Encyclopaedia Midde Realme

CY 10, Game Master's Edition

Kelly A. McCauley

April D. McCauley

Josh Cady

John Coates

Edited by

Kelly A. McCauley

This is the alpha version. Rough draft.

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/2.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford California 94305, USA.

Revision History
Revision 12001-09-21
Alpha version. Moved to Docbook SGML 4.0
Revision 22001-11-29
2nd editing of the Alpha version.
Revision 32002-01-04
3rd editing of the Alpha version.
Revision 42002-11-25
Moved to Docbook XML 4.2. Reworked directory structure and build process.
Revision 52004-08-21
An initial rework of the build process. Moved to using xincludes instead of system entities.
Revision 62005-03-28
Completed the world climate map and the PCY 10, CY 1, and CY 10 world maps. Updated the political regions' world map references. Added physical attribute sections to several more cultures.

Table of Contents

I. Prefaces
II. Chapters
1. Sociology
1.1. Cultures
1.1.1. Atdans
1.1.2. Cuills
1.1.3. Dari
1.1.4. Dwehrow, Western Tanroek
1.1.5. Enorians
1.1.6. Ghruks
1.1.7. Gnomoi, Noldok
1.1.8. Hurans
1.1.9. Kadaenolds
1.1.10. Khimzers
1.1.11. La'yaats
1.1.12. Mabkuli
1.1.13. Mognizi
1.1.14. Qui'Shri'Qin
1.1.15. Qui'Shri
1.1.16. Rasiks
1.1.17. Rhimsians
1.1.18. Sutari
1.1.19. Tarharens
1.1.20. Tellars
1.1.21. Vresh
1.1.22. Dhar'Chandi
1.1.23. Humans, Western Tanroek
1.2. Languages
1.3. Religious Beliefs
1.3.1. Deities
1.3.2. Religious Organizations
1.4. Notable Individuals
1.5. History
1.5.1. Calendars
1.5.2. Selected Writings
2. Geography
2.1. Continent of Tanroek
2.2. Continent of Vula
2.3. Geographic Regions
2.3.1. Haunted Lands, The
2.3.2. Scrug Lands, The
2.3.3. Wasted Lands, The
2.4. Political Regions
2.4.1. Auldral, Free City State of
2.4.2. Cilfey, Kingdom of
2.4.3. Clear Canyon Territory
2.4.4. Cyrwel, Kingdom of
2.4.5. Domelen, Kingdom of
2.4.6. Drenmar, Country of
2.4.7. Dun, Kingdom of
2.4.8. Falmuria, Kingdom of
2.4.9. Gildskarda Isle, Country of
2.4.10. Great Road City
2.4.11. Ishram, Kingdom of
2.4.12. Istria, Kingdom of
2.4.13. Korm, Empire of
2.4.14. Lisfin, Kingdom of
2.4.15. Mryse, Country of
2.4.16. Nishorn, Theocracy of
2.4.17. Qui'Shri'Ta, Country of
2.4.18. Raehurn, Kingdom of
2.4.19. Rhuik, Kingdom of
2.4.20. Segken, Kingdom of
2.4.21. Talliamain, Kingdom of
2.4.22. Talorr, Kingdom of
2.4.23. Thranis, Kingdom of
2.4.24. Tremeir, Country of
2.4.25. Vehnawood, Kingdom of
2.4.26. Wenyr, Kingdom of
2.4.27. Yurmenol, Kingdom of
2.5. Historic Political Regions
2.5.1. Baerdoth, Kingdom of (Conquered)
2.5.2. Dolohiem, Kingdoms of (Conquered)
2.5.3. Hemrost, Kingdom of (Conquered)
2.5.4. Sulmer, Kingdom of (Conquered)
2.5.5. Vilshem, Kingdom of (Conquered)
2.6. Sites and Locations
2.6.1. Geological Places of Interest
2.6.2. Holy Sites
2.6.3. Ruins
2.6.4. Cities, Towns, and Villages
III. Appendices
A. Common Laws
A.1. Slavery
A.2. Tolls and Taxes
A.3. Detainment
A.4. Adultery
A.5. Incest
A.6. Rape
A.7. Theft
A.8. Murder
B. Maps
C. Campaigns
C.2. Travelers
C.3. Beyond The Supernatural
C.3.1. The Unnatural At Tilnis Ruins
C.3.2. The Siege At Fox Tower
C.3.3. The Pits of Baku
C.4. Clear Canyon
IV. Indexes

List of Figures

1.1. Height / Weight Chart for Atdans
1.2. Skin Color Chart for Atdans
1.3. Eye Color Chart for Atdans
1.4. Hair Color Chart for Atdans
1.5. Height / Weight Chart for Cuills
1.6. Skin Color Chart for Cuills
1.7. Eye Color Chart for Cuills
1.8. Hair Color Chart for Cuills
1.9. Height / Weight Chart for Dari
1.10. Skin Color Chart for Dari
1.11. Eye Color Chart for Dari
1.12. Hair Color Chart for Dari
1.13. Height / Weight Chart for Enorians
1.14. Skin Color Chart for Enorians
1.15. Eye Color Chart for Enorians
1.16. Hair Color Chart for Enorians
1.17. Height / Weight Chart for Ghruks
1.18. Skin Color Chart for Ghruks
1.19. Eye Color Chart for Ghruks
1.20. Hair Color Chart for Ghruks
1.21. Height / Weight Chart for Gnomoi, Noldok
1.22. Skin Color Chart for Gnomoi, Noldok
1.23. Eye Color Chart for Gnomoi, Noldok
1.24. Hair Color Chart for Gnomoi, Noldok
1.25. Height / Weight Chart for Hurans
1.26. Skin Color Chart for Hurans
1.27. Eye Color Chart for Hurans
1.28. Hair Color Chart for Hurans
1.29. Height / Weight Chart for Khimzers
1.30. Skin Color Chart for Khimzers
1.31. Eye Color Chart for Khimzers
1.32. Hair Color Chart for Khimzers
1.33. Height / Weight Chart for Mabkuli
1.34. Skin Color Chart for Mabkuli
1.35. Eye Color Chart for Mabkuli
1.36. Hair Color Chart for Mabkuli
1.37. Mabkuli Quirks and Disadvantages
1.38. Tailton Calendar

List of Tables

2.1. Adjacent Regions to the Haunted Lands
2.2. Adjacent Regions to the Scrug Lands
2.3. Adjacent Regions to the Wasted Lands
2.4. Adjacent Regions to Auldral
2.5. Adjacent Regions to Cilfey
2.6. Adjacent Regions to the Clear Canyon Territory
2.7. Adjacent Regions to Cyrwel
2.8. Adjacent Regions to Domelen
2.9. Adjacent Regions to Drenmar
2.10. Adjacent Regions to Dun
2.11. Adjacent Regions to Falmuria
2.12. Adjacent Regions to Gildskarda Isle
2.13. Adjacent Regions to the Great Road City
2.14. Adjacent Regions to Ishram
2.15. Adjacent Regions to Istria
2.16. Adjacent Regions to Korm
2.17. Adjacent Regions to Lisfin
2.18. Adjacent Regions to Mryse
2.19. Adjacent Regions to Nishorn
2.20. Adjacent Regions to Qui'Shri'Ta
2.21. Adjacent Regions to Raehurn
2.22. Adjacent Regions to Rhuik
2.23. Adjacent Regions to Segken
2.24. Adjacent Regions to Talliamain
2.25. Adjacent Regions to Talorr
2.26. Adjacent Regions to Thranis
2.27. Adjacent Regions to Tremeir
2.28. Adjacent Regions to Vehnawood
2.29. Adjacent Regions to Wenyr
2.30. Adjacent Regions to Yurmenol
2.31. Adjacent Regions to Baerdoth
2.32. Adjacent Regions to Dolohiem
2.33. Adjacent Regions to Hemrost
2.34. Adjacent Regions to Sulmer
2.35. Adjacent Regions to Vilshem


Table of Contents



This tome, Encyclopaedia Midde Realme, is filled with the facts of our world. Our world is called Midrealm by most scholars. It is set above the depthless voids of the Hells and below the shining towers of the Heavens, thus it is the middle land. We call it home.

Midrealm is an ancient world of wonder and adventure. Intelligent races have walked upon our world for millions of years. Each leaving their mark upon it. Civilizations rise and fall, knowledge is gained and lost, histories are made and forgotten in this endless cycle, like waves crashing onto a sandy beach.

Today, now, this instant, we humans are the dominant civilization. This was not the case in our distant and almost forgotten past; when we were just mere two legged beasts. The Qui'Shri have existed long before we gained the knowledge of fire. They have watched us grow into the dominate race, while their own dwindles. We have learned much from our companions of this world and we have contributed to their knowledge as well.

This tome of knowledge is written for the scholars, the students, the practitioners, the educates, the travelers, and the curious. This tome is by no means complete or will ever be complete because our knowledge constantly grows by vast amounts each and every day.

This work is divided into major chapters covering sociology, geography, and appendicies. The topics cover interesting knowledge about the known world, including the continent of Tanroek and the continent of Vula. Tanroek is the most densely populated continent of Midrealm and deserves the most attention.


Table of Contents

1. Sociology
1.1. Cultures
1.1.1. Atdans
1.1.2. Cuills
1.1.3. Dari
1.1.4. Dwehrow, Western Tanroek
1.1.5. Enorians
1.1.6. Ghruks
1.1.7. Gnomoi, Noldok
1.1.8. Hurans
1.1.9. Kadaenolds
1.1.10. Khimzers
1.1.11. La'yaats
1.1.12. Mabkuli
1.1.13. Mognizi
1.1.14. Qui'Shri'Qin
1.1.15. Qui'Shri
1.1.16. Rasiks
1.1.17. Rhimsians
1.1.18. Sutari
1.1.19. Tarharens
1.1.20. Tellars
1.1.21. Vresh
1.1.22. Dhar'Chandi
1.1.23. Humans, Western Tanroek
1.2. Languages
1.3. Religious Beliefs
1.3.1. Deities
1.3.2. Religious Organizations
1.4. Notable Individuals
1.5. History
1.5.1. Calendars
1.5.2. Selected Writings
2. Geography
2.1. Continent of Tanroek
2.2. Continent of Vula
2.3. Geographic Regions
2.3.1. Haunted Lands, The
2.3.2. Scrug Lands, The
2.3.3. Wasted Lands, The
2.4. Political Regions
2.4.1. Auldral, Free City State of
2.4.2. Cilfey, Kingdom of
2.4.3. Clear Canyon Territory
2.4.4. Cyrwel, Kingdom of
2.4.5. Domelen, Kingdom of
2.4.6. Drenmar, Country of
2.4.7. Dun, Kingdom of
2.4.8. Falmuria, Kingdom of
2.4.9. Gildskarda Isle, Country of
2.4.10. Great Road City
2.4.11. Ishram, Kingdom of
2.4.12. Istria, Kingdom of
2.4.13. Korm, Empire of
2.4.14. Lisfin, Kingdom of
2.4.15. Mryse, Country of
2.4.16. Nishorn, Theocracy of
2.4.17. Qui'Shri'Ta, Country of
2.4.18. Raehurn, Kingdom of
2.4.19. Rhuik, Kingdom of
2.4.20. Segken, Kingdom of
2.4.21. Talliamain, Kingdom of
2.4.22. Talorr, Kingdom of
2.4.23. Thranis, Kingdom of
2.4.24. Tremeir, Country of
2.4.25. Vehnawood, Kingdom of
2.4.26. Wenyr, Kingdom of
2.4.27. Yurmenol, Kingdom of
2.5. Historic Political Regions
2.5.1. Baerdoth, Kingdom of (Conquered)
2.5.2. Dolohiem, Kingdoms of (Conquered)
2.5.3. Hemrost, Kingdom of (Conquered)
2.5.4. Sulmer, Kingdom of (Conquered)
2.5.5. Vilshem, Kingdom of (Conquered)
2.6. Sites and Locations
2.6.1. Geological Places of Interest
2.6.2. Holy Sites
2.6.3. Ruins
2.6.4. Cities, Towns, and Villages

Chapter 1. Sociology

This chapter provides sociological information for the our known world. Midrealm is a large world that has many cultures who speak many different languages, hold faith in many different religions, and live in very different ways. Each one being unique and yet similar. The Korm culture from the frigid north of Tanroek is a somber and violent culture, where the Fairy Folk, south of the Midrealm Mountains in the southern reaches of the continent of Vula, are a light hearted and seemingly friendly culture.

1.1. Cultures

The people of Tanroek are diverse. Different races and cultures are scattered throughout all lands, kingdoms, nations, and empires. Of these, the longest living race is the Qui'Shri and Qui'Shri'Qin. The Qui'Shri are found in the country of Qui'Shri'Ta and Qui'Shri'Qin are found most anywhere. Their cultures are as diverse as humans. Dwehrow, a squat and wide race, live in and on the mountains of Tanroek. The dwehrow have had the best relations with the humans when compared to the other cultures and races. There has been open trade between the humans and dwehrow for thousands of years. Waefolk are the closest kin to the humans, but are smaller in stature. Their habits, traits, and tendencies are human-like. There are more races in Midrealm and numerous cultures and subcultures. The most prominent, dominant,or noteworthy cultures are described below.

1.1.1. Atdans Summary

The dwehrow that dwell on the foothills of the northwestern ranges of the Midrealm Mountains call themselves Atdans. The Atdans were once part of the Mabkuli. They are foresters and lovers of wood. There are 12 major clans that compose the Atdanian culture. Atdans are some of the worlds best carpenters and craftsmen of wood. Locations

The Atdans are located in the foothills of the northwestern ranges of the Midrealm Mountains. Some can be found in nearby towns and villages working as carpenters. Physical Description General

The Atdans are taller and less stocky than other dwehrow. An Atdan can pass as a short hairy human. Adult males and females heights range between 4'11" and 5'7" tall. Adult male weights range between 140 and 220 pounds. Adult female weights range between 100 and 200 pounds. Hair tends to be dark brown, brown, light brown, or blonde. Eye color can be black, brown, blue, yellow, or green. Skin color tends to be light tan to a dark red-brown. Atdans, like other dwehrow, are hairy. They grow their hair and beards long and braid in wooden trinkets. The average life span for a male Atdan is 60 years and 70 years for females. Typical Dress

Atdans will wear light and dark woodland colored clothes. The foresters will wear reinforced leather chaps to protect their legs when cutting wood. During the summer months they will wear dyed cotton. During the winter months, the Atdans will wear animal hides. Each clan has a distinct color pattern that is woven in cloaks, shirts, and knit hats. Physical Attributes

Figure 1.1. Height / Weight Chart for Atdans

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.2. Skin Color Chart for Atdans

2d4Skin Color   
3light tan   
5light red-brown   
7dark red-brown   
8light pink-white   

Figure 1.3. Eye Color Chart for Atdans

2d4Eye Color   

Figure 1.4. Hair Color Chart for Atdans

2d4Hair Color   
3-4dark brown   
7-8light brown Subsistence Patterns

The Atdans are sedentary agriculturists that supplement their diet with hunting and domesticated animals. The Atdans learned to be agriculturists from the Tarharens. Government

Each Atdanian clan governs itself. Disputes between clans can erupt into feuds and open conflict. Clans that hold land within established kingdoms either abide by the kingdom's law or have been granted leave to govern themselves. Cultural Organization

An Atdanian clan is patriarchal. Related males compose the "clan". Females of the clan are almost always married into the clan. Marriage within the clan is discouraged but not unheard of in the larger clans. The clan typically lives together in great log houses built for communal living. Allied clans will live near each other for mutual support and defense. Clan leaders are always the elder males. Females are not allowed to officially participate in clan decision making roles. Marriage

Atdanians marry for life. A marriage can occur at any age. Arranged marriages typically occur at a very young age. Arranged marriages usually have other "strings" attached along with the typical dowry exchange. If the marriage is not arranged, the future husband must raise a dower that the father of the bride set. If the husband to be cannot raise the dowry, he can negotiate alternative payment with the father of the bride. This can include a period of time the future husband will be in the service of the bride's father. The marriage can continue once the dowry is paid in full. When the marriage ceremony is complete, the bride will move in with her new husband and be integrated into her new clan. Cultural Personality

Atdans have a wide spectrum of personalities. They will openly trade and barter with other cultures and races. It is not uncommon to see a traveling Atdan in search of new wood to ply his art. Roles Forester

The Foresters are the tree planters, harvesters, and defenders of the land and trees for the clan. Foresters are also the warriors of the clan. This is an honored role that can only be held by the male members of the clan. Natty

The Natties are the healers. They tend to the sick and injured be they Atdan or animal. A natty will also perform the duties of midwife. Females are only allowed to be natties. Alif

The Alifs are the breeders and trainers of the tree ponies. Tree ponies are muscular breed of ponies used to haul felled trees back to the lumber mills. A clan will have several Alifs. Black Smith

The Blacksmiths play an important part in the Atdanian culture. They are the forgers of the ax heads, plows, and horseshoes that the clan needs to survive. Carpenter

The Carpenters are the builders of the clan. They can be either male or female. The carpenters build the buildings, furniture, and utensils used by the clan. Some carpenters will sell their service outside of the clan and thus bringing in an outside source of income into the clan. Farmer

Farmers are the agriculturists of the clan. The farmers tend to the clan's fields as well as tending the domesticated animals. Both males and females can be farmers. Armor, Weapons, and Combat Tactics Armor

If an Atdan is expecting a battle, they will wear hardened leather armor and leather or steel helms. They will rarely enter combat with a shield since they use a two handed tree ax as their primary weapon. Metal armor is considered too cumbersome and too expensive by the Atdans. Weapons
Tree Ax

An Atdan forester will fight with his two-handed tree ax. The tree ax is a heavy double-bladed ax head on a 4 foot oak haft. This two handed ax is designed to remove as much wood as possible with each stroke. The design of this ax makes it a terrifying weapon. Wooden shields do not stand a chance against this weapon.

Pruning Ax

This single bladed light ax is used trim small branches from a felled tree. A typical forester will carry 3 to 4 of these axes. It is well balanced for swinging and throwing. The pruning ax is also used for hunting. This single bladed ax in the hands of a trained hunter can be thrown accurately up to 60 feet. The hunter can choose to have the edge, blunt back, or haft to hit the intended target. The best hunters have been known to fell a deer from 30 feet without cutting the hide. Combat Tactics

Foresters will use guerrilla tactics to fight a larger group of enemies. Ambushing an enemy is standard practice. Enemies that fight the Atdans in open combat will suffer severe amputations and broken bones from the devastating blows of the tree ax. The foresters will fiercely defend their trees, land, wives, children, and homes. Some foresters have learned to fight from the back of their tree ponies with their hunting axes. The powerful legs of a tree pony's kick will crush the strongest plate-mail armor. Religious Beliefs

Most Atdans are devoted worshipers of Denshom. She brings life to the clan and their trees. A clan will have one or two priests or priestesses of Denshom who provide spiritual guidance. Scholarly Knowledge

The core specialized knowledge of the Atdans is of the growing, harvesting, and crafting of wood. Languages

There are two dialects of the Atdanian language. The first is Tershia. Tershia is spoken by the clans in the eastern foothills of the Midrealm Mountains. The second dialect is Dwenlew. Dwenlew is spoken by the clans living in the central foothills of the Midrealm Mountains. Atdans will also speak Mabkulish or Dren'Cuil when dealing with outsiders.

1.1.2. Cuills Summary

The Cuills are the Humans that occupy the regions from the Kingdom of Istria to the western hills of the Noldok Mountains and to the southern borders of the Kingdom of Falmuria. This culture spans several kingdoms. Locations

Cuills can be found in the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria. Many other cultures have migrated into regions populated by the Cuills and the Cuillian culture has proved dominant. Physical Description General

Cuills physically look like the Hurans. The Cuills are distinguished from the Hurans by their language, dress, and their social patterns, not by physical appearance. Adult male heights range from 4.25 to 6 feet. Adult female heights range from 4 to 6 feet. Adult male weights range from 75 to 250 pounds. Adult female weights range from 70 to 200 pounds. The predominate eye colors are brown and black. Hair color tends to be of some shade of brown. Blond and red hair are very uncommon. Skin color is usually pale tan to pasty white due to the region's limited amounts of direct sunlight. Typical Dress

During the rainy season, Cuills will wear brightly dyed and oiled leather cloaks. Oiled leather caps that drape over the back of the neck keeps the rain from running between the shoulder blades. The more expensive version of these caps have intricate leaf patterns stamped into the leather. Over-boots are worn over the soft slipper shoes to protect the slippers from mud and water. The slipper shoes are worn while walking inside buildings. Most clothes are made out of wool and are sometimes dyed in a particular kingdom's color. Physical Attributes

Figure 1.5. Height / Weight Chart for Cuills

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.6. Skin Color Chart for Cuills

2d4Skin Color   
2very light brown   
3pasty white   
4light pink-white   
6light tan   
8light brown   

Figure 1.7. Eye Color Chart for Cuills

2d4Eye Color   

Figure 1.8. Hair Color Chart for Cuills

2d4Hair Color   
3brown blonde   
4light brown   
6dark brown   
7very dark brown   
8light red Subsistence Patterns

Most Cuills rely on agriculture. Rural families must be self sufficient while producing excess food for the tithes and taxes of the manorial lord and king. Hunting supplements their diet on occasion. Most nobles have laws against hunting on their lands. Government

No single government system governs the Cuillian culture. Several groups of Cuills have established kingdoms to rule the people and the land. See the political region descriptions for the Kingdoms of Istria, Rhuik, Wenyr, Cyrwel, and Falmuria for more information. Cultural Organization

The Cuillian culture leans toward a patriarchal structure where male Humans occupy most leadership positions. Both males and females occupy hard labor positions. Marriage

Marriage practices vary little between kingdoms. All marriages must be approved by either the manorial lord or king. A dowry is exchanged for the bride and the ceremony is performed by either the kingdom sanctioned church or by the husband's family clergy (which ever is dictated by law). Marriages can only be dissolved by the religious organization that performed the marriage. The king does not usually have the power to dissolve marriages. Roles and Professions

The Cuillian culture has many of the common Human roles and professions. Cultural Personality

Cuills, on the whole and as with other human cultures, are restless and have had a long history of strife. This self-centered culture interacts with other cultures and races when it profits themselves. This is not to say that every individual is self-centered, it means that those who control and lead the Cuillian culture tend to be self-centered and sometimes corrupt. The Cuillian culture is one of the most prejudiced human cultures. They dislike interactions with other races except when there is a clear benefit gained by the interaction. Wars between the Cuills and the Dwehrow and Gnomoi have occurred several times throughout history. None can surpass the Cuills' distaste for Ghruks. Armor, Weapons, and Combat Tactics Armor

The average Cuill does not own armor. Town or city guards may own a leather jacket and cap. Some men-at-arms will wear chain-mail hauberks and steel pot helms. Only the nobles and wealthy will own more elaborate suits of armor consisting of ornate plate-mail. Knights will wear either chain-mail or plain plate-mail. Shields of all types and sized are used by soldiers and men-at-arms. Weapons

The short sword is the weapon of choice for most Cuills. Knights will usually fight with a broadsword or a bastard sword and a shield. Fighting units have adopted using the Huranian glaive. Crossbows and long bows are also common.

1.1.3. Dari Summary

The Dari are the Dwehrow that live on, in, and under the Great Northern Mountains who call themselves Dar. The Dari are a hardy, cold-loving race of Dwehrow. There are 16 major clans that compose the Darian culture. The Dari do not live deep in the mountains and do not mine for precious metals. They will mine for coal to use and burn. They will also dig to expand new dwellings. They spend most of their active time outside tending to their herds and hunting. Locations

The Dari occupy the Great Northern Mountain range. This mountain range is situated on the northwestern edge of the continent of Tanroek. Physical Description General

The Dari are squat humanoids that are adapted to the cold, frozen mountains of the north. Their black hair and pale blue skin sets them apart from other Dwehrow. Their eye color is either light blue, ice blue, or white. Their hair is always black if they are of pure blood.

Fully grown adult males range between 3 to 5 feet in height. Adult females range between 2.5 to 4.5 feet in height. Male weights range between 120 to 200 pounds and females between 90 to 180 pounds. An average Dari can expect to live 50 years if their ancestors favor them. Typical Dress

A typical Dari will dress in the rich wool of the cratchette goat, the white fur of the white mountain bear, and the light brown fur of the snow elk. Goat leather boots are common. Beads and trinkets that denote social status are braided into the males' beards and the females' hair. Physical Attributes

Figure 1.9. Height / Weight Chart for Dari

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.10. Skin Color Chart for Dari

2d4Skin Color   
2pale gray   
3-7pale blue   
8pale white   

Figure 1.11. Eye Color Chart for Dari

2d4Eye Color   
3light blue   
4-6ice blue   
8dark blue   

Figure 1.12. Hair Color Chart for Dari

2d4Hair Color   
8slate Subsistence Patterns

The Dari are a semi-nomadic society. They are hunters and herdsmen. Their herds consist of mountain goats and elk. The primary source of starch comes from the bachary root that is gathered or cultivated. The sweet tuber root is also gathered from the lowlands. The meal time drink is warm goats milk. Goat cheese is eaten only at the evening meal. Goats meat is only served once a year or during the worst of winters when the goats begin to die of starvation. Tribes that live near the coasts hunt the gray seal for food, oil, and pelts. Government

The Dari have a loosely formed tribal government. Each tribe is composed of several small clans or families. The Reckeln is the ruler of a tribe. He or she is the eldest and the most knowledgeable of the tribe. Each tribe governs itself. Interactions with other tribes can be friendly or violent, depending on the relationship between the tribes. Tribe territories vary based on the size of the tribe and can be a large number of square miles. Tribes tend to stay many days of walking apart from each other. Cultural Organization Roles

The Reckeln is the leader of the tribe. He or She has the final say in all matters that pertain to the tribe. This includes allowing marriage of young couples.


The Todanar is the tribe shaman, spiritual leader, and healer. The Todanar performs the marriage ceremonies, the annual rituals to appease their ancestors, and to perform the sacred birthing ceremonies. Marriage

The Dari mate with a single spouse for life. Marriage between members of the same tribe is common, though marrying into an ally tribe strengthens the bonds between the two tribes. Dari can marry at the age of 16. Any marriage of a tribe member must be approved by the Reckeln. The Todanar performs the marriage ceremony. Cultural Personality

The Dari do not like contact with strangers, especially strangers of another race. They do trade with the Vresh on occasion and will sometimes raid villages for supplies. Armor, Weapons, and Combat Tactics Armor

Dari armor is typically a mix of soft and hard goats leather. Metal armor is sometimes worn for ceremonies and rarely used for open battle because of its high value. Wooden shields wrapped in leather are typically carried when a Dari is traveling abroad, hunting, or going into battle. The tribes mark is stamped upon almost all pieces of leather armor. Weapons

When hunting the Dari will use short spears tipped with sharp stone or metal. During battle they will fight with their hunting spears or their skinning knives which can also be stone or metal. They will also use slings to take down smaller game. Religious Beliefs

The Dari are ancestor worshipers. Ceremonies take place on a regular basis that allow the Dari to ask the ancestors for guidance. Scholarly Knowledge

Knowledge is passed from generation to generation orally. Languages

The common language is Darish. There are two major dialects. High Darish is spoken in the highlands. Low Darish is spoken in the western lowlands. A third dialect is called Eastern Darish which is spoken by a few tribes in the eastern lowlands. The Dari do not have a written form of their language.

1.1.4. Dwehrow, Western Tanroek Summary

The Dwehrow of Western Tanroek are varied as much as the Humans. They are divided into many subcultures. The Dwehrow are a short and stout race. Many of which live underground. Humans sometimes call them dwarves which the Dwehrow view as insulting.

Please see the individual subcultures for specific details. Locations

The Dwehrow can be found primarily in their cities delved below the mountains. Many dwell in the surface cities or traveling for trade or adventure. Some are even farmers who farm the fertile foothills of the mountains. Physical Description General

Dwehrow are short when compared to the Humans. Adult males range between 2.5 and 4.5 feet in height. Adult females range between 2 and 4 feet in height. Adult males and females range between 85 to 200 pounds in weight. Dwehrow are considered stocky. Their bones and muscles are more dense than Human bones and muscles. Dwehrow skin color is normally pasty white. The exception are the Dwehrow who spend extended amounts of time under the sun. Their eye color tend to be blue, gray, and black. Dwehrow hair color is almost always black or slate gray.

1.1.5. Enorians Summary

The Enors are a nomadic culture that lives in the Scrug Lands. The 40 tribes control land as well as the roads and trails through the Scrug Lands. These are the only roads that connect Western Tanroek with Eastern Tanroek. Many of the tribes are hired by merchants to lead and handle their caravans through the Scrug Lands. Physical Description General

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Figure 1.13. Height / Weight Chart for Enorians

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.14. Skin Color Chart for Enorians

2d4Skin Color   
2light brown   
5-6dark brown   

Figure 1.15. Eye Color Chart for Enorians

2d4Eye Color   
2-3green brown   
8blue black   

Figure 1.16. Hair Color Chart for Enorians

2d4Hair Color   
2light brown   
5-6dark brown   

1.1.6. Ghruks Summary

The Ghruks are a large, muscular humanoid race that can be found throughout Midrealm. Ghruk culture is primitive and barbaric when compared to most civilized Human cultures. Locations

Ghruks can be found almost anywhere. There are tribes in the frigid north and large clans that live in the jungles on the continent of Vula. Physical Description General

Ghruks are stout humanoids with moderately low intelligence. Their lower canine teeth protrude out of their mouths. Their arms droop to their knees. Coarse hair covers most of the body on both males and females.

The Ghruks' skin coloring is usually grey, brown, or black. Occasionally the skin can have a dark green tint. The eyes are always black. The wire-like hair on the head is usually brown or black.

The adult male heights range from 5 to 8 feet. Adult female heights range from 4 to 7 feet. Adult male weights ranges from 150 to 400 pounds. Adult female weights ranges from 150 pounds to 300 pounds.

When compared to humans and Qui'Shri, the Ghruks have exceptional endurance and strength. There agility is comparable to the average human. Their mental ability is lower than most speaking races. Ghruks are very resistant to cold temperatures and wet conditions. They dislike living in very hot and dry regions. Ghruks can see well in low light conditions, since they are semi-nocturnal creatures. They can see at dusk in a dense forest as well as a human can see on a clear, sunny day. Ghruks can also hear better than the average human.

The lifespan of a typical Ghruk is between 40 and 60 years. Typical Dress

Ghruks will wear family and tribal colors. Colors tend to be dark and muted. The warriors will wear dyed leather armor or painted metal armor. In the colder regions, Ghruks will wear furs and pelts of native animals that they eat. In the hot and humid south, Ghruks will not wear clothing. Ghruks sport body piercings, self mutilations, and scarring. Scaring of the face is held in high honor among tribe members. Physical Attributes

Figure 1.17. Height / Weight Chart for Ghruks

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.18. Skin Color Chart for Ghruks

2d4Skin Color   
2light gray   
3dark gray   
7dark brown   
8light brown (tinted green)   

Figure 1.19. Eye Color Chart for Ghruks

2d4Eye Color   

Figure 1.20. Hair Color Chart for Ghruks

2d4Hair Color   
6-8black Subsistence Patterns

Ghruk tribes are typically hunters and gatherers and are semi-nomadic, though many of the subcultures are picking up human agrarian tendencies. They supplement their diet by bartering goods that they have made for grains and corn. Government

Ghruks typically have a tribal based government system. Families of Ghruks are grouped together as a clan. The tribal elders rule over the clan leaders while the clan leaders rule over their own clans. A clan does not have to be associated with a tribe. Clans that disagree with the tribal elders will sometimes break away from the tribe to form a new tribe. Economic History

The Ghruks have been bartering iron goods for hundreds of years. They have only recently been dealing in coins, since most modern day human merchants would prefer payment with coin instead of transporting heavy iron goods. Some Ghruks have been known to make a living by becoming traveling iron smiths. They would travel to rural farm steads and barter food and supplies for iron smithing. Cultural Organization Roles Warriors

The most common role in a tribe is the warriors. The warriors protect the tribe. They also participate in the hunting and gathering, though they tend to slack off if the hunt takes more than a few hours.  Hunters

The hunters hunt the meat for the tribe. Hunters are adept in outdoor stealth. They tend to be of lighter build than the warriors. There are usually more female hunters than male hunters. The hunters will also help with the gathering of food. Shamans

The tribal shaman is the voice of the ancestors and the healer. A shaman will have some sort of magic and healing skills. The shaman will be dressed in bright cloths, covered in feathers and beads. The shaman is a highly respected member of the tribe. When the tribe goes to war, the shaman will accompany the warriors. He will bless the warriors and curse their enemies. Elders

The elders are the controlling body of the tribe. They are the oldest Ghruks in the tribe and are greatly respected by all. Their word is law. Iron Smiths

Almost all Ghruks know how to work iron. But those few who have the talent to really work iron have an honored place in the tribe. These Ghruks provide the goods to be bartered with other cultures. They also work and repair the weapons and armor of the tribe. Iron smiths get their ore from bartering with the dwehrow and humans. They will trade coins, pelts, furs, and anything else of value for iron ore. Traditions

A child Ghruk will pass into adulthood when they reach the age of 10 and participate in a hunt. During the hunt, the young Ghruk must demonstrate bravery, cunning, and skill. The child does not have to kill the hunted creature, but they must at least draw first blood. Both males and females must participate in the hunt to reach adulthood. Those who reach the age of 15 and fail to draw first blood in a hunt are killed by the adult Ghruks. Marriage

Ghruks will take a mate during the mating season and stay with that mate during the raising of the child to a young adult. The higher ranking females choose their mates from the strongest available warriors and hunters. Females can start breeding at the age of 10 years old. Cultural Personality

Ghruk tribes tend to be war-like. Fights among clans within a tribe are not uncommon. Tribes can be territorial or nomadic. Tribes will occasionally join other tribes for war and conquest. The life of a Ghruk is harsh and brutal.

Ghruks are not necessarily evil or cruel, they have adapted to a hard life as best as they can. At most, they can be considered uncivilized. In the past, more intelligent races have threatened, tricked, and coerced the Ghruks into evil service.

The Ghruks are accomplished iron smiths. They produce and repair many iron goods. Iron works are their primary resource for barter.

Ghruks are indifferent toward most races. This means that a provoked Ghruk does not care what race it kills. Some tribes are territorial and will defend their land from encroachment and intruders. Tribes will also raid farms, villages, and towns to obtain supplies and/or food. Armor, Weapons, and Combat Tactics Armor

Iron banded shields are used only during organized battles. Hunting parties will never carry a shield. Leather hide armor is common. Metal armor is worn by the elite warriors of the tribe and are typically obtained from spoils of war. Weapons

Ghruks will fight with what ever they have on hand. Iron swords, clubs, and hammers are common among the warriors. Iron tipped spears are used by the hunters. Religious Beliefs

The Ghruks are ancestor worshipers. They believe that their ancestors play a controlling role in tribal politics. The Ghruks are also very superstitious and tend to either shy away or become extremely aggressive when events they do not understand occur. Some of the more violent Ghruk tribes of Tanroek worship Guldak and Morg and have abandoned the worship of their ancestors. Scholarly Knowledge

Ghruks pass their knowledge orally. The Ghruks do not have a written form of their language. The histories of the Ghruks are woven into the tales and stories that are told after the evening meal. Languages

Ghruks speak their own guttural language and tribes within a region will speak a dialect of Ghrukish. There is no written script of their language. Ghruks have the intellectual capacity to learn other languages, but most do not know nor have the patience to learn another language.

