

I enjoyed every one of them, right until I was about to explode from the natural opulance. The larger cities in Sol Povos are dominated by a strong feudal culture laced with the richest flavor of chivalry. Everywhere I went in Solstar

there were banners and sigils and flags and colors and chilvalry, endless goblets of the finest aged chivalry."

Indeed, the Kings of Sol Povos are often nothing less than figureheads. After all, the country almost governs itself: No famines, no harsh weather, no natural difficulties. No enemies, either. Terra Povos to the west would have to

cross a mountain range to invade in numbers, and the True Wildlands to the east would have to cross two deserts to even set foot on the delta. The only reason Aldanor I was able to conquer Sol Povos at the beginning of the 100 years war

was because the entire Solish force was lost with St. Margery at Binnsport. Historians have long debated whether the war would have ever started in the first place had Sol Povos succeeded in joining the other rebelling territories.

Sol Povos is composed mostly of humans and half-elves, but a strong Dwarven population lives in the northwest mountains, growing rich off the precious minerals they harvest and sell to wealthy Solans to decorate their immense castles.

Primary sources of commerce are farming, mining, and finished goods (lavish silk clothes dyed in many colors, artwork of all types). Tourism also plays a non-negligible part in the economy of Sol Povos.

The only Blemish on this paradise is Dundewood, or Elfwood. Before Aldanor I, Elfbane, began mercilessly slaughtering elves in an attempt to put down the rebellion, Duendewood was home to the largest Elf population in the world. At

that time, humans and Elves mixed freely in the plains and woods of Sol Povos. Today, there are two types of elves in the world: Of the few remaining (some scholars estimate there may be less than 500 pureblood elves left in the entire

world), about a third wander freely throughout the world, and the other two thirds hide away in the dark reaches of Duendewood, distrustful and sometimes openly hostile to anyone who disturbs them. Their long lifespan has led to an

enduring hatred of humans after The Betrayal, as they call it. Unfortunately, many survivors of Aldanor’s genocide still live today, so it will probably take many centuries for the feelings to dissipate.

Solstar


Population: 33000 (Halfling – 5%, Gnome – 2%. Half-Elf – 10%, Dwarf – 2%, Half-Orc – 3%)

Capital of Sol Povos, strong feudal culture with chivalry brimming over the top.

Hit the market for the freshest fruits in seven kingdoms, and you just might get a free handout. At night the paths along the rivers light up with Solstar’s famous winehouses. Be sure to see the giant tourney grounds — largest in the

world — and the museum of past awards and banners from around the world.

South Picos Gigantes


Peaks of the Giants. Popular lore says the world used to be filled with giants, who ruled the entire world using these mountains as the seat of their power.

South Wildland Plains


Fertile grassland of South Wildlands

South Wildlands


Guile the Halfling first settled Freetown in EM 1697 as a refuge for those shunned in the Povian Empire. The Southern Wildlings quickly developed into a booming and diverse culture of humans, half-elves, gnomes, halflings, half-orcs,

and dwarves.

Dwarves inhabit the immense mountain ranges while the other races split evenly between a seafaring coastal culture around Freetown and a sedentary farming/herding culture on the South Wildland Plains. The region divides itself into two

states governed by Freetown and Belran, although Freetown is technically the capital. Two kings effectively rule jointly, although neither one has a huge amount of power. The state serves mainly to enforce laws and maintain an

army.

To the west lies the Last Forest. Besides the glacial areas of the Great Icelands, this represents the only truly unsettled region of Povos. Stretching a large distance north to south, it transitions from a predominantly evergreen to

predominantly temperate forest. Little is known about the inhabitants and little effort as been made to find out, except for one well-traveled path along Warrior’s Run that caravans take to the True Wildlands and Le Marke.

Strait of Selvagem


Roughly carved, man-made strait connecting the Copo Deus Bay with the Great Northern Sea. The name translates roughly as “Barrier to the Wild” — fitting since it has served as a military barrier between the main continent and the

beasts of Dragon Isle. In fact, many believe that the reason for its original construction was for that barrier, and that it was only later enlarged to allow the passage of ships.

Terra Povos


Terra Povos, or “land peoples,” represents the heart of the old Povian empire. Emperors of old would rule the entire continent from the Centro Mundo basin, literally “center of the world.” In EM 2711, Emperor Aldanor I, Elfbane, moved

the capital to the Royal Coast. This city was later destroyed by Sarl of Faca and Halas of Havenport. This began the war that fell the empire.

Terra Povos is stock with ripe farmland and its centeral nature has lad to a mixed population: Humans, half-elves, and halflings. The Centro Mundo basin floods every spring when icecaps melt in the mountains, washing and replenshing

the soil for next year’s crops. Since the residents can’t farm during this period, they instead take the opportunity to celebrate with “water parties.” One should note that everything about Terra Povos and Chuva is opposite: One

culture celebrates in winter, the other in spring.

Sparse trees and low greens dot the Montes de Mae, or “Mother Hills.” These peculiar hilly areas give rise to some of the best crops in the world, espcially berries, fruits, and melons. Locals believe the hills are actually burial

mounds for the ancient giants that occupied Povos before people.

Port Margery is the only major port; Terranos used to rely on the region known as Ventos for their seafaring needs, but that region split off into its own country in FS 121.

Terranos


Population: 42000 (Dwarf – 4%, Halfling – 6%, Gnome – 4%, Half-Elf – 4%, Half-Orc – 4%)

Capital of Terra Povos, located in the Centre Mundo Basin (Center of the World). Ancient ruling place of the Povian Emperors. The Centre Mundo floods every spring, fertilizing the surrounding land. “Water Parties” are held during this

time as a celebration.

