This staff is topped with a stylized carving of a baying hound.
Level 2 +1 520 gp Level 17 +4 65,000 gp Level 7 +2 2,600 gp Level 22 +5 325,000 gp Level 12 +3 13,000 gp Level 27 +6 1,625,000 gp
Implement: Staff
Enhancement: Attack rolls and damage rolls
Property: You gain a +2 item bonus to Perception checks.
Power (Daily): Free Action. When you use an magic attack power using this staff as an implement, the target of that power can't gain concealment or total concealment against the attack.
Staff of the Owl
Level 1+
This staff is topped with a stylized carving of an owl.
Level 1 +1 360 gp Level 16 +4 45,000 gp Level 6 +2 1,800 gp Level 21 +5 225,000 gp Level 11 +3 9,000 gp Level 26 +6 1,125,000 gp
Implement: Staff
Enhancement: Attack rolls and damage rolls
Property: You gain a +2 item bonus to Knowledge checks and Insight checks.
Property: You gain low-light vision as long as you hold this staff.
Power (Daily): Immediate Reaction. Trigger: You are hit by an attack that targets your Will defense. Effect: You gain a +2 item bonus to your Will defense.
Initiative +10; Senses Perception +8 HP 82; Bloodied 41; Healing Surges 11 (20 hp) AC 22; Fortitude 21, Reflex 18, Will 18 Speed 6, Action Points 1
Traits
Fighter Weapon Talent
You gain +1 on attack roles when using two-handed weapons.
Combat Superiority
You gain +2 on attack roles with opportunity attacks; an enemy struck by your opportunity attack stops moving.
Combat Challenge
When you attack, you can choose to "mark" your target. The mark lasts until the end of your next turn. While marked, the target suffers a -2 penalty on attack rolls for any attack that does not include you as a target. If the mark is adjacent to you, and shifts or makes an attack not including you, you can make a melee basic attack against the mark as an immediate interrupt with a bonus of +3 damage.
Standard Actions
Magic Morningstar ♦ At-Will
Attack: Melee; +10 vs. AC Hit: 1d10+5 damage
:brange: Crossbow ♦ At-Will
Attack: Ranged 15; +8 vs. AC Hit: 1d8+2 damage
Cleave ♦ At-Will
Attack: Melee; +10 vs. AC Hit: 1d10+5 damage Effect: Enemy adjacent to you takes 3 damage
Reaping Strike ♦ At-Will
Attack: Melee; +10 vs. AC Hit: 1d10+5 damage Miss: 3 damage
Sure Strike ♦ At-Will
Attack: Melee; +12 vs. AC Hit: 1d10+5 damage
Victorious Surge ♦ Daily, Reliable
Attack: Melee; +10 vs. AC Hit: 3d10+2 damage Effect: You regain 20 hp
Sudden Surge ♦ Encounter
Attack: Melee; +10 vs. AC Hit: 2d10+5 damage Effect: You can shift 2 squares
Crushing Blow ♦ Encounter
Attack: Melee; +10 vs. AC Hit: 3d10+8 damage
Passing Attack ♦ Encounter
Attack: Melee; +10 vs. AC Hit: 1d10+5 damage Effect: You can shift 1 square and make a 2nd attack against a new target Second Attack: Melee; +12 vs. AC Hit: 1d10+5 damage
Comeback Strike ♦ Daily
Attack: Melee; +10 vs. AC Hit: 2d10+5 damage Effect: You may spend a healing surge
Dizzying Blow ♦ Daily, Reliable
Attack: Melee; +10 vs. AC Hit: 3d10+5 damage Effect: Target is immobilized (save ends)
Minor Actions
Defensive Training (Stance) ♦ Daily
Gain a +2 power bonus to Fort, Ref and Will defense.