1.1.7. Gnomoi, Noldok Summary

The Noldok Gnomoi are a short stature race that lives in the Noldok Mountain range. These Gnomoi, unlike the Dwehrow, live on and in the shallow depths of the Noldok Mountains. Their towns and cities cling to the sides of some of the steepest mountains. They are lovers of stone crafts, cutters of gems, and practitioners of earth and stone magic. Locations

Noldok Gnomoi live in the Noldok Mountains. They can also be found at cities, towns, and villages in and near the Noldok Mountains. Physical Description General

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Figure 1.21. Height / Weight Chart for Gnomoi, Noldok

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.22. Skin Color Chart for Gnomoi, Noldok

2d4Skin Color   
2light yellow   
4-5light gray   
8motley gray and white   

Figure 1.23. Eye Color Chart for Gnomoi, Noldok

2d4Eye Color   
3light green   
7dark green   

Figure 1.24. Hair Color Chart for Gnomoi, Noldok

2d4Hair Color   
2gray and black   

1.1.8. Hurans Summary

The Hurans are Humans that occupy the regions of the Country of Drenmar to the Dragonspur Mountains which are west of the Midrealm Mountains. Physical Description General

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Figure 1.25. Height / Weight Chart for Hurans

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.26. Skin Color Chart for Hurans

2d4Skin Color   
2light brown   
3very light brown   
4light pink-white   
6light tan   

Figure 1.27. Eye Color Chart for Hurans

2d4Eye Color   

Figure 1.28. Hair Color Chart for Hurans

2d4Hair Color   
2red brown   
3brown blonde   
5dark brown   
6very dark brown   
7light brown   
8light red   

1.1.9. Kadaenolds Summary

The Dwehrow that live on, in, and under the Noldok Mountains call themselves Kadaenold. The Kadaenolds are distantly related to the Rasiks and it is not unusual for marriages to occur between the two cultures. There are 18 major clans that compose the Kadaenoldian culture. Locations

The Kadaenolds occupy the Noldok Mountains that border the Free City State of Auldral, the Kingdom of Rhuik, and the Kingdom of Cyrwel.

1.1.10. Khimzers Summary

The Khimzers are the Humans that occupy the regions of the Kingdom of Talorr to the northern foothills of the Ithag Mountains. Physical Description General

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Figure 1.29. Height / Weight Chart for Khimzers

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.30. Skin Color Chart for Khimzers

2d4Skin Color   
3light tan   
5light brown   
7dark brown   

Figure 1.31. Eye Color Chart for Khimzers

2d4Eye Color   
3green brown   
7blue black   

Figure 1.32. Hair Color Chart for Khimzers

2d4Hair Color   
3light brown   
4-5dark brown   
6-7very dark brown   

1.1.11. La'yaats Summary

The La'yaats are the Humans that inhabit the island of Old Dolohiem, which is now part of the Korm Empire. The La'yaats are a fishing and hunting people. They have no formal system of government. The island was an outpost of Old Vilshem in PCY 301 but was abandoned due to the harsh weather conditions.

1.1.12. Mabkuli Summary

The dwehrow that live in and under the western ranges of the Midrealm Mountains call themselves Mabkul. The Rhimswyr call the Mabkuli, Jahvra-hi , the banished ones. The Mabkuli were originally 4 clans that were banished for treason from the Rhimsian clans and the Ithag Mountains. There are 33 major clans that compose the Mabkuli culture as of CY 10.

The Mabkuli, like other Dwehrow, live underground, usually in mountain ranges. Counter to popular human folktales, the Mabkuli do not live deep underground. They tend to live just below the surface of secluded mountain valleys. Their mines sometimes travel deep underground, but at a certain point, access to breathable air becomes a difficult engineering problem. Physical Description General

The Mabkuli, like other dwehrow have adapted to living underground. Physical Attributes

Figure 1.33. Height / Weight Chart for Mabkuli

 Male HeightFemale HeightMale WeightFemale Weight

Figure 1.34. Skin Color Chart for Mabkuli

2d4Skin Color   
3-7pale white   

Figure 1.35. Eye Color Chart for Mabkuli

2d4Eye Color   
8yellow green   

Figure 1.36. Hair Color Chart for Mabkuli

2d4Hair Color   
5light brown   
8white Lifespan

The average lifespan for a male Mabkuli is 55 years. The average lifespan for a female Mabkuli is 65 years. Subsistence Patterns

A human folk tale, that is not true, is that the Mabkuli feed on iron, silver, gold and gems. The reality is that the Mabkuli will use their secluded valleys to grow the basic staple foods and herd domesticated mountain goats and kogamas (a hairy nimble deer like creature with four curved horns protruding from its head). The Mabkuli will work the fields and tend to the herds at night, since their eyes are sensitive to the light. Cultural Organization

Life underground is difficult and hazardous and disabling injuries and death occur on a regular basis.

The Mabkuli form clans for social control, survival, and protection. A given clan will consist of several to many families. Male mabkuls will stay with their clans. Female mabkuls stay with their clans until they are married. Cross clan marriages are strongly encouraged, though some of the largest clans, which consists of many sub-clans, will allow intra-clan marriages. A mabkul's clan socially plays a very important role in his/her life. The clan's honor and pride flows within a mabkul's blood. The clan's survival is of the utmost importance. Roles Stone Reever

A Stone Reever is a Mabkuli who is able to fracture stone, at will, by touch. Stone Reeving is a rare talent, blessed upon an individual by the god Bjal, that has made it possible for large societies to live underground. Untrained use of this skill can cause a disaster. It takes years of training and a deep understanding of the structures of stone to be able to safely use the talent. Cultural Personality

The Mabkuli tends to distrust humans and non-Mabkuli dwehrows (except for Atdans). The Mabkuli have good trade relations with the Atdans and will sometime trade with some human merchants. Slick Rock Clan

The Slick Rock clan is not one of the 33 major Mabkuli clans. Slick Rock is a young and small clan when compared to the major clans. The clan was formed 10 generations ago (200 years) as a business ventrure between two outcasted members of the Hammerson and Deep Gold Vein clans. Romsger Oggarson of the Hammerson clan and Elty of Deep Gold Vein clan were both gem cutters of their respective clans. Neither Romsger nor Elty spoke of the reasons why they were both casted out of their clans. At the clans height of success there were over 400 individuals. Now, Slick Rock is composed of 28 families and 19 individuals (200 individuals).

The decline in the clan's population has been due to the loss of Dynwar Juttner and his son Yinil Dynwarson. Dynwar, like his late father, was the clan's Stone Reever (see below). Slick rock was blessed when Yinil was born and he passed the Test of the Stone. Yinil being a Stone Reever, ment that once he was trained, the clan would profit from Yinil continuing his grandfather's and father's work. One day, Bjal decided that he would aggravate the earth. The terrible earthquake collapsed the mine shaft where Dynwar, with Yinil and a crew of 30 miners, was opening a new shaft to access a vein of stone that promised a good yield of sapphires. All were lost. Twenty five of the miners were male mabkuli. And at that time, there were more young female mabkuli in the clan than were males. For the twenty years after the tragedy, no Stone Reevers were born to the Slick Rock clan and the female young grew and were married off to other clans. The loss to the clan was devastating.

Mining is a very slow process with out a Stone Reever. Fewer gemstones to cut and sell or barter ment less goods and supplies for the Slick Rock clan. Since Dynwar's and Yinil's death, Slick Rock has continued to loose status amongst the clans. The Slick Rock clan's future looked bleak and on the road to non-existance until just ten years ago. Ten years ago, little Essa Wilgarsdaughter was born. She passed the Test of the Stone and thus was a Stone Reever. When Essa was two years old the clan leaders bartered with the Smith clan for Essa's training. In exchange for 100 high quality sapphires, Olvar, the Smith clan's Stone Reever would train Essa in the use of her gift. Essa and her family temporarily moved to stay with the Smith clan.

The primary industry for the Slick Rock clan continues to be gemstone cutting. The clan is very dependent on their goat herds for milk and meat and on their kogamas herd for clothing and string. The clan is currently struggling to keep everyone fed and healthy. Eventhough there has been hardship, the knowledge that Essa will return gives everyone hope for the future. Religious Beliefs

Mabkuli strongly believe that upon the death of a parent, that parent become a spiritual part of their children. If a mabkul does not have a living child when they die, their soul is lost forever. A child and the child's decendants become the vessel for the parent's soul to continue living. To be sterile is to be cursed with the death of the soul. Racial Advantages

Mabkuli are able to see, with out color, in absolute darkness. They are able to see color with the smallest amount of light given off by lichen, moss, or other underground dwelling creatures. Mabkuli are also adept at underground survival. GURPS Specific Racial Template [Cost 0] Basic Speed

A mabkul has a -2 to Basic Speed. Advantages

A mabkul will automatically receive Dark Vision (p. ??) advantage at no point cost. Quirks and Disadvantages

A mabkuli will automatically receive the following quirks and disadvantages:

Figure 1.37. Mabkuli Quirks and Disadvantages

Quirk/DisadvantagePage Ref
Cannot learn how to swim (unassisted). 
Racial intolerance towards humans.p. ??
Proud.p. ??
Dislike direct sunlight.p. ??
Racial intolerance towards any large animal.p. ??
Must pay double point cost for Magical Aptitude. 

1.1.13. Mognizi Summary

The Mognizi are a hostile underground race. Locations

The Mognizi can be found under the Ring Mountains, Noldok Mountains, Abykaa Mountains, and Ithag Mountains.

1.1.14. Qui'Shri'Qin Summary

The Qui'Shri'Qin are of the same race as the Qui'Shri. Qui'Shri'Qin is a general term for the collective subcultures of Qui'Shri who where not born in Qui'Shri'Ta and cannot bear the racial name of Qui'Shri. See the individual subcultures for more detailed information.

1.1.15. Qui'Shri Summary

Qui'Shri are a long lived race that occupies a northwestern region of Tanroek. Their country is called Qui'Shri'Ta. The Qui'Shri are an elder race. Much older than the Humans, but are far younger than the dragons. The Qui'Shri's life spans hundreds to thousands of years. Upon reaching a great age a Qui'Shri's mind will begin to fail. Some will give up life, others will continue to grow paranoid and insane.

The Qui'Shri are excellent craftsmen and artists, due to the number of years available for practicing their craft. The Qui'Shri are renown for their excellent glass works, wood sculpting, and pottery. Excellent singers and dancers are ranked high in social status.

Religious magic and mental magic is practiced. The the use of the wizardly and arcane arts is forbidden because of a great turmoil sixty thousand years ago when the use of wizardly and arcane magic nearly destroyed the Qui'Shri people. There are no known written records of this event. Locations

Qui'Shri are native to the country of Qui'Shri'Ta. Some travel abroad as traders, merchants, bards, actors, scholars, and adventurers. Physical Description General

Qui'Shri are tall. Adult males and females range between 5 and 7 feet in height. Adult males range between 130 to 225 pounds in weight. Adult females range between 85 to 175 pounds in weight. Qui'Shri skin color varies as much as the Human skin color, though the color tends to be light brown to dark brown. Qui'Shri hair colors are mostly dark earth tones. Their eye colors are the spectrum of the rainbow, though brown is the dominant color. Government

The Qui'Shri's political system is a mixture of political and religious councils. See the political region of Qui'Shri'Ta for more information. Cultural Organization Roles The Pak'Nar

A Pak'Nar is a priest who worships the Gods of nature. Each town and city will have at least one. The Pak'Nar bless the farms and farmers that support the towns and cities. The Pak'Nar also manage the land use and forest resources. They hold a political/religious position. Cultural Personality

If any of this race is born outside of Qui'Shri'Ta, they are not Qui'Shri. They are called Qui'Shri'Qin. Qui'Shri will not tolerate a Qui'Shri'Qin calling themselves Qui'Shri. The Qui'Shri will allow a Qui'Shri'Qin to cross the borders of Qui'Shri'Ta.

The Qui'Shri rarely allow non-Qui'Shri travelers within the borders of Qui'Shri'Ta. They do sometimes allow merchants into outlying towns and cities and access is very controlled. Registered diplomats are the only exceptions to the closed borders policy. When a Qui'Shri travels outside of Qui'Shri'Ta, they will tolerate other cultures and will appear as arrogant and aloof. Religious Beliefs

The Qui'Shri's religious belief is nature oriented. The Qui'Shri worship the earth and the gods who are the caretakers of the world. Persons of Note

Caelin Youn'Rae is nearly 8000 years old. He is one of the oldest Qui'Shri and a member of the Prophetic Council at Isenroth.

1.1.16. Rasiks Summary

The Dwehrow that live on, in, and under the Ring Mountains in Talliamain call themselves the Rasiks. There are 8 major clans that compose the Rasikian culture. Locations

The Rasiks can be found in the Ring Mountains surround Crystal Lake in the Kingdom of Talliamain. Rasiks can also be found in the cities near the mountains.

1.1.17. Rhimsians Summary

The Dwehrow that live in and under the Ithag Mountains call themselves the Rhimswyr. There are 25 major clans that compose the Rhimsian cultures. Locations

The Rhimswyr can be found in the Ithag Mountain range that borders the Kingdom of Thranis and the Country of Drenmar. A few Rhimswyr can be found in the cities of Thranis.

1.1.18. Sutari Summary

The Sutari are a long extinct intelligent race and culture. Little is known of this culture. Physical Description General

The Sutarian skin colors range from an olive tone to an almost blue color. This was recently revealed by a researcher from Talliamain.

1.1.19. Tarharens Summary

The Tarharens are a gentle race of giants who are masters of agriculture. They are a declining culture. Due to misconceptions and falsely perceived threats, the Tarharens were slaughtered to near extinction by the Humans of southern Tanroek between the years of PCY 400 and 300. The Tarharens escaped extinction by hiding in the foothills of the Midrealm Mountain range. Locations

The Tarharens can be found in the fertile foothills of the Midrealm Mountain range. Some have traveled north to the foot hills of the Ithag Mountains. Physical Description General

Tarharens are tall and extremely tough giants. Adult males and females range between 8 and 12 feet in height. Adult males range between 275 to 500 pounds in weight. Adult females range between 200 to 400 pounds in weight. Both male and female bodies are covered in a thin layer of fur. From a distance this fur looks like skin. Their body hair color and patterns are varied. Color ranges from the color of hay to black bog mud. Tarharens can have up to six different colors of hair that form patterns. The patterns of color can be compared to the common household cat hair patterns. The hair on the head will grow longer than the body hair, but it will never grow longer than shoulder length. Tarharen feet are wide, flat, and have eight toes. The bottoms of their feet are covered in a thick pad of skin. Tarharen faces looks similar to Human faces. Typical Dress

Tarharens wear simple leather loin cloths in the summer. In the winter they wear wool tunics and breeches. The clothing is simple and plain. Tarharens do not wear foot coverings, even in winter. They do not adorn themselves with jewelry, trinkets, or baubles. Subsistence Patterns

The Tarharen are experts in agriculture. They are self sufficient and require little outside trade. In times of need Tarharen families will assist other families of any race. Tarharens will dispense freely their agricultural knowledge. They will almost always assist with their neighbor's harvest during harvest season. Government

The Tarharen have no known government. Most will abide by the laws of the country or kingdom which they live in.

1.1.20. Tellars Summary

The Tellars are the Humans that occupy the northwestern region of Tanroek. Locations

The Tellars inhabit the regions from Old Vilshem to Talliamain.

1.1.21. Vresh Summary

The Vresh are the true native humans of the region of Old Korm. These people inhabit the harsh foothills of the Great Northern Mountains leading a hunting and gathering lifestyle.

1.1.22. Dhar'Chandi Summary

The Dhar'Chandi are Qui'Shri'Qin. The word Dhar'Chandi means Earth Walkers in Qri'Sha. The Dhar'Chandi reside in the eastern most reaches of Drenmar Forest. They have little contact with humans. They do not pay homage to the Queen of Drenmar, nor do they believe that the forest belongs to her. They claim no boundaries to the lands and make no permanent homes. They are hunters and gatherers. They are friends and protectors of the land.


To my honorable and revered Queen of Talliamain.

The Dhar'Chandi, or earth-walkers live in the eastern portion of Drenmar forest. I believe that the Queen of Drenmar is aware of them and very tolerant of their presence. They, however, barely acknowledge that she exists and regards her presence as an aggravation. Their contact with others is rare and discouraged.

All Qui'Shri'Qin have deep respect for the earth and nature. The Dhar'Chandi carry this respect to extreme lengths.

Their presence in the forest can be difficult to detect. They burn only fallen wood, wear animal hides obtained only after the natural death of the animal, and even take varying routes to avoid forming paths except in the most heavily trafficked ways. This last practice also helps hide their existence from travelers.

Their clothing is mostly made from some type of woven plant fiber that is very supple and strong. They do not generally wear ornamentation such as necklaces and bracelets, but do adorn themselves with extensive tattoos. These tattoos are applied at various stages of life, after certain types of accomplishments, or possibly to record some other types of information.

Theoretically, by looking at an individual's tattoos, you could determine his or her station, family, age, accomplishments, occupation, what significant events he or she witnessed, and general personality.

This is useful to the Dhar'Chandi since it identifies an insider very readily - these tattoos cannot be easily duplicated. Within the group, it clarifies all relationships at the beginning of an encounter. This means less misunderstanding and less negotiating.

They tend to discourage outsiders through indirect methods. Encouraging natural obstacles (plants, insects), actively discouraging trails or paths into their territory, and subtly sabotaging people who do enter into their territory. If a direct encounter with outsiders is unavoidable, which occurs very rarely, they generally kill the entire group of outsiders to prevent part of the group returning later.

Dhar'Chandi groups are small, always less than 100 members. Leaders are generally the eldest in the group (male or female) and can be identified by the extensiveness of their tattoos. This leader is called the Pak'Nar just as it is in Qui'Shri'Ta. The Pak'Nar can appoint assistants for specific tasks, these are known as Nar'Imi.

The Dhar'Chandi use some metal weapons, but mostly wield weapons of wood such as blowguns, slingshots, clubs, and staffs.

They lead a very simple existence mostly concerned with the basic needs of life and caring for the forest.

Your humble and faithful servant, Sariffe Narive, Esq.

--Letter from Sariffe Narive, Esq. sent in PCY 11 to Queen Rhaela Sabarra of Talliamain. 

1.1.23. Humans, Western Tanroek Summary

The Humans are the most prevalent race in western Tanroek. Many subcultures exist and are described elsewhere in this section.

Please see each subculture for more details. Locations

The western continent of Tanroek. Physical Description General

Adult males range between 4 and 6 feet in height. Adult females range between 4 and 5.5 feet in height. Adult males range between 85 to 300 pounds in weight. Adult females range between 65 to 250 pounds in weight. Human skin color is usually black, brown, tan, white, or golden yellow. Hair colors tends to be dark brown to black. Some blond or red can occur. Eye colors can be black, brown, blue, gray, green, or burgundy red.

1.2. Languages

Languages are the key to complex communication between individuals. Each pocket of ancient civilizations independently developed their own language. Through the thousands of thousands of years these languages were taught to other races, who in turn adapted the languages to their needs. There are thousands of languages in use in the known world and many more in disuse. The following list contains the most well known languages of the world.

Darish, Eastern

Eastern Darish is spoken by the Dari that live in the eastern lowlands of the Great Northern Mountains. Eastern Darish is a dialect of High Darish.

Darish, High

High Darish is spoken by the Dari that live in the highlands of the Great Northern Mountains.

Darish, Low

Low Darish is spoken by the Dari that live in the western lowlands of the Great Northern Mountains. Low Darish is a dialect of High Darish.


Dhar'Hun is the native language of the Dhar'Chandi. This language is rarely spoken outside of the Dhar'Chandi culture. Dhar'Hun is a distantly related to Qri'Sha.


Dren'Cuil is the common language of the regions in and around the Country of Drenmar.


Dwenlew is spoken by the Atdanian clans of the western foothills of the Midrealm Mountains. It is a dialect of Tershia.

Ghrukish, Northern

Northern Ghrukish is the native language of the Ghruks that reside around the Abykaa, Noldok, and Ithag Mountains.


Huranian is the common language of the southern lands of the continent of Tanroek.


Khimzerek is the common language of the Kingdom of Thranis and the surrounding regions. Khimzerek parent language is Old Khimzerek.

Khimzerek, Old

Old Khimzerek is an old, disused language that was prevalent around the regions of Talorr, Rhuik, and Auldral when the Kingdom of Nectal was in its height of rule.


La'yaata is the native language of the inhabitants of the island of Old Dolohiem.


Lobrea is the language of the nomadic bands of Qui'Shri'Qin that roam the eastern lands of the Kingdom of Talorr.


Mabkulish is the native language of the Mabkuli. This language was derived from both Rhimsish and Huranian.


Niyonish is the native language of the Enorians.


Rasikish is the native language of the Rasiks and Kadaenolds. Rasikish is rarely spoken in front of non-Dwehrow and is never taught to outsiders.


Rhimsish is the native language of the Rhimsians.


Tellarian is the common language for the northwestern regions of the continent of Tanroek, including Qui'Shri'Ta. Tellarian is spoken in the western regions of the Empire of Korm. Tellarian is also the official language of the Kingdom of Talliamain.

Tellmarian, Old

Old Tellmarian is an old, disused language that was prevalent in the regions of Talliamain and Istria when the Kingdom of Nectal was in its height of rule.


Tershia is spoken by the Atdanian clans that live in the central foothills of the Midrealm Mountains. It is a distant dialect of Mabkulish.


Qri'Sha is the formal language of Qui'Shri'Ta. It is spoken mainly by the educated. Knowledge and fluency of this language is considered a social status symbol, especially in the Courts.


Vreshk is the native tribal language of the original inhabitants of Korm. The language is derived from Darish.

1.3. Religious Beliefs


From the earth we came. Grown by the hands of the gods. To serve them, to protect them, and to worship them.

--Ramnal Hebbins , High Priest of the Church of Nod 

  Before our world,
  During the time of turmoil,
  The last world's destruction.
  The goddesses Celestra and Melshom, and the gods Akatan and Roekonin 
  Took the remnants of that world into their hands.
  They began to shape it into a new world, our world.
  Roekonin, with his hot forges,
  Formed the mountains and valleys with his hammer. 
  He sculpted the plains, flat lands, and rivers with his chisel. 
  Melshom gave the gift of soil. 
  With the soil, she planted the seeds of life. 
  We were the seeds of life. 
  Akatan filled the rivers, streams, 
  And the oceans with his blood. 
  He made the rain fall to water the seeds of life. 
  Celestra hung this new world, our world, in the sky. 
  She gave the heavens stars, so that we remember. 
  We remember their great gift.

--Expert from the Temple of the Divinities' prayer book 

Religious beliefs give people hope, a sense of belonging, a sense of purpose, and an explanation of where they came from. Religious beliefs are the foundations of most cultures and societies.

1.3.1. Deities


Akatan is the god of water. The Father of the Seas. He controls the storms, waves, and currents of the sea. He is the ultimate solvent. He can cut through the mountains and the earth. The Qui'Shri believe Akatan to be one of the creators of the earth.


Ba'alshulka is the son of Roekonin and Shemail. The Trickster. He is the god of trickery, jokes, and theft. His following has only been prevalent in the last one hundred years. He is considered a child of mischief by the other deities. Among his worshipers he is powerful god with a bad temper.


Asvo is the god of fertility, prowess, and good health.


Bjal is the most commonly worshiped god of the Dwehrow. Father Forge, Father of the Dwehrow, Anvil Keeper, and The Holy Smith. Dwehrow legend has it that Bjal forged the Dwehrow from the stones and metals of the earth. He molded their souls from Earth Fire. Bjal is an unresponsive god, a god that believes that his subject are tough as stone and should be moulded by their own actions. He is the bringer of earthquakes. A common belief, though not accepted by all, is that when a dwehrow dies, he or she goes home to the Great Halls of Bjal, deep within the earth.


Celestra is the patron god of the night skies. Holy Keeper of the Stars; Night Maiden; Star Maiden. Theologians suspect that she is one of the oldest deities. She is the most widely worshiped deity in all of the lands.


Denshom is the goddess of the earth, land, and soil. Lady of the Lands. She is also the goddess of fertility and birthing. Legend has it that she was born from the union of Melshom and Akatan. She gathered a strong following in PCY 8250 when her mother, Melshom, was destroyed by the Grey Wind.


Dhorta is Guldak's winged servant who snatches bad children as told by the Ghruks. He also snatches the weak and the wounded to take to Guldak, who then feasts on them. He is shaped like a deformed Ghruk and has two leather wings protruding from his back. He is sometimes called Guldak's Lap Dog.


Ekar is the god of planting and harvests. The Harvester. Each spring and fall during planting and harvesting season, a feast is held in his honor.


Eshana is the goddess of romance, passion, and love. She is also the goddess of marriage. Most wedding ceremonies are performed under her grace and blessing. She gathered a strong following during PCY 1700 to 1675 when the Church of Nod was founded by Grand Bishop Ediyn Bjadison. Eshana is the sister of Gabriana.


Gabriana is the goddess of beauty, music, and arts. Lady of the Music, The Painting Goddess. She is a young, aristocratic goddess. She is the sister of Eshana.

Grey Wind

Not much is known about this god. It has no known gender. Many believe that it is the deity of the underworld, plagues, and diseases. The followers of the Grey Wind tend to form into cult like groups. Many cities, towns, and villages ban the worship of the Grey Wind.

Grim Death

Grim Death is the caretaker of the souls. He is also call Soul Catcher. He and he alone determines which souls are passed along to the deities and which ones will be returned to a mortal form again. He is a quasi-deity who has been around since the dawn of time. He is a servant of mortals, though most people do not see it that way. The Grim Death is viewed as a god by the Church of Nod.


Grundi is the patron god of money, wealth, and material power. Grundi is the older bother of Hurn. Grundi's personality is quite different than Hurn's. Even though Grundi does not mind gaining wealth in the most underhanded way, he will not suck a money source dry. "Why kill the goose that lays the gold egg!" He is extremely interested in economics and politics, and will constantly toy with mortal governments. Grundi gathered a strong following when the greedy Kingdom of Shal'lan was established.


Guldak came to power during the Kalak Ghruk Wars which occurred from PCY 4043 to 4040. He is the patron deity to warring Ghruks and their kind. Only the warrior cast is allowed to worship Guldak.


Hor'rune the Wicked. Hor'rune is the deity of hate and revenge. Hor'rune has neither male nor female form, but is most of the time referred to in the male form as was his original gender. He was originally a human 3000 years ago. He was conceived during a brutal rape of his mother by a band of raiders. He was born deformed and left to die on the Stones of Brakal. Legend has it the the Grey Wind opened the ground beneath the child and brought him into the underworld. The Grey Wind taught Hor'rune how to hate and instilled the lust of revenge in him. The "Revenge of Hor'rune" is a ceremony that is performed by the Church of Nod for the punishment of rapists and mothers who abandon or murder their child (and the child dies a horrible death, ie. starvation, drowning). It is a brutal ritual. Worshipers of Hor'rune tend to gather in cult like groups.


Hrahin is known as the Singing Lady of the Water. Her body is the life blood of the world. Her voice is the sound of water flowing down a babbling brook and the thundering roar of th towering waterfall. Hrahin is worshiped by the Dhar'Chandi.

Huntress, The

The Huntress is the patron goddess of nature and the things that live in it. She is the god of the forest and grasslands where her game runs wild. Rangers, druids, hunters, and farmers are her primary worshipers. She is one of the oldest known human deities.


Hurn is the god of Honorable warfare. Truth-blade, The Honorable Warrior. He is the younger brother of Grundi. Hurn became widely worshiped between PCY 499 and 510 during the War of Ten Kingdoms. The Knights of Hurn formed during this war and now have chapters in many western kingdoms.


Khoga is known as The Earth Stench, Rock Spoiler, and Bringer of Earth Rot. He is Bjal's arch-nemesis and rarely worshiped by the Dwehrow. He is the god that rots the earth and makes veins run bad. He surrounds himself in a cloak of sulfur and exudes oil wherever he walks.


Kormaz is a forgotten deity of war. He was heavily worshiped in Ancient Thranis. Little else is known about this god.


Maedras, the Earth Mother, is the god of the earth and all natural things that live. It is her that breaths life into the world. Maedras is worshiped by the Dhar'Chandi


Melshom was the mother of Denshom. She was destroyed by the Grey Wind when the Grey Wind carved its home into the earth. She was the goddess of the earth. The Qui'Shri believe that Melshom was one of the creators of the earth.


Merrick is also known as Merrich the Healer. The Master Healer, The Healing Father. He is the patron deity of healers and most good folk. He is the god of peace and good health. Merrick is also the comforter of the dying.


Morg is Guldak's wife and serving wench. She is the patron deity to female Ghruks (mainly the wives/mates of the warrior Ghruks).


Myvazeod is one among the creators of the world according to some of the Qui'Shri'Qin religions. Father of the Animals.


Oceth is one of the creators of the world according to one of the Qui'Shri'Qin religions. He is one of the oldest known Qui'Shri gods.


Pakshul's heart is the Sun, his breath brings flame into the world, his bowels is the fire that smolders beneath the earth. He is the Father Fire. He is the Sun God who feeds the world. Pakshul is worshiped by the Dhar'Chandi.


Roekonin is the patron deity of the sun and fire. The Sun God. He is considered to be the second oldest deity. The Qui'Shri believe that he was born before the earth was created. They also believe that he had a hand in creating the earth. Some Dwehrow worship him for he brings forth the power to forge the metals.


Shemail is the patron deity of dancing. The Dancing Goddess, Maiden of the Dance. She has many festivals during the year. She gathered her strongest following long ago when the Qui'Shri created the "Dance of Spring". Rural farmers celebrate and thank Shemail for her uplifting spirit leads them through the darkest winter months. She has now become an aristocratic god in some major cities.


Tarav is the patron god of herdsmen. The Holy Shepherd, Keeper of the Herd. Once a year a young bull or bull sheep is sacrificed in Tarav's name.


Torclain is considered by his followers to be the god of all good things. It is believed, by the Church of Torclain, that he is the creator of the world and all of its creatures. The church believes that he is the father of all the other gods and that the other gods are his wayward children. To reclaim his throne, Torclain came to earth born as a human. He came to remind his followers who the one true god is and why they need to repent their heathen ways. When that deed was complete, Torclain ascended back to the heavens.


Urgwai is the goddess of fertility. She is worshiped by the Enorian nomadic herders.


Yajru is the god of the western winds. He is worshiped by the Enorians who live east of the Kingdom of Talorr.

1.3.2. Religious Organizations Torclain, The Lordly Church of Summary

The Church of Torclain is a large and organized monotheistic religion. The Church promotes the will of the Father Saint, Torclain. The Church's Prime Temple is located in the capital city of Nishorn, Niprema. The Prime Temple houses the Church's authority. The Church's realm of power spans both politically and spiritually from the Prime Temple. The Church is the ruling government in Nishorn. Divinity

Followers of the Church worship the god Torclain who they believe is the only one true god and all others god-like beings, the evil Anriels. Locations

The Church's realm of influence reaches most of the southwestern regions of Tanroek. The Theocracy of Nishorn is ruled by the Church. Physical Distinctions General

It is not always easy to pick a Torclainum out of a crowd unless they are openly wearing the Hand of Torclain. The Hand of Torclain is a gold hand with the palm facing out and the fingers together. Un-ordained followers will wear either a medallion or an embroidered patch with the symbol of a gold hand on a field of white. Missionaries will wear an embroidered patch with the symbol of a gold hand on a field of bright blue. Priests and clerics of the faith will wear an embroidered patch with the symbol of a gold hand, with a silver disk in the center of the palm, on a field of bright blue. Hight priests will wear a medallion and an embroidered patch of a gold hand, with a silver disk in the center of the palm, on a field of rich purple. If the follower also serves a civic duty such as city guard or church clerk they will wear an additional embroidered patch with the symbol of a silver disk on a field of bright red. Typical Dress

An un-ordained follower will wear something that is colored the lightest of the shade of blue. Missionaries will wear either robes or at least a cloak of bright blue. Priests and clerics will wear robes that are a dark blue with silver trim. High priests will wear robes that are dark purple with gold trim. People with civic duties will wear a light red tunic or dress and a light red cloak. Government officials and soldiers will wear dark red tunics and cloaks. Attitudes Toward

Followers of the church are adamant about Torclain being the only true god. Followers tend to be intolerant of other religions and do not hesitate to show their distaste. This is evident in cities and countries where they can exert their control. This intolerance occasionally escalates to violence, but usually takes the form of petitions and lobbies to the local governments encouraging them to outlaw any religions other than the Church of Torclain. Missionaries tend to assimilate other cultures by syncretism. Syncretism is a process of adapting a culture's rituals and sacred stories to the Church of Torclain's beliefs and thereby not alienating the culture's beliefs but instead bring the two seperate beliefs into synchronization. After many years the old rituals and sacred stories are phased out and replaced with Church sanctioned rituals and sacred stories. The Church produces a steady stream of agressive, persuasive, and educated missionaries.

The doctrine of Torclain preaches that the other intelligent races were the weak ones that were tricked into serving the evil Anriels. The diehard follower of Torclain will allow a non-human to worship with them if that non-human has denounced their previous beliefs and have begged forgiveness from Torclain for their ancestor's weakness. Other than basic worship, the diehard follower will not interact with non-human races. Most normal followers are more tolerant and will interact with non-humans both on a day-to-day basis. Outside of the country of Nishorn, followers will interact with non-humans who are not followers of Torclain and will actively try to convert them to the faith (in a less agressive and demeaning manner than the diehard followers).

The core rulers are fanatical zealots, while people further down the hierarchy tend to follow the doctrine under most circumstances. The core rulers diligently repress knowledge that could be contradictory to Torclain's teachings. Ceremonies play an important role by enforcing structured thought and habitual thinking.

The high priests want to eradicate or at the very least suppress other religions. To do that they remove artifacts and icons of the targeted religion when the missionaries begin to convert the culture to the faith. They will sometimes steal artifacts and icons before they enter a culture with the purpose of conversion. These artifacts are then destroyed, cleansed, and constructed into artifacts blessed by Torclain. If the artifacts are magical or contains powers that make it dangerous to destroy, they are taken to hidden and secure storage locations. Holy Sites

Maven Temple is the holiest of sites. It is the birth place of the mortal human, Torclain, who ascended into heaven to bring order and regain control of his realm. The temple is located in the city of Niprema, in Nishorn.

Ascension Temple is where the mortal Human Torclain ascended back into the heavens where he rebuilt his kingdom and cleaned the heavens of the unworthy Anriels. The temple is located on top of Ascension Hill in southern Drenmar. Each year hundreds of thousands make the pilgrimage to the Ascension Temple.

Temple of Saint Swen is dedicated to Saint Swen, the brother and first saint of Torclain. The brotherhood that is dedicated to Torclain's will through Saint Swen is called the Swennenites. They are a cloistered brotherhood of scribes which preserve and copy the original writings of Torclain. The temple is located in the foothills of the Midrealm Mountains, south of Nishorn. The Four Vaults of Torclain

The hidden artifact stores are located in four places outside of the physical parameters of the Prime Temple. These four places are considered extension to the Prime Temple and thus all written references to the locations of the artifacts state that they are stored in one of the four vaults in the Prime Temple. Sacred Stories

Torclain, the world builder, sets time into motion and began the construction of the world from nothingness.

To aid in the creation of the world, Torclain breathed life into the Anriels.

The Anriels were the crafters, each assigned, by Torclain, a specific task in the building of the world.

The world was complete after ten-thousand seasons of work.

Torclain, the originator of life, created twenty perfect human men and twenty perfect human women.

These vicenary couples birthed the populations of all of the world.

Torclain, the sleeper, rested for ten-thousand more seasons after creating the world.

The Anriels, who were left to tend Torclain's flock, grew prideful and greedy during Torclain's absence.

The Anriels, the deceivers, befriended the weaker of the flock.

The Anriels, the pretentious, convinced the weakest of the humans that the Anriels were the creators of the world and of the humans and that the Anriels should be worshiped.

