Other Realms

Calidor
The Fifty Kingdoms
Malqhuar
Mangorad
Potros
Tacindalloc

Calidor
Calidor is a small human kingdom on the west coast of the Evenwater. The current monarch is King Brundorn, who is about 41 years of age. He is a monarch of middling skills, but is considered a vast improvement over his father, King Berelac, whose paranoid agressiveness almost brought the kingdom to ruin a decade ago. Today the realm is quiet and prosperous.

Like all of the royal line there, Brundorn is a werebear. This is also not rare among the general populace, and it is usually a sign of royal blood somewhere back in the family tree. Among the royals, this is fully controlled lycanthropy, though this is not always true in the general population. Bears are protected within the kingdom, and killing one is punishable by death. Because of this, there are a lot of bears, and they can be quite a danger in the countryside. All rural structures in Calidor are very sturdily built.

The southern portion of the kingdom is fairly flat plains, giving way to wooded hills in the north. Peralta, on the coast, is the capitol, though the largest city is the seaport of Califar, about 20 miles to the south. The area around the Cazzizar river is heavily farmed. As the elven kingdom to the northwest has expanded, its forests have begun to encroach on Calidor's borders. While this gives the kingdom much more lumber than they had previously, they are careful not to get too enthusiastic. Calidor also trades with the gnomish kingdom to the southwest, and most gnomish goods that find their way to the Notar Republic are shipped from Califar.

The Fifty Kingdoms
The Fifty Kingdoms occupy a wide region of east-central Telthrea, northeast of Beliran. Most of them are on or near the northern tip of the Dawnwater Sea. At one time this area was known as Vorizar, and was the easternmost province of the Empire of Thargossa. Since then it has fractured into a patchwork of small kingdoms, some of respectable size and power, others of which can be easily crossed on foot in a day's hike. There aren't actually 50 of them; currently there are 52, though the number varies depending on the political and military situation. The overall region is temperate, with cold winters and mild, pleasant summers. Brief profiles of some of the kingdoms can be found below.

   Grand Pondwort
This kingdom is on the southwest edge of the kingdoms in northern Beleran, and as such has to fend off occasional incursions of monsters or tribes of orcs or hobgoblins. The ruler is King Bezeen, who is a fierce-looking man with great bushy eyebrows, but who is a good ruler and cares deeply about his people. The Kingdom's symbol is a tower over a pond, with the two moons above.

   Green Mybeck
This pleasant realm is ruled by the Council of Three, who are always a ranger, a druid, and a cleric of Erivita. It is a gaiaocracy; the Council rules under the assumption that man working in balance with nature is the proper order of things. It is a sparsely populated but very beautiful area of farms and streams. Most of the north is occupied by the Forest of Daramain. Each member of the Council designates and trains his or her own successor. The kingdom's symbol is a scyle and arrow crossed over a sheaf of wheat.

   Duchy of Kahallek
This small coastal kingdom is ruled by Duke Yenwil, a woman famed for her beauty and also known for her ambition. Her prosperous realm includes the important port town of Recoot Bay. The symbol is that of a sea lion rampant.

   Realm of Kand
This is a relatively large kingdom, but very sparely populated. It consists largely of woods and peat-bogs, and boasts only one village, Forog. It is ruled by a former adventurer, Lord Furst. Most of the people there are peat miners or woodcutters. Furst's symbol is a longsword upraised, surrounded by a ring of fire, with a diamond above.

   Kingdom of Five Maples
This kingdom lies northeast of the Realm of Kand, on the west side of the Dawnwater near the tip. It is one of the most prosperous and influential of the Fifty Kingdoms. It is ruled by King Terwillin V from the chief town of Grillik. Terwillin is old, proud, and stubborn, but not a bad sort outside of that, it is said. The kingdom's wealth comes from fishing, farming, and iron mines. Its symbol is a sceptre upraised, surrounded by a laurel wreath.

   Lost Hills
This hilly kingdom is directly north of Grand Pondwort. It is ruled by Queen Yamthalla, who is rumored to be an evil, scheming woman. The kingdom has considerable mineral wealth from its iron and silver mines, and maintains an unusually large army - to fend off orc and hobgoblins raids from the west, according to Yamthalla. The kingdom's symbol is a crossed axe and pick.

   Mageocracy of Karil
This realm is directly north of Lost Hills. It is, by tradition, ruled by the most powerful wizard who wants the job. The current ruler, Azamil, has held the post for 14 years. He squabbles frequently with Queen Yamthalla. The only sizeable town is Githeen, and most of the kingdom is given over to ranching and farming. It does not seem to have a symbol.

