The Lands Surrounding Taal Immerisan
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.
![[castle line]](images/castle.gif)
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