Official Name: The Kingdom of Coronar Ruler: His Resolute Majesty, King Orim of Coronar (male dwarf, Ftr 14) Government: Independent feudal monarchy with hereditary rulership; though kingdom contains significant populations of dwarf and human, only dwarves may rule; most of the domain is fractured and the king only holds real power within the Royal Domains Coat of Arms: Shield of alternating white and blue horizontal stripes surmounted with three yellow galleons in a vertical row Other Notables: Chancellor Dwir Mountainheart (LG male dwarf, Clr 16 of Berethor), Laird Glengal of Kydrill (good male gnome, Wiz 16), Admiral Nordar (good male human, Ftr 14) Population: 450,000 Capital: Anchorwell (pop. 41,000) Major Towns: Batterhill (pop. 12,500), Granitegorge (pop. 18,600), Kyndrill (pop. 22,900) Alignments: Unaligned, Lawful good, Good, Evil Major Resources: Stone, iron, platinum, silver, gems, some foodstuffs Major Religions: Berethor, Uino, Nerthys, Jocasta, Solovar, Eileania Military: 20,000 (composed primarily of powerful navy consisting of 10 galleons, 15 cogs and supported with well armed marines, light human cavalry and heavy dwarf infantry) Allies: Tritheria Enemies: Viridia, Aerona,
Official Name: Cynith Anwn, City of the Drow Ruler: Sherafae, Shadow-Queen (evil female drow, Psion 26) Government: Independent tyrannical matriachy ruled by a powerful female drow; only drow with psionic talent can be of noble blood and only females may rule sometimes with the aid or opposition of the Drow Ennead, a faction composed of eight powerful noble houses Coat of Arms: A jet-black shield with a stylized bat in blood red Other Notables: Matron Nerys (CE female drow, Psion 20), Reverend-Mother Tyriel Morhiem (CE female drow, Cleric 21 of Demoriel) Population: 27,000 Capital: Cynith Anwn Major Towns: None Alignments: Chaotic evil, Evil, Unaligned Major Resources: Slaves, exotic ointments Major Religions: Demoriel Military: 1300 (includes primarily light and medium infantry augmented by lightly armored bat-riders and heavily armored lizard riders) Allies: None Enemies: Countless
Deep within the bowels of the vast Underdeeps, far below the mountains, exists a natural cyst of open space that serves as the ancient home of the dark fae known as the drow. The drow of the Enchanted World are little different from other drow. Both are evil, wicked and capricious. However, the dark elves of the Enchanted World are followers of a different demon-goddess- the terrible Demoriel, demon-goddess of shadow.
Although other lesser strongholds of drow elves are thought to exist in other regions of the world, the greatest single community is the darkly beautiful underground faerie world of Cynith Anwn (pro. Sin-ith Ah-noon). The city is composed of hovels and decrepid townhouses crowded upon one another within the center of vast underground cavern. The entire city is surrounded by a thick and oppressive wall of black stone worn smooth over the centuries of its existance forming multiple neighborhoods and ghettoes. The city is home to some 9,000 drow and roughly three times that number in slaves, visitors and permanent residents. All are under the influence of the Shadow-Queen, the greatest drow female among them.
The Shadow-Queen dwells in an alien-formed palace deep in the heart of the city built at odd angles and strange designs which serve to bewilder non-drow unfortunate enough to be brought before the Queen. The Palace of Midnight, as it is known, is home to many powerful drow in the Court of the Shadow-Queen. In addition, the dark elven tradition of royal fostering is routinely observed. The heiress of each of the eight noble houses is sent to be raised within the Court. This allows the Shadow-Queen to keep tabs on her rivals as well as prevent an outright rebellion by those ambitious nobles who seek to overthrow her. Powerful demons are also known to move freely about the palace at the whim of the Shadow-Queen or under their own infernal purpose.
The government of the drow, although ruled by a single autocrat, is also divided between eight powerful noble houses known as the Dark Ennead. Each noble house controls a particular aspect of government such as the Judiciary, Military, Defense, Civic Affairs, Commerce, Resources, Arcana, and Diplomacy. In additional, the vast priesthood of Demoriel forms a sub-strata of society. The priestesses of the Demon-goddess serve at the pleasure of the nobles and form an exclusive convent of witches who enforce the will of the godess and the Shadow-Queen.
Official Name: The Defiant Lands Ruler: Several Government: Anarchy state with no central government; nation is composed of multiple independent city-states each controlled by a powerful robber-baron each often at odds with one another Coat of Arms: Variable Other Notables: King Grimwald of High Keep (Evil male human, Ftr 16), Commander Justin Longfellow (Unaligned male human, Rogue 13), Autocrat Zimril Vane of Bloodport (CE male human, Barbarian 14), General Vornic of Wargate (Evil male half-elf, Warlord 11) Capital: None, largest city is High Keep (pop. 17,200) Major Towns: Bloodport (pop. 6,700), Seaward (pop. 7,900), Dullshore (pop. 6,200), Wargate (pop. 7,600) Population: 110,000 (mostly humans with a signicant number of orcs, goblins, dwarves, half-orcs, tieflings, dragonborn and gnolls) Major Resources: Scarce Major Religions: Tormac, Molghur, Kharon, Jocasta, Nerthys, Abraxas Military: no official army exists though each robber-baron controls significant numbers of private armies and mercanaries (mostly naval cogs, light cavalry and light infantry)
The rough and arid peninsula commonly known as the Defiant Lands is a region of utter anarchy, despotism, rebellion and chaotic warfare. Much of the land has long been known as a haven for runaways, rebels, pirates and barbarians. With little to offer in terms of natural resources and a rocky land not conducive to farming, little interest was shown toward this region of the Enchanted Lands. Thus it became a perfect place for social outcasts from points across the world.
