The Lands Surrounding Taal Immerisan
[castle line]

Racial Composition
The major races of The Lands include the Dwarves, Elves, Halflings, and Humans.  The vast mountain ranges are the undisputed lands of the Dwarves.  The deep forests to the north and south form the nations of the Elves.  Three Human cultures flourish in the Lands; Nidoshran, Quaessan, and Rhinnish.  The Halflings, generally, blend themselves into Human societies or found small autonomous Shires for themselves in which to raise livestock and enjoy the pastoral lifestyle they favor.

Population breakdowns in the descriptions of The Lands use the following key: D = Dwarf, E = Elf, G = Gnome, H = Human, L = Halfling. These breakdowns are for general information, only, and do not reflect the full depth of Taal Immerisan diversity. Regardless of population breakdown, it is possible to find small villages of demi-Humans or non-Humans in nearly any of The Lands.

Brief History
The southern nation of Nidoshra is the oldest of Human cultures in the Lands.  At the height of its power, under the powerful and charismatic Emperor Kashran Sithuraman, the nation of Nidoshra ruled over an empire that stretched along the entire southern shore of the Taal Immerisan, from the eastern coast to the deserts of Rha'id-Jun, encompassing all lands except for the deep Elven forests of the far south and the high passes of the Dwarven mountains.

The island nation of Quaess was the first to secede from the empire of Nidoshra during a period where the ruling emperor was a man of weaker character.  The Quaessans were a proud people, mostly sailors and warriors, and their swift, deadly triremes swept the eastern seas of all rivals and cleared the way for deep hulled trading vessels. One last, decisive naval battle with Nidoshran vessels in the straits of Rauthatan left this small island nation in control of the eastern Taal Immerisan and the heart of one of the most powerful trading empires on Arr-Kelaan.  Virtually all cargo leaving the Taal Immerisan for Kara-tur and other distant lands is carried by Quaessan ships.  Travel to the open sea beyond Quorog is only possible with a Grant of Passage obtainable only from the Quaessan Council of Captains.

In the north, the fertile valleys of Rhin gave rise to another great trading empire stretching from pastoral Cauthax in the west to the fields and forests of Farrsialanth in the east.  Defended by the might of their Legion and their Knights, the Rhinnish people expanded and learned the ways of the mountains from the Dwarves and the ways of the forest from the Elves. By arranging lucrative trade between the many races, the Rhinnish empire spread its influence over the northern Lands.

Climate
The climate throughout The Lands tends to remain fairly stable due to the relatively warm Taal Immerisan. Prevailing winds blow from west to east, hardest in the fall when the jet stream typically brings cold arctic air from the far north.

In the north, above the 40th parallel, winters are cold and snows are common.  However, winters don't become excessively harsh until one reaches the pine forests found above the 50th parallel.  The coldest of the lands is Hirinanthas, most distant from the warmth of the Taal Immerisan and with only the foothills of the Khorau mountains to shield it from bitter northern winds.  Summers in the north typically run as high as the mid-80's and are usually accompanied by clear blue skies.  In the central nations, such as Ainnoth, the autumns seems to last longer with mild temperatures suddenly dropping into cold winters a week or two past the official beginning of winter.

In the south, below the 35th parallel, winter temperatures rarely drop below 40 degrees and snow is far less common.  Southern summers are typically hot and often humid, reaching into the upper-90's during the MidSummer.  Late summers are typically cooler as rainy weather generally moves in and cools things down.  The Elven rainforests of Sollanellura, Inellarosagetha, and Velajerumaetha are the warmest and wettest of The Lands, and are almost completely without a season that could be called winter.

Warm Taal Immerisan currents generate a considerable amount of weather, and though there are some rather arid grasslands in Resseth, Althuss and Eastern Nidoshra, there are very few expanses of desert to be found.  Rha'id-Jun and Western Caeragh hold the only expanses of actual sandy and rocky desert with Rha'id-Jun being largely a wasteland of shifting sand dunes.  It is believed that the unusually high mountains separating Rha'id-Jun from the rest of the Taal Immerisan are responsible for that lands arid nature.  The mountain ranges bordering Neoth, Beltheom, and all the way up to Drakkatu are the highest peaks throughout the Taal Immerisan region.

Monetary Systems
The currencies of the three major empires (Nidoshran, Quaessan, and Rhinnish) are freely convertible.  In Nidoshran lands, coins are named for the metal they are made from: attani (ott-tahn-ee), rupee (RUE-pee), anna (ahn-nah), and paise (pay-say) are platinum, gold, silver, and copper, respectively. The Nidoshran rupee is very stable currency and the coinage is almost always pure. Quaess does not strike coins of platinum, strictly reserving this metal for jewelry and symbols of military rank, but the three Quaessan coins that do exist are named after parts of a ship; hulls, keels, and rudders (or simply ruds) being gold, silver, and copper, respectively.  The Rhinnish coins are named after birds: eagle, hawk, owl, and crow being platinum, gold, silver, and copper, respectively.

Economies of The Lands are summarized by rating their trade level from one to five. A trade level of one (1) indicates no trade or complete self-sufficience, a trade level of five (5) indicates the nation relies of trade for survival.



Descriptions of The Lands


Ainnoth (EYE-noth)
Overall Societal Alignment: Lawful Good
Style of Government: Elected Senate under the Rhinnish Emperor and heavily influenced by the Theocracy of the Priests of Mykke
Population Breakdown: H:65%, L:35%
Economy/Goods for Export: Trade Level 3/Agricultural products
AT A GLANCE: Sheltered between two Dwarven empires and in the middle of the Rhinnish empire, Ainnoth is a peaceful agricultural nation often considered the 'breadbasket' of the north.
NOTES: Several navigable rivers, and numerous man-made canals, flow through this nation and provide easy transport of its rich agricultural products.  Stands of hardwoods along the southern shores are carefully logged to support a continuous and self-renewing lumber industry to supply the nearby nation of Langhaeth and the Dwarves of Khaudaragh and Khorau.
    Ainnoth is probably the most peaceful and stable of all the Lands, ans is not a nation where one goes seeking adventure.  It is, in fact, a place where adventurers go to retire.  Numerous heros of saga ballads make their homes in this peaceful land, living comfortably as gentleman farmers from the spoils of their adventures.
GAME INFORMATION: Only a few strongholds of Legion or Knights are found here as this land has been peaceful and stable for so long.  The most common kit found here is the Peasant Hero and the Sharpshooter.


Althuss (al-THOOSE)
Overall Societal Alignment: Lawful Evil
Style of Government: Feudal Patriarchy
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 4/Livestock
AT A GLANCE: The broad grasslands of Althuss offer excellent grazing for the prized stock of the various nobles who rule this land with iron fists.
NOTES: Althuss is probably the third most repressive of The Lands, following Neoth and Tiossel.  The nobles live very well on the income from taxes and from the sale of their valuable horses, cattle, and riding beasts.  The serfs, living in relative squalor, are taxed heavily and afforded little in the form of 'rights.' Originally a Quaessan land, the noble class rose in power as the access to the sea is possible only to the south and east (and not into the Taal Immerisan) and the power of ships' captains waned as the economy became more land-based.
    The nobles of Althuss are a distrustful lot, constantly vying for better status at Court and always looking for some political influence over their neighbors.  Each noble supports his or her own standing army (or militia) and serfs can find themselves conscripted at any time.  Small but brutal skirmishes are common as nobles attempt to wrest the fertile valleys and pasturelands from one another, but outright wars are stopped by the iron fist and powerful army of King Velarnus III.
GAME INFORMATION: Passage through Althuss by anyone not a member of the Althussan aristocracy requires stopping at each vassalage to pay homage (and, usual, money) for the 'honor' of treading upon a lord's land.  Failure to show proper respect for a lord is a capital crime in Althuss.  The most common kits of this land are the Animal Master, Noble, Outlaw, and Soldier.


