These two towns are considered part of the Godsblood Straits although they were both close to the border of Teiglin and are now part of Teiglin Island but not part of the kingdom. Neither are civilized these days since the Summoning, as both are dangerously close to Erkhart and its Chaos Portal.
Harielport (original population 2,300) was rocked by tidal waves from the Summoning and the sinking of the Urdus isthmus. It has been badly damaged, and many people were killed outright during the great disaster. Others managed to flee, while those that remained were killed by invading monsters and humanoids.
Harielport is now home to humanoid pirates - there are 7 separate tribal bands in Harielport, and they have their own ships with which they sail around the coasts of Teiglin and the Godsblood Straits.
Some folks fled to Sterin Barony in boats during the Summoning. Some of them still talk of retaking Harielport back from the monsters. Although this would be good if it worked, Harielport has a lot of humanoids, organised into coherent war bands, and its proximity to Erkhart would make monstrous reinforcements an on-going problem.
The humanoids of Harielport have their own problems in the form of a band of predatory harpies - when they cannot find humans or halflings to prey on, they will turn on orcs, hobgoblins and gnolls.
Before the Summoning Mellish was home to a cult of Chaos who worshipped Pelepton, calling themselves the Gang of Three - there are 3 ringleaders, but many more minions. During the Summoning they rose up and with monsters from Erkhart they seized control of the town. They have enslaved some 270 townsfolk while others fled during the Summoning. The Gang of Three seek to be agents of Chaos across eastern Teiglin, advising and coordinating bands of monsters in their war against the Kingdom of Teiglin. They are contemptuous of the Red Hand, and consider it to be more interested in picking pockets and smuggling rum than the overthrow of civilization by the Forces of Chaos. The Gang of Three are unaware that several lesser members are secret agents of the Red Hand.
The Gang of Three have used Charm Person and Charm Monster on both a band of minotaurs and also a tribe of ogres who emerged from the Chaos Portal in Erkhart. These ogres and minotaurs now act as the elite troops and enforcers for the Gang of Three, while human cultists, animated skeletons and zombies are the rank and file.
The Gang of Three
Velshist the Rapacious 8th level magic user, align Chaotic, female
Str 10, Dex 13, Con 8, Int 15, Wis 13, Cha 9
AC 5, Move 120', hp 19, THAC0 15, Att 1 dagger for 1d4+2 or spell
Equipment: Bracers of Defence AC 7, Cloak of Protection +1, Dagger +2, Wand of Illusion, 2 potions of Healing,
Spells: Magic Missile, Detect Magic, Charm Person, Web, Levitate, Mirror Image, Fireball, Dispel Magic, Charm Monster x2
Urquart the Doomed, 8th level cleric, align Chaotic, male
Str 13, Dex 8, Con 10, Int 10, Wis 16, Cha 14
AC 1, Move 60' hp 28, THAC0 14, Att 1 warhammer +1 for 1d6+2 or spell
Equipment: Plate Mail +1, Shield +1, Warhammer +1 +3 vs lawful creatures, Unholy Symbol, Potion of Invisibility
Spells: Detect Law, Darkness, Cure Light Wounds x2, Snake charm, Bless/Bane, Hold Person, Animate Dead, Dispel Magic, Sticks to Snakes, Cure Serious Wounds
Grulgor the Angry, 8th level fighter, align Chaotic, male
Str 16, Dex 10, Con 16, Int 8, Wis 8, Cha 8
AC 0, Move 60', hp 51, THAC0 10, Att 1 polearm for 1d10+4
Equipment: Plate Mail +2, Ring of Protection +1, Polearm +2, 3 javelins, potion of extra healing