As a simple means of preservation, the chaotic and often hostile folk of these parts have navigated toward a number of larger towns and cities, each controlling a portion of the surrounding countryside. The internal borders however are rarely stable for long as internal warfare and conflict are almost as common as nightfall. In these lands, safety in numbers is not just a colloquialism but a fact of life. The vast majority of the population dwell in one of some seventeen or so city-states with the remaining folk uniting in smaller, familial villages.
Each of the major communities are always controlled by a powerful and prominent robber-baron, each taking quaint, and perhaps unearned, titles of various prestige from King to Autocrat and from Magistrate to "Boss." Even these positions are unenviable to a certain degree as it appears difficult to hold on to power but many of your "friends and allies" are out for your more priviledged seat of power.
The coastal communities tend to turn to privateering as a steady means of income. Those communities further inland are likely to engage in raids, robbery and slave trading. In any case, the Defiant Lands are a place to come in order to disappear and escape from the laws of more civilized lands. Power and booty are certainly to be had but living is not easy and one must develop a keen sense of intuition and streetsmarts if one hopes to even make a living.
The climate of the Defiant Lands tends to be one of diversity. The northern regions are more arid with only modest precipitation throughout the year. The southern regions, particularly in the islets to the south, are more wet allowing lush tropical rainforests to grow throughout. All of the region maintains a higher than average temperature with prevailing winds blowing in from the Northwest off the Cerulean Sea and from the Southeast off the Azure. Tropical storms are not uncommon during the Winter months.
Kingdom of Highkeep Ruler: King Grimwald The largest and arguably the most powerful of the city-states of the Defiant Lands, High Keep is a fortified city with just over 17,000 living within its walls. As the name suggests, the center of the city is a heavy stone citadel built atop a hill near the center of the city. The hill is naturally scarped on all sides except toward the west end. In addition to this stronghold, the citadel includes an impressive temple dedicated to Tormac, the god of war and patron deity of the city. The “lower city” includes the remainder to the city structures build on the plains that surround the central hillock. High Keep is also an important port city nestled between two rivers as they empty into the Azure Sea. The city itself is a harbor for all manner of rogues, ruffians, murderers and thieves making it a den of evil and debauchery.
Haven of Seaward Ruler: Commander Justin Longfellow An important sea port along the southeastern shores of the Defiant Lands, Seaward is located along natural harbor opening out to the Azure Sea. A major rival to Bloodport and its claim for naval dominance, Seaward maintains a significant fleet of cogs manned by privateers who ply the shipping lanes to the east. Although equally debauched, Seaward is a bit less chaotic than Bloodport with a number of its seafolk being former naval officers in a number of foreign ports with an understanding of hierarchy and routine. Commander Longfellow controls his territory with an iron fist with a strict adherence to discipline in the ranks.
Domain of Bloodport Ruler: Autocrat Zimril Vane The immoral pirate city of Bloodport is the scourge for all free-traders on the oceans and seas of the Enchanted World. A veritable den of inequity, Bloodport is a haven to privateers who favor the natural protections of the city’s harbor as well as its close proximity to popular shipping lanes crossing the Cerulean Sea. It is likewise notorious for its gaudy displays of wealth and loose morals with most residents holding one of three professions: pirate, cutthroat or prostitute. It is said there is a drinking house for every 40 residents. The harbor and city proper are well defended with stone fortifications and watch towers.
Barony of Wormwood Ruler: Baron Drake (Evil male tiefling, Warlock 9) A forest community along the southern edge of the Phantom Forest, the Baron of Wormwood is an awful tyrant with a tendency to gluttony and greed. Though this town is but a few folk shy of 1800 residents, the barony pays protection money to the nearby King of Highkeep. Wormwood is a major source of timber in the region. and therefore is of some importance to the shipping industry in the coastal towns. Most of the inhabitants of Wormwood earn a living as woodsmen and foresters with little care or concern for outsiders. They are a rough and hearty lot which is good as the nearby Phantom Forest is known to be haunted by a number of spectral and corporeal undead.