Beltheom (bell-thee-OHM)
Overall Societal Alignment: Chaotic Neutral
Style of Government: Military Dictatorship(s)
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 4/Weapons and mercenaries
AT A GLANCE: The numerous, small, fortified cities of this land, each held by the captain of a mercenary company, remain in a state of constant war.
NOTES: Each of the cities of Beltheom rule as much of the surrounding land as they can hold by might of arms.  Sieges can last years and some cities have been under attack by one army or another for decades.
    Nearly everyone has spent some time in military service and even common farmers or shepherds are likely to have a battle-tested bastard sword or crossbow hung above their hearth.  Though the fighting here is almost constant, certain rules of battle do exist among the warring cities.  The most important of these rules is that fields and farms are never burned or salted and livestock is never killed.  If these resources were allowed to be dealt with by 'scorched earth' tactics, the nation of Beltheom would have long since been rendered nothing but a vast expanse of ash and dust.
    Siege warfare has been raised to a high-art among the cities of Beltheom and at any giving time the forces of one city are laying seige to some other city.  Many of the largest cities actually maintain two completely separate armies; one for defense and one for offense.  It has even happened where a city laying seige to another was itself a victim of a third!  All of the best seige engines and tactics have come out of Beltheom (with the exception of Dwarven linear catapults, which are difficult to use away from an extensive source of water).
    It is written by some historians that failing to conquer the nation of Beltheom was Kashran Sithuraman's most significant failure in his otherwise stellar military career.  The fractious nature of this land, and the fierceness of its tribes, led Kashran to turn his army's attention northward and push into the lands of Dhaisoth and Yishasra instead; whether this decision was based on wisdom or on failure is a matter for philosphical discussion.
GAME INFORMATION: It is always possible to find a war, or employment in an army, in the Land of Beltheom.  Elite mercenary units with no fixed allegiancies to any but their own captains hire out to any city that can afford them and can often tip the balance of a battle or a seige merely by their presence on the battlefield.  The most common kits here are the Cavalier, Gladiator, Rider, Sharpshoorter, Soldier, and Weapon Master.


Caeragh (CAY-er-ogg)
Overall Societal Alignment: Lawful Good
Style of Government: Patriarchical Kingdom
Population Breakdown: D:100%
Economy/Goods for Export: Trade Level 2/Ores, refined metal, Dwarven goods
AT A GLANCE: The oldest of the Dwarven nations, Caeragh is the source of most Dwarven steamships and RailShips.
NOTES: The Dwarves of Caeragh have been involved in a long-term war with their nearest neighbor, Tiossel, as the greedy lords of Tiossel wish to control the extensive mineral wealth of the Caeragh mountains for themselves.  However, the harsh terrain of the few Caeragh mountain passes and the superiority of Dwarven fortresses and weaponry have afforded the lords of Tiossel few victories.
    Several Dwarven SteamShip lines maintain port towns amid the islands off the northeast coast of Caeragh.  A large RailShip Station and locomotive works also exists at the border with the Elven nation of Llurareatha.  This bustling city is heavily guarded by both Dwarven and Elven troops.
GAME INFORMATION: RailShips and SteamShips are the primary mode of travel into and out of Caeragh, as travel through Tiossel is brutally restricted.  No RailShip track goes into or out of Tiossel, but several lines run up through Llurareatha and Farrsialanth, then westward into the rest of the Rhinnish lands going as far as Rhin itself (through a tortuous and dangerous pass in the mountains of southern Khaudaragh).  Though rails used to lead across the land bridge into Vasrutha, they were destroyed by separatist terrorists several years ago.


Cauthax (CAW-thax)
Overall Societal Alignment: Neutral Good
Style of Government: City State/Elected Senate under the Rhinnish Emperor
Population Breakdown: H:70%, E:20%, D:10%
Economy/Goods for Export: Trade Level 4/Agricultural products
AT A GLANCE: An agricultural nation of confederated small farming comunities all under the protection of the capital city of Theodoptra; it is the most eastern of all the Rhinnish lands.  Due to the relatively wild nature of this nation, there are few units of the Legion stationed here, but the Knights are found in abundance.
NOTES: As the only walled city with a standing army in the Land of Cauthax, Theodoptran rule is undisputed.  Rhinnish Knights regularly patrol the ancient Rhinnish roads and protect the numerous caravans hauling Ghannish timber and Dwarven items into the Eastern Lands.
GAME INFORMATION: Though a casual overview would lead an observer to believe that these agricultural lands are peaceful and sleepy, the first few Arr-Kelaanian adventures are conducted in the vacinity of Theodoptra.  The main source of this increased activity is the actions of the Ebon Blade, a secret society run by priests of Salsmen and dedicated to establishing and increasing the strength of that priesthood.  The player characters run afoul of this organization during the first adventure in this area; The Circle at Rowanwood.  The most common kits of this area are Merchant, Peasant Hero, and Scout.


Dhaisoth (Die-soth)
Overall Societal Alignment: Lawful Evil
Style of Government: Military Dictatorship
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 4/Weapons and mercenaries
AT A GLANCE: Originally a Nidoshran land, centuries of war with Beltheom have left Dhaisoth in the hands of a brutal military regime.
NOTES: Originally conquered, as were all of the lands east of Nidoshra, by Kashran Sithuraman's army, this land did not fare as well as the more northern nation of Yishasra.  Separated from Beltheom by only a narrow spur of the Taal Immerisan, war with that fractious war-like nation was inevitable.  When Kashran's attention was focused on moving north and gaining a Nidoshran foothold in what would become Vasrutha, the lands to his south were left largely undefended by the Nidoshran empire.  Raids -- and, later, armies -- from Beltheom pushed across and invaded.  The Dhaisothan people fought back, but the constant war became a great burden and the structure of the government collasped into military factions all paying fealty to the strongest leader.
GAME INFORMATION: The military structure here is rigid and upwards mobility is almost impossible.  Generals and officers hand their position down to their descendants who benefit from expensive tutoring in military sciences and other intellectual pursuits.  Enlisted men serve lifetime 'tours of duty' with little or no chance of ever gaining officer rank.
    The army of Dhaisoth skirmishes frequently with the Elves of Velajerumaetha and the Gnomes of Kionrrok, but their long-standing military goal is to take Yishasra and then conquer all of Beltheom under one banner.  Fortunately for that northern land, the generals and faction leaders cannot cooperate long enough to mount a single concerted attack against them.  The most common kits of this land are the Soldier, Spy, and Weapon Master.


Drakkatu (draw-CAW-too)
Overall Societal Alignment: Chaotic Evil
Style of Government: Theocracy of the Priests of Salsmen
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 1/None
AT A GLANCE: A dark and sinister land of savage barbarian tribes loosely organized under the eyes of priests of Salsmen. Used largely as a training ground for operatives of Salsmen's clerisy.
NOTES: Both warriors, infiltrators, and woodsmen are trained to Salsmen's dark purpose here in this dangerous land of hostile barbarians.  Several small temples to Salsmen can be found tucked away in sheltered high-mountain valleys, but there is little save the mobile villages of the barbarians down in the forested flats.
GAME INFORMATION: The most common kits of this land are the Amazon, Barbarian, Savage, and Spy.


