4.2 Place of Origin

A character's place of origin can be the place where he was born or the place he grew up. There are no hard and fast rules about how to select this place. However, every character should have at least a general idea about where he hales from.
It is strongly suggested the player, with the help of the DM, determine his character's place of origin. However, if this is not possible or desirable, a place of origin can be determined randomly on the table following.
The Place of Origin table lists several broad groupings of kingdoms and geographic areas. These groupings should not be viewed as political alliances or even (in some cases) as groupings of kingdoms in close geographic proximity to each other. Rather they are a tools for determining randomly where a character comes from.
The table is divided into the following broad categories:
  • Barbarian Lands are the undeveloped and uncivilized regions of the continent where barbarian and nomadic peoples are prevalent;
  • Dark Dominions are the kingdoms and regions which support a basically evil populations which include an above average number of humanoids;
  • The Great North Coast includes the kingdoms along the northwestern portion of the continent from The Thorn Lands (Eirbron) in the east to Bandoran on the west coast;
  • The Hearthlands are the kingdoms in the north-central portion of the continent which, among other commonalities, count the Empire of Roland as a common enemy;
  • The Ishmaq Lands are the kingdoms on the continent of Fälgorna which follow the Ishmaq religion. These kingdoms are similar to the Arabian peninsula of our world;
  • The Mountain Kingdoms are spread throughout the continent and only share the fact that they all include large sections of mountains or hills in their geography;
  • The Orient includes the kingdoms on the east coast of the continent, the lands of the samurai and wu jen;
  • The Pel includes the kingdoms on the vast Plains of Pel. These regions share a strong tradition of horsemanship and the constant threat of invasion from the followers of the Ishmaq religion;
  • The Empire of Roland heading includes the evil Empire of Roland and the kingdoms and provinces under its direct control or influence;
  • The Special category includes regions that a character will come from only if he selects a specific character class or kit.
Following the table is a section which provides a brief description of each of the kingdoms and geographic areas listed. More detailed information on the areas listed is available from the DM. Players are encouraged to help develop the background of their character's place of origin.

Table 4.2.1: Place of Origin
Barbarian Lands The Ishmaq Lands
1-2 Black Hills 1-3 Fellnor
3 Black Mountains 4 Lorence
4 Boulder Hills 5-7 Salen
5 Burning Islands 8 Uther
6-8 Dark Forest 9-10 Yart
9 Frozen Wastes
10 Garon-Bor The Mountain Kingdoms
11-12 Het 1 Aré Arda
13-14 Juad Wood 2-3 Bartravia
15 Redrake Isle 4 Coltus
16 Smoking Glass Desert 5 Dolan
17-19 Vebroncy Plains 6 Dzargritin
20 White Ice 7 Hestlegartle
8 Het
Dark Dominions 9 Paladondia
1 Erie of Bloodlock 10-11 Petty Kingdoms
2 Everdark 12 Ravencraft
3 Eye, Theocracy of the 13 Thorn, Free-city of
4 Garon-Bor 14 Tumanzahar
5 Ravencraft 15-16 Urssia
6 Roland 17 Vostead
18 Wilnöven
The Great North Coast 19 Zlbregrunt
1 Arken 20 Zorgos, Kingdoms of
2 Bartravia
3 Bandoran The Orient
4 Carthonia 1 Täghorn
5 Cyllene 2 Lorence
6 Dolan 3-6 Pantaerian Islands
7-9 Eirbron
10 Ether The Pel
11 Nyfor 1-5 Pel
12 Paladondia 6 Carthenbürg
13-14 Roland 7-8 Circle of Iron
15-16 Rush, City-state of 9-11 Kent
17 Tartony 12 Krakeland
18-19 Thorn Lands 13 Mare
20 Urssia 14 Moroxia
15-17 Orange
Hearthlands 18-20 Realmé
1 Bartravia
2 Carthonia Empire of Roland
3 Cyllene 1-9 Roland
4 Dolan 10 Arken
5-8 Eirbron 11 Coltus
9 Hestlegartle 12 Ether
10-12 Kent 13 Garin
13 Paladondia 14 Iré
14-15 Rush, City-state of 15-16 Keto
16 Tartony 17 Nyfor
17-18 Thorn Lands 18-19 Ravencraft
18 Tumanzahar 20 Vostead
19 Urssia
20 Wilnöven
Special Isle of the Brothers; Adicia, Isle of the Amazons

Area and kingdom summaries

Adicia, Isle of — The isle of the Amazons located in the Adian Ocean south of the continent. It's exact location is unconfirmed.