Free Territory of Midfield Magistrate Oleana (Unaligned female half-elf, Druid 15) Compared to the rest of the region, Midfield is a relatively stable territory under the control of a powerful druid. Midfield would generally be overlooked by its larger and more powerful neighbors save for the fact that it controls one of the most fertile plains in the Defiant Lands. As such, it is a supplier of foodstuffs for many of the other city-states trading perishables for other goods or services. The Magistrate of Midfield is fiercely protective of her lands and highly suspicious of strangers. She is known to finance a loyal band of highwaymen who keep watch over the overland routes into and out of the territory, harassing those who may pose a threat to the sovereignty of Midfield.
Free-City of Heronbay Governor Phanar (Evil male human, Rog 12) The “City on the Hill,” Heronbay is a walled riverport located along the banks of the Wespray atop a wide, flat-topped hill granting a commanding view of the surrounding countryside. Heronbay is sometimes known as the ‘doorway to the Defiant Lands’ as it is the northern most city-state along the border between these chaotic lands and the imperial fiefs of Aerona to the north. Brigands of Heronbay routinely raid across the river in the small hamlets and villages to the north and keep a regular flow of wealth moving through the city coffers and the Governor’s personal accounts. The current governor, Phanar, is an unscrupulous cad who bribed his way to the top and maintains it by spreading the wealth to his political supporters. The markets of Heronbay are known as a bustle of activity said to send and receive goods from as far away as the lands of Brythonia.
March of Thistlewall Margrave Nerium Dogbane (Chaotic Evil male half-elf, Ranger 11) Located along the northern edge of the Phantom Forest, Thistlewall is named for the defensive hedge wall that surrounds much of the town providing an almost impenitrable barrier. Similar to Wormwood to the south, Thistlewall makes owes its existance to the woodland with many of the locals working as woodsmen and hunters. The margrave, a ruthless murderer, is nevertheless politically astute and maintains a truce of sorts with nearby Midfield. Margrave Nerium is known to get rid of potential rivals by using them as live prey, releasing them into the countryside while hunting them down with his pack of trained wolves.
Official Name: The Grand Duchy of Durnin Ruler: His Resolute Grace, Grand Duke Dwalin Brightshield, Elector of Durnin (Good male dwarf, Warlord 14) Government: Independent feudal monarchy with hereditary rulership; most nobles and all members of the Royal House are dwarves Other Notables: Herzog Belwin of Ironwall (Unaligned male dwarf, Ftr 16); Archcleric Gloin Graylord (LG male dwarf, Clr 16 of Berathor); Graf Doffo of Hardfield (Good male dwarf, Bard 10) Population: 350,000 Capital: Westmark (pop. 36,100) Major Towns: Broadbay (pop. 18,600), Hardfield (pop. 13,100), Ironwall (pop. 24,900), Snowborn (pop. 14,500) Major Resources: Iron, gold, some timber, furs Major Religions: Berathor, Nerthys, Brannoc, Eileania Military: 15,000 (composed primarily of heavy infantry augmented by human light and medium infantry along with a small heavy cavalry and a navy of 4 galleons and 8 cogs) Allies: Hrathgar Enemies: Aerona, Draugmore
The dwarven nation of Durnin is a roughly diamond-shaped country bordered in the northwest by the Bluemarch River, the Stormcrest Sea in the southwest, the Snowborn River in the southeast and the Dreadmound Mountains in the northeast.
Founded as part of the Hrathgar Empire, the Grand Dukes of Durnin were granted their independence generations past for their assistance in the wars against the hordes from the East. In Durnin's southwest corner is a short coastline along the Stormcrest Sea. Durnin is dominated by the Dreadmounds and their adjoining foothills that stretch into the heartland of the country. The mountains and hills of Durnin are separated into massifs (a large mountain mass) by deep defiles (a narrow pass or gorge) created by rivers such as the Snowborn and Alewine. The northwest is occupied by the low plateau of Marchland. South of the central highlands, past the capital of Westmark, along the Snowborn River are fertile plains while closer to the Stormcrest are a series marshes and a broad swamp delta.
The climate of Durnin is largely continental with cold relatively dry winters and warm summers which can be prone to thunderstorms. The mountains modify the climate considerably receiving most of the country's rain and snow.
