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  The Seven Principalities 
  The Seven Principalities span the island nations of Aesik, Brun, Hile, Huq, Laon, Mael and Noen. The 
  archipelago sits in a tropical zone and each island originally possessed thick jungles. Much of this growth 
  was cleared away for farmland and grazing pasture but large swaths of dense flora still cover portions of 
  the islands. The current inhabitants (almost exclusively human) descend from a common stock that 
  arrived about 1,000 years ago. They colonized the islands under a royal charter from Dunring, hence the 
  name Principalities. With the fall of that kingdom 400 years ago, the Seven Principalities are now 
  independent, but consider themselves part of a loose confederation. 
   
  After the minotaur’s death, the Principalities resumed the trade of spices and exotic woods with the 
  mainland, and wealthy individuals now once again travel to the islands to enjoy their warmer climate 
  and rejuvenating ocean waters. Increased commerce has also increased competition. The islands 
  aggressively jockey for the largest share of markets. However, a shared heritage of oppression and the 
  threat of pirates prevents this rivalry from turning violent. 
  Ecology 
  With the trade of spices on the rise again, many of the farmers who raised cattle for Asterion have 
  released their stocks into the wild. The aurochs did not fare well against the island’s natural predators, 
  but boar and deer have flourished. The deep forests shelter large land lizards and strange, creeping 
  vines the locals know to avoid. Dormant volcanoes dot the islands and play home to wyverns, 
  manticores and rocs. Natives do not climb the peaks. 
  Sites of Interest 
  Ruins across the islands prove an earlier civilization occupied the archipelago before the current 
  inhabitants arrived. These people or creatures were long gone by the time of the colonization. No 
  images of the builders survive, though the design and size of the ruins suggest a humanoid race. 
   
  The largest of the Seven Principalities is Huq. As Asterion’s home it suffered the worst of his 
  depredations. He ruled the island from an ancient labyrinth fortress built near the summit of a volcano. 
  Huq’s people are the most wary of foreigners, and can’t understand why their island attracts so much 
  attention. 
   
  Adventurers and treasure seekers flock to Huq to explore 
  Asterion’s former lair. The edifice is a remnant of the 
  earlier civilization that lived on the island chain. Legends 
  claim the labyrinth hides ancient magic. Others suspect it 
  opens to secret undersea volcano tubes Asterion used to 
  travel between islands without detection. 
   
  All the increased comings and goings of merchants, 
  explorers and visitors has attracted pirates. Ships 
  traveling between the mainland and the Principalities 
  present rich targets. A large pirate gang called the Grey 
  Blades plagues the surrounding waters. If anything, there 
  is plenty of work for those willing to sign on as marines. 
   
  
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  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Lands of GOW. Copyright 2010 by Mark Gedak and Stefen Styrsky. Published by Purple Duck Games.  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Lands of GOW - The Seven Principalities.pdf