Droshu (DROH-shoe)
Overall Societal Alignment: Neutral Good
Style of Government: Hereditary Monarchy beneath the Nidoshran Emperor
Population Breakdown: L:60%,H:30%,G:10%
Economy/Goods for Export: Trade Level 2/Agricultural products
AT A GLANCE: The largest supplier of hardwoods for the Nidoshran empire, this peaceful and sleepy land of the Halflings hasn't suffered a war, an uprising, or any form of invasion in more than a century.
NOTES: When Kashran Sithuraman returned his empire-building army to the east, the march through Droshu was the least difficult.  The Halfling people dwelling here immediately saw the benefits of belonging to a powerful empire -- provided their own way of life could be maintained.  By using of the insight and intellect he was gifted with by the gods, Kashran wisely chose to incorporate the land of Droshu with a little change as possible.
    Now, the primary source of agricultural products, livestock, and hardwood of the Nidoshran empire, this Land has been safe from conflict for a long, long time.  Shielded by the Kionrrok mountain range and protected by the might of the Nidoshran army and the Sri'Thapran navy, the people of Droshu are largely free to carry out their peaceful pursuits such as raising excellent horses and other livestock and living well.  The pace of life in Droshu is exceptionally laid back and it is at least as appealingly pleasant a place to retire as Ainnoth in the north.
    Droshu is divided up into counties, each with its own 'government'; an elected council who sorts out the problems of the farmers and herdsmen and passes what ordinances are necessary to keep the peace among a naturally peaceful people.
GAME INFORMATION: Fine mounts and draft animals can be purchased here for very reasonable prices, and their extensive harvest festivals rival all of Arr-Kelaan for sheer exhuberance (in conflict with the normally staid demeanor of Nidoshran people).  The worship of Tollondhra is most prominant here in these pastoral lands.  The most common kits of this land are Animal Master, Jester, Peasant Hero, and Rider.


Farrsialanth (far-SI-all-ANTH)
Overall Societal Alignment: Neutral Good
Style of Government: Elected Senate under the Rhinnish Emperor
Population Breakdown: H:70%, E:30% /Goods for Export: Trade Level 2/Agricultural products
AT A GLANCE: Located between two powerful Elven nations, this peaceful agricultural nation is the westernmost of the Rhinnish empire.
NOTES: The Rhinnish people learned very early in their empiric expansion that it is  best to leave Elven forests to the Elves.  The broad, rolling hills and sparse woodlands of middle Farrsialanth are good for farming orchards of fruit and nut trees.
GAME INFORMATION: The most common kits of this nation are Cavalier, Explorer, Merchant, Peasant Hero, and Soldier.


Ghaan (GONE)
Overall Societal Alignment: Chaotic Good Human barbarians, Lawful Good Dwarves
Style of Government: Barbarians/United Dwarven Clans
Population Breakdown: D:60%, H:40%
Economy/Goods for Export: Trade Level 1/Wood and Dwarven goods
AT A GLANCE: The easternmost of the 'civilized' lands, Ghann is only barely so. Dwarven highlanders and fairly stable communities of mostly barbaric people make up the bulk of the population.
NOTES: There are no passes through the DragonMist mountains between Nosk, Drakkatu and Ghaan.  There are also no Dwarven citadels, only small scattered communities of Claennaugh Dwarves in the highlands.  Humans from Ghaan are invariably barbarians (possibly even savages) and Dwarves are all Claennaugh.
GAME INFORMATION: The most common kits in Ghaan are Barbarian and Savage.


Hirinanthas (HERE-i-NAN-thas)
Overall Societal Alignment: Chaotic Good
Style of Government: City State/Elected Senate
Population Breakdown: E:65%, D:25%, H:10%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Hirinanthas is named after its greatest river; the Hirin. This small nation of Elves maintains peaceful borders with two Dwarven nations.
NOTES: Hirinanthas supports the greatest concentration of Argentranethani Elves in all of the Elven lands.  It is a very secluded nation and protected by the might a Rhin and sheltered by two Dwarven kingdoms.
GAME INFORMATION: The most common kits here is Explorer, Scout, and Sharpshooter.


Inellarosagetha (in-el-LAR-oss-a-GETHA-ah)
Overall Societal Alignment: Chaotic Good
Style of Government: Matriarchical Kingdom
Population Breakdown: E:100%
Economy/Goods for Export: Exotic Hardwoods and Elven goods
AT A GLANCE: Like all Elven lands, Inellarosagetha is named after its greatest river; the Inellar. It is a vast land of deep and mysterious tropical rainforest.
NOTES: South of the central Nidoshran empire, there is an extensive market for any Elven goods which come out of the deep, steamy tropical rainforest.  Like Velajerumaetha, this land supports a greater number of nomadic Sylvaranethani Elves than most other Elven lands.  Skirmishes between the Sylvaranethani and other dwellers of the deep forest are common as the sylvan Elves continuously maintain a (relatively) safe nation for their more sedentary brethren.
GAME INFORMATION:  The most common kits here is Amazon, Explorer, Scout, and Sharpshooter.


Jayadru (jay-AH-DREW)
Overall Societal Alignment: Lawful Good
Style of Government: Hereditary Monarchy beneath the Nidoshran Emperor
Population Breakdown: H:65%, L:20%, D:15%
Economy/Goods for Export: Trade Level 3/Agricultural products
AT A GLANCE: Nearly as rich in resources as Nidoshra itself, this nation has been stable and peaceful for centuries; boasting some of the oldest cities and buildings in all The Lands.
NOTES: Buildings in Jayadru are usually built from thick sandstone blocks and solid columns which are quarried in the eastern foothills of the Thacarath mountans.  Jayadru is a rockier and sandier land than Nidoshra itself, but there are numerous small rivers running down into the Nidoshran Bay from the mountains which support a vast network of ancient cities.
GAME INFORMATION: Like Nidoshra, the people of Jayadru tend to be a staid and proper lot.  There are also numerous 'lost cities' tucked away into high (and dry) mountain valleys.  The most common kits of this nation are Cavalier, Gladiator, Jester, Merchant, Scholar, and Soldier.


Khaudaragh (cow-DAR-ogg)
Overall Societal Alignment: Lawful Good
Style of Government: United Dwarven Clans
Population Breakdown: D:100%
Economy/Goods for Export: Trade Level 2/Ores, refined metals, Dwarven goods
AT A GLANCE: Lying just to the north of Rhin, Khaudaragh is one of the most well known of the Dwarven nations maintaining free trade with Humans, and Elves alike.
NOTES: As the first Dwarves to make contact with Rhinnish soldiers, this land was the first to develop trade with Humans.  Khaudaragh Dwarves prefer dealing with Rhinnish Humans to all other nationalities.
GAME INFORMATION: The most common kits of this nation are Cavalier, Diplomat, Gladiator, Merchant, and Noble.


