ap of the Empire and Kingdom of Paladur Home >> Library >> Map of Cambron
First you head down the old Stone Road until you come to a tree split in twain by a lightning strike, then you turn kind of left so you're facing a great big rock and head north for about two leagues and you should come to a rather large hill.  From that hill you'll be able to see the village you're looking for.  From there you can take the northern road to the city of Denningdown.  You should be able to get a guide from there to your destination... or I could just sell you this here map, it's a lot easier to find the place when you have it marked down. 

A Map of the lands of the Empire of Cambron, the Kingdom of Paladur, and the immediate surrounding lands from which all player characters come from.  Below the map is a brief description for each major duchy, region, or group of note.  Clicking a map section will take you to the brief summary.  Clicking the summary title will take you back up to the map.

 

Armoria's Emblem The Duchy of Armoria
Capital: Swords Point
Ruler: Colleen Armoris, Duchess of Armoria
Armoria is famous for its mercenary units.  Orcs and elves are tolerated here much more than in the other Duchies.  Armoria also enjoys a flourishing trade with the Dwarves of the Eastern mountains, especially since Dwarves have been increasingly unpopular in neighboring Galobroc.  The Dwarves prefer to do business in Armoria, where they are much less likely to be harassed. Armoria's coat of arms features a gray sword on a red field.
Cador's Emblem The Duchy of Cador
Capital: Kil Tartan
Ruler: Annlynne Cador, Duchess of Cador
Since the current Duchess of Cador succeeded her late father, Cador has taken a laissez-faire attitude toward Black Magic and Dark Power, making it a dangerous place for the unwary.  A red dragon on a gold (yellow) field is the coat of arms of Cador.
Cambron's Emblem The Duchy of Cambron
Capital: Cambron City
Ruler: By the Grace of the Light, Overlord of the Empire, Duke of Cambron, his Royal Majesty Kincaid Sidious VI
The seat of Power for the land of Cambron is overwhelmingly Humanocentric.  Non-Humans are not made welcome here.  Cambron City is noted for The Overlord's Palace and is also host to the yearly Council of Dukes.  The coat of arms of Cambron is a field divided in gold (yellow) and purple.
Demekia's Emblem The Duchy of Demikia
Capital: Demos
Ruler: Cleovia Demikia, Duchess of Demikia & Lord Edward Johnson
Demikia borders the sea, and some of the residents are rumored to make their living as pirates and smugglers.  Demikians are noted for their fun-loving attitude - they will use any excuse to throw a party.  (The dialect spoken along the coast of Demikia sounds a lot like a Jamaican accent.)  Demikia's arms consist of a black stripe on a gold (yellow) field.
Dunoon's Emblem The Duchy of Dunoon
Capital: Dromara
Ruler: Hamish, Duke of Dunoon & Lady Morag
Dunoon is a frontier Duchy bordered on the West by the Western Mountains.  The mountains are populated by Dwarves and Clans of Highland Barbarians.  Recently Dunoon declared independence from the Land of Cambron.  The Overlord has yet to recognize the sovereignty of the new Kingdom of Dunoon.  (Many residents of Western Dunoon speak a dialect that sounds like a Scottish accent.)  The arms of Dunoon feature a gold (yellow) sun on a blue field.
Galobroc's Emlbem The Duchy of Galobroc
Capital: Tirran
Ruler: Rastin Galobroc, Duke of Galobroc & Lady Olwyn
The Duke of Galobroc was instrumental in persuading The Overlord to go to war against the Elves, in no small part because of his desire to expand the Duchy's borders through conquest.  Galobroc and Zarec are now bitter rivals for control of the captured Elven lands around Esren Thorel.  Non-humans are not well-liked in Galobroc, but Dwarven traders are tolerated, because their wares are valued.  The coat of arms of Galobroc shows a red stripe on a silver (white) field.
Kamber's Emblem The Duchy of Kamber
Capital: Arik
Ruler: Eleanore du’Kambre, Duchess of Kamber & Lord Etienne du’Kambre né L’esprance
The Duchy of Kamber is bordered by the sea to the North, and their rival, the Duchy of Merlia, to the East.  The city of Arik is one of the great commercial centers of Cambron.  (Some of the people of Kamber speak a French-sounding dialect.)  Kamber's arms depict a brown bear on a silver (white) field.
Letavia's Emblem The Duchy of Letavia
Capital: Crossway
Ruler: Matthias Jehans, Duke of Letavia & Lady Ariel Brenmere
Until recently, Letavia was known as a pleasant, quiet duchy whose main industry was farming.  The Duke and Duchess of Letavia were noted for treating both nobles and commoners with respect.  The Duke himself began life as a commoner.  Since much of Letavia has been occupied by Tazian forces, their peaceful lifestyle has been threatened.  The arms of Letavia consist of a gold (yellow) sheaf of wheat on a green field.
Merlia's Emblem The Duchy of Merlia
Capital: Paneran
Ruler: Catherine d’Merilee, Duchess of Merlia
Merlia gained a great deal of land as a result of the War Against the Elves.  Merlia is one of  Cambron's centers of commerce.  A great rivalry exists between Merlia and their Western neighbor, the Duchy of Kamber.  Merlia's coat of arms is a field divided in gold (yellow), green, and blue.
Zarec's Emblem The Duchy of Zarec
Capital: Isembard
Ruler: Jubair Ibn Zarec, Duke of Zarec
Although officially forbidden, the use of Dark Power and Black Magic is condoned in Zarec, especially when employed against their enemies the Elves.  The city of Isembard is noted for its market, where any item or service imaginable may be had for the right price.  Isembard is also infamous for its slum district, the largest and most miserable in all of Cambron.  Zarec's coat of arms depicts three gold (yellow) coins on a black field.
Paladur's Emblem The Kingdom of Paladur
Capital: Paladur City
Ruler: By the Grace of the Light, King of Paladur, his Royal Highness Eric Paladry
Paladur is on the Southern frontier of the Land of Cambron.  It is bordered on the East by Lost Forest, and the people of Paladur have traditionally shown a great deal more tolerance for the Elves than have any of the other duchies.  There have been many rumors that Paladur will soon follow Dunoon in declaring independence from The Overlord.  Paladur's coat of arms shows three gold (yellow) chevrons on a green field.
