is dominated by the cruel sorcerers known as the Warlocks.
This former Conorrian province now dominates the waters of the
eastern Valesian and northern Ymarian seas with pirates and
merchants. Traditional enemies of the Valesian City
States. Accolon is guarded by mysterious, ancient stone
juggernauts known as The Living Rock.
Adoria - The
Adorian Alliance, (originally "The
Secular Alliance of Adoria and the Grail") was created by the fusion
of the Western Conorrian Protectorate, the Exarchate of Adoria and
the Grail Primacy in 2920. Its capital is at Callistus and it
carries on the proud traditions of the Conorrian Empire.
Aelissia - Pleasant
home of the halflings in western Vatheria, Aelissia guards the
entrance to the Golden Sea. Aelissia is made wealthy by some
of the richest lands in all of the Successor States. Elected representatives of each
village and town form the ruling Meet. Traditional allies of Corland.
Ahandu - One of the Seven
Kingdoms, Ahandu is a nation of Sauruses situated on the shores of the
Dragon Reach around the mouth of the
Kheleni river. Once peaceful
and agrarian, Ahandu has weathered many invasions over the last two
centuries. Its tradition of female rule collapsed during the
last war with Kasadir a century ago and the Saurus kingdom is now
dominated by an aggressive and exclusive body of male warriors.
Ahum - Once, the
elves and halflings of Ahum were slaves, held in bondage by the the
Sathlas of Rajahdan. Five centuries ago, the slaves rose up
and slew their masters, driving them back towards the Sudarsh
river. Today, Ahum is a civilized nation that lives in uneasy
truce with its former overlords.
Ahuran - Ahuran is a
nation ruled by women. It is highly civilized and ruled by a rigid feudal aristocracy of soldiers, knights, warlords, priestesses and the royal family. The code of
Parmaadan, or "The Soul of the Warrior" rules all aspects of society. This code spells out in intricate and difficult detail the required behavior between various members of different members of Ahuran society, and requires a rigid dedication to the queen and to personal honor. An Ahuran is expected to prefer death over dishonor, and to disdain foreigners for their lax ways and failure to follow the strictures of
Amantai - Amantai is a human realm recovering from a long
civil war. Once, it dominated most of the forests of the
Dragon Reach Peninsula, but has since lost most of its territory to
the Dark Court cults to the east and to rebels in the south.
The old line of kings, which stretched back into the mists of
legend, has been extinguished. The new king was elevated in
his youth by the acclimation of his armies. His career has
been marked by a long struggle against the Dark Court.
Anku Elevya - Ancient home
of the Sauruses along the boggy banks of the Nhodras River where it
flows into the Sapphire Sound. Anku Elevya is land of rich
forests and fertile fields. The ancient Saurus matriarchy has
imparted both wealth and stability to this humid land for a thousand
Annvar - Isolationist,
xenophobic and controlled with an iron fist, Annvar is a nation of clean,
spartan towns and a hushed pall of fear. Those who raise the
interest of the ruling archons disappear in the night, and bards and
artisans are not welcome. Enemies of Celendor, and occasional
enemies of Carhallas.
Ascarlon - Dark heart of
evil, once-great Ascarlon is once more on the rise. Allegedly
ruled by vampire lords, the armies of Ascarlon contain many dead who
once marched in the armies of the nation's enemies. Ascarlon
is best known for its use of subtler means than direct warfare, and
its assassins are feared by all who hear their name.
Aurdrukar - One of two
great dwarven nations in Vatheria, Aurdrukar is sometimes known as The
Iron Throne. Unyielding and unforgiving, sturdy and
steadfast, the folk of Aurdrukar are the very epitome of dwarvish
culture. The gold mines of Vilhiya have been yielding steady
profits to the Lords of the Iron Throne for centuries.
of years, the centaurs and minotaurs of this land east of the Golden
Sea have been ruled by a single Priestess-Queen. Long a
Conorrian province, the Brythnians cared little for which overlord
claimed to rule them, so long as their hills and plains were left in
peace. Brythnia's geographical importance long made it a
center of trade, something largely ignored by the natives until the
nation's independence from the cruel tyranny of the dragon Vallordraumoth the Emerald
a century ago. The great road that runs all the way from the
Conorrian Empire in the south to the forests of Tirgonia in the
north is known as the via Brythnia.