Khorau (cor-rau)
Overall Societal Alignment: Lawful Good
Style of Government: Patriarchical Kingdom
Population Breakdown: D:100%
Economy/Goods for Export: Trade Level 2/Ores, refined metals, Dwarven goods
AT A GLANCE: A rather insular Dwarving kingdom maintaining only a little contact with the wizards of Langaeth and the Elves of Hirinanthas.
NOTES: Khorau Dwarves tend to be more suspicious and less out-going than the Dwarves of Khaudaragh.  They are more nationalistic and largely remain within their mountain fortresses.  Within their huge underground cities, the Dwarves of Khorau enjoy gladitorial combat (though rarely to the death) and are great players of games and music.  Dwarven music from Khorau is more militaristic than the nation would suggest, being heavy with kettledrums and horns.  Symphonic works from Khorau eventually make their way to every Dwarven kingdom.
GAME INFORMATION: The most common kits of this nation are Cavalier, Gladiator, and Noble.


Kionrrok (KEY-on-rock)
Overall Societal Alignment: Neutral Good
Style of Government: Republic or United Gnomish Clans
Population Breakdown: G:100%
Economy/Goods for Export: Trade Level 2/Ores, gems, jewelry
AT A GLANCE: The lone nation of Gnomes in The Lands, Kionrrok's high mountain passes protect the eastern borders of the Nidoshran lands. Communities of both Rock and Tinker Gnomes make their homes here, though there is actually little contact between these communities.
NOTES: Gnomes and Dwarves are mortal enemies, especially when they vie for the resources of the same mountain ranges.  Here at Kionrrok, the Gnomes established their hold long before Dwarves arrived and were able to repulse the first waves of invaders from Thacarath.  Rather than mount a great campaign against the Gnomes, who had had time to develop significant defenses and extensive networks of caverns and complexes, the Dwarves retreated back to Thacarath.
GAME INFORMATION: The most common kits of this nation are Diplomat,  Jester, Merchant, and Spy.


Langhaeth (LONG-hayth)
Overall Societal Alignment: Lawful Neutral
Style of Government: City-state/Elected Senate (almost entirely members of the Mages' Guild) under the Rhinnish Emperor
Population Breakdown: H:80%, E:20%
Economy/Goods for Export: Trade Level 5/CommonMagic items
AT A GLANCE: A Rhinnish land land whose state Senate is dominated by members of the Wizards' Guild, Langhaeth is a place in which nearly every mundane task is handled by some form of magic.  It is a land which obeys Rhinnish law, but in which neither the Legion nor the Knights are found in great numbers.
NOTES: Originally conquered by the Rhinnish Legion, a large quantity of Megalithic Circles and ley lines were discovered in this land making it very attractive to the Wizards' Guild.  Enclaves were sent to establish Guild halls and towns and cities grew up around them in abundance.
    Grants of unlimited duration were made to the Wizards' Guild by the Rhinnish Emperor, forever guaranteeing their rights to this land, in exchange for the creation of a magical weapon -- an Arrow of Slaying -- powerful enough to kill in a single blow the mightiest warrior who had ever walked the Lands; Kashran Sithuraman.
    Even the common people of Langhaeth have become blase about magic.  Most think nothing of owning a self-propelled broom for sweeping their cottages or having lamps and lanterns powered by Continual Light spells.  Due to these magical conveniences, Langhaeth tends to be a land where the people have more leisure time and more games and festivals are held here than any other land.  Luxury items are usually more expensive here, because there is such a high demand.
GAME INFORMATION: The great number of mages and their apprentices found here make simple spellcasting very inexpensive.  Cantrips, first-, and second-level spell effects can be purchased for 1-10 gp (including materials if expensive like an Identify).  However, the Wizards' Guild is exceptionally careful about letting more powerful magic fall into the hands of the untutored and it is almost impossible to buy powerful magical items or items which can be used to aid in theft such as potions of Invisbility or Gaseous Form. he most common kits of this nation are Diplomat, Mystic, Noble, Scholar, and Smuggler.


Llurareatha (LURE-are-e-ATH-ah)
Overall Societal Alignment: Chaotic Good
Style of Government: Republic lead by Council of Elders
Population Breakdown: E:100%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Llurareatha is named after its greatest river; the Llurar. The Elves of Llurareatha wage a continuous war against the greedy Lords of Tiossel to protect their western border.
NOTES: Elves from Llurareatha work very closely with the Dwarves of Caeragh.  No where on Arr-Kelaan is the relationship between Elves and Dwarves as solid.  They work together to hold back the advances of the Lord of Tiossel who are continously seeking to advance north and east.  So far, the might of Elven bows and Dwarven engines have thwarted the Tiossel forces and prevented any major losses of land or cities to that ruthless regime.
    Though Llurareatha is a purely Elven state, several cities along the border with Tiossel and Caeragh are almost equally populated by Dwarves and Elves.  There is, however, no racial intermingling as neither race is fertile to the other.  That does not, however, stop close, life-long friendships from developing between Elves and Dwarves of both sexes.
GAME INFORMATION: The most common kits of this land are Amazon, Diplomat, Merchant, Noble, Scout, and Sharpshooter.


Llusellanaeri (LOOSE-ell-awn-ay-ree)
Overall Societal Alignment: Chaotic Good
Style of Government: Matriarchical Kingdom
Population Breakdown: E:100%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Llusellanaeri is named after its greatest river; the Llusell. This easternmost Elven nation is the most insular of all Elven nations fostering only a small amount of trade in hardwoods with the barbarian tribes of Ghaan.
NOTES: Llusellanaeri is often called the Sleeping Nation, as very little is known about what goes on within its borders.  It is surmised that the Elves are living their lives as Elves do everywhere, living in close harmony with nature, but there is little proof as to their numbers or their organizations.  However, extensive campaigns mounted into the forests of Llusellanaeri have always failed and more than one entire Rhinnish disappeared forever into the tall pines of Llusellanaeri.
GAME INFORMATION: The most common kits of this land are Amazon, Diplomat, Merchant, Noble, Scout, and Sharpshooter.


Mehilaesahmi (MAY-hill-ay-SAW-me)
Overall Societal Alignment: Chaotic Good
Style of Government: Matriarchical Kingdom
Population Breakdown: E:100%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Mehilaesahmi is named after its greatest river; the Mehil. The coldest of the Elven lands, Mehilaesahmi is one of the few nations to trade with the Dwarves of Khorau.
NOTES: The fewest numbers of Sylvaranethani are found here in Mehilaesahmi, due to the long, cold, and generally unpleasant winters.  A nomadic people, like the Sylvan Elves, would have a difficult time moving to warmer climates during the coldest months as this nation is completely hemmed in by mountains.  Elven cities here in Mehilaesahmi are typically LifeShaped from the largest pines, formed into closely-packed homes and halls that shield the Elven people from the harsh climate.
GAME INFORMATION: The most common kits of this land are Amazon, Diplomat, Merchant, Noble, Scout, and Sharpshooter.