The Anriels, the arrogant, subverted and remolded their new found followers into new forms of the Anriels' liking.

The Anriel, Na'ghan, was obsessed with the fighting between members of Torclains flock.

Na'ghan, the war wind, twisted a group of weak minded humans with strong bodies into the Dwehrow who served him as soldier slaves.

The Dwehrow were ashamed of their weakness in being faithful to Torclain and fled underground to avoid the scornful sight and might of the righteous.

The Anriel, Na'jan, wanted to see of the humans could be bred with the Anriel to create a mighty half breed race of Anriel under his control.

Na'jan raped the righteous Women of Miwen, who gave birth to the bastard half-Anriel breed of the Qui'Shri.

The Qui'Shri, flaunted their immortal heritage in the faces of the righteous, but were repudiated for their sinful existance.

The Anriel, Na'zal, was repulsed by the righteous beauty of the humans.

Na'zal, the baby thief, stole the babies of the righteous and bred them with the animals to create his horrendeous army of man-beasts.

Na'zal, the bestial, lead his army of man-beasts against the righteous.

The righteous fought and defeated Na'zal's foul army and Na'zal fled into hiding with some of his monstrosities.

Na'zal's monstrosities populated the world with foul beasts such as the Ghruks, Dragons, and the Tarharens.

The Anriel, Na'istan, taught some of the weak how to tap into the divine power for their own greedy purposes.

Na'istan brought the powers of sinful magic into the world and fathered the world's unholy wizards and witches.

The righteous stood firm against the demonian powers of magic and diminished Na'istan and his followers.

The Anriels, the bold, moved Torclain to the deep nether-reaches during his great sleep so, when he awoke, would be lost and unable to reach is flock.

The first morning of the eleven-thousandth season, Torclain awoke to utter darkness.

Torclain was lost and unable to return to his heaven and look upon his flock.

Knowing that he was betrayed by his Anriels, Torclain swore to reclaim his flock and wrest the Anriels from his heaven.

Torclain, the divine, placed his being into a soul and journeyed to earth to escape his prison.

Torclain, the man, was born to this world by the Blessed Mother Laenola and the Blessed Father Acael. PCY 600

--Summary of Torclain's First Journey, The Teachings Of Torclain History Torclain

The celebrated birth of the mortal Torclain occurred at midnight on the autumnal equinox of PCY 600. The mortal Torclain started preaching at the age of fourteen and by the age of twenty-two had gained a cult like following. At the age of twenty-four, Torclain began writting down his philosophy, teachings, and view of the world. He finished "The Teachings of Torclain" in PCY 574. In PCY 571, he had gathered a large following of devout worshipors, large enough to draw the Jussanian Emperor's attention. By the Emperor's decree in PCY 613, all of his subjects were to worship Myvazeod, Oceth, and Ekar and thus Torclain's teachings were illegal. In PCY 570 Torclain escaped from the Jussanian borders and went into hiding with a core group of his followers. Torclain remained hidden for nearly thirty years. During those thirty years, Torclain produced six more books of his religion, for a total of seven books from him. The Jussanian Empire lost control of the surrounding lands of Torclain's birth place in PCY 541. Torclain returned to his home in the summer of PCY 542 where he continued his teaching for another two decades. Torclain made a holy journey to a hill just after the new year in the spring of PCY 522. At the age of seventy-eight, Torclain made his last sermon to his devoted followers. At the end of his sermon he changed into a being of light and ascended into heaven and reclaim his throne. The battle against the Anriels lasted for several days and could be heard through out Midrealm. The battle subsided but the Anriels were not completely defeated. Torclain and his followers, even unto today, work to defeat the Anriels

The Chruch of Torclain has been building its strength and number of followers at a very aggressive rate since PCY 202. In PCY 202, Saint Ganell performed a miracle healing of King Athear IV of Tremier who was deathly ill. Athear IV declared that all his subjects would worship Torclain and granted the eastern land of Torclain's birth to the god Torclain. Saint Ganell then established the Theocracy of Nishorn. The Women of Miwen

The Women of Miwen are an ancient mythical group of human priestesses who were believed to have been raped by the Anriel, Na'jan, and gave birth to the Qui'Shri race. Nod, Church of Summary

The Church of Nod is a polytheistic religion dedicated to the peace of Midrealm. The population of the Church is predominately Human. They do not discriminate against race when it comes to worshiping. They do discriminate when it comes to the high ranking positions in the Church. The high ranking positions are all filled by male Humans. Divinity

Followers of the Church of Nod worship Celestra, Denshom, Eshana, Gabriana, Grim Death, Hurn, and Merrick. Each deity fulfills the needs of a particular situation. For example, when someone is sick and in need of comfort, they should pray to Merrick the Healer. Locations

The Church's realm of influence is predominantly the northwestern region of the continent of Tanroek. The Church is ever trying to expand its influence. Attitudes Toward

The Church is not fond of the Church of Torclain, but will usually not act out violently. Followers of Oceth Summary

To my most exalted, honored, and Royal Queen of Talliamain.

Though not as widely worshiped as other gods in the known world, Oceth has faithful and powerful followers.

These followers are mainly concerned with the pursuit of knowledge. This is based on the earliest legends of Oceth gathering the knowledge needed to imitate the creation of intelligent life.

As the following has grown, it has developed specialized sects. These specialties include history, science, natural science, agriculture and domestic arts, art and literature, and magic. Knowledge is gathered from outside sources and is also sought through research.

These chroniclers and researchers record knowledge for knowledge's sake alone. The knowledge is not necessarily gathered for a larger purpose and is not actively shared. Sharing takes time away from recording and cataloging.

The libraries, museums, and workshops of Oceth's followers are housed in keeps very much away from established civilization. Information gatherers are sent out in groups or individually. Information is also often purchased from other libraries, collectors, and sometimes adventurers.

Far back in the past, Oceth's followers have been regarded as a threat. The reasoning stands that any group with access to so much information, and what can be regarded as an extensive spy network, should be viewed as a potentially powerful ally or enemy. The fact that a very few sect leaders throughout the past did participate in politics has made the perception of the entire group as being a threat even easier to form. For centuries, however, the Ocethians have maintained a role as impartial chroniclers.

This neutrality is one defense. Maintaining a generally low profile is another. A third defense is the extensive training possessed by the field information collectors. These skills include technical skills, subterfuge, and various types of martial training. Each keep also has a standing militia ready to defend the archives with arms if necessary. These defenders are well-practiced in various military drills and fighting techniques, and are far superior in tactics and strategy than the average militia.

To a casual observer, this organization appears to be several isolated monasteries dedicated to quiet study and defense. In reality, it is a highly sophisticated information network containing a wide array of skills. The core of the network is made up of the faithful at the keeps.

The inner workings of the hierarchy are very subtle. Possession of knowledge and impartiality garner respect from others since these traits are seen as the most pure representations of faithfulness. Leaders are selected through a somewhat exclusive democratic style process.

Your majesty may consider sending an ambassador to exchange information with the Ocethians. However, please be aware that there is little they do not already know.

Your unworthy and ever faithful servant, Sariffe Narive, Esq.

--Letter from Sariffe Narive, Esq. sent in PCY 5 to Queen Rhaela Sabarra of Talliamain. 

1.4. Notable Individuals


Baku was Lorkesh's battle lord who was imprisoned in the Pits of Baku.

Bobaki (PCY 201 - CY 1)

Bobaki was a Qui'Shri'Qin-Human half breed scout for the Queen's Hand . He was killed in CY 1 during the siege Fox Tower by a lizard like creature while saving his companions' lives. He is remembered with honor.

Essanir (Unknown - CY 2)

Essanir is an ancient, evil entity that is bent on taking over the world. He is know known to be leader of the Old Ones , an evil group of entities that work together to take over the world. He is also known by the Qui'Shri as Lorkesh. He was vanquished in CY 2.

Erson, Jeff (PCY ? - )

Jeff Erson was the former "Master of External Intelligence" for the Kingdom of Talliamain from PCY 8 to CY 1. He is one of the five Heroes who broke the siege of Fox Tower in CY 1.

Jocoe (PCY ? - )

Jocoe was the leader of the scouts in the Queen's Hand from PCY 5 to CY 1. She is one of the five Heroes who broke the siege of Fox Tower in CY 1.


Lorkesh was a demon general that battled the Qui'Shri for the control of the Qui'Shri lands. The final battle took place at what is now called the Pits of Baku . See also Essanir.

Marthander, Aban (PCY ? - )

Aban Marthander is a member of the Queen's Hand. He is one of the five Heroes who broke the siege of Fox Tower in CY 1.

Nemis (Unknown - CY 2)

Nemis is an evil entity that is serves Essanir and is one of the Old Ones . He is also know as the Spinner of Lies in many ancient tales and songs. He was vanquished in CY 2.

Oshu (Unknown - CY 2)

Oshu is an entity that serves Essanir and is one of the Old Ones . The Qui'Shri call him Baku. He was once imprisoned in the Pits of Baku . Humans have called him the Devourer of Minds and Wielder of Insanity in ancient tales and songs. He was vanquished in CY 2.

Ra'an (PCY ? - )

Ra'an has been the head field researcher for the Kingdom of Talliamain since PCY 10. He is one of the five Heroes who broke the siege of Fox Tower in CY 1.

Saima (PCY ? - )

Saima was a member of the Queen's Hand . She is one of the five Heroes who broke the siege of Fox Tower in CY 1.

1.5. History

The history of Midrealm is long and fragmented. The Qui'Shri live to ages that span thousands of years. Ten generations of Qui'Shri can span 10,000 years. The records of history have a tendency to disappear, to be destroyed, to be distorted, or forgotten over 10,000 years.

1.5.1. Calendars

The most advanced societies have come up with calendars to visualize time on a day to day scale. Most kingdoms on the western continent of Tanroek use the Tailton Calendar to keep track of time.

The Tailton calendar was adopted PCY 20 (Tailton reckoning). The Tailton calendar is a modification of the Asifari Calendar that the Qui'Shri invented somewhere around PCY 15,000. The Asifari had been ratified many times for astronomical corrections. These corrections left date gaps every 2000 years or so. The Tailton calendar fixed this problem adding an extra day to the calendar every 100 years beginning with the year CY 1 (15,267 Asi). This extra day is added to the last month of the year. The Qui'Shri are slowly adopting the Tailton calendar.

Figure 1.38. Tailton Calendar




[a] Summer Solstice - The end of spring and the beginning of summer.




[a] Midsummer's Eve




[a] Autumnal Equinox - The end of summer and the beginning of autumn.




[a] Winter Solstice - The end of autumn and the beginning of summer.




[a] Vernal Equinox - The end of Winter and the beginning of Spring.


[a] 32nd of Kek will only occur every 100 years from CY 1 (e.g. 101, 201, 301, and etc...).

1.5.2. Selected Writings

Many records exist that discribe the view of the world through the eyes of the author. Some are accurate others are not. It is left up to the reader of the document to judge the accuracy. Included for your reference is a small part of a drop in a sea of knowledge. Of Creation


Of The Dragons. In the beginning, after the gods created the world. Dragons were born from the elements. Seeing the dragons sparked thought among the gods. Oceth wondered how the dragons, who were not in the original design, were born.

Oceth asked the other gods, but they did not know. Oceth asked the mountains, the mountains replied, "We gave the dragons bones for the skeletons, scales for their skin, and fire for their bellies." Finding the first answer, Oceth asked the winds, the winds replied, "We gave the dragons wings for flight." Oceth then asked the oceans, the oceans replied, "We gave the dragons life-blood so they may live." Finally, Oceth asked the earth, and the earth replied, "We gave the dragons food from our bounty, to sustain their life-blood. Oceth smiled and explained to the other gods that their creation had brought to life the dragons.

The gods were pleased with this unexpected surprise. Smiling, the gods asked their creation to give life to other creatures. The world replied, "We must rest, then we will do as you ask." The world rested and the dragons lived peacefully with great pride.

During the long rest, Myvazeod became restless. Hiding in a dark cave beneath the mountain Inryn, Myvazeod began experimenting with bits of the elements. His goal was to create life as the world created life. During his work, Myvazeod brought to life many creatures, such as the birds, the fish, and the four legged land animals.

At the end, Myvazeod was frustrated, he was unable to create anything as grand as the dragons. Oceth took notice and scolded Myvazeod for being in haste. Myvazeod agreed and apologized by taking on the form of a deer and living among the animals.

Of The Meraki. The world awoke from its long rest. The Meraki were born from the elements, animals, and the trees. Oceth and the other gods watched the creation closely. The mountains gave the Meraki delicate crystals for the skeletons. The oceans gave the Meraki the life-blood. Myvazeod gifted the Meraki with hair of gold and skin as soft as the softest fur. The earth gave the Meraki the color of earth along with the strength and longevity of the Narin tree. And finally the winds gave the Meraki the breath of life.

The gods rejoiced. The gods wove into the Meraki emotion and intelligence. The dragons, being first born were jealous. They descended upon the Meraki with hate and scorn. Intent on being the only children of the world, the dragons killed many Meraki before the gods intervened.

The gods were furious with the dragons. They cursed the dragons. They cursed the dragons with a long life to watch their young die even before they hatch. That is why dragons treasure their young and may only have one young-ling in a lifetime.

The Meraki survived and prospered. They dwelt upon the earth for many ages, expanding and gaining knowledge of the world.

Thus, the beginning of all known races.

Of The Sutari. The Meraki grew from hunting and gathering people into a civilization of scholars and philosophers. This became known as the blessed years. During the Meraki's evolution, the gods began creating other creatures and races. Oceth created the Sutari. A blue skinned race with shorter lives than the Meraki. Over the ages, the Meraki and the Sutari interacted with each other. The Meraki helped the Sutari to advance from a tribal people to an agricultural society.

Some Sutari were taught how to read and write the Merakian language. From these few, the Sutarian language was derived. The Sutarian language used the characters and symbols of the Merakian language. The Meraki were surprised to see the Sutari advance so fast. Within twenty generations of the first encounter with the Meraki, the Sutarian society had advanced to equal the Merakian society.

Of Magic. At the peak of Merakian society, during the explosive growth of the Sutarian society, a scholar would change the world. Lyuras Nevucym, a Merakian scholar, was studying the effects of tapping into the various sources of power of the elements. Lyuras had touched, though ever so slightly, the power of the gods. He manipulated the elemental energies to push a stone across a table. He is considered the father of magic and magical studies.

Throughout Lyuras' long life, he discovered many uses for his power. It is surmised that Lyuras had six students: five Meraki and one Sutari. From these six students descended the teachings of the known magical arts.

--Morkine Hem'gra'yon'ta, Qui'Shri Historian and Scholar, Isenroth Excerpts from Translation of the Chronicles of the War against Lorkesh


In the spring of the six hundred thirty third year of Lord K'lin's rule, tidings of war came from the east. Lord K'lin gathered his armies and marched to the eastern border to battle Lorkesh that summer.

(pages upon pages of Lord K'lin's supply lists, duty rosters, and payrolls).

A mighty battle was fought, Lord K'lin was routed. Lord K'lin fell back to the city of Sdayl, which was still under his rule.

(many pages with the names of the killed or missing).

Upon hearing this, Lord Yyvthron, made treaties with Lord Tymron and Lady D'wen, Lord K'lin's sister. They marched their armies to battle Lorkesh from the flank during his march to Sdayl.

(pages upon pages of Lord Yyvthron's supply lists, duty rosters, and payrolls)

Lord Yyvthron lost the bloody battle. He, too, was routed to the city of Sdayl.

(many pages with the names of the killed or missing).

During the battle between Lord Yyvthron and Lorkesh, Lord K'lin knew that Lorkesh and his general Baku was an ether-worlder. He called upon his Priests of Oceth to council him upon this matter.

Lord K'lin's priests arrived before Lord Yyvthron. They spent many days in prayer.

Lord Yyvthron arrived at the gate of the city on the first day of fall of the same year. Lord Yyvthron was shamed and tried to kill himself, but Lord K'lin stayed Lord Yyvthron's hand. He said unto him, "We deal with an ether-worlder, do not be shamed by defeat. I too was defeated! There is no shame in defending what is good and just." Lord Yyvthron left the audience hall with tears of joy in his eyes.

(pages upon pages of city supply usage and replenishment, duty rosters, and troop details).

On the morning of the first day of winter of the six hundred thirty fourth year of Lord K'lin's rule, Lorkesh laid siege to the city of Sdayl. The same morning Lord K'lin, who was blessed in the arts of Kingly Magic, and his Priests of Oceth began the Rites of Binding in the center of the city.

Lord Yyvthron commanded the troops in the city. Lord K'lin had given him orders to let the gates fall at noon. He was to fall back through the city and lure Lorkesh into the city's center square.

The battle raged through the morning and at noon the gates fell to Lorkesh's men. Lord Yyvthron was killed by an arrow through his heart. Lord Tymron lead the army. Lord K'lin's army was pushed back through the city to the city's center square. When the first wave of Lorkesh's army cut into Lord K'lin's men, the seven priests of Oceth directed their energy into Lord K'lin. Lord K'lin, who was nearly blinded by the power, unleashed his spell of binding upon the powerful Lorkesh. Lord K'lin was slain by an enemy's sword through his throat, thus ended the rule of Lord K'lin.

The ground shook with a mighty force. The city's center square sank into the ground with an unearthly roar. Lord K'lin's men cheered with victory, because fear and panic had spread to Lorkesh's army. They were easily defeated.

The seven priests climbed down into the prison of Lorkesh to inspect their prisoner. To the dismay of the priests and the dismay of the land, Lorkesh was not the one imprisoned. His general, Baku, had instead been trapped. Lord Tymron let out a shout of rage and vowed upon Oceth and Celestra that Lorkesh shall be defeated and killed.

The seven priests went to pray on the matter. Twelve days later, they came to Lord K'lin's death chamber. They removed his dagger, given to him by his mother as a gift on his fifty-eighth birthday. They removed his armor, his sword, and his shield, which were inherited from his father who died in the battle of Hromnesh on Lord K'lin's first day of rule. Finally, they removed a book from K'lin's collection of magical tomes.

The seven priests then came to Lord Yyvthron's death chamber. They removed his bow and his quiver of arrows.

The seven priests then came to Lord D'wen's death chamber. They removed an amulet that she wore through night and day. The amulet was a gift from her mother.

The seven priests hid all of these, including this chronicle that I write upon, near the pit of Baku. Thus, this collection of items will be safe from Lorkesh and will thus be used to complete Lord Tymron's vow.

(What follows is the "Rite of Binding".)

Seven priests of one of the original faiths must prepare for twelve days. The first two days, none shall take food. The next three days, none shall have water, but shall eat. The next two days shall be spent in prayer and shall eat and drink in celebration. The last four days shall be spent preparing four clay disks. Each disk must be fired by the coals of a Red Oak Tree.

Upon each disk shall be written the words of binding.

Upon each disk shall be written the words of protection.

On the twelfth day, the wielder of magic, be he raw or of the essence of the world, shall enter into the channeling rites with an ingot of iron, an Igor of silver, a diamond of utmost clarity, and a drop of his blood on his forehead.

The wielder of magic must draw the circle of power in the last hour of the twelfth day. Failure to do so will spoil the rites and cause malice upon the priests souls. Inscribe the words of binding within this circle of power.

Upon the completion of the circle, the Igor of iron will be consumed by the words of binding.

The power will remain in the wielder of magic for one day. Within that day, the power must be released to trigger the words of binding to trap the demon.

Upon the triggering of the words of binding, the priests must set a disk at each of the four corners of the winds.

(Scribbled in red ink along the margin)

When this is complete, the demon Lorkesh will be trapped long enough for us to figure out how to destroy him or at least banish him from this world.

--A Scribe of the Qui'Shri, Lord K'lin - translated in CY 1 by Galen with notes. 

Chapter 2. Geography

This chapter is intended to provide geographical information for the known world of Midrealm.

2.1. Continent of Tanroek


The Western Continent of Tanroek has been populated by intelligent mortal beings longer than any region in the known world. It has some of the most developed, at least by their own standards, cultures and societies. Beyond any doubt, the Western Continent of Tanroek is the most urbanized region that I have visited.

Most of the lands have been claimed under some organized rule. Political control is usually some version of a feudal system organized into kingdoms. There are a few republics, such as the governmental system of Qui'Shri'Ta. There are even a few hybrid systems, such as the Free Cities of Auldral and the Great Road City.

Western Tanroek has diverse geographic regions. The Iml Ocean surrounds the western lands and envelops the lands to the frigid north. Mountain ranges form an impressive view some 400 miles, or so, inland. The mountains are the headwaters of many of the great rivers that support the lives and economies of the many cultures. And finally, the great forest of Drenmar is awe inspiring. I do not know what great knowledge or rich treasures may be hidden within that vast forest. Ancient writing reference now lost cities that may rest at the heart of the forest.

--Excerpt from "Histories of Midrealm" by Jurt Longtree, Historian 

2.2. Continent of Vula

The continent of Vula is located south of the continent of Tanroek. It is a land of strangeness, wild magic, and odd creatures once populated by the Sutars. Only one known human settlement exists in the northeast corner of the continent.

2.3. Geographic Regions

2.3.1. Haunted Lands, The Description

The haunted lands are a wasteland of blasted rock. The top soil has been torn away by fierce winds. Harsh, foul creatures live within this desolate land. Ruined cities and castles are scattered throughout the waste. The ancient cities and castles are home to vile ghosts and demons. No roads or trails are maintained through the haunted lands.

This region tends to be the hide out of outlaws. And on top of that, the ancient cities really do have ghosts and demons. Map References

World Map: 5B and 5C. Master Map: 5B and 5C. Adjacent Regions

Table 2.1. Adjacent Regions to the Haunted Lands

NorthThe Scrug Lands
NortheastNeed info. -km
EastNeed info. -km
SoutheastNeed info. -km
SouthNon-arable lands
SouthwestThe Kingdom of Thranis
WestThe Great Blue Lake, The Free Cities of Auldral
NorthwestThe Kingdom of Talorr Geological Features

This region is naturally rocky and is composed of limestone shelves that have cracked and fractured throughout the ages. Sinkholes and deep pit dot the landscape and make travel dangerous.

There are many quartz deposits that a few people have tried to mine. Climate and Seasonal Information

The semi-dry and windy climate is natural. The dark limestone heats the cooler air that comes from the Noldok and Ithag Mountains and causes windy conditions most of the time. Biological Information

Small rodents and birds of prey are the predominate fauna species. Stunted trees and scrub brush can be found in the cracks and fissures of the rock bed. Ghosts and demons haunt the ancient ruins. Notable Areas

The most notable feature is the Scar Canyon and is the deepest canyon on the continent of Tanroek. Historic Events

This region was the ancient home of several large Sutarian cities. It is also where the ancient magics devastated the last great city of the Sutarian culture and herald the down fall of the race.

2.3.2. Scrug Lands, The Description

The Scrug Lands consists of desert and semi-desert regions. The Scrug Lands is considered a natural desert (no magical intervention) but are not as large as the Wasted Lands. Many groups of nomads live in the Scrug Lands as do many desert dwelling animals and creatures. The nomads control the merchant lanes that travel trough the Scrug Lands. Map References

World Map: . Master Map: . Adjacent Regions

Table 2.2. Adjacent Regions to the Scrug Lands

NorthThe Wasted Lands
NortheastNeed info. -km
EastNeed info. -km
SoutheastNeed info. -km
SouthThe Haunted Lands
SouthwestFree City State of Auldral
WestThe Kingdom of Talorr
NorthwestQui'Shri'Ta Climate and Seasonal Information

The Scrug Lands consist of semi-desert conditions on its eastern and western borders. The heart of the Scrug Lands is a treacherous desert.

2.3.3. Wasted Lands, The Description

The Wasted Lands is the northern third of a vast desert and semi-desert system. This area is a natural semi-desert. Arcane magic has damaged the natural weather pattern, thus enhancing the desert features.

Ruins can be found throughout the region. Animals, who have adapted to the harsh environment, can also be found. It is unknown whether any Qui'Shri, or any other intelligent beings, live within the Wasted Lands. Map References

World Map: 1-2C, 1-2D. Master Map: 1-2C, 1-2D. Adjacent Regions

Table 2.3. Adjacent Regions to the Wasted Lands

NorthEmpire of Korm, Great Northern Mountains
NortheastNeed info. -km
EastNeed info. -km
SoutheastNeed info. -km
SouthThe Scrug Lands
SouthwestQui'Shri'Ta, Kingdom of Talorr
NorthwestEmpire of Korm Notable Areas

The Pits of Baku is the center of the magic that disrupts the natural weather patterns. It is an ancient (in Human terms) Qui'Shri city that was the center of the climax of the war against Lorkesh. During the final battle in the war against Qui'Shri and Lorkesh, a trap was set by the Qui'Shri for Lorkesh. Unfortunately, Baku was trapped instead of Lorkesh.

The Pits of Baku is located on the edge of a vast canyon system that runs 200 miles to the east, 100 miles to the north, and eighty miles to the south. The Pits of Baku is located somewhere between 300 to 400 miles east of Isenroth. Historic Events

In PCY 8013, the final battle between Lorkesh and Qui'Shri'Ta occurred.

2.4. Political Regions

2.4.1. Auldral, Free City State of Description

Auldral is a state that is ruled by a "Council of City Leaders". The state was formed when Auldral seceded from the Kingdom of Thranis in PCY 9. It has been at constant war with Thranis since the secession.

Auldral's borders begin at the western coast of the Great Blue Lake, until the Silver Canyon River enters. The border continues along the Silver Canyon River through Fort Amaranth and Fox Tower in the west. It then goes roughly in a straight line to the foot hills of the Noldok Mountains, where it turns north to the city of Freestone. There it turns north east and makes its way to High Meadow and Border Town. From Border Town, it follows south along the Ravitha River which flows into the Great Blue Lake.

Before CY 1, border skirmishes were fought to settle boundary disputes between Auldral and Thranis. The kingdoms of Talliamain, Rhuik, and Talorr held an interest in securing Auldral because of past conflicts with Thranis. Thranis tried to expand their borders into Talorr and Wenyr (now Cyrwel) four decades ago in the year PCY 40. Talliamain aided Talorr in defending its borders and the Kingdom of Rhuik aided Wenyr. The war left Talorr in ruins. To prevent future conflicts with Thranis, Talliamain continues to aid and support Auldral. Map References

World Map CY 10: 5-6C, 5-6D Adjacent Regions

Table 2.4. Adjacent Regions to Auldral

NorthKingdom of Talorr.
NortheastThe Scrug Lands.
EastThe Haunted Lands.
SoutheastThe Haunted Lands.
SouthKingdom of Thranis.
SouthwestKingdom of Thranis, Ithag Mountain Range, Kingdom of Falmuria.
WestNoldok Mountains, Kingdom of Cyrwel.
NorthwestNoldok Mountains, Kingdom of Rhuik. Population Distribution

Humans: 80%, Dwehrow: 10%, Qui'Shri'Qin: 1%, Waefolk: 5%, Ghruk: 3%, and Other: 1%. Cultures

Urbanized Humans, Dwehrow, Qui'Shri'Qin, and Waefolk. There are rural Humans and Waefolk that farm the land. The Ghruks and Dwehrow live in or near the Noldok Mountains to the west. Languages

Tellarian and Khimzerek are commonly spoken. Location of Power

The "Council of City Leaders" meets in the city of Queens Guard and is considered to be the capital city. Government Description

Auldral is a Confederacy of free cities. These include Queens Guard, Woodwulf, Shore Haven, Selans Hold, Freestone, Ivymead, Ravensfen, Millerhill, and High Meadow. Other cities, towns, and villages are aligned with one of the free cities. Political Organization

The Council of Auldral rules the country. The members of the Council are the Mayors of each City and the Dukes and Earls who hold the land around the cities. They decide upon the writs and laws of the land. Laws

Servants of Thranis will be arrested on sight. If they are of noble blood, they will be held for ransom. If not, they will be tried for treason and then hung on the borders. Currency

Coin types are varied by each city since each city mints its own coins. The Ruling Council decided early on that there would be basic denominations of coins and it was up to each city to produce their own coinage. Demak piece (1 sp), 10 Demak piece (8 sp), 20 Demak piece (17 sp). Coinage from a city in Auldral is accepted in other cities within Auldral. Coins from other countries and cities are sometimes accepted either by weight of the coin or from allied countries. Auldral cities must submit samples of coins to the Ruling Council for the test of purity. The Ruling Council will have the coins tested to make sure that each city is not "watering down" the coin. Taxes

Food producers are heavily taxed (50% of crop production) because of the war effort. At each of the major cities there is a 1 quarter demak gate tax on entering and leaving. City sanctioned guilds pay taxes on goods brought into, out of, and sold in the cities. Economic History

Auldral's economy has been hard hit due to the ongoing war with Thranis. They have hired many mercenaries to fight in the war. Auldral has many outstanding debts to Rhuik, Talliamain and Talorr.

The sales of goods and merchandise are regulated by the city sanctioned guilds. Food is the only product that is not controlled by a guild.

Auldral controls and runs seven mines in the Noldok Mountains. Coal, iron, silver, copper, sulfur, and bauxite are mined. These mines are the primary source of income for Auldral. Without these mines, Auldral would fall in a very short period of time. The mines are heavily guarded and kept as secret as possible. Production

Before CY 2 Auldral produced wheat, beer, ale, cattle, sheep, wool, iron, wood, leather, silver, copper, sulfur, coal, and bauxite. When the out break of war again in CY 1, production altered to armor and weapons in addition to the above during that year. Exports

Before CY 2 Auldral exported beer, ale, and wool. When the out break of war again in CY 1, exports dropped to almost nothing. Imports

Before CY 2 Auldral imported cotton cloth, dyes, pigments, and silk. When the out break of war again in CY 1, imports shifted to food, steal, weapons, armor, horses, and mercenaries. Military Structure

The standing military during wartime consists of 40,000 infantry, 9,000 archers, 1,600 light cavalry, 800 heavy cavalry, and 15,000 support personnel. Allies

The Kingdoms of Cyrwel, Istria, Rhuik, Talliamain, and Talorr are allied with Auldral. Each has supplied loans or troops to defend Auldral at one time or another. Enemies

The Kingdom of Thranis. Heraldry

Tinctures: Blue, Green, Gold Religions

Church of Nod participates in the government. Many of the priests advise the Dukes and Earls. Each Council member as been blessed by the Church. The Church of Nod is very prevalent in the rural areas. Churches and Abbeys can be found within a couple of days walking distance of most villages. Notable Areas

The haunted Fox Tower resides in the city of Fox Tower. Historic Events

The Ruling Council was formed in the summer of PCY 10. Fall of PCY 10 the Ruling Council sent an article of independence to the King of Thranis. Auldral seceded from the Kingdom of Thranis in PCY 9. Spring of PCY 9, the Secession War began. The Secession War ended the summer of PCY 3.

2.4.2. Cilfey, Kingdom of Description

The Kingdom of Cilfey was founded by Duke Cilfey after a war of separation from King Farras I of Domelen. Map References

World Map CY 10: 10A, 10B, 10C Adjacent Regions

Table 2.5. Adjacent Regions to Cilfey

NorthKingdom of Domelen
NortheastKingdom of Domelen
EastKingdom of Domelen
SoutheastKingdom of Vehnawood
SouthKingdom of Vehnawood
SouthwestIml Ocean
WestIml Ocean
NorthwestIml Ocean

2.4.3. Clear Canyon Territory Description

The Clear Canyon Territory is located on the continent of Vula. The territory is made of several small states with the major city being Trynadale. This Territory gets it's name from the large lake that located there. It is thought that the lake was once a canyon that has been filled with water.

Clear Canyon Territory was settled by people from Drenmar and Nishorn to escape forced military service and religious persecution.

The people of Clear Canyon Territory are frequently attacked by the Bidecians, who are considered barbaric, thus the territory has a strong volunteer defensive military. Map References

World Map CY 10: 10K, 10-12L, 10-11M Adjacent Regions

Table 2.6. Adjacent Regions to the Clear Canyon Territory

NorthHar-Iml Ocean, Eaglerim Mountains
NortheastHar-Iml Ocean
EastHar-Iml Ocean
SoutheastGhruk Land
SouthGhruk Land
SouthwestUnexplored land
WestUnexplored land
NorthwestEaglerim Mountains Population Distribution

Humans: 70%, Dwehrow: 10%, Qui'Shri'Qin: 10%, Waefolk: 5%, and Other: 5% Cultures

Clear Canyon Territory has a wide range of urban and rural cultures. Some areas seem to be oblivious to the other and yet are so near one another. (Maybe one reason is that they have not yet had to rely upon one another for support.) Location of Power

The ruling city is Trynadale. Government Description

Clear Canyon Territory is a feudal monarchy. The Territory is made up of smaller cities and hamlets with Trynadale as its capital. Trynadale has a King and Queen and a council made up of delegates from the other seven cities. All matters of importance are brought forth at meetings where delegates from every area come forth to state their opinions to the council. These meetings are held once a month and larger meetings fall in Harvest Fest and Spring. Before reaching these meetings, there are local judges, mayors, and Sergeants who hear these matters first. Political Organization

The political organization is as follows:

  • King

    • Queen

    • Advisers

    • Mages

    • Generals

      • Advisers

      • Captains

    • Officer of Affairs

      • Spies

      • Agents

    • Post Commanders Currency

The Silver Mark is the base coin. Silver Mark (1 sp), Gold Mark (10 sp), High Mark (100 sp), Mark (0.1 sp), Quip (0.01 sp), Quid (0.001) Taxes

Based upon a feudal type economy with each city keeping up with its own taxes and tributes and being controlled by Trynadale. The Queen does have her own accountants where she controls most of the finances of the Territory. Economic History

The Clear Canyon Territory has had a very healthy record in the short time of its existence. (With the fact that everyone who came here had the same ideas of a perfect kingdom, everything has fallen into place quite well.) Production

Clear Canyon Territory produces grains, beef, fruit, and metal items. schools and trades. Imports

None. Notable Areas Towns and Hamlets

Each town and hamlet have their own militia made up of fighters and healers.

Barren Plains (Section, “Barren Plains”)
Canyons Edge (Section, “Canyons Edge”)
Clearshore (Section, “Clearshore”)
Flatland (Section, “Flatland”)
Rolling Green (Section, “Rolling Green”)
Waterspaek (Section, “Waterspaek”) Military Posts

Each post has its supply routes to cities. Troops are rotated on a bi-annual basis.

Borderwoods (Section, “Borderwoods”)
Clearview (Section, “Clearview”)
Kalis (Section, “Kalis”)
Nevers Edge (Section, “Nevers Edge”) Historic Events

The Clear Canyon Territory was settled, in PCY 103, by people from Drenmar and Nishorn who sought escape from forced military service and religious persecution. Clear Canyon Territory has a strong military presence due to the regular attacks by the Bidecians from the north. The Territorials view the Bidecians as a barbaric people.

2.4.4. Cyrwel, Kingdom of Description

The Kingdom of Cyrwel is a small kingdom located south of the Kingdom of Rhuik. The Noldok Mountains tower above Cyrwel to the east and the Kingdom of Wenyr borders to the west.

Cyrwel is ruled by King Pafhar Beargold II who was crowned in the Summer of PCY 7. King Beargold is a good man, but a weak ruler.