Having been founded by an ancient noble dwarven family, Durnin has long been a haven for dwarf kind. Humans, most of whom emigrated from the vast plains to the east, have lived alongside the dwarves for centuries each adding their racial strengths for the good of the society at large. The industrious dwarves tend to occupy the craft professions while working the lucrative iron and gold mines in the northeast. The humans tend to the agrarian professions and farm what little fertile land is available in this hilly region. Most of the human population is found along the Stormcrest coast and up the Snowborne river valley.
With its close proximity to the Aeronnin fief of Draugmore, the northwest borders of Durnin are at an almost constant state of awareness. Border skirmishes occur at almost a weekly basis from the wild barbarians and brigands of Draugmore launching raids across the Bluemarch River into Durnin. The dwarven defenses always succeed in repelling these chaotic raids but the hostility starts to wear thin on the generally peaceful dwarves. As a result, however, the Grand Duke of Durnin maintains a large standing army at all times, supported in part by his nobles and the the Emperor of Hrathgar to the South. The army is centered around a number of heavy infantry contingents composed of hearty dwarven fighters armed with axe and hammer. Most of the military in fact is built around foot with a token light and medium cavalry of human skirmishes.
Official Name: The March of Draugmore Ruler: Xyphor, Marquis of Draugmore (CE male human, Warlord 14) Government: Chaotic military state with strong but poorly organized central government and semi-independent local governments; most goverment officials are military officers or clerics of Tormac; Marquis rules for life and is replaced by the winner of blood feud; reigning Marquis pays fealty to the Emperor of Aerona Other Notables: Baron Nykarle Kolari (CE male human, Fighter 9); Baron Gudlog Bloodrunner (CE male half-orc, Barbarian 15); General Hyvin (Evil male tiefing, Warlock 15); Glumr, Hierophant of Tormac (CE male human, Cleric 15) Population: 180,000 Capital: Skuldev (pop. 22,500) Major Towns: Gloomport (pop. 4,300), Helbrune (pop. 2,600), Ruldagrond (pop. 3,600) Major Resources: Scarce Major Religions: Tormac, Molghur, Kharon Military: 9,000 (composed primarily of medium and light infantry with a small heavy and light cavalry) Allies: Aerona, Golgathar Enemies: Durnin, Hrathgar
The frontier marchland known as Draugmaur is an inhospitable boil on the face of the Enchanted World. Serving as the northernmost fief of the Aerona Empire, Draugmaur is a strategically important land forming most of the eastern border to the dwarven realm of Durnin. The march has a long coastline along the Hibernia Ocean which marks the realm's western border. To the South, the march extends just to the Oricairn River as it emerges from the Scragwood of Northern Aerona before merging with the Bluemarch before emptying into the great Stormcrest Sea. The Coldsnap Swamp marks the northern frontier while the mighty Bluemarch forms the uneasy border with Durnin.
Historians have postulated that throughout Late Antiquity, many distinct racial groups populated the regions of what is now known as Draugmore. This coast is marked by several spits, coastal lakes and dunes. The uneven coastline is indented by a number of lagoons and bays. The center and south form the Great Draugmore Plains. Rising gently above these lowlands is a geographical region comprising the hilly moraines while the far north is mostly cold swampland with poor drainage.
Official Name: The Principality of Golgathar Ruler: His Despotic Eminence, Prince Belphegor Devilfyre of Golgathar (CE male tiefling, Warlock 14) Government: Dependent principality with non-hereditary rulership; country is controlled by a reigning prince but technically serves at the pleasure of the Lich-Lord of Aerona; control of the crown is often won through assassination, coup or similar tyranical methods Other Notables: Prince Zimrakor of Garmadorn (CE male tiefling, Sor 14); Marquis Jerazul of Dungwraith (Evil male tiefling, Bard 9) Population: 220,000 Capital: Felldale (pop. 9,300) Major Towns: Dungwraith (pop. 4,600), Garmadorn (pop. 7,100) Major Resources: Few Major Religions: Kharon, Tormac, Morghul, Abraxas Military: 10,000 (consists primarily of light and medium infantry augmented by a small force of heavy cavalry and orcish worg riders) Allies: Aerona, Rhuthune, Midewin, Draugmore Enemies: Durnin, Hrathgar, Pryderia, Valoria, Selenir (sometimes)
One of the corrupt residual kingdoms evolving from the collapse of the former Kingdom of Aelindor, Golgathar can quite possibly be the closest thing to "hell on earth" found anywhere within the Enchanted Land. Once the symbol of good and right, the Kingdom of Aelindor stood as a champion of justice and chivalry for all the freelands. Its shining example was thought to be an eternal beacon to all goodly folk for all time. But alas nothing can last forever. Upon the death of the last king, the kingdom fell to internal dissent and open hostility between the royal heirs. The land fell to corruption and was split into the now infamous lands of Golgathar, Rhuthune and Midewin.