Carhallas Empire -
Vatheria's greatest empires, Carhallas is a cruel, powerful and
rigidly-organized military machine. It is dominated by the
hobgoblin descendants of the Kazimak Horde that stormed out of the
Taklamakas mountains eight hundred years ago. Traditional
enemies of Celendor, Carhallas is also frequently at war with its
other neighbors, Ascarlon, Annvar, the Conorrian Empire and the
Choran - A small
but vibrant collection of city states situated on the southeastern
coast of Serikku, Choran is known for its merchants and traders.
Closely related to the Khaynds of Ploum, the Choranese have
nonetheless formed a powerful trade relationship with the large
empires of Changshai.
Conorrian Empire - This
great empire was once much greater, stretching from Tirgonia in the
north to Luxur
in the south, and from Ahuran to the Shanatar
border. Successive wars, invasions and natural disasters have
left the Empire much reduced. It is still, however, one of the
great powers of the world and spiritual home of the Great
Church. Citizens of the Empire believe that their emperor is
the rightful regent of the gods. The armies of Conorria are
still among the most disciplined in the world, and the Imperial War
Wizards are feared on every battlefield. It suffered a major civil
war beginning in 2908.
The Eastern Conorrian
Empire - This splinter realm
resulted from the revolt of Senator (now Emperor) Draximus after the
death of Emperor Arcalas. Centered around the rich
in of the east, it is now a significant regional power in the
eastern Valesian Sea.
regard the fall of beautiful Corland to the vile Har'keen as a great
and tragic tale. The Corish themselves would vehemently
disagree. Corland has not fallen, they would point out, and
struggles on despite the terrible loss of its southern half to the
alien invaders. Once a pleasant land of sun and song and the
world's finest wines, Corland is now an armed camp, facing their
foes across the swift-flowing Saronne river. Several storied
orders of knighthood still flourish in Corland.
Crusader States -
Between the Lyodan and the
Phaedon rivers lies the collection of fiefdoms known as the Crusader
States. When the Great Crusade, made up of knights and
men-at-arms from Lorraine, Corland, Aelissia, Harkoria and Tirgonia,
helped drive the invaders from the Empire and broke the back of the
Orc Dominion, the Conorrian Emperor granted this vast swath of land
to the western knights to hold in his name. The Crusader
States are lightly populated, but relatively heavily armed.
Traditional enemy of Ianthe and allied to the Conorrian Empire.
Dhûnazhar - The
Under the Mountain is a powerful dwarven realm in the eastern
Worldspine mountains. Constantly at war with the
giants of the Worldspines, the industrious dwarves produce some of
the finest arms and armor in all of Theeurth. Traditional
allies of the Conorrian Empire.
Drormt - In the heart of
the swamp known as the Great Erm lies the primitive nation of
Sauruses named Drormt. What little contact these savages have
historically had with the outside world consists almost entirely of selling rare
herbs and fish to the markets in Khefers. However, a recent
war with Luxur and Mykele has now been settled with the agreement by
the sauruses of Drormt to convert to Autumna.
The Edgemoor Orcs -
Dangerous, savage and utterly without pity, the orcs of the Edgemoor
Mountains have long been the scourge of both the Successor States
and the Hammersea Region. Occasional allies to Daerond and
Ascarlon, they are nonetheless not above raiding either region as
easily as their more traditional enemies in Tirgonia and Harkoria.
of Edhledhas - Founded in 2906 by refugees from the fall of
Celendor. These elves are just beginning to re-establish
themselves in the northeastern woods of Conorria.
Farmuz - The sparsely-populated desert region located between
the Anvil of the Gods and Shanatar is the Shining Kingdom of Farmuz. Once the
southeastern-most of Conorria’s provinces, it has always been a place of commerce and strategy. Throughout most of its history, Farmuz has been surrounded by larger neighbors and has kept its autonomy through a careful balancing act. In addition to skillful politics, would-be invaders are deterred by the close relationship of the magi of Farmuz with the djinni, the spirits of the elements, particularly with those of fire.
Farmuz is ruled by noblemen called emirs, each of whom leads a city or a desert tribe. The emir of Azhkatûm is generally the most powerful, and is known as the Sultan, the acknowledged senior emir. This is not the same thing as being the ruler of Farmuz, but the distinction is generally lost on outsiders.
