Carthage: The Northern Continent

History
"We will name this place The Kingdom of the Ever Shining Light in the Sea of Darkness, so that none shall ever forget the sacrifice you have made to earn our place in the world." - Gerard, Grand Inquisitor of the Silver Hand

Carthage prides itself as a Land of Honor, The Kingdom of Lights was founded by the Silver Hand, a group of paladins who drove demons from the land and broke the reign of oppression instilled by them in Ages past. As such, all Paladins in the world are derived from the Silver Hands Doctrine. Paladins are revered as champions of Carthage, and are feared and hated by the people of Sargoth.

Druids will not be found normally in the Lands of Carthage, as they are viewed as agents of Sargoth, with whom Carthage is has reached an unsteady peace. The only druids known to be within Carthages borders are the Druids of the World Tree, who dwell deep within the Deepwoods.

Carthage is split into 3 major kingdoms; The Kingdom of Lights, Frostwatch, and The Deepwoods.

Kingdom of Lights
The Humans rule the western area, dotted with many farming communities, and overseen by 5 Lords, each of whom have 3 Viscounts watching over their lands. The human Capital is Called: The Kingdom of the Ever Shining Light in the Sea of Darkness. Which due to it's overly elaborate name, has been called 'Capital' by just about everyone in any non-formal events. The King is Elrik the Fair,

Ravenwood

 * Tenfield
 * Herisath
 * Haven

Lestreaid

 * Ruined Keep

Frostwatch
The Dwarves Rule over the Mountains in the northern end of the Continent,  The jagged mountains and extreme cold have most of the dwarves living below ground in underground cities. The capital city, Frostforge is a large Metal Dome on the surface that has Geothermal heating throughout it. Each 'major' dwarven city has it's own king, but they all swear fidelity to Groden Darkhammer, the king of The Frostforge.

Deepwoods
The Elves kingdom is in the 'Deep woods' that are in the Eastern part of the continent, the elves have a 'Counsel of Elders' who are wary of outsiders, they do not permit non-forest dwelling races into their lands. (Gnomes, Elves, Eladrin may enter) They have been quoted by scouts that turn away intruders that they 'disgrace the land'