Home   Characters    Magic    Life    History    Geography    Religions    Legends    Organizations    Campaigns    House Rules    Links    Glossary


Haladhor History
Population Centers
Important Sites


Capital: none

The wild lands of Haladhor lurk along the sparsely-inhabited northern frontier of the Empire, laying between the Worldspine and Edgemoor mountains. Its many hills and dells are the haunt of trolls, ogres and half-remembered monsters. Its civilized settlements consist of fortified human and dwarven mining camps, generally along the southern and eastern borders or along the lower reaches of the Phaedon river.

Haladhor is the demesne of several dragons. The troll clans fear them and propitiate them with offerings, while the humans and dwarves do their best to avoid them altogether. Some believe that the dragons prefer the area because of its rugged remoteness, while others theorize that the ancient ruins of Iridian, Numanthaur and Conorria which fascinate the great beasts.


The first Conorrian records of Haladhor show it to have been little different than it is now, a wild place of rugged woodlands, but inhabited semi-civilized tribes of men who acknowledged the King of the High Forest as their overlord. These tribes were conquered by the Conorrians in the fifth and sixth centuries, eventually becoming the province of Haladhor, best known for its hardy spearmen and fiery music.

Though the Mage Wars did not devastate Haladhor as they did some provinces, the loss of Conorrian authority nonetheless caused the government of the province to collapse. In just over a century, the legions had pulled back before the rising tide of orcs and ogres that pressed in from the mountains. The men and dwarves of Haladhor were on their own.

The Kingdom of Haladhor lasted for little more than another century, but during its time, it was a source of great legends. The battles of the warlord Garold and his knights to secure the kingdom’s borders, the quest of those knights to find the Torc of Gold, the death of Perrian, the last king, who fell in battle with the dragon Deadmoon, these are all now the stuff of legends throughout Vatheria.

After the death of Perrian and the civil war that followed, the kingdom broke up into petty fiefdoms which faded into the mists of history, or fell before the fire and steel of orc tribes. All that is now left of the valiant and short-lived Kingdom of Haladhor are the ruins of a few old castles and abbeys.


Morreiontown (Town; population 1,690) - Southernmost and largest of all the human dwellings in Haladhor, Morreiontown stands at the confluence of the Phaedon and Edruin rivers. A water-filled dike and wooden palisade protect it from the north. Trappers, miners and hunters visit the town regularly, as do traders from the Empire, Dhûnazhar and Brythnia. It is a place to pick up supplies and guides, and is generally considered the last outpost of civilization.

Nementhar’s Hold (Village; population 540) - Three hundred miles up the Phaedon from Morreiontown, less than a day from the eaves of the High Forest lies the fortified village of Nementhar’s Hold. Built on a solid outcropping of rock overlooking the Phaedon valley, the village supports a community of hardy miners who seek their fortunes looking for gold and silver. The village has come under increasing pressure from clans of ogres in recent years.

Zhurandor (Village; population unknown) - Far from civilization and deep in the remote Haladh valley lies the dwarven settlement of Zhurandor. Dwarves from Dhûnazhar arrived here two centuries ago, seeking a rich source of metals. Zhurandor has rich veins of metals, indeed, but is also beset by trolls, wyverns and worse. The dwarves of Zhurandor have not been heard from in years.


The Phaedon River - The great river of the west-central empire begins in the depths of the High Forest and flows through Haladhor, marking its southern borders. The river is navigable over most of its course, and though broad, is rarely swift. Nonetheless, few now travel it north of Morreiontown for fear of the river spirits said to entice men to their deaths with their enchanted songs.

Ganelon - Capital of the lost kingdom of Haladhor, Ganelon was burned and abandoned in the wars following the death of King Perrian. But during its brief heyday, Ganelon was a center of learning and culture and was famed for its beauty. Now it lies in ruins, its walls covered in moss and its temples crumbled beyond recognition. But here too is the gloomy lair of the dragon Scaladon the Black, whose very gaze is rumored to drive men mad with fear.

The Ruarnath - Atop a high hill overlooking the Phaedon stands an ancient, shattered temple of pale marble. Its once-magnificent pillars now lie in ruins across the hillside and its marble has largely been carted away. But there remains at the center of the temple a high throne, plain and unadorned. Most who approach this weathered seat sense nothing unusual, but some say that they can feel a presence, a sense of expectation. Some who have sat upon the Ruarnath have claimed to see visions of distant places, or of the future. Still others have been healed of grievous and permanent injuries. Mostly, no one comes to this forgotten place anymore, since the area has become a haven for Stone Trolls.

  Contact       Open Gaming License       Feedback       Archives
© 2001-2003 Scott C. Nolan, All Rights Reserved.

Design by:

Theeurth is neither endorsed by nor associated with Wizards of the Coast.

Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.

'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.

Certain portions of this site are published as Open Game Content under the Open Game License, version 1.0, and may be reproduced, according to its terms. All Open Game Content is identified here.  To view the Open Game License, click here.

All other content and Theeurth's "product identity" may be reproduced, as an unaltered whole, for personal use only. Any other use of the contents of this site requires the written permission of Scott C. Nolan.