Due to the weakness of the government in CY 2, agents of Korm infiltrated the military, guild, and political organizations. The agents tricked or bribed the Dukes in supporting the decision to join the Trynaric Treaty with Talliamain, even though Cyrwel did not have the resources to support a long term campaign. Map References

World Map CY 10: 5-6C Adjacent Regions

Table 2.7. Adjacent Regions to Cyrwel

NorthKingdom of Rhuik.
NortheastNoldok Mountains, Free City State of Auldral.
EastNoldok Mountains, Free City State of Auldral.
SoutheastKingdom of Thranis, Ithag Mountains.
SouthKingdom of Falmuria, Ithag Mountains.
SouthwestKingdom of Falmuria.
WestKingdom of Wenyr.
NorthwestKingdom of Rhuik. Population Distribution

Humans: 70%, Dwehrow: 10%, Ghruks: 5%, Gnomoi: 10%, Qui'Shri'Qin: 2%, Waefolk: 2%, Other: 1% Cultures

Urbanized and rural Humans are the most common. Most of the Gnomoi is in and on the Noldok Mountains. They do not participate in the government. Previous kings had tried and failed to force the Gnomoi to pay tribute and taxes. Languages

Tellarian is most commonly spoken. Khimzerek is spoken in the eastern parts of the country. Location of Power

The King's Court resides in the city of Osvaris. Government Description

Cyrwel is governed by a feudal monarchy system (viewed by other Kingdoms as falling apart). Political Organization

The political organization is as follows:

  • King

    • Queen

    • Dukes and Earls

      • Sheriffs

      • Knights

    • Generals

      • Field Commanders

      • Post Commanders

    • Exchequer

    • Advisers Laws

All freemen must own and train with short sword and bow. All shall practice at least every To-Madan. All freemen can be called upon to defend the King and his land. Currency

The Kingdom of Cyrwel only has one small mint, thus its coinage is not wide spread. Barter is most common, but coins from other nations are usually accepted.

Cyrwel has a single coin called the tark. Tark (0.10 sp). Most of the surrounding countries and kingdoms will not accept the tark due to the lack of consistent precious metal content. Taxes

Taxes are heavy for the local population. Heavy enough for people to grumble about a revolt against the King. Foreigners are taxed even more. Caravans and merchants rarely travel into or through Cyrwel. Economic History

Cyrwel does not have large amounts of arable land. The most fertile land is to the west, which is the primary source of food and bartered goods in that area. The lack of arable land makes food shortages common in Cyrwel. Sheep and mountain goats are the primary source of meat, milk, and barter goods in the east.

Since PCY 1, the Kingdom of Cyrwel has had economic trouble. It began with the "Noble's War". The economy was further hurt by the collapse of the main gold mine. The collapse killed many miners and sent the economy spiraling down. Rumors of threats of war began when the King was unable to pay Cyrwel's debt to the Kingdom of Wenyr. This sent people on the border of Wenyr into panic. The King was able to work out a trade of land with Wenyr to repay the debt. The loss of a gold source and income from the lost land has made the economy hit rock bottom.

King Beargold continues to spend large amounts of money to protect his borders against Thranis and Wenyr. Production

Cyrwel produces wood, fur, sheep, goats, wool, and grains. These are almost completely consumed by the local population. Exports

Fur and wool are exported or smuggled out in small quantities. Imports

Grains, meats, vegetables, dried fruit, dried fish, iron, and bronze are officially imported. Cattle, chicken, silver, gold, copper, steel, and leather are smuggled in to avoid the heavy import tax. Military Structure

Cyrwel's standing army consists of a mercenary force of 6,000 Infantry, 200 Archers, and 30 Royal Knights. In reserve and supplied by the Dukes and Earls, Cyrwel has 12,000 Infantry/Archers, which are not well trained, 450 Cavalry, and 200 Knights. Allies

Kingdom of Rhuik, Free City State of Auldral Enemies

Kingdom of Thranis Heraldry

Tinctures: Gold, Red, Black Religions

The Church of Nod has a strong presence in the kingdom and the government. The Church of Nod blesses, and crowns the King. Notable Areas

The Noldok Mountains ever loom to the east and the Ithag mountains tower to the south and southeast. Historic Events

The land was originally conquered by Thranis in PCY 531 from the Hladsmen. During the war between Thranis and the Kingdom of Wenyr in the summer of PCY 107, Thranis lost the land and the war. The Kingdom of Wenyr took control of the land in PCY 106, but lacked to resources to control the conquered land. Duke Cyrwel rebelled against Wenyr in PCY 96 and won the rebellion. The Duke compelled the local Bishop of Nod to bless and crown him King of his land.

King Cyrwel ruled until his death, PCY 66. His son and heir, King Osvar ruled until his death in PCY 32. King Osvar's son, King Cyrwel the II, ruled for a brief period of six years. He was killed during a raid against the mountain Dwehrow in PCY 26. Cyrwel II's uncle, Duke Beargold, claimed the crown the same year. He died while presiding over court during the Festival of Spring (PCY 7). King Beargold I was forty-six years old.

King Pafhar Beargold II was crowned at the age of twenty-two when his father died. His mother had spoiled Beargold and sheltered him from the harsh realities of ruling a kingdom.

With his father's sudden death, young Beargold was thrust into the complex political arena his mother was trying to shelter him from. The nobles pounced on the hapless young man. King Beargold II was swayed to favor Duke Glessin over the other Nobles. During that time, Duke Glessin's lands and wealth expanded. This outraged the other Nobles and started the "Noble's War" which lasted from PCY 7 to PCY 5.

In the summer of PCY 5, King Beargold II finally mustered the strength and the resources to put a stop to the petty civil war. Duke Glessin was executed for treason the day before Harvest Feast. At that point, the nobles began to respect King Beargold's rule. He still struggles to maintain control over his own kingdom.

2.4.5. Domelen, Kingdom of Description

Domelen is a Kingdom that borders the foothills of the Dragonspur Mountains to the south, the Iml Ocean to the west, Drenmar to the north, and Tremier to the east. Domelen has been a large and influential kingdom since PCY 92. The plentiful annual rains and the large amount of arable land has provided the foundation of a wealthy nation. Map References

World Map CY 10: 9A, 9-10B, 9-10C Adjacent Regions

Table 2.8. Adjacent Regions to Domelen

NorthCountry of Drenmar, Kingdom of Raehurn
NortheastCountry of Drenmar, Kingdom of Tremier
EastCountry of Tremier
SoutheastCountry of Tremier, Kingdom of Ishram, Kingdom of Lisfin, Dragonspur Mountains
SouthDragonspur Mountains, Kingdom of Vehnawood
SouthwestIml Ocean
WestIml Ocean
NorthwestKingdom of Raehurn Population Distribution

Human: 60%, Dwehrow: 15%, Qui'Shri'Qin: 10%, Ghruk: 5%, Gnomoi: 5%, Waefolk: 3%, Tarharen: 1%, Other: 1% Currency

Dinma (4 sp), Lundinma (40 sp), Podinma (400 sp), Fordinma (an accounting term for 1,000 dinmas), Indinma (an accouting term for 10,000 dinmas), Soldinma (an accouting term for 100,000 dinmas) Historic Events

Domelen's height if power and wealth came during the reign of King Aelfnor the Sturdy. Aelfnor ruled from PCY 40 to when he died in PCY 11 of sepsis of the lungs. He was the primary supporter of placing Princess Catlina of Drenmar on the throne of Drenmar. King Hadlyren II suceeded Aelfnor. Hadlyren was Aelfnor's second son. Aelfnor's first son, Mordain, was crippled by a weak heart and died as a young child in PCY 38. Hadlyren has proven to be an inconsistant ruler, even though he takes the Kingship seriously.

Between PCY 4 and CY 1, Hadlyren has been struggling to maintain his military strength. His military strength allows him to keep his nobles under his control. Should his strength ebb, Duke Dunslade will make a move for control of Domelen. The month of Woshan in CY 2 herald in a plague that ravaged Colglen, the capitol city of Domelen. Hadlyren's wife, Auraskelf, and his son, Khelthor, died of the plague. One third of the city's population and one half of the King's army was killed by the plague. The winter proved to be more deadly than summer. A fire broke out in Colgen and consumed the granaries. Even though there was enough food for the population and the plague's affects were finally ebbing, the loss of the granaries and the stress of the plague caused riots and many more died.

The 3rd of Shrishon, CY 2 was the day that Duke Dunslade made his move to claim control of Domelen. The Duchy of Dun, which Duke Dunslade ruled, was located in northeast Domelen. Dunslade was not the only noble who made a play for control that spring. Duke Morgonel marched against Hadlyren, the 19th of Shrishon, CY 2. The Duchy of Cilfey, which was held by Morgonel, was located in south-southwest Domelen. The city of Colglen was laid under siege by Dunslade on the 4th of Woshan, CY 3. Morgonel attempted to ally with Dunslade, but the alliance was shortlived and Morgonel attacked Dunslade.

The fighting between the two Dukes provided enough of a distraction for Hadlyren to escape Colglen and raise an army. Hadlyren negotiated a deal with Duke Farras. Farras would receive the Duchy of Cilfey if he helped Hadlyren suppress Morgonel and Dunslade. Hadlyren spent the remains of the summer of CY 3 gathering the remnants of his supporters.

The city of Colglen fell to Duke Dunslade the 7th of Telshan after Duke Morgonel pulled back to resupply and work on disrupting Dunslade's supply trains. Dunslade and Morgonel realized that Hadlyren had escaped and was preparing to reclaim all of Domelen. The 15th of Nonkal, CY 3 marked the start of the Battle of Three Armies. Hadlyren's army descended upon Morgonel's army. Dunslade, wanting to take advantage of Hadlyren's engagement with Morgonel, tried a flank attack on Hadlyren. Dunslade fell into Hadlyren's trap. Hadlyren, using himself and his army as bait, lead Dunslade into the snare. Duke Farras attacked Dunslade the 18th of Nonkal, CY 3. Farras sent Dunslade into a rout. Hadlyren was victorious in his battle against Morgonel. By the 26th of Shrishon, CY 3, Dunslade and Morgonel were pushed back to each of their respective Duchies.

Peace in Domelen lasted until 7 Woshan, CY 5. Duke Farras betrayed Hadlyren. Farras killed Hadlyren on the summer solstice and laid claim to the throne of Domelen. King Farras I was crowned and blessed by the Church of Torclain on the 32nd of Woshan, CY 5. Farras negotiated a treaty with Duke Dunslade where Dunslade would become the sovereign leader of the Duchy of Dun in exchange of a monetary sum of 1,200 soldinmas, which was the equivalent of 3 years of taxes. The Treaty of Dun was signed and sealed on the 11th of Kakal, CY 6. Upon the 12th of Kakal, the Duchy of Dun was to be known as the Kingdom of Dun. The Kingdom of Dun was ruled by King Dunslade, the former Duke.

King Farras I then turned his attention to the Duchy of Cilfey. He approached Duke Morgonel with a treaty similar to the Treaty of Dun. Duke Morgonel refused the terms presented by Farras. Duke Morgonel declared on the 22nd of Dekal, CY 6, that the Duchy of Cilfey would be under Domelen's rule no more. King Farras I prepared for the coming spring's war. Farras marched his army upon the field of Holnain to fight the belligerent Morgonel, on the 21st of Kek, CY 6. Morgonel's army proved to be the stronger and King Farras I was defeated. Farras tried several more times that year to bring Morgonel under control.

King Farras I gave up the fight against Morgonel in the winter of CY 6 when Domelen's limited resources were being depleted by the war. King Farras I recognized the Kingdom of Cilfey as a legitimate kingdom on the 31st of Nonkal, CY 6. Thus ending the war against Morgonel.

2.4.6. Drenmar, Country of Description

Drenmar is a large country located on the southwestern region of the continent of Tanroek. The unique feature of Drenmar is that most of the country is engulfed in a vast forest that has mostly been untouched by Humans. The vast forest starts from few miles east of the city of Soremore and stops just under 300 miles to the east. Drenmar is nearly 400 miles wide (north to south) starting from the Ithag Mountain range. Map References

World Map CY 10: 7-9A, 6-9B, 6-9C, 7-9D, 7-8E, 7-8F Adjacent Regions

Table 2.9. Adjacent Regions to Drenmar

NorthIthag Mountain Range, Kingdom of Thranis, Kingdom of Falmuria
NortheastIthag Mountain Range, The Haunted Lands
EastUninhabited wild lands
SoutheastThe Great Road City, Country of Tremeir, Theocracy of Nishorn, Kingdom of Segken
SouthKingdom of Dun, Kingdom of Domelen
SouthwestKingdom of Raehurn, Iml Ocean
WestIml Ocean
NorthwestIml Ocean Population Distribution

Humans: 35%, Qui'Shri'Qin: 15%, Kek: 20%, Dwehrow: 5%, Ghruks: 10%, Waefolk: 5%, Gnomoi: 3%, Tarharen: 5%, Other: 2% Cultures

The western side of the country is mostly populated by rural and urbanized Humans, Qui'Shri'Qin, and Waefolk. The Keks and Ghruks are hunters and gatherers that live within Drenmar's vast forest. The Dwehrow and Gnomoi tend to be urbanized. Languages

The most common language is Dren'Cuil. The Kek speak their own language which consists of grunts, clicks, chirps, and whistles. Merchants also bring foreign languages from both the north and south. Location of Power

The Queen of Drenmar's court is in the heart of the City of Drenmar. Government Description

Drenmar is ruled by a church blessed monarch who is advised by a parliament. Members of the parliament are chosen by the ruling monarch. The monarch is the person with the strongest bloodline tie to the family of Drenmarius, accepted as the supreme ruler of the land, and is blessed by Torclain. As of CY 2, Drenmar is ruled by Queen Catlina Drenmarius II, The Lady of Drenmar, Princess of Staliv-Ker. Queen Drenmarius and her predecessors have divided the land among the monarch appointed Dukes and Earls. The Dukes and Earls enact and enforce the monarch's laws. They have sworn service to the monarch and the people of the land. They are the Tenants in Chief. When land is given to a Duke, the land is named after the Duke and has "Duchy of" prepended to the name. The same is true for the Earls, except "Earldom of" is prepended to the name. Laws

A fine of 10 Silverhands plus 5 silverhands for each pelt/fur or equivalent in livestock for unauthorized hunting in the Queen's forest. A fine of 3 Silverhands for each tree felled in the Queen's forest. Religious practices not approved by the Holy Church of Torclain is forbidden and punishable by the Church's Purifiers. Currency

Drenmar has three coins. The Silverpenny (1 sp), the Tinpenny (.25 sp), and the Silverhand (10 sp). The silverpenny is on of the most widely accepted coins in the world. Drenmar's coins have been true to their weight and silver content for the past two hundred years. Production

Drenmar produces lumber, wood goods, paper, vegetables, mushrooms, corn, wheat, cattle, iron, copper, steal, tin, silver, and gold. Exports

Drenmar exports lumber, mushrooms, herbs, and exotic birds. Imports

Drenmar imports oil, spices, exotic wines, wool, and silk. Military Structure

Drenmar's standing army consists of 25,000 infantry, 5,000 archers, 2,000 light cavalry, and 1,000 Heavy Cavalry.

Drenmar's reserves consists of 55,000+ infantry, 15,000 archers, 3,000 light cavalry, 3,000 heavy cavalry, and 200 siege engineers. Allies

Drenmar is allied with the Kingdom of Talliamain due to the Trynaric Treaty which states a pledge of troops to Talliamain for the exchange of exclusive guild rights to certain markets. Enemies

Lord Count Belternet van Hagen who claims stronger blood to the throne of Drenmar. He has been exiled and continues to be a thorn in Queen Catlina's side.

The Kingdom of Segken has tried to claim certain arable lands. Many skirmishes have occurred over this disputed land. Heraldry

Colors: Green, Gold, and Blue. Religions

The Church of Torclain is the only legally practiced religion in Drenmar. Enforcement of this law is mostly limited to the cities. Rural folk worship the "simple gods". Foreigners can worship their own gods as long as they do not worship openly, actively seek converts, or attempt to establish an organized group, temple, church, or cult. Notable Areas

The forest is home to Brefth the giant, who loves to sing! Notable Organizations

The city of Drenmar is the headquarters for the secret vigilante group called the Avshun Hand. This group is self proclaimed protector of women's rights. Historic Events

Princess Catlina was the second child of King Anornun I the Strong. King Anornun II, was crowned king when Anornun II lead a revolt with Duke Gjordi against Anornun I. The revolt lasted from PCY 23 to PCY 21. King Anornun I was killed at the Battle of Reftonfjord, the summer of PCY 21.

King Anornun II was a weak ruler. He did not manage his Kingdom well. He loved to wage war more than run the Kingdom. Some scholars believe that King Anornun II thought that war was just a game and thus had no real consequences. This was supported by the fact that Anornun II started two separate engagements in PCY 18 against The Great Road City and with the Kingdom of Domelen, which at that time bordered Drenmar. Both engagements were unsuccessful and the Anornun II had to fall back deep within Drenmar. He spent the Kingdom's entire monetary reserves on his frivolous campaigns. When the Kingdom's Exchequer forewarned the King of the consequences of his actions, Anornun II had the Exchequer executed for treason and conspiring with the enemy.

Princess Catlina, was married to Prince Yusa, Prince of Staliv-Ker, at the time of her father's death. Staliv-Ker was and still is a western coastal region of the Kingdom of Domelen. Catlina and Yusa had three children together. Catlina was displeased with her father's death, but legally, she could not exact revenge without being charged with treason by her brother. When her brother engaged in war with Domelen, she appealed to her husband and King Aelfnor the Sturdy, who was King of Domelen at that time, to let her claim her blood right from Anornun II.

At the end of PCY 18, Catlina claimed blood right to the throne and openly declared Anornun II as incompetent and a threat to his own kingdom. King Aelfnor and Prince Yusa pressed their attack against Anornun II and his supporters. The campaign waged until PCY 16, when King Anornun II was found garroted and drawn and quartered in his bedroom. His only heir was found dead in the hall. King Anornun II's supporters fell quickly against King Aelfnor's army.

Prince Yusa was killed in battle shortly after King Anornun II's death. King Aelfnor granted Catlina leave of his realm, even though she still held fealty to the King for Staliv-Ker and must enforce his will upon his land.

Catlina was crowned Queen of Drenmar on the summer solstice of PCY 16 by the Bishop Bornhurn the Pure, who replaced Anornun's appointed Bishop. She took her grandfather's name, Drenmarius II, as her surname. Anornun's Bishop was tried and executed for heresy by the Church of Torclain. Queen Catlina had Anornun's staff and parliament tried for treason against the land and her father. Most were executed, but some were exiled from Drenmar for the life of the Queen. She also began a process of reformation of the local governments. She called all sheriffs to a hearing to be judged on their fitness and loyalty to the Queen by their peers. Many were relieved of their duty and some were executed.

During the Queen's reform, she began fairly collecting taxes and services from the Dukes and Earls. King Anornun II's rule brought favoritism of certain Dukes, which meant less tax and tithe was paid by those Dukes. The Queen also began enforcing her right and rule over her forests. She claimed many acres of forest as hers which were previously unclaimed. This forced the abandonment of many villages and farmsteads in the east. She formed the Foresters of Drenmar to protect her forests and enforce her laws.

2.4.7. Dun, Kingdom of Description

Duke Dunslade became the sovereign leader of the Duchy of Dun in CY 6. The Kingdom of Dun was formed from a treaty signed by Duke Dunslade and King Farras I of Domelen (See Treaty of Dun). Map References

World Map CY 10: 9C Adjacent Regions

Table 2.10. Adjacent Regions to Dun

NorthCountry of Drenmar
NortheastCountry of Drenmar
EastCountry of Tremier
SoutheastCountry of Tremier
SouthKingdom of Domelen
SouthwestKingdom of Domelen
WestKingdom of Domelen
NorthwestCountry of Drenmar

2.4.8. Falmuria, Kingdom of Description

Falmuria is a feudal monarchy with tendencies toward dictatorship. The citizens are under strict control, especially in cities and towns. As in most feudal government systems, freemen cannot own property. Falmuria is ruled by King Gavasted I, the mighty. He has ruled since PCY 27 and has held the kingdom under a firm hand. Map References

World Map CY 10: 6B, 6C Adjacent Regions

Table 2.11. Adjacent Regions to Falmuria

NortheastIthag Mountains, Auldral
EastIthag Mountains
WestIml Ocean
NorthwestWenyr Population Distribution

Humans: 90%, Dwehrow: 6%, Qui'Shri'Qin: 1%, Waefolk: 1%, Gnomoi: %1, Other: 1% Laws

Women cannot hold political or official offices. Women cannot hold or own weapons and cannot participate in military activites. Economic History

Falmuria's economy was in good shape as of CY 2. Falmuria's economy is supported by several silver and copper mines.

2.4.9. Gildskarda Isle, Country of Description

Gildskarda is small island country ruled by the sea barons. There are four families that compose the high ruling class and nine smaller families that compose the lower ruling lcass. Other countries call the sea barons the Adian Pirates. But in truth, the sea barons are highly organized businessmen who have a different set of morals. Traded, gathered, and imported goods, fish and fish oil, whale oil, and pearls sustain Gildskarda's economy. Map References

World Map CY 10: 11E Adjacent Regions

Table 2.12. Adjacent Regions to Gildskarda Isle

NorthAdia Sea, Country of Mryse
NortheastAdia Sea, Midrealm Mountains
EastAdia Sea, Kalamite Mountains
SoutheastAdia Sea, Kalamite Mountains
SouthAdia Sea, Kalamite Mountains
SouthwestAdia Sea, Kalamite Mountains
WestAdia Sea
NorthwestAdia Sea, Kingdom of Lisfin Population Distribution

Humans: 95%, Qui'Shri'Qin: 5% Currency

Gildskarda does not mint their own coin, but will use coins from most coastal countries.

2.4.10. Great Road City Description

The Great Road City is a free and independent city. The city controls a forty mile radius of surrounding land. The Great Road City is the crossroads of Southwestern Tanroek. It is also home to many, many guilds. This is due to laws that favor guilds, the trade of goods, and low taxation when compared to the surrounding kingdoms. Almost anything can be bought or bartered for within the city.

The Great Road City is also home to four different mercenary armies, each independently owned. They have an agreement with the city and owe no allegiances to any Kingdom. Map References

World Map CY 10: 8-9D Adjacent Regions

Table 2.13. Adjacent Regions to the Great Road City

NorthCountry of Drenmar
NortheastCountry of Drenmar
EastTheocracy of Nishorn
SoutheastTheocracy of Nishorn
SouthKingdom of Tremeir
SouthwestCountry of Drenmar
WestCountry of Drenmar
NorthwestCountry of Drenmar Population Distribution

Western Tanroek Humans: 40%, Eastern Tanroek Humans: 5%, Qui'Shri'Qin: 20%, Dwehrow: 15%, Ghruk: 5%, Waefolk: 5%, Gnomoi: 5%, Tarharen: 5%, Other: 3% Cultures

The population consists of mostly urbanized Humans, Qui'Shri'Qin, and Dwehrow. Much of the population is in transit. Almost all permanent residents work for either the merchants or the guilds. Languages

Dren'Cuil is the common language. With the constant influx of travelers, many languages are spoken by the locals. Location of Power

The Parliament Chambers is located in the heart of the Great Road City, Government Description

The Great Road City is ruled by a parliament of representatives of the major guilds. Laws and writs are brought before the parliament, debated, and voted on. The number of votes a guild has is based in the reported annual wealth of the guild. To pass a law or writ, it must pass a 66% majority vote. A law can be revoked or eliminated by a 66% majority vote. Each guild has its own method of electing its representative to parliament. A guild can have its votes penalized for infractions of a writ or law. Political Organization

  • Parliament

    • Guilds

    • Captain of the City Guard

    • City Exchequer

    • City Headsman Laws

Merchandise sold by a non-guild sanctioned seller can only be sold to a guild sanctioned buyer. Merchandise sold by a non-guild sanctioned seller to a non-guild sanctioned buyer will incur a fine of three times the worth of the merchandise sold; paid by the seller. Currency

The Great Road City does not mint its own coin. Coin from other kingdoms, if its value has been appraised and approved by the City Exchequer, is accepted. The most common coin is the silverpenny from Drenmar. The City Exchequer is a member of the Guild of Auditors, but reports to Parliament. Taxes

On all non-precious metal goods there shall be 3 silverpenny tax for the City for every 10 silverpenny worth of goods sold. On all precious metal goods there shall be a 5 silverpenny tax for the City for every 10 silverpenny worth of goods sold plus 1 silverpenny for every 1/2 pound of weight. Economic History

The Great Road City has an excellent economic history. Better than any of the surrounding kingdoms for the past 50 years. Production

Very little is produced in the Great Road City. Exports

Since there is little production in the Great Road City, the City itself has no exports. Goods travel in and out of the City, but are not considered exported goods. Imports

Since there is little production in the Great Road City, all basic necessities including food and clothing are imported. Military Structure

The Great Road City is a well guarded city. The City is home to four major mercenary groups. The City also maintains its own mercenary guard for defense. Each of the major guilds maintains a mercenary force for its own protection. The City has the largest and best trained standing army, for its size, in the known realm. Allies

Country of Drenmar. Each guild has its own allies, separate from the City, Enemies

Theocracy of Nishorn and the Church of Torclain. Each guild has its own enemies, separate from the City. Heraldry

Colors: Black and Gold Religions

To the great distress of the Church of Torclain, there is no official religion in the City. It is legal for various religious sects to openly practice within the Great Road City's boundaries. As long as the sects stay within the limits of the law, they will be allowed to practice. Notable Areas

The Grand Guild Court is the central building in the City. This building contains the Parliament Chambers and is where all of the guilds can meet on neutral territory and decide the laws of the City. Historic Events

The city was granted independence in PCY 172 by King Aelfstad the Wise, King of Drenmar, to settle a dispute between the King and the Merchants Guild, which was located in the Great Road City.

The Parliament was founded in PCY 169, when the original Merchants Guild split into separate factions. It was also designed to handle the additional guilds moving into the City.

In PCY 18, King Anornun II of Drenmar attacked the Great Road City. He sought to gain the City's wealth and power. He was defeated. See Country of Drenmar for more details.

2.4.11. Ishram, Kingdom of Description

The Kingdom of Ishram is a small and old kingdom. Ishramians are passionate about their land and their identity. They have withstood numerous invasions, both military and religious, from the surrounding countries. Ishram has a large population of Atdanian dwehrow. Ishram trades food and wood to the Mabkuli dwehrow, in exchange for gold, silver, iron, and gems. Map References

World Map CY 10: 10C 10D Adjacent Regions

Table 2.14. Adjacent Regions to Ishram

NorthCountry of Tremier
NortheastCountry of Tremier, Kingdom of Yurmenol
EastKingdom of Yurmenol
SoutheastMidrealm Mountains, Kingdom of Lisfin
SouthMidrealm Mountains, Kingdom of Lisfin
SouthwestDragonspur Mountains, Kingdom of Lisfin
WestKingdom of Domelen
NorthwestKingdom of Domelen Population Distribution

Humans: 49%, Dwehrow: 47%, Waefolk: 2%, Qui'Shri'Qin: 1%, Other: 1% Currency

The Kingdom of Ishram mints two coins. One is called the Gold Penny (8 sp) which can be halved and the silver penny (2 sp), which should not be confused with the country of Drenmar's silver penny.

2.4.12. Istria, Kingdom of Description

The Kingdom of Istria is a feudal monarchy that is ruled by Arch-King Saxuran IV the Judicious. Istria is a major supplier of Fullar style long ships used by merchants to transport cargo along the coast. These 5 masted Fullar rigged one row oared boats are fast and can travel in shallow water. Map References

World Map CY 10: 3-4A Adjacent Regions

Table 2.15. Adjacent Regions to Istria

NorthKingdom of Talliamain
NortheastKingdom of Rhuik
EastKingdom of Rhuik
SoutheastKingdom of Rhuik
SouthKingdom of Wenyr
SouthwestIml Ocean
WestIml Ocean
NorthwestIml Ocean Population Distribution

Humans: 99%, Other: 1% Cultures

People from Istria tend to have a prejudice against non-humans. Government Description

Istria has maintained their tribal traditions and heritage. The Kingdom is still divided among the tribes, each being ruled by a king. Each tribe is composed of multiple clans, each ruled by a clan leader. The land is further divided for each clan to rule. The Arch-King speaks for the country when dealing with external affairs. Laws

Non-humans are not allowed within Istria's borders unless they posses a seal called the King's Pass. The seal is a complex wax seal that is attached to the middle of an embossed sheet of paper. The seal contains the date issued and the date that it expires. Trained servants of Saxuran, called the Pollari, enforce and verify the use of the King's Pass. Currency

The Kingdom of Istria does not mint its own coin. Barter is the most common way to purchase goods, though most merchants will accept coins from other countries.

2.4.13. Korm, Empire of Description

The region of land called Korm had occupied the extreme northern edge of Tanroek in the Great Northern Mountains until PCY 2. On the first day of PCY 2, Korm began its brutal expansion into an empire. By CY 1, the Korm Empire had conquered Baerdoth, Vilshem, and Dolohiem. Hemrost and Sulmer fell due to treachery and murder. The expansion has continued to the Talliamain and Qui'Shri'Ta border. Korm does not try to hide that they want the country of Talliamain, Qui'Shri'Ta, and their neighboring countries. Map References

World Map CY 10: 2-3A, 1-3B, 1-3C, 1-2D, 1-2E Adjacent Regions

Table 2.16. Adjacent Regions to Korm

NorthNorth Iml Ocean, Great Northern Mountains, Conquered Kingdom of Dolohiem
NortheastNorth Iml Ocean, Great Northern Mountains
EastCountry of Qui'Shri'Ta
SoutheastCountry of Qui'Shri'Ta, Wasted Lands of Qui'Shri'Ta
SouthCountry of Qui'Shri'Ta, Abykaa Mountains
SouthwestIml Ocean
WestIml Ocean
NorthwestNorth Iml Ocean, Conquered Kingdom of Dolohiem Population Distribution

Humans: 70%, Dwehrow: 15%, Ghruks: 10%, Waefolk: 3%, Gnomoi: 1%, Other: 1% Cultures

Both urban and rural cultures exist most were absorbed from conquered kingdoms. The original people of Korm were nomadic in nature, but has recently become sedentary. Languages

Vreshk is spoken in the original boundaries of Korm, among its officers in the army, and is the only language spoken in court. Tellarian is spoken mostly in regions of the conquered Kingdoms. Location of Power

Emperor Lor rules from Dhomek Fortress. Government Description

The Korm Empire is an autocracy which is driven by a single Emperor. Korm uses stealth, treachery, murder, and lies as well as an outright assault on a nation that it wants to conquer. Political Organization

The last known report of the political organization came from reports from covert agents of Talliamain in CY 1.

  • Emperor Lor

    • Army Generals

    • Naval Admirals

    • Wizard Advisers

    • Captain of the Royal Bodyguard

    • Spy Masters

    • Personal Assassin

    • Master Exchequer Laws

Martial law has been declared in most places. Currency

Korm mostly uses coinage from conquered nations. Existing mints are being converted to issue the new coinage of Korm. New mints were established in CY 3. The Nar (.1 sp) is the base coin. The Donar is worth 7 Nars, and the Sanar is worth 14 Nars. Production

Sheep, wool, and goats plus the production items of the conquered Kingdoms. Exports

Korm will not export any product during its war and expansion. Imports

Korm will not import any product during its war and expansion. Military Structure Slave Soldiers

Korm have bought large number of slaves from the Finorian slave traders since PCY 5. The slaver ships would arrive during the summer thaws. The slaves were smuggled across the south eastern reaches of the Great Northern Mountains and were pressed into military service. The slaves were promised freedom if they survived five years in the Kormish army. Emperor Lor kept this promise to the slaves to keep the slave population motivated. Some of Korm's strongest generals are former slaves. Enemies

Kingdom of Talliamain, Country of Qui'Shri'Ta, Kingdom of Rhuik, Kingdom of Talorr, Kingdom of Istria, and those countries who participated in the Trynaric Treaty. Religions

Lor is the divine Emperor and the only true god. All religious practices outside of the worship of the Emperor is forbidden upon penalty of death. Historic Events

The region called Korm by its people, occupied the extreme northern edge of Tanroek, in the southern foot hills of the Great Northern Mountains. The first human settlers arrived in the area around PCY 400,000. The human social organization developed into a complex clan structure over several hundred years. The clan structure lasted until PCY 15 when Lor Karsidyrsin kills the chief of the Echbaen clan during a bear hunt. The Echbaen clan was the largest of all of the clans. The murder was made to look like an accident. Lor convinced the clan elders that he should be given the title of chief. The other warriors backed Lor's claim.

Lor ruled the clan through two years of peace (PCY 15-13). During that time he gained the trust and respect of his people. He was also trained to "Speak with the Ancestors", by Dulth, the clan's shaman. Lor was the first chieftain to speak directly with the ancestors.

The times of trouble began when Lor stole a neighboring chieftain's daughter. He intended the child to be his wife. The practice of stealing women from other clans was not unheard of among the Kormish people. If the woman's clan could not rescue her or could not pay the ransom, she would become a member of the clan and more than likely someone's wife. In more recent years, this became a tradition between two lovers from different clans.

Lor stole Eshwen's daughter, Fayra, from the Chanlilok clan in the summer of PCY 13. Fayra was only eleven years old, three years short of the traditional age to be married. Eshwen failed to rescue her, and Lor took her as his wife. This enraged Eshwen and his clan. The theft of Fayra did not sit well with the Echbaen elders, either. They put up a weak resistance and Lor easily backed them down.

Six months later Fayra was pregnant with Lor's child. Three months after that, Fayra died during the early birth of her child. The baby girl did not survive. When Eshwen received word that his daughter and granddaughter died because of Lor, Eshwen gathered his clan and prepared for war. Eshwen made an agreement with the Gogha clan that if they fought against Echbaen, they could have half of the land and half of the women. The chief of the Gogha clan agreed. In the spring of PCY 12, warriors from Chanlilok and Gogha attacked the Echbaen. Lor was prepared for the attack because he had spoken to his ancestors who warned him of the Chanlilok and Gogha attack.

Lor laid a curse upon the Chanlilok and Gogha warriors. It made them blind during the attack which occurred during the daylight. The Echbaen warriors slaughtered the blinded warriors. Not one Chanlilok or Gogha warrior survived. Victorious, Lor took control of the Chanlilok and Gogha clans. After the two clans were integrated into Echbaen, Lor ordered the creation of a grand temple to be built out of wood and stone in his honor.

When the temple was completed, the large clan settled around the temple. This was the first time the clan stayed in a single dwelling for more than a year. Lor introduced strange tools to help in planting and tending of crops. The Kormish people had domesticated sheep, which Lor demanded increases in the size of the flocks. Lor also welcomed strange people who could work with fire and metal to create tools of war. He began teaching his warriors how to fight with swords made of steel, lacquered wooden shields, and light leather armor. His powerful presence and charisma kept his people motivated and loyal. He began to speak of his plans to unite all of the clans under his rule.

Nervous, some clans began to prepare for war against Lor. Others, seeing that Lor was strong and powerful, joined him out of fear or respect. Lor prophesied the destruction of the opposing clans. Between PCY 12 and 10, strange things began happening to the leaders of the opposing clans. Chieftains going insane when speaking with their ancestors, stomaches erupting during ceremonies, and intestines moving through the bowels were just a few examples of the terrible events. These events set the opposing clans in a panic. Many attacked the Echbaen before they we prepared. Lor's better equipped warriors slaughtered most of the clan warriors.

Lor's warriors began to enjoy their advantage over their enemies. The warriors had found a lust for battle and war. Lor encouraged that lust. Lor declared himself Emperor, which was a foreign word to the natives of Korm, though they embraced the idea. The war between the other clans continued through the winter of PCY 6. The last clan's chief surrendered to Emperor Lor early that winter. Lor tortured and executed the chief during dinner of the same day.

By the end of PCY 6, Emperor Lor was holding his version of court. He held company with his advisers, many of whom were foreigners. Life for Lor's people changed drastically. They became settled and civilized. Many of the remaining clan elders died of grief during the decade of war. Each of which named Lor as Clansbane and cursed him upon their death beds. Lor held no pity for them.

