Realms of the Khalidon & Jandigaran Continents of Skârn
Feb 9, 2018 2:19:43 GMT -5
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Post by Hexenritter Verlag on Feb 9, 2018 2:19:43 GMT -5
NOTE: These Realms will be greatly revised if not completely rewritten, while some will stay intact as they are written here. The Kingdoms of Anthor & Hundar, though the latter wer important to the RMU campaign never were written up though I mapped them; nor were several Jandigaran realms also mapped.
Arghēsōs, the Sky Isle of:
The Sky Isle of Arghēsōs is the largest collection of sky islands in Skârn which is made up of nine islands ranging from the largest Arghēsōs itself to the smallest island Iōga. The islands are spread across much of the western reaches of the ‘Sea of Mourning’ to the west of the continent of Khaladon. Each of the islands also vary in height from Iōga which hovers a half mile above the ‘Sea of Mourning’ to Arghēsōs which hovers a mile above the ‘Sea of Mourning’ & to Somagar that lies two miles above the ‘sea of mourning’. Some of the smaller islands are connected by suspension bridges as they lie close to each other as if they were shards of a greater island initially.
Travel between the other islands is by magic, sky boats & sky barges. Most of the smaller sky islands are only sparsely populated mainly by various avian creatures, as well as the Xin’yôsii & Khondru races. Most of the population of the islands is concentrated in Arghēsōs & the city of Athlōs. There is a magical barrier that protects non-avian creatures to live comfortably within the region of Arghēsōs including Athlōs.
Athlōs, the city of:
The city of Athlōs was built in the cone & exterior of the extinct volcano at the center of the island of Arghēsōs. The bulk of the city resides in the cone all the way to the under island exit from the cone. The bulk of the inner city population is made up of Xin’yôsii, which is supplemented by a large population of Saar’Khôr & Vos Elves. The population of the outer city is mainly Khondru, supplemented by Vos Elves, Half-Dwarves & various humans. The bulk of the navy is made up of Khondru & the Knights of the Order of Gryphon are made up solely of Khondru.
The government of Athlōs is made up strictly by the Khondru & the ruling noble merchant houses elect representatives to the Council of Lords that rules the citizenry. Citizenship is only given to Khondru & Xin’yôsii, but other races can dwell in the city as long as they obey the laws & pay taxes. All non-citizens must peace-knot their weapons upon arriving in the isles. All trade is done via the merchant houses & trade guilds in Athlōs. The Xin’yôsii control smuggling & crime within Athlōsian society.
The Council of Mages controls are magic related business in the city & gives advice to the Council of Lords are all subjects of magic. All forms of magic are studied within Athlōs at its Great College of Magic, which is supported by several smaller specialized magic academies where those seeking to study magic must first be apprenticed. Once you’ve passed your tests & become true magi, you can then study at the Great College of Magic. There are a great number of schools through out Athlōs teaching a variety of sciences & other kinds of academic lore. The second greatest college in the city is the Bardic College of Athlōs followed by the Great Naval Collage of Athlōs.
Religion is not a major aspect of Athlōsian society, but several religious festivals happen yearly & citizens both commoner & noble alike take part in them. A small pantheon shared by the Khondru & Xin’yôsii are honored in collective temples. The religions of non-citizen residents & visitors are limited to shrines in the Templar District that borders the Foreign District. The only religions not permitted are dark cults of ruinous powers & the Anthorii Orthodox Church.
Law in Athlōs is minimal mainly meant to keep society & commerce moving, only major laws deal with trade, protection of personal property & the people themselves. Mages are used to help determine a person’s guilt or innocence & clerics of Justice Judge the guilty & pass verdicts upon the guilty. Exile & banishment is the most common punishment for repeat offenders of minor offenses or first time offenses for major crimes. The death penalty is held for only a few high crimes such as rape, murder & treason against the state of Arghēsōs & its lords.
The culture of Athlōs is largely based upon the fused cultures of both the Xin’yôs & Khondru with elements of the various other races that reside in the city & isle. The architecture of the region is influenced by Elfin & Dwarven styles of buildings. Fashions of most residents are influenced by the popular bards & nobility; where as the magi largely ignore conventional fashion. Xin’yôsii also create their own styles of dress of which lead to many bards adopting elements of their styles into their own. Musically the people of the isles draw from Elfin, Xin’yôsii & Saar’Khôs musical traditions & styles; but they often incorporate elements from the music of visitors & places the Xin’yôsii & Khondru merchants, adventurers, pirates & mercenaries visit themselves.
Air piracy is forbidden within the surrounding airspace with Athlosite navy patrols being frequent. The Isle of Arghēsōs is also home to a wide variety of flying creatures, most of whom are mainly benign in nature. A large number of griffins live within the outer Islands & those trained by the Order of the Gryphon, and serve as mounts for their Knights.
Arkhon, the Empire of:
The ‘Empire of Arkhon’ is a vast and varied realm, located west of the ‘Wilds of Drun’ with the ‘Witchhammer Mountains’ as its northern most borders. The eastern most regions are a fairly wild region except for the frontier trade & military city of Morgâth. The Empire of Arkhon is a northern realm, with cold winters & warm summers; it has a long agricultural season in the southern plains. Snow is frequent in winter at least in the upper elevations in the mountains & steppes, but never falls in the Great Blood Desert; great magic seems to keep the region dry; except the brief summer rains that help fill the hidden cisterns that lie under the mesas of the Tar’Šuulim clan holds.
Province of Morgâţ:
The Province of Morgâţ is made up of a wide coastal plain to the south, the Desert of Ghatar to the west & ‘Steppes of Calibarz’ in the north; while the central region is the ‘Yem River’ valley basin, where Morgâţ is built in the ‘Yem Break Hills’, overlooking both the Yem River delta & the Yem Swamp. It is home to a highly fortified city; some would call it a city-state; which would be an apt description. Morgâţ is home to the south eastern legion, which guards the roads & local fortified villages under Morgâţ’s dominion. The ‘Sea of Ranûk’ is the southern border of the northern region of the Morgâţ province.
Morgâţ, city of:
The city of Morgâţ is a large fortified city built within the Yem Break Hills, it is the capital of the province of Morgâţ. It is home to both the Arkhonian Imperial Cathedral & northern Imperial Legions’ garrison. The city is severe & grim to live in or visit; the architecture is utilitarian in nature but does have grimly carved statuary of chthonic & draconic beings. Security is tight in Morgâţ, thus all citizens and visitors must carry documents when travelling throughout the city & entering n’ exiting it. The only park in the city is within the Grand Cemetery of Morgâţ; it is bordering the Temple District of the city. The citizens of Morgâţ are mainly Morgâţite, with small populations of Arkhonians, Dark Elves, Og’Graal, Fellborn & Ard’Graals.
Forest of Madaluur:
To the north of the Province of Morgâţ, at the top of the Steppes of Calibarz lies the blighted ‘Forest of Madaluur’ home to one of the former elfin homelands & now home to the largest concentrations of Dark Elves in the ‘Empire of Arkhon’.
Steppes of Calibarz:
To the north of the provinces of Morgâţ, Ghatar & Arkhon is the Steppes of Calibarz. The ‘steppes of Calibarz’ are bordered to the northeast by the ‘Witchhammer Mountains’, to the west by the ‘Vozkoog Mountains’ & ‘Wastes of Vuul’. Lastly, there are three Caliburr, Kalvaro & Yem Rivers that divide the province into four unequal regions. These rivers would flow south until they emptied the ‘Sea of Ranûk. The Steppes of Calibarz is home to the Ard’Graal tribes of Empire, they often come into conflict with Vor’Graal tribes, Trolls & Giants from the Witchhammer Mountains. They also have a strong rivalry with the Dark Elves of the Forest of Madaluur.
Moothome:
The town of Moothome is fortified imperial trade town, that houses the tribal moot stone, where the Calibarz tribes gather annually to deal with inter tribal issues in a neutral place. Moothome is a frontier style town & has more traditional Graal style of architecture compared to current imperial standards. Fort Solok is home of the Imperial Legion garrison within the Calibarz Province & lies in the center of Moothome. The majority of the population of Moothome is Og’Graals followed by a mix of Arkhonian & Morgâţite humans. The garrison is 45% Ard’Graalish in nature, the rest is a mix of human, Og’Graal & Dark Elves.
Province of Arkhon:
To the south of the province of Calibarz lies the central imperial province of Arkhon. Arkhon is made up of the southern reaches of the Calinor Plains. The southern border is formed by the Bay of Arkhon, where the Caliburr River empty into the bay of Arkhon; upon its shores lays the great & dark City-State of Arkhon, the imperial capital. The eastern border of the province of Arkhon is the Desert of Ghatar; while the western border abuts the Great Blood Desert, while the north borders the Wastes of Vuul. There are several fortified towns dotting the western, northern & Eastern borders of the province to help keep the province safe from raids from barbaric tribes & provide stability in the imperial core.
Arkhon, city of:
The city of Arkhon is a large walled city of vast size; yet it is a shadow of its former grandeur. Much of the ancient city was destroyed with the rise of the Witch-Kings & had to be rebuilt over the last fifty years. The architecture is a mix of stone, wood & sun baked bricks, augmented with chthonic & draconic iconography. Unlike the city of Morgâţ, the City of Arkhon has many parks & a less grim atmosphere.
Province of Ghatar:
The province of Ghatar lies within the Desert of Ghatar lies east of the province of Arkhon & south of the Steppes of Calibarz. It is home to proud & cruel nomadic Ghatarans.
Elek, trade town of:
The trade town of Elek is a small fortified imperial trade town of stone & sun baked brick. The population is majority Ghataran, with small populations of Morgâţite, Arkhonian & Ard’Graals. At the center of town is the Grand Bazaar of Elek, a popular market among the Ghataran tribes. There are two main shrines in the town, a local Imperial Shrine open to all citizens & the Mosque of Elek, which is only open to Ghatarans.
North & South:
Stretching north of the Calinor Plains & the Great Blood Desert lays the Wastes of Vuul & the Vozkoog Mountains, home to the ‘Pit of Ür-Goth’. Though considered a part of the ‘Empire of Arkhon’ it is fully independent, much to the consternation of the Emperor.
To the south east is the last dominion of the ‘Empire of Arkhon’, which is the Dark elfin Island kingdom of ‘Xykrog’, made up of the main island of Xykrog & its sisters Sabak, Ohya & Renjek. Each province is ruled by a Witch-king, its imperial governor; and they are served by provincial Legion.
The Witch-King ‘Emperor’:
The current Emperor is Magister Šarak, of the House of Vaţek, He is the youngest Emperor of Arkhon but holds the firmest position compared to his predecessors; as he is backed by the Dark Elves of both the Madaluur & Yronthol forests (of Xykrog), and the Ard’Graal tribal confederation of the Calibarz Steppes. The young Fellborn Emperor has strong ties with the dominant Cabal of the ‘Pit of Ür-Goth’, as the House of Vathek is derived from the region it holds dominion from; its current leader Magestrix Tæya, is his aunt.
History of the Empire of Arkhon:
The history of the Empire of Arkhon is short, but the history of the region is long. The region was once part of the Old Tanjaran Empire; it encompassed the regions that stretched from the Witchhammer Mountainsin the east to the Orphisian Mountains in the west of northwestern Khaladon It also encompasses to the south the region where lies the Reaver Coast & Empire of Phara. After several centuries under the dominion of the Tanjaran Empire, the empire fell. The Dark Age that followed the fall eventually lifted; but during that long period the old vassal states rebuilt their own societies, leading to three centuries of relative stability in the region, but this was not to last.
A hundred years ago, a dark force grew out of the Wastes of Vuul & Pit of Ür-Goth, the dragon armies of the Witch Kings; then descended upon the City-States of Arkhon. Once the city-state fell to their might, the armies spent a decade stamping down any resistance among their population; the dragon armies moved into the Desert of Ghatar & quickly subdued the tribes as they had no way to hide & resist the armies of the Witch Kings. The tribes swore a grudging fealty to the Witch Kings; as soon as this was done the trade town of Elek was built as a way for the tribes to have a way to interact with the Empire.
After dominating the Ghatarans, the armies swept east into Môrgaţ & took another five years to suppress all resistance among the Môrgoţites. Once this was done, the dragon armies moved north to bring the Ard’Graalish tribes under heel, which took nearly a decade to root out rebellious tribes; they then turned their eyes towards the Dark Elfin nation of Madaluur, which did not resist the Witch Kings as they respected their might & shared their dark ideals.
Over the next several decades the Witch-Kings hammered the various independent regions & peoples into an empire. They instituted a program of growth of the imperial culture that fused that of their own Fellborn culture with the underlying strata of the individual cultures of their conquered peoples. There were three Emperors prior to the current Magister Šarak, all died badly. Magister Khorax sucombed to madness & was eaten by a demon he had summoned. Magistrix Chantii was murdered by her lover who became the next Emperor, his name was Magister Neruus. He was deposed by the combined houses of the Empire after he threatened to destroy the fledgling empire in his depraved madness. The next Emperor, Magister Šarak had garnered power by courting ties with the disparate peoples of his Empire granting them a greater control of their own regions. He deposed the corrupt governors & lifted up Warrior-Magi who had the forethought & desire to preserve the empire, seeing young Magister Šarak a chance to increase their power & wealth.
Magister Šarak instituted a new Imperial Creed, & founded the house system; which has become its greatest advantage. It unified the various leaders & their clans into controllable factions. He also restructured the Legions, solidifying his ties to the Dark Elves, the Ghataran tribes, the Ard’Graal Confederacy & his mother’s ancestral peoples the Morgâţites.
Magister Šarak then expelled large numbers of Arkhonians from the Province of Arkhon as they refused to succumb to his rule. He crushed the most defiant but instituted a mass exile of their families in order to seem compassionate & instill loyalty in the remaining dominant Arkhonian peoples. He chose the top remaining Arkhonian loyalists to form the basis of the new Arkhonian houses, marrying their leadership to Morgâţite elite & to Fellborn Aristocrats, solidifying his hold on the populace. This loyalty is untested but there is some chafing at the yoke, which Magister Šarak’s secret police & agents keep a careful eye on.
The more chaotic elements of Fellborn society has been crushed by Magister Šarak, seeing them as a threat to the Empire, as a result the Fellborn of the ‘Pit’ have declared their independence. He still has agents in some of the cabals & has support of one cabal run by his Aunt. Magister Šarak hopes to absorb the Great Blood Desert into his empire but has little luck so far. But he is patient and is satisfied with his dominion over the western city-states of Zhorim & Zhalreb.
In Imperial society only music, dance & religion that is sanctioned by the Emperor is allowed, all others are forbidden. If caught performing any of the above leads to slavery or exile, except for religion which leads to death. The only celestial deities allowed to be worshipped are Yaddiţ &, Khorva otherwise only chthonic deities & fiends are allowed to be worshipped. Dark Magics are embraced in the Empire & great schools of necromancy, diabolism & sorcery found in every provincial capital. The national holidays of the Emperors birthday, Coronation Day & Wedding Day is all celebrated annually.
Magister Šarak married a bride for each of the provinces or dominions under his power, except for the Tar’Šuulim. He followed local custom to win their hand & strengthen his ties to the local lords, who now make up his With-King governors. Each wife has given birth & his children are being trained to potentially become his successor. He plans on creating a lasting legacy for his House & family at the head of the empire.
Great Blood Desert, the:
The Great Blood Desert is one of the geological wonders of the Khaladon region of Skârn, it is a desert wasteland west & south of the Wastes of Vuul. It is an expansive sea of blood red sand, rocky badlands & salt wastes. The Great Blood Desert is a warped region touched by the comingled divine essences of the “dead” deities of Skâro, Kibha, Vurog, Zhor & Zhora, as well as the imprisoned Children of Anghra, Raask, Fædulias & Skelōgha. These divine essences have changed the very land & creatures that dwell within the desert to one degree or another. The desert sands hide numerous ruins of the ancient Tanjaran Empire from before the cataclysm that devastated the empire near the end of the God’s War & caused in part by the divine essence infused blood that had warped the once fertile region into the magic seeped desert it is now.
To the west lies the Orphisian Mountains, a short but rugged range of white stone mountains that turn into high cliffs that drops into the Sea of Mourning. Within the eastern foothills of the Orphisian Mountains is home to the city of Khalreb, the city of Slavers. To the north lies the Zhorim Mountains home to the City of Zhorim & three sky islands that it is built upon. There are numerous mesas within in the desert’s badlands of which nine are the hidden Clan holds of the Tar’Šuulim.
City of Zhorim:
[This Realm WILL be rewritten fully.]
