Scardova is a fairly solitary land, trading only sporadically with a few other nations, and as such the cities, towns, and villages are highly interdependent. Most locations specialize in something, and trade with others to obtain other required items. For example, if the small villages fail to harvest enough food, the larger cities will suffer shortages; if a mining town fails to produce enough iron, there may not be enough weapons to go around. Very few locations in Scardova are self sufficient, which makes the roles of the Swords & Shields that much more important. Trade must flow, and people must remain safe for Scardova to thrive.
Wintersholm: seat of the Church of Alm, and headquarters of its four branches.
Population: approx 11,500 church personnel, plus another 300 guests who serve the residents.
Government: The city, and all the land, is ruled by the High Bastion. This important position is decided upon by a council of Cardinals once the previous ruler resigns.
Defense: About 200 militiamen are at-the-ready to defend the city, plus whatever number of Guardians are present (varies considerably), plus Inquisitorial staff (number unknown).
- Alm’s Tomb
- The First Church of Alm
- Hall of Paragons
- Matriarch’s tower
- Sacred Pool
- The Lyceum
- The Praetorium Venanatus
Bellsdeen: By far the largest and most cosmopolitan of Scardovan cities, Bellsdeen is known for their vast trade and economic power. People of Bellsdeen are known for wearing outfits of a single color with varying hues.
Government: This city is ruled by a Governor who is elected by popular vote to a four-year term.
Defense: Nearly 200 militiamen are stationed in Bellsdeen, along with about half that amount of local watchmen.
- The Hobbled Mare: a well-known Inn whose current owner (Rook) is a retired Shield.
- Four-Corners: an Inn and entertainment venue which sits at the city’s center
- Hammerfast’s Alehouse: arguably the greatest Dwarven brewmaster in all of Scardova
- Tinkertown: an Gnomish enclave where artificers, metallurgists, alchemists, and other inventors live and experiment with their creations.
Argus: The portal to the southern forests, Argus is a large trade city which is also known for its fine craftsmen and artists. Lumber from Maplevale is made into fine furniture, iron from Morreston is crafted into weapons and armor, etc.
Government: This city is ruled by a single governor who is elected by the city council.
Defense: About 100 militiamen stand ready to defend the city when needed.
- Arden: A well-known artists community
- The Amphitheater: a grand outdoor theater
- Bumper’s Trading Post: a Halfling-run commercial establishment with items from all over the world, Bumper specializes in rare and exotic items.
- The Melodian: The most well-known entertainment venue in the land. Musicians from all over Scardova play here. Those who are deemed worthy are given a tunic with silver harp stitched on the back, granting them near Paragon status amongst musicians and lovers of music.
Maplevale: A small city, but the largest place in the southern forest, Maplevale was once a small trading outpost that has now become the center of the lumber industry. Almost all of Scardova’s timber comes through Maplevale as it is either prepared for transportation or used in crafting of various items.
Government: This city is ruled by the family who reaps the most timber profit in the previous year. This may seem like a setup for instability, but the same family has ruled Maplevale for over three decades.
Defense: About 100 militiamen, plus whatever help can arrive quickly from Summerspring and Lightmill.
South Fairn: The sister city to North Fairn, also called the Gold City by locals, South Fairn is a trading port. Most people live in North Fairn, but work in the southern city. South Fairn does sea trade with Marlow and Haldon, as well as provide supplies to the Northern Reach. Trading ships from Nippon and the Iron Kingdoms can often be seen here, and this is the first stop Halfling caravans make traveling from Brandywalk
Government: Both North and South Fairn are ruled by an elected board comprising five council members.
Defense: 150 militiamen are stationed to defend South Fairn from Northern raiders
Wenlock A fortress and mine built inside the Razorhorn mountain, Wenlock was discovered just over two centuries ago by Dwarven explorers. Since then most of the Dwarven population has taken residence here to live once again in the ways of old
Government Wenlock is ruled by a council of Dwarves
Defense: A small army of 500 Dwarven warriors serves to defend the city
Towns (between 1,000 and 5,000 residents)
Morreston: A large town built around the mining trade, Morreston provides Scardova with most of its iron. This town is run by a Men’s Council.
Maldon: A quiet seaside town with a dark past. Nearly a century ago almost all of Maldon’s resident’s were put to the flame by the Inquisition for harboring arcanists. The town is trying to recover from its poor reputation, and now specializes in building stout ships and boats. Maldon is ruled by a single mayor.