Neoth (KNEE-oth)
Overall Societal Alignment: Chaotic Evil
Style of Government: Theocracy of the Priests of Salsmen
Population Breakdown: H:100% (includes a large number of once-human undead)
Economy/Goods for Export: Trade Level 1/None
AT A GLANCE: Evil walks in this dark land where the undead labor in the fields alongside the brutally suppressed peasants. Priests of Salsmen rule this corrupted land with a bloodied iron fist.
NOTES: Neoth was once a free nation well poised to control a good portion of the eastern Taal Immerisan.  However, all of that changed when Saalanthuros, an exceptionally-powerful High Priest of Salsmen, arrived at Yolanth, the capital city.
    Built on layers of granite and limestone bedrock, there was very little soil to be designated for graveyards.  The city's dead were, therefore, placed in above-ground mausoleums until only bones were left (about 10 years) and then the bones were removed and stacked very neatly in extensive catacombs beneath the streets.  Over time, the catacombs were filled with bones from floor to ceiling along every stretch of wall, literally hundreds of thousands of citizens were buried this way.
    Seeing this incredible store of bones as the source of powerful Necromancy, Saalanthuros secretly gathered a network of his fellow priests  and together, they cast the greatest Undead Plague (Quest spell) ever known on the world of Arr-Kelaan.  The boldness of this plan instantly attracted Salsmen's attention and he granted the spell with the utmost power.  The effect was stunning.  Upon completion of the Undead Plague ritual, the whole of the catacombs, hundreds upon hundreds of thousands of skeleton all came to undead life.
    In a campaign of utter destruction, the seemingly endless army of skeletons marched out of the catacombs and across the land of Neoth, wiping out all other cities and enslaving the people to the will of Saalanthuros and his priests.  Those who died in battle against the Bone Horde were immediately raised by other priests and 'conscripted' into a vast army of undead.  Only the nearly impassable mountains between Neoth and Rha'id-Jun protected the rest of the eastern lands from the onslaught of the Bone Horde.
    Penned in by the mountains and the sea, for Saalanthuros found creating navies of skeletons and zombies to be more trouble than it was worth, the evil settled in to the land and took inexorable root.  All of the Neothan cities -- save Yolanth, now called the Necropolis -- were razed to build temples and temple complexes.  Those citizens who survived were turned into penniless serfs, forced to work the land for the good of the priests under the penalty of an agonizing death and consequent re-animation as undead.
GAME INFORMATION: It is exceptionally difficult for good and neutral clerics to Turn undead in the land of Neoth.  There is a base penalty of -2 for all attempts to Turn.
    This penalty increases as the cleric draws closer to a temple of Salsman or the capital city, the Necropolis.  Within 2 miles of a temple, the penalty increases by one for each mile closer, reaching a maximum of an additional -3 (-5 total) when actually inside the temple.  A similar penalty exists within ten miles of a temple complex (more than one building), increasing for each five miles closer to the complex and reaching a maximum of -3 (-5 total) inside the walls of the complex.  The Necropolis throws a much larger shadow of evil over the land, and its effects can be felt 70 miles away.  For each ten miles closer a cleric approaches the Necropolis, they accrue an additional -1 penalty reaching a maximum of -10 when actually within the walls of the Necroplis.
    Only free-willed undead of 8HD or higher can resist the power of a temple and maintain their free-will; lesser undead will fall under the control of the priests and do their bidding.  However, when removed from the effects of the temple, cunning or otherwise 'intelligent' undead will remember their captivity and seek to destroy the priests who commanded them.  One of the most dangerous places in Neoth is just outside of the 'dark shadow' of a temple, where vengeful undead lurk, waiting for the opportunity to attack and kill a priest of Salsmen.  Any adventurer that came from Neoth would have to be a Peasant Hero.


Nidoshra (neh-DOSH-ra)
Overall Societal Alignment: Lawful Good
Style of Government: Hereditary Monarchy with House of Commoners and House of Nobles for guidance and representation
Population Breakdown: H:60%, L:25%, D:15%
Economy/Goods for Export: Trade Level 4/Livestock
AT A GLANCE: The oldest of the Human lands, Nidoshra is a rich land of ancient cities, forgotten citadels, and sleeping mysteries. The Nidoshran bay is spectacularly rich with fish, coral, and shellfish.
NOTES: The land of Nidoshra was old long before the time of Kashran Sithuraman, the greatest warrior, general, and emperor The Lands have ever known.  However, under his brilliant leadership, this wealthy nation would expand to cover the entire southern expanse of The Lands.
     By combining infantry, cavalry, and spellcasters into units never before seen on Arr-Kelaanian battlefields, Kashran developed an nearly unbeatable army.  He consolidated the territories around the Nidoshran bay before pushing west through the Tharacath mountains to the distant sea.  When his empire stretched to the farthest western shores, Kashran returned to his empire and forged east, reaching the garrolous nation of Beltheom and pushing as far north as to establish a foothold in the north in the land of Vasrutha.  Later, and weaker, Nidoshran emperors lost the eastern kingdom to the island nation of Quaess though mismanagement and a series of military blunders.  Likewise, control of the distant western empire was diminished as the land of Dhaisoth was lost to raiders from Beltheom.  Today, what is called the Nidoshra empire exists only between the Thacarath and Kionrrok mountains, and the southern Elven rainforest of Inellarosagetha.
    Nidoshran society tends to be noticeably stratified, though there is opportunity for movement between social strata; typically though service in the military or skillful merchanting.  Nidoshrans in general, and the upper classes more specifically, adhere to a strict and proper behavior that prizes composure and etiquette above individualism and brashness.  An 'excess of personality' is a sure sign of low character to the Nidoshrans, and being labeled 'low character' is a grave insult. Nidoshra is the Land with the largest and oldest cities.
    Nearly all of the major cities in the Nidoshran empire lands of Jayadru, Nidoshra, Vasanishru, and Droshu are linked by a Dwarven RailShip line.   But, they are often the target of banditry and raids, especially where the RailShips must cross great distances between water sources.
    Like all of the lands surrounding Thacarath, there are numerous 'lost cities' situated far from water sources in the middle of the rolling plains of Nidoshra, locations where the Human populations moved, centuries earlier, during the ill-fated War of Dwarven Aggression.
    Unique to the Nidoshran lands is their primary beast of burden, the mammuthu, or Southern mammoth.  The mammuthu has the larger head, higher shoulders, and large, curving tusks of the Oliphant, but it has a longer trunk and lacks the woolly hide and extra layers of fat of its northern cousin.  They are bred in several sizes ranging from one only a few hands larger than a draft horse to a massive war-beast considerably larger than an elephant.  Mammuthu are exceptionally intelligent and capable of carrying out complex instructions from memory.
GAME INFORMATION:  Security on Nidoshran/Dwarven RailShips is high, weapons are not permitted except as part of secured baggage. The most common kits of this nation are Animal Master (mammuthu), Cavalier, Diplomat, Gladiator, Merchant, Noble, Scholar, and Soldier.


Nosk (nosk)
Overall Societal Alignment: Chaotic Evil
Style of Government: Warring Barbarian Tribes
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 1/None
AT A GLANCE: The small barbarian tribes of Nosk constantly war with one another for both resources and for the satisfaction of war.
NOTES: Nosk is probably the most barbaric of all The Lands, with not even priests of Salsman to preside over the chaos.  Violent barbaric people, all living in small nomadic tribes, continuously war with one another here in this snowy, forested land.
GAME INFORMATION: Popular kits in this land are Amazon, Barbarian, and Savage.


Nuraesa (nur-AY-sa)
Overall Societal Alignment: Lawful Neutral
Style of Government: City-states/Elected Senate (under control of Merchants' Guild) under the Rhinnish Emperor
Population Breakdown: H:80%, D:15%, E:5%
Economy/Goods for Export: Trade Level 5/Livestock
AT A GLANCE: The trading capital or the Rhinnish empire, sailing vessels of this trading nation ply all the eastern waters of the Taal Immerisan. Centrally located between Dwarves, Elves, and Humans, Nuraesa offers a tremendous diversity of goods to other nations.
NOTES: As a great deal of Rhinnish wealth filters through this nation, it is well-defended by both the Rhinnish Legion and the Knights.  The largest Legion strongholds are found close to the border with Cauthax in case they are needed to defend against barbarian intrusion through the high Dwarven passes of the DragonMist mountains.
GAME INFORMATION: Kits common in this land are Merchant and Soldier.