The City of Zhorim encompasses the central sky island of the three that make up the Zhorim cluster. The crater below holds stepped fields topped by warehouses, grain storages & the wall garrison barracks. At the base of the crater lies a lake surrounded by a wooded park. The lower levels of the upper city houses the workers, trades men & grand market. The next level houses the parks, the Grand Zhorim Library, governmental buildings & numerous shops. The upper most level is home to the homes of the nobility & the Tower of Magi.
On the western sky Island houses the Magical Academy of Zhorim & Temples of the city. On the eastern sky island is home to the fortress of the Imperial Sky Navy & the aerie of the Fell Knights of Zhorim.
Tar’Šuulim Mesa Clan Holds:
The Tar’Šuulim mesa clan holds are a closely held secret, non-Tar’Šuulim visitors are extremely rare & must be blind folded for much of their trip. The only things that are known about them in outside world is that they house one of the nine clans who make up the three tribes. They also have heard rumors of vast underground cisterns holding water & hanging gardens within the hollowed out mesas. The mesa clan holds are divided between the western clan holds located in the wastes near the foothills of the Orphisian Mountains; the eastern are located in the outer reaches of the wastes of Vuul & the wastes near the Zhorim Mountains.
The City of Zhalreb:
[This will likely rewritten too.]
The city of Zhalreb is located in the southern foothills of the Orphisian Mountains; it is built on three hills between which the River Zhalreb snakes to the Bay of Orphis. The surrounding hills are transformed into tiered fields that provide for the needs of the cities populace. It is a small city compared to Zhorim, but serves a need for the Empire as it is one of the few sanctuaries that slavers & pirates find in the region outside the imperial core. It is home to several sky ship towers to serve both merchants & pirates a like. Pirates who seek sanctuary in Zhalreb must not attack merchant ships flying Zhalreb’s flag. Merchants who wish to be free from such attacks they must hire Imperial agents to represent the city, paying tribute, half of which goes to the city & the rest to its agent. It is well worth the gold so it is common practice among merchants from Zhorim & realms south or east of the Sea of Ranûk.
Khalidûr, the Empire of:
The ‘Empire of Khalidûr’ lies east of the ‘Winter Sun Mountains in the northern Khaladon; which forms the eastern border of the Ghirra Vale & the empire’s north western frontier border. To the north lies the northern stretch of the Crimfall Peaks, creating a barrier between the empire’s northern frontier & the frozen Gojiran Wastes. To the east lies the ‘Gallhammer Mountains’ that stretches south for much of Khaladon’s length. It is the largest mountain range in the north, as it joins both the ‘Crimfall Peaks’ & ‘Winter Sun Mountains piercing north into the ‘Wastes of Gojira’. The south western border of the empire is both the eastern reaches of the ‘Gulf of Ranûk’ & the southern ‘Kalessin Mountains’ that join with the southern spur of the ‘Gallhammer Mountains’.
In the north of the Province of Mosbelo is a sparsely populated region, dominated by the blighted ‘Witchwood’, home to one of the greatest Dark Elfin realms outside of the ‘Empire of Arkhon’ & is home to the Duchy of Arsiss of the Kingdom of Anthor. It is nestled between the ‘Crimfall Peaks’ & the ‘Gallhammer Mountains’, its raiders are constant plague upon the Duchy of Arsiss & trade of the region.
Mosbelo, the province of:
To the south west of the Duchy of Arsiss, is the pastoral Imperial Province of Mosbelo, a region of rolling hills, fertile fields & numerous smaller forests. Like its neighbors the state is named after its capital of Mosbelo & its nobility are made up of Half-Elves like both Khalidûr & Losa.
Mosbelo, the trade city of:
The city Mosbelo is a trade city sitting on the main north-south trade road in the northern half of the empire; it also lies at the joining of two important rivers. Mosbelo is also home to the largest Legionnaire garrison in the northern region. The province is also dotted with numerous farming villages & small trade towns, as well as the small fortified port city of Temprōs. The city of Mosbelo is home to the grand Imperial Temple & an impressive Cathedral to the Anthorii Orthodox Church. Its people are a mix of the neighboring Anthorii & southern Hundarii, with a small minority of the folk from the other imperial states.
Temprōs, the city of:
The city of Temprōs is home to the northern Legion’s naval command & home to the largest concentration of Og’Khôss, Half-Elves & Vos Elves in the state of Mosbelo. Temprōs is also home to the only sky ship yards in the north. Temprōs also houses the northern branch of the imperial bardic college & houses an imperial school of magic. The Imperial Magic Academy of Temprōs is the only college of magic in the whole of the northern region of the empire; students come from the Vale, Drun & Ariss to study magic there. Much of the non-trade business in Temprōs is aimed at the magic and bardic schools, as well as the navy. Temprōs is also home to a large Imperial temple & a large shrine to the Anthorii Orthodox Chruch.
Losa, the province of:
To the south of the state of Mosbelo, lays two states, the province of Losa and the province of Volkazen. Losa is the smaller of the two states & hugs the shore of the Sea of Ranûk as it curves westward & is bordered by the largest elfin forest realm in the empire to its west, Athrilas. To the east it is bordered by the great river Xasthur & the lake of the same name, which forms the western border to Volkazen. Losa has bad relations with Athrilas, as it is home to a large half-elfin population, of which the high-elves of Athrilas see as an abomination. Losa is a very hilly & wooded region; Losa is the only other province ruled by half-elfin aristocrats, other than the Khalidûr province. Religion in Losa is based on the Imperial Cult, though there is a small shrine to the Anthorian pantheon in the capital of Losa.
Losa, the city of:
The city of Losa is home to the largest imperial bardic college outside both the imperial capital & Temprōs. Vos elves, half-elves, Og’Khôss & Saar’Khôr make up the rest of the Losan population. The Losans are great sky ship builders & sailors.
Volkazen, the province of:
The state of Volkazen is another Hundarii derived realm, thus the folk of Volkazen are of similar temperament & appearance. The main difference between Losan & Volkazen Hundarii is that Volkazen is less heavily wooded & more pastoral in nature. Fishing, mining, smith work & herding are the common professions in the state. Outside the Hundarii; the Khôss, Og’Khôss, Saar’Khôr, Ard’Graal & Og’Graal are the most populous folk of Volkazen. There are Vos & Half-Elves, but unlike in both Losa & Mosbelo, they are not among the aristocracy of Volkazen, though they do serve as rangers in the Legion locally.
Volkazen, the city of:
The city of Volkazen lies upon the eastern shores of Lake Xasthur & serves as the main port on the lake. Much of the city has a distinct Dwarven flavor since the main non-Hundarii population is Dwarven. There is a large Dwarven enclave in Volkazen & has been even before the rise of the Empire & Volkazen being absorbed into it. The Vos Elves control the “entertainment” district in the city & which has become a de facto elfin enclave within the city.
Khalidûr, the province of:
To the south of both Losa & Volkazen is the central imperial state of Khalidûr. The province of Khalidûr lies within a warmer region of plains and hills in the eastern areas of the state; while evergreen forests & swamps lie in the south. In western Khalidûr lays the southern reaches of Athrilas & the empires western most state Saruul; while to the south lays the Quenterii cities of Nagai, Quentōs & Çanthōs.
Both the Empire & province of Khalidûr is ruled by a mixed ethnic coalition of Noble Houses, with Half-Elfin & Human aristocratic class. The emperor Ašlann II of House Luraš is himself a Half-elf & is accepting of most non-human races, within reason; though Fellborn are still fighting for acceptance through-out the empire. He is son of the former emperor Ortazan III & his first wife Valserna. The Emperor’s closest adviser is his mother the Vos’Phærahim Valserna; who has strong ties to her clan, which dwells in the capital in the Vos’Phærahim Enclave.
The Ard’Graal are more accepted in the southern states than the north, most of the imperial Ard’graal originate in Khalidûr, Volkazen & most especially the state of Saruul, which is a semi-autonomous region under control of the Saruul Tribal Confederacy. It is a united collection of Ard’Graal tribes loyal to the Empire & their High Chieftain Khorst Broken Tusk of clan Yrr & tribe Slaar. He is married to the emperor’s sister Cerra, who is Khorst’s second wife, while the Emperor’s second wife is Khorst’s own sister Mlö Raven’s Daughter.
Khalidûr, The capital city of:
The city of Khalidûr is the largest city in the Empire; it was built upon the apex of three hills that cradle Lake Khalidûr, which is fed by the great river Ţalaris that wind across the state of Khalidûr until it passes into Losa & eventually empties into the Gulf of Ranûk. It is the place where Khalidûr the founder of the kingdom of Khalidûr built his city after uniting the Iššanim tribes. Khalidûr is dominated three large ziggurats, the House of Heaven & Earth, the House of Honor & the House of Justice. The architecture of Khalidûr is a mix of colonnaded classical building, Dwarven inspired buildings & a mix of Hundarii, Quentarii & Iššanimii buildings. Khalidûr is also home to the largest collection of sky-ship towers in the empire, outside Temprōs & Losa.
Province of Saruul:
[I never got to do write-ups on the tribes.]
The province of Saruul is a hilly & fairly heavily wooded region bordered to the west & south by the northern reaches of the ‘Kalessin Mountains’ & ‘Ozur Peaks’, the southeastern shores of the ‘Gulf of Ranûk’ & partially in the east by the southern reaches of the Athrilas forest. Each of the five tribes holds a territory with its clan-hold at its center. The Tribes are the Slaar, Mord, Jhorr, Scyrth & Volg. The tribes raid into the settlements past the Kalessin Mountains, bring home slaves & other booty, a small portion is given as imperial tribute to the empire. The young, both male & female often leave the clans & tribes to train & serve in the imperial Legion; before returning to their tribes (if they survive) in order to bring honor to them.
• Jhorr, tribe of:
• Mord, tribe of:
• Scyrth, tribe of:
• Slaar, tribe of:
• Volg, tribe of:
Khorst, the trade town of:
The imperial trade town of Khorst is neutral territory among the tribes & an important trade center within Saruul; it is also the place where the Graal tribes hold their tribal moot.
Quentar, Province of:
The province of Quentar is the southern most region of the Empire of Khalidûr; it home to Quegō Lake, the Ogōla Jungle & the Quentarii cities. It is often sweltering and humid region that gets relief during the storms blowing south east off the Sea of Ranûk & breezes flowing from the
Quentōs, Quentarii City of:
The city of Quentōs lies in the central region of the province on the southern shores Lake Quegō. The city Quentōs is small by most imperial standards, but is wondrous to see & visit. Like both its neighbors the city is built in the foothills of their local mountains. The main exports from Quentōs are ore, gems, amber, rice, exotic salted & smoked fish, fish sauces, spices, rice wine & various creatures for the arenas or private imperial collections. Quentōs controls river trade in the province & has strong ties to the southern Drojj Yuun of the Yuun Swamp. Quentōs has dominion of three fortified villages in the surrounding region, Voon at the apex of Ædha & Coram Rivers southwest of Quentōs, Phant on the eastern shore of the Phant River southeast of Quentōs & Ardeš which lies on the eastern shore of the Ardeš River, east of Quentōs.
Çanţōs, Quentarii City of:
The City of Çanţōs lies to the east of the & controls land trade via the Great Trade Way & eastern trade from the Republic of Dhakōs via the Raxar Pass which is bookended by twin fortresses run by the empire & governed by the city Çanţōs. The city Çanţōs is ruled by the imperial governor Adrasta of House Luraš, a half-orc & only female governor serving the empire; she is the younger sister of Emperor Ašlann II, daughter of the former emperor Ortazan III & his second wife Igraa. The chief exports from Çanţōs are rare timber, gems, ivory, furs, gold & silver, exotic birds & monkeys. Of the three Quentarii cities Çanţōs is the most militaristic & more disciplined. The only Sky Ship towers in the Quentar Province is found in the city of Çanţōs, thus is the only Quentarii city where Xin’Yôsii live in substantial numbers.
As Çanţōs is home of the Imperial Legion’s Southern garrison, it has the highest population of Ard’Graal & Og’Graal in the province. The people of Çanţōs has strong ties to the eastern Xoc’ Phærahim tribes of the Yamphūt Jungle. Çanţōs has dominion over three villages in the surrounding region, Mool to the south near the Yuun Swamp; Çadan to the west on the edge of the Yamphūt Jungle & Jaidu nestled in the hills to the north on the Great Trade Way.
Çanţōs is a small but ancient city whose origins as a frontier city of the Çordašii Empire before falling under the heel of the Azzolemite Empire & most recently become a vassal city of the Khalidûr Empire. It was built upon the ruins of the Old Šamadi Imperial city of Tisreţ that was razed by the Çordašii invaders. The only walled districts in the city are the Imperial District, the Garrison District & the Temple District.
The Imperial & Garrison Districts sit on the northern and southern sides of the western fortress that guards the western gate of the Raxar Pass. The Temple District lies west of the Imperial District; the Trade District sits between both of the Imperial & Garrison Districts, straddling the Eastern Trade Way till it meets the Great Trade Way creating a massive T-junction in the center of the city. West of the junction is the Market district built encircling the Grand Market of Çanţōs. While south along the Great Trade Way lies the ‘Old Town’, which houses the poor workers, it is capped by the Stench District that houses the slaughter houses, tanners, dyers & warehouses are located.
North along the Great Trade Way lies the Merchant District where the well off non-aristocratic Merchants live & where the foreign merchants dwell. On the western side of the Great Trade Way heading north till the outer wall lays the Red Light District of Çanţōs.
Minor criminal offences are generally given minor punishments unless they are made against the aristocracy or priesthood. There are only two minor Magical Guilds in the city; one openly known about called the Guild of the Arcane, which is co-sponsored by both the Imperial Magic Academy & the Temple of Zhōjan. The second is the “Guild of Ravens”, a small specialized guild co-sponsored by both the Çanţōsii Thieves’ Guild & the Temple of Yamindra.
Nagai, the Quentarii city of:
The Quentarii City of Nagai is the smallest & poorest, as much of its domain is part of the great Yuun swamp, as such they have strong ties with the western Drojj Yuun tribes. The city of Nagai overlooks the western reaches of the swamp built in the foot hills of the ‘Kalessin Mountains’. Their chief exports are herbs, ore & gems, reptiles, amphibians, salt fish, finished jewelry & weapons. They have strong ties to the local Dwarves, Half-Dwarves, Ard’ Graal, Og’Graal & Saar’Khôr, they are fairly militaristic as they have the second largest garrison of the Imperial Legion in the province, but a bit more jovial than their kin from Çanthōs. Nagai has dominion of three fortified villages in the surrounding region, Atyō that lies on the northern shore of the Atyō River, Isōtū which lies southern shore of the Isōtū River & Erkōllō to the southwest of Nagai.
Slavery within the Empire:
The institution of slavery is a common practice within the empire, but each slave can save up to buy his or her freedom eventually. Most slaves learn a trade that they can parley into a living once they become a freeman & citizen. Gladiatorial contests are popular through out the southern empire, but seen as barbaric by the Anthorii of the Empire; to them it is more proof of the empires sinful nature. The Anthorii often offer to buy slaves from their owners at the official imperial rate (unless they are non-human), and free them; but they tend to tolerate the practice if the slave is non-human, but refuse to partake in it themselves, which the Emperor accepts.
Drun, the wilds of:
[Not part of the Empire, it was to be the initial core of the setting.]
The core of the Wilds of Drun is based on the continent Khaladon, upon which also lies the Kingdoms of Ghirra Vale, the Wastes of Gojira & the Empires of Arkhon & Khalidûr. The wilds of Drun are a vast primal wilderness home to an unruly collection of outlaws, barbaric goblin-kind and elves. It is also home to many a dire beast, such as the small but deadly cockatrice to the mighty and terrible dragons that roost in the surrounding mountains that border the wilds.
To the east of the wilds of Drun lies the frontier Duchy of Arden Ghirra within the Ghirra Vale. The border between the wilds of Drun and the Ghirra Vale is formed by the Crooked Spine Mountains. These mountains are eventually joined in the north by the Crimfall Peaks creating a barrier between the Wilds of Drun and the frozen Wastes of Gojira.
To the south west beyond the Witchhammer Mountains lies the Empire of Arkhon, the dark & mystical empire of the Witch-King. It is a dark and baleful land, home to many a wicked mage of dark power. While to the south and east of the wilds of Drun lies the ‘Sea of Ranûk’ and the Pirate Isle of Tanûr, whose ships plague its waters and the neighboring coastal communities of both Drun and the Ghirra Vale.