   Duchy of Stornower
This area lies northeast of Karil and northwest of Five Maples. It is ruled by Duke Stornower, a relatively young ruler of about 30. He is, alas, more than a bit of a dilettante, and most of the day-to-day running fo the duchy is done by his seneschal, Vellik. There are three main towns, Golph (the capitol), Simirk, and Toadwalk. By ancient law wine is forbidden in the Duchy - no one remembers why. The symbol is a golden mug of ale.

   Royal Realm of High Mudspur
This realm is on the western edge of the Fifty Kingdoms, northwest of Stornower. It is ruled by Queen Prismil, a haughty and proud woman who insists that all social forms be followed to the letter. She has the services of one of the greatest generals in the kingdoms, Mezzil Tomharst. This realm is the site of the fabled Dungeon of Grimwalk, which lies about 10 miles northwest of the main town, Holdmoor. The symbol is a heron with a sword in its beak.

   Holy Kingdom of Sween
This is a religious kingdom, northeast of Mudspur, devoted to the worship of Eru. It is always ruled by the High Priest of the huge temple at Glory, one of the country's two towns (the other being Wrath). This is currently Gorth Goodhew. He has a patronizing, holier-than-thou attitude, but is very sharp and not to be underestimated. The temple at Glory houses a fabled relic, St. Marfold's Mace. The symbol of the realm is a sheep standing in a cupped hand.

   Barony of Tarqhual
This is another border country, due west of Sween. It is ruled by Baron Hessik, who is a dark and brooding man, though not an evil one. He has an enormous bottle collection, on which he spends much time. Thr barony maintains an active, well-trained army, led by General Jessi Warhand. Many herds are grazed near the capitol, the small town of Tarqhual, and there are some tin mines in the barony as well. The symbol is a sword held upright in a hand rising out of a bottle.

   Kingdom of Brazhul
This kingdom lies east of Sween. It is ruled by Queen Korainne, a wise and regal woman of about 60. This was once the center of a much larger kingdom, and the ancient castle at the capitol of Hebraz is very imposing. The only other town of any size is Dolfrin. Amethyst and topaz are mined here, and the kingdom is home to many jewelers and gemcutters. The symbol is a hawk with a spear in its talons.

   Duchy of Briarsmeet
This duchy is southeast of Brazhul, and encompasses the tip of the Dawnwater Sea. It is ruled by Duke Lorbos, who is the nephew of Korainne of Brzhul. Sadly, he is an earnest but not terribly competent ruler. He dwells in the capitol town of Lubraz; other villages in the duchy are Slinoor and Korst. Korst boasts the Flowertree, the largest tree in the known world, and the only one of its kind. People come from miles to see it, especially when it blooms in the springtime. The duchies major exports are agricultural, especially gourds and melons, and shellfish. The symbol is a clamshell in front of crossed lighning bolts.

   Kingdom of Fudrick
This important kingdom is southwest of of Briarsmeet, on the east shore of the Dawnwater. It is ruled by Queen Shandra, who is young, beautiful, and vain, but who wants to do a good job. The capitol city of Fudrick is a major port, and a lot of commerce passes through the realm. The city was also the site of a legendary duel of riddles between Bajikun and Vrax. The other important town is Tomaston. The symbol is four blue stars in a diamond of silver.

   Kingdom of Frandor
This kingdom lies on the northeast border of Fudrick. It is ruled by King Simak, who is a good ruler, but completely obsessed with cleanliness. Littering is punishable by a year in prison, and such offenses as having an dirty jerkin, untrimmed beard, or paint peeling on one's house are punished by a fine or time in prison. The main city is Frandor, and there is a famous mercantile bazaar there. Amber is found here, and there is excellent fishing in the kingdom's lakes. The symbol is a lammasu rampant.

   Kingdom of Bruthel
This kingdom lies to the east of Frandor. It is ruled by Queen Zhima, who is a practical, no-nonsense woman, and a patron of the arts. The capitol is the city of Corusalte on the Greendrift River, which is spanned by a famous bridge of black stone there. Other important towns are Tigraine and Haymark. The kingdom is known for its apple orchards, and the highways here are tree-lined and well maintained, since Zhima recognizes the importance of commerce. The kingdom's symbol is a styalized bridge.