Ossanur (OSS-an-ur)
Overall Societal Alignment: Neutral
Style of Government: Patriarchical Kingdom
Population Breakdown: H:60%, G:20%, L:20%
Economy/Goods for Export: Trade Level 3/Livestock
AT A GLANCE: An originally Quaessan land which turned away from the sea to become one of the finest sources of horses and riding beasts.
NOTES: Ossanur never contained the large stands of oak and pine as did their more northern neighbors and this made it less attractive to the shipbuilders of Quaess.  Instead, it became a source of the beasts of burden required to maintain an extensive ship-building industry.  Draft horses and swift riding beasts from Ossanur can be found in every port of the Quaessan empire.
GAME INFORMATION: Typical kits for this land are Animal Master, Peasant Hero, and Rider.


Quaess (KWAY-ess)
Overall Societal Alignment: Lawful Neutral
Style of Government: Republic/Council of Ships' Captains
Population Breakdown: H:70%, E:20%, L:10%
Economy/Goods for Export: Trade Level 5/ Ships and shipbuilding
AT A GLANCE: A maritime trading nation, and the first to free itself from Nidoshran control, Quaess has come to dominate the western Taal Immerisan through the might of its navy.
NOTES: For a small nation, Quaess exerts an enormous amount of power over the shipping lanes through the eastern Taal Immerisan.
    Quaessan culture is largely based on risk and skill.  Social classes relate, almost completely, to maritime/financial success.  Anyone, regardless of birth, can join the constantly changing Council of Captains by building a significant fleet of sailing vessels.  The minimum number of vessels has changed over time but a captain with owernship of at least six warships and a dozen trading vessels would be accepted into the Council of Captains.  Except for the largest families, the members of the Council come and go as their fortunes rise and fall like the tides.
GAME INFORMATION: In general, Quaessan warriors and rogues follow the Swashbuckler, Mariner, Merchant, or Pirate kits and high adventure is the norm.
    The most commonly followed god is Bikk, god of commerce and Celestiana, goddess of navigation.
    Piracy of Quaessan ships is punishable by death, usually hanging from a sailing vessel's yardarm or by being put to sea in shark-infested water in a leaking dinghy; the latter is considered to be a less honorable death.  Piracy of non-Quaessan vessels, however, is openly encouraged and ships captured at sea are immediately considered to be part of a captain's fleet; many members of the Council of Captains gained their seat on the hulls of captured Sri-Thapran or Rhinnish ships.


Quorog (KWOR-og)
Overall Societal Alignment: Lawful Neutral
Style of Government: Quaessan Council of Captains with input from Merchants' Guild
Population Breakdown: H:90%, E:10%
Economy/Goods for Export: Trade Level 5/Ships and shipbuilding
AT A GLANCE: The Gateway to Taal Immerisan. This small island nation was founded by the Captains of Quaess to serve as a launching point for voyages into the open sea. With its large main island boasting two deep, sheltered natural harbors, Quorog is rich in natural resources for shipbuilding and provisioning long voyages.
NOTES: Quorog is as well-equipped to service the large Dwarven SteamShips as it is to handle small family trading vessels and explorartory vessels.
GAME INFORMATION: The only sizable populations of people from other places than The Lands will be found her.  Communities of Kara-turians and other nations from across the seas will can be found here, practicing their culture largely unchanged.  The most commonly followed godess is Celestiana, goddess of navigation.  The most common kits found here include the Explorer, Mariner, Merchant, Pirate, and Swashbuckler.


Rauthatan (ROTH-at-an)
Overall Societal Alignment: Lawful Good
Style of Government: Theocracy of the Priests of Beyurn
Population Breakdown: D:55%, H:45%
Economy/Goods for Export: Trade Level 1/Ores, refined metals, and Dwarven goods
AT A GLANCE: A stark and mountainous land of virtuous, independent people, Rauthatan stands out as a training ground of priests of Beyurn. The small rocky islands and forbidding cliffs support as surprising number of small monasteries and temples.
NOTES: Several of the islands support huge batteries of Dwarven linear steam catapults which serve to control travel through the area.
GAME INFORMATION: Dwarven linear catapults are essential steam-powered cannons that fire heavy stone or metal balls with the force of heavy catapults or trebuchets.  All passages easily navigable by a large sailing vessel are protected by at least one battery of three linear catapults, and often many more.  Rauthatan is also the greatest seat of power of the Priests of Beyurn in The Lands.  Numerous temples, monasteries and towns were built in locations carefully selected for their defensive features.  Like all lands populated by Dwarves, though, the worship of Durill is also common.  The most common kits found here is the Mystic and the Weapon Master.


Resseth (RESS-eth)
Overall Societal Alignment: Lawful Neutral
Style of Government: Hereditary Monarchy
Population Breakdown: H:60%, L:40%
Economy/Goods for Export: Trade Level 3/Livestock
AT A GLANCE: Originally a land of nomadic herdsmen, Resseth was conquered by Quaess early in its years of expansion. The lords and nobles still follow the decrees of the Quaessan Council of Captains, but it is largely an autonomous nation.
GAME INFORMATION: Typical kits of Resseth are the Animal Master, Jester, Merchant, Peasant Hero, and Rider.


Rha'id-Jun (RAW-EED-jun)
Overall Societal Alignment: Neutral
Style of Government: Nomadic Tribesmen
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 5/Spices
AT A GLANCE: A vast expanse of twisting dunes and isolated oases, Rha'id-Jun is a barren land of few nomadic people. The shifting sands repeatedly cover and reveal numerous lost cities and towers each year.
GAME INFORMATION: Typical kits of the people of Rha'id-Jun are Explorer, Merchant, Rider, and Weapon Master.


Rhin (rin)
Overall Societal Alignment: Lawful Good
Style of Government: City State/Elected Senates beneath one Emperor
Population Breakdown: H:70%, E:30%
Economy/Goods for Export: Trade Level 4/Wine, agricultural products
AT A GLANCE: One of the most civilized of the northern lands, Rhin is the second oldest Human nation. Stable for many generations due to its very democratic government and the might of its faithful armies of both the Rhinnish Legion and the Rhinnish Knights.
NOTES: The Rhinnish empire began expanding about the same time as the birth of Kashran Sithuraman in Nidoshra and by the time his military campaigns in the south were reaping great rewards, the Rhinnish empire was consolidating power among Humans, Elves, and Dwarves and expanding from the DragonMist mountains in the east to the distant ocean in the west.
    There are two main arms of the Rhinnish military; the Legion and the Knights.  Both groups support ground troops, mounted (ground and aerial) cavalry, and spellcaster units.  The main difference between them is that the Legion is both larger and more geared towards occupation and long campaigns where the Knights are generally smaller units of quick-moving expeditionary forces.  The combat skills of Rhinnish Legionaires is nearly unmatched by any standing army.
    The government of Rhin is very democratic with politicians being elected to their offices in local, state, and national senates by open voting by all Rhinnish citizens once they reach the age of their majority (this age is set appropriately for the longer-lived demi-Humans); only criminals convicted of a serious crime are banned from voting.  Even the Emperor is voted into office by the combined vote of the state-level senates. The six Rhinnish states which participate in the voting are: Rhin, Nuraesa, Cauthax, Langhaeth, Ainnoth, and Farrsialanth.
GAME INFORMATION: The worship of Mykke and Beyurn are the most common in the lands of the Rhinnish empire with the two churches often weilding political power in the less cosmopolitan areas.  Rhinnish Legionnaires are likely to have the Myrmidon kit and Rhinnish Knights are likely to have either the Wilderness Warrior or Cavalier kit.