Aré Arda — A sparsely inhabited region of miners, fishers and farmers ruled by an immortal elf... more
Arken, Province of — A semiautonomous region under the sway of the Empire of Roland which provides a refuge for demihumans persecuted by the sorcerer-king ... more
Bandoran — A kingdom of pirates, thieves and assassins on the west coast of the continent ... more
Bartravia, Kingdom of — A prosperous feudal kingdom in the Spur Passes ruled with an iron hand by a paternalistic king. The culture is basically Germanic ... more
Black Hills — An extensive region of high hills on the southeastern edge of the continent. Many dwarves and barbarians live here.
Black Mountains — Two chains of mountains, the Upper and Lower Black Mountains which divide the Orient from the west. These mountains stretch through vast tracks of unsettled land.
Boulder Hills — Cold, barren hills on the north coast just east of Garon-Bor, mostly inhabited by barbarians and humanoids.
Burning Islands — A volcanic island chain in the Turarctic Ocean north of the continent, inhabited mostly by barbarians.
Carthenbürg — A landlocked agricultural kingdom friendly with Pel, but strongly influenced by the Ishmaq religion.
Carthonia, Kingdom of — A weak agricultural kingdom which exists at the pleasure of its more powerful neighbors ... more
Circle of Iron — A lose confederacy of city-states bound together for trade and mutual defense, located on the southern coast of the continent
Coltus, Isle of — A large island on the west side of the continent where Eriador Clan dwarves are fighting for their survival.
Cyllene, Republic of — A powerful seafaring, island republic which maintains close ties with the City-state of Rush ... more
Dark Forest — An immense forest which covers a large portion of the continent beginning on the borders of the Hearthlands and The Pel and stretching to the Empire of Täghorn.
Dolan — The militaristic home of the noble order of the Knights of Erus ... more
Dzargritin, Clan Lands of — Home of the Dzargritin Clan dwarves in the Upper Black Mountains.
Eirbron, Kingdom of — A beacon of learning and knowledge with a strong Celtic atmosphere, home of the high temple of Lilnana ... more
Erie of Bloodlock — A land in the Dislit Swamp ruled by a mysterious ring of extremely powerful wizards.
Ether, Province of — A vast training ground for the legions of the Empire of Roland.
Everdark — The vast lands beneath the surface of Fälgorna, also commonly known as the Underdark. It is home to the Drow and other less savory peoples.
Eye, Theocracy of the — A theocracy dedicated to the Cult of Elemental Evil, located on a peninsula on the southern side of the continent ... more
Fellnor — An oligarchy of five Ishmaq caliphs which stands as the first line of defense against the Theocracy of the Eye ... more
Frozen Wastes — Steppe land along the north coast of the continent which are nearly uninhabitable.
Garin, Kingdom of — A small, moderately wealthy, lackey state of the Empire of Roland.
Garon-Bor — The evil domain of the Demon Lord Arrok. A wasteland which serves as home for humanoids and evil barbarians ... more
Het — A dwarven kingdom in the Black Hills and Lower Black Mountains in the southern region of the continent.
Hestlegartle, Clan Lands of — Home of the Hestlegartle dwarves in the northern Spineridge Mountains.
Juad Wood — An aboreal forest in the northeastern portion of the continent. Home to Viking-like Juad barbarians.
Isle of the Brothers — Home of an ancient order of warrior-monks located in the Barmouth Bay. No one lands on the island without the permission of the order and lives to tell the tail.
Iré, Province of — A rebellious province of the Empire of Roland known as a safe haven for pirates.