   The White Kingdom
This kingdom is a theocracy, ruled by the High Priest of the famous temple of Erivita in the city of Mornseed. This is currently Joglaar, one of most powerful clerics of Erivita in recent memory. Joglaar is a very hands-on ruler, and takes a great interest in the daily life of his people. He is also a famous conisseur of good ale. Agriculture, of course, is the main activity here, especially around the villages of Triford and Flax. The symbol is a crossed pear branch and sheaf of wheat.

   Kingdom of Falrún
This is the easternmost of the Fifty Kingdoms. The ruler is King Solawin. Solawin is blind, as all the kings and queens of this kingdom have been for centuries; the condition is hereditary. Many of them possess a sort of second sight, however, and Solawin has this facility to a high degree. This serves him well, because the brunt of the Fifty Kingdom's diplomatic and military relations with the large and powerful Kingdom of Shadimor to the east falls on his shoulders.

The capitol is the city of Norswint. The famous Arcane College of Ten Magics is located here. To the south, in the Forest of Dorduren, is a powerful druid's grove, overseen by the powerful druid Merrithane. The other major towns in the kingdom are Callex and Brownsford. The symbol is a crossed wand and scycle.

   West Lowrule
This kingdom lies south of Frandor, and southeast along the coast from Fudrick. It is ruled by a Council of Elders, five people selected, one each, from the towns of Larth, Wavesreach, Simpre, Oakmount, and Korramax. It has several seaports, and the realm also contains the north bank of the Greendrift River delta. The realm's wealth comes from fishing and whaling, agriculture (especially corn and truffles), and quartz gems from the mines on Goron's Ridge. Larth houses a large temple to Onnecalla, and the character of the country is very peaceful as a result; dueling and fighting are forbidden, unless in a very good cause. The symbol is a fish above crossed olive branches.

   Dukedom of Grizendu
This realm is the southernmost realm of the Fifty Kingdoms along the west coast of the Dawnwater Sea, and is actually in Beliran. It is constantly raided by orcs, and as a result the people are tough and used to hardship. The ruler is an experienced fighter, Duke Grizendu, and he is supported by his brothers, Holgrath and Smetrake. The major town is Grithmark, though the Duke makes his home in the Fortress of Pronfell. The major export of the duchy is copper, which is mined in abundance here. The symbol is a mountain lion transfixed with a lightning bolt.


Malqhuar
The Kingdom of Malqhuar lies at the southern end of Deriland, the eastern part of Telthrea. It is a kingdom of mountains and deserts, of wind-sculpted rocks and strange wonders and beauty. Founded approximately 1200 years ago by the fabled Mohar-Ka, it boasts a rich culture and a people known for their toughness and learning.

The southern coastal region is only semi-arid, and all of the large cities are located there, including the capital of Qhazidar. Further north the kingdom gives way to settlements clustered around the rare waziz, or oasis. Beyond this the great Hashara desert holds sway, effectively preventing a landward invasion. The Malqhuari worship the desert, for it is their protection, the source of their wealth, and the challenge that keeps them strong. To the west the Ghazibar (Firetongue) Mountains loom as a stark wall, and to the east the Stoney Reach and more desert stretch for seemingly endless miles. Beyond the Ghazibar is a stretch of fertile land ending at the Sea of Ghun. This area is easily accessible to Malqhuar, but they have shunned it for centuries, and will not willingly speak of it, except to scorn it as a soft and green land. The real reason for their aversion is not clear. Little is known of that land or its inhabitants. The name of Margash the Accursed, the city there, is linked to vague stories of evil and dread, and few who visit ever return.

Because overland trade is so difficult, the Malqhuari have for centuries been proficient sailors and traders. Their enormous galleys call at ports all over Telthrea, selling gems, spices, and the products of Malqhuari artisans. These goods are exchanged for timbers, furs, and other products. One striking trait of their society is that outright lying is considered a terrible offense; this is not part of their code of laws, but is rather a tradition dating back to the days of Mohar-Ka. This well-known fact often lulls merchants who deal with Malqhuari traders into a false sense of security. All Malqhuari, however, are expert at misleading with perfectly true statements, and those who underestimate them are often left with little more than their smallclothes in their possession.

In theory Malqhuar is ruled by a king. In practice, however, this post is ceremonial. According to ancient legend Mohar-Ka won the land by subduing the fearsome beast known as the Gholar, binding it in a cavern deep beneath the crater known as the Kingsmaw. The Gholar, though, will awaken and desroy the land if it is not fed once every year, and the only food that will placate it is the blood of a true king of Malqhuar. Accordingly, a new king is selected every year, and hurled into the Kingsmaw at year's end. During the king's year of rulership no luxury is denied them, and the kings are treated with every honor. A new king is usually selected by tournament. Quite frequently these kings are foreigners lured by riches and power, and ignorant of their fate until it is too late to escape it.