There are few bastions of civilization (if they can in fact be called as such) that can be found within the wilds of Drun are the towns of River’s Edge, which lies upon the Striborg River (a branch of the mighty Drun River which runs through the heart of the Drunwood). Also there is the fortified port town of Lost Hope, which lies on the shores of the Gulf of Ranûk and the banks of the Drun River delta. Lastly is the elfin city of Woodheart (Ithalrond), built at the base of the great Heart-Tree (Rond-Ith) of the Drunwood.
River’s Edge:
River’s Edge is a near lawless town of outlaws, be they men, elves, dwarves and goblin-kind, many who have been cast out from their peoples. The “mayor” of the town is a stout half-orc named, Targ who keeps the mayhem in town to tolerable levels. It is a rare place that disparate races such as these can co-exist relatively peacefully. It must be because they are outlaws from their people thus forced to overcome their natural enmity to each other to survive in the wilds of Drun. It lies within an offshoot of the Drunwood, called the Ebonwood (showing the taint of Yrcanōs) that the Striborg River flows through until it empties into the Lake of Tears that cradles the forest’s south eastern reaches. Targ can muster a skilled militia when needed to defend River’s edge from raiders or monsters that prowl the forest and river.
Lost Hope, the port town of:
Lost Hope, like River’s Edge is a diverse and nominally tolerant port town. It is also one of the few places that disparate races such as men, dwarves, fellborn, elves and goblin-kind dwell together peacefully. Unlike River’s Edge, Lost Hope is a “civilized” town (at least as civilized as can be found in Drun). It is run by a mayor called Chevondé, a Fellborn merchant and exile from Arkhon. She is a fair but tough ruler, popular among the town folk in spite of her tainted blood. She is advised by the merchant council of Lost Hope, derived from the local merchant houses. Lost Hope has a garrisoned trained town guard that can be in times of need augmented by local militia to defend the town from pirates, bandits and goblin-kind raiders. Lost Hope is the only place in Drun that has Sky Ship towers, it is also a safe haven for pirates as long as they do not break the laws & pillage coastal villages.
Woodheart, the elfin city of:
Woodheart (or Ithalrond) as it is called by the elves of the Drunwood is a small sylvan city. It is ruled by xenophobic high elves and populated by a collection of High Elves, Sylvan Elves and a variety of Fey (including Hobgoblins). Men are rarely allowed within Woodheart or their domain west of the Drun River which marks the eastern boundary of their realm (though they claim the whole of the Drunwood as theirs). The Eastern Drunwood is home to giant spiders, witches, goblinoid tribes and druids of the Drunwood. Woodheart is guarded by the Knights of the Wood who are made up solely of High Elves warrior-mages & by the Rangers of Harp, made up of a mix of Sylvan Elves and Centaurs loyal to Woodheart.
There are several small fortified villages or hamlets that dot the wilds of Drun. They are home to fiercely independent farmers, woodsmen and hunters who prefer to brave the dangers of the wilds and be free, than live under the dominion of the Duchy of Arden or the tyrannical domination they often fled in Arkhon. The longest lasting of these small settlements are: The hamlets of Damar’s Ford, Lonewood and the village of Boar’s Head to the west of the Drunwood. To the east of the Drunwood, lie the villages of Burning Witch Hollow, White Stag Ford and the hamlets of Irwick and Molvind.
Arden, Duchy of:
[I never got to write-up the Baronies of the Duchy of Arden & used to be called the O'Roon Vale in the 5e D&D version of the campaign.]
The Duchy of Arden lies within the great Ghirra river valley, also known as the Ghirra Vale sits between the Crimfall Peaks in the north, the Sea of Ranûk to the south, the Crooked Spine Mountains to the west & the Winter Sun Mountains to the east. It is split by the great Ghirra River, which winds south and eventually empties into the Sea of Ranûk. The region is criss-crossed by rivers and dotted by lakes and forests. The central region is a mix of rolling hills and cultivated fields, which flow into the coastal plain in the south. There are five baronies split among the former Anthorii clans who created into the basis of the modern Houses. These baronies are named after their ancestral clan founder & are as thus: Korak in the central vale region, Euross in the eastern foothills, Nōlthar in the western foothills, Torghai on the shore of the Sea of Ranûk & lastly Rastagg in the northern reaches of the Vale.
Each barony is ruled by a member of its local great house born from its ancestral clan, it then is supported by four lesser houses, derived from the clans supporting septs. The Barony of Korak is ruled by the scion of House Hazgarl, which is supported by the following houses: Weftig, Sanrow, Cambree & Avorn. The Barony of Euross is ruled by the scion of House Feorth, which is supported by the following houses: Ulember, Ovar, Ulphar & Mordyle. The Barony of Nōlthar is ruled by the scion of House Sorza, which is supported by the following houses: Tagor, Garōs, Drunal & Zavel. The Barony of Torghai, is ruled by the scion of House Slavgar, which is supported by the following houses: Hāloth, Ithkaar, Meljarn & Zarrōs. Lastly is the Barony of Rastagg, who is ruled by the scion of House Ralvord, which is supported by the following houses: Olesk, Thorskal, Loxzor & Belstōs. The Duchy of Arden is a vassal state of the Kingdom of Anthor.
Euross, the Barony of:
Korak, the Barony of:
Nōlthar, the Barony of:
Rastagg, the Barony of:
Torgai, the Barony of:
History of the Vale of Ghirra & Duchy of Arden:
The Ghirra Vale used to be dominated by the Elves before the coming of the eastern Anthorii tribes as they pushed west through the Arden Pass into the Vale. It was later conquered & united by the Old Empire of Khalidûr a few centuries before its fall into decline, thus freeing the region to its own rule. Since the first humans arrived the Anthorii has struggled with the local Elves, Graal, Saar & other non-humans.
Eventually after gaining enough numbers & might the barbarians united under their hero Arden the mighty & broke the dominion of the Elves. Giving into rage & sorrow the High Elves of the Tamnithir Forest made a dark pact with Anghra to help save them from the hated Anthorii. Their call for help was headed but not as they hoped for. The Anthorri were pushed back by the empowered but maddened Elves. Once the battle was over both the High Elves & their ancient home was warped by Anghra’s dark power. Now no human will venture into its tainted depths, where the new born Dark Elves of Malaroc Forest, the Tamnithir’s new name. The dark elves like their twisted kin to the east rebuilt their city in their now warped visage.
The Fey of the forest were also corrupted by the pact with Anghra, becoming twisted shadows of their former selves. The Hobgoblins became the basis of were-folk that plagues the Vale. The Sylvan elves became Vos Elves & fled the vale West & East. Vor’Graal came in & pushed their Ard’graal kin out of the vale before Arden mustered the Anthorii tribes to drive them back onto their mountain holds.
Weakened by the wars with the Elves & Vor’Graal, the Anthorii could not resist the imperial forces from the Empire of Šamad. This led to three centuries of imperial dominion, before the weakened grip of the Empire was able to be thrown off by the Anthorii invaders from the east. The leaders of the rebellion carved up the Ghirra Vale south of the Malaroc forest into several minor kingdoms based around the local clan holds.
During this time grew a religious movement seeking to unite the various localized cults of their people after they rejected the foreign Imperial cult. After a century of growing internal strife based around efforts to unite under one sect, a prophet came to the people speaking of a vision for his new church & the renewed glory of the Anthorii people. Much of the turmoil settled down as members of the various rival kingdoms adopted the Prophet Morlig’s religion & philosophy. Now the turmoil became covert & focused on courting the new Church & its founder to help to locate its first cathedral.
Before the Prophet died, he chose the town of Korak to be the home of his cathedral & resting place of his bones after his death. The leader of Korak, Slorn of House Hazgarl claimed that because the holy Morlig chose his town & barony it granted him primacy to the throne of a united Anthorii Duchy. This didn’t set with the other barons; it led to another schism between the baronies. Five years after the renewed strife, a religious man, named brother Couran rose to prominence that calmed the kingdoms. He led by prophetic visions came amongst the barons claiming that the spirit of holy Morlig was displeased as was the gods. He led a renewal of growth in the church, founding a cathedral in each capital of the various baronies.
Brother Couran eventually rose to head of the new Church of Maghan. He would go on to found the militant Ordo Templi Hazkar (Templar order of the Wolf’s Hook), a templar knights order aligned for the church. He also founded the Ordo Templi Zhomrach (Templar order of Witch Hunters) to root out witchcraft & sorcery within Ghirra Vale & eventually among their kin in the Duchy of Arsiss. He then enforced a xenophobic philosophy of Anthorii supremacy and began exporting it & the Church of Maghan eastward into both the Duchy of Arsiss, the northern provinces of the Empire of Khalidûr from among their Anthorii citizens & into the Kingdom of Anthor, where the Anthorii Orthodox Church holds sway.
After Pater Couran passed away his successor Pater Jasphar, who Couran cultivated & endorsed prior to his death, Pater Jasphar pushed his mentor’s ideology as his own. Pater Jasphar was killed by Warell of House Slavgar, at the prompting of Ambassador Þebek, a Fellborn agent; of which caused renewed distrust of non-humans especially Yas’Zekarim Fellborn nomads. Þebek was tried & killed by beheading, his head was sent back to his masters in Arkhon; while his body was burned.
Over the last century there has been ups and downs caused by internal strife over primacy, but the current head of the church Matar Limka has come close to uniting the Baronies. Part of this is bringing Anthorii from the Duchy of Arsiss & Khalidûr, to help unite the baronies with tales of Half-Elfin oppression back in Khalidûr. Trying to get the barons to see their eastern kin as a resource to create a real chance for a greater Anthorii Empire that holy Morlig prophesied. Though there is still covert strife between the kingdoms it is muted. The new Duke of Arden, Alden the IV of House Hazgarl, has married his children to the children of Anthorii nobles in the Kingdom of Anthor to help grow his influence & claim on primacy.
The common folk have a gregarious temperament but it is tempered with a growing nationalistic ideology & piety, while the aristocracy is often of a more sober mien. Religion is very important to the Anthorii people and plays a major role on Anthorii society. They celebrate several week long festivals during the equinoxes, solstices & major holidays of the Church of Maghan, many which are shared with the Anthorii Orthodox Church. A new tradition started twenty years ago has all noble children spending a year in religious study at the great Cathedral in Korak. The more well off commoners often send their eldest child to Korak to study alongside the aristocrats’ children in the Barony of Korak.
Citizenship is only allowed to Anthorii folk (those who can prove at least one legitimate Anthorii ancestor), though other humans can live as permitted alien residents. If they marry an Anthorii citizen, their children are granted citizenship as a birthright. No non-humans can be citizens of any of the Kingdoms, though they can get a trading permit to practice their trade as they pass through the kingdom.
Non-humans cannot worship in the local churches, but usually find old shrines to honor their gods off the roads. The Yas’Zekarim are distrusted & treated nearly as bad as lepers in the vale. Half-elves are treated nearly as bad. Ard’Graal & Saar’Khôr are seen as barbaric oafs or sneaks, only allowed to pass through on trade permits. Full elves are treated almost worse than Yas’Zekarim, Ard’Graal & Saar’Khôr because of the history with Elves of the vale in the past & Dark elves particularly. The only non-human races openly embraced by the Anthorii when they are encountered, are the Dwarves & Half-Dwarves because of their shared ideologies, piety & distrust of arcane magic.
The Duchy of Arsiss:
The Duchy ofArsiss is a hilly & highly wooded region, which is also crisscrossed by several rivers & dotted by several lakes. Fishing, mining, timber & ship building are the primary professions in the state. As such salted & smoked fish, milled timber & finished ore are exported, along with, gems, mead, ale & furs/leather goods. The region is home to humans, Khôss & Og’Khôss. Fellborn are unknown, except the rare agent, trader or Yas’Zekarin nomadic clans passing through the region, they are forbidden citizenship & are often run out of town soon after they arrive. Hob-goblins are non-existent as there are no forests with strong enough ties to the Fey Wild to sustain their communities. There is a small Khôss & Og’Khôss community in Arsis & several in the mining towns of the region; they are the only non-human kind who is tolerated openly in Arsis & the region. The religion of the Duchy of Arsiss is split between the Church of Maghan & Anthorite Orthodox Church.
Šālūn, the island kingdom of:
The island kingdom of Šālūn lies to the west of the Strait of Kilat but east of the sky isle of Arghēsōs; it lies within the ‘Sea of Mourning’. It was once part of the Arghēsōsan island chain before the God’s War changed the face of Skârn forever. It was once a western colony of the Tanjaran Empire before its fall. It is one of the few surviving Tanjaran imperial dominions to survive into the modern age. The Šālūnite kingdom has been slowly pushing west to expand its holdings & relieve the drain on its natural resources. They also have a colony in southern Khaladon south of the Empire of Phara, called Hāliōs, of which they have reclaimed recently via discovery of an old imperial portal.
The island was still unknown to exist outside of its borders & Arghēsōs as until recent years now have trade relations with the Empire of Phara & D’Jolan Dominion. They have decided to seek new trade relations with the eastern nations sans the Empire of Arkhon, the Duchy of Arsiss & the Duchy of Arden (thus the Kingdom of Anthor). They’ve heard disquieting rumors about those realms & trust their sources enough to forego seeking trade with them at this time. They specifically desire to reconnect with their ancestral allies the Tar’Šuulim, the Zhorimites & the Zhalrebites, but are hesitant to do so at this time as they are wary of how the Empire of Arkhon will react.
The capital city of Vasaav lies at the center of the central shoreline of the Bay of Kilat. The city built upon the foot hills of the low mountains that form the backbone of the island. The northern & southern tips of the crescent island are comprised of wooded & rocky regions; while the outer western region is cultivated farmland. The mountains are a forest shrouded barrier that is pierced by the Pass of Vadru, that is overlooked by an ancient statue of Vadru standing with one leg upon either side of the pass, shield up & sword pointing east towards the former empire & Strait of Kilat.
There are several small villages across the island & three fortresses guarding the western regions from invasion from pirates or other threats. The population of Šālūn is nearly 85% Šālūnite, with the final 15% being made up of Khôss-kin & Vos’Phærahim, but the bulk Saar & Khôss are found in the Crescent Mountains. There are no Graal residing within Šālūn at this time but the Taus (Overlord) of the kingdom desires to import those willing to loyally serve him & the kingdom to bolster the kingdoms military. The main exports from Šālūn are rice, sugarcane, molasses, rum, spices, salt fish, pearls, wine & local teas. The kingdom is currently ruled by Taus Tæya of House Yagmoon. The houses that rule Šālūn are: Yagmoon, Sabrok, Iskerit, Antar, Dangrim, Kuldrah, Luraš, Rakhan & Valkarţ.
Vasaav, the capital city of:
The capital city is ancient in style of its architecture but various modern additions have been made within the buildings over the centuries. There are numerous parks throughout the city & the city split into three main regions by the Avar & Oenu Rivers which join together into the greater Avar River that empties into the Bay of Kilat. The central region is home to the governmental buildings, temple district & aristocratic district. The northern region is the home to the trade district & its wharf, plus northern grand market & bulk of the citizen’s residential districts. To the south lies the home of the kingdoms Naval College, Naval Fort, city garrison, the prison & Grand Arena. Also in this region is a private wharf for the Navy & Aristocracy, plus the university district.
Tanûr, the pirate isle of:
[This region will be rewritten in whole.]
The Pirate Isle of Tanûr lies in the center of the ‘Sea of Ranûk’ & is made up of a collection of both earthbound & sky bound islands. Though not nearly as large or expansive as the ‘Sky Isle of Arghēsōs’ it is the second largest cluster of sky islands in the Khaladon region. It is also home to a gate to the plane of shadow called Yrcanōs; of which is guarded by the Great Worm Bhakriscarva & her children, the Yrcanōzii. The Pirate Isle of Tanûr is also called the Shadow cloaked Isles, as most of the islands are cloaked in shadow for much of the day. The sun does shine on the earthbound islands but not brightly for most of the day except the few outlying ones.
Most of the earthbound islands are sparsely populated by local fishermen & ship wrights in service to Freeport. The once thickly forested islands are only lightly wooded now, most wood for ships come from abroad so the islands don’t become barren. A few islands have regions for growing various crops, including cane sugar, rice, tobacco & yams. Rum, tobacco, molasses, sugar & preserved fish n’ fruit are the only items exported legitimately from Freeport.
The earthbound islands of the Pirate Isles are populated by outcasts & outlaws from various human, elfin, goblinoid tribes & the occasional exiled dark elf. There are also numerous Half-Dwarves, fellborn, Zhalrebites & Yrcanōzii. They also make up the majority of merchants in Freeport & a third of the non-human pirates.
The sky-bound islands are sparsely populated as well, but no humans reside on them or in the confines of Port Shade, though they can visit. The sky islands are also home shadow born avian creatures, including both air rays & shadow dragons.The Yrcanōzii is the rulers of Port Shade & make up the majority of its population, of which the rest is made up of Zhalrebites, Xin’Yôsii & the rare Khondru.