Sollanellura (sol-AN-ell-OAR-ra)
Overall Societal Alignment: Neutral Good
Style of Government: Matriarchical Kingdom
Population Breakdown: E:60%, H:40%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Sollanellura is named after its greatest river; the Sollan. Though the heaviest settlements are along the Sollan river and surrounding Lake Sollanthas, a few passes through the mountains to the west have allowed the development of several seafaring Elven communities among the wooded hills and cliffs.
GAME INFORMATION: The most common kits here are the Amazon, Explorer, Mystic, and Sharpshooter.


Sri'Thapra (SRI-THOP-ra)
Overall Societal Alignment: Lawful Neutral
Style of Government: Patriarchical Kingdom beneath the Nidoshran Emperor
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 4/Ships and shipbuilding, spices
AT A GLANCE: The chief maritime holding of the once vast Nidoshra empire, this island nation is second only to Quaess in the might of its navy. Only the logistics of moving fleets through the treacherous rocky straits of Rauthatan and Jayadru prevent full scale naval warfare between Sri'Thapra and Quaess.
NOTES: Sri'Thapran merchant vessels can be found in all eastern ports of the Taal Immerisan.  Drawing on Elven shipbuilding designs, the typical Sri'Thapran merchantman is a light vessel, sometimes with twin, or even triple, hulls driven by a complex arrangement of both square and triangular sails mounted on highly maneuverable masts that catch the slightest breeze.  They are fast and agile, but usually lightly armed.  Sri'Thapran vessels are typically crewed by highly competant warrior/sailors and all Sri'Thapran vessels include at least one mage, invoker, elementalist, or transmuter as a standard member of the crew. There is very little piracy along the Sri'Thapran coasts, of any nation's ships, due to the rigid and rather severe legal system that punishes both coastal and high-seas piracy by death.
GAME INFORMATION: Worship of Celestiana is common, here.  The most common kits are the Acrobat, Explorer, Mariner, Merchant, and Swashbuckler.


Thacarath (THAW-car-oth)
Overall Societal Alignment: Lawful Good
Style of Government: United Dwarven Clans
Population Breakdown: D:100%
Economy/Goods for Export: Trade Level 2/Ores, refined metals, Dwarven goods
AT A GLANCE: The only Dwarven nation in the south, Thacarath is looked to by all southern nations as the prime source of Dwarven technology including steam engines and high-quality refined metals.
NOTES: Long before any other Human cultures made contact with the Dwarves, even before Kashran Sithuraman envisioned an empire that encircled the entire Taal Immerisan, the Nidoshrans sent friendly and skilled diplomats into the high Thacarath mountain and forged contractual alliances.  Peace between Nidoshra and Thacarath has been nearly absolute, except for the years of the ill-fated War of Dwarven Aggression. And, even during that war, Nidoshra was treated most fairly by the advancing Dwarven war host.  As part of the peace agreement that ended the war, trade between Thacarath and the southern Lands is now carried out exclusively through agents of Nidoshra.
    While the Dwarves of Caeagh have developed better SteamShips, the Dwarves of Thacarath have developed more powerful and sophisticated RailShips.  The major cities of the Nidoshran empire and the largest Dwarven citadels are connected by RailShip lines.
GAME INFORMATION: The Dwarves of Thacarath will deal with people of no other races than those of the Nidoshran empire.  If not of direct Nidoshran descent, any visitors to the Thacarath mountains must carry Nidoshran diplomatic papers.  Thacaran Dwarves usually take the Diplomat, Merchant, Noble, or Weapon Master kits.


Thuom (THOO-om)
Overall Societal Alignment: Chaotic Evil
Style of Government: Theocracy of the Priests of Salsmen
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 1/None
AT A GLANCE: Once a loose holding of the Quaessan empire, this steamy forested island fell into the hands of priests of Salsmen and quickly became of forbidding land of jungle horrors.
NOTES: Aside from the isolated strongholds of the Priests of Salsmen, the island of Thuom is largely populated by head hunting savages (Human and other humanoids as well) and fearsome monsters such as predatory dinosaurs.  Even extra-planar creatures, such as the occasional tanar'ri or baatezu, make their home in this land of evil.
GAME INFORMATION: Thuom is not a good land for the inexperienced and it is the graveyard for more than one band of adventurers who felt themselves to be ready for the challenges of a land so totally under the sway of Salsmen.  Little is known of it save that it is a land of rank vegetation, dark valleys, high mountains, and pure Evil.  Among the few Human tribes, the Savage kit is most common here.


Thussar (thoo-SAR)
Overall Societal Alignment: Neutral Good
Style of Government: Patriarchical Kingdom
Population Breakdown: H:55%, G:45%
Economy/Goods for Export: Trade Level 4/Livestock, gems
AT A GLANCE: Humans and Gnomes share this land, which serves largely as a resouce of the Quaessan empire. Quiet and peaceful, Thussar hasn't change much in the past centuries.
NOTES: Thussar sends its carefully harvested oak and pine north to the Quaessan shipyards.
GAME INFORMATION: The most common kits found here include the Animal Master, Peasant Hero, and Rider.


Tiossel (tee-OSS-ell)
Overall Societal Alignment: Lawful Evil
Style of Government: Feudal Patriarchy
Population Breakdown: H:100%
Economy/Goods for Export: Trade Level 3/Agricultural products, livestock
AT A GLANCE: The division of serf and noble is no more visible than in the lands of Tiossel. Nobles live in luxury while peasants struggle to survive and pay the brutal taxes levied against them. Frequent war with the Dwarves of Caeragh and the Elves of Llurareatha serves as a safety valve in diverting the hatred of the common people from their nobles.
NOTES: The Lords of Tiossel (usually refered to as the 'greedy' Lords of Tiossel in other lands) maintain the most suffocating control over their nation.  Only Human nobles are allowed to travel freely through this nation; any others must receive permission from each lord or lady who owns land along the path of any journey.  Serfs are almost never permitted to travel and most live their entire lives within a day's walking distance from their birthplace.  Tiossel is one of the few Lands that allow the actual sale of sentients as slaves.
GAME INFORMATION: Demihumans are largely hated by everyone, here.  Dwarves and Elves, especially, are viewed with great envy and are frequently the 'excuse' given to the population for the need for such high taxes and the iron-fisted control of the lords.  It is unlikely that demihumans would be granted traveling papers and anyone caught in Tiossel without permission is dealt with harshly (and usually sold into slavery).  Any adventurer found in the lands of Tiossel would have to be a Peasant Hero or an Outlaw.


