The Four Fiefdoms

The splintered fragments of once mighty Darshavon, the Four Fiefdoms represent the kingdoms of men. Seacea (See-see-a) to the West, Vranna to the South, Kallendor to the East, and Anolga in the North. Each fiefdom is ruled by a duke (Kallendor's ruler alone claims the title of 'king,' though the others do not acknowledge this) who can each trace his lineage back to an individual who once swore allegiance to the last true King of Darshavon. That lineage goes back over five hundred years; the Fiefdoms have not had a king for that long. In the intervening time, each fiefdom has forged their own path with only the occasional idealist attempting to reunite the realms as one. Those who have undertaken this endeavor have always met with failure.

Fiefdom of Seacea

A coastal land populated by mariners, seafaring merchants, and fisherman. A Seacean is not truly comfortable unless they have the smell of salt about them. Seaceans make their homes in grand, oceanside castles, moderately-sized cities surrounded by walls to protect against raiders, and small, quaint towns and hamlets.

The fiefdom is ruled by Duke Brannigan Wadewright. He and his wife have three sons.




Capital city of Seacea.

Province of Absalon

Absalon is Seacea's western province. Delldor lies to its immediate south. The Barrens Ocean makes up its entire western border.

Province of Delldor

Delldor is the southernmost province of Seacea. It borders both the Freelands and Kallendor on its eastern side and the Barrens on the other.

Earldom of Kettering

Kettering is ruled by Lord Nicholas Roberts and his wife, Lady Deidre. Their principle place of residence is Brighton. It is made up of three baronies: Agratis, Kettering, and Rulana.

Barony of Agratis


A rival city of Brighton's. While the Baron of Agratis, Lord Malcolm, has sworn fealty to Lord Nicholas, Earl of Brighton, his loyalty is tenuous at best.

Barony of Fallmere

Norwynne Keep

A prosperous yet remote oceanside city-keep that began as a military outpost. Ruled by Lord Vuller.


Norwynne's tower of sorcery. Its head wizard is Elsanar.

Graggly's Tower

Old abandoned tower said to be haunted.


Norwynne's outer wall. Famous for never having been breached.

The Underkeep

Once a dwarven keep, now used by Norwynne's residents as living and storage space. Only treasure hunters presently venture beyond those first few floors. None have ever found anything, for the dwarves were thorough when they left.

Ursool's house

Ursool's home in the woods.

Wildemoore Manor

The remote home of Master Ansanom and his apprentice, Serena.

Barony of Rulana


Once known as the City of Lights because of its city-wide system of powered lanterns, Brighton is a city on the decline. The once innovative power lines which circulated throughout the city have corroded over the years, the generators failed long ago, and the rich trade which once flowed down the rivers that cut the city has slowed to a trickle. It is the dream and singular purpose of Brighton's earl, Lord Nicholas Roberts, that his city's grandeur be restored.

Highbrook River

One of the three rivers that cuts its way through Brighton. A tributary that joins with the Whitecrest and Silvercross at Three Rivers Crossing.

New Brighton

The more prosperous section of the city where dwell its nobility and the well-to-do. Once, New and Old Brighton were at equal elevations. But continuous improvements and new construction, including a renovated sewer system of which Old Brighton does not share, has raised New Brighton above the old city both figuratively and literally. New Brighton is also referred to as Upper Brighton.

Alter's Bridge

A bridge that crosses the Whitecrest.

The Minstrel's Cup

A tavern of luxury owned by Bekjris.

Old Brighton/Sunken Slums

Old Brighton, or the Sunken Slums as it is more commonly referred, actually sits at a slightly lower elevation relative to the newer sections of the city because, unlike New Brighton, it was never built upon or improved. It has become a quagmire of ghettos, shanties, and condemned buildings, yet still houses the majority of Brighton's population. Old Brighton is also known as Lower Brighton.

The Sword and a Prayer

A seedy alehouse known across the city as a gathering place for mercs.

Silvercross River

One of three rivers that meet at Brighton, the Silvercross is known as a shallow tributary good only for flat-bottom boats. It joins with the Whitecrest and Highbrook inside Brighton at Three Rivers Crossing.

Three Rivers Crossing Bridge

A wide, elegantly architected bridge that spans the confluence of the Whitecrest, Silvercross, and Highbrook rivers. The bridge is located directly in front of the earl's palace.

Whitecrest River

One of the three rivers that cuts its way through Brighton. The Whitecrest eventually empties into the Barrens Ocean.

Xirklx (zir-clicks)

City of the skeva who make their home beneath Brighton.

Fiefdom of Vranna

Land of the Lake People, Vranna is characterized by a system of great lakes and rivers of which its people take full advantage for shipping and trade.




A city.

Simarron Woods

Great blackwood oak forest separating the civilized lands of Vranna from the once goblin-infested Ugulls.

The Hall of the Wood

Stronghold of the Simarron King's Patrol. The Hall and its inhabitants guard the frontier in order to keep safe the towns and cities at their back. Their symbol, universally recognized across all of Uhl, is a Simarron oak displayed on a solid green backdrop.


Frontier town. A waystation for trappers, merchants, and travelers.


A small town located just west of the Ugull Mountains.


Vranna's capital city.

Ugull Mountains

A far-reaching mountain range once home to a vast but now extinct goblin nation. Remnants of that nation remain, but only in small, isolated pockets.