Freeport, the pirate city of:
The city of Freeport is ruled by Skaar ‘the blade handed’, a retired Yrcanōsii pirate. He is fair & just for the most part but will not tolerate open civil unrest between the pirates or those who refuse to give his ‘mother’ her proper tribute in full or on time. His shadow dragon Slaarhexanōs will be sent to take the tribute by force if Skaar so orders. Freeport is a small but sprawling town built around a ruined fortress that Bhakriscarva won from ‘Empire of Azzolem’ before its fall & gifted to the pirates of the sea as their base in exchange for tribute.
Port Shade, Town of:
Port Shade is a small town taking up much of the small island upon it resides which is overlooked by the larger island that houses the gate to Yrcanōs & Bhakriscarva’s lair & temple, as well as the fortress Shade. Port Shade is built around the base of the island with its cragged peak spearing the sky from the center of town. Numerous enchanted docks jut from the island from various levels of the town. Sky Pirate ships find berth here, all are captained by Yrcanōzii, Xin’Yôsii & Khondru.
The sky islands seem to be heavily forested of alien trees & flora. A large variety of creatures of alien origin seem to also populate the islands & their forests. Shadow seems to cling to the trees casting a pall over the sky islands, which humans find unnerving. Bhakriscarva is rarely seen outside her lair except for in emergencies that might threaten the gate. She is the high priestess of the temple to the gods of night & is herself a demigod of shadow.
Reaver Coast:
[The Realms below are part of the Jandigaran setting fused onto my main setting.]
The Reaper Coast is a diverse place, full of adventure & intrigue, it is a region lying upon the southwestern shores of the Sea of Ranûk west of the Province of Saruul, and it abuts both the Kalessin Mountains & Ozur Peaks. Much of the region is dominated by the Jungles of Yrgaš in the east & the Plains of Kember in the west. The natives to the region are the Gaššu tribes of the jungles & the Kembišii tribes of the plains, both are derived from the ancient Jandigaran peoples who populated southern Khaladon. They were later invaded by near-human derived Tanjaran Empire who came across the sea from the west& dominated much of southern Khaladon & northwestern Khaladon for many centuries. After the fall of the Tanjaran Empire, came the Šamadii former subjects of the Tanjaran thirsty for conquest.
The Šamadii founded the initially ‘benign’ Old Šamadii Empire that lasted five centuries dominated most of Khaladon west of the Gallhammer Mountains. Soon emissaries from the Pit of Űr-Goth to the court of Šamad; they slowly began poisoning the nobility & Emperor with their vile corruption. Thus began the decline of the Šamadii Empire & rise of the Southern Witch Kings. Another three centuries did the Empire last before it fell; first the Phara lifted their yoke & created their own empire. Next the Hundarii, Iššanim & Quentarii lifted their yokes with the help of the invading Anthorii from the east. Lastly, the Gaššu, Kembišii & Bar-Šamadii united to cast out the Witch King & his forces.
For a half century the peoples of the former Old Šamadii Empire remained free, but it was not to last as the Ard-Šamadii invaded with help from allies from the Pit of Űr-Goth & founded Azzolem. Over the next century the Azzolemites conquered all their old dominions. The Azzolemite Empire lasted a few centuries but resistance grew among the people aided by the Dwarves, Elves & Ard-Graal of the region & both the Knights & Witch Hunters of the fledgling Duchy of Arsiss who gave their aid. After the fall of the empire the City-State of Azzolem is its sole remnant. Its former provinces of Marjaan, Kaš’Tuul & the Isles of Dyš & Ţarkeš are now fully independent realms.
Outside Dyš, Ţarkeš, Kaš’Tuul & Azzolem non-divine magic is banned in the plains of Kember & Jungle of Yrgaš. The Cult of Maghan is growing in power & influence in the region, especially among the human tribes who see magic as corruptive & dangerous; which has caused strife between them & the elves of the Yrgaš Jungles, who are banned from Marjaan & hunted by the Kembiši who sell the female & child captives to the slavers of Zhalreb. The elves & Gaššu co-exist as mentalist magic is accepted among them, unlike among the Kembiši, but this is changing among the eastern city dwelling Gaššu who have started worshipping Maghan. The elves of Yrgaš are becoming increasingly xenophobic & warlike as their numbers & lands shrink in size to human encroachment…the Gaššu tribes of the jungle are the exception at this time.
Yrgaš Jungles (Yēr-gash): The Yrgaš Jungles are a vast wilderness that abuts the Ozur Peaks till it meets with the Ilruhn Mountains to the south that runs North West towards the Sea of Ranûk. These jungles are home to numerous human, elfin & orcish tribes, many of which either end up in the slave pens across the Reaver Coast or as mercenaries in their armies. It is also home to numerous ancient Šamadi ruins & the monstrous creatures that haunt them.
Plains of Kember: The Plains of Kember are vast savannah dotted with the occasional rolling hills & sparse forests. It is also home to the city-state of Marjaan that lies on the western shore of the Jaani River just south of the Jaaniš Delta. The delta & marshes that it spawns keeps pirates from raiding the city itself, though not their ships that often have to fight off the pirates; thus much of the trade is land based. The Plains of Kember is home to human, Orcish & Centaur tribes, as well as predators that stalk the plains.
Marjaan (pr. Mar-jawn): Marjaan is an ancient city-state & former vassal state of both the Old Azzolemite Empire & Old Šamad Empire. It has nominal control of the eastern reaches of the Plains of Kember, of which they share with local tribes of humans & Centaurs; while Wild orc tribes dominate the western plains except the region bordering the Suulkas foothills that abut the Ilruhn Mountains, which is controlled by the High Orc dominated city-state of Kaš-tuul. Marjaan is an odd city, because it floods during the monsoon season, it was built to mitigate the damage from those floods. The lower city is built upon elevated platforms of stone & wood. The upper city is built upon the hills abutting the river. To the east of the city lie the farming villages that feed the city & provide much of its trade goods. The architecture is of the Old Šamadi style with stone construction used in the eastern villages. The dead of the city are interred in crypts in the eastern area of the city away from the flood plain, most of the dead are cremated and the ashes are stored in urns in catacombs beneath the city or private crypts in a walled cemetery.
Marjaan is far smaller than Azzolem in size & is far more just in its treatment of its citizens. Though slavery exists, it is highly restricted & slaves are treated with basic human dignity & can earn their freedom after they’ve saved enough coin to do so, though some masters grant loyal & dutiful slaves the freedom for stellar service. The city is ruled by the Counsel of Merchant Princes & arcane magic is outlawed in the realm, only divine magic is allowed within its borders; a prohibition enacted after the yoke of dominion by the Azzolem was lifted. Like Azzolem the city is built upon three hills, with one called Temple Hill, another is the Hill of Merchant Princes & the last is Soldier Hill, where Fort Kember overlooks the city. It is a fierce rival of Azzolem but does trade with it when things are calm between the cities. The majority of the cities population is Šamadi & Kembiši; though there are minorities of the various other peoples common to the region. Full blooded Elves are not allowed within the realm unless they are slaves but both Half-Elves & Half-Orcs are common, though many are also slaves or mercenaries if free. Marjaan has control of three small fortified cities: Azraq, Charreš & Lhusark, plus the eastern Fort Molez.
Kaš-tuul (pr. Kash-tūl): The City-state of Kaš-tuul lies upon the Suulkas Hills that abuts the northern most reaches of the Ilruhn Mountains. Kaš-tuul is an Orcish city-state and it is home to one of the largest concentrations of Orcs & Half-Orcs in the region. It is one of the few Orcish realms in Khaladon, as it was once dominated by old Pharan Empire up until fifty years ago. Most of the Orcs were members of the Pharan Legions before it lost Kaš-tuul to the orcs and the high orcs relished the discipline the Legion provided, thus they embraced Pharan culture (with elements of Orcish traditions melded within it). The old imperial leadership either escaped back to the shrinking remnants of the Pharan Empire or became slaves. Most of the government is run by Half-Orcs or humans loyal to the overlord (Ard-Tak=High Chief). Every village in the realm is based upon and ruled by one of the seven tribes that dwell in the region. Humans live as free-man traders, craftsmen or slaves working the fields or mines. Most Humans are of Pharan Šamadi heritage, with small minorities of the other human folk of the region.
The city of Kaš-tuul is a highly fortified & disciplined place. Though much of the Old City is dominated by Pharan architecture the newer districts have a rougher, more utilitarian feel, though still in the old Pharan style. The southern quarter of the ‘New City’ is built around Fort Bengol & the Legion Barracks. Laws are strictly enforced, where as brawling & drunkenness are minor fined offences, while theft & other violent crimes either result in slavery or death. Dueling is a common & accepted way to deal with slights of honor or minor grievances. Orcish women are usually considered secondary citizens often forced to marry in Wild Orc tribes but not in High Orc tribes & thus not in Kaš-tuulite society. They can become warriors, craftswomen & sailors. A number of Wild Orc women flee to Kaš-tuul or its dominions for freedom. Those that do must serve four years in the Legions before being granted citizenship. During this service, they can also learn languages, skills & trades. The Kaš-tuulite dominion is home to seven fortified towns: Kaš-Mool, Kaš-Graal, Kaš-Khand, Kaš-Hroon, Kaš-Fousk, Kaš-Dhant and Kaš-Yand.
Azzolem (pr. Az-zōlem): The city-state of Azzolem was built on the ruins of several cities & civilizations that had come before it. It is nestled between & upon the Zolem hills (Az=hills) from which it takes its name. The current city has been standing several hundred years since its founding as an outpost to the fallen Šamadii Empire. It also once ruled the City of Marjaan, the Isles of Dyš & Ţarkeš as part of the Old Azzolemite Empire. It is bordered to the east by the Ulak Mountains, to the south by the Yrgaš Jungles & west is the plains of Kember; while to the north is the Ghatha Sea. Azzolem is one of the three independent city-states that make up what is known as the Reaver Coast, along with Marjaan & Kaš-tuul.
Azzolem is a mere shadow of its former glory, it is a city beset by crime & poverty among its lower classes, while the decadent nobility & magical cabals live in opulence upon the three main hills. The city is built upon & around three hills, one is Temple Hill, where the official cult temples or shrines are located; then there is the Hill of Nobles (known as Nob Hill by the locals). Lastly, there is the Hill of Magi, where the great Magic Academy & Towers of the Magi are located. The slave markets & Grand Azzolem Arena lie between the wharfs & Fort Iduun at the northern edge of the city. The city is currently ruled by a High Šamadi Witch King Guhan & other High Šamadi nobility who were able to keep Azzolem from falling further into decline for the last seventy five years after the Azzolemite Empire broke apart. Azzolem has dominion of three small cities: Traalyr, Caranth &Ikkriš; plus four forts: Fort Iduun, Fort Naadem, and Fort Gaatel, plus Fort Jhorin.
Azzolem’s architecture is a mix of Old Šamadi stone and wood structures with newer black marble and basalt edifices, often adorned with grotesque carvings and statuary. The only green & wooded parks within the city are on the three hills that dominate its landscape. The city sits atop ruins, of which the upper most levels have been turned into catacombs to inter the dead. The majority of the dead are cremated & the urns are placed in small nooks, only the wealthy can inter their deceased kin in a mummified form; often in private crypts under the city. The city has a Vos’Phærahim Enclave that doubles as the city’s primary Red Light District; the secondary Red Light District is near the sandwiched between the Wharf & Fort Iduun, near the Grand Azzolem Arena.
Republic of Dhakōs (pr. Da-kōs): The Republic of Dharkōs is located east of the Southern Galhammer Mountains; it lies in the Vale of Çordaš. The southern half of the vale is dominated by the Namphūk Jungles & the north by the Plains of Çordaš. The Namphūk Jungles are dominated by Jungle Elves & Wild Orcs tribes, while the rest of the vale is dominated by the Republic of Dhakōs. The vale sits between the Peaks of Sorgas in the south, the Southern Galhammer Mountains to the west, Illthoss Peaks and the Sea of Dhakōs to the east. The City of Dhakōs lies on the ruins of Old Çordaš.
The republic is also home to numerous villages & five cities other than Dhakōs, they are: Ribōs, Ẓorak, Gilōs, Nurrzek & Ammek. The Republic of Dhakōs is ruled by a senate & headed by the Chief Senator. Slavery is common in Dhakōs but most are treated fairly & can eventually earn their freedom & citizenship.
The architecture of Dhakōs is in the Çordašii style of stone edifices with columns incorporated while the common folk live in wood, stone & daub constructed multi-purpose buildings or multi-family dwellings with communal facilities. The people of Dhakōs decorate their city with beautiful parks & statuary.
Isle of Dyš (pr. Dēsh): The Isle of Dysh is an ancient island nation once a dominion of both the Old Azzolemite & Old Šamadi Empires. It won its independence from the Old Azzolemite Empire with help of people of Majaan & the Isle of Ţarkeš. The old High Šamadi nobility loyal to Azzolem was pushed out of power at the end of the war & fled home to Azzolem. The new nobility still foster a love of learning & magic of their ancient ancestors for the citizens, but ban the use of dark magic within their realm. The Isle of Dyš has no ties with Azzolem & Majaan; but does have strong ties to the Empire of Khalidûr, Empire of Phara & the Isle of Ţarkeš.
The capital of Dyš, Ord-Dyš is built upon the sides of an extinct volcano. It is home to the Grand Market of Dyš, the Great Magic Academy of Dyš & the Great Library. The city is guarded by the Dragon Berulagon who takes tribute annually in gold & in discussions with local magi. The city is home to mainly Dyšimi people with small minorities of Šamedi, Ţarkešii & various peoples from the Empire of Khalidûr, except Anthorii who are banned. The architecture of Ord-Dyš is mainly made up of Old Šamadi style buildings, augmented by newer magically crafted stone edifices that incorporate beautiful sculptures and carvings, all old Azzolemite building were destroyed & recycled into the newer buildings thus erasing Azzolem’s dark taint upon the city.
Isle of Ţarkeš (pr. Thar-kesh): The Isle of Ţarkeš was a dominion of both the Old Šamedi & Old Azzolemite Empires. It is a poor nation of fishermen, sailors, thieves & mercenaries. It was mainly a slave state, used by its old masters to grow crops; as such its peoples are a result of the interbreeding between these races & their former masters. Up until its liberation, the only full blooded Phærahim & Ard’Graal on the island were slaves, used as breeding stock. Now both Phærahim & Ard’Graal who live here working as free laborers, sailors & mercenaries. The capital city has been renamed from Port Ţarkeš to Freeport; it is a safe harbor for local pirates & slaves seeking freedom. The city is small; as such it barely constitutes a true city, than a large town. Most of the island is made up of fields or fishing villages. The architecture in Freeport is in the Old Šamadi style for governmental buildings & temples or shrines; while most of the commoners dwelling is of stone, wood & daub construction in a mix of styles representative of the mixed heritage of its peoples.
Empire of Phara (pr. Far-a): The Empire of Phara is a fading power in the region, but it still dominates the Steppes of Djehla, Wastes of Yarram, plains of Padaţ & Desert of Neruus west of the Ilruhn Mountains. The steppes are where most of the fortified towns exist as agriculture can be sustained upon them; it is also home to Centaur & High-Orc tribes outside the Pharan towns. Both Human & Wild Orc nomadic tribes dominate the wastes & deserts of the region. The Empire of Phara does control a few coastal & river cities still, but the nomadic tribes are threatening their dominion. The Empire of Phara used to be a vassal state of both the old Šamadi & Azzolemite Empires until their fall. The architecture of the Pharan Empire is a mix of Old Šamadi building in the older cities & most of the smaller towns of brick & stucco or stone building with minarets & onion domed palaces, towers & temples emphasizing their own character.
Rhojanni Confederacy:
To the south of the Republic of Dhakōs dwell the human Drakoi tribes of the Desert of Voršak & the Djongo of the Plains of Rhojann. The Plains of Rhojann is a wide savannah south & west of the Sorgas Mountains as well as north of the Desert of Voršak. The Rhojanni Confederacy is comprised small cities located near the few rivers that snake through the savannah. They control trade between the cities in the north & west of the Sorgas Mountains, plus the Drakoi & Sibbecai tribes of the Deep South. The Rhojanni confederacy has rivalry for resources to the nomadic Vor’Graal, Idiyva & Centaur tribes of the Plains of Rhojann.
Cities of the Rhojanni Confederacy, the:
• Ayim, the city of:
• Azaš, the city of:
• Kjindar, the city of:
• Dharijor, the city of:
• Mjongosha, the city of:
Voršak, the desert of:
The Desert of Voršak is a vast & varied wasteland south of the Plain of Rhojann & west of Sorgas Mountains. It is home to Drakoi & Sibbicai nomadic tribes.