Gardagos - This
recently-settled region on the Gardagos river is the home of the
Faithful, an Orithian sect that broke away from the Dragon Reach
nation of Kasadir for what it deemed Kasadir's impiety. Aided
by the Orithian elves of Mainos, the Faithful of Gardagos are
attempting to settle among the savage Serriku tribes.
The very name
Har’akir conjures images of mighty sorcery, devious genies and smoky,
bejeweled temples to strange gods. It is known for its exotic markets, fine crafts and superb shipwrights. But most of all it is known for its fabled wealth and mysterious isolation. The name itself means The Sheltered Land.
Honor is the chief virtue for the Akir. All actions contain either honor or dishonor, and must be judged accordingly. Wisdom and strength are considered to be nothing without honor. Akir tales tell of warriors who brave death rather than break their word, or of maidens who seek the advice of dragons on a particularly difficult point of honor. Most Akir will go to great lengths to avoid the stain of dishonor.
Harkorian League - Situated on the north shore of the Golden Sea, the Harkorian League is a collection of independent city-states struggling to recover from centuries of terrible oppression and slavery at the hands of the Daerond Empire. Its once-great cities are now largely ruins, and its fabled merchant navy is now but a pale reflection of its former glory.
The League is trying to rebuild itself amidst the destruction of its traditional ruling class. At the same time, it is struggling with powerful monsters in the east along the Edgemoor Mountains and the rising power of the Mahadran pirates in the west. Then too, there are bandits throughout the League. Desperate and dangerous, many of them are deserters from the armies of the League or of
Daerond. There is much work to be done for those brave enough to seek their fortunes here.
Hecadia - At the eastern
end of the Ymarian Sea lies a powerful trading nation ruled by a
human/halfling coalition. Hecadia is a relatively young
nation, having emerged from the rule of Shanatar only one hundred
fifty years ago. Hecadia is best known for its trade in
valuable spices and citrus fruits.
Kasadir - Situated
northwest of the Sea of Dreams, wild Kasadir is one of the fabled
Seven Kingdoms. It is based upon a stable alliance of men and
hobgoblins. Kasadir is the traditional rival of Ahandu and
traditionally friendly with Uheju, despite having arisen out of a
rebellion against Uheju rule three centuries ago. The Kasadir
are famous woodsmen and woodcarvers.
- Situated in the
middle of the Ymarian Sea, Kerendis a growing power that was once a
client state to Accolon. This land of gentle beaches and
rugged upland forests long provided much of that desert land's
timber and other natural resources. Now, however, Kerendis has
begun to style itself after the ancient Conorrian model, with a
senate at Orbelain and legions of well-trained infantry. The
Kerends are fervent believers in the Dark Court, and the an oath of faith
is required of all landowners, soldiers and civil servants.
- In the depths of time the ancient realm of Numanthaur helped to
spark the war that ended the ancient world and trigger the Wrath of
the Gods. Millennia passed and the Numan peoples forgot most of the
lore of their ancestors. But the memory of wealth and power lived
on in the green valleys of Kherouf.
In the ages before the rise of
Conorria, the Shadowmasters unleashed their terrible shadows on
Kherouf, slaying most of the population. In order to survive, the
Kheroufi wizard-priests made a pact with the Demon-Prince Malphegor.
That powerful entity moved the entire realm of Kherouf away from
Theeurth and into a pocket dimension where it lived out the ensuing
millennia in safety. Empires came and went, wars and prosperity,
famine and plenty and the people of Kherouf forgot all but the
dimmest legends of the world they came from. Then came the day when
the pact with Malphegor ended. Five thousand and one years had
passed and Kherouf was unceremoniously shunted back into the world
of its birth in the year 2916.
Khudukan - A
nation of dwarves in eastern Changshai, they are reclusive and
defense-minded in the extreme. From their capital at Nodo-xan
come some of the finest jewelry, arms and armor in all Chanshai.
Kolyut Hegemony - A nation
of hobgoblins that bestrides the neck of the Changshai peninsula,
the Kolyuts are a race organized into a brutal hierarchy and view all
non-hobgoblins as either enemies or slaves. The dark and eerie
beauty of the Great Cathedral at Iratush is a whispered legend
throughout the region. The Kolyuts are prolific raiders, slavers and
pirates with a reputation for fanatical devotion to the Dark
Court. They are traditional enemies of Shen'xi, and maintain an
uneasy, watchful peace with Threns.
