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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.

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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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) |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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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