Fiefdom of Kallendor

The Land of the Horse Lords is a place of grassy plains, wooded glens, and meadows. Kallendorans are a proud people: strong, noble, and dignified. Though many make their way in life as farmers, merchants, shepherds, and cavalry soldiers, as a people they have cultivated superior skill and experience as horse breeders. The horse is central to their lives; more than a few profess to have learned to ride before learning to walk. Their horses are of such high quality they are sought the lands over, for they are hardier, swifter, and simply more noble than others of their kind. Many the knight or cavalrymen has ridden into combat astride one of Kallendor's fine steeds. Many have even refused to do so if their horse is not of Kallendor breeding.

The fiefdom is ruled by King Classus. He is the only ruler of the Four Fiefdoms bold enough to take on the title of 'king,' even though his holdings are no more or less than that of the others.




Capital city of Kallendor.

Fiefdom of Anolga

Anolga is a country of warriors, shepherds, and farmers. Called the 'Hill People" by outsiders, many consider them wild men or barbarians. Others consider them a relative of dwarves such is their brusqueness. The latter might be true, for they are a boisterous people, loud and overbearing, and enjoying the consumption of beer and other, stronger drinks, gambling, and participating in physical challenges of skill and strength. They usually set aside weeks at a time for festivities where all Anolgans from the fiefdom over will gather in bouts of overindulgence. While suspicious of outsiders, they are known to welcome friendly strangers to their tables often enough. They can be stalwart companions and friends, or fierce enemies to any who would risk their ire. Anolgan women are expected to accomplish nearly the same feats as men and sometimes more, for in their tribal society every member must contribute. Consequently, Anolgan men and women are considered equals. It is no surprise, then, that Anolga is ruled by a fierce warrior queen.




Capital city of the Anolgan nation.

The Dwarven Thanes








Halls of the Wood

They talked into the night of the man named Severan Ashtok, First of Patrollers, and of the compact he made with King Selus Braygin of Oslo: that any man who served Severan was exempt from the King's Call. These men, these patrollers, answered to no one but themselves. In return for such magnanimity, they were charged with a singular duty: protect the frontier at all costs.

The Halls are the homes and fortresses of the King's Patrol. Located at the fringes of civilization, it is the duty of the men and women of the Patrol to defend the Four Fiefdoms against any external threat. Because they have sworn an allegiance to the king and only the king, patrollers are not bound to the dukes and other assorted nobles of the Four Fiefdoms. But, because there has not been a king at Oslo for hundreds of years, many in the fiefdoms consider them a lawless lot. Though no one makes an issue of it since they often deal with goblin incursions and other threats.

Each Hall is ruled by a council of elders with a single elder, the Eldest of the Elders, having the greatest voice. From there, roles become military-like, with commanders overseeing the activities of patroller companies. Each company is made up of eight squadrons. A squadron consists of four squads of ten individuals each and is overseen by a squadron captain. Each squad is led by a squad leader, most often a sergeant or similar rank. Apart from this structure are the rovers, often lone individuals who scour the countryside hunting for any possible threat.

Alzion Hall

The Alzion Hall was destroyed long ago. Though it remains only as ruins, the Alzion King's Patrollers still call it home. Their symbol is an eagle with wings outstretched.

Merrow Hall

Merrow Hall is the largest and strongest of the patroller fortresses. It is the focal point of all King's Patrol activity. The falcon is their crest.

Simarron Hall

The Simarron Hall of the Wood deals with the greatest goblin threat as Greth and Mount Kroom are only a quick march away. Oweing to its history of producing wise leaders, the Simarron Hall uses an owl as its symbol.


Amongst all the peoples of Uhl, only the eslar of Panthora are united under a single banner. It has long been feared they would leverage this unity to make war on the other nations, but they are a people ruled by isolationism and thus far have shown no interest in extending their reach beyond their own borders.

Eslar are not ruled by any one individual. Rather they elect a consortium of technologists, learned men and women who have dedicated themselves to the pursuit of technological endeavors. Thirteen technocrats are elected to the Consortium, with each serving for six years.


The capital city of Panthora.


City of the Dead.

Southern Reaches

A land off the map. The Southern Reaches are a distant land to the south of Uhl.

The Freelands

A lawless land of mercenaries, rogues, and thieves, or so the people of the Four Fiefdoms would have one believe. The Freelands are not without law, but there is no central government or liege to whom its people swear fealty. Instead it is a fragmented hodgepodge of cities and castles, each ruled by a baron or lordling who has either fought his way to the top or gained such a following to warrant such consideration. The only unity the people of the Freelands share is the belief that they will never swear loyalty to king or god again.


City of Assassins.

Tribes of the Krill

The xenophobic krill, or cat-people, are a tribal society who make their homes throughout the vast Merrow Woods. Six tribes ruled by councils of elder shamans and wise men maintain uneasy alliances with one another most times, coming together only when faced with great adversity.







Sitheri Broods

The snake-people dwell deep within the Grimmere, called Death's Head Swamp by most. They are a matriarchal society with powerful witches as brood leaders and tribal borders that are ever shifting due to incessant, internal conflicts.











The Underland

A subterranean world of darkness and shadow.


Hell. The Pit. The domain of demonkind. There are no known physicals paths leading from the surface world to this deepest part of the Underland.

Barrens Ocean

Uhl's great western ocean.