Golgathar is bound by the Imperial lands of Aerona to the North, the Dreadwood to the West, Midewin to the Southeast, the Stormcrest Sea to the East and Rhuthune to the Southwest. The landscape itself if a ravaged land where little resources remain. Most of the natives dwell within the larger cities and towns leaving most of the countryside a barren wasteland blasted by years of civil war and open warfare. The dominate feature of the land is the central rocky interior that surrounds an active volcano. The volcano regularly spews forth smoke and ash which blots out the sun along the eastern provinces of Golgathar. Most of the foul humanoids like orcs, hobgoblins, and ogres tend to prefer this gloomy region. Most of the human and tiefling population dwell along the slightly more hospitable western provinces.
Upon the ascension of the Lich-Lord of Aerona, Golgathar was one of the first adjacent states to fall under the Emperor's corruption where His Imperial Majesty serves as almost a cult of personality. Those humanoids left to their own devices in Golgathar have come to almost a fanatic level of devotion to the Emperor. It is even said that the militant members of the Emperor's own Companion Guard are chosen from the Golgathar military for their blind level of obedience and devotion.
Golgathar offers little to the rest of the world save for a staging point for military skirmishes and assaults. The local tiefling aristocracy is known for their deep seeded jealously and fear of losing control due to outsider influence and therefore distrust everyone including their own countrymen. The level of secret conspiracies, subterfuge and covert operations is almost unparallelled having been raised to a science of sorts by the cunning and ruthless princes of the land. Not surprising, the priesthood of Abraxas, the god of intrigue, is most active within this land.
The walled capital city of Felldale is a hotbed of political scheming. Prince Belphegor, the lord of the city, maintains tight-fisted control over his domain and suffers little for outside interference. Even imperial directives can sometimes be "conveniently" lost with the messenger mysteriously vanishing before completing his duty. Belphegor is almost paranoid in his dealings with other local leaders and foreign ambassadors. The Prince openly hates and mistrusts Prince Zimrakor, his cousin, and fears the possibility of outright rebellion from this powerful rival to the crown.
Official Name: The Principality of Galidor Ruler: His Royal Highness, Prince Theodoric III of Galidor, Duke of Altdorf, Warden of the East (Good male human, Fighter 16) Government: Independent feudal principality with hereditary rulership; country is ruled by a reigning prince who serves as head-of-state; laws are enacted by the Council of Aldermen but must be signed into law by the prince Other Notables: High Priestess Evangaline (Unaligned female human, Cleric 14 of Seralise); Lord-General Sigurt Silverhelm (Good male human, Fighter 17); Crown-Prince Pferd (Good male human, Ranger 8); Count Frandrik of Silverspring (Unaligned male dwarf, Fighter 11) Population: 250,000 Capital: Altdorf (pop. 17,700) Major Towns: Fairbank (pop. 10,000), Goodmound (pop. 11,200), Ironshoe (pop. 7,600), Riverhaven (pop. 12,300), Silverspring (pop. 9,300) Major Religions: Seralise, Meru, Nerthys, Brannoc Major Resources: Foodstuffs, grain, horses, major trade routes Military: 15,000 (comprised primarily of medium cavalry; augmented by light and heavy infantry) Allies: Hrathgar, Durnin, Seralia, Brythonia, Phrygia (sometimes) Enemies: Jhorund, Volkhov (usually)
A former Imperial Fief of Hrathgar, the human majority of these open grasslands gained independence toward the later half of the 2nd Age though the Prince of Galidor still maintains close ties with the dwarven emperor. Galidor is a march frontier holding a strategically significant location between two worlds: the "civilized" west and the barbarians of the east. Because of this, Galidor has been the site of many major battles and is said to have been built upon the bones of its ancestors.
Galidor's greatest asset is its location serving as the hub of trade between the dwarven merchants of the Northwest, the human and dragonborn trade cavarans of Seralia and Brythonia to the South and the occasional traffic from the horse-lords of Volkhov and Phrygia to the East. It is due to this fact that the neighboring nation-states have on more than one occasion sought to annex the principality. The folk of these lands are fiercely independent though and their rulers are skilled diplomats allying themselves with both Hrathgar and Seralia who serve to offset the territorial ambitions of the other most efficiently.