The Dry Towns are in the southeast of Sacawisha. This is where Sacawisha
meets the huge arid plains to the east. The people here are influenced by
the cultures to the east and southeast.
There has never been a game set in the Dry Towns, so the writing is a
little sketchier than for other areas.
Marracca is the closest of the larger Dry Towns to the realm of Chelmarrond, and the history of its relationship with the principality is not a smooth one. After a major war 50 years ago, Marracca was part of Chelmarrond for twelve years, winning its freedom as part of a lucrative trade deal between Chelmarrond and the Furce N'maida. Since then, the relationship has been correct but tense. An overlooked detail of the deal: the former ruling house of Marracca was not barred from resuming its rule. This has resulted in several insurrections, nights-of-the-long-knives, etc., as that family has sought to regain its throne.
Ellarion is the largest of the Dry Towns. It features an excellent natural harbor, and offers some competition to Chelmarrond Despite this, Ellarion enjoys good relations with the Principality, as well as the Furce N'maida, and most of its neighboring states in the Dry Towns. This is due to the ceaseless work of the Ellarion Guild, an unusual merchant organization. The Guild is a devout follower of Haran, the God of Peace. The Ellarion Guild, with the full support of the ruling house, promotes peaceful relationships with everyone they can reach. The results seem to bear out the Guild belief that peace promotes prosperity: Ellarion is by far the wealthiest of the Dry Towns, and has not had to go to war in thirty years.
Berennrond is the center of herding in the Dry Towns. Located in the dryer northeast, Berennrond is the site of an annual cattle fair which is the largest in the known world. The lord of Berennrond uses the profits from the fair to hire and maintain a large force of the toughest Furce N'maida cavalry he can find, which provides the backbone of the state's armed forces. Berennrond has not been conquered, nor had its ruling family overthrown, in nearly a hundred years—an eternity by Dry Town standards.
Uratt, as the name indicates, is not really a Dry Town at all. It is, however, a large settled city (larger than any of the Dry Towns) on the far east of the Dry Towns, independent of the Empire. The population is Furce N'maida, with a slight influence from the west. Uratt controls a large realm, and has pretensions to ruling as much of the Dry Towns as it can lay hands on. This, the lords of the city feel, is their rightful heritage as an offshoot of the conquering Furce N'maida. Uratt is a constant thorn in the side of the other Dry Towns. The area is known for the quality of the horses it breeds—horses that are freely used in Uratt's efforts at conquest.
Delessrond was a large city in the eastern Dry Towns, until the rulers of Uratt became angry at it. Unfortunately for Delessrond, Uratt's rulers had at the time access to a very powerful wizard. Seventy years ago, the entire city was destroyed by fire.
Cavailin is the name given to the coast region immediately to the east of Chelmarrond. This area is known for its lawlessness and piracy. There are many small coves in the coast here. Reefs and small islands just offshore provide many hiding places for the pirates. Chelmarrond does not take kindly to the actions of the Cavailers; if the Principality can muster the political will, it is quite likely that this whole area will eventually be part of the Prince's domains.
Ardavasha is the far eastern coastal region of the Dry Towns. This is the outermost reach of Thearaddan influence. Here, in several thriving towns along the coast, Thearaddan, Furce N'maida, and Amagareshi influences have become inextricably mixed. Politically, the area is weak, and large parts of Ardavasha are under the control of Uratt. Much of the rest looks to Ellarion for protection.