[The Sibbicai race is a RM based race of humanoid Jackal like canines.]
Arghēsōs, the Sky Isle of:
The Sky Isle of Arghēsōs is the largest collection of sky islands in Skârn which is made up of nine islands ranging from the largest Arghēsōs itself to the smallest island Iōga. The islands are spread across much of the western reaches of the ‘Sea of Mourning’ to the west of the continent of Khaladon. Each of the islands also vary in height from Iōga which hovers a half mile above the ‘Sea of Mourning’ to Arghēsōs which hovers a mile above the ‘Sea of Mourning’ & to Somagar that lies two miles above the ‘sea of mourning’. Some of the smaller islands are connected by suspension bridges as they lie close to each other as if they were shards of a greater island initially.
Travel between the other islands is by magic, sky boats & sky barges. Most of the smaller sky islands are only sparsely populated mainly by various avian creatures, as well as the Xin’yôsii & Khondru races. Most of the population of the islands is concentrated in Arghēsōs & the city of Athlōs. There is a magical barrier that protects non-avian creatures to live comfortably within the region of Arghēsōs including Athlōs.
Athlōs, the city of:
The city of Athlōs was built in the cone & exterior of the extinct volcano at the center of the island of Arghēsōs. The bulk of the city resides in the cone all the way to the under island exit from the cone. The bulk of the inner city population is made up of Xin’yôsii, which is supplemented by a large population of Saar’Khôr & Vos Elves. The population of the outer city is mainly Khondru, supplemented by Vos Elves, Half-Dwarves & various humans. The bulk of the navy is made up of Khondru & the Knights of the Order of Gryphon are made up solely of Khondru.
The government of Athlōs is made up strictly by the Khondru & the ruling noble merchant houses elect representatives to the Council of Lords that rules the citizenry. Citizenship is only given to Khondru & Xin’yôsii, but other races can dwell in the city as long as they obey the laws & pay taxes. All non-citizens must peace-knot their weapons upon arriving in the isles. All trade is done via the merchant houses & trade guilds in Athlōs. The Xin’yôsii control smuggling & crime within Athlōsian society.
The Council of Mages controls are magic related business in the city & gives advice to the Council of Lords are all subjects of magic. All forms of magic are studied within Athlōs at its Great College of Magic, which is supported by several smaller specialized magic academies where those seeking to study magic must first be apprenticed. Once you’ve passed your tests & become true magi, you can then study at the Great College of Magic. There are a great number of schools through out Athlōs teaching a variety of sciences & other kinds of academic lore. The second greatest college in the city is the Bardic College of Athlōs followed by the Great Naval Collage of Athlōs.
Religion is not a major aspect of Athlōsian society, but several religious festivals happen yearly & citizens both commoner & noble alike take part in them. A small pantheon shared by the Khondru & Xin’yôsii are honored in collective temples. The religions of non-citizen residents & visitors are limited to shrines in the Templar District that borders the Foreign District. The only religions not permitted are dark cults of ruinous powers & the Anthorii Orthodox Church.
Law in Athlōs is minimal mainly meant to keep society & commerce moving, only major laws deal with trade, protection of personal property & the people themselves. Mages are used to help determine a person’s guilt or innocence & clerics of Justice Judge the guilty & pass verdicts upon the guilty. Exile & banishment is the most common punishment for repeat offenders of minor offenses or first time offenses for major crimes. The death penalty is held for only a few high crimes such as rape, murder & treason against the state of Arghēsōs & its lords.
The culture of Athlōs is largely based upon the fused cultures of both the Xin’yôs & Khondru with elements of the various other races that reside in the city & isle. The architecture of the region is influenced by Elfin & Dwarven styles of buildings. Fashions of most residents are influenced by the popular bards & nobility; where as the magi largely ignore conventional fashion. Xin’yôsii also create their own styles of dress of which lead to many bards adopting elements of their styles into their own. Musically the people of the isles draw from Elfin, Xin’yôsii & Saar’Khôs musical traditions & styles; but they often incorporate elements from the music of visitors & places the Xin’yôsii & Khondru merchants, adventurers, pirates & mercenaries visit themselves.
Air piracy is forbidden within the surrounding airspace with Athlosite navy patrols being frequent. The Isle of Arghēsōs is also home to a wide variety of flying creatures, most of whom are mainly benign in nature. A large number of griffins live within the outer Islands & those trained by the Order of the Gryphon, and serve as mounts for their Knights.
Arkhon, the Empire of:
The ‘Empire of Arkhon’ is a vast and varied realm, located west of the ‘Wilds of Drun’ with the ‘Witchhammer Mountains’ as its northern most borders. The eastern most regions are a fairly wild region except for the frontier trade & military city of Morgâth. The Empire of Arkhon is a northern realm, with cold winters & warm summers; it has a long agricultural season in the southern plains. Snow is frequent in winter at least in the upper elevations in the mountains & steppes, but never falls in the Great Blood Desert; great magic seems to keep the region dry; except the brief summer rains that help fill the hidden cisterns that lie under the mesas of the Tar’Šuulim clan holds.
Province of Morgâţ:
The Province of Morgâţ is made up of a wide coastal plain to the south, the Desert of Ghatar to the west & ‘Steppes of Calibarz’ in the north; while the central region is the ‘Yem River’ valley basin, where Morgâţ is built in the ‘Yem Break Hills’, overlooking both the Yem River delta & the Yem Swamp. It is home to a highly fortified city; some would call it a city-state; which would be an apt description. Morgâţ is home to the south eastern legion, which guards the roads & local fortified villages under Morgâţ’s dominion. The ‘Sea of Ranûk’ is the southern border of the northern region of the Morgâţ province.
Morgâţ, city of:
The city of Morgâţ is a large fortified city built within the Yem Break Hills, it is the capital of the province of Morgâţ. It is home to both the Arkhonian Imperial Cathedral & northern Imperial Legions’ garrison. The city is severe & grim to live in or visit; the architecture is utilitarian in nature but does have grimly carved statuary of chthonic & draconic beings. Security is tight in Morgâţ, thus all citizens and visitors must carry documents when travelling throughout the city & entering n’ exiting it. The only park in the city is within the Grand Cemetery of Morgâţ; it is bordering the Temple District of the city. The citizens of Morgâţ are mainly Morgâţite, with small populations of Arkhonians, Dark Elves, Og’Graal, Fellborn & Ard’Graals.
Forest of Madaluur:
To the north of the Province of Morgâţ, at the top of the Steppes of Calibarz lies the blighted ‘Forest of Madaluur’ home to one of the former elfin homelands & now home to the largest concentrations of Dark Elves in the ‘Empire of Arkhon’.
Steppes of Calibarz:
To the north of the provinces of Morgâţ, Ghatar & Arkhon is the Steppes of Calibarz. The ‘steppes of Calibarz’ are bordered to the northeast by the ‘Witchhammer Mountains’, to the west by the ‘Vozkoog Mountains’ & ‘Wastes of Vuul’. Lastly, there are three Caliburr, Kalvaro & Yem Rivers that divide the province into four unequal regions. These rivers would flow south until they emptied the ‘Sea of Ranûk. The Steppes of Calibarz is home to the Ard’Graal tribes of Empire, they often come into conflict with Vor’Graal tribes, Trolls & Giants from the Witchhammer Mountains. They also have a strong rivalry with the Dark Elves of the Forest of Madaluur.
Moothome:
The town of Moothome is fortified imperial trade town, that houses the tribal moot stone, where the Calibarz tribes gather annually to deal with inter tribal issues in a neutral place. Moothome is a frontier style town & has more traditional Graal style of architecture compared to current imperial standards. Fort Solok is home of the Imperial Legion garrison within the Calibarz Province & lies in the center of Moothome. The majority of the population of Moothome is Og’Graals followed by a mix of Arkhonian & Morgâţite humans. The garrison is 45% Ard’Graalish in nature, the rest is a mix of human, Og’Graal & Dark Elves.
Province of Arkhon:
To the south of the province of Calibarz lies the central imperial province of Arkhon. Arkhon is made up of the southern reaches of the Calinor Plains. The southern border is formed by the Bay of Arkhon, where the Caliburr River empty into the bay of Arkhon; upon its shores lays the great & dark City-State of Arkhon, the imperial capital. The eastern border of the province of Arkhon is the Desert of Ghatar; while the western border abuts the Great Blood Desert, while the north borders the Wastes of Vuul. There are several fortified towns dotting the western, northern & Eastern borders of the province to help keep the province safe from raids from barbaric tribes & provide stability in the imperial core.
Arkhon, city of:
The city of Arkhon is a large walled city of vast size; yet it is a shadow of its former grandeur. Much of the ancient city was destroyed with the rise of the Witch-Kings & had to be rebuilt over the last fifty years. The architecture is a mix of stone, wood & sun baked bricks, augmented with chthonic & draconic iconography. Unlike the city of Morgâţ, the City of Arkhon has many parks & a less grim atmosphere.
Province of Ghatar:
The province of Ghatar lies within the Desert of Ghatar lies east of the province of Arkhon & south of the Steppes of Calibarz. It is home to proud & cruel nomadic Ghatarans.
Elek, trade town of:
The trade town of Elek is a small fortified imperial trade town of stone & sun baked brick. The population is majority Ghataran, with small populations of Morgâţite, Arkhonian & Ard’Graals. At the center of town is the Grand Bazaar of Elek, a popular market among the Ghataran tribes. There are two main shrines in the town, a local Imperial Shrine open to all citizens & the Mosque of Elek, which is only open to Ghatarans.
North & South:
Stretching north of the Calinor Plains & the Great Blood Desert lays the Wastes of Vuul & the Vozkoog Mountains, home to the ‘Pit of Ür-Goth’. Though considered a part of the ‘Empire of Arkhon’ it is fully independent, much to the consternation of the Emperor.
To the south east is the last dominion of the ‘Empire of Arkhon’, which is the Dark elfin Island kingdom of ‘Xykrog’, made up of the main island of Xykrog & its sisters Sabak, Ohya & Renjek. Each province is ruled by a Witch-king, its imperial governor; and they are served by provincial Legion.
The Witch-King ‘Emperor’:
The current Emperor is Magister Šarak, of the House of Vaţek, He is the youngest Emperor of Arkhon but holds the firmest position compared to his predecessors; as he is backed by the Dark Elves of both the Madaluur & Yronthol forests (of Xykrog), and the Ard’Graal tribal confederation of the Calibarz Steppes. The young Fellborn Emperor has strong ties with the dominant Cabal of the ‘Pit of Ür-Goth’, as the House of Vathek is derived from the region it holds dominion from; its current leader Magestrix Tæya, is his aunt.
History of the Empire of Arkhon:
The history of the Empire of Arkhon is short, but the history of the region is long. The region was once part of the Old Tanjaran Empire; it encompassed the regions that stretched from the Witchhammer Mountainsin the east to the Orphisian Mountains in the west of northwestern Khaladon It also encompasses to the south the region where lies the Reaver Coast & Empire of Phara. After several centuries under the dominion of the Tanjaran Empire, the empire fell. The Dark Age that followed the fall eventually lifted; but during that long period the old vassal states rebuilt their own societies, leading to three centuries of relative stability in the region, but this was not to last.
A hundred years ago, a dark force grew out of the Wastes of Vuul & Pit of Ür-Goth, the dragon armies of the Witch Kings; then descended upon the City-States of Arkhon. Once the city-state fell to their might, the armies spent a decade stamping down any resistance among their population; the dragon armies moved into the Desert of Ghatar & quickly subdued the tribes as they had no way to hide & resist the armies of the Witch Kings. The tribes swore a grudging fealty to the Witch Kings; as soon as this was done the trade town of Elek was built as a way for the tribes to have a way to interact with the Empire.
After dominating the Ghatarans, the armies swept east into Môrgaţ & took another five years to suppress all resistance among the Môrgoţites. Once this was done, the dragon armies moved north to bring the Ard’Graalish tribes under heel, which took nearly a decade to root out rebellious tribes; they then turned their eyes towards the Dark Elfin nation of Madaluur, which did not resist the Witch Kings as they respected their might & shared their dark ideals.
Over the next several decades the Witch-Kings hammered the various independent regions & peoples into an empire. They instituted a program of growth of the imperial culture that fused that of their own Fellborn culture with the underlying strata of the individual cultures of their conquered peoples. There were three Emperors prior to the current Magister Šarak, all died badly. Magister Khorax sucombed to madness & was eaten by a demon he had summoned. Magistrix Chantii was murdered by her lover who became the next Emperor, his name was Magister Neruus. He was deposed by the combined houses of the Empire after he threatened to destroy the fledgling empire in his depraved madness. The next Emperor, Magister Šarak had garnered power by courting ties with the disparate peoples of his Empire granting them a greater control of their own regions. He deposed the corrupt governors & lifted up Warrior-Magi who had the forethought & desire to preserve the empire, seeing young Magister Šarak a chance to increase their power & wealth.
Magister Šarak instituted a new Imperial Creed, & founded the house system; which has become its greatest advantage. It unified the various leaders & their clans into controllable factions. He also restructured the Legions, solidifying his ties to the Dark Elves, the Ghataran tribes, the Ard’Graal Confederacy & his mother’s ancestral peoples the Morgâţites.
Magister Šarak then expelled large numbers of Arkhonians from the Province of Arkhon as they refused to succumb to his rule. He crushed the most defiant but instituted a mass exile of their families in order to seem compassionate & instill loyalty in the remaining dominant Arkhonian peoples. He chose the top remaining Arkhonian loyalists to form the basis of the new Arkhonian houses, marrying their leadership to Morgâţite elite & to Fellborn Aristocrats, solidifying his hold on the populace. This loyalty is untested but there is some chafing at the yoke, which Magister Šarak’s secret police & agents keep a careful eye on.
The more chaotic elements of Fellborn society has been crushed by Magister Šarak, seeing them as a threat to the Empire, as a result the Fellborn of the ‘Pit’ have declared their independence. He still has agents in some of the cabals & has support of one cabal run by his Aunt. Magister Šarak hopes to absorb the Great Blood Desert into his empire but has little luck so far. But he is patient and is satisfied with his dominion over the western city-states of Zhorim & Zhalreb.
In Imperial society only music, dance & religion that is sanctioned by the Emperor is allowed, all others are forbidden. If caught performing any of the above leads to slavery or exile, except for religion which leads to death. The only celestial deities allowed to be worshipped are Yaddiţ &, Khorva otherwise only chthonic deities & fiends are allowed to be worshipped. Dark Magics are embraced in the Empire & great schools of necromancy, diabolism & sorcery found in every provincial capital. The national holidays of the Emperors birthday, Coronation Day & Wedding Day is all celebrated annually.
Magister Šarak married a bride for each of the provinces or dominions under his power, except for the Tar’Šuulim. He followed local custom to win their hand & strengthen his ties to the local lords, who now make up his With-King governors. Each wife has given birth & his children are being trained to potentially become his successor. He plans on creating a lasting legacy for his House & family at the head of the empire.
Great Blood Desert, the:
The Great Blood Desert is one of the geological wonders of the Khaladon region of Skârn, it is a desert wasteland west & south of the Wastes of Vuul. It is an expansive sea of blood red sand, rocky badlands & salt wastes. The Great Blood Desert is a warped region touched by the comingled divine essences of the “dead” deities of Skâro, Kibha, Vurog, Zhor & Zhora, as well as the imprisoned Children of Anghra, Raask, Fædulias & Skelōgha. These divine essences have changed the very land & creatures that dwell within the desert to one degree or another. The desert sands hide numerous ruins of the ancient Tanjaran Empire from before the cataclysm that devastated the empire near the end of the God’s War & caused in part by the divine essence infused blood that had warped the once fertile region into the magic seeped desert it is now.
To the west lies the Orphisian Mountains, a short but rugged range of white stone mountains that turn into high cliffs that drops into the Sea of Mourning. Within the eastern foothills of the Orphisian Mountains is home to the city of Khalreb, the city of Slavers. To the north lies the Zhorim Mountains home to the City of Zhorim & three sky islands that it is built upon. There are numerous mesas within in the desert’s badlands of which nine are the hidden Clan holds of the Tar’Šuulim.
City of Zhorim:
[This Realm WILL be rewritten fully.]
The City of Zhorim encompasses the central sky island of the three that make up the Zhorim cluster. The crater below holds stepped fields topped by warehouses, grain storages & the wall garrison barracks. At the base of the crater lies a lake surrounded by a wooded park. The lower levels of the upper city houses the workers, trades men & grand market. The next level houses the parks, the Grand Zhorim Library, governmental buildings & numerous shops. The upper most level is home to the homes of the nobility & the Tower of Magi.