Highly feudal culture. See the Granite Pyramid with the Povos Olho (people’s eye) on top that ancient emperors used to watch over their empire. Also home of the Imperial Library — best source of Povian history.

The Free Seas


Named after the free peoples that settled the Wildlands in EM 1700’s.

The Last Forest


The last truly unchartered lands. There’s only a single known route across: The well-traveled route along the riverbed in Warrior’s Run Valley.

The Royal Coast


Coastal region of Terra Povos so named because Aldanor I attempted to move the capital of the Povian Empire here to get further away from potential Chuvan attacks in the north. The ruins of “Povos” as he named the new city can still be

seen today, although not much is left.

Thenes


Population: 47000 (Dwarf – 10%, Halfling – 5%, Gnome – 4%, Half-Elf – 4%, Half-Orc – 6%, Orc – 7%, Goblin – 4%, Kobold – 2%, Aarokocra – 1%, Gnoll – 2%, Bugbear – 1%)

In the port town of Thenes it’s survival of the fittest. Shrewd merchants found long ago that humans don’t necessarily make the best sailors. For example, the few Aarokocra you can convince to board a ship for sea make excellent

sailors, and nobody can climb around the ropes and riggings of a ship quite like a Kobold.

Thenian ships are also the fastest in the world, and unlike other makes of vessels, they can stand the harsh storms of the Cotovelo Ocean without having to stop off at Friavila or Havenport to wait for it to blow over.

True Wildlands


It was originally the larger, mountainous territory to the east that was nicknamed the wildlands, but with those areas mostly settled now, people have taken to calling the flat, desert region of southeast Povos the “True Wildlands.”

Originally inhabited only by the savage humanoids, the settled peoples have slowly migrated there over time and brought some of their culture with them. The desert is now chock full of caravans carrying goods back and forth between the

settled wildlands and Sol Povos to the west. North of the desert on the Trade Seas lies the city of Le Marke, where everything is for sale.

The dangers in the True Wildlands are numerous: Countless beasties inhabit the desert, willing to attack anyone who doesn’t stick to the frequently traveled caravan lines. Roving bandits are always looking to hijack shipments of

something, and the regions around Le Marke are notoriously lawless, often controlled by merchant warlords.

Ultimos Ocean


Final Ocean. Viewed as the “end of the world” by most. Generally calm seas and easy sailing.

Vale Martelo


Valley of the Hammer. This fertile riverbed houses Chuva’s more sedentary feudal culture, and most all of the big cities. It is a stark contrast to the nomadic cultures of the surrounding forests.

Valley of Stars


Plains area of Sol Povos so named for the fact the area hardly ever sees a cloudy sky.

Ventos


Population: 38000 (before magic), 51000 (after magic)
(Dwarf – 1%, Halfling – 5%, Gnome – 3%, Half-Elf – 4%, Half-Orc – 3%)

The town from which the kingdom derived its namesake, literally “Wind” after the windy coastal winds. Ventos is the seat of the senate and chairman. They have an elaborate court system for settling disputes, complete with an appeals

circuit. Business is always good in Ventos because it’s managed to the very last detail.

What to see? As one traveler said, “You get ships in Thenes, whores in Maros, and lawyers in Ventos.” It has its share of entertainment, landmarks, and art, just like all the other big cities of the world, but they focus is clearly on

commerce.

Ventos


Ventos, or the “wind coast” is often referred to by other seafaring cultures instead as the “fat coast.” Generations of shrewd rulers, merchants, and powerful nobles have carefully carved the most advantageous stretch of land for their

trade.

It is the only kingdom in the Federation that truly has elected officials: Each of the 11 territories has a Governer, usually the most powerful land-owning noble. However, in the case that several nobles have claim to the title, and

election is held among the wealthy class to determine their representative. These governers serve for 5 years, and each appoints a senator to serve as a representative in the central government in Ventos. The 11 senators convene and

elect one of their own to serve as the chairman for 10 years. Whichever province’s senator was elected must then choose a new senator. As of FS 221, the ruling prime minister is Tiber Septus, and his term expires in 6 years.

In the northern region lies the territory of Dulles, the only region of the settle peoples to host a significant half-orc population. The Dulles family spent years defending Terra Povos’ northern border against Chuva, usually fighting

against another great family, the Rathors. For hundreds of years, these two families maintained constant vigilance against one another, often representing the last line of defense. However it was not until FS 122, when Ventos took

control of the region, that the Dulles family was formally recognized as lords. The Terran empire had gone to great lengths to drive Orcs and Half-Orcs from the region so few remained, but those that did settled in Dulles. It is said

that roving bands of full-blooded Orcs still wander the mountainess area southeast of Dulles.

The most interesting “region” of Ventos might be the Isles of the Fisherfolk and the Costa Pescador, or “fish coast.” These areas, technically part of Terra Povos, were more or less cut off from the rest of the nation after Ventos took

over No-Man’s Land. Today, Ventos treats them like their own. The seven nations usually turn a blind eye to the international implications of this arrangement, because Terranos certainly doesn’t have the capacity or means to rule the

area (but they’re not willing to cede it either, still slightly bitter about giving up Ventos). For the common man, this means watch your back: The region is a rough area, with ostensibly no ruler or government.

Warrior’s Run


Steep valley between north and south mountain ranges in the Wildlands. So named because of the thousands of warriors who have died in four battles between the North and South Wildlands.

West Trade Seas


The highly trafficed sea west of the Media Archipelago. Most all trade between Sol Povos, Dragon Isle, and the Wildlands passes through the trade seas.

povos_geo

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