On the eve of PCY 5, Lor called his ancestors during court. It was the first time that all at court could see the ancestors. The ancestors spoke of the evil nations to the south. They told of ancient tales of wrongs and injustices done to the people of Korm, how the people of Korm should reclaim the land that was rightfully theirs, and to extract the long awaited punishment of the offenders. At the end, the ancestors declared that Lor was a god come to earth to liberate Korm and lead its people home. When court was over, word of the calling of the ancestors spread like a wild fire on a windy day.

The first day of PCY 5 was the first day of the holy war against the world.

2.4.14. Lisfin, Kingdom of Description

The Kingdom of Lisfin is located on the southwestern edge of the Tanroek continent. It is a coastal country, relying on fishing for their main food supply. Rugged mountains form a protective northern border. It also has isolated Lisfin from the nations to the north. Its main contacts with other countries are merchants stopping to resupply while traveling the ship routes.

There are no large cities located directly on the coast due to the annual violent hurricane season and also because of frequent earthquakes that cause the sea to violently swell. Fishing villages and large towns line the coast. Map References

World Map CY 10: 10-11C, 10-11D Adjacent Regions

Table 2.17. Adjacent Regions to Lisfin

NorthDragonspur Mountains, Kingdom of Yurmenol, Kingdom of Ishram
NortheastDragonspur Mountains, Kingdom of Tremeir
EastCountry of Mryse
SoutheastAdia Sea, Gildskarda Isle
SouthAdia Sea
SouthwestAdia Sea
WestKingdom of Vehnawood
NorthwestKingdom of Domelen, Dragonspur Mountains Population Distribution

Humans: 60%, Dwehrow: 15%, Gnomoi: 10%, Ghruks: 5%, Qui'Shri'Qin: 5%, Tarharen: 3%, Other: 2% Cultures

The majority of the population consists of rural Humans, Gnomoi, Qui'Shri'Qin, and Ghruks. Nearly all fish for a living, but some do herd cattle and sheep. The Dwehrow mine the mountains and trade some of the precious metals for food. The Tarharens reside in the semi-fertile vales and remain isolated from most of the population. Languages

A southern dialect of Dren'Cuil called Southern Dren'Cuil is most commonly spoken. Southern Dren'Cuil is a thick language, many of the words running together to form new words. Location of Power

The King's court resides in the fishing town of Hornwold. Government Description

Lisfin has a semi-feudal government. Not all of the land is divided up among dukes and earls. Currency

Lisfin mints a single type of coin called the Head (.75 sp). The coin has the head of the mrungo fish stamped on one side and the Dragonpeak Mountain of the other side. Economic History

Ship building has been the major source of income for the past several centuries. Some of the best shipwrights come from Lisfin. Coral, sponges, and pearls supplement the income of the successful ship building industry. Production

Lisfin produces fish, sponges, coral, salt, coal, copper, pearls, silver, and ships. Exports

Lisfin exports fish, sponges, coral, salt, pearls, and ships. Imports

Lisfin imports cloth, dyes, steel, and exotic hard wood. Military Structure

Lisfin has a small standing army of 2,500 sailors, 1,000 infantry, 500 archers, 10 war galleons, and 25 skifs.

2.4.15. Mryse, Country of Description

The country of Mryse is located on the southwestern edge of the Tanroek continent. Mryse is a collection of villages and towns united in the lands defense. Fishing sustains the coastal villages and towns, while herding sheep is common in the mountains. The people of Mryse are proud of their isolation from the world. Mryse has been an independent country since PCY 78, when the Kingdom of Segken gave up its assaults from the north. Map References

World Map CY 10: 10D, 10E, 10F Adjacent Regions

Table 2.18. Adjacent Regions to Mryse

NorthTheocracy of Nishorn, Kingdom of Segken, Midrealm Mountains
NortheastKingdom of Segken, Midrealm Mountains
EastMidrealm Mountains
SoutheastAdia Sea
SouthAdia Sea, Gildskarda Isle
SouthwestAdia Sea
WestKingdom of Lisfin
NorthwestKingdom of Tremeir Population Distribution

Humans: 80%, Dwehrow: 5%, Ghruks: 5%, Qui'Shri'Qin: 3%, Tarharen: 3%, Gnomoi: 1%, Other: 1% Cultures

Mryse consists of mostly rural people. Languages

Hurannian is the most common language, though some villages in the west will speak Southern Dren'Cuil. Location of Power

There is no central location of power. Government Description

Each village and town is left to rule itself and the surrounding lands. When the need arises the Defense Council will convene. The council is comprised of representatives from each village or town. Any town or village can call for the Council. The Council will decide what resources are needed to defend Mryse. Their version of government is still evolving. Political Organization

The only political organization is the Defense Council. Laws

Each village or town enforce their own laws. Laws between villages and towns are similar because laws are most of the time modeled from a neighboring village or town. Currency

There is no official coinage. Some towns mint their own coins, but the majority of the transfer of wealth is through barter. Taxes

Villages and towns collect taxes to support itself. Economic History

There is no central economy, only little pockets surrounding the villages and town. When compared to other developed countries, Mryse's population lives in poverty. Times have been hard on these people, but they are hardy and survive. Production

Mryse produces fish, sheep, wool, iron, sulfur, and wood. Exports

Mryse exports wool, iron, sulfur, and wood. Imports

Mryse imports steel tools. Military Structure

The size of the military force of a village or town is depends on whether a draft in enacted. Village and town guards play a dual role of guards and soldiers.

An average village will have a standing force of 5 infantry and 5 archers.

An average town will have a standing force of 100 infantry and 20 archers. Allies

Kingdom of Lisfin Enemies

None known Religions

There is almost no large organized religions. Most of the sailors and fishermen worship Akatan for their food and Celestra for guidance. Notable Areas

Drisa Mountain is an active volcano. It is said by the locals that the great dragon, Drisa, lives in the heart of the mountain.

2.4.16. Nishorn, Theocracy of Description

Nishorn is the birth country of the god Torclain and is ruled by the Church of Torclain. Map References

World Map CY 10: 8-9D, 8-9E Adjacent Regions

Table 2.19. Adjacent Regions to Nishorn

NorthCountry of Drenmar
NortheastCountry of Drenmar
EastKingdom of Segken
SoutheastMidrealm Mountains, Country of Mryse
SouthMidrealm Mountains, Country of Mryse
SouthwestCountry of Tremier, Dragonspur Mountains
WestCountry of Tremier
NorthwestGreat Road City Population Distribution

Humans: 98%, Dwehrow: 1%, Other: 1% Cultures

Most of the Human population are urban. Most of the Dwehrow population are slaves or indentured servents. Languages

The official language of the Church is Huranian, but Dren'Cuill is spoken by most people. Location of Power

The Benefactors reside in the Prime Temple, in the holy city of Niprema. Government Description

Nishorn is a theocracy where church and state are one. The laws and decrees are divine in nature; dictated by Torclain and enacted by the Benefactors. Political Organization

Nishorn is ruled by a council of five high priests. One is called the Adjucator and represents Torclain's will. He only exerts his power when the other four have come to a non-agreement. The other four high priests are called the Benefactors. They represent Torclain's faithful. The council of five feels comfortable and secure in Niprema. They do not believe that Niprema can fall since the surrounding kingdoms are strong allies with Nishorn and are somewhat under Nishorn's control.

The ruling hierarchy is a shallow tree with clear defined positions, all of which must ultimately answer to the council of five. In the future somewhere around CY 22 the hierarchy will become very deep with many factions striving for power. This event may be the first schism of this religion. Laws

Nishorn's laws are similar to other countries' laws except when it comes to weapons.

Freemen are allowed to carry a single blade no more than 16 inches (dirk or dagger) and can wear leather armor. Swords, bows, polearms, and bludgeoning weapons are not permitted to be worn or carried in hand.

Serfs of the church may carry no blade longer than 3 inches and may wear no armor. Swords, bows, polearms, and bludgeoning weapons are not permitted to be worn or carried in hand.

Ordained clergy are allowed to carry a single blade of 24 inches (shortsword) or less and another blade of 16 inches or less. Other weapons are permitted upon approval of their superior.

Those of the Temple and City Guards are permitted to carry the appropriate weapons to enforce Torclain's Law

Those of recognized noble blood may carry two blades no more than 24 inches (shortsword) in length and can wear leather or chainmail armor. The noble's guards may carry the appropriate weapons, as determined by the Temple or City Guards, to protect their lord or lady.

Upon proof, a wielder of the sinful magics who is not one of the Faithful shall be arrested and only released upon their atonement and acceptance of Torclain as their god and the renouncement of the sinful magics.

Upon proof, a wielder of the sinful magics who is one of the Faithful, for the first offense, shall be arrested and only released upon their atonement and confession of their sins and renouncement of the sinful magics. For a second offense, they shall be arrested and upon a confession of their sins shall be taken before Torclain and judged.

Upon proof, a wielder of the sinful magics who is one of the fallen shall be arrested and upon a confession of their sins shall be taken before Torclain and judged. Atonement is not possible since their ancestors have already failed in their faith more than once. Non-humans are considered the fallen Historic Events

In PCY 202, Saint Ganell performed a miracle healing of King Athear IV of Tremier who was deathly ill. Athear IV declared that all his subjects would worship Torclain and granted the eastern land of Torclain's birth to the god Torclain. Saint Ganell then established the Theocracy of Nishorn.

2.4.17. Qui'Shri'Ta, Country of Description

The country of Qui'Shri'Ta is located on the northeastern side of the Tanroek continent. This large, isolated country is home to an aristocratic race. It is difficult to distinguish the country from the culture. Qui'Shri'Ta is the oldest country on the Tanroek continent. Map References

World Map CY 10: 2-3C, 2-3D, 1-3E, 2-3F, 2-3G Adjacent Regions

Table 2.20. Adjacent Regions to Qui'Shri'Ta

NorthEmpire of Korm, Wasted Lands, Urthwain Coast
NortheastNeed info. -km
EastThe Wasted Lands
SoutheastThe Scrug Lands
SouthKingdom of Talorr
SouthwestKingdom of Talliamain, Kingdom of Talorr
WestAbykaa Mountains, Empire of Korm
NorthwestAbykaa Mountains, Empire of Korm Population Distribution

Qui'Shri: 90%, Qui'Shri'Qin: 5%, Ghruk: 3%, Other: 1% Cultures

Qui'Shri'Ta's population consists of mostly rural and urban Qui'Shri. There are several nomadic tribes of Qui'Shri and Qui'Shri'Qin that do not participate in the government system. Several clans of Ghruks that live in the southeastern areas of Qui'Shri'Ta. Languages

Tellarian is commonly spoken in Qui'Shri'Ta. Qri'Sha is the formal language spoken in court or in the presence of the elders. The Qui'Shri are very educated. The average commoner will know how to read and write Tellarian and at least speak Qri'Sha. Location of Power

The Ruling Council's Chambers are seated in Isenroth. Government Description

The Qui'Shri's political system is a mixture of political and religious councils forming a Theocratic Republic. There is no one ruler of Qui'Shri'Ta, but is instead ruled by the Ruling Council. The Ruling Council is supported and advised by the Council of Nar (Religious), the Prophetic Council, and the People's Senate.

The Qui'Shri'Ta borders are restricted from non-Qui'Shri travelers. They will allow merchants into outlying towns and cities, but this is very controlled. Registered diplomats are the only exceptions to the closed borders law. Outsiders who accidentally trespass are politely escorted back across. Outsiders who deliberately trespass are dealt with accordingly. Political Organization

  • Ruling Council

    • Foreign Trade

  • Council of Nar

    • War Council

    • Agriculture Council

  • Prophetic Council

  • Senate

    • Local Affairs

    • Judges and Law

      • Law Enforcement

    • Domestic Trade

    • Guild Council

  • Scholarly Council

  • Council of Astilbe (Magick Regulation Council)

    • Enforcers Laws

Merchants must apply for and be sponsored by a Qui'Shri to get a "Merchant's Permit". A "Merchant's Permit" must be obtained before entering Qui'Shri'Ta. Penalty for passing the outer most border is imprisonment for 10 years plus banishment for 30 years times the number of days of the illegal trespass. If the father's life passes before the the length of banishment has ended, the son shall bear the rest of the sentence. Currency

Qui'Shri'Ta mints 12 different coins. The most common coin is the Rhem (1 sp). The lowest valued coin is the Ha'Rhem (.5 Rhem). The Rhem, Dai'Rhem (2 Rhem), Ha'Ghem (4 Rhem), Ghem (8 Rhem), Dai'Ghem (16 Rhem), Ha'Dhem (32 Rhem), Dhem (64 Rhem), Dai'Dhem (128 Rhem), Ha'Shem (256 Rhem), Shem (512 Rhem), Dai'Shem (1024 Rhem) are the next increments. The Ha'Rhem, Rhem, and Dai'Rhem coins are minted in copper. The Ha'Ghem, Ghem, Dai'Ghem, Ha'Dem, Dhem, and Dai'Dhem are minted in silver. minted in silver. The Ha'Shem and Shem are minted in gold. The Dai'Shem is minted in platinum and is extremely rare.

Qui'Shri'Ta coins are accepted almost anywhere because of their consistent purity of the metals in the coin. Taxes

non-Qui'Shri merchants are taxed heavily when leaving the country. Authorized travelers are taxed (20 Rhem) when leaving the country. Economic History

Qui'Shri'Ta has had a strong economy for many centuries. The war against the Empire of Korm had hit the Qui'Shri'Ta economy hard between CY 1 and CY 2.

2.4.18. Raehurn, Kingdom of Description

The Kingdom of Raehurn is an unstable feudal monarchy. Map References

World Map CY 10: 9A, 9B Adjacent Regions

Table 2.21. Adjacent Regions to Raehurn

NorthCountry of Drenmar
NortheastCountry of Drenmar
EastCountry of Drenmar, Kingdom of Domelen
SoutheastKingdom of Domelen
SouthKingdom of Domelen
SouthwestIml Ocean
WestIml Ocean
NorthwestIml Ocean, Country of Drenmar Population Distribution

Humans: 84%, Qui'Shri'Qin: 6%, Dwehrow: 4%, Gnomoi: 2%, Waefolk: 2%, Ghruks: 1%, Other: 1% Currency

Before the civil war, Raehurn minted a single coin called the Seshal (.1 sp). Historic Events

King Stalinrand the Steadfast was killed when he lead his army to reclaim some disputed land from the Kingdom of Domelen in PCY 5. Stalinrand had left no heir. Stalinrand's nephew, Horrand, with the backing of Duke Haverlond, claimed the throne. King Horrand the Cripple died CY 1 of a weak heart at the age of thirty two years. King Horrand left no heir to the throne, but did appoint regents to chose the next king. On 15 Telshan, CY 3, the majority of regents chose Tolwynn, Stalinrand's half-sister's son. This decision did not sit well with the nobles and civil errupted. As of CY 10, the civil war still continues.

2.4.19. Rhuik, Kingdom of Description

The Kingdom of Rhuik is located south/south-east of the Kingdom of Talliamain. Rhuik is ruled by King Goen Bermark and Queen Vestra Bermark. The Kingdom of Rhuik has had good relations with its surrounding neighbors. Rhuik is well known for its heavy and light cavalry. King Bermark is a retired military general who loves to breed horses. He was appointed King when King Destus II died some twenty years ago. Map References

World Map CY 10: 4-5B, 4-6C Adjacent Regions

Table 2.22. Adjacent Regions to Rhuik

NorthKingdom of Talliamain, Kingdom of Talorr
NortheastKingdom of Talorr
EastThe Noldok Mountains, Kingdom of Talorr, Free City State of Auldral
SoutheastThe Noldok Mountains
SouthKingdom of Cyrwel
SouthwestKingdom of Wenyr
WestKingdom of Istria
NorthwestKingdom of Talliamain Population Distribution

Humans: 80%, Dwehrow: 10%, Qui'Shri'Qin: 5%, Waefolk: 2%, Ghruk: 2%, Other: 1%. Cultures

The Humans, for the most part, tend to be urbanized. Horse farms surround most cities. Languages

Tellarian is the common tongue in Rhuik. Government Description

The Kingdom of Rhuik is a feudal monarchy. Laws

Rhuik law dictates that all native citizens must be members of the Church of Nod. Open practice of other religions or cults are forbidden under penalty of imprisonment. Currency

Rhuik mints a copper coin called the Horse Head Penny (.25sp) which is the most common coin in the Kingdom. Rhuik also mints the Silver Horse (1sp) and the Gold Horse (25sp). Economic History

Rhuik's economy has been stable for the past ten years. The export of Horses has stabilized the economy. Production

Horses, ponies, mules, cattle, grains, and barley. Exports

Horses, ponies, and mules. Imports

Iron, wool, precious gems, spices, silk, and feathers. Military Structure

Rhuik's standing armies consist of 6000 heavy cavalry, 4000 light cavalry, 4000 Infantry, 1200 archers, and 30 siege engineers. During the spring, summer, and fall 20% of the heavy and light cavalry is hired out as mercenaries. The income from the mercenaries supports the large standing army. Allies

Free City State of Auldral, Kingdom of Istria, Kingdom of Talliamain, Kingdom of Talorr, Kingdom of Cyrwel Enemies

Kingdom of Thranis, Empire of Korm Religions

The Church of Nod has a strong presence in the government and most cities. Historic Events

King Bermark's third youngest daughter was married to Sir Lawrence Nord of the House of Nord in the spring of CY 1. The House of Nord is a politically powerful house of nobles in Auldral. They control much of the land around Fox Tower.

During the Siege at Fox Tower, Bermark invested 4000 heavy cavalry and 1000 light cavalry to break the siege in CY 1.

2.4.20. Segken, Kingdom of Description

The Kingdom of Segken is a tribal-kingdom that borders on the eastern wild-lands. Map References

World Map CY 10: 8-9E, 8-9F Adjacent Regions

Table 2.23. Adjacent Regions to Segken

NorthCountry of Drenmar
NortheastUninhabited wild-lands
EastUninhabited wild-lands
SoutheastUninhabited wild-lands, Midrealm Mountains
SouthMidrealm Mountains, Country of Mryse
SouthwestTheocracy of Nishorn
WestTheocracy of Nishorn
NorthwestCountry of Drenmar

2.4.21. Talliamain, Kingdom of Description

Talliamain is located on the northwestern edge of the continent of Tanroek. It borders the Korm Empire to the north, Talorr to the east, Istria and Rhuik to the south, and the Iml ocean to the west. Map References

World Map CY 10: 3-4A, 3-4B, 3-4C Adjacent Regions

Table 2.24. Adjacent Regions to Talliamain

NorthEmpire of Korm, Bay of Erus
NortheastCountry of Qui'Shri'Ta
EastKingdom of Talorr
SoutheastKingdom of Rhuik
SouthKingdom of Rhuik, Kingdom of Istria
SouthwestIml Ocean
WestIml Ocean
NorthwestIml Ocean Population Distribution

Humans: 75%, Dwehrow: 10%, Qui'Shri'Qin: 5%, Waefolk: 5%, Ghruks: 3%, Other: 2%. Cultures

Talliamain has a good mix of urban and rural cultures. There are a couple bands of nomadic gypsies. There are also two known Ghruk Clans that live peacefully in the country side. The Rasiks are an urbanized underground culture of Dwehrow and are considered Talliamain citizens even though they maintain their own government under the mountains. Languages

The most common language spoken is Tellarian. Within the Ring Mountains, the Rasik speak Rasikish. Location of Power

The Queen's court is held in Castle Ryvand Government Description

Talliamain is a feudal monarchy government. Political Organization

  • Queen Sabarra

    • Royal Guard

    • King Sabarra

      • The King's Army

      • The King's Knights

    • Dukes and Earls

      • Knights

      • Sheriffs

      • Barons

        • Militia

    • Council of Advisers

    • Exchequer

      • Tax Collectors

    • Judges

      • City Guards

      • Prison Guard

      • Legal Council

    • War Council

      • Generals of the Army

        • Outpost Commanders

        • Troop Commanders

      • Master Herald

        • Heralds Laws

Slavery is legal. A slave is defined as a man or woman soldier captured during times of war. The child of any slave is born free of debt and is not considered a slave. The owner of the slave must provide for the child. It is illegal to own children slaves.

No inhabitant of a city, town, or village shall be required to pay a toll or any other tax on his provisions when leaving or entering that city, town, or village. No soldier, guard, agent of Talliamain shall be required to pay a toll or any other tax on his provisions in any city, town, or village.

No citizen of Talliamain shall be detained in prison if he can furnish surety that he will present himself for judgment.

A married man or woman who commits adultery shall by way of correction, be flogged with ten lashes and whether rich or poor shall pay a fine.

Persons committing incest, parents and children, children and parents, brothers and sisters, shall be punished by hanging. Those of other relationships who commit the carnal act, that is uncle and niece, nephew and aunt,and between cousins, shall have their noses slit.

Persons committing rape shall be punished by flogging with six lashes by a victim's family member and having their nose slit. Persons committing rape to a child shall be punished by hanging.

Persons caught in the act of theft, and it is their first offense, shall be imprisoned for one week and pay twice the amount stolen. If it is their second offense, they shall be flogged with six lashes and pay thrice the amount stolen. If it is their third offense, they shall be flogged with twelve lashes, have their nose slit, and pay thrice the amount stolen. If the offender is unable to pay the fine, they will be indentured to the victim for one year. If the victim refuses, then the offender becomes indentured to the appropriate noble.

A person who commits premeditated murder shall be flogged twelve times and then hanged. A person who commits murder during a theft or robbery shall be flogged twelve times and have their nose slit. A person who commits murder by accident shall pay a fine to the victim's spouse or family. A person who commits murder in self-defense shall pay a fine if they provoked the attack, but shall not pay a fine if they did not provoke the attack. Currency

Talliamain produces seven coins. The most common coin is the Mark(m) (.5 sp). The Deb (.005 m), Tooth (.01 m), Shen (.1 m), Silver Mark (10 m), Gold Mark (100 m), and the High Mark (1000 m) are the other coins that Talliamain mints. Economic History

Talliamain has in good economic health between PCY 24 and PCY 1. The outbreak of war with the Empire of Korm in PCY 1 hit Talliamain's economy hard. Production

Talliamain produces grains, cattle, wood, iron, gold, silver, copper, sulfur, pumice, weapons, leather goods, diamonds, sheep, and wool. Exports

Iron, steel, bronze, leather goods, cattle, sheep, wool, diamonds, gold and silver. Imports

Emeralds, silks, spices, and scented oils. Military Structure

  • Queen

    • Generals

      • Queen's Army

        The Queen's Army has a standing force of 500,000 Infantry, 25,000 Archers, 8000 Heavy Cavalry, 10,000 Light Cavalry, and 10 special units as of CY 1.

      • Queen's Navy

        The Queen's Navy has a standing force of 25 War Galleons, 30 Clippers, 8000 Mariners as of CY 1.

      • King's Army

        The King's Army has a standing force of 40,000 Infantry, 8,000 Archers, 1000 Heavy Cavalry, 2000 Light Cavalry, and 2 special units as of CY 1

      • Castle Guard

        The Castle Guard of Castle Ryvand has a standing force of 2000 Guards, 300 Constables, and 100 Jailers.

    • Internal Affairs

      • Informants

      • Inquisition

    • External Affairs

      • Informants

      • Spies Allies

Kingdom of Rhuik, Kingdom of Istria, Kingdom of Talorr, Qui'Shri'Ta, and the Country of Drenmar. Enemies

Empire of Korm and the Kingdom of Thranis. Religions

The Church of Nod is present in Talliamain. It participates in the government and advises the Queen. Other religions are not outlaw and can be openly practiced. Notable Areas

Castle Ryvand is the capital city of Talliamain. The castle proper was built in PCY 398, by the Hladsmen (a group of armies from Istria), after the Conquering of Remhast. The city was built on top of the ruins of Remhast.

The city is located at the base of a steep hill. The top of the steep hill ends in a cliff hanging over Crystal Lake. Queen Sabarra rules from the castle that resides at the top of the hill. Ryvand is a prosperous city, sometimes at the expense of the peasants.

The Ring Mountains surround the Crystal Lake. The area within the Ring Mountains is a sediment filled basin of an ancient extinct volcano. The volcano was active around the time the Sutari were enlightened to thought and reason. Historic Events

Talliamain has been a free country since PCY 148 when the reign of the Hladsmen faltered during a great plague and famine that killed most of the population between PCY 152 and 147. Peace reigned between PCY 11 to PCY 1. The only fighting that occurred during that time was a few border skirmishes in other countries. In PCY 1 war broke out between Talliamain and the Korm Empire.

2.4.22. Talorr, Kingdom of Description

Talorr is a feudal kingdom that resides south of Qui'Shri'Ta, east of Talliamain, and north of Auldral. The King has laid claim to much desert land to the east. Talorr consists of pockets of civilization, located mostly in the western areas of the country. The lands to the east are harsh and unfriendly to both grazing and farming.

King Lemarious has ruled since PCY 32. He is getting old. He is planning to step down from the throne by CY 3. His wife and queen died seven years ago from the plague that ravished the King's city. The King has three sons and two daughters. The oldest being a son that is married to the Princess Riesha of Hornwald. The oldest daughter is married to the Prince Eoras of Rhuik. The next oldest daughter is married to the Deegan, the Second Prince of Talliamain. Map References

World Map CY 10: 3-5C, 3-5D, 3-5E Adjacent Regions

Table 2.25. Adjacent Regions to Talorr

NorthCountry of Qui'Shri'Ta
NortheastThe Wasted Lands
EastThe Scrug Lands
SoutheastThe Haunted Lands
SouthFree City State of Auldral
SouthwestKingdom of Rhuik
WestKingdom of Talliamain, Kingdom of Rhuik
NorthwestKingdom of Talliamain, Abykaa Mountains Population Distribution

Humans: 75%, Qui'Shri'Qin: 5%, Ghruks: 10%, Waefolk: 3%, Gnomoi: 3%, Dwehrow: 2%, Other: 2% Cultures

Rural and urbanized Humans, Waefolk, Gnomoi, and Dwehrow are common. Talorr also has a large population of nomadic Humans, Qui'Shri'Qin, and Ghruks. Languages

Tellarian is most commonly spoken in urbanized areas. The nomadic bands of Humans speak the rough mix of Tellarian and Lobrea. The nomadic bands of Qui'Shri'Qin speak Lobrea, a dialect of Qri'Sha Location of Power

The King's court is in Castle Fenwold during the summer and Castle Asnerhold during the winter. Government Description

Talorr has a feudal government system. Currency

Talorr mints the Kings Mark (2 sp). This is the only coin minted by Talorr and is common only in the cities, though rural folk will sometimes accept the coin for the exchange of goods. Economic History

Talorr's economic history has had its ups and down. A severe depression occurred between the years of PCY 12 to PCY 4. The economy recovered and was prosperous between the years of PCY 2 and CY 1. Production

Wheat, cattle, and dogs. Talorr breads some of the best hunting dogs in western Tanroek. The Ragshiff Hound is known to be the best tracking hound. Exports

Wheat and dogs. Imports

Steal, gold, spices, wine, and silk. Military Structure

Talorr has a standing army of 11,000 infantry, 3,000 archers, 1,000 light cavalry, 500 heavy cavalry, and 500 dog handlers with war dogs. Allies

Free City State of Auldral, Kingdom of Talliamain, Kingdom of Rhuik. Enemies

Kingdom of Thranis Religions

The Church of Nod blesses and supports the crown. By law all citizens must be members of the Church of Nod. Enforcement of worship only occurs in cities and government buildings.

2.4.23. Thranis, Kingdom of Description

The Kingdom of Thranis is located south of the Free City State of Auldral and northeast of the Ithag Mountains. Thranis is ruled by King Usro, an aggressive man that is prone to mood swings. Thranis is a military oriented country. The people take pride in their military and martial arts. It is unfortunate, in the eyes of Usro, that Thranis is stuck in corner of the world where there is only a few options to expand his Kingdom. Being surrounded by mountains to the south and west and waste lands to the east, leaves the only direction to expand is north. North is blocked by the armies of Auldral who are backed by other kingdoms of the north. Map References

World Map CY 10: 6-7C, 5-7D, 5-7E, 6-7F, 6-7G Adjacent Regions

Table 2.26. Adjacent Regions to Thranis

NorthFree City State of Auldral
NortheastThe Haunted Lands
EastNon-arable wild lands, The Haunted Lands
SoutheastIthag Mountains, non-arable wild lands
SouthIthag Mountains, Country of Drenmar
SouthwestIthag Mountains
WestIthag Mountains
NorthwestIthag Mountains, Kingdom of Cyrwel Population Distribution

Humans: 80%, Dwehrow: 5%, Ghruks: 10%, Gnomoi: 1%, Waefolk: 1%, Qui'Shri'Qin: 2%, Other: 1% Cultures

Thranis has a mix of rural and urban Humans and Dwehrow. The Ghruks roam the land in nomadic clans. Languages

Khimzerek is the common language in Thranis. In the northern parts of the Kingdom, Tellarian is sometimes spoken. Government Description

On the surface, the Kingdom of Thranis has a feudal monarchy government system. Underneath, the government is a straight forward dictatorship. The King rules under a heavy hand and the Dukes and Earls are his puppets. The King is also magi-phobic, thus has outlawed any and all use of magic. Laws

The practice of magic and the magical arts, religious or otherwise, as deemed by the King is outlawed. The penalty is death by burning while staked and pulled. Currency

Thranis has several gold and silver mines and mints its own coinage. The most common coin is the Kan (.25 sp) which is minted out of silver with the King's profile impressed on one side and the King's seal on the other. The other coin is the Idraf (5 sp) which is minted out of gold, it to has the King's profile and seal imprinted upon it. Exports

Thranis exports slaves, gold, silver, and weapons. Imports

Thranis imports slaves, spice, jewels, wine, and weapons. Military Structure

The Thranian standing army consists of 175,000 Infantry, 32,000 Archers, 25,000 Light Cavalry, and 15,000 Heavy Cavalry. Thranis has one of the largest standing armies for a country of its size. Allies

None Enemies

Free City State of Auldral, Kingdom of Talorr, Kingdom of Rhuik, Kingdom of Talliamain, Kingdom of Cyrwel. Religions

Religious practice is discouraged by the King.

2.4.24. Tremeir, Country of Description

Tremeir is a strong republic that is strongly allied with the Theocracy of Nishorn. Map References

World Map CY 10: 9-10C, 9-10D Adjacent Regions

Table 2.27. Adjacent Regions to Tremeir

NorthCountry of Drenmar, Great Road City
NortheastTheocracy of Nishorn
EastTheocracy of Nishorn
SoutheastMidrealm Mountains, Country of Mryse
SouthKingdom of Ishram, Kingdom of Yurmenol
SouthwestKingdom of Domelen
WestKingdom of Domelen
NorthwestKingdom on Dun

2.4.25. Vehnawood, Kingdom of Description

The Kingdom of Vehnawood is a coastal kingdom. Vehnawood is a feudal monarchy. Map References

World Map CY 10: 10-11B, 10-11C Adjacent Regions

Table 2.28. Adjacent Regions to Vehnawood

NorthDragonspur Mountains, Kingdom of Cilfey
NortheastKingdom of Domelen
EastKingdom of Lisfin
SoutheastAdia Sea
SouthAdia Sea
SouthwestIml Ocean
WestIml Ocean
NorthwestKingdom of Cilfey Population Distribution

Need info. -km Cultures

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Need info. -km Government Description

Need info. -km Political Organization

Need info. -km Laws

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Need info. -km Production

Need info. -km Exports

Need info. -km Imports

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Need info. -km Heraldry

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2.4.26. Wenyr, Kingdom of Description

The Kingdom of Wenyr is a feudal kingdom located south of the Kingdom of Istria. Map References

World Map CY 10: 5-6B Adjacent Regions

Table 2.29. Adjacent Regions to Wenyr

NorthKingdom of Istria
NortheastKingdom of Rhuik
EastKingdom of Cyrwel
SoutheastKingdom of Falmuria
SouthCountry of Drenmar
SouthwestIml Ocean
WestIml Ocean
NorthwestIml Ocean Cultures

The Humans tend to be rural since there are only a few cities and and large towns located on the coasts. Languages

Both Dren'Cuil and Tellarian are commonly spoken.

2.4.27. Yurmenol, Kingdom of Description

The Kingdom of Yurmenol is a feudal monarchy that won its freedom from the country of Tremier on a bet in PCY 498. Map References

World Map CY 10: 10D Adjacent Regions

Table 2.30. Adjacent Regions to Yurmenol

NorthCountry of Tremier
NortheastCountry of Tremier
EastMidrealm Mountains, Country of Tremier
SoutheastMidrealm Mountains, Kingdom of Lisfin
SouthMidrealm Mountains, Kingdom of Lisfin
SouthwestMidrealm Mountains, Kingdom of Ishram
WestKingdom of Ishram
NorthwestCountry of Tremier Population Distribution

Humans: 60%, Dwehrow: 20%, Qui'Shri'Qin: 10%, Tarharen: 5%, Ghruk: 2%, Waefolk: 1%, Gnomoi: 1%, Other: 1% Currency

The Kingdom of Yurmenol uses Tremier's coinage. Yurmenol will exchange goods and scarce metals to purchase coinage from Tremier. Historic Events

In the spring of PCY 499, Duke Yurmenol and King Vlond III of Tremier were hunting. Vlond, in half-jest bet Duke Yurmenol that the king's hunting dogs would flush the hunted deer first and lead in the chase. After much bantering and boasting, the wager came to Duke Yurmenol paying quadruple taxes and tithes if the king won or if the king lost, the king would surrender the Duke's land to Yurmenol.

King Vlond thought that the outrageous wagers were made in good jest. Duke Yurmenol's hunting dogs flushed the deer out first and lead the chase until the very end. Vlond was agasp when Yurmenol proclaimed his winnings and held the king to the wager. Vlond refused to pay up and refused that a real wager was made. When Yurmenol persisted, Vlond ordered his guards to claim Yurmenol's head.

Duke Yurmenol barely escaped Vlond's pursuit. Yurmenol waged an almost year long military campaign to claim is winnings. The campaign was a success when King Vlond was killed in battle by an arrow to the throat. Vlond's son, King Vlond IV, who was fourteen years old at the time, yielded the rightful winnings to Duke Yurmenol. Vlond IV had accompanied the hunting party and was present when the wager was made. Knowing that the internal civil war would eventually deplete the kingdoms resources and possible invite invasion future invasions from other kingdoms, Vlond IV settled the wage.

As of CY 10, Yurmenol continues to be an ally of the country of Tremier.

2.5. Historic Political Regions

The following are political regions have existed in the past and which do not exist in the present.

2.5.1. Baerdoth, Kingdom of (Conquered) Description

Baerdoth was a tribal kingdom that was conquered by the Empire of Korm in PCY 2. Map References

World Map PCY 10: 1-2B, 1-2C Adjacent Regions

Table 2.31. Adjacent Regions to Baerdoth

NorthNorth Iml Ocean
NortheastGreat Northern Mountains, Bay of Ivens
EastOld Korm
SoutheastOld Korm
SouthAbykaa Mountains
SouthwestKingdom of Vilshem
WestKingdom of Vilshem
NorthwestKingdom of Vilshem Population Distribution

Humans: 50%, Ghruks: 40%, Qui'Shri'Qin: 2%, Dwehrow: 3%, Gnomoi: 2%, Waefolk: 1%, Other: 2% Currency

As of CY2, Kormish coinage is now being distributed. Historic Events

Baerdoth was a tribal kingdom that was conquered by the Empire of Korm in PCY 2. Before being conquered by Korm, the people of Baerdoth were governed by a king who ruled a number of chieftains. The chieftains ruled the tribes. The people of Baerdoth had adapted to living in the harsh northern lands. They hunted and herded the snow deer, hunted the beach bears, mountain bears, and fished the Bay of Iven for survival. Some of the southern tribes had adopted basic agriculture, but the northern permafrost prevented the widespread adoption.

