Dagormir

Roughly 2,500 residents and dependents, of various races and cultures, with a marked decrease of Fey-cursed and War-bred (Half elves and half-orcs).

Ruled by Lord Mallus Thoreau, a young Lord who ascended to the lordship within five years. He entrusts most of the day-to-day to the Council of Dagormir. Headed by mayor Thomas Deveraux, the Council is somewhat broken into two sub-councils. The Central council is made of Mayor Thomas, the Kaget of the Dwarven temple Torgiv Argan, The High Father of the Pelor Temple Kizena Motarai, Grand Master of the Erathis Temple Moram Bar, and Captain Peren Sinoradall of the City Guard and Watch. The central council handles most of the affairs of the Town of Dagormir. The peripheral council includes the members of the central council as representatives and advisors, but most of the peripheral council is dominated by Lord Mallus Thoreau, and representatives Carlin Murnig from Nentir, Ander Hornraven from Harken, and Grand Wizard Gerad Magar from Arkanai. They handle matters of the province as a whole.

Captain Peren commands roughly 100 trained soldiers to defend the town and Crestor Passes, though each temple commands roughly 10 holy knights that are counted amongst that 100. He also is in command of roughly 50 town watch, part time soldiers to police the populace and general farmlands.

Dagormir is able to adequately farm the land to feed its citizens, and conducts trade with the smaller villages in the area. However, the biggest draw on Dagormir and the villages food supply is the neighboring region of Arkanai, Mage Capital of the region, and the Dwarven Citadel set into the southern edges of the Crestor Mountains to forge and maintain the weapons of the army.

Three major taverns, or alehouses, are the Stumbling Giant, a solid tavern near the marketplace; the Bloody Orc, a higher-class pub in the Commons; and the Blade and Bow, a moderate tavern/hunting lodge near the main gate.

There are also three inns, ranging in hospitality for those in need of a room; Riverside port, a poor inn on the docks for deckhands, sailors and vagabonds; the Broken Saddle, the moderate inn close to the main gate for travelers and merchants; and the Slaughtered Rose, the aristocratic inn within the Commons of the Keep.

There are six organizations that have influence within the town outside of the governments influence. The three temples are heavily involved with the populace, outside of the government. There are also a Merchant’s and Farmer’s Guild to control and help the lower and working classes against the high Noble Class. There is also a mild “Thieves’ Guild” that keeps an ear out for information and underhanded quests to make a buck; everything’s for sale at the right price.