Summerspring: A small resort town, Summerspring has several inns and venues for entertainment that mostly caters to wealthy merchants and nobles. This town is ruled by a council of innkeepers
Seaford: A port town that relies heavily on fishing and does a brisk trade with the Iron Kingdoms
Highcrest: Build high along a cliffside in the shadow of the mountains, Highcrest was established by a former Chancellor of the Lyceum. As such, this remote town is one of the few which openly welcomes practitioners of the arcane arts
Ostdale: a town which abuts a large quarry to the southwestern foothills, Ostdale produces some of the best stonework in Scardova.
Windspur Situated between Lake Mead and the Razorhorn Mountains, Windspur residents are mostly fishermen or miners. The town is run by a council of elders
Lakemoor: While this town sit along Lake Mead, most of its residents utilize the fertile land north of town to graze their herds. As such, most of Lakemoor are skilled shepards and some of the best lands leatherworkers reside here.
North Fairn: A town perched high on a cliff side, North Fairn is where most of South Farin citizens live and commute across the traders bay to work.
Villages (fewer than 1,000 residents)
Harlow: A small fishing village, residents of Harlow are widely known to be strong seafarers and sailors. The village is run by an elected mayor.
Hayton: A village of reknown horse breeders and trainers. Mounts from Hayton are in high deman.
Bray: A large village and sister village to Gatton, Bray is a farming community and the breadbasket of Scardova. This village is ruled by its eldest female.
Gatton: A large village that is comprised mostly of farmers, Gatton provides food for nearby towns and cities. Gatton is also famous for its glassworks. The village is ruled by a council of elders.
Linmont: An nearly all Dragonborn village, Linmont is practically a fortress in its own right and home to The Citadel, a well-regarded military academy. The village is run by the Commodore of The Citadel
Birchshaw: a village almost exclusively dedicated to lumber and forestry. Some of the lands best Rangers are from Birchshaw. The village is run by a council of elders
Farlon: an almost exclusively Elven village, Farlon is a location that seamlessly blends in with its surroundings. The villagers protect the forest and have a strong opposition to the lumber industry of Maplevale. The village is run by a single elder, called the Wisdom.
Lightmill: A village of that specializes in the fishing and lumber trade. The village is run by an elected Mayor
Landon: A small village situated in the eves of the wood, people from Landon are mostly either woodsmen or shephards. The village is run by a town master, who is a different person named each year by a random drawing
Owensbrook Crossing: since most travel to South Fairn by ship, few have reason to travel from central Scardova to the north via Owensbrook Crossing, and the residents there think that’s just fine. This village has a reputation of keeping to itself. Outsiders are welcome, but there is no Inn, and visitors can expect brisk treatment by the locals. No one but the locals know how this location is governed.
KeepsWestmere Keep: currently under construction because of the war with the Yellow Moon tribe, Westmere is a fortress beong built near the mouth of a pass into the Troll Warrens. Approximately 250 veterans from the recent war and other support personnel are stationed here in defense of possible future attacks. Quite a few of these are Dwarven troops from Wenlock.
The Northern Reach: a remote outpost at the edge of Scardova, this outpost keeps watch for intruders, particularly the tribes crossing the northern wastes. Only about a dozen Guardians are stationed here at any given time. Most of these have somehow earned the ire of the Matriarch or some other high ranking official and are sent here as punishment.
- Marton: this small town fell to the goblin tribe during the recent war. There were no known survivors.
- Oxspring: the second location to fall during the war. Most of the residents fled ahead of the gobin’s advance and escaped into the woods. The refugees of this village have settled throughout the southern woods, particularly Birchshaw.
- The Sacred Grove: Elven rangers discovered a grove with a strong connection to the Feywood, much like they lived in during the time of the Magisterium. The Elves keep the location of this grove a closely-guarded secret, and most of the Druids that exist in Scardova live and train here.
- Temple of the Rising Sun: on a small island off northern Scardova is a temple which serves as a training ground for a monastic order of fighters.
- The Iron Kingdoms: A series of various monarchies and city-states to the south of Scardova. These Kingdoms constantly war with one another for power and control, but are far enough away that Scardova has not been directly involved in these political struggles. There are no directly overland routes to these kingdoms, but trade does flow from via ships which arrive at a few of Scardova’s ports.
- Nippon: An island northwest of Scardova, the entirely human nation of Nippon are skilled seafarers and fishermen. They live in a strict caste society and don’t often allow visitors to their land, but they are happy to ply trade routes to Scardova to sell their wares, which often consists of exotic spices, fine silks, and artwork.
- Brandywalk: A large community of Halflings lives east of Scardova beyond the barrens, and are the only ones who have permission from the Werewolves to cross their territory. Every spring and fall a large caravan of traders comes to Scardova from Brandywalk, bringing with them a menagerie of goods and services. Some of these Halflings have converted to Alm and now live in various enclaves throughout Scardova.