Korodan - The
Korodan tribes are a confederation of sathla in western Ukele,
banded together in response to the rising power of the Lekandi elves
in the east.
Korondor - A
dwarven realm delving below the hills of Permanga. Long ago
the elves of Celendor brought the worship of the Lords of the Grail
to the dwarves during one of their infrequent trading voyages, and
the stout-hearted warriors and miners took to the religion readily,
abandoning their ancient spirit cults with abandon. Now
through isolation their practices have differed sharply from
anything recognized in Conorria or Celendor, but the are believers
all the same.
Lekandi - A nation of wild
elves in the jungles of eastern Ukele. Scholars are uncertain
of the origins of these dusky-skinned elves, but some believe that
they were a branch of the elven family that had become sundered from
the elves of Vatheria long before the Wrath of the Gods shattered
that continent ages ago. Unfriendly and secretive, even
towards other elves, the Lekandi are masters of the jungle
environment, and build their cities amidst the boles of gigantic
jungle trees. They worship a variety of jungle spirits,
particularly a spirit of Lake Itaka known as Umao. The
Lekandi are enemies of the Sathlas of Fikosha.
Llyran Republic - Long a
province of the Conorrian Empire, the Llyran islands are peopled by
descendants of the survivors of the Wrath of the
Gods. The nation,
often called a magocracy, is actually an oligarchy, ruled over by a
small group of wealthy and influential families. A very large
minority of Llyrans exhibit at least some magical ability, and any
with this ability receive a mandatory free education in its
use. Many of Theeurth's greatest archmages are from the Llyran
Republic. Among the most famous symbols of Llyran magical
prowess are the famous Skyships. The Llyran Republic is
a traditional ally of Har'Akir and the Conorrian Empire, and the
traditional enemy of Ianthe.
A wild, rugged
land on the western edge of civilization, Lorraine was only partly
settled by the Conorrian legions, or the Miletian Empire that ruled
the west after the Mage Wars. A land of master sailors and
hardy settlers, Lorraine has fought wars with both Corland and
Ahuran in recent centuries, but now aids Corland against the
Har'keen threat. Lorraine is home to an order of Knighthood
known as the "Order of the Golden Lance" made famous by
their valor in the Great Crusade earlier in the century.
Lulipayat - A
nation of sathla in eastern Changshai. Unlike their aggressive
Rajad brethren across the sea to the west, the Lulipayat sathla have
always been fairly peaceful and agrarian, trading with their
neighbors but otherwise taking little interest in the outside world.
The sathla of Lulipayat are brightly colored and fond of
shell and bead jewelry.
Luxur - An ancient human
realm set on the fertile flood plains of the Artaxes river, Luxur
has recently been overrun by Sathlas, who claim the realm as part of
their ancient, stolen heritage. This claim seems to have been
bolstered by the recent uncovering of ancient Sathla tombs along the
valley walls. Formerly allied to Har'akir, Luxur is now allied to
Mykele and frequently at war with Keferis over the city of Merwal in
Mainos - Sitting astride
the mighty Kheleni river in central Serriku, Mainos is a
sparsely-populated land with significant natural wealth. The
Mainans are elves who once lived in Shanatar, but were exiled for
the sin of failing to worship the God-Emperor. Having tamed the Kheleni valley, the Mainans are
now an emerging power and a bridge between central Vatheria and the
Seven Kingdoms. Most Mainans are fanatical followers of the
chariot races, betting heavily on favored teams which are closely
identified with various political and social factions within Mainan
Marador - No tale in
Theeurth possesses the capacity to chill the spine of the hearer
more than that of the Shadows of Marador. Ancient, hungering,
alien evils kept penned in by awesome magic, released once only
since the Wrath of the Gods, and then nearly driving the mighty
Conorrian Empire to its knees. Entombed once again in the
Shadowlands with their undying lord, they have slumbered fitfully
for thirteen centuries. Charged with keeping eternal watch
over the evil plain are the elves of Marador, grim watchers in the
mist, lords of vale and woodland.
Mekebele - In the
heart of the great southern jungles and along the coast of the Vine
Sea lies the hidden kingdom of Mekebele. Experts in hunting
and the lore of plants, the warlike
Mekebele are best known as
fierce warriors and masters of the N'doke, the great flying
reptiles of the jungle.