On the western sky Island houses the Magical Academy of Zhorim & Temples of the city. On the eastern sky island is home to the fortress of the Imperial Sky Navy & the aerie of the Fell Knights of Zhorim.
Tar’Šuulim Mesa Clan Holds:
The Tar’Šuulim mesa clan holds are a closely held secret, non-Tar’Šuulim visitors are extremely rare & must be blind folded for much of their trip. The only things that are known about them in outside world is that they house one of the nine clans who make up the three tribes. They also have heard rumors of vast underground cisterns holding water & hanging gardens within the hollowed out mesas. The mesa clan holds are divided between the western clan holds located in the wastes near the foothills of the Orphisian Mountains; the eastern are located in the outer reaches of the wastes of Vuul & the wastes near the Zhorim Mountains.
The City of Zhalreb:
[This will likely rewritten too.]
The city of Zhalreb is located in the southern foothills of the Orphisian Mountains; it is built on three hills between which the River Zhalreb snakes to the Bay of Orphis. The surrounding hills are transformed into tiered fields that provide for the needs of the cities populace. It is a small city compared to Zhorim, but serves a need for the Empire as it is one of the few sanctuaries that slavers & pirates find in the region outside the imperial core. It is home to several sky ship towers to serve both merchants & pirates a like. Pirates who seek sanctuary in Zhalreb must not attack merchant ships flying Zhalreb’s flag. Merchants who wish to be free from such attacks they must hire Imperial agents to represent the city, paying tribute, half of which goes to the city & the rest to its agent. It is well worth the gold so it is common practice among merchants from Zhorim & realms south or east of the Sea of Ranûk.
Khalidûr, the Empire of:
The ‘Empire of Khalidûr’ lies east of the ‘Winter Sun Mountains in the northern Khaladon; which forms the eastern border of the Ghirra Vale & the empire’s north western frontier border. To the north lies the northern stretch of the Crimfall Peaks, creating a barrier between the empire’s northern frontier & the frozen Gojiran Wastes. To the east lies the ‘Gallhammer Mountains’ that stretches south for much of Khaladon’s length. It is the largest mountain range in the north, as it joins both the ‘Crimfall Peaks’ & ‘Winter Sun Mountains piercing north into the ‘Wastes of Gojira’. The south western border of the empire is both the eastern reaches of the ‘Gulf of Ranûk’ & the southern ‘Kalessin Mountains’ that join with the southern spur of the ‘Gallhammer Mountains’.
In the north of the Province of Mosbelo is a sparsely populated region, dominated by the blighted ‘Witchwood’, home to one of the greatest Dark Elfin realms outside of the ‘Empire of Arkhon’ & is home to the Duchy of Arsiss of the Kingdom of Anthor. It is nestled between the ‘Crimfall Peaks’ & the ‘Gallhammer Mountains’, its raiders are constant plague upon the Duchy of Arsiss & trade of the region.
Mosbelo, the province of:
To the south west of the Duchy of Arsiss, is the pastoral Imperial Province of Mosbelo, a region of rolling hills, fertile fields & numerous smaller forests. Like its neighbors the state is named after its capital of Mosbelo & its nobility are made up of Half-Elves like both Khalidûr & Losa.
Mosbelo, the trade city of:
The city Mosbelo is a trade city sitting on the main north-south trade road in the northern half of the empire; it also lies at the joining of two important rivers. Mosbelo is also home to the largest Legionnaire garrison in the northern region. The province is also dotted with numerous farming villages & small trade towns, as well as the small fortified port city of Temprōs. The city of Mosbelo is home to the grand Imperial Temple & an impressive Cathedral to the Anthorii Orthodox Church. Its people are a mix of the neighboring Anthorii & southern Hundarii, with a small minority of the folk from the other imperial states.
Temprōs, the city of:
The city of Temprōs is home to the northern Legion’s naval command & home to the largest concentration of Og’Khôss, Half-Elves & Vos Elves in the state of Mosbelo. Temprōs is also home to the only sky ship yards in the north. Temprōs also houses the northern branch of the imperial bardic college & houses an imperial school of magic. The Imperial Magic Academy of Temprōs is the only college of magic in the whole of the northern region of the empire; students come from the Vale, Drun & Ariss to study magic there. Much of the non-trade business in Temprōs is aimed at the magic and bardic schools, as well as the navy. Temprōs is also home to a large Imperial temple & a large shrine to the Anthorii Orthodox Chruch.
Losa, the province of:
To the south of the state of Mosbelo, lays two states, the province of Losa and the province of Volkazen. Losa is the smaller of the two states & hugs the shore of the Sea of Ranûk as it curves westward & is bordered by the largest elfin forest realm in the empire to its west, Athrilas. To the east it is bordered by the great river Xasthur & the lake of the same name, which forms the western border to Volkazen. Losa has bad relations with Athrilas, as it is home to a large half-elfin population, of which the high-elves of Athrilas see as an abomination. Losa is a very hilly & wooded region; Losa is the only other province ruled by half-elfin aristocrats, other than the Khalidûr province. Religion in Losa is based on the Imperial Cult, though there is a small shrine to the Anthorian pantheon in the capital of Losa.
Losa, the city of:
The city of Losa is home to the largest imperial bardic college outside both the imperial capital & Temprōs. Vos elves, half-elves, Og’Khôss & Saar’Khôr make up the rest of the Losan population. The Losans are great sky ship builders & sailors.
Volkazen, the province of:
The state of Volkazen is another Hundarii derived realm, thus the folk of Volkazen are of similar temperament & appearance. The main difference between Losan & Volkazen Hundarii is that Volkazen is less heavily wooded & more pastoral in nature. Fishing, mining, smith work & herding are the common professions in the state. Outside the Hundarii; the Khôss, Og’Khôss, Saar’Khôr, Ard’Graal & Og’Graal are the most populous folk of Volkazen. There are Vos & Half-Elves, but unlike in both Losa & Mosbelo, they are not among the aristocracy of Volkazen, though they do serve as rangers in the Legion locally.
Volkazen, the city of:
The city of Volkazen lies upon the eastern shores of Lake Xasthur & serves as the main port on the lake. Much of the city has a distinct Dwarven flavor since the main non-Hundarii population is Dwarven. There is a large Dwarven enclave in Volkazen & has been even before the rise of the Empire & Volkazen being absorbed into it. The Vos Elves control the “entertainment” district in the city & which has become a de facto elfin enclave within the city.
Khalidûr, the province of:
To the south of both Losa & Volkazen is the central imperial state of Khalidûr. The province of Khalidûr lies within a warmer region of plains and hills in the eastern areas of the state; while evergreen forests & swamps lie in the south. In western Khalidûr lays the southern reaches of Athrilas & the empires western most state Saruul; while to the south lays the Quenterii cities of Nagai, Quentōs & Çanthōs.
Both the Empire & province of Khalidûr is ruled by a mixed ethnic coalition of Noble Houses, with Half-Elfin & Human aristocratic class. The emperor Ašlann II of House Luraš is himself a Half-elf & is accepting of most non-human races, within reason; though Fellborn are still fighting for acceptance through-out the empire. He is son of the former emperor Ortazan III & his first wife Valserna. The Emperor’s closest adviser is his mother the Vos’Phærahim Valserna; who has strong ties to her clan, which dwells in the capital in the Vos’Phærahim Enclave.
The Ard’Graal are more accepted in the southern states than the north, most of the imperial Ard’graal originate in Khalidûr, Volkazen & most especially the state of Saruul, which is a semi-autonomous region under control of the Saruul Tribal Confederacy. It is a united collection of Ard’Graal tribes loyal to the Empire & their High Chieftain Khorst Broken Tusk of clan Yrr & tribe Slaar. He is married to the emperor’s sister Cerra, who is Khorst’s second wife, while the Emperor’s second wife is Khorst’s own sister Mlö Raven’s Daughter.
Khalidûr, The capital city of:
The city of Khalidûr is the largest city in the Empire; it was built upon the apex of three hills that cradle Lake Khalidûr, which is fed by the great river Ţalaris that wind across the state of Khalidûr until it passes into Losa & eventually empties into the Gulf of Ranûk. It is the place where Khalidûr the founder of the kingdom of Khalidûr built his city after uniting the Iššanim tribes. Khalidûr is dominated three large ziggurats, the House of Heaven & Earth, the House of Honor & the House of Justice. The architecture of Khalidûr is a mix of colonnaded classical building, Dwarven inspired buildings & a mix of Hundarii, Quentarii & Iššanimii buildings. Khalidûr is also home to the largest collection of sky-ship towers in the empire, outside Temprōs & Losa.
Province of Saruul:
[I never got to do write-ups on the tribes.]
The province of Saruul is a hilly & fairly heavily wooded region bordered to the west & south by the northern reaches of the ‘Kalessin Mountains’ & ‘Ozur Peaks’, the southeastern shores of the ‘Gulf of Ranûk’ & partially in the east by the southern reaches of the Athrilas forest. Each of the five tribes holds a territory with its clan-hold at its center. The Tribes are the Slaar, Mord, Jhorr, Scyrth & Volg. The tribes raid into the settlements past the Kalessin Mountains, bring home slaves & other booty, a small portion is given as imperial tribute to the empire. The young, both male & female often leave the clans & tribes to train & serve in the imperial Legion; before returning to their tribes (if they survive) in order to bring honor to them.
• Jhorr, tribe of:
• Mord, tribe of:
• Scyrth, tribe of:
• Slaar, tribe of:
• Volg, tribe of:
Khorst, the trade town of:
The imperial trade town of Khorst is neutral territory among the tribes & an important trade center within Saruul; it is also the place where the Graal tribes hold their tribal moot.
Quentar, Province of:
The province of Quentar is the southern most region of the Empire of Khalidûr; it home to Quegō Lake, the Ogōla Jungle & the Quentarii cities. It is often sweltering and humid region that gets relief during the storms blowing south east off the Sea of Ranûk & breezes flowing from the
Quentōs, Quentarii City of:
The city of Quentōs lies in the central region of the province on the southern shores Lake Quegō. The city Quentōs is small by most imperial standards, but is wondrous to see & visit. Like both its neighbors the city is built in the foothills of their local mountains. The main exports from Quentōs are ore, gems, amber, rice, exotic salted & smoked fish, fish sauces, spices, rice wine & various creatures for the arenas or private imperial collections. Quentōs controls river trade in the province & has strong ties to the southern Drojj Yuun of the Yuun Swamp. Quentōs has dominion of three fortified villages in the surrounding region, Voon at the apex of Ædha & Coram Rivers southwest of Quentōs, Phant on the eastern shore of the Phant River southeast of Quentōs & Ardeš which lies on the eastern shore of the Ardeš River, east of Quentōs.
Çanţōs, Quentarii City of:
The City of Çanţōs lies to the east of the & controls land trade via the Great Trade Way & eastern trade from the Republic of Dhakōs via the Raxar Pass which is bookended by twin fortresses run by the empire & governed by the city Çanţōs. The city Çanţōs is ruled by the imperial governor Adrasta of House Luraš, a half-orc & only female governor serving the empire; she is the younger sister of Emperor Ašlann II, daughter of the former emperor Ortazan III & his second wife Igraa. The chief exports from Çanţōs are rare timber, gems, ivory, furs, gold & silver, exotic birds & monkeys. Of the three Quentarii cities Çanţōs is the most militaristic & more disciplined. The only Sky Ship towers in the Quentar Province is found in the city of Çanţōs, thus is the only Quentarii city where Xin’Yôsii live in substantial numbers.
As Çanţōs is home of the Imperial Legion’s Southern garrison, it has the highest population of Ard’Graal & Og’Graal in the province. The people of Çanţōs has strong ties to the eastern Xoc’ Phærahim tribes of the Yamphūt Jungle. Çanţōs has dominion over three villages in the surrounding region, Mool to the south near the Yuun Swamp; Çadan to the west on the edge of the Yamphūt Jungle & Jaidu nestled in the hills to the north on the Great Trade Way.
Çanţōs is a small but ancient city whose origins as a frontier city of the Çordašii Empire before falling under the heel of the Azzolemite Empire & most recently become a vassal city of the Khalidûr Empire. It was built upon the ruins of the Old Šamadi Imperial city of Tisreţ that was razed by the Çordašii invaders. The only walled districts in the city are the Imperial District, the Garrison District & the Temple District.
The Imperial & Garrison Districts sit on the northern and southern sides of the western fortress that guards the western gate of the Raxar Pass. The Temple District lies west of the Imperial District; the Trade District sits between both of the Imperial & Garrison Districts, straddling the Eastern Trade Way till it meets the Great Trade Way creating a massive T-junction in the center of the city. West of the junction is the Market district built encircling the Grand Market of Çanţōs. While south along the Great Trade Way lies the ‘Old Town’, which houses the poor workers, it is capped by the Stench District that houses the slaughter houses, tanners, dyers & warehouses are located.
North along the Great Trade Way lies the Merchant District where the well off non-aristocratic Merchants live & where the foreign merchants dwell. On the western side of the Great Trade Way heading north till the outer wall lays the Red Light District of Çanţōs.
Minor criminal offences are generally given minor punishments unless they are made against the aristocracy or priesthood. There are only two minor Magical Guilds in the city; one openly known about called the Guild of the Arcane, which is co-sponsored by both the Imperial Magic Academy & the Temple of Zhōjan. The second is the “Guild of Ravens”, a small specialized guild co-sponsored by both the Çanţōsii Thieves’ Guild & the Temple of Yamindra.
Nagai, the Quentarii city of:
The Quentarii City of Nagai is the smallest & poorest, as much of its domain is part of the great Yuun swamp, as such they have strong ties with the western Drojj Yuun tribes. The city of Nagai overlooks the western reaches of the swamp built in the foot hills of the ‘Kalessin Mountains’. Their chief exports are herbs, ore & gems, reptiles, amphibians, salt fish, finished jewelry & weapons. They have strong ties to the local Dwarves, Half-Dwarves, Ard’ Graal, Og’Graal & Saar’Khôr, they are fairly militaristic as they have the second largest garrison of the Imperial Legion in the province, but a bit more jovial than their kin from Çanthōs. Nagai has dominion of three fortified villages in the surrounding region, Atyō that lies on the northern shore of the Atyō River, Isōtū which lies southern shore of the Isōtū River & Erkōllō to the southwest of Nagai.
Slavery within the Empire:
The institution of slavery is a common practice within the empire, but each slave can save up to buy his or her freedom eventually. Most slaves learn a trade that they can parley into a living once they become a freeman & citizen. Gladiatorial contests are popular through out the southern empire, but seen as barbaric by the Anthorii of the Empire; to them it is more proof of the empires sinful nature. The Anthorii often offer to buy slaves from their owners at the official imperial rate (unless they are non-human), and free them; but they tend to tolerate the practice if the slave is non-human, but refuse to partake in it themselves, which the Emperor accepts.
Drun, the wilds of:
[Not part of the Empire, it was to be the initial core of the setting.]
The core of the Wilds of Drun is based on the continent Khaladon, upon which also lies the Kingdoms of Ghirra Vale, the Wastes of Gojira & the Empires of Arkhon & Khalidûr. The wilds of Drun are a vast primal wilderness home to an unruly collection of outlaws, barbaric goblin-kind and elves. It is also home to many a dire beast, such as the small but deadly cockatrice to the mighty and terrible dragons that roost in the surrounding mountains that border the wilds.
To the east of the wilds of Drun lies the frontier Duchy of Arden Ghirra within the Ghirra Vale. The border between the wilds of Drun and the Ghirra Vale is formed by the Crooked Spine Mountains. These mountains are eventually joined in the north by the Crimfall Peaks creating a barrier between the Wilds of Drun and the frozen Wastes of Gojira.
To the south west beyond the Witchhammer Mountains lies the Empire of Arkhon, the dark & mystical empire of the Witch-King. It is a dark and baleful land, home to many a wicked mage of dark power. While to the south and east of the wilds of Drun lies the ‘Sea of Ranûk’ and the Pirate Isle of Tanûr, whose ships plague its waters and the neighboring coastal communities of both Drun and the Ghirra Vale.
There are few bastions of civilization (if they can in fact be called as such) that can be found within the wilds of Drun are the towns of River’s Edge, which lies upon the Striborg River (a branch of the mighty Drun River which runs through the heart of the Drunwood). Also there is the fortified port town of Lost Hope, which lies on the shores of the Gulf of Ranûk and the banks of the Drun River delta. Lastly is the elfin city of Woodheart (Ithalrond), built at the base of the great Heart-Tree (Rond-Ith) of the Drunwood.