Vasanishru (vah-san-ISH-ru)
Overall Societal Alignment: Neutral Good
Style of Government: Republic of United Communities  beneath the Nidoshran Emperor
Population Breakdown: L:45%, H:30%, E:25%
Economy/Goods for Export: Trade Level 4/Agricultural products, spices
AT A GLANCE: The southernmost of the Nidoshran lands, Vasanishru is a fertile and peaceful land made up largely of Halfling and Human farmers.
NOTES: Vasanishru is the source of much of the southern Lands food supply.  Rice, wheat, corn and nearly every other staple crop grows in abundance.  A Dwarven RailShip line reaches deep into this country to permit the distribution of their agricultural products.  Good trade also exists with the Elves of Inellarosagetha to the south for their vast stands of hardwood and other products of the rainforest.
GAME INFORMATION: The pace of life in Vasanishru is significantly quicker than in the neighboring Droshu, as the land is more fertile and the growing of crops supercedes the raising of livestock.  Tollondhra is the major goddess of this nation.  Like Nidoshrans in general, the people restrain their emotions and follow very proper and predictable behavior.  There are fewer 'lost cities' and less adventure to be found here than in the other Nidoshran lands because of the greater availability of water.  The typical kits of this land are Explorer, Merchant, and Peasant Hero.


Vasrutha (vah-SRU-tha)
Overall Societal Alignment: Chaotic Neutral
Style of Government: Anarchy with some direction from the Merchants' Guild
Population Breakdown: H:60%, L:20%, E:20%
Economy/Goods for Export: Trade Level 5/Ships and shipbuilding
AT A GLANCE: Originally named Vasae, this land was renamed when it was conquered by Kashran Sithuraman.  This anarchic land is usually in a state of civil unrest as the basically Rhinnish people rebel against the strictures of Nidoshran society. What little true organization exists is directed by the Merchants' Guild.  There are three main groups battling for control here; those who which to remain allied with Nidoshra, those who seek total autonomy, and those who wish to be re-united with Rhin.
NOTES: Vasrutha also holds the distinction of being the land in which Kashran Sithuraman was slain in battle.  Seen as the greatest threat to their way of life ever known, the Rhinnish king commissioned an Arrow of Slaying from the Wizards' Guild.  In exchange for the single most powerful magical weapon ever created, the Rhinnish king gave an unlimited duration grant of the lands of Langhaeth to the Wizards' Guild.  A contest was held throughout the Rhinnish lands to find their finest archer and a half-Elven rider in the Rhinnish Knights, Hatha Rhaenga, was chosen for the honor of firing the deadly arrow.
    When the army of Kashran met the combined forces of the Rhinnish Legion and the Knights, close to the land bridge leading to Rhin itself, Hatha Rhaenga fired the magical Arrow of Slaying from his highly magical bow.  His shot was true, and the power of the arrow ripped through Kashran's magical defenses and pierced his heart, killing him instantly.  The loss of their emperor was a terrible blow to the Nidoshra forces and they left the battlefield to bear his body back to his homeland and abandoned their campaigns in the north, forever.
    Hatha Rhaenga was hailed as a hero throught the Rhinnish lands, and demonized as a dishonorable assassin in Nidoshra.  However, Hatha Rhaenga was found dead in his own fortress several years after the slaying of Kashran, and though no proof was ever found it is assumed he was killed by a Nidoshran assassin.
    The Nidoshran occupation of Vasae (renamed Vasrutha) continued, however, as the Rhinnish emperor was unable to mount a large enough force to smash through the defenses that Kashran's army built along the land bridge before their push north.  Nidoshran warships guarded the narrow straits between Vasrutha and both Langhaeth and Neoth for many years, keeping any Rhinnish warships bottled up and excluded from the main Taal Immerisan, making a naval assault to retake Vasae impossible.
    Currently, numerous terrorist groups exist as 'Liberation Armies' seeking to wrest control of their nation away from the Nidoshran empire to the south.  Towns frequently erupt into violence over what would seem to be very minor incidents; military parades, religious holidays, talks of peace....
GAME INFORMATION: Secret societies abound in the land of Vasrutha.  For every group dedicated to a particular political agenda there is another group directly opposed.  Separatist, Nidishran-Unionist, and Rhinnish-Unionist groups constantly vye for power and unleash terrorist attacks of stunning brutality upon the people on all sides of this issue.  The Merchants' Guild, run by Priests of Bikk, do what they can to prevent this land from completely dissolving into war and chaos (as has the land of Beltheom).  The most common kits here are Assassin, Jester, Merchant, Outlaw, Pirate, and Spy.


Velajerumaetha (vell-AJ-air-um-MAY-thaw)
Overall Societal Alignment: Chaotic Good
Style of Government: Matriarchical Kingdom
Population Breakdown: E:100%
Economy/Goods for Export: Trade Level 2/Wood, Elven goods
AT A GLANCE: Like all Elven lands, Valajeromaetha is named after its greatest river; the Velaj, the mightiest of all rivers in The Lands. The largest of all Elven Kingdoms, Velajerumaetha is a vast rainforest of incredible diversity.
NOTES: The Elves are Velajerumaetha are the most numerous and have worked to build the most extensive Elven cities on the face of Arr-Kelaan.  All Life-Shaped together out of living trees, the capital city of Ethe'Losavona is a spectacular multi-level city the likes of which exists no where else.  Also, unique to Velajerumaetha are the high-homes; houses LifeShaped into the highest branches of massive rainforest trees -- some of these homes exist over 120' above the floor of the rainforest.  The Velaj river runs to almost every corner of this huge land, ensuring the huge quantities of water necessary for so large a rainforest.
GAME INFORMATION: The most common kits found here are Amazon, Explorer, Mystic, and Scout.


Yishasra (yih-SHAW-sraw)
Overall Societal Alignment: Lawful Neutral
Style of Government: Hereditary Military Dictatorship (loosely) beneath the Nidoshran Emperor
Population Breakdown: H:70%, G:25%, D:5%
Economy/Goods for Export: Trade Level 4/Weapons and mercenaries
AT A GLANCE: This eastern nation still considers itself part of the Nidoshran empire, though contact with the bulk of the empire is rare.  Typically, Yishasran society follows Nidoshran trends although the leaders of Yishasra take no direct orders from the Nidoshran emperor.  It is maintained in an unstable peace through a strong but fair military leadership. Wars with Dhaisoth are common as are invasions from Neothan (often undead) pirates.
NOTES: This land was founded in the early days of Nidoshran expansion, when Kashran Sithuraman lead his vast army of men and mammuthus through the dangerous passes of the Kionrrok mountains.  He conquered what is now Dhaisoth from the original barbarian inhabitants and pushed north to the Taal Immerisan.  Expeditions sent into Neoth never returned and Kashran wisely chose to avoid that dark and menacing land.
    The decendants of Kashran Sithuraman's best generals still rule this land.  Though the situation is more akin to a hereditary monarchy, the government of Yishasra is, in fact, a military dictatorship which the highest ranking generals make the policies.  It is, however, possible for any citizen to join the military and take part in all but the highest levels of governing of their homelands.
    The Yishasrans maintain a close network of fortresses, high walls, and manned observation towers along their southern border with Dhaisoth to protect themselves from attack.  So far, it is only the inability of the Dhaisothan leadership to mount one consistent and well-supported attack against Yishasra that has provided a relatively secure southern border.  Being on considerably friendlier terms with the Gnomes of Kionrrok gives the government of Yishasra access to better alloys, greater wealth, and other good Gnomish technology.
GAME INFORMATION: The most common kits found her are Cavalier, Rider, Scout, Sharpshooter, and Weapon Master.
 
 




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