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.

Legend for Scardova Map


(1) Wintersholm: seat of the Church of Alm, and headquarters of its four branches.
Population: approx 4,500 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).
Notable Locations:

  • Alm’s Tomb
  • The First Church of Alm
  • Hall of Paragons
  • Keeper’s tower
  • Sacred Pool
  • The University

(2) 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.
Population: 6,200
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.
Notable Locations

  • 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

(8) 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.
Population: 2,875
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.
Notable Locations:

  • 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.

(15) 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.
Population: 1,150
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.

(26) South Fairn: The sister city to North Fairn, also called the Gold City by locals, South Fairn is a trading port perched high along a vast cliffside. 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 can often be seen here, and this is the first stop Halfling caravans make traveling from Brandywalk
Population: 5,480
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.


3. Morreston: A large town built around the mining trade, Morreston provides Scardova with most of its iron and other important ores. This town is run by a Men’s Council.
5. 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.
10. Wenlock: A largely Dwarven town built with an eye for defense, Wenlock is surrounded by a high wall and, before Westmere Keep, was the location closest to the Troll Warrens. Wenlock is ruled by a large council.
16. 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
18. Seaford
21. Highcrest
22. Ostdale
23. Windspur
24. Lakemoor
27. North Fairn


4. Harlow: A small fishing village, residents of Harlow are widely known to be strong seafarers and sailors. The village is run by a mayor.
6. 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.
7. 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.
11. Linmont
12. Birchshaw
13. 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.
14. Rothwell
17. Lightmill: A village of that specializes in the fishing and lumber trade
19. Oakedge
20. Landon
25. 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.


A. Westmere Keep: a recent construction during the war with the Yellow Moon tribe, Westmere is a fortress 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.
B. 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.

Other locations

  • Pembrook: this small town fell to the goblin tribe during the recent war. There were no known survivors.
  • Derry: 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 Storm: a small island off northern Scardova, which serves as a training ground for a monastic order of fighters.

Other Nations

  • The Iron Kingdoms: A series of small monarchies and city-states which rose in the ashes of the Mageisterium to the south. These Kingdoms constantly war with one another for power and control, but do so without the use of magic. Arcane power fluctuates wildly in this region, and as such magic is strictly forbidden and magic items are rare.
  • 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 the a menagerie of goods and services. Some of these Halflings have converted to Alm and now live in various enclaves throughout Scardova.


Scardova Slate