River’s Edge:
River’s Edge is a near lawless town of outlaws, be they men, elves, dwarves and goblin-kind, many who have been cast out from their peoples. The “mayor” of the town is a stout half-orc named, Targ who keeps the mayhem in town to tolerable levels. It is a rare place that disparate races such as these can co-exist relatively peacefully. It must be because they are outlaws from their people thus forced to overcome their natural enmity to each other to survive in the wilds of Drun. It lies within an offshoot of the Drunwood, called the Ebonwood (showing the taint of Yrcanōs) that the Striborg River flows through until it empties into the Lake of Tears that cradles the forest’s south eastern reaches. Targ can muster a skilled militia when needed to defend River’s edge from raiders or monsters that prowl the forest and river.
Lost Hope, the port town of:
Lost Hope, like River’s Edge is a diverse and nominally tolerant port town. It is also one of the few places that disparate races such as men, dwarves, fellborn, elves and goblin-kind dwell together peacefully. Unlike River’s Edge, Lost Hope is a “civilized” town (at least as civilized as can be found in Drun). It is run by a mayor called Chevondé, a Fellborn merchant and exile from Arkhon. She is a fair but tough ruler, popular among the town folk in spite of her tainted blood. She is advised by the merchant council of Lost Hope, derived from the local merchant houses. Lost Hope has a garrisoned trained town guard that can be in times of need augmented by local militia to defend the town from pirates, bandits and goblin-kind raiders. Lost Hope is the only place in Drun that has Sky Ship towers, it is also a safe haven for pirates as long as they do not break the laws & pillage coastal villages.
Woodheart, the elfin city of:
Woodheart (or Ithalrond) as it is called by the elves of the Drunwood is a small sylvan city. It is ruled by xenophobic high elves and populated by a collection of High Elves, Sylvan Elves and a variety of Fey (including Hobgoblins). Men are rarely allowed within Woodheart or their domain west of the Drun River which marks the eastern boundary of their realm (though they claim the whole of the Drunwood as theirs). The Eastern Drunwood is home to giant spiders, witches, goblinoid tribes and druids of the Drunwood. Woodheart is guarded by the Knights of the Wood who are made up solely of High Elves warrior-mages & by the Rangers of Harp, made up of a mix of Sylvan Elves and Centaurs loyal to Woodheart.
There are several small fortified villages or hamlets that dot the wilds of Drun. They are home to fiercely independent farmers, woodsmen and hunters who prefer to brave the dangers of the wilds and be free, than live under the dominion of the Duchy of Arden or the tyrannical domination they often fled in Arkhon. The longest lasting of these small settlements are: The hamlets of Damar’s Ford, Lonewood and the village of Boar’s Head to the west of the Drunwood. To the east of the Drunwood, lie the villages of Burning Witch Hollow, White Stag Ford and the hamlets of Irwick and Molvind.
Arden, Duchy of:
[I never got to write-up the Baronies of the Duchy of Arden & used to be called the O'Roon Vale in the 5e D&D version of the campaign.]
The Duchy of Arden lies within the great Ghirra river valley, also known as the Ghirra Vale sits between the Crimfall Peaks in the north, the Sea of Ranûk to the south, the Crooked Spine Mountains to the west & the Winter Sun Mountains to the east. It is split by the great Ghirra River, which winds south and eventually empties into the Sea of Ranûk. The region is criss-crossed by rivers and dotted by lakes and forests. The central region is a mix of rolling hills and cultivated fields, which flow into the coastal plain in the south. There are five baronies split among the former Anthorii clans who created into the basis of the modern Houses. These baronies are named after their ancestral clan founder & are as thus: Korak in the central vale region, Euross in the eastern foothills, Nōlthar in the western foothills, Torghai on the shore of the Sea of Ranûk & lastly Rastagg in the northern reaches of the Vale.
Each barony is ruled by a member of its local great house born from its ancestral clan, it then is supported by four lesser houses, derived from the clans supporting septs. The Barony of Korak is ruled by the scion of House Hazgarl, which is supported by the following houses: Weftig, Sanrow, Cambree & Avorn. The Barony of Euross is ruled by the scion of House Feorth, which is supported by the following houses: Ulember, Ovar, Ulphar & Mordyle. The Barony of Nōlthar is ruled by the scion of House Sorza, which is supported by the following houses: Tagor, Garōs, Drunal & Zavel. The Barony of Torghai, is ruled by the scion of House Slavgar, which is supported by the following houses: Hāloth, Ithkaar, Meljarn & Zarrōs. Lastly is the Barony of Rastagg, who is ruled by the scion of House Ralvord, which is supported by the following houses: Olesk, Thorskal, Loxzor & Belstōs. The Duchy of Arden is a vassal state of the Kingdom of Anthor.
Euross, the Barony of:
Korak, the Barony of:
Nōlthar, the Barony of:
Rastagg, the Barony of:
Torgai, the Barony of:
History of the Vale of Ghirra & Duchy of Arden:
The Ghirra Vale used to be dominated by the Elves before the coming of the eastern Anthorii tribes as they pushed west through the Arden Pass into the Vale. It was later conquered & united by the Old Empire of Khalidûr a few centuries before its fall into decline, thus freeing the region to its own rule. Since the first humans arrived the Anthorii has struggled with the local Elves, Graal, Saar & other non-humans.
Eventually after gaining enough numbers & might the barbarians united under their hero Arden the mighty & broke the dominion of the Elves. Giving into rage & sorrow the High Elves of the Tamnithir Forest made a dark pact with Anghra to help save them from the hated Anthorii. Their call for help was headed but not as they hoped for. The Anthorri were pushed back by the empowered but maddened Elves. Once the battle was over both the High Elves & their ancient home was warped by Anghra’s dark power. Now no human will venture into its tainted depths, where the new born Dark Elves of Malaroc Forest, the Tamnithir’s new name. The dark elves like their twisted kin to the east rebuilt their city in their now warped visage.
The Fey of the forest were also corrupted by the pact with Anghra, becoming twisted shadows of their former selves. The Hobgoblins became the basis of were-folk that plagues the Vale. The Sylvan elves became Vos Elves & fled the vale West & East. Vor’Graal came in & pushed their Ard’graal kin out of the vale before Arden mustered the Anthorii tribes to drive them back onto their mountain holds.
Weakened by the wars with the Elves & Vor’Graal, the Anthorii could not resist the imperial forces from the Empire of Šamad. This led to three centuries of imperial dominion, before the weakened grip of the Empire was able to be thrown off by the Anthorii invaders from the east. The leaders of the rebellion carved up the Ghirra Vale south of the Malaroc forest into several minor kingdoms based around the local clan holds.
During this time grew a religious movement seeking to unite the various localized cults of their people after they rejected the foreign Imperial cult. After a century of growing internal strife based around efforts to unite under one sect, a prophet came to the people speaking of a vision for his new church & the renewed glory of the Anthorii people. Much of the turmoil settled down as members of the various rival kingdoms adopted the Prophet Morlig’s religion & philosophy. Now the turmoil became covert & focused on courting the new Church & its founder to help to locate its first cathedral.
Before the Prophet died, he chose the town of Korak to be the home of his cathedral & resting place of his bones after his death. The leader of Korak, Slorn of House Hazgarl claimed that because the holy Morlig chose his town & barony it granted him primacy to the throne of a united Anthorii Duchy. This didn’t set with the other barons; it led to another schism between the baronies. Five years after the renewed strife, a religious man, named brother Couran rose to prominence that calmed the kingdoms. He led by prophetic visions came amongst the barons claiming that the spirit of holy Morlig was displeased as was the gods. He led a renewal of growth in the church, founding a cathedral in each capital of the various baronies.
Brother Couran eventually rose to head of the new Church of Maghan. He would go on to found the militant Ordo Templi Hazkar (Templar order of the Wolf’s Hook), a templar knights order aligned for the church. He also founded the Ordo Templi Zhomrach (Templar order of Witch Hunters) to root out witchcraft & sorcery within Ghirra Vale & eventually among their kin in the Duchy of Arsiss. He then enforced a xenophobic philosophy of Anthorii supremacy and began exporting it & the Church of Maghan eastward into both the Duchy of Arsiss, the northern provinces of the Empire of Khalidûr from among their Anthorii citizens & into the Kingdom of Anthor, where the Anthorii Orthodox Church holds sway.
After Pater Couran passed away his successor Pater Jasphar, who Couran cultivated & endorsed prior to his death, Pater Jasphar pushed his mentor’s ideology as his own. Pater Jasphar was killed by Warell of House Slavgar, at the prompting of Ambassador Þebek, a Fellborn agent; of which caused renewed distrust of non-humans especially Yas’Zekarim Fellborn nomads. Þebek was tried & killed by beheading, his head was sent back to his masters in Arkhon; while his body was burned.
Over the last century there has been ups and downs caused by internal strife over primacy, but the current head of the church Matar Limka has come close to uniting the Baronies. Part of this is bringing Anthorii from the Duchy of Arsiss & Khalidûr, to help unite the baronies with tales of Half-Elfin oppression back in Khalidûr. Trying to get the barons to see their eastern kin as a resource to create a real chance for a greater Anthorii Empire that holy Morlig prophesied. Though there is still covert strife between the kingdoms it is muted. The new Duke of Arden, Alden the IV of House Hazgarl, has married his children to the children of Anthorii nobles in the Kingdom of Anthor to help grow his influence & claim on primacy.
The common folk have a gregarious temperament but it is tempered with a growing nationalistic ideology & piety, while the aristocracy is often of a more sober mien. Religion is very important to the Anthorii people and plays a major role on Anthorii society. They celebrate several week long festivals during the equinoxes, solstices & major holidays of the Church of Maghan, many which are shared with the Anthorii Orthodox Church. A new tradition started twenty years ago has all noble children spending a year in religious study at the great Cathedral in Korak. The more well off commoners often send their eldest child to Korak to study alongside the aristocrats’ children in the Barony of Korak.
Citizenship is only allowed to Anthorii folk (those who can prove at least one legitimate Anthorii ancestor), though other humans can live as permitted alien residents. If they marry an Anthorii citizen, their children are granted citizenship as a birthright. No non-humans can be citizens of any of the Kingdoms, though they can get a trading permit to practice their trade as they pass through the kingdom.
Non-humans cannot worship in the local churches, but usually find old shrines to honor their gods off the roads. The Yas’Zekarim are distrusted & treated nearly as bad as lepers in the vale. Half-elves are treated nearly as bad. Ard’Graal & Saar’Khôr are seen as barbaric oafs or sneaks, only allowed to pass through on trade permits. Full elves are treated almost worse than Yas’Zekarim, Ard’Graal & Saar’Khôr because of the history with Elves of the vale in the past & Dark elves particularly. The only non-human races openly embraced by the Anthorii when they are encountered, are the Dwarves & Half-Dwarves because of their shared ideologies, piety & distrust of arcane magic.
The Duchy of Arsiss:
The Duchy ofArsiss is a hilly & highly wooded region, which is also crisscrossed by several rivers & dotted by several lakes. Fishing, mining, timber & ship building are the primary professions in the state. As such salted & smoked fish, milled timber & finished ore are exported, along with, gems, mead, ale & furs/leather goods. The region is home to humans, Khôss & Og’Khôss. Fellborn are unknown, except the rare agent, trader or Yas’Zekarin nomadic clans passing through the region, they are forbidden citizenship & are often run out of town soon after they arrive. Hob-goblins are non-existent as there are no forests with strong enough ties to the Fey Wild to sustain their communities. There is a small Khôss & Og’Khôss community in Arsis & several in the mining towns of the region; they are the only non-human kind who is tolerated openly in Arsis & the region. The religion of the Duchy of Arsiss is split between the Church of Maghan & Anthorite Orthodox Church.
Šālūn, the island kingdom of:
The island kingdom of Šālūn lies to the west of the Strait of Kilat but east of the sky isle of Arghēsōs; it lies within the ‘Sea of Mourning’. It was once part of the Arghēsōsan island chain before the God’s War changed the face of Skârn forever. It was once a western colony of the Tanjaran Empire before its fall. It is one of the few surviving Tanjaran imperial dominions to survive into the modern age. The Šālūnite kingdom has been slowly pushing west to expand its holdings & relieve the drain on its natural resources. They also have a colony in southern Khaladon south of the Empire of Phara, called Hāliōs, of which they have reclaimed recently via discovery of an old imperial portal.
The island was still unknown to exist outside of its borders & Arghēsōs as until recent years now have trade relations with the Empire of Phara & D’Jolan Dominion. They have decided to seek new trade relations with the eastern nations sans the Empire of Arkhon, the Duchy of Arsiss & the Duchy of Arden (thus the Kingdom of Anthor). They’ve heard disquieting rumors about those realms & trust their sources enough to forego seeking trade with them at this time. They specifically desire to reconnect with their ancestral allies the Tar’Šuulim, the Zhorimites & the Zhalrebites, but are hesitant to do so at this time as they are wary of how the Empire of Arkhon will react.
The capital city of Vasaav lies at the center of the central shoreline of the Bay of Kilat. The city built upon the foot hills of the low mountains that form the backbone of the island. The northern & southern tips of the crescent island are comprised of wooded & rocky regions; while the outer western region is cultivated farmland. The mountains are a forest shrouded barrier that is pierced by the Pass of Vadru, that is overlooked by an ancient statue of Vadru standing with one leg upon either side of the pass, shield up & sword pointing east towards the former empire & Strait of Kilat.
There are several small villages across the island & three fortresses guarding the western regions from invasion from pirates or other threats. The population of Šālūn is nearly 85% Šālūnite, with the final 15% being made up of Khôss-kin & Vos’Phærahim, but the bulk Saar & Khôss are found in the Crescent Mountains. There are no Graal residing within Šālūn at this time but the Taus (Overlord) of the kingdom desires to import those willing to loyally serve him & the kingdom to bolster the kingdoms military. The main exports from Šālūn are rice, sugarcane, molasses, rum, spices, salt fish, pearls, wine & local teas. The kingdom is currently ruled by Taus Tæya of House Yagmoon. The houses that rule Šālūn are: Yagmoon, Sabrok, Iskerit, Antar, Dangrim, Kuldrah, Luraš, Rakhan & Valkarţ.
Vasaav, the capital city of:
The capital city is ancient in style of its architecture but various modern additions have been made within the buildings over the centuries. There are numerous parks throughout the city & the city split into three main regions by the Avar & Oenu Rivers which join together into the greater Avar River that empties into the Bay of Kilat. The central region is home to the governmental buildings, temple district & aristocratic district. The northern region is the home to the trade district & its wharf, plus northern grand market & bulk of the citizen’s residential districts. To the south lies the home of the kingdoms Naval College, Naval Fort, city garrison, the prison & Grand Arena. Also in this region is a private wharf for the Navy & Aristocracy, plus the university district.
Tanûr, the pirate isle of:
[This region will be rewritten in whole.]
The Pirate Isle of Tanûr lies in the center of the ‘Sea of Ranûk’ & is made up of a collection of both earthbound & sky bound islands. Though not nearly as large or expansive as the ‘Sky Isle of Arghēsōs’ it is the second largest cluster of sky islands in the Khaladon region. It is also home to a gate to the plane of shadow called Yrcanōs; of which is guarded by the Great Worm Bhakriscarva & her children, the Yrcanōzii. The Pirate Isle of Tanûr is also called the Shadow cloaked Isles, as most of the islands are cloaked in shadow for much of the day. The sun does shine on the earthbound islands but not brightly for most of the day except the few outlying ones.
Most of the earthbound islands are sparsely populated by local fishermen & ship wrights in service to Freeport. The once thickly forested islands are only lightly wooded now, most wood for ships come from abroad so the islands don’t become barren. A few islands have regions for growing various crops, including cane sugar, rice, tobacco & yams. Rum, tobacco, molasses, sugar & preserved fish n’ fruit are the only items exported legitimately from Freeport.
The earthbound islands of the Pirate Isles are populated by outcasts & outlaws from various human, elfin, goblinoid tribes & the occasional exiled dark elf. There are also numerous Half-Dwarves, fellborn, Zhalrebites & Yrcanōzii. They also make up the majority of merchants in Freeport & a third of the non-human pirates.
The sky-bound islands are sparsely populated as well, but no humans reside on them or in the confines of Port Shade, though they can visit. The sky islands are also home shadow born avian creatures, including both air rays & shadow dragons.The Yrcanōzii is the rulers of Port Shade & make up the majority of its population, of which the rest is made up of Zhalrebites, Xin’Yôsii & the rare Khondru.
