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Founded:   1157 BC

Capital:  Midyr

Population:  2,460,000 (60% humans, 15% Halflings, 10% gnomes, 5% Nipits, 5% dwarves, 5% other)

Government:   Democracy

Ruler:  President Enrall Airshine

Major Religions:  Stasis

Active Cults:  Cult of Hemator

Allied Nations:  none  

Enemy Nations:  Hertoplowis, Thalmeret


Size:  215,000

Climate:  Temperate

Major Terrain:  Light Forest, Scrub/Brush, Grassland

Subsistence:  Light Agriculture, Grazing/Herding  

                Secondary:  Mining, Fishing


National Feats:  Gift of Faith, Goodly Aura, Paladin Tradition, Renowned Health


Magic Level:  Average

Technology Level:  Average

Trade Level:  Average

                Exports:  Herbs, Lead    

                Imports:  Cloth, Glass

Coin:  Copper Blessing, Silver Blessing, Gold Blessing


Major Cities:         Midyr (285,000)

                                 Port Finkle (210,000)

                                 Hortain (171,000)

                                 Lake Dourvan (100,000)

                                 Artricege (78,000)


The history of Pacyr began as a place where the races of the world went to avoid the Great Revolution.  Different races from all nations traveled to the land of Pacyr where they hoped that they could stay away from war.  The land that they traveled to was as far to the south as they could go.  The deities instructed the people of this new nation to build a wall, cutting their land off from the rest of the world.  Because there were representatives of every race, a system of governing could not be agreed upon.  A new system of rule had to be designed, the democracy.  Every race was given a vote in any matter of state.  Although it took them years to finally decide, the nation of Pacyr began without any lose of life.


Since its inception, Pacyr has been devoted to the idea of peace.  Although they did have a standing army, they swore that they would never start a war, only defend themselves from others.  That was only necessary four times in the first thirteen hundred years of the nation’s existence.  One time was the Doggeden War, a war that gave Pacyr its patron, Hemator.  She was a healer and paladin, who traveled outside of her nation to aid the world.  Her efforts were so great that the nation of Pacyr gave the highest of honors to her upon her death, sainthood.  Seeing this, the Counsil elevated Hemator to the status of deity, but not as a full member.  From that time on, the religion of Hemator became the official religion of the nation.


Its centuries of peace came to a halt during the Return of Amat.  Pacyr became a target for all of his plans.  They were forced to defend themselves time and again.  Soon after the Return of Amat, Hemator left the Counsil.  She was branded a traitor and her followers deemed a cult.  Pacyr was again forced to defend itself.  The nation stood firm and won every time it was put to the test, but in the process, lost the wall that had separated it from the rest of the world for so long.  During all of these wars, another native of Pacyr, a dwarf named Dourvan, rose to prominence.  He was in charge of every army Pacyr had and planned every battle it fought.  He lived for five hundred years and never lost a battle.  For that, he too was sainted by the nation.


Pacyr’s history since the departure of Hemator from the Counsil is an arduous one.  The Counsil deemed them a cult nation.  Many other nations placed embargos on them and punished natives of Pacyr who traveled to their lands.  It took another major war before the rest of Habololy would back down from its deep seeded hatred for Pacyr.  The War of Technology took everyone by surprise.  It left devastation in every nation it touched.  Pacyr’s placement far to the south of the Great Plateau spared it from the worst the tinkers had to give.  After years of the tinkers having their way with many of the armies of the world, Pacyr finally entered the war.  Despite popular belief that the world would not accept their aid, the voice of the people of Pacyr was to try and end the suffering.  At first, Pacyr opened its lands to refugees.  Then, it sent out emissaries of healing.  The other nations accepted the aid begrudgingly.  When the war ended, many nations remembered the aid that Pacyr gave them, and lifted sanctions against them.  However, some hated them even more for being spared the worst.


The cities and lands of Pacyr are home to all races.  They are all given the same rights, including the right to vote.  Elections are held every ten years.  There is a small standing army, but many willing recruits join in times of need.  All good religions and cults are allowed in the nation, although some religions refuse.  Pacyr’s citizens travel freely throughout the nation, and do so quite often.  It is an almost idyllic place, one that those who are placed in power work hard to maintain.


The capital of Pacyr is the city of Mydir.  It is home to the government and the high temples of Hemator.  It is also home to the Paladin Academy.  Despite the fact that much of the world would not consider it, the academy is on par with the bardic colleges of Icefia and Yellowia.  Although it started out as only a school for teaching the ways of a paladin, it has evolved into much more than that.


Pacyr now sits as it has for most of its history.  Although it is powerful, it does not demonstrate or care to use that power against other nations.  Its people are happy to be allowed to live in peace.  Both Hertoplowis and Thalmeret, two of its closest neighbors, constantly threaten Pacyr.  No other nation gives them aid.  The lands to the south, beyond the Mountains of Hope, were once a frozen wasteland.  Recently, scouts have seen more and more giants and monsters.  Ogres have been sighted outside of the Ten Ogres forest to the west, a sight that has always meant they are planning to march against Pacyr.




Enrall Airshine (hm LG Cr5), the president of Pacyr.


Devon Leviere (hlf LG Brd9/Lrm7), the dean of religion at the Paladin Academy of Midyr.  Considered the most knowledgeable and unbiased expert on the religions of Habololy.  He has taught at the academy for nearly thirty years.  Devon graduated from both the bardic colleges of Icefia and Yellowia.


Aegis Malconroy (hm LG Pa10/Od3), the hero of the pass.  Aegis led the army in the inexplicable defense of the mountain pass into Pacyr from the frozen south.  A group of one hundred Frost Giants tried to cross into Pacyr and were met by Aegis and five hundred soldiers.  Somehow, the unseasoned soldiers held off the giants.  After the victory, tales of Aegis’ skill and fortune spread until his was given the rank of general.  Since that battle five years ago, he has remained at the pass, vigilant for another attack.


The landscape of Pacyr is as beautiful as any other. The Mountains of Hope are magnificent and the lands beyond them to the south, near untouched by civilization. Any pathfinder could spend a decade traversing those lands.
                    The heart of Pacyr has most types of terrain that a man could ask for: hills, grasslands, forests of varying types, beaches and coastline, large cities and small towns. It is a safe place where you can hone your skills without fear of too much danger from the wilderness.

Pacryan – “What you put into your kettle comes into your spoon.”


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