During the first melting of spring, in PCY 2, the Empire of Korm began its assult on Baerdoth. This assault overwhelmed the eastern tribes because the tribes were unable to were unable to organize a unified defense. Eastern Baerdoth fell before the beginning of summer. Korm feverently continued further into Baerdoth. King Falersund finally presented an organized defense at the Battle of Six Stones, in the middle of the summer of PCY 2. The defense held until the end of the summer, when Korm's pony mounted fighters broke the line of defense and killed Falersund. The unified defense crumbled and Korm claimed Baerdoth in autumn of PCY 2.

Korm instituted a military draft of every elder son older than the age of 10 years. The draft was the key event of the assimilation of Baerdoth's culture. Other than the draft, the Korm government allowed the tribes to continue to govern themselves as long as an advisor was appointed to the chieftain. The tribes were also allowed to continue to practice their own religions and customs. As of CY 2, the draft is still in place and the chieftains still rule the tribes.

2.5.2. Dolohiem, Kingdoms of (Conquered) Description

Dolohiem was a small island country consisting of 18 smaller Kingdoms. These were Kingdoms of coastal fisherman, ice-flow fisherman, and seal hunters. The Kingdoms were situated not only on the main isle, but also on the many surrounding small islands. The Empire of Korm marched a small army to the southern most island when the Rahean Straights had frozen during the winter of PCY 1. Korm laid claim to Dolohiem. Map References

World Map PCY 10: 1B Adjacent Regions

Table 2.32. Adjacent Regions to Dolohiem

NorthNorth Iml Ocean.
NortheastNorth Iml Ocean.
EastNorth Iml Ocean, Great Northern Mountains.
SoutheastRahean Straights, Kingdom of Vilshem.
SouthRahean Straights, Kingdom of Vilshem.
SouthwestNorth Iml Ocean.
WestNorth Iml Ocean.
NorthwestNorth Iml Ocean. Population Distribution

Humans: 95%, Ghruks: 2%, Dwehrow: 2%, Other: 1% Government Description

Between PCY 128 and CY 1, the natives of Dolohiem have applied the titles of the southern kingdoms to their tribal government system. A tribe is called a kingdom and the chief ruler is called the king. Currency

None of the kingdoms of Dolohiem had minted or exchanged coins. Korm's coinage is being used by the natives when exchanging goods with Kormish merchants. Historic Events

Before PCY 175, the native people of Dolohiem were tribal fishermen and seal hunters. Settlers, speculators, and adventurers from Hemrost attempted to tame the uncivilized people of Dolohiem and claim the land in the name of King Kithwir of Hemrost. The settlers, speculators, and adventurers were looking for gold and silver which had been rumored to come flowing down the rivers during the summer floods. In PCY 175 King Kithwir charged several groups to travel to Dolohiem in search for the unfound wealth. Gold and silver were found in small quantities. Just enough to keep the speculators coming to Dolohiem until PCY 130. The winter of PCY 130 was the coldest in over two hundred years. The freezing temperatures lasted for the rest of the year and the entire year of PCY 129. Many of the settlers, speculators, and adventurers who did not die of starvation made the dangerous journey out of Dolohiem. Within one year, Dolohiem's population dwindled by two-thirds.

The many years of influx of people from the south caused a cultural change to the natives. The natives picked up the southerner's social practices, languages, writing, and government and assimilated those practices into their society. By the end of PCY 128, most of the native population had recovered from the brutal freeze and were thriving. The lure of gold and silver had faded from the men of Hemrost. The influence from Hemrost declined sharply after PCY 128.

The winter of PCY 1, when the Rahean Straights had frozen and linking Dolohiem with the Kingdom of Vilshem, the Empire of Korm marched a small army to the southern most island and laid claim, in the name of Emperor Lor, to all of Dolohiem. The local kings were allowed to rule their kingdoms and continue their way of life. The native population was content to let Emperor Lor say what he liked as long as the natives were left to themselves.

In the summer of CY 1, Korm moved inland to the mountains of Dolohiem. Korm established 3 iron mines, 1 silver mine, and 1 nickle mine by the end of summer. These mines were mined by groups of Humans and Ghruks who were pressed into service. The mines were engineered by teams of hired Dwehrow mine masters. The first shipments of ore came across the Rahean Straights in winter of CY 1 into Korm. These mines have played a key role in sustaining Korm's expansion efforts.

2.5.3. Hemrost, Kingdom of (Conquered) Description

The Kingdom of Hemrost was conquered by the Empire of Korm in PCY 1. Hemrost was ruled by King Synryaf who was assassinated by an adviser. The assassination was just one act in a sinister plot by Korm agents. Map References

World Map PCY 10: 2-3A, 2-3B Adjacent Regions

Table 2.33. Adjacent Regions to Hemrost

NorthNorth Iml Ocean
NortheastKingdom of Vilshem
EastKingdom of Vilshem
SoutheastBay of Erus
SouthBay of Erus
SouthwestIml Ocean
WestIml Ocean
NorthwestNorth Iml Ocean Population Distribution

Humans: 60%, Dwehrow: 10%, Ghruks: 20%, Other: 10% Cultures

Typically urban and rural cultures. The majority of the population in the region that was Hemrost are Humans located in secure cities. The region has a healthy population of Ghruks who are grouped in nomadic clans. Languages

Tellarian is the common language of the region. Location of Power

The former King's court was held in the city of Kingshold. Government Description

Hemrost had a feudal monarchy government. Political Organization

See Empire of Korm Laws

See Empire of Korm Currency

The silver mark (2 sp) was Hemrost's base coin. It is not being minted any more, but is still being used in the region. Taxes

See Empire of Korm Economic History

Hemrost had a weak economy for 5 years before being conquered. Production

The region produces iron, steel, bronze, copper, leather, cattle, sheep, wool, and wood. Exports

The region exports iron, steel, bronze, copper, leather, wool, and wood out of the region, but stays within the Korm Empire. Imports

Grains, vegetables, and fruits are imported to the region. Military Structure

N.A. Past Allies

Kingdom of Talliamain Past Enemies

Korm Empire Heraldry

Colors:Gold, Black, and Red Religions

Hemrost had the support of the Church of Nod, but since being conquered, Church of Nod priests and clergy have been exiled. Historic Events

Hemrost was conquered by Korm in PCY 1. King Synryaf was assassinated by a traitorous adviser who had sold out to the Korm Empire. King Synryaf's Queen and sons were executed when Korm agents took over the government.

The Kingdom of Hemrost was the remnant of a once large kingdom that during its peak in PCY 500 spanned the land between the Iml Ocean, the Abykaa Mountians, and the Bay of Erus. The once great and mighty kingdom that stopped the northern expansion of the Nectal Empire in PCY 551 fell to the Korm Empire in PCY 1 by treachery and deceit. Fall of Hemrost

King Synryaf appointed Rameal the Sage of Berger as his ruling advisor in PVY 9. Rameal, a renown scholar in Hemrost, had just earlier returned from Qui'Shri'Ta. He was on a quest, for King Synryaf, to learn about the Qui'shri's complex governmental system. On his journey home, traveling through newly aquired Korm territory, he was captured by a war party of the Echbaen clan on 17 Telshan, PCY 11. Rameal's companions and escorts were killed during the capture.

Rameal was held as captive for two years. During his captivity he became intrigued with chief Lor. Lor befriended Rameal. They discussed government philosophy and other scholarly things. Rameal became enamored with Lor's ability to grasp Rameal's views. Chief Lor taught Rameal his ancestor's language which only the chiefs of the Echbean clen knew. During the final months of captivity, Rameal had forgotten that he had been a prisoner and truly believed that he was a guest of Chief Lor.

Rameal returned to King Synryaf two years after his scheduled return. Rameal explained his two year absence as a planned side divergence into Korm. He claimed that he had sent a messenger explaining the his plans to meet with the Echbaen clan. He also explained that his companions and escorts were killed by a rival clan during an evening raid.

Rameal served King Synryaf well as advisor. Rameal stayed in contact with Chief Lor via courier. Long discussions written in Lor's ancestor's language would occur on a regular basis from PCY 10 to PCY 4. Rameal recieved a written request from Chief Lor for a visit to the Echbaen clan. Rameal ask King Synryaf for a leave of absence. Synryaf granted his friend leave to visit Chief Lor.

Rameal met with Chief Lor for the summer of PCY 3. During Rameal's stay, Lor revealed just enough of his plans, laced with half truths, for his future rule of the northern kingdoms. He played upon Rameal's philosophical views on government and thus Rameal unwittingly became Lor's tool to seize control of Hemrost.

Rameal returned to King Synryaf at the beginning of autumn of PCY 3. The communication with Chief Lor continued. Within these communications, Lor suggested certain actions that Rameal might suggest to King Synryaf. Rameal presented those suggestions to King Synryaf as advice. The suggestions intentionally pulled King Synryaf's attention away from and to take a neutral stance towards the Kingdoms of Baerdoth and Vilshem.

With each communication, Rameal became more enthralled with Chief Lor and his plan for Korm's expansion. Rameal urged Synryaf not to grant King Falersund of Baerdoth's request for aid in the summer of PCY 2. Synryaf followed Rameal's advice and withheld aid. Rameal received a letter from Lor that autumn. This was the first time Lor offered Rameal an active role in Lor's plans. Lor offered Rameal the position of Chief Advisor to Lor and access to the libraries of Qui'Shri'Ta, once Qui'Shri'Ta came under Korm's rule.

Rameal found the offer too tempting and accepted the offer and thus broke his oath to King Synryaf. Lor's reply to Rameal's acceptance was a wish for Rameal to convince Synryaf to withhold aid from the Kingdom of Vilshem. The rationale that Rameal used was that Vilshem's army has the plague and Synryaf would be ill-advised to expose his troops to the plague. King Synryaf agreed and withheld aid to Vilshem.

The first week of autumn of PCY 1, Rameal met with a man sent by the now proclaimed Emperor Lor. The man carried Rameal's final instructions from Lor. The man handed Rameal the sealed instructions and a small locked box. The preamble to the instructions were praise for Rameal's friendship and companionship and for King Synryaf's wisdom. As a token of Lor's friendship, it stated, in the locked box contained a gold chain with a pendant and a package of a powder of a rare plant. The pendent represented Lor's faith in Rameal. It would also allow Rameal to identify himself to any Korm officer and allow him free passage through the Empire of Korm.

The instructions to Rameal also laid out a plan that would remove King Synryaf from rulership. By removing Synryaf, the instructions stated, war and unnecessary death of the citizens of Hemrost could be avoided. Remeal sincerely believed that avoiding as much bloodshed as possible was the right thing to do. The instructions stated that the powder would quickly and painlessly kill King Synryaf. Rameal met with King Synryaf on 1 Kakal, PCY 1, alone for a dinner to discuss Vilshem's war with Korm.

King Synryaf had held Rameal in confidence for over a decade and held private conferences and supped with Rameal on many occasions. During the after meal drinks, Rameal slipped the powder into Synryaf's wine. Synryaf, unaware of his poisoned wine, drank to Hemrost's health and prosperity.

King Synryaf died a slow death on 6 Roksan, PCY 1 from fluid in the lungs. Rameal was shaken, but rationalized that he may not have used enough of the powder or had mixed it with the incorrect wine. King Synryaf II, 15 years old, was crowned the very day of his father's death. Rameal advised Synryaf II to join into an alliance with Korm and to allow Korm's armies to haven withing Hemrost's borders. Synryaf II consented to the advice and sent a request of negotiation to Emperor Lor. On 29 Kakal, PCY 1, 30,000 of Korm's army arrived uncontested at Kingshold. The army quickly over took the hold's defense and gained control. King Synryaf II, his mother, Queen Ethyr, and all the hold's guards were executed in the court yard.

The moment that King Synryaf's head rolled across the ground, Rameal had a moment of clarity of thought. Lor's true plans and his actions hit him with a force of a hammer hitting hot iron on an anvil. He fell to his knees and wept. The executioners dragged the weeping Rameal to the headsman's block and in two strikes, Rameal was condemned for all eternity to the Hells.

2.5.4. Sulmer, Kingdom of (Conquered) Description

The Kingdom of Sulmer was a kingdom content on living on the rich soil between the Bay of Erus and the Abykaa Mountains. Sulmer fell to the Korm Empire 23 Dekal, PCY 1. Map References

World Map PCY 10: 2-3B, 2-3C Adjacent Regions

Table 2.34. Adjacent Regions to Sulmer

NorthConquered Kingdom of Vilshem, Conquered Kingdom of Baerdoth
NortheastOld Korm
EastAbykaa Mountains, Country of Qui'Shri'Ta
SoutheastAbykaa Mountains, Country of Qui'Shri'Ta
SouthKingdom of Talliamain
SouthwestBay of Erus, Kingdom of Talliamain
WestConquered Kingdom of Vilshem
NorthwestConquered Kingdom of Vilshem Population Distribution

Human: 70%, Dwehrow: 15%, Qui'Shri'Qin: 5%, Ghruk: 5%, Gnomoi: 3%, Waefolk: 1%, Other: 1% Historic Events

Sulmer was a kingdom that was content on living on the rich soil between the Bay of Erus and the Abykaa Mountains. Between PCY 2 and the early spring of PCY 1, King Saxura the Fat had turned a blind eye towards his northern neighbors who were under Korm's brutal expansion.

In the spring of PCY 1, Emperor Lor had sent an emissary with a gift of slave women for Saxura's pleasure, gold in the sum of Saxura's weight, and a treaty of allegiance. The Treaty of Sulmer stated that Sulmer would be welcome as an ally and equal to Korm. In exchange for becoming an ally to Korm (and not being conquered), Korm would be allowed to march troops across Saxura's kingdom to battle Talliamain. It also stated, for compensation for the presence of Korm's army, Saxura would be paid in gold equal to 16 times Saxura's weight.

Saxura's greed overwhelmed his logic and fell for Korm's trap. During the summer of PCY 1, Korm moved an army of 75,000 into the Kingdom of Sulmer. The generals of Korm's army conducted business with Saxura as specified by the treaty. On the eve of the winter solstice, when Saxura hosts Sulmer's nobles for Winter Feast, Korm's generals executed King Saxura. King Saxura's Execution

King Saxura, his nobles, the nobles' families, and four Kormish generals were enjoying the celebration of Winter Feast in Saxura's court on the eve of the winter solstice of PCY 1. There was food, drink, and entertainment aplenty. During the merriment, special squads of the Kormish army quietly overcame the castle guards. The squads then quietly captured the visiting nobles' families, knights, guards, and servent who were celebrating Winter Feast in a separate hall.

At the appointed time during the main toast, General Menegul of Korm walked up to King Saxura, feigning a traditional Kormish toast to steel, drew his sword, to the protest of Saxura's bodyguards, and asked Saxura to draw his sword for the toast and to follow his lead. Saxura, having heard of this tradition before, told the bodyguards to stand down.

King Saxura stood up and drew his sword from the scabbard hanging on the back of his throne. The other Kormish generals rose from their seats and drew their swords and held them in a salute. The nobles, in some confusion, stood, some drawing their swords and holding them in the same manner as the Kormish generals.

Manegul took his mug of fine wine in his left hand, held his sword horizontally and level to his neck, with his knuckles turned down, nearly kissing the top of the pommel. He began pouring his wine onto his blade with out looking at the weapon and noded to Saxura to do the same. When Saxura's eyes focused on his own blade with the intent of pouring his wine upon it, Menegul swept his sword is a vicious back slash that skimmed just over Saxura's sword. The blade severed Saxura'a head from his shoulders. Saxura's eyes widened in astonishment as he saw the blade coming from beneath his chin and sever the flow of wine coming from his mug. He was disoriented as he felt himself fall backwards and impossibly see the ground behind him. The impact of the floor was fierce and he nearly lost consciousness. He closed his eyes at the realization of seeing his headless body and tried to scream in terror as a blackness seized his being.

Menegul followed through his deadly back slash and stabbed the bladder of the nearest bodyguard rushing to the King's defense. The special squads entered the court upon hearing the first screams and shouts of terror. The entered en mass, overwhelming the nobles, the knights, the bodyguards, and the remaining castle guards. Menegul claimed the Kingdom of Sulmer and land of the empire under the authority of Emperor Lor after the very short skirmish.

Menegul explained to the surviving captured nobles that they will swear fealty to Emperor Lor, pay a monetary ransom for their families, and relinquish control of their fighting-abled men and women. Several nobles verbally rejected Menegul's orders. Menegul ordered the families of the vocal nobles into the court. The vocal nobles and their families were promptly nailed to the walls with their hands above their heads. Several nobles and knights made an effort to break from their captures and to defend the victims from being nailed to the wall. They were quickly kill by the Korm soldiers.

After the nailings were finished, each on was eviscerated by Menegul. Their lower vital organs were placed at their feet. Reeling from the horror before them, the remaining nobles sobbed their agreement to Menegul's orders, above the screams, sobs, and moans of the dying victims. Thus the Kingdom of Sulmer came to an end on the first hour of the winter solstice PCY 1.

2.5.5. Vilshem, Kingdom of (Conquered) Description

The Kingdom of Vilshem was a feudal kingdom that was conquered by the Empire of Korm in the autumn of PCY 1. Map References

World Map PCY 10: 1-3B Adjacent Regions

Table 2.35. Adjacent Regions to Vilshem

NorthConquered Kingdom of Dolohiem, Raheans Straights
NortheastNorth Iml Ocean
EastConquered Kingdom of Baerdoth
SoutheastAbykaa Mountains, Conquered Kingdom of Sulmer
SouthConquered Kingdom of Sulmer, Bay of Erus
SouthwestConquered Kingdom of Hemrost
WestConquered Kingdom of Hemrost
NorthwestNorth Iml Ocean Population Distribution

Humans: 62%, Ghruks: 29%, Dwehrow: 5%, Qui'Shri'Qin: 2%, Gnomoi: 1%, Other: 1% Currency

Vilshem minted the Fagon (.25 sp), a bronze coin with the Lorindor tree stamped on one side and the hero Cartranlyn on the other. Historic Events

Upon recieving a plead for military aid from King Falersund of Baerdoth, during the final weeks of summer in PCY 2, King Uler Bearkiller prepared to march to Falersund's aid.

Due to the onset of autumn, when the hard freezes and the deathly cold temperatures come, King Uler only sent a small force of 200 men on ponies. Uler planned to send additional forces the coming spring. Unbeknown to King Uler and the 200 men who road to Falersund's aid, the request for aid arrived too late. The 200 men were ambushed by Korm army and quickly killed on 7 Kakal, PCY 2, four weeks after the destruction of Falersund and his army.

Uler continued amassing his army and prepared for war through autumn and winter. Late winter, Uler's army suffered a plague outbreak. The plague stole 12,000 men from Uler. At the beginning of spring, Uler moved his army to Culver Valley where the Culver river marks the border between Vilshem and Baerdoth. Uler suspected the Korm would have to move their troops through the southern valley since the valley is first to melt during the first few weeks of spring. The only other pass, Fume Mouth Pass, that would allow Korm's massive army to pass would not open up until late spring because it was further to the north. Uler underestimated Korm's resolve.

The Korm army pushed their way through the tiny Gallers Gap, south of Culver Valley, during the winter months. It is rumored among the soldiers of Korm's army that the Emperor of Korm, himself, cleared the snow and ice from Gallers Gap. Uler had dismissed Gallers Gap as too small and too snowed in for an army of Korm's size.

The Korm army assaulted Uler's army the second week of spring, 14 Shrishon, PCY 2. Uler was caught off guard when the Korm's army was spotted 2 days out from Culver Valley. Korm's attack came from the southwestern edge of the valley. The Battle of Culver Valley lasted for eight day. It ended on 22 Shrishon, PCY 2, with King Uler's route.

King Uler escaped with his life and less than half of his army. The two week forced retreat took Uler and his army 100 miles to Keselwatch. He arrived 3 Kek, PCY 2. Uler was able to replenish some of his depleted supplies and recieved moderate reinforcements. Uler immediately sent a message requesting help and military support from Hemrost.

The Korm army did not immediately pursue King Uler. They waited for reinforcements at Culver Valley. The reinforcements arrived on 16 Kek, PCY 2. The Korm army began their march to Keselwatch 28 Woshan, PCY 1. Along the march, the Korm army did not impose, beyond what was necessary, on the surrounding land, people, or resources.

Korm laid siege upon Keselwatch on mid summer's eve, PCY 1. The Korm army was a massive 125,000. Keselwatch had been under siege two and one half months when King Uler was manning a ballista as gunner. Having taken out several oxen pulling a siege tower and preparing to fire upon the men unhitching the dead oxen, the ballista's framework failed just before firing. Uler was slammed in the chest by the failed piece of wood and metal which was attached to the end of the ballista's cord. The impact sent him reeling off of the defense wall and landing partially onto a wagon full boxes. King Uler died at night on 6 Rokshon, PCY 1 in a racking and bloody fit coughing. The following day, which was the first day of autumn, marked the beginning of the end of Keselwatch.

Through autumn, supplies were coming to an end, moral was low and the plague errupted again due to the squalid living conditions in Keselwatch. The plague, hunger, and the bitter cold finally brought Keselwatch to its knees and begging for mercy. Furyth Ulerson, who was seventeen years old, was declared King by Uler's only surviving general the morning of surrender. King Furyth surrendered Keselwatch and the Kingdom of Vilshem to Korm on 28 Nokshon, PCY 1.

King Furyth, the remaining general, and Uler's other children were executed on the morning of the winter solstice, PCY 1. Furyth was drawn and quartered. He was then taken to the four remaining Vilshem strong holds as a token of Korm's victory. The remains of Furyth's army was quickly assimilated into Korm's army.

2.6. Sites and Locations

Here in describes the sites and locations of interest or historical worth.

2.6.1. Geological Places of Interest

Our world is diverse. Unique places exist through out the land. Some beautiful and others foul and dangerous. Scar Canyon Description

The Scar Canyon is located in the Haunted Lands. At a surface elevation of nearly 3000 feet, it descends to a depth of 500 feet below sea level at its deepest. The canyon floor is covered in water is some of the purest water in the world due to the porous nature of limestone. The Scar Canyon is 300 feet wide at its widest and runs northwest to south-southeast for 20 miles. Side canyons feed into the Scar Canyon at almost regular intervals, giving it the stitched earth look. Map References

World Map: 5C. Master Map: 5C.

2.6.2. Holy Sites

Religion has been intertwined with all intelligent beings of the world. Each religion has its holy places, some very sacred and well defended and others are open to all who wish to visit.

2.6.3. Ruins

Past civilizations have left their mark upon the lands. Ruins from ancient to recent history are scattered through out the landscape. Tilnis Ruins Description

The Tilnis Ruins are ancient ruins located on the northeastern border, as of CY 1, of the Kingdom of Talliamain. The ruins were under active excavation between PCY 2 and CY 1. Tilnis was a human settlement near the gates to Khar'shuln Halls, a Dwehrow city under the Abykaa Mountains.

During the excavation, it was discovered that the settlement was built on top of another buried ancient city. A chamber was found underground that seemed to have survived for thousands of years. Unbelievably, the chamber was protected by a shape changed human-like being. The being had blue skin and white hair. In the chamber were two metal figurines that emanated great power.

The excavation was abandoned in CY 1, due to the war between Talliamain and the Empire of Korm. Map References

World Map: 2A. Master Map: 2A. Location

Tilnis is located on the northeastern border of Talliamain, in the foothills of the Abykaa Mountains. Baen Castle, Ruins of Description

The Baen Castle fell to an invading army around the year PCY 435. The castle and surrounding town was burned to the ground, the people murdered, and the soil salted while Duke Baen and his knights were away. The returning Duke and knights formed the Legion of the Burning Castle, a mercenary army that was known to still exist as of CY 2. Map References

World Map: 7A Location

The ruins of Baen Castle stand on a hill thirty miles northeast from the city of Aleton, in Drenmar. Khar'shuln Halls Description

Khar'shuln Halls are a vast underground network of cities built by the Abykian Dwehrow sometime between PCY 17,000 and 16,000. The Halls stunningly crafted and marvelous to look at. Exquisite artwork in the great entry hall describes the history of the Abykians of that time. Khar'shuln Halls fell to evil around PCY 1,700. The Abykians left their beloved halls and scattered in all directions. Few remained and with the help of powerful wizards, entrapped the evil within the city. Thus Khar'shuln was lost to the Abykians.

In CY 1, an archaeological team from Talliamain uncovered the great entrance to Khar'shuln Halls while excavating Tilnis Ruins. During this process, they release the evil within. The evil decimated several town on its journey north.

With the evil gone from Khar'shuln Halls, several representatives of the old and new clans have formed a crew to begin re-settlement of the Halls. The crew began their work in CY 2. Map References

World Map: 2A. Master Map: 2A. Location

Khar'shuln Halls are located near the Tilnis Ruins and are delved under the Abykaa Mountains.

2.6.4. Cities, Towns, and Villages

Most of the world's civilized population lives in collective groups for mutual benefit. These cities, towns, and villages are the foundations of our civilized culture. Bastine Description

Bastine has a population of 6,500 citizens and 2,500 residence/farmers. A very typical town. The streets are very crowded with all different types of shops and the people are very busy ( and sometimes rude). Most of the people in this city work within the shops and most of the metal items come from Bastine. A lot of the shops sell the same items but the city sells most of its items to the other cities so its economy struggles yet is a very productive one.

Bastine has started a route into the Watching Woods in hope to produce more land to claim for the territory. They have just began to build at town/post inside the wood-line.

Most the the Dwehrow whom live within the city reside here. Most of the metal items made here are Dwehrow-made or made by smiths who were trained by the Dwehrow. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Canyons Edge Description

Canyons Edge has a population of 500 people. These people are fishermen and make up the second largest water militia/navy. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Clearshore Description

Clearshore has a population of 520 people. These people are boat builders and the water militia/navy. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Clearview Description

Clearview is a military post of 75 soldiers, 50 cavalry, 50 archers, 10 mages, 75 sailors.

Clearview is the training center for the Army. Everyone is rotated through this area several times through out their career. Some become trainers and others rotate through until they become leaders or become citizens again. This keeps the soldiers at their best and gives them experience at commanding and training. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Flatland Description

Flatland has a population of 570 people. This is the second largest breeder of cattle and the largest breeder of horses. All the cavalry, except for Trynadale's, are trained here. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Fox Tower Description

Fox Tower was erected sometime between PCY 1000 and PCY 995, during the reign of Iaava. Thranis built it as a defense position. It was built to defend against the Nectal forces lead by Esannir. The Nectal Empire covered the land where Talliamain, Istria, Rhuik, Talorr, Wenyr, and Cyrwel now stand.

The Nectal forces attacked Thranis at Fox Tower in PCY 973. The siege lasted for three years. It ended when the Nectal forced the remaining Thranian troops into the tower. The Thranian wizards locked the main entrances of the tower from the inside. The Nectal wizards sealed the rest of the exits by sending demonic forces in to destroy everything in sight. The enemy wizards also summoned demons to guard the Fox Tower courtyard from any rescue attempts. Over the years, plants and animals were affected by the magic emanating from the tower and stray spells from the battle. This was one of the last major battles that used wizards and magic wielders due to the decline in wizardly training.

The tower itself is made out of polished smooth granite. No plants grow on the tower wall. Ruins of buildings litter the ground around the tower. On the tower proper, the lowest window is 300 feet above the ground and is just a mere arrow slit. The curtain and shield walls have warding and structural runes inscribed and regular intervals. These runes have prevented the decay of the stone over the years and still emanate strong magic.

The area around the tower was avoided for several centuries. In PCY 650, King Jolica the Wise of Thranis sent several explorers to explore Fox Tower and the region around it. The explorers were unable to enter Fox Tower, but reported that the area around the tower could still be used as a defense position. King Jolica started construction of Fox Castle in PCY 648 and construction was completed in PCY 639. By then a walled town surrounded the new castle and people were beginning to settle back in to the old city that surrounded the old tower.

Fox Tower was conquered by the Free City State of Auldral in PCY 7. Fox Tower was again besieged in CY 1 by Thranis in an attempt to reclaim the city. The siege was broken by the years end.

Strange noises can be heard coming from the plant growth around the tower and from inside of the tower. On some evenings, light can be seen coming from some of the windows in the tower. People have claimed that they have seen shadows passing before the windows.

In PCY 6, the city of Fox Tower sent ten explorers into Fox Tower. They entered into the tower premises through the northern gate. None of the explorers were ever seen again.

During the siege in the year CY 1, a military group from Talliamain successfully entered the tower and came out again. This group was herald as heroes, because they had found a tunnel that lead out of the besieged city and thus leading to the breaking of the siege. Map References

World Map: 5B Location

Fox Tower is located on the southern border of Auldral and west of the Great Blue Lake. Isenroth, City of Description

Isenroth is the capital city of Qui'Shri'Ta. Few other than Qui'Shri or Qui'Shri'Qin ever see this fair city with its ancient, tall, and majestic towers. Map References

World Map: 2C. Master Map: 2C. Location

Qui'Shri'Ta (Country of Qui'Shri'Ta)

Isenroth is located on the eastern border of Qui'Shri'Ta and the Wasted Lands. Before the battle with Lorkesh, the city was the cultural center of Qui'Shri'Ta. After the battle, the eastern lands of Qui'Shri'Ta were devastated and called there after the Wasted Lands. Kalis Description

Kalis is a military post of 100 soldiers, 50 archers, and 10 mages. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Nevers Edge Description

Nevers Edge is a military post of 100 soldiers, 50 archers, 50 light cavalry, 10 mages. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Niprema, City of Description

Niprema is the capital city of the Theocracy of Nishorn and the center power of the Church of Torclain. Map Reference

World Map: 8B. Location

The religious city of Niprema is located in the bottom of a lush valley of the Jarov river which flows through the northeastern Nishorn. The Jarov supplies water and nutrients to the fertile valley as it follows its course to the northeast. Military Guard

The Prime Temple guards are trained more in protocol and ceremony than the warrior arts. Since PCY 53, combat training has only encompassed a quarter of a guard's training.

The city guards are hired and trained separate from the Prime Temple guards. They are like any other city guards. They do their duty when they clearly have the advantage and only work as hard as they think they must to stay out of trouble. Rolling Green Description

Rolling Green has a population of 600 people. These People make up the largest cattle and diary producers. There militia also breeds the best fighting dogs in the area. (Some weight up to 170 pounds.) Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Trynadale Description

Trynadale has a population of 15,000 citizens and 3000 residence/farmers outside the city (about 1500 in the castle and grounds. The rest reside within the city)

Citizens are the common people living within Trynadale. They must know either a trade such as healing with herbs or magic or fighting to live within the city limits. This has been in effect since the first battle within the City.

The schools of magic and bardic gifts are within the castle grounds. Anyone may try to enter these schools when enrollment time comes, once every year.

Trynadale is the only city with defensive walls since the creation of these walls were costly and took long to make. ( Runes of Protection and Strength where placed upon these walls when they where first built.)

Each year Trynadale celebrates the end of harvest time with the Harvest Festival.

Trynadale is the largest maker of mead, honey, and fruits in the area. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Waterspaek Description

Waterspaek has a population of 400 people. These people are farmers and raise some cattle. They have a very intricate irrigation system which was made by the Qui'Shri'Qin. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Barren Plains Description

Barren Plains has a population of 250 people. These people farm the largest herb garden in the region. Possibly the realm. The village has a ten mile radius with about five miles being herbs gardens. Everyone here helps tend the herbs practices a type of martial arts known as Hybub. The practice uses hands, feet, and sticks mostly. Some are monks who use magic. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Borderwoods Description

Borderwoods is a military post of 50 soldiers, 50 archers, 5 mages. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory) Palastine Description

Palastine has a population of 2,500 citizens and 2,000 farmers The city is wooded throughout with middle-aged trees. Wild animals such as rabbit, deer, and squirrel, are seen commonly within the city. The city is very friendly and if there are any Qui'Shri'Qin within the territory, they will be living here.

The Ranger school is located somewhere southeast of the Palastine.

Palastine's only threat is the Ghruks that come from the south on occasion. The Ghruks wreck havoc upon the outlying farms.

The major product produced here is an herb found in the surrounding woods. This much traded herb promotes rapid healing. Map References

World Map: G10. Master Map: G10. Location

Clear Canyon Territory (Clear Canyon Territory)


Appendix A. Common Laws

Moderate to large towns and cities in western Tanroek have similar laws. Uses these common laws while role-playing in western Tanroek. Specific laws described elsewhere in the Encyclopaedia take precedence over these common laws. These laws are guidelines, adjusted them as game play or style dictates. These common laws were derived from the Kingdom of Talliamain's laws.

A.1. Slavery

Slavery is legal. A slave is defined as a man or woman soldier captured during or after a battle. Slave that are captured during a slave raid cannot be bought or sold anywhere in the Kingdom. A fine of three times the appraised slaves worth will be leveled on the perpetrator. The slaves shall be set free and given 1/3 of the fines for compensation.

Slaves can only be bought and sold through the Slavers Guild or an agent there of. The Slavers Guild will police the slave markets and lay judgment on any infractions. The Slavers guild keeps 1/4 of the fines that it collects and the rest goes to the King.

The child of any slave is born free of debt and is not considered a slave. The owner of the slave must provide for the child, though is not required to educate the child. It is illegal to own children slaves.

A.2. Tolls and Taxes

No inhabitant of a city, town, or village shall be required to pay a toll or any other tax on his provisions when leaving or entering that city, town, or village.

No soldier, guard, agent of the King shall be required to pay a toll or any other tax on his provisions in any city, town, or village within the King's domain.

A.3. Detainment

No citizen of the Kingdom shall be detained in prison if he can furnish surety that he will present himself for judgment.

A.4. Adultery

A married man or woman who commits adultery shall by way of correction, be flogged with ten lashes and whether rich or poor shall pay a fine.

A.5. Incest

Persons committing incest, parents and children, children and parents, brothers and sisters, shall be punished by hanging. Those of other relationships who commit the carnal act, that is uncle and niece, nephew and aunt,and between first cousins, shall have their noses slit.

A.6. Rape

Persons committing rape shall be punished by flogging with six lashes by a victim's family member, having their nose slit, and banished from the Kingdom. Persons committing rape to a child shall be punished by being Drawn and Quartered.

A.7. Theft

Persons caught in the act of theft, and it is their first offense, shall be imprisoned for one week and pay twice the amount stolen. If it is their second offense, they shall be flogged with six lashes and pay thrice the amount stolen. If it is their third offense, they shall be flogged with twelve lashes, have their nose slit, and pay thrice the amount stolen. If the offender is unable to pay the fine, they will be indentured to the victim for one year. If the victim refuses, then the offender becomes indentured to the appropriate noble.

A.8. Murder

A person who commits premeditated murder shall be flogged twelve times and then hanged. A person who commits murder during a theft or robbery shall be flogged twelve times and have their nose slit. A person who commits murder by accident shall pay a fine to the victim's spouse or family. A person who commits murder in self-defense shall pay a fine if they provoked the attack, but shall not pay a fine if they did not provoke the attack.

Appendix B. Maps

Appendix C. Campaigns

The world of Midrealm has been the home for various campaigns since 1995. The world of Midrealm has gone through several revisions and is still evolving. Maps, dates, places, and histories have gone through many changes. The information within this appendix may not agree with the Encyclopaedia. When there is a conflict or inconsistency, the Encyclopaedia should be considered the final authority on the topic.

Not sure where the original text went. -km

C.2. Travelers

The Travelers campaign was one of the first campaigns to be played in Midrealm. The primary players were April McCauley, Josh Cady, John Coates. Guest players included Jason Cady, Tom Arnette, and Mike Jamison. Tatsel, a wood elf dabbler was played by April McCauley. Gammon, a human ranger, was played by Josh Cady. Ted, a high man mercenary, was played by John Coates. Garath Deepmine, a dwarvish fighter, was played by Jason Cady. Acacia von Erloch, a human magent, was played by Mike Jamison. Casey, a waefolk scout, was played by Tom Arnette.