Meledrian - An
isolated elven realm situated at the northeasternmost end of
Medarhos. Once a part of the mighty nation of Celendor,
Meledrian split from Celendor decades ago and is currently engaged
in a bloody civil war with that nation.
Meneen - A nation
of elves situated in the islands of the Ymarian Sea. Once
resident in far-southern Vales, they moved their entire nation to
take advantage of the busy waterways and growing economic power of
the many empires on the Ymarian Sea. Having survived a war
with the Valraj which destroyed their Tas Dari allies, the elves of
Meneen now look forward to an uncertain future in the midst of
Mogodor - Centermost and
oldest of the Seven Kingdoms, Mogodor is a human realm best known
for trade and diplomacy than for warfare. Mogodor once
stretched from the Denyema
Sea to the Krathos Sea and from the
Dragon Reach to the shores of Hawanju Bay. Great waves of
Serriku barbarians all but ended the ancient realm, leaving only a
remnant on the shore of the Sea of Dreams. But the firm will
of the Beylit (the line of the kings) and the native Mogodor ability
to trade has slowly brought the realm back to life. Now firmly
allied to the Sauruses of Ahandu and enjoying close trading ties
with each of the Seven Kingdoms, Mogodor is once again a place of
bustling, vibrant energy.
Mykele - A small realm of
Sathlas, inspired by the successful conquest of Luxur. From
the ancient city of Oroyon, Mykele has reached out to the wild
Sathlas of the forests to spread the word of the New Age - an age
once again ruled by the serpent-men. The Sathlas of Mykele are
among the most aggressive and worldly of their race. They have
even built a fleet of swift raiders which ply the Pale Sea and the
great shipping routes of the north.
Neldorean Wood - For
millennia, the elves of the Neldorean Wood have kept to themselves,
jealously guarding their woods from all trespassers and taking
little note of the world
beyond. However, pressure from both Ianthe
and H'rethek have forced these once-quiet people to take an
increasingly aggressive stand to preserve their woodland home.
The Neldorean elves are smaller and more lithe than their Celendor
cousins, preferring garments of grays and browns. Their cities
are built in the great caverns that run throughout the region.
Nikitya - A small human
realm at the western edge of the island-continent of Permanga.
The lives of the Nikityans are dominated by the icy waters of their
home and the long, cold winters that shroud villages in snow for up
to six months of the year. Whalers, raiders and traders, the
Nikitya are used to harsh and unforgiving conditions, but are also
lovers of song and poetry. Bouts of outrageous boasting are a
common form of entertainment.
Nuitai - Born in a
rebellion against Amantai to the north, Nuitai has spent most of its
history in the shadow of larger kingdoms, and warring against the
influence of the Dark Court. Best known for its superb silk
weaving and the purple dyes much in demand throughout Vatheria.
Pearl Empire - A
land of where Honor is stronger than steel, the silk-clad elven
warriors of the Empire are each sworn to serve their lords with
absolute loyalty. Each warrior is a student of both war and
philosophy, often becoming a master of some craft such as painting,
bronze-working, poetry or gardening, in which each struggles to
achieve an inner ideal of perfection. The people of the Empire
are deeply xenophobic, believing that elves alone are capable of the
refinement, grace and dedication that mark the truly cultured being.
Pelendur - Also known as
Hidden Realm, Pelendur is a human nation that exists in a
broad valley surrounded by the Taklamakas mountains and guarded with
jealous vigilance. A land long allied with Celendor and
protected from the outside world, Pelendur has existed for more than
eight hundred years in quiet isolation. Those that know of it
debate what secrets it has to protect. Unlikely legends are told of
a fabulous relic of the gods hidden in some remote temple.
Rajahdan - Mighty Rajahdan,
an old and powerful colossus of the south. The fields and
forests of this teem with cunning Sathlas and their slaves.
Mighty temples and palaces loom over marbled cities in the bejeweled
arrogance of ancient wealth and unrivaled power. The Sathlas
of Rajahdan need not dream of empires lost, for theirs never
was. The Sathlas of Rajahdan are cultured, educated, and fond
of cruel amusements. A powerful military and strong merchant
houses procure for their masters anything they desire.
