Shadow and Gold
Chitterwood: Chitterwood has always held a reputation for danger, primarily due to the large number of goblinoid tribes that dwell within, but it wasn’t until the recent Goblinblood Wars that the denizens of this tangled woodland achieved true notoriety in Isger. By the end of these conflicts, the forest had been drastically reduced as Isger’s army burnt away great swaths of vegetation to drive back the goblinoid host. Yet while Isger technically won the Goblinblood Wars, Chitterwood and the countless warrens and caverns beneath its roots remain breeding grounds for an intricate web of goblinoid tribes, most notably the True Hoard, the Spine Threshers, and the People of the Stirge. Unusually crafty and organized, these hobgoblins and their goblin minions are slowly breeding their way back from the brink of extermination during the Wars.
Citadel Altaerein: This citadel was the headquarters of the Order of the Nail Hellknights before they moved their operations to the Varisian frontier near Korvosa in 4682. Now fewer than three dozen Hellknights live here, keeping watch over Isger in case the goblinoid tribes rise again.
Citadel Dinyar: As the base of operations for the Order of the Godclaw Hellknights, this temple-fortress is a bastion of righteous devotion to law. Its bells can be heard for miles, and its central location gives the citadel’s residents the ability to quickly ride into Cheliax, Isger, or even Andoran should the need arise.
Elidir: Isger’s capital is a common waypoint for merchant caravans, which often stop in the city to resupply. Located at a distance from Chitterwood, Elidir escaped much of the terror and mayhem of the Goblinblood Wars. This kept the nation’s government safely away from the front lines, but had the unfortunate side effect of engendering a fair amount of bitterness toward the government from soldiers and those whose hometowns were overrun—the perception being that were Elidir in more danger, the nation’s army would have won the Goblinblood Wars much more quickly.
Finder’s Gulch: This haunted place is overrun by the undead. Few who journey here ever return. Rumors abound that the undead are led by a powerful evil, though no one has yet identified it.
Iron Rose: Situated in a lush valley between Isger and Druma, this beautiful palace is home to the mysterious noblewoman Lady Kaltessa Iyis. Also known as the Widow Queen, there are few facts and more legends about her. Some say that she is a powerful worshiper of Mammon, infernal lord of greed; others say that she is actually a demon-worshiping vampire. Regardless of the legend, everyone avoids journeying near Iron Rose at all costs.
Logas: Nestled dangerously close to the Chitterwood, the city of Logas keeps a fresh supply of dead goblins mounted on pikes along its walls at all times. The corpses act as a constant warning to the goblin hordes that quietly multiply in the caves beneath the woods. For good measure, trebuchets hurl giant rocks into the forest at random intervals, just to remind the goblins that Logas’s vigilance has not relaxed. Located within spitting
distance of the Chelish border, Logas’s aristocrats quietly maneuver toward the day they
can restore it to its former glory as the Isgeri capital.
Saringallow: Originally called Sarini’s Hollow, this village was founded by Cheliax’s House Sarini (at the time a very minor noble house) as a garden estate for more influential members of the family, with peasants brought in to farm, ranch, and work for the nobility. Decades before the rise of the House of Thrune, these nobles dabbled in diabolism and witchcraft, and when local virgin daughters began to turn up exsanguinated, the villagers rose up, hanged all the Sarinis living there, and renamed their village Sarini Gallows. Though the locals corrupted the new name over the next hundred years, they never forgot what happened, and while they are grimly tolerant of Chelish nobles who buy land and build homes in front of the scenic hills, they make it a point to never let a known
member of House Sarini stay too long.
Umok: This gnome settlement fared poorly both before and during the Goblinblood Wars,
and only a visiting gnome paladin allowed the town to survive the final battles at all.
Now, to keep fire-loving goblins away, the gnomes forbid the use of fire within 500
yards of the village, using alchemically heated stones for cooking and warmth, and
dancing lights to illuminate the streets instead of lanterns or torches. The gnomes
have also befriended, charmed, or domesticated many wild animals living nearby, creating a network of mammalian spies to warn them of hostile creatures approaching. These
animals often wander through town, acting like pets when only gnomes or nonthreatening visitors are present.
Wolfpoint: This reserve garrison of the Isger army holds about 300 soldiers and assorted officers, many of them veterans of the Goblinblood Wars. The fort consists of several
barracks surrounded by a wooden palisade wall; the wall was broken down and burned during the war and has since been repaired by the soldiers, though several sections are still black from fire and old goblin blood.