C.3. Beyond The Supernatural

The Unnatural at Tilnis Ruins is the opening adventure to the Beyond the Supernatural Rolemaster campaign which begins early CY 1. This campaign was specifically designed for April McCauley, Josh Cady, and John Coates. April is playing Jo'coe, a military scout. Josh is playing Ra'an, an arcanist who is employed as a field researcher. John is playing Jeff, a rogue who is the Minister of External Information for the Kingdom of Talliamain. The campaign started early 1998 and is still running as of the end of 2001.

C.3.1. The Unnatural At Tilnis Ruins

C.3.1.1. Introduction

I'm going to start at the beginning. Any character or the GM can add comments and label with his or her name. Any comments that are not labeled with a name are fair game for any changes. Any comments that ARE labeled with a name should only be changed by the character that said it. - April

The General: label is open to any who wants to add information to, such as items found, monster descriptions, etc...

C.3.1.2. Cast of Characters

Jocoe (Human; Scout Leader). Jocoe is trained as a Scout, Soldier, and Explorer. She is 26 years old, 5 feet 8 inches tall, red hair, green eyes, freckles, and her left ear is scarred.

Ra'an (Human; Arcanist). Ra'an is trained as an Arcanist and a librarian.

Saima Roska (Human; Scout). Roska is trained as a Traveler and a Spy. She also dabbles in magic. She is 30 years old, 5 feet tall, blond hair, and has brown eyes.

Aban Marthander (Human; Scout) Aban is trained as an Explorer and a Scout. He is 21 years old, 5 feet 11 inches tall, has brown hair and brown eyes.

George (Qui'Shri; Ranger) (Good name John!) George is trained as a Ranger. He is 500 years old, 6 feet 1 inch tall, he has light brown skin, brown eyes, and brown hair.

C.3.1.3. The Unnatural

GM.  Talliamain is located on the northwestern edge of the continent of Tanroek, in the world of Midrealm. It borders the Korm Empire to the north, the Kingdom of Talorr to the east, the Kingdom of Istria and Rhuik to the south, and the Iml ocean to the west. For the past ten years the country has been at peace. The only fighting that had occurred was a few border skirmishes in other countries that Talliamain had an interest in. Unfortunately, the peace has come to an end. The Korm Empire has conquered seven kingdoms in just a few years. The invasion has spread to the Talliamain border and Korm has openly attacked Talliamain forces.

Talliamain is ruled by Queen Rhaela Sabarra and her husband, King Taerune Sabarra. Both Jocoe and Ra'an had been in the Queen's service for six years. Both of them were stationed at Castle Mordoth, which is located on the outer, north-eastern edge of the Ring Mountains. North of Yetoth Citadel. Castle Mordoth is one of the Queen's army staging grounds.

Jocoe.  It all started at Castle Mordoth. Facebiter introduced the squad leaders to this nerdy librarian named Ra'an and said that we were escorting him to the Tilnis Ruins. I didn't know who he was to the Queen, but I figured a civilian could use all of the help they could get if they were going that close to Korm. Mental help, preferably.

Ra'an. The events that have transpired this past week will have repercussions for many many months; maybe years I do believe. But lets start from the beginning and see what I may add to the Scouts story.

My Queen had called for me to seek any information that could be used to against the Korm Empire. An excavation at the Tilnis ruins had revealed some strange findings and my queen thought that I could maybe help in this area. I was escorted there by The Queen's Hand. A group of scouts with a fancy name is what I thought at first, but they were most helpful.

General.  The Tilnis Ruins was believed to contain items from the Sutarian civilization, which abruptly disappeared in ancient times. The Tilnis Ruins are located in the foothills of the Abykaa Mountains, on the border between Talliamain and Qui'Shri'Ta which is near the hostile Korm border. A group of archaeologists had unearthed part of an ancient city or town. They had found relics and artifacts, including fragments of writing and a sealed vault.

Jocoe.  Of course, it was only supposed to take eight days to get to the ruins, but the river was flooded. We reached the ruins three days late. We found a couple of people in camp that looked scared stiff. Kalif and five more people were at the actual excavation site. They had opened some type of vault earlier in the day. The thing in the vault was so god-awful that it had scared off all of the hired help except the people we had seen. Facebiter and Kalif decided to take out the demon dog thing in the vault. Off the record, one of the scouts contributed some poison for the arrows, but other than that we just held back and kept watch. I did notice that Ra'an guy waving his arms around, though. Just a librarian, my freckled butt.

Ra'an. At the site of the dig, many different layers were discovered. Some layers had fragments of items that shouldn't have been there. Maybe just poor laborers, but there were no laborers left to talk to. And poor Kalif was no help at all either. Seems that the strange occurrences had taken its toll on him. The real treasure was inside the vault at the digs deepest layer. At this point, I seem to recall that myself and some scouts went down to look at this beast everyone was babbling about. Some of the scouts got a little too close to the beast and were killed. After disposing of the dem..beast, we searched the vault. At this time, I seem to remember something. almost like a day dream. But its all fuzzy now so I'll try to recall it at a later date....

Two statues are what we found. I would say the most valuable statues ever found, but not many would ever see that I suppose. The statues were secured and are safe inside of Mordoth as we speak. Hopefully my teacher can learn more of its creation and uses.

General.  Morimer Balicade is an archaeologist and the assistant lore-master. Kalif Faldain is the head lore-master and the head of the archaeological team.

GM. At the dig site, stairs were uncovered that lead down to a stone door made of granite. Writing was carved into the stone, in a spiral fashion, starting from the outer edge to the center. The writing was unknown to the Lore-master. Kalif decided to contact the Queen by pigeon and have Ra'an, a colleague of his, come to the site for the opening of the vault. Kalif gave a date of the opening. By the time the message reached the Queen and the orders arrived at Castle Mordoth, the vault was going to be opened in eight days. The excavation group had waited until the morning of the twelfth to open the vault due to weather and the hopes that Ra'an would show up.

The morning was clear with a warm breeze coming from the west. Kalif sighed when he entered a tent on the south side of the dig. Morimer, Sephius, and Dernim were reviewing the sketches made of the tomb door and comparing them to documents that were found at previous dig sites.

"No! These characters cannot represent danger or harm. See the similarities between these characters here.", said Morimer as he pointed to an ancient fragment of parchment. Morimer Balicade was the assistant lore-master to Kalif.

Sephius was considered to be the best scribe and scientific artist in the Talliamain. He was well versed in many languages. In a quiet voice and squinting at the fragment, Sephius explained his interpretation.

"You are not taking into consideration the context of the characters. The character immediately afterward, in conjunction with the previous ones, implies that...." Everyone at the table lookup when Kalif closed the tent flap.

"No news about Ra'an?", asked Dernim, the dig master.

Kalif shook his head, "No. And I cannot afford to keep the hired help idle. We open the vault today."

"You look anxious.", said Dernim in a humorous, sarcastic tone. "If you were anymore excited, storm clouds would form over your head." The men around the table chuckled.

Smiling, "Yes, I am anxious. I cannot seem to shake this pain in my head that I have had for the past two days, that's all." Kalif rubbed his left temple.

"Has your engineer constructed the contraption to lower the door?" asked Kalif.

Dernim nodded his head while taking a drink from his mug, "He finished last night."

"Good." Kalif turned to Morimer. "Morimer, go and gather all hands and make sure that we have enough straw to set the door on."

Morimer nodded while he scooted his stool back from the table. Sephius rolled his writing kit up and corked the bottle of ink, "I'll prepare the cataloging tables."

"Fine.", said Kalif.

When everyone had been dispatched Kalif walked over to the small table in the corner, there sat a pitcher of mead and a couple of mugs turned up side down. He poured himself half a mug. Rummaging through a pouch on his belt, he produced a small folded packet of paper. He carefully unfolded it and shook the powered contents into the drink. He walked back to the table and eased down on a stool. In a couple of quick drinks he drained the mug while contemplating the delicately carved characters on the sketch of the door. He could read most, but not all.

The sun topped the foothills to the west, throwing a golden light over the dig site. The hired hands were busy moving about. Kalif shifted his gaze from the bustling movement to the mountains. The late season snows still covered the tallest peak. Thin clouds passed above. Kalif knew the Abykaa Mountains, he had visited many ruins within her foothills. His greatest wish in life was to unlock her secrets of the hidden past of people who had called her home. Listen to her tell the stories, the histories of people, of cultures long forgotten.

Footsteps broke Kalif's attention. He continued looking at the mountains for a moment before he turned toward Morimer.

"Is everything ready?", asked Kalif.

"Yes. Dernim says that the hands are in place." Morimer could not hide the slight quiver of excitement from his voice. This was his first major excavation. If Kalif had not been petitioned by his uncle, Lord Balicade, to take Morimer as assistant lore-master, Morimer would not be here. He was too young, too quick to make assumptions. He was schooled at the Queen's University in Ryvand and graduated top of class. He will eventually make a fine lore-master, thought Kalif.

Kalif studied Morimer's face, then let himself show a genuine grin of excitement. Morimer flashed a quick smile and began walking toward the unearthed stairs. The stairs were about two paces wide and led down into the ground for ten paces. Just past the bottom step, a short hall continued straight for another two paces. Kalif looked at the rig of wood, pulleys, and ropes that would gently pull the stone door from its seat. The hired hands were standing by to move the door to a safe location. Kalif gave the signal to proceed.

The men pulled on the rope and the door began to shift from its thousands of years old seat. Shouts went down the line of men and another group rushed in to ease the door onto a straw covered pallet. When the door was down, Kalif nodded to Morimer to continue.

Morimer quickly dispersed the curious onlookers and walked down the stairs to the door. He took a quick look into the room and called to his survey crew. "There seems to be a pedestal in the center of the room that has two statuettes seated on the top. Be sure to get accurate measurements of the room." said Morimer as he lead his crew into the ancient room.

He had just walked to the side of the pedestal when he noticed a hole dug in the wall and debris thrown about the floor. Two of his survey crew had already crossed to the other side of the room with their measuring cords. He intended to squat down on to his heels to have a look into the hole. He did not make it all of the way down when suddenly, a huge figure came out of the hole with a deafening roar.

Morimer screamed and jumped back in fear, nearly landing out of the room. He looked up just in time to see the four legged beast tear the stomach from one of the men with its powerful jaws. Morimer blinked in astonishment as the beast took down the second man is a gory splash of blood. The two remaining men in the room stood paralyzed with fear. Morimer came out of his shock and straight into a panic. He scrambled out of the room when the beast tore the leg off of the third man. Hot blood splashed Morimer's face and body. He could feel hands grabbing him and dragging him up the rough steps.

He was dazed. He kept muttering, "Oh Denshom, Oh Denshom save my soul." Child hood memories of nightmares had come to life right before his eyes. More shouts and screams interrupted Morimer's prayers and irrational thoughts. He realized that his eyes were closed tight, tears streaming down his face. He opened his eyes and blinked the tears away. He was deaf to the panicking shouts of the men around him. Focusing his eyes, he realized that he was at the top of the stairs. Looking down he could see Kalif speaking gently to an injured man. Kalif was resting the man's head in his lap. Morimer could see that the man was trying to nod his head. Morimer's eyes moved down the man's body to a point where there were only red glistening entrails and torn cloth.

Morimer violently vomited and continued to dry heave. "My fault, it was my fault.", he muttered. He stumbled to his feet and tried to run, but fell face first over a pile of dirt. Spitting the dirt from his mouth and heaving with great sobs of grief, he got back to his feet and blindly ran down a path. He did not care where he went. He wanted to die so he could be rid of the terrible nightmarish vision seared in his mind.

Back at the ruins, Kalif lookup from the dead man's face to Sephius. Sephius came down the stairs and helped Kalif to his feet. "What is holding the beast back from us?", asked Sephius.

"I don't know.", said Kalif while eying the beast that was hovering just at the doorway. It would not come any further. Kalif could not tell what color the beast was because its mouth, face, and skin was covered in blood. Its eyes though, were blue. Those eyes that look back with the gleam of maddening intelligence.

"I need time to think about the situation. Do not let anyone near the room!", exclaimed Kalif as he climbed up the stairs.

"I do not think that that will be a problem. Almost all of the hired hands have fled. The few we have left are the men we brought with us.", said Sephius. "We also can't find Morimer. Someone said that they had seen him running back to camp."

"Send someone to find him," muttered Kalif, "and take care of him. He'll be in shock." After a long pause while they walked to a tent near the edge of the ruins, Kalif turned to Sephius and in a strained voice said, "Chronicle this incident. Every detail is going to be important. And when you get done, sketch that thing down there... at a distance. I hope Ra'an gets here soon. He'll need to report this to the Queen."

Jocoe.  Later, we consolidate most of the equipment into the dig and kept watch. I still don't know why they were there, but we captured a Korm native, and there were at least four others that we didn't get. Maybe the Qui'Shri got the rest of them. We reconned the area the next day to see if there is anything else interesting, but just found more ruin-y type things. George found this old roadbed, stupid sheep-herder.

General. Some of the items found in the dig: engraved steel hammer (possibly Dwehrow made), ceramic bowls with writing on them, leather wrappings that were possibly scroll cases, steel arrowheads, 3 ft. long iron rod, various jewelry. Also, inside the vault, two figurines in the shapes of a man and woman in a dance. The figurines were removed and the vault was resealed.

Ra'an. A road was found that led to an ancient door. But with hind-sight, I would call it a tomb now. After some amazing contraption was built, Kalif and his friends managed to knock the door down. I think they were trying to lower it, but I digress.

Jocoe. After they filled in the excavation, we all went to the end of the road. There was this huge 25 ft round stone door in the side of the mountain. It had writing all around it and looked like someone really wanted it to close off whatever was behind there, but it had a crack right down the middle. The scholarly types decided to open it up, bunch of catapult scientists. Behind the stone, it looked like the entrance to a fortress, full defenses. I stepped up to take a couple of locks off of the big gate, it is what I get paid for in situations like these. It jolted me so bad, they had to really kiss my butt to get me to open the other one. That first jolt was worse than the time I stepped in the nest of green garden snakes. Anyway, Ra'an waved his hands around some more before I went for the second lock. I wonder what his library is like?

Ra'an. Inside was a city. The Dwehrow, and later other races, traded just inside or near the entrance I do believe. Not much can be added to the rest. Seems that the scout does retain her information quite clearly.

What I can add is that the gates that gave Jocoe the shock and the others were, and I believe still are, very enchanted. I felt power at the dig site and most certainly in the statues, but this was different. Whatever was being held there was powerful to have that much work put into it. [shivers]... where was I...oh yes Sephius. His sketches should help a lot if any are still around. The man could sketch while napping I believe. A shame he had his accident on the ladder like he did. The carvings on the ceiling did change as another one took his place, or maybe just the same man. Near the end something came over the man though. I believe he was under the influence of channeling of some sorts. I think they really needed him to finish his work. About the time we found the skeleton, holding a chisel and some keys..we decided that it was in the best interest of the Queen to return with our news.

General.  Inside the ancient fortress, a mural ran along the ceiling of the main concourse. It appeared to be a series of excellent carvings representing events that had occurred. Through the main entrance hall, it depicted the creation of the Dwehrow. Further on, in the main corridor, the shows the first contact with the Qui'Shri and the relationships that the two races held. The mural clearly showed that that was a prosperous time for the Dwehrow. After the Qui'Shri section of the mural, the art style changes. The next section depicts the first contact with the Humans and the prosperity that came of it. The mural continues to depict the relationship of the humans, but it shows an evil, dark, grotesque, multi headed being that attack the humans. It then shows the Dwehrow and Humans sealing the entrance. At that point, the artistic style changes drastically. The mural depicts the death of many Dwehrow, and the grotesque being standing in a great hall with the dead piled high. The Dwehrow had trapped the being inside of their home. The next section was located in a smaller hall, beyond the main corridor. This section of the mural is dark, morbid, and disturbing, but is the most detailed and realistic. The artist was clearly insane. It depicts the sealing of another entrance with many Dwehrow on one side and one Dwehrow on the other. Beyond that, sixteen smaller entrances show liquid flowing out into the great hall. Finally at the end is a face of a male Dwehrow. The details are almost life like. His eyes seems to follow the viewer, piercing into the soul.

Artist changes represent the passage of significant portions of time. The mummified Dwehrow's body had its eyes missing. Keys where in a pocket, a hammer in his left hand, and a chisel in the right hand.

Jocoe. So, when we got to the end of the mural and looked down and there's this body that could have been the guy in the last part, we were really beginning to think that this wasn't the best place to be.

At that point, is where it sort of began to get weird. We left the scribe and the engineer at the end of the mural so we could explore farther down the tunnel, the engineer had built the scribe a scaffold so he could lay out and draw the last picture in the sequence. We hear this scream and hustle back to find that the scribe had fallen off of the scaffold and was dead and the engineer was gone. The way that the scaffolding collapsed was pretty suspicious. Kalif was there next to the scaffolding, but he was pretty much out of his head and unresponsive.

Then it really began to get weird, and I don't mind saying that is probably as scared as I have ever been. I've never had stuff like that happen to me. Stuff like everybody having the same bad dream, everybody seeing carvings on bones that weren't on the bones the next time we looked, everybody just knowing to get out as fast as they could no matter what.

Bobaki came to tell me that all of the scouts had rounded everyone up and the rangers were leading the way back down the road toward the dig site. At this point we were dragging Kalif toward the gate and going as fast as we could. As if we weren't already tense, somebody says WATCH OUT, but I'm not sure who. Then I see the same idiotic, petrified look on everybody else's face and figure that they heard it, too.

We slammed the locks back on the gate, and that's when Kalif started showing more energy. He starts beckoning to something in the tunnel. We knocked him cold. Like I said, we were tense. So, Kalif is finally under control and then we look back and see the engineer on the other side of the gate, but there is no way that gate is being opened by any one of us.

We ran away as fast as we could and didn't look back.

When we got back to the dig site, we built a really big fire. There wasn't even any question about who would keep watch, we all did. We all hear DON'T GO.

The next day, we caught up with the rest of the group and keep going toward Castle Mordoth. On the tenth day after we left the Dwehrow hold, Kalif suddenly dies a violent death. At about the same time we hear IT'S OUT. During our report to the higher ups at Mordoth, we hear SAVE ME three times. The ranking cleric gives us the memorable, and highly original, quote "evil walks."

It was at this point that we all got lucky enough to be pretty much assigned indefinitely to figuring out what had actually happened. Of course, every one of us had this really bad gut feeling that it was going to be a long, hard assignment.

General.  A new scouting party was sent to explore the area around the excavation and Dwehrow keep, then join with the Queen's Hand and return to Castle Mordoth. The scouting party returned twenty-eight days later to report that they had lost six men, two confirmed dead, as they camped outside the gates of the Dwehrow keep. They also report going through a village where all of the men, women, and children were dead. The cleric that went with the scouting party, reported that the gate was not enchanted, and an evil had passed through the gate and village.

Meanwhile, the Queen's Master of External Intelligence, Jeff Erson, arrived at Castle Mordoth. He receives several reports containing information pertinent to the matter at hand. The residents of two villages, thirty miles north of the Tilnis Ruins, were all dead due to a combination of murder and suicide. One of the villages was the same that the scouting party reported.

A priest named Vries in Fox Tower dreamed about five people at the gate to an underground keep. This priest is known to have had prophetic dreams as reported by Utarys Kymil, Jeff's contact at the city of Fox Tower.

GM. The Counselor told Utarys what had happen, but Utarys did not pay much attention to it, because the vision did not affect the Church or Auldral, or so he thought. When Jeff's message reached Utarys, he sent an urgent reply back to Jeff, stating that he needed to speak with Jeff personally. During the weeks after the vision, the Counselor Vreis dug into the church library to find more information about the prophetic vision. He was able to come up with some information.

General. Several other clerics report dreaming about similar events, including the head cleric at Castle Mordoth. His dreams include one in which five people are at the top of a hill and a Dwehrow is at the bottom, sunshine is behind the five people in such a way that their faces cannot be seen. Another dream shows the image of five people in front of the gates of an under ground keep, the gate is open, and there is a Dwehrow on the inside of the gate.

It is decided that Ra'an, Jeff Erson, Jocoe, Bobaki, Aban, Saima, Narren, and George will go to Fox Tower in Auldral to see Jeff's contact, Utarys Kymil.

C.3.2. The Siege At Fox Tower

C.3.2.1. Introduction

This is the second "chapter." The guidelines are: Any character or the GM can add comments and label with his or her name. Any comments that are not labeled with a name are fair game for any changes. Any comments that ARE labeled with a name should only be changed by the character that said it. - April

The General: label is open to any who wants to add information to, such as items found, monster descriptions, etc...

C.3.2.2. Cast of Characters

Jocoe (Human; Scout Leader). Jocoe is trained as a Scout, Soldier, and Explorer. She is 26 years old, 5 feet 8 inches tall, red hair, green eyes, freckles, and her left ear is scarred.

Ra'an (Human; Arcanist). Ra'an is trained as an Arcanist and a librarian.

Saima Roska (Human; Scout). Roska is trained as a Traveler and a Spy. She also dabbles in magic. She is 30 years old, 5 feet tall, blond hair, and has brown eyes.

Aban Marthander (Human; Scout) Aban is trained as an Explorer and a Scout. He is 21 years old, 5 feet 11 inches tall, has brown hair and brown eyes.

Jeff Erson (Human: Rogue) Jeff is trained as a spy.

Narren (Human: Soldier) Narren is trained as a soldier and city guard. He is 31 years old, 5 feet 9 inches tall.

George (Qui'Shri; Ranger) (Good name John!) George is trained as a Ranger. He is 500 years old, 6 feet 1 inch tall, he has light brown skin, brown eyes, and brown hair.

C.3.2.3. The Siege

It is decided that Ra'an, Jeff Erson, Jocoe, Bobaki, Aban, Saima, Narren, and Jorge will go to Fox Tower in Auldral to see Jeff's contact, Utarys. Utarys seemed to have the most credible information.

General.  It is roughly 740 miles to Fox Tower from Castle Mordoth.

Jocoe.  On day 12 out of Castle Mordoth, we crossed into Auldra. I basically remembered the time that I had been there before, but the situation was entirely different. Auldral has had a tough time mainly because of the loony king of Thranis. I guess that's why we started running into bandits and Ghruks as soon as we crossed the border. Seeing the three Thranian scouts should have caught my attention more than it did, but I'm not sure if it would have made a difference or not. When we arrived at Fox Tower, we could tell something was wrong somewhere. There were a lot more people outside the gates than usual. They looked like they were running from something, and they thought that a city with walls was a good place to go.

General. Fox Tower is the name of the walled city and of the fortified Tower that is within the city. Outside of the city wall, a shanty-town had grown up.

Jocoe.  Luckily, we were able to find an inn and begin gathering information despite the crowd. I ran into a familiar face from my last visit to Fox Tower, a squad leader named Enith. He introduced us to a Captain Nethur Oakenward, who was a ranking officer in the military stationed at Fox Tower. Jeff's contact wasn't at the temple but had left word.

General.  Counselor Vries is a scholar and a priest at the temple of the Sun God. The Sun God's temple houses the most extensive library in the local region. The library contains mostly religious and historical books. The library is located in a vault below the church and is where Counselor Vries spends most of his time.

Jocoe. Jeff took me and Ra'an along when he went to see the priest who had the dream, probably because we were eye witnesses and could provide very different viewpoints of what had happened. The priest cited books and quoted stories that may or may not have had anything to do with what had happened at the Dwehrow keep. It was pretty interesting how he was able to describe how the place looked when we were there without any hints from us. This is the point where it really began to dawn on me that we had messed with some really old, really creepy, really way over our heads type of stuff.

Ra'an. Vries was very helpful and the information he was able to share has been crucial to our understanding of the events at the Dwehrow Keep. We were also able to give him some information to look up. The man had one GREAT library. The idea of meeting a true seer was exciting but as he began to tell us what he had seen, it began to get a little weird. Especially when he could tell something/someone was still with us.

General.  Counselor Vries mentioned several of the following: Dance of Gholhom, Synlillian Dancers, Nemis (an Old One), Khar'shuln Halls, Wizards of Jhurn (originally trapped the Old One, probably 6 of them?). Vries also mentions that there may be a tunnel leading from beneath Fox Tower to outside the city walls.

Jocoe. Great news was waiting for us when we got back to the inn. There was an army 10,000 strong to the south and another 15,000 strong to the north, both from Thranis. Just like old times.

Enith came by to tell us that we were summoned to a military conference in the morning because we were the only military representation, from Talliamain, in the city. I don't think Ra'an and Jeff are considered military, so I thought it was pretty funny that the highest ranking Talliamain representative was a scout squad leader.

Of course we knew that if we stayed inside the city, that we would be there for a long time, but by the time we tried to get out, it was already too late. It is really amazing how fast 25,000 people can move, sometimes.

I have to hand it to the Fox Tower officers, though. When we got there the next morning, they took us a lot more seriously than I probably would if the situations had been reversed.

General.  The military force of Fox Tower was led by Commander Sunral, his captains were Assan, Khemmer, and Oakenward. The negotiators were sent to speak with the surrounding army and were killed.

Ra'an. We went to talk to Commander Sunral and his leaders after we had learned that an army had appeared outside the city. Do we have the luck or not? But Commander Sunral really gave us respect and Jocoe and Jeff really helped with the military talk. Somewhere during the talks it was mentioned that no information had been sent to the outside due to the fact that their pigeons were being shot down. I was able to help with that at least. There was really no place for me in battle magic, at that scale, that could help them out. I was also amazed at all the runes all over the city. No one knew what they did but I was able tell them they were for protection and were still working. I think that may have bolstered their spirits a little.

Jocoe. Tension can really give you energy. Even after relaying messages all day, we still decided to do some exploring that night. Vries had told Jeff that there might be tunnels under the old Fox Tower. We thought it would be a good thing for us AND the locals if we could find them.

I remembered Fox Tower from the last time I was in town. But I never really gave it much thought before.

General.  Fox Tower hadn't been used for 1000 years. The outer curtain wall of the tower is 800 feet in diameter and sixty feet high. There are gates in the north and south sides. No individual stones can be distinguished, the wall is smooth.

Inside of the wall was dense, massive vegetation. It was 300 feet from the wall to the tower.

Jocoe. Making it over the wall wasn't that bad. Saima took a bad spill and busted up her face, it just seems like city people always have to work harder at learning how to do some things. We sent her back to the temple to get patched up. That left me, Aban, Bobaki, Ra'an, and Jeff.

It was weird to go from the middle of town to the middle of a jungle, at least that is what it seemed like. It was even weirder when it started feeling like we were being watched.

We had seen signs of animals, and knew we would eventually run into something pretty big. I was walking through the trees and noticed this big, ugly lizard creature right before it tried to take my head off.

General. The lizard creatures are eight feet long and their skin was like shark skin, but black as night. The heads had a slight protruding snout, a lip-less mouth with razor sharp teeth, and human like eyes. They eat their own wounded or dead. They are excellent climbers and can travel by moving from one tree to the next without touching the ground.

Jocoe. We fought off the lizards and found the front door to the tower. Physically opening the gates would have probably been impossible. Thanks to the trap that Ra'an warned us about, it was pretty much impossible to even get to the point where you could TRY to open them. When we triggered the trap from a safe range, it took out about nine of the lizards in a blinding flash.

There were plenty more lizards where those came from, and we weren't about to be able to get into the tower through the front door, so we decided to leave as quickly as possible. The terrain between the gate and the wall was clear in this direction because of the magic, so we were able to move pretty quickly. The wall slowed us down, since we could only climb up one at a time. Bobaki was last because he was a good climber, but the lizards reached him before he could climb to the top of the wall. We avenged his death on the lizards who killed him, and were able to retrieve his body before we were overwhelmed and had to retreat.

This is one of the many points where survival instincts kicked in and kept me from gibbering in overwhelming disbelief, simply because if I had taken the time to do it, I would have lost my mind, my life, or both. After speaking with Vries, being involved in a siege that could begin a full-fledged war, seeing the discharge of astounding amounts of magic from this gate, let alone being stupid enough to go inside the wall around Fox Tower at night, and losing the help and companionship of a valued colleague who happened to be a scout in MY squad, I was about ready to run off raving to hide in the nearest small, dark hole. Of course, thinking about what I might find in the hole was pretty scary, too, considering our luck.

Ra'an. Going inside the tower grounds was the most hellish experience yet. In the dark we went and I had a flashback of sorts. Like the one at the ruins. The tower was being built and wizards were helping as well. I was watching from a distance beside a large well where I saw one of the lizard creatures. As I came to, from the dream, we met the lizards. And in the dark we ran and fought and as we reached the keeps gates, I realized that we could not get near them. Much less get them open. The wards and triggers on the gates were so numerous and powerful. I felt so helpless. I may have been able to get through the weakest one of maybe 8 wards if given the time, but we had no time.

Toward the wall we ran and we all climbed over save one. Bobaki died saving us and that will be something we will not forget.

Jocoe. We took Bobaki's body back to the Sun Temple.

We learned that the Thranians had burned the shanty-town outside the walls during the night.

After sleeping some and in order to keep busy, we decided to ask Commander Sunral to allow us access to the city library. At this point, it occurred to me that the vaults below the Sun Temple must be very valuable. The city library had burned only a few years before, so Vries' collection was far larger than the city's. We were told that the scribes might be able to help us.

The most useful piece of information that we found was that construction crews had found shafts that could have been air vents for the Tower while installing a new sewer system in part of the city and the approximate location of one of these. We thought this sounded very similar to the tunnels that Vries had spoken of.

Vries conducted the memorial for Bobaki at sunset.

The next day, we found one of the shafts. Sure enough, it lead straight toward Fox Tower and faintly down. After a while it was very much downhill. I'm not sure how far we went or how far down we ended up, but by the time we made it past all of the traps, through all of the soot and muck and small spaces, I was very worried about our situation if we needed to retreat. After the night before, our safety was very much on my mind, but considering the situation, no one was safe, and at least we were occupied.

The shaft finally led us to someone's fireplace in what could only have been a lower, very underground, level of the Tower. Since "back the way we came" was not very appealing at this point, we began to explore.

Dead bodies were everywhere. Several rooms were so full that it was impossible to take a step without stepping on an ancient warrior. The bodies, armor, arms, furniture, tools of daily life, and everything else we saw were deteriorated badly. The immensity of the Tower was oppressive. We had come down very far, and knew that the height of the Tower extended way above us.

It was obvious that this part of the Tower was meant to be lived in for an extended period by a large number of people. Barracks, kitchens, common rooms, sources of water; it was carefully planned out. It was also obvious that the people who had lived here had begun fighting among themselves. The legends about the Tower say that it was sealed, and these people could have been alive for years after that.

We also encountered creatures that were like walking dead. They rotted as they moved, and no matter how many pieces they were in, would only stay dead if we burned them. There was also a beast that seemed to be made mostly of blood, it seemed to command the "walking dead" creatures. After defeating them, we were even more filthy, coated with blood and slime in addition to soot, dust, and dirt.

Guarding a locked door, was what I could only call a ghost. It looked like a wispy white version of a live, healthy warrior, but was single-minded, and skilled, in protecting the doorway. We won past the ghost only to face a gargoyle. Despite its stillness, we knew it was there to defend the most enticing prize- stairs leading up. When we tried to pass, the gargoyle spoke a warning, but there was no deterring us from going up those stairs. Ra'an was able to devise a way for us to pass without being detected by the creature.

To my distinct surprise, the stairs spiraled upward without any side passages. I believe we ascended almost 60 flights before the stairs ended. Another climb upward took us to some arrow slits. It was good to see outside of the tower again after having been underground for almost two whole days.

Remembering that there were windows in the Tower that could be seen from the outside, we decided to explore the upper levels of the Tower. After opening one door and encountering several more of the walking dead creatures, we only went onto the levels that had open doors. Of these, it seemed the lower levels were strictly military, while the upper levels were noble houses. We were blocked from reaching the top by a particularly strong door with magical symbols on it. We didn't see any windows.

We returned to the levels of the Tower that we thought were nearest the ground, but could not reach the main gate because the stairs were blocked.

We were exploring an underground storage or stable area when we discovered a tunnel through the bedrock leading out and away from the Tower. The tunnel was about three and a half miles long and came out into a very pleasant forest. The entrance was blocked by a deteriorating grate that may have once been magic, which was covered with vines and other undergrowth. This entrance to the tunnel was well outside the city walls and, as far as we could tell, had not been discovered by the Thranians.

We could not resist cleaning off some of the grime in a nearby stream, but decided to return to Fox Tower and let Commander Sunral know about the tunnel, if we could.

We finally figured out that we could squeeze through the arrow slits, and made a run for the wall before we are again attacked by the lizard creatures. We immediately reported to Sunral, and he assigned us a contingent of soldiers and engineers to help make mass use of the tunnel possible.

In order to eliminate the threat of the lizard creatures, the first step was to burn the vegetation between the wall and Tower. I still wonder what the Thranian army thought about that. The lizards avoided the fire by climbing up the side of the Tower. Then, we decided to poison the lizards rather than waste arrows or endanger fighters. To tempt them down from off of the sides of the Tower, we catapulted pig carcasses filled with poison over the wall. Only so many pigs could be spared in a besieged city, so we wiped out the rest of them by setting off the gate trap again. All of this attracted quite a bit of attention from people in the city. Apparently, there had been a couple of witnesses to us going in over the wall or coming out over the wall,and the stories had already begun to spread. Seeing all of this activity at the Tower only made the stories grow.

Once the lizards had been eliminated, the engineers were able to contemplate making an entrance.

During this time, we were able to take Vries some items and a couple of books that we had found in the Tower.

Once the engineers had begun work, we were assigned to guide two messengers through the tunnel and to an approaching army from Auldral. We had only been in Fox Tower for less than two weeks.

The messengers turned out to be two scribes who had memorized the statistical presence and preparedness of the military forces of the defenders inside Fox Tower. Apparently, Sunral didn't want to spare any real fighters. The night of our second day out from Fox Tower, we were attacked by a troll, and both of these scribes almost lasted five minutes without fainting.

On the eleventh day out from Fox Tower, we found the army. It was lead by General Sakkif of Auldral and King Bermark of Rhuik. The army was much larger than Sunral had told us to expect. The outlook had just improved for the people in Fox Tower. Four weeks later, we guided scouts from the army to the tunnel and into Fox Tower.

Realizing that we should leave Fox Tower before the fighting started, we decided to explore more of the upper levels of the Tower to see if we could find any information that might help us. When we broke through the door to the uppermost levels, we found recent footprints in the dust, an area that had been swept clean, and leftovers from a fairly recent meal. We hadn't seen anything like this in any other part of the Tower. These signs all suggested that the Tower had been recently visited, and from the way that things on several floors had been moved around, it seemed that the person had been there quite a bit. There was a rather large mirror adjacent to where the meal scraps had been left on a plate, and Ra'an suggested that someone who knew how might be able to travel by using the mirror as a portal!

I had obviously been under too much stress, because I wrote out a letter addressed to a "Wizard of Jhurn", one of the master wizards that I had heard Vries speak of, and left it near the mirror. Basically, it was a desperate plea for help. I'm not sure what effect that I thought it would have.

Exalted Master Wizard of Jhurn:

Forgive our trespass into your retreat. We intend no dishonor or disrespect. Great danger has entered the world - released from a Dwehrow keep in the north. Legend has it that wizards of your might and talent were able to subdue such evil in the past.

We are called to return to Talliamain to help defend against the usurper to the north. This new evil is wreaking even greater havoc upon the region, we fear.

Any aid or guidance would be received with humble reverence.

- Fellow soldiers in the war against evil.