Ruanach - Also known as
Sundered Realm, Ruanach is a fragile nation-state forged a mere
thirty years ago out of the union of two rival free cities, Oprawa
and Fashranu. These two had long competed for trade and
piracy, and each had the reputation of utterly lawless places where
one could purchase anything, given enough money. United under
a single "Council of Captains", the two cities have
expanded their power landward, creating an energetic new realm on
the Hecadian Straits
Confederation - The Saa'vesh tribes living
around the sources of the Argabazos river banded together for
mutual protection, founding a small enclave at Eumela.
Sendahl - The plains of
Sendahl lie between the forests of Mykele and the jungles of
Mekebele. Here, men thrive by their command of riding beasts, most
commonly the swift, dinosaur-like "pankas", long-necked
and bird-beaked. The Sendahl are at present little more than a
close coalition of disparate tribes.
Sengkar - A wealthy
elven realm on the Ymarian Sea. Allied to Marador and
Aurdrukar. Sengkar is best known for the Great Library of
Ezrand, a magnificent palace of learning and repository of books and
scrolls. Foreign scholars are only permitted to travel to
Ezrand by invitation.
Shanatar - The great realm
at the heart of Vatheria, Shanatar is ruled over by the living
God-Emperor, and dominates the nations around it. Shanats are
given to long robes and long mustaches. Noble Shanat women
wear small veils in public, but commoners do not have this
tradition. It is common for women in work in the fields or
shops alongside men, but soldiery and trading outside of Shanatar
are strictly male endeavors.
Shen'xi - Large
human/halfling realm in Changshai, known for its advanced culture
and technology. Once much larger than it is now, Shen'xi suffered
through a thousand years of civil wars and rival warlords. The
people of Shen'xi are rightly proud of their accomplishments and
view the rest of the world with a paternalistic sense of ownership.
Traditional rivals of the Empire of the Pearl and the now-vanished
Shulaskur - A
sathla land in the upper Artaxes valley, established and settled by
the former Holy See of Udjo. Aldryss, an avatar of the Scaled
God led his people to this region in 2916. Allies of Luxur, Drormt
at the top of the world, the Skane have long been the scourge of the
northwestern coasts. Raiding at will with their sleek
longships, the Skane were long the pre-eminent pirates of Medahros. However, several recent wars with
Tirgonia have caused a shift in Skane habits, and encouraged these
once-fierce warriors to take up farming in the rich, black soil of
Suhanir - The
only one of the Seven Kingdoms dominated by elves. Suhanir has
largely kept out of the wars which have gripped its sister
realms. Known for its graceful silks and jewelry, Suhanir is
equally competent at forging weapons of war. Legends say that the
Kings of Suhanir are descended from dragons.
Targary Tribes -
Hobgoblin tribes of northern Serriku have recently banded together
at a place called the Oathstone. They are intent on hegemony
over all the steppes, and eye the rich lands of Tiringol with hungry
Tekume - An
island-nation of seafaring giants in far eastern Vatheria, east even
of the Seven Kingdoms, Tekume nominally follows the dictates of the
Dark Court but is really more dedicated to raw power in any form.
The magic-loving giants are disdainful of all "lesser races", save
as slaves or soldiers.
realm at the eastern verge of the Valesian Sea, Thariyya has long
been dominated by the three nearby great powers: The Conorrian
Empire, Shanatar and Accolon, and has long been a catspaw in the
power struggles between the three. Originally a Shanatar
province, it was captured by the Conorrian Empire in the Summoning
War, and remained a province of that Empire for seven hundred
years. Now independent for the last three centuries, it
nonetheless retains close ties to the Empire. Thariyyan
halflings are excellent sailors and can be found on ships of many
Threns - A human
nation on the Hecadian Straits, Threns is a land with a dark past.
Ruled for centuries by the cruel dragon Maekroclides and his
infamous "Lawgivers", Threns was liberated by the actions of band of
Shanatar knights who slew the dragon and took its mighty hoard back
to the God-Emperor. The people of Threns (also called Threns) were
immediately attacked by the greedy hobgoblins of the Kolyut
Hegemony. The former slaves were quick to defend themselves, vowing
never to serve another again. Freedom and "democracy" (actually a
form of oligarchic republicanism) are highly prized, as are the
services of Adventuring Bands.
Tiringol - A
young nation of halfllings north of the Taklamakas mountains and
east of Meledrian, they were swayed to the evil of the Dark Court by
the same fiery orators and prophets as the elves their neighbors.
Long a forest-dwelling folk, the halflings of Tiringol are just now
beginning to bring large clearings in their woods under cultivation.