  The Two Gypsies Families
As listed in the History of the Realm, two of the original noble houses landing on the shores of the Nameless Sea failed to permanently establish their own place in the realm.  Lacking a home territory, both houses became somewhat nomadic within the Empire and evolved into two separate gypsy families.  The Althure gypsies generally bear a reputation as merchants, rogues and tinkers.  The Prydain gypsies generally bear a reputation as fortune tellers and mystics.  These reputations are by no means indicative of each individual but have developed over the years as the stereotypes for each family and there is a great deal of actual diversity to each family.  (brief aside, these are fantasy-style gypsies and not intended to actually be to be real gypsies.  No slight is intended in any way)
The Crimson Sun's Emblem Lands of the Crimson Sun
Capital: Carn
Ruler: The Crimson Sun
Originally invaders to these lands, the Crimson Sun appeared almost over night laying waste to what was once the Duchy of Senonia and parts of Letavia, Dunoon and Paladur.  After a few years of warfare, the Crimson Sun ceased their expansion and currently hold the lands they conquered in a firm grip.  While some trade is permitted across the borders, little information makes it out.  Little is known about these strange people except that they are very strict and not inclined to be sociable with strangers.  Warriors of the Crimson Sun are known to wear red leather armor.  The Crimson Sun bears no coat of arms but uses a rising sun to mark their messages and borders.
Sylvanhome's Emblem Sylvanhome
Capital: Unknown
Ruler: Queen Glennora
The original homeland of the elves, these woodlands are most commonly known simply Sylvanhome.  Over the last 500 years differences between the humans and elves culminated in a war.  The war lasted only 4 years, from 492 to 496, and has become known as the War of the Rivers as it stems from a property dispute with the elves claiming the humans unjustly lay claim to all the lands between the rivers Long and Tey.  In the year of 496, a torrent of magic unleashed in one location razed the elven city of Esren Thorel and much of the land around it making it unlivable but also destroying a large part of both the human and elven armies.  The elves seemed unwilling to press any attack at that point and the Overlord of the Empire, content that the elves had learned their lesson, declared the war a victory for the humans and recalled the remainder of his troops.  Since then, the elves of Sylvanhome have become more reclusive than ever and seem even less inclined to give out any information about their own lands.
Sylvanlost's Emblem Sylvanlost
Capital: Altai
Ruler: The Council
Originally a part of Sylvanhome, Sylvanlost became separated from the remained of the elven lands by human expansion and deforestation over the course of the last 500 years.  While the elves of Sylvanhome still appear to name Glennora of Sylvanhome as their queen, they were effectively separated from their mainland and established a council to rule the lands in her absence.  Once a peaceful ally of what is now the Kingdom of Paladur, things have become much darker politically in Sylvanlost.  In recent years a political coup saw the fall of one council and its replacement by a much more militant council that appears bent on recovering lost land from humans.  One of the new council’s acts was to declare war on Paladur which continues to this day.  Non-elven visitors attempting to cross the borders into Sylvanlost quickly find death at the point of a sword or in a fury of magic.
  The Eastern & Western Mountains
Large, rocky masses interspersed with rare, somewhat fertile valleys.  These mountain ranges are the homelands of a variety of creatures but are generally considered inhospitable to outsiders.  While the dwarves have managed to firmly establish themselves among the mountains the presence of numerous goblins, orcs, ogres and trolls tends to intimidate most others from making any serious attempts.  Even the terrain is mostly inhospitable with only the rare somewhat fertile valley providing places of reprieve.  About the only place the mountains could be said to be inviting would be in the highlands bordering Dunoon where the land has already been fairly thoroughly claimed by the highland barbarian clans.
  The Nameless Sea
Actually a large ocean across which the original 15 noble houses of the humans are rumored to have come from over 500 years ago.  After hundreds of years of sailors searching for any land and more than a few sailors getting lost at sea to never return no one has yet to find any proof to validate the myth.  Strange, giant sea monsters are said to inhabit the deeps of the sea devouring any foolish enough to make attempts to sail the deep seas and more than one sailor has validated these claims.  As a result, most seafaring limits itself to the cost of the known lands for safety’s sake.
  The Plains
The Plains are a large, endless flatland occasionally broken by gentle hills, streams, or other natural terrain features.  Many barbarian tribes dot this vast land ranging from nomadic tribes to those that have established simple villages dwelling permanently in one place.  Rumors talk of mountains and even a wide wasteland of burning sunlight somewhere out across the plains but the plains barbarian tribes know of no other races living out in those lands.
  Wastes of Gortahork
Homeland of the orcs, the wastes are largely an inhospitable land.  Only a race as hearty as the orcs, willing to make use of any meager resources no matter how squalid or harsh the conditions, could eke out an existence here. In some areas, mostly where the lands border the Plains, the Wasteland can appear livable for a short expanse but it quickly turns to more desolate lands of either barren rock or mires and swamps.  Few who enter these lands live to leave them.  Even most orcs who have left the lands to dwell in human-occupied lands seem to lack any desire to return to the harshness of the Wastelands.
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