Ruler:Various barbarian chiefs and petty pirate lords
Government:Independent anarchy, no central authority exists, smaller territories are governed loosely by powerful chieftains who maintain control through shear strength and fear
Notable Figures: Trikitzz, Guildmaster of Bounty Hunters (CN male thri-kreen, Rgr 7)
Rule of Law: Chaotic Evil. Violent and generally unpredictable society with few written laws. Few organizations exist and those few that do are ruled by strength of arms. Leader-types only maintain power as long as they maintain a show of strength.
Capital:None
Major Towns:Amunra (pop. 4,300), Khaldun (pop. 6,700), Zingibar (pop. 8,100)
Population: 190,000- Human 58% (Zjha), orc 26%, dwarf 9% (black 55%, brown 35%, red 10%), goblins 3%, kobolds 1%, gnolls 1%, half-orcs 1%, other 1%
Major Religions: Anarya, Kharon, Mordagh, Jocasta, Karnak, Shiran, Arcanus, Johvi, Khorsa, Nauru, Sedna, Zhinda, Nazrine, Orc pantheon, Grimilzad
Major Resources:None
Military: None existant, at least no state controlled military, each tribal or clan leader controls his or her own army of warriors independent from the others; larger and more organized warriors are on the payroll of the larger cities
Allies: Nimeiria
Enemies: Desert Nomads, Anubia, Plains of the Wemics
Coinage:Standard common
The region known commonly as Angharad is a hostile, barbaric realm of mercenaries, pirates and cut throats. There are few towns of any importance and most of these are completely lawless and certainly not safe for any civilized traveller. Angharad is mostly ignored by its surrounding more organized neighbors since the area has little to offer in terms of resources. The climate is hot and dry year round and most of the inland regions are arid. Minor portions of the coastline are fertile enough to sustain small populations and most of the larger communities are found in these areas.
The bulk of the population of Angharad is an unorganized collection of humanoids that live meager existance warring with their neighbors and looting from their enemies. Occasionally, a barbarian chief or pirate lord will grow powerful enough to command a small community and unite several tribes under one banner. This control will rarely last long however and will quickly succumb to inner turmoil and bloodshed. A few of the larger human clans have gathered to form minor cities along the fertile coastline. The cities are generally dens of inequity and havens for thieves and brigands. They are governed by powerful leaders who often achieve their positions through assassination, bribery or a combination of the two.
Rumors: It is often said that Angharad is the place to go to hire mercenaries or bounty hunters. Some of the best bounty hunters have even formed a guild of sorts in Zingibar. Large numbers of thri-keen, presumably from the Dune Sea, have been amassing along the eastern frontiers and multiple skirmishes have resulted in many fatalities. Screams in the night and watery tracks have led the town council of Amunra to believe that some horrific creature or creatures from the Shoal Bay have begun emerging from the water in the darkest hours and dragging citizens away to a violent death. Several town peasants have disappeared without a trace and the level of anxiety is at an all time high.