Freeport, the pirate city of:
The city of Freeport is ruled by Skaar ‘the blade handed’, a retired Yrcanōsii pirate. He is fair & just for the most part but will not tolerate open civil unrest between the pirates or those who refuse to give his ‘mother’ her proper tribute in full or on time. His shadow dragon Slaarhexanōs will be sent to take the tribute by force if Skaar so orders. Freeport is a small but sprawling town built around a ruined fortress that Bhakriscarva won from ‘Empire of Azzolem’ before its fall & gifted to the pirates of the sea as their base in exchange for tribute.
Port Shade, Town of:
Port Shade is a small town taking up much of the small island upon it resides which is overlooked by the larger island that houses the gate to Yrcanōs & Bhakriscarva’s lair & temple, as well as the fortress Shade. Port Shade is built around the base of the island with its cragged peak spearing the sky from the center of town. Numerous enchanted docks jut from the island from various levels of the town. Sky Pirate ships find berth here, all are captained by Yrcanōzii, Xin’Yôsii & Khondru.
The sky islands seem to be heavily forested of alien trees & flora. A large variety of creatures of alien origin seem to also populate the islands & their forests. Shadow seems to cling to the trees casting a pall over the sky islands, which humans find unnerving. Bhakriscarva is rarely seen outside her lair except for in emergencies that might threaten the gate. She is the high priestess of the temple to the gods of night & is herself a demigod of shadow.
Reaver Coast:
[The Realms below are part of the Jandigaran setting fused onto my main setting.]
The Reaper Coast is a diverse place, full of adventure & intrigue, it is a region lying upon the southwestern shores of the Sea of Ranûk west of the Province of Saruul, and it abuts both the Kalessin Mountains & Ozur Peaks. Much of the region is dominated by the Jungles of Yrgaš in the east & the Plains of Kember in the west. The natives to the region are the Gaššu tribes of the jungles & the Kembišii tribes of the plains, both are derived from the ancient Jandigaran peoples who populated southern Khaladon. They were later invaded by near-human derived Tanjaran Empire who came across the sea from the west& dominated much of southern Khaladon & northwestern Khaladon for many centuries. After the fall of the Tanjaran Empire, came the Šamadii former subjects of the Tanjaran thirsty for conquest.
The Šamadii founded the initially ‘benign’ Old Šamadii Empire that lasted five centuries dominated most of Khaladon west of the Gallhammer Mountains. Soon emissaries from the Pit of Űr-Goth to the court of Šamad; they slowly began poisoning the nobility & Emperor with their vile corruption. Thus began the decline of the Šamadii Empire & rise of the Southern Witch Kings. Another three centuries did the Empire last before it fell; first the Phara lifted their yoke & created their own empire. Next the Hundarii, Iššanim & Quentarii lifted their yokes with the help of the invading Anthorii from the east. Lastly, the Gaššu, Kembišii & Bar-Šamadii united to cast out the Witch King & his forces.
For a half century the peoples of the former Old Šamadii Empire remained free, but it was not to last as the Ard-Šamadii invaded with help from allies from the Pit of Űr-Goth & founded Azzolem. Over the next century the Azzolemites conquered all their old dominions. The Azzolemite Empire lasted a few centuries but resistance grew among the people aided by the Dwarves, Elves & Ard-Graal of the region & both the Knights & Witch Hunters of the fledgling Duchy of Arsiss who gave their aid. After the fall of the empire the City-State of Azzolem is its sole remnant. Its former provinces of Marjaan, Kaš’Tuul & the Isles of Dyš & Ţarkeš are now fully independent realms.
Outside Dyš, Ţarkeš, Kaš’Tuul & Azzolem non-divine magic is banned in the plains of Kember & Jungle of Yrgaš. The Cult of Maghan is growing in power & influence in the region, especially among the human tribes who see magic as corruptive & dangerous; which has caused strife between them & the elves of the Yrgaš Jungles, who are banned from Marjaan & hunted by the Kembiši who sell the female & child captives to the slavers of Zhalreb. The elves & Gaššu co-exist as mentalist magic is accepted among them, unlike among the Kembiši, but this is changing among the eastern city dwelling Gaššu who have started worshipping Maghan. The elves of Yrgaš are becoming increasingly xenophobic & warlike as their numbers & lands shrink in size to human encroachment…the Gaššu tribes of the jungle are the exception at this time.
Yrgaš Jungles (Yēr-gash): The Yrgaš Jungles are a vast wilderness that abuts the Ozur Peaks till it meets with the Ilruhn Mountains to the south that runs North West towards the Sea of Ranûk. These jungles are home to numerous human, elfin & orcish tribes, many of which either end up in the slave pens across the Reaver Coast or as mercenaries in their armies. It is also home to numerous ancient Šamadi ruins & the monstrous creatures that haunt them.
Plains of Kember: The Plains of Kember are vast savannah dotted with the occasional rolling hills & sparse forests. It is also home to the city-state of Marjaan that lies on the western shore of the Jaani River just south of the Jaaniš Delta. The delta & marshes that it spawns keeps pirates from raiding the city itself, though not their ships that often have to fight off the pirates; thus much of the trade is land based. The Plains of Kember is home to human, Orcish & Centaur tribes, as well as predators that stalk the plains.
Marjaan (pr. Mar-jawn): Marjaan is an ancient city-state & former vassal state of both the Old Azzolemite Empire & Old Šamad Empire. It has nominal control of the eastern reaches of the Plains of Kember, of which they share with local tribes of humans & Centaurs; while Wild orc tribes dominate the western plains except the region bordering the Suulkas foothills that abut the Ilruhn Mountains, which is controlled by the High Orc dominated city-state of Kaš-tuul. Marjaan is an odd city, because it floods during the monsoon season, it was built to mitigate the damage from those floods. The lower city is built upon elevated platforms of stone & wood. The upper city is built upon the hills abutting the river. To the east of the city lie the farming villages that feed the city & provide much of its trade goods. The architecture is of the Old Šamadi style with stone construction used in the eastern villages. The dead of the city are interred in crypts in the eastern area of the city away from the flood plain, most of the dead are cremated and the ashes are stored in urns in catacombs beneath the city or private crypts in a walled cemetery.
Marjaan is far smaller than Azzolem in size & is far more just in its treatment of its citizens. Though slavery exists, it is highly restricted & slaves are treated with basic human dignity & can earn their freedom after they’ve saved enough coin to do so, though some masters grant loyal & dutiful slaves the freedom for stellar service. The city is ruled by the Counsel of Merchant Princes & arcane magic is outlawed in the realm, only divine magic is allowed within its borders; a prohibition enacted after the yoke of dominion by the Azzolem was lifted. Like Azzolem the city is built upon three hills, with one called Temple Hill, another is the Hill of Merchant Princes & the last is Soldier Hill, where Fort Kember overlooks the city. It is a fierce rival of Azzolem but does trade with it when things are calm between the cities. The majority of the cities population is Šamadi & Kembiši; though there are minorities of the various other peoples common to the region. Full blooded Elves are not allowed within the realm unless they are slaves but both Half-Elves & Half-Orcs are common, though many are also slaves or mercenaries if free. Marjaan has control of three small fortified cities: Azraq, Charreš & Lhusark, plus the eastern Fort Molez.
Kaš-tuul (pr. Kash-tūl): The City-state of Kaš-tuul lies upon the Suulkas Hills that abuts the northern most reaches of the Ilruhn Mountains. Kaš-tuul is an Orcish city-state and it is home to one of the largest concentrations of Orcs & Half-Orcs in the region. It is one of the few Orcish realms in Khaladon, as it was once dominated by old Pharan Empire up until fifty years ago. Most of the Orcs were members of the Pharan Legions before it lost Kaš-tuul to the orcs and the high orcs relished the discipline the Legion provided, thus they embraced Pharan culture (with elements of Orcish traditions melded within it). The old imperial leadership either escaped back to the shrinking remnants of the Pharan Empire or became slaves. Most of the government is run by Half-Orcs or humans loyal to the overlord (Ard-Tak=High Chief). Every village in the realm is based upon and ruled by one of the seven tribes that dwell in the region. Humans live as free-man traders, craftsmen or slaves working the fields or mines. Most Humans are of Pharan Šamadi heritage, with small minorities of the other human folk of the region.
The city of Kaš-tuul is a highly fortified & disciplined place. Though much of the Old City is dominated by Pharan architecture the newer districts have a rougher, more utilitarian feel, though still in the old Pharan style. The southern quarter of the ‘New City’ is built around Fort Bengol & the Legion Barracks. Laws are strictly enforced, where as brawling & drunkenness are minor fined offences, while theft & other violent crimes either result in slavery or death. Dueling is a common & accepted way to deal with slights of honor or minor grievances. Orcish women are usually considered secondary citizens often forced to marry in Wild Orc tribes but not in High Orc tribes & thus not in Kaš-tuulite society. They can become warriors, craftswomen & sailors. A number of Wild Orc women flee to Kaš-tuul or its dominions for freedom. Those that do must serve four years in the Legions before being granted citizenship. During this service, they can also learn languages, skills & trades. The Kaš-tuulite dominion is home to seven fortified towns: Kaš-Mool, Kaš-Graal, Kaš-Khand, Kaš-Hroon, Kaš-Fousk, Kaš-Dhant and Kaš-Yand.
Azzolem (pr. Az-zōlem): The city-state of Azzolem was built on the ruins of several cities & civilizations that had come before it. It is nestled between & upon the Zolem hills (Az=hills) from which it takes its name. The current city has been standing several hundred years since its founding as an outpost to the fallen Šamadii Empire. It also once ruled the City of Marjaan, the Isles of Dyš & Ţarkeš as part of the Old Azzolemite Empire. It is bordered to the east by the Ulak Mountains, to the south by the Yrgaš Jungles & west is the plains of Kember; while to the north is the Ghatha Sea. Azzolem is one of the three independent city-states that make up what is known as the Reaver Coast, along with Marjaan & Kaš-tuul.
Azzolem is a mere shadow of its former glory, it is a city beset by crime & poverty among its lower classes, while the decadent nobility & magical cabals live in opulence upon the three main hills. The city is built upon & around three hills, one is Temple Hill, where the official cult temples or shrines are located; then there is the Hill of Nobles (known as Nob Hill by the locals). Lastly, there is the Hill of Magi, where the great Magic Academy & Towers of the Magi are located. The slave markets & Grand Azzolem Arena lie between the wharfs & Fort Iduun at the northern edge of the city. The city is currently ruled by a High Šamadi Witch King Guhan & other High Šamadi nobility who were able to keep Azzolem from falling further into decline for the last seventy five years after the Azzolemite Empire broke apart. Azzolem has dominion of three small cities: Traalyr, Caranth &Ikkriš; plus four forts: Fort Iduun, Fort Naadem, and Fort Gaatel, plus Fort Jhorin.
Azzolem’s architecture is a mix of Old Šamadi stone and wood structures with newer black marble and basalt edifices, often adorned with grotesque carvings and statuary. The only green & wooded parks within the city are on the three hills that dominate its landscape. The city sits atop ruins, of which the upper most levels have been turned into catacombs to inter the dead. The majority of the dead are cremated & the urns are placed in small nooks, only the wealthy can inter their deceased kin in a mummified form; often in private crypts under the city. The city has a Vos’Phærahim Enclave that doubles as the city’s primary Red Light District; the secondary Red Light District is near the sandwiched between the Wharf & Fort Iduun, near the Grand Azzolem Arena.
Republic of Dhakōs (pr. Da-kōs): The Republic of Dharkōs is located east of the Southern Galhammer Mountains; it lies in the Vale of Çordaš. The southern half of the vale is dominated by the Namphūk Jungles & the north by the Plains of Çordaš. The Namphūk Jungles are dominated by Jungle Elves & Wild Orcs tribes, while the rest of the vale is dominated by the Republic of Dhakōs. The vale sits between the Peaks of Sorgas in the south, the Southern Galhammer Mountains to the west, Illthoss Peaks and the Sea of Dhakōs to the east. The City of Dhakōs lies on the ruins of Old Çordaš.
The republic is also home to numerous villages & five cities other than Dhakōs, they are: Ribōs, Ẓorak, Gilōs, Nurrzek & Ammek. The Republic of Dhakōs is ruled by a senate & headed by the Chief Senator. Slavery is common in Dhakōs but most are treated fairly & can eventually earn their freedom & citizenship.
The architecture of Dhakōs is in the Çordašii style of stone edifices with columns incorporated while the common folk live in wood, stone & daub constructed multi-purpose buildings or multi-family dwellings with communal facilities. The people of Dhakōs decorate their city with beautiful parks & statuary.
Isle of Dyš (pr. Dēsh): The Isle of Dysh is an ancient island nation once a dominion of both the Old Azzolemite & Old Šamadi Empires. It won its independence from the Old Azzolemite Empire with help of people of Majaan & the Isle of Ţarkeš. The old High Šamadi nobility loyal to Azzolem was pushed out of power at the end of the war & fled home to Azzolem. The new nobility still foster a love of learning & magic of their ancient ancestors for the citizens, but ban the use of dark magic within their realm. The Isle of Dyš has no ties with Azzolem & Majaan; but does have strong ties to the Empire of Khalidûr, Empire of Phara & the Isle of Ţarkeš.
The capital of Dyš, Ord-Dyš is built upon the sides of an extinct volcano. It is home to the Grand Market of Dyš, the Great Magic Academy of Dyš & the Great Library. The city is guarded by the Dragon Berulagon who takes tribute annually in gold & in discussions with local magi. The city is home to mainly Dyšimi people with small minorities of Šamedi, Ţarkešii & various peoples from the Empire of Khalidûr, except Anthorii who are banned. The architecture of Ord-Dyš is mainly made up of Old Šamadi style buildings, augmented by newer magically crafted stone edifices that incorporate beautiful sculptures and carvings, all old Azzolemite building were destroyed & recycled into the newer buildings thus erasing Azzolem’s dark taint upon the city.
Isle of Ţarkeš (pr. Thar-kesh): The Isle of Ţarkeš was a dominion of both the Old Šamedi & Old Azzolemite Empires. It is a poor nation of fishermen, sailors, thieves & mercenaries. It was mainly a slave state, used by its old masters to grow crops; as such its peoples are a result of the interbreeding between these races & their former masters. Up until its liberation, the only full blooded Phærahim & Ard’Graal on the island were slaves, used as breeding stock. Now both Phærahim & Ard’Graal who live here working as free laborers, sailors & mercenaries. The capital city has been renamed from Port Ţarkeš to Freeport; it is a safe harbor for local pirates & slaves seeking freedom. The city is small; as such it barely constitutes a true city, than a large town. Most of the island is made up of fields or fishing villages. The architecture in Freeport is in the Old Šamadi style for governmental buildings & temples or shrines; while most of the commoners dwelling is of stone, wood & daub construction in a mix of styles representative of the mixed heritage of its peoples.
Empire of Phara (pr. Far-a): The Empire of Phara is a fading power in the region, but it still dominates the Steppes of Djehla, Wastes of Yarram, plains of Padaţ & Desert of Neruus west of the Ilruhn Mountains. The steppes are where most of the fortified towns exist as agriculture can be sustained upon them; it is also home to Centaur & High-Orc tribes outside the Pharan towns. Both Human & Wild Orc nomadic tribes dominate the wastes & deserts of the region. The Empire of Phara does control a few coastal & river cities still, but the nomadic tribes are threatening their dominion. The Empire of Phara used to be a vassal state of both the old Šamadi & Azzolemite Empires until their fall. The architecture of the Pharan Empire is a mix of Old Šamadi building in the older cities & most of the smaller towns of brick & stucco or stone building with minarets & onion domed palaces, towers & temples emphasizing their own character.
Rhojanni Confederacy:
To the south of the Republic of Dhakōs dwell the human Drakoi tribes of the Desert of Voršak & the Djongo of the Plains of Rhojann. The Plains of Rhojann is a wide savannah south & west of the Sorgas Mountains as well as north of the Desert of Voršak. The Rhojanni Confederacy is comprised small cities located near the few rivers that snake through the savannah. They control trade between the cities in the north & west of the Sorgas Mountains, plus the Drakoi & Sibbecai tribes of the Deep South. The Rhojanni confederacy has rivalry for resources to the nomadic Vor’Graal, Idiyva & Centaur tribes of the Plains of Rhojann.
Cities of the Rhojanni Confederacy, the:
• Ayim, the city of:
• Azaš, the city of:
• Kjindar, the city of:
• Dharijor, the city of:
• Mjongosha, the city of:
Voršak, the desert of:
The Desert of Voršak is a vast & varied wasteland south of the Plain of Rhojann & west of Sorgas Mountains. It is home to Drakoi & Sibbicai nomadic tribes.
[The Sibbicai race is a RM based race of humanoid Jackal like canines.]