Kent, Kingdom of — An extremely powerful kingdom modeled on medieval France, located in the central portion of the continent ... more
Keto, Duchy of — Home of the world's most notorious slave lords, the historical enslavers of the lizard men ... more
Krakeland — An inhospitable and poor kingdom located in the coastal swamps of the Barmouth Bay.
Lorence, Sultanate of — A country on the southeastern tip of the continent with an Ishmaq culture influenced strongly by dwarves and Oriental philosophy.
Mare, Barony of — A prosperous province of Pel known for its superior horse breeders.
Moroxia, Barony of — An insignificant region which pledges loyalty to Pel.
Nyfor — An amazonian kingdom under the sway of the Empire of Roland, located on the northwestern edge of the continent.
Orange, Kingdom of — An agricultural kingdom in the southern portion of the continent which is in virtually constant warfare with Ravencraft ... more
Paladondia — The western province of the old Paladian elf empire ... more
Pantaerian Islands — An extensive island chain of the east coast of the continent. This region is Oriental in culture.
Pel, Kingdom of — The famed horsemen of Pel make their home in this kingdom on the plains ... more
Petty Kingdoms — A region of bandit lords and rulers of small fiefs.
Ravencraft — An evil kingdom loyal to the Empire of Roland. The land teems with humanoids and constantly wars with the Kingdom of Orange and its other neighbors ... more
Realmé, Kingdom of — A strong naval power at the top of the Barmouth Bay, ardently opposed to the Ishmaq religion.
Redrake Isle — A near tropical volcanic island on the southern edge of the Gulf of Bright in the Adian Ocean. Home to barbarians who worship an ancient red dragon ... more
Roland, the Empire of — A vast empire which dominates the western side of the continent under the evil hand of the sorcerer-king Ceta-Tha. It is a land where demihumans are persecuted and humanoids walk the streets of cities ... more
Rush, the City-state of — The home of a bold and powerful people who have broken free from the chains of the Empire of Roland. It is probably the most prosperous city on the continent ... more
Salen — A caliphate in the Ishmaq lands which serves as the base of operations for the famed House Quentari merchant house ... more
Smoking Glass Desert — A vast arid region west of the Spineridge Mountains which is inhabited by only a few hardy humans and humanoids.
Täghorn, Empire of — The great eastern empire of the Paladian elves, a strong oriental culture and home of the world's most important magical academy.
Tartony, the Kingdom of — A defense-minded kingdom that borders the Empire of Roland ... more
Thorn, Free City of — A prosperous city-state on the southern side of the continent at the tip of Barmouth Bay.
Thorn Lands — A large tract of lightly-settled frontier land which is part of the Kingdom of Eirbron ... more
Tumanzahar, Clan Lands of — Home of the Tumanzahar dwarves in the Misty Mountains.
Urssia, the Kingdom of — An extremely powerful, militaristic nation which has placed the eyes of conquest on several of its neighbors; Germanic in culture. … more
Uther — The home of crusaders who have survived while surrounded by the forces of the Ishmaq faithful.
Vebroncy Plains — A prairie land which begins in the Kingdom of Eirbron and stretches east along the northern border of the Dark Forest; the home of many horse barbarians.
Vostead — A mysterious kingdom in the southern Spineridge Mountains which serves as home of the Cult of the Stone of Truth. The high priest is loyal to the Empire of Roland.
Wilnöven, Kingdom of — A weak kingdom with an enlightened ruler which acts as a buffer between the Empire of Roland and Paladondia in the Spineridge Mountains. The place has a Slavic-Swiss feel ... more
White Ice — An arctic region at the extreme northeastern tip of the continent.
Yart — A religiously intolerant kingdom in the Ishmaq lands. It proves a constant threat to kingdoms which follow other religious beliefs ... more
Zorgos, Kingdoms of — Twin kingdoms in the southern Spineridge Mountains ruled jointly by humans and dwarves ... more
Zlbregrunt, Clan Lands of — Home of the Zlbregrunt Clan dwarves in the Crystal Hills and Boulder Hills, influenced by Oriental culture.
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