Since I was in the writing mood, I also penned a letter to Sunral requesting that Vries be designated as curator of the upper levels of the Tower since there were many magical items and an extensive collection of books.

Commander Sunral:

Salutations! Thank you for your generous parting words and for your faith in us while we were in Fox Tower. I would like to impart some final information about the tower - and make a request.

Beginning from the level with the main gate, level 1-6 have been explored by your people. Level 7-10 and 17-19 can be accessed without obvious danger. Level 11-16 should only be approached with extreme prejudice and caution - the creatures that you may find on these levels are disgusting and dangerous. The most sure way to dispose of them is fire.

The lower levels are guarded by a gargoyle, otherwise approach this the same as levels 11-16.

My request regards levels 20 and above. They have windows that are hidden from view. They offer a commanding view of the surrounding area. Contained within are many ancient texts that Councilor Vries would be able to interpret. Extreme care should be used on these floors, due to the arcane contents of these levels. Please place Master Vries in charge of these texts and restrict other access. We believe that this is the only safe course.

May the war gods watch over the proud people of Fox Tower!

- Jocoe and Company

We went back to the Sun Temple to thank Vries for his help and ask him to continue to search for information that might help us. As we were leaving, he began to describe a dream to us about a cold wind and mountains and a figure laughing, and then he said,"go to Qui'Shri'Ta, find the Sdayl Ark." When we asked him to explain, he didn't even remember saying it.

We got our horses and left that night through the new entrance that the engineers had opened into the Tower. At that point, going to Qui'Shri'Ta sounded better than staying for the fighting. Hopefully, the handful of names and stories that we had gotten at Fox Tower would help, but I still didn't feel like I knew anything about what we had gotten into except that it was a bad situation.

General. My notes say: cold wind from the north, climbing snow-capped mountain, cloaked figure laughing, go to Qui'Shri'Ta, find Sdayl Ark. This is obviously a paraphrase of whatever was actually said. I think there were wolves in there, too. -April

General. Something like wolves biting at our heels. -Josh

C.3.3. The Pits of Baku

C.3.3.1. Introduction

This is the second "chapter." The guidelines are: Any character or the GM can add comments and label with his or her name. Any comments that are not labeled with a name are fair game for any changes. Any comments that ARE labeled with a name should only be changed by the character that said it. - April

The General: label is open to any who wants to add information to, such as items found, monster descriptions, etc...

C.3.3.2. Cast of Characters

Jocoe (Human; Scout Leader). Jocoe is trained as a Scout, Soldier, and Explorer. She is 26 years old, 5 feet 8 inches tall, red hair, green eyes, freckles, and her left ear is scarred.

Ra'an (Human; Arcanist). Ra'an is trained as an Arcanist and a librarian.

Roska (Human; Scout). Roska is trained as a Traveler and a Spy. She also dabbles in magic. She is 30 years old, 5 feet tall, blond hair, and has brown eyes.

Aban Marthander (Human; Scout) Aban is trained as an Explorer and a Scout. He is 21 years old, 5 feet 11 inches tall, has brown hair and brown eyes.

Jeff Erson (Human: Rogue) Jeff is trained as a spy.

C.3.3.3. The Pits

Jocoe. When we got out of the secret passage, we could see the column of smoke from Fox Tower. A sure sign that the battle had truly begun.

We reached Castle Maethar in two days and restocked our provisions. A few days later, we booked passage on a river barge and reached Tee'ka two weeks after leaving Castle Maethar.

General.  After hearing Vries' mysterious command, Jocoe, Ra'an, Jeff, Aban, and Saima head north from Fox Tower watching the column of smoke from the battle recede in the distance. They pass through small villages and briefly stop at Castle Maethar for supplies before continuing their journey. Eight days out from Fox Tower they reached the navigable portion of the river Syf and decide to book passage on a boat that will carry them downriver and closer to Qui'Shri'Ta.

Jocoe. The boat ride was interesting. It is amazing to me how unintimidating pirates were compared to what we had already encountered. Those guys thought they had us outnumbered, but they really ended up disappointed, and wet.

We crossed the border into Qui'Shri'Ta a little over two weeks after we left Fox Tower. A Qui'Shri patrol stopped us fairly quickly. All of the stories are true about how tight the Qui'Shri border is.

When they challenged us they were doing an excellent job of looking really menacing, and we were far outnumbered. The ranking officer asked what where we were going, so I did the only thing that I could think of and told him we were looking for the Sdayl Ark. I completely expected to be bird-food, for very small birds.

However, it seemed to be the right thing to say at that point because they actually escorted us to a Qui'Shri village.

General.  The village, called Tee'ka, contained about 300 people, including 50 soldiers. The village leader is a Pak'Nar.

Jocoe. Tee'ka is a Qui'Shri village of about 300 people just inside their border. Needless to say, the welcome was not warm. However, when we told them we were looking for the Sdayl Ark, they decided to let us stay.

The Pak'Nar of the village was Joran Cer'eth. Joran Cer'eth seemed scandalized that we even knew the word 'Sdayl'. The eldest resident, at 8000 years, was Caelen. These two were able to tell us that Essaner, also known as Lorkesh, was defeated in a great battle about the time that Caelen was born. They both remembered Khar'shuln. It was a great Dwehrow keep that had been sealed 2000 years before in order to trap Nemis inside.

They sang an ancient Qui'Shri song for us:

      When Lorkesh reappears
      Five singing souls will open the Sdayl Ark 
      And reveal the secret of Lorkesh's doom
      The beast under the mountain will reawaken
      Quorm will speed south over our land
      Winds of death will plague our children
      The five singing souls will dance 
      The dance of Gholherem 
      And bring the Qui'Shri into the light

The knowledge that they have given us adds to the weight already on our shoulders. Are we the five singing souls? Why would the Qui'Shri need our help? It appears that the personal costs we have paid already will not be the total sum.

We reach Isenroth, the capital city of Qui'Shri'Ta, about a week later. The high council grants permission to (makes us?) search for the Ark. The legendary location is in the midst of the wasted land in a place called the Pit of Baku. The Qui'Shri give us provisions and mounts for the harsh desert-type environment found in the wasted lands.

The wasted lands are certainly a harsh environment filled with snakes, camels, bones, winds, and creatures called Daedhels. Daedhels resemble Qui'Shri but are darker and do not tolerate the light of day.

We come upon a canyon of monumental scale and eventually find a path leading down from the rim. I have never seen a dragon before and they are truly awesome beings. I am a little embarrassed to say that I actually believed that we were able to hide from the dragon. Of course, we were proved incredibly wrong. We weren't even aware of its presence when it came for us, but were entirely at its mercy. We were truly lucky that it was curious about us, and that out of panic and desperation I tried to speak to it. If we had tried to strike first, we would all surely be dead.

This dragon pointed us in the direction of the Pit of Baku. Apparently, she'd had a child that was killed by some dreadful creatures living at the pit. She seemed anxious to take advantage of any opportunity to avenge her child's death.

The Pit of Baku turned out to be a ruined, flooded city. It was quite disconcerting to wade through the waist-deep murky water to get to the center of the city, which was just above the waterline. In the center of the city was a pit formed by the collapse of the street into a huge underground chamber. A tall tower had fallen across the top of the pit. From here, a magic circle containing a statue of a man on a horse could be seen at the bottom of the pit.

We decided to take the most direct approach into the pit. We had encountered Daedhels in the city, but none seemed to be in the area. volunteered to be lowered into the pit by rope. He was part of the way down when a very large winged creature- a cross between an octopus and a bat- attacked him in midair. We pulled him back up into the capsized tower as quickly as possible. The commotion of the winged creature drew the attention of several Daedhel, one of which was killed by the winged creature in its frustration. These creatures are apparently very dangerous, but not incredibly intelligent or disciplined.

The next day, as soon as the sun is full up, we go back across the fallen tower into a series of tunnels. We encounter several Daedhel and a small creature named Higgith who is a Kek. Higgith was apparently captured in the forests of Drenmar and has been brought here as a pet. is able to communicate with Higgith on a limited basis. Higgith leads us to amulets that protect from the winged creatures.

We find an entrance to the floor level of the pit. The "statue" is a man on a horse at a full gallop. His sword is raised over his head like he is attacking. The statue is at the center of a magical circle with really big writing around the edge. There are four disks placed at even intervals around the circle.

Even to me, the circle and statue radiated immense power. The enormity of it was exceedingly intimidating, and the forward path very unclear. What did this circle and statue have to do with the Ark? Was it really a statue? Who was the man? Was he good or evil?

We began to examine the circle and the disks. Apparently, the Daedhel priests had been trying to break the magic circle. Two of the disks were already broken and the circle was only maintained by the remaining two disks.

We decided that the circle and the ark were two different things and to continue the search, but which way? I am the scout for the group and searching every inch of the tunnels, passages, and city above for an ark that we may not even know when we find, seemed an insurmountable task.

Once again, as with the dragon, I found myself looking to avenues that were not perhaps the most reasonable, but worth a try under the circumstances. I remembered that Celestra was one of the "good guys", so said a very uncharacteristically heartfelt prayer to her- just in time, it seems.

We discovered one of the Dhaedel magic-users summoning a small demon-like creature. The magic user is slain, but the small creatures says "must tell master" and disappears before anything can be done. Immediately, a rumbling noise can be heard. We try to escape, but are caught by a great wind and are pummeled and scattered.

I have seen enough active duty to know a bad wound, and knew that the blow to my head was severe when it happened. I have been told since that I was dead. The next thing I remember is opening my eyes to see an impressive Qui'Shri with spectacular armor and wings bending over me. Celestra's insignia was emblazoned across his chest.

Please attribute my next remarks to the intense stress. I said "thank you" and "where's the ark"? Even though these are perhaps the most ungrateful words that have passed through my lips, I escaped the death that I deserved, once again.

Celestra's avatar went to the magic circle and shattered the two remaining disks. He then pointed to a passageway and said, "Fulfill the prophecy". We sprinted down the passageway only to find a dead end. Behind us, we begin to hear fearful sounds of dissipating magic and gathering Daedhels. We frantically search the walls of the passageway and finally find the mechanism for a hidden door. We hear the freed Baku scream "I'm free!!!"

As quickly as possible we move into the room hidden behind the door and see a large chest. We open the chest to find that it is full of various items. The Qui'Shri says, "The prophesy has been fulfilled."

Baku begins leading the Daedhel down the passageway after us. We close the secret door. determines that we can use the mirror as a portal to leave the room. We fill our arms with the contents of the chest while he activates the mirror and then step through it. Baku tries to follow us through the mirror, but Jeff and Ra'an shatter it, severing Baku's fingers in the process.

In the shattered pieces of the mirror we can see Baku, and he can see us. He says, "Now I know your faces, my master will be pleased."

In our minds, we hear, "It continues."

We've come through the mirror into a farmhouse much like any farmhouse found throughout the world. We find that the man and woman who live here have fainted.

If only it were so easy for us to avoid the doom that seemed to be fast approaching on our heels despite the distance we had apparently crossed.

The Sdayl Ark contained:

Hor'ri Spell Book (Ra'an). Chronicle of Lorkesh - containing chronicle of war between Lorkesh and Qui'Shri, The Rite of Binding, and The Rite of Destruction. Dagger - glows red in the presence of demons (Aban). Bow and Arrows - magically enhanced damage for demons (Jocoe). Broadsword - magically enhanced damage for demons (Jeff). Shield - resists arcane magic (Saima). Leather Armor - makes wearer nearly invisible to demons (Jeff). Amulet - defends against Lorkesh and his minions (Ra'an). Two figurines of dancing figures like the ones found in the Tilnis ruins.

C.4. Clear Canyon

The "Clear Canyon" campaign was a brief attempt to fill out some of the more south east regions of Midrealm. The two players were Kelly McCauley and April McCauley. Kelly played a monk named Armid,and April a Paladin named Satara. These two characters happened onto a plot to overtake a the city of Trynadale during the city's Harvest Fest.


Table of Contents




32nd of Kek, Calendars


Abykaa Mountains, Description, Location, The Unnatural
Abykians, Description
Aelfnor the Sturdy, King, Historic Events
Aelfstad the Wise, King, Historic Events
Akatan, Religious Beliefs, Deities
worshipers of, Religions
Aleton, City of, Location
Alif, Alif
Anornun I, King, Historic Events
Anornun II, King, Historic Events, Historic Events
Anornun II, Prince, Historic Events
Anornun the Strong, King, Historic Events
Anvil Keeper (see Bjal)
Atdan, Armor
Cuill, Armor
Dari, Armor
Ghruk, Armor
Ascension Temple, Holy Sites
Asifari Calendar, Calendars
Asnerhold, Castle, Location of Power
Assan of Fox Tower, Captain, The Siege
Asvo, Deities
combat tactics, Combat Tactics
Atdans, Atdans
Auditors, Guild of, Currency
Auldral, Free City State, Enemies, Description
Auldral, Free City State of, Locations, Auldral, Free City State of, Allies, Allies, Historic Events, Description, Allies, Description, The Unnatural, The Siege
Autumnal Equinox, Calendars
Avshun Hand, Notable Organizations


Ba'alshulka, Deities
bachary root, Subsistence Patterns
Baen Castle, Ruins of, Baen Castle, Ruins of
Baerdoth, Kingdom of, Description, Baerdoth, Kingdom of (Conquered)
Baku, Notable Individuals, Excerpts from Translation of the Chronicles of the War against Lorkesh, Notable Areas
(see also Oshu)
Balicade, Assistant Lore-master Morimer, The Unnatural
Balicade, Lord Diarde, The Unnatural
Barren Plains, Barren Plains
Bastine, City of, Bastine
Beargold II, King Pafhar, Description, Historic Events
Beargold, Duke, Historic Events
Beargold, King, Historic Events
Beast Under the Mountain, The, The Pits
Bermark, King Goen, Description, The Siege
Bermark, Queen Vestra, Description
Bjal, Deities
Atdan, Black Smith
Bobaki, Notable Individuals, The Unnatural
death of, The Siege
Bokal, Calendars
Border Town, Description
Borderwoods, Military Post of, Borderwoods
Bornhurn the Pure, Bishop, Historic Events
Brefth the giant, Notable Areas
Bringer of Earth Rot (see Khoga)


Caelen of Qui'Shri'Ta, The Pits
calendars, Calendars
campaigns, Campaigns, Travelers, Clear Canyon
Beyond The Supernatural, Beyond The Supernatural
Canyons Edge, Town of, Canyons Edge
Atdan, Carpenter
Catlina, Princess, Historic Events
Celestra, Religious Beliefs, Deities, Divinity, Excerpts from Translation of the Chronicles of the War against Lorkesh, The Pits
worshipers of, Religions
Cer'eth, Pak'Nar Joran, The Pits
Chanlilok clan, Historic Events
Chronicles of the War against Lorkesh, Excerpts from Translation of the Chronicles of the War against Lorkesh
Clear Canyon Territory, Clear Canyon Territory
Clearshore, Town of, Clearshore
Clearview, Military Post of, Clearview
Dai'Dhem, Currency
Dai'Ghem, Currency
Dai'Rhem, Currency
Dai'Shem, Currency
deb, Currency
demak, Currency
Dhem, Currency
donar, Currency
Ghem, Currency
gold horse, Currency
gold mark, Currency, Currency
Ha'Dhem, Currency
Ha'Ghem, Currency
Ha'Rhem, Currency
Ha'Shem, Currency
high mark, Currency, Currency
horse head penny, Currency
idraf, Currency
kan, Currency
kings mark, Currency
mark, Currency, Currency
nar, Currency
quid, Currency
quip, Currency
Rhem, Currency
sanar, Currency
Shem, Currency
shen, Currency
silver horse, Currency
silver mark, Currency, Currency
silverhand, Currency
silverpenny (sp), Currency
tark, Currency
tinpenny, Currency
tooth, Currency
combat tactics
Atdan, Combat Tactics
Council of Astilbe, Political Organization
Council of Nar, Government Description
cratchette goat goats, Typical Dress
Creation of the World, Of Creation
Crystal Lake, Locations, Notable Areas
Cuills, Cuills
cultures, Cultures
Atdanian, Atdans
Cuillian, Cuills
Darian, Dari
Dhar'Chandi, Dhar'Chandi
Enorian, Enorians
Ghruk, Ghruks
Gnomoi, Gnomoi, Noldok
Huranian, Hurans
Kadaenoldian, Kadaenolds
Khimzerain, Khimzers
La'yaatian, La'yaats
Mabkuli, Mabkuli
Mognizi, Mognizi
Qui'Shri, Qui'Shri
Qui'Shri'Qin, Qui'Shri'Qin
Rasikian, Rasiks
Rhimsian, Rhimsians
Sutarian, Sutari
Tarharen, Tarharens
Tellarian, Tellars
Vreshian, Vresh
Western Tanroek Dwehrow, Dwehrow, Western Tanroek
Western Tanroek Humans, Humans, Western Tanroek
Cyrwel, Locations, Locations
Cyrwel, Duke, Historic Events
Cyrwel, King, Historic Events
Cyrwel, Kingdom of, Description, Allies, Cyrwel, Kingdom of, Allies, Enemies, Description
Cyrwell II, King, Historic Events


Dai'Dhem, Currency
Dai'Ghem, Currency
Dai'Rhem, Currency
Dai'Shem, Currency
Dance of Gholherem, The Pits
Dance of Gholhom, The Siege
Dancing Goddess, The (see Shemail)
Dari, Dari
Darish, Languages
Darish, Eastern, Languages, Languages
Darish, High, Languages, Languages
Darish, Low, Languages, Languages
deb, Currency
Deegan of Talliamain, Second Prince, Description
Defense Council, Political Organization
deities, Deities
Dekal, Calendars
demak, Currency
Denshom, Religious Beliefs, Deities, Divinity
Dernim, Dig-master, The Unnatural
Destus II, King, Description
Devourer of Minds (see Oshu)
Dhar'Chandi, Dhar'Chandi
Dhar'Hun, Languages
Dhem, Currency
Dhomek Fortress, Location of Power
Dhorta, Deities
Dolohiem, Kingdom of, Summary, Description, Dolohiem, Kingdoms of (Conquered)
Domelen, Kingdom of, Historic Events
Domlen, Kingdom of, Domelen, Kingdom of
donar, Currency
Dragon of the Wasted Lands, The, The Pits
dragons, Of Creation
Dragonspur Mountains, Summary
Dren'Cuil, Languages, Languages, Languages, Languages, Languages
Dren'Cuil, Southern, Languages, Languages
relationship with, Summary
Drenmar Forest, Summary
Drenmar, City of, Location of Power
Drenmar, Country of, Summary, Locations, Drenmar, Country of, Allies, Allies, Location
Drenmar, Lady of, Government Description
Drenmarius II, Queen Catlina, Government Description, Historic Events
Drenmarius, Family of, Government Description
Drisa Mountain, Notable Areas
Drisa the dragon, Notable Areas
Dulth the Shaman of the Echbaen clan, Historic Events
Dwehrow, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Description, The Unnatural
Atdan, Atdans
Dari, Dari
Kadaenolds, Kadaenolds
Mabkuli, Mabkuli
Rasiks, Rasiks
relationships with, Cultural Personality
Rhimswyr, Rhimsians
Dwenlew, Languages, Languages


Earth Mother, The (see Maedras)
Earth Stench, The (see Khoga)
Echbaen clan, Historic Events
Ekar, Deities
Enors, Enorians
Eoras of Rhuik, Prince, Description
tree ponies, Alif, Combat Tactics
Erson, Jeff, Notable Individuals, The Unnatural, Cast of Characters, Cast of Characters
Esannir, Description, The Pits
Eshana, Deities, Divinity
Eshwen of the Chanlilok clan, Historic Events
Essanir, Notable Individuals
ether-worlder, Excerpts from Translation of the Chronicles of the War against Lorkesh


Facebiter, The Unnatural
Faldain, Lore-master Kalif, The Unnatural
Falmuria, Summary
Falmuria, Kingdom of, Falmuria, Kingdom of
Atdan, Farmer
Father Forge (see Bjal)
Father of Magic, Of Creation
(see also Nevucym, Lyuras)
Father of the Animals (see Myvazeod)
Father of the Seas (see Akatan)
Father Saint, Summary
(see also Torclain)
Fayra of the Chanlilok clan, Historic Events
Fenwold, Castle, Location of Power
Festival of Spring, Historic Events
Final Battle Between Lorkesh and Qui'Shri'Ta, Historic Events, Location
Five Singing Souls, The, The Pits
Flatland, Town of, Flatland
Atdan, Forester
Foresters of Drenmar, Historic Events
Fort Amaranth, Description
Fox Castle, Description
Fox Tower, Description, Fox Tower, The Siege
Fox Tower, City of, Historic Events, The Unnatural, The Siege
Freestone, City of, Description, Government Description


Gabriana, Deities, Divinity
Galen, Excerpts from Translation of the Chronicles of the War against Lorkesh
Gashon, Calendars
geographic region, Geographic Regions
geography, Geography
George, Cast of Characters, The Unnatural, Cast of Characters
Ghem, Currency
Ghrukish, Northern, Languages
Ghruks, Ghruks, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Description, The Siege
relationships with, Cultural Personality
Gildskarda Isle, Country of, Gildskarda Isle, Country of
Gjordi, Duke, Historic Events
Glessin, Duke, Historic Events
Gnomoi, Gnomoi, Noldok, Cultures, Cultures, Cultures, Cultures
relationships with, Cultural Personality
goddesses, Deities
(see also deities)
gods, Deities
(see also deities)
Gogha clan, Historic Events
gold horse, Currency
gold mark, Currency, Currency
Grand Guild Court, Notable Areas
gray seal, Subsistence Patterns
Great Blue Lake, Description, Location
Great Northern Mountains, Summary, Summary, Description, Historic Events
Great Road City, Historic Events
Greate Road City, Great Road City
Grey Wind, Deities
Grim Death, Deities, Divinity
Grundi, Deities
Guldak, Religious Beliefs, Deities
Guldak's Lap Dog (see Dhorta)
Guldak's Serving Wench (see Morg)


Ha'Dhem, Currency
Ha'Ghem, Currency
Ha'Rhem, Currency
Ha'Shem, Currency
Hagen, Lord Count Belternet van, Enemies
Harvest Feast, Historic Events
Harvester, The (see Ekar)
Haunted Lands, The, Haunted Lands, The, Description
head, Currency
Healing Father, The (see Merrick)
Hebbins, Ramnal, Religious Beliefs
Hem'gra'yon'ta, Morkine, Of Creation
Hemrost, Kingdom of, Description, Hemrost, Kingdom of (Conquered)
Higgith, The Pits
high mark, Currency, Currency
High Meadow, City of, Description, Government Description
historic political region, Historic Political Regions
Baerdoth, Conquered Kingdom of, Baerdoth, Kingdom of (Conquered)
Dolohiem, Conquered Kingdom of, Dolohiem, Kingdoms of (Conquered)
Hemrost, Conquered Kingdom of, Hemrost, Kingdom of (Conquered)
Sulmer, Kingdom of (Conquered), Sulmer, Kingdom of (Conquered)
Vilshem, Conquered Kingdom of, Vilshem, Kingdom of (Conquered)
history, History
Hladsmen, Historic Events, Notable Areas, Historic Events
Holy Keeper of the Stars (see Celestra)
Holy Shepherd, The (see Tarav)
Holy Smith, The (see Bjal)
Honorable Warrior, The (see Hurn)
Hopkal, Calendars
Hor'ri Spell Book, The Pits
Hor'rune, Deities
Hornwold, town of, Location of Power
horse head penny, Currency
Hrahin, Deities
Hromnesh, Battle of, Excerpts from Translation of the Chronicles of the War against Lorkesh
Humans, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, Cultures, The Unnatural
Cuills, Cuills
Enors, Enorians
Hurans, Hurans
Khimzers, Khimzers
La'yaats, La'yaats
Tellars, Tellars
Vresh, Vresh
hunting dogs, Production
Huntress, The, Deities
Huranian, Languages
Hurannian, Languages
Hurans, General, Hurans
Hurn, Deities, Divinity
Hybub, Description


Kadaenolds, Kadaenolds
Kakal, Calendars
Kalis, Military Post of, Kalis
kan, Currency
Karsidyrsin, Lor, Historic Events
Keeper of the Herd (see Tarac)
Kek, Calendars
Keks, Cultures
Khar'Shuln Halls, Description, The Siege, The Pits
Khar'shuln Halls, Khar'shuln Halls
Khemmer of Fox Tower, Captain, The Siege
Khimzerek, Languages, Languages, Languages, Languages
Khimzerek, Old, Languages
Khimzers, Khimzers
Khoga, Deities
Kingly Magic, Excerpts from Translation of the Chronicles of the War against Lorkesh
kings mark, Currency
Kingshold, City of, Location of Power
Korm, Empire of, Summary, Description, Korm, Empire of, Economic History, Enemies, Description, Enemies, Historic Events, Description, Description, Description, Past Enemies, Description, Description, Description, The Unnatural
Korm, Old, Summary, Description
Kormaz, Deities
Kymil, Utarys, The Unnatural
Kymul, Utarys, The Unnatural


La'yaata, Languages
La'yaats, La'yaats
Lady D'wen, Excerpts from Translation of the Chronicles of the War against Lorkesh
Lady of the Lands (see Denshom)
Lady of the Music (see Gabriana)
languages, Languages
Darish, Languages
Darish, Eastern, Languages
Darish, High, Languages
Darish, Low, Languages
Dwenlew, Languages
Tershia, Languages
law, Common Laws
Legion of the Burning Castle, Description
Lemarious, King, Description
Lisfin, Kingdom of, Lisfin, Kingdom of, Allies
Lobrea, Languages, Languages
locations, Sites and Locations
Baen Castle, Ruins of, Baen Castle, Ruins of
Barren Plains, Barren Plains
Bastine, Bastine
Borderwoods, Borderwoods
Canyons Edge, Canyons Edge
Clearshore, Clearshore
Clearview, Clearview
Flatland, Flatland
Fox Tower, Fox Tower
Isenroth, City of, Isenroth, City of
Kalis, Kalis
Khar'shuln Halls, Khar'shuln Halls
Nevers Edge, Nevers Edge
Palastine, Palastine
Rolling Green, Rolling Green
Scar Canyon, Scar Canyon
Tilnis Ruin, Tilnis Ruins
Trynadale, Trynadale
waterspaek, Waterspaek
Lor the Clansbane, Historic Events
Lor, Emperor, Political Organization
Lord K'lin, Excerpts from Translation of the Chronicles of the War against Lorkesh
Lord Tymron, Excerpts from Translation of the Chronicles of the War against Lorkesh
Lord Yyvthron, Excerpts from Translation of the Chronicles of the War against Lorkesh
Lorkesh, Notable Individuals, Excerpts from Translation of the Chronicles of the War against Lorkesh, Notable Areas , Historic Events, The Pits
(see also Essanir)
doom of, The Pits
Lorkesh, Chronicle of, The Pits
Loshan, Calendars


Mabkuli, Summary, Mabkuli
Mabkulish, Languages, Languages
Maedras, Deities
Maethar, Castle, The Pits
magic, Of Creation
Maiden of the Dance (see Shemail)
maps, Maps
mark, Currency, Currency
Marthander, Aban, Notable Individuals, Cast of Characters, The Unnatural, Cast of Characters, Cast of Characters
Master Healer, The (see Merrick)
Maven Temple, Holy Sites
Melshom, Religious Beliefs, Deities
Meraki, Of Creation
Merchants Guild
historic, Historic Events
Merrich (see Merrick)
Merrick, Deities, Divinity
Midrealm, Introduction
Midrealm Mountains, Locations, Summary, Summary
Millerhill, City of, Government Description
Mognizi, Mognizi
Mordoth, Castle, The Unnatural, The Siege
Morg, Religious Beliefs, Deities
Mryse, Country of, Mryse, Country of
Myvazeod, Deities, Of Creation


nar, Currency
Nar'Imi, Summary
Narin Tree, Of Creation
Narive, Sariffe, Summary, Summary
Narren, The Fighter, The Unnatural, Cast of Characters
Natty, Natty
Nectal Empire, Description
Nemis, Notable Individuals, The Siege, The Pits
Nevers Edge, Military Post of, Nevers Edge
Nevucym, Lyuras, Of Creation
Night Maiden (see Celestra)
Niprema, Summary
Niprema, City of, Niprema, City of
Nishorn, Theocracy of, Summary, Enemies, Nishorn, Theocracy of
Niyonish, Languages
Noble's War, Economic History, Historic Events
Nod, Church of, Nod, Church of, Religions, Religions, Laws, Religions, Religions, Religions, Religions
Nokshan, Calendars
Noldok Mountains, Summary, Summary, Summary, Climate and Seasonal Information, Description, Description, Cultures, Notable Areas
Nonkal, Calendars
Nord, House of, Historic Events
Nord, Sir Lawrence, Historic Events
notable individuals, Notable Individuals


Oakenward, Captain Nethur, The Siege
Oceth, Deities, Summary, Of Creation
Oceth, Followers of, Followers of Oceth
Oceth, Priests of, Excerpts from Translation of the Chronicles of the War against Lorkesh
Ocethians (see Oceth, Followers of)
Old Ones, Notable Individuals, The Siege
religious, Religious Organizations
Oshu, Notable Individuals
Osvar, King, Historic Events
Osvaris, City of, Location of Power
Ovikson, Enith, The Siege


Painting Goddess, The (see Gabriana)
Pak'Nar, The Pak'Nar, Summary, The Pits
Pakshul, Deities
Palastine, City, Palastine
People's Senate of Qui'Shri'Ta, Government Description
Pits of Baku, Notable Individuals, Notable Areas , The Pits
political region, Political Regions
Auldral, Free City State of, Auldral, Free City State of
Cilfey, Kingdom of, Cilfey, Kingdom of
Clear Canyon Territory, Clear Canyon Territory
Cyrwel, Kingdom of, Cyrwel, Kingdom of
Domelen, Kingdom of, Domelen, Kingdom of
Drenmar, Country of, Drenmar, Country of
Dun, Kingdom of, Dun, Kingdom of
Falmuria, Kingdom of, Falmuria, Kingdom of
Gildskarda Isle, Country of, Gildskarda Isle, Country of
Great Road City, Great Road City
Ishram, Kingdom of, Ishram, Kingdom of
Istria, Kingdom of, Istria, Kingdom of
Korm, Empire of, Korm, Empire of
Lisfin, Kingdom of, Lisfin, Kingdom of
Mryse, Country of, Mryse, Country of
Nishorn, Theocracy of, Nishorn, Theocracy of
Qui'Shri'Ta, Country of, Qui'Shri'Ta, Country of
Raehurn, Kingdom of, Raehurn, Kingdom of
Rhuik, Kingdom of, Rhuik, Kingdom of
Segken, Kingdom of, Segken, Kingdom of
Talliamain, Kingdom of, Talliamain, Kingdom of
Talorr, Kingdom of, Talorr, Kingdom of
Tremeir, Country of, Tremeir, Country of
Vehnawood, Kingdom of , Vehnawood, Kingdom of
Wenyr, Kingdom of, Wenyr, Kingdom of
Yurmenol, Kingdom of, Yurmenol, Kingdom of
Prime Temple, Summary
prophesy, The Pits
Prophetic Council of Qui'Shri'Ta, Government Description


Ra'an, Notable Individuals, Cast of Characters, The Unnatural, Cast of Characters, Cast of Characters
races, Cultures
Raehurn, Kingdom of, Raehurn, Kingdom of
Ragshiff Hound, Production
Ranger school, Description
Rasikish, Languages, Languages
Rasiks, Summary, Rasiks, Cultures
Ravensfen, City of, Government Description
Ravitha River, Description
Reckeln, Government, Roles, Marriage
Red Oak Tree, Excerpts from Translation of the Chronicles of the War against Lorkesh
Reftonfjord, Battle of, Historic Events
religion, Religious Beliefs
organizations, Religious Organizations
Remhast, Conquering of, Notable Areas
Rhem, Currency
Rhimsish, Languages
Rhimswyr, Summary, Rhimsians
Rhuik, Locations
Rhuik, Kingdom, Locations
Rhuik, Kingdom of, Description, Allies, Description, Allies, Enemies, Rhuik, Kingdom of, Description, Allies, Allies, Enemies, Description, The Unnatural
Riesha of Hornwald, Princess, Description
Ring Mountains, Summary, Notable Areas, The Unnatural
Rite of Binding, The, The Pits
Rite of Destruction, The, The Pits
Rites of Binding, Excerpts from Translation of the Chronicles of the War against Lorkesh
Rock Spoiler, The (see Khoga)
Roekonin, Religious Beliefs, Deities, The Siege
Rokshon, Calendars
Rolling Green, Town of, Rolling Green
Roska, Saima, Cast of Characters, The Unnatural, Cast of Characters, Cast of Characters
Ruling Council of Qui'Shri'Ta, Government Description
Ryvand, Castle, Location of Power, Notable Areas


Sabarra, King Taerune, The Unnatural
Sabarra, Queen Rhaela, The Unnatural
Saima, Notable Individuals
Saint Swen, Holy Sites
Saint Swen, Temple of, Holy Sites
Sakkif of Auldral, General, The Siege
sanar, Currency
Scar Canyon, Notable Areas , Scar Canyon
Scrug Lands, Summary
Scrug Lands, The, Scrug Lands, The
Sdayl Ark, The Siege, The Pits
Sdayl, City of, Excerpts from Translation of the Chronicles of the War against Lorkesh
Secession War, Historic Events
Segken, Kingdom of, Enemies, Description, Segken, Kingdom of
Selans Hold, City of, Government Description
Sephius the scribe, The Unnatural
Shem, Currency
Shemail, Deities
shen, Currency
Shore Haven, City of, Government Description
Shrishon, Calendars
Siege of Fow Tower, Historic Events
Siege of Fox Tower, Notable Individuals, Description
Silver Canyon River, Description
silver horse, Currency
silver mark, Currency, Currency
silverhand, Currency
silverpenny, Currency
Singing Lady of the Water, The (see Hrahin)
sites (see locations)
slavery, Laws
snow elk, Typical Dress
sociology, Sociology
Soremore, City of, Description
Soul Catcher (see Grim Death)
Spinner of Lies (see Nemis)
Staliv-Ker, Prince of, Historic Events
Staliv-Ker, Princess of, Government Description
Star Maiden (see Celestra)
Sulmer, Kingdom of, Description
Sulmer, Kingdom of (Conquered), Sulmer, Kingdom of (Conquered)
Summer Solstice, Calendars
Sun God, The (see Roekonin)
Sunral of Fox Tower, Commander, The Siege
Sutar, Sutari
Sutari, Of Creation, Historic Events, Notable Areas, The Unnatural
sweet tuber root, Subsistence Patterns
Swennenites, Holy Sites
Syf River, The Pits
Synlillian Dancers, The Siege
Synryaf, King, Description


Urgwai, Deities
Usro, King, Description


Waefolk, Cultures, Cultures, Cultures
Wasted Lands, The, Description, Wasted Lands, The, Location
Watching Woods, Description
Waterspaek, Waterspaek
Atdan, Weapons
Cuill, Weapons
Dari, Weapons
Ghruk, Weapons
Huranian glaive, Weapons
Wenry, Kingdom of, Economic History
Wenyr, Locations
Wenyr, Kingdom of, Description, Description, Historic Events, Wenyr, Kingdom of, Description
Western Tanroek Dwehrow, Dwehrow, Western Tanroek
Western Tanroek Humans, Humans, Western Tanroek
white mountain bear, Typical Dress
Wielder of Insanity (see Oshu)
Winter Solstice, Calendars
Woodwulf, City of, Government Description
Woshan, Calendars


Yajru, Deities
Yetoth Citadel, The Unnatural
Yurmenol, Kingdom of, Yurmenol, Kingdom of
Yusa, Prince, Historic Events