Uheju - One of
the Seven Kingdoms, dominated by militaristic hobgoblins. Ruled by a
powerful line of sorcerer-queens, the Uheju hobgoblins consider it
their destiny to rule all of the Seven Kingdoms. Despite this, they
have a long tradition of alliance with Kasadir.
Originally a very small kingdom in the far southeast corner of
Vales, Ukanve has grown to become a powerful nation, though still
isolated by geography from its neighbors.
Valesian City States -
Fractious and brilliant, arrogant and excellent, the people of the
Valesian City States have a long history of civil wars, accented by
some of the greatest art, philosophy, science and poetry anywhere in
the world. One of the oldest Conorrian provinces, the
Valesians remain closely linked to the Empire through trade and
alliance. Traditional enemies of Accolon, they have fought
many battles in the deserts of Ashuman and Zamsh. However, in the
wake of the prophet Ionnes, Valesians converted en masse to
the worship of the Dark Court and turned against its former allies
in the north.
Valraj -Human realm in the
far east of Vales. A new kingdom, the Valraj arose out
of the scattered human tribes under the leadership genius of Mansoor
Vaun. Vaun's victories have added many regions to his banner,
but it remains to be seen if his revolutionary tactics on the
battlefield will translate to a stable nation-state.
Vaudan - A Human
realm south of the Taklamakas Mountains, containing the sources of
the Chamir, Gardagos and Kheleni river systems.
Vaudan was a
province of Shanatar until the Orgayn Horde shattered the
God-Emperor's realm two centuries ago. The rulers of Vaudan are
mostly Orgayns, while the peasantry are largely ethnic Shanats.
However, with time the entire region has become fervently Orithian,
and has fought off repeated attempts at reconquest by Shanatar. Best
known of Vaudan's forces are the terrifying Doombats, large winged
mounts ridden by archers.
Virityal - One of
only two civilized orcish realms, Virityal broke free of Rajahdan's
rule shortly after Ahum. For centuries, orcish warlords fought over
the land, uniting only to drive off the Sathlas armies of the south.
However, a little over a century ago, the realm was united under a
single leader known as The Gundarga. This mighty battle leader has
remained on the throne for several orcish lifetimes without aging
and his iron-fisted rule has brought an unaccustomed order to the
Isolated and remote, the nation of Wayahapta has endured for six
hundred years in quiet peace and tranquility, troubled by little
more than nature and a few cults. Its
people, a mixture of humans
and halflings, are accomplished architects, and have built one of
the greatest temple complexes of all Theeurth in the plains of
Weshtayo - Remnant of a
once-mighty empire recovering from the devastation wrought by a long
war with the orcs of the eastern mountains, Weshtayo was driven
nearly to destruction, but is once again on the rise. Its people
claim descent from the ancient Conorrian generals who drove south
fourteen centuries ago in pursuit of their nemesis, the Beltene. Traditional
allies of Aurdrukar.
Whisper Wood -
Isolationist and xenophobic, the elves of the Whisper Wood have held
their home against all invaders for millennia. Not even the
Conorrian or Miletian Empires ever took tribute from these unseen
masters of the woodland. Occasional allies of the Brythnian
Worldspine Orcs - A large
and powerful collection of orc tribes dominates the central regions
of the Worldspine Mountains. Two generations ago, they were
masters of much of the Conorrian Empire in the brief-but-glorious
reign of the Orc Dominion. Now the orcs burn with a hatred of
the Conorrians, and the Crusader States. In their mountain
fastnesses they once more plot total domination.
Yalimiko Tribes -
Like the Korodan tribes, the Yalimiko sathla have banded together
under a strong warlord to resist the western expansion of the
Lekandi elves in Ukele.
Zikuyu - On the banks of
the Mogolla river in southeastern Vales lies the human nation of
Zikuyu. Until three generations ago, the Zikuyu were nomads,
following the herds of buffalo that roamed the wilderness. But
their contact with the dwarves of Aurdrukar slowly settled the
nomads, who chose this fertile valley to erect their first
cities. The Zikuyu are fond of song, dance, and drink, and
regard the dour dwarves as wise and learned, but boring. The
dwarves, for their part, believe that the buffalo have more
discipline than their human hunters, but do enjoy the richly
colorful fabrics woven by their Zikuyu proteges.