The actual power in Malqhuar is divided into two spheres. The Vizier, technically an advisor to the king, is in fact the leading civil authority, with a great deal of pwoer. The High Priest of Danask at Ghaz-al-Gura (Place of Fire) holds religious authority, and thus wields considerable power as well, for this is a highly religious society. The Vizier and High Priest work together, though there is usually much jockeying for power between them. The current Vizier is Orkhan-Wis; the High Priest (or Malkir) is Kajdara-Da.

Malqhuari artisans are known for their skill, and their furniture is exceptionally fine, exceeded only by that made by the elves. The farms of Malqhuar produce dates, nuts, and grains; the southern regions also support herds of goats and cattle. The sea is also a great source of food. Further north, mines produce iron, tin, and gems; in the desert many rare and strange things can be found, including lost treasures, gem deposits, and meteoric iron. The shifting sands have buried many things, but they also uncover things long hidden. It is a savage land, however, and quite dangerous to travel. Dragons, huge lizards, giant scorpions, and other large beasts are not uncommon.

The Malqhuari speak Dennish. Because of their extenisive training, however, many of them also have a command of the Common Tongue. They are a harsh people, though fair; their code of laws is haevily based on the "eye-for-an-eye" principle. Theiving is an ancient and honored profession among them, though those who are caught are dealt with severely; the phrase "one-handed" is synonymous with dishonesty. They prize beauty and luzury, though they can endure punishing hardships without complaint. Women rarely achieve positions of prominence, though this is not unheard-of. Education is highly valued, though usually only available to the wealthy. They value freedom more highly than almost anything, and do not keep slaves. In fact, slavers are usually killed out of hand, and ships with slave crews do not call at their ports. The use of magic is a high art among them, and this land produces many powerful wizards.

Mangorad
This is the dwarven kingdom at the heart of the Kelibar Fangos. Deep in these mountains the dwarves have several cities and fortresses, and many mines. Most, but not all, are below ground. Chief among them is the great city, fortress, and mine of Mangorad itself, where the King has his throne, the Stone Seat. The current king, a hale 175 years old, is Barchak Ironspike.

The Empire of Thargossa made many attempts to conquer Mangorad, but were always defeated. The dwarves suffered greatly, however, and many of them were seized as slaves, for dwarven slaves were highly prized. The 78 years since the collapse of the Empire has seemed a very brief time for the dwarves, and their suspicion of and hostility towards humans has scarecly abated. They have begun some cautious trade with the Notar Republic, however, which has tried very hard to win the dwarves as friends and allies.

The Empire did do the dwarves one lasting favor, though, by annihilating the orc tribes that once lived in Calidon in great numbers. The orcs have yet to rebuild their numbers, leaving the dwarves free of that traditional menace. The hobgoblin tribes in the area have no skill or desire to battle the dwarves underground, leaving dragons from the Wyrmvale far to the southeast as the major threat facing Mangorad.

The mountains provide the dwarves with gold, iron, silver, and gems, from which they craft many items. Their weapons are of course superb, but they make many beautiful pieces of jewelry and other crafts as well, some of them magical in nature. They also brew many heady types of beer and ale, and indeed the main thing they trade for in the Republic is barley, hops, and other grains. Few dwarves leave the kingdom to roam the wider world, though the number that do is slowly increasing. Many of these, sad to say, are thieves (or treasure-finders, as they might prefer to think of themselves), for there is almost no tolerance in their culture for theivery of any sort.

Potros
Potros is an independant city-state in southern Tallanmoor, on the Straits of Nornissa at the mouth of the Tallan River. It is all that remains of the once-thriving Kingdom of Tallan, destroyed a century ago by dragons. Potros is still a large and thriving city, though, and boasts some serious magical defenses against attack from the air, which is why it has survived. There are about 100,000 inhabitants.

Potros is ruled by a Governor; this post is not heriditary (though on at least two occasions Governors have been succeeded by their offspring). When a new governor needs to be appointed, he or she is elected by a conclave of the High Priests of the city's temples. Once appointed, a Governor cannot be removed (except by force, something that has also happended twice). The current Governor is Malthina Yilgarn, a woman of about 50. She has held the post for five years so far, and has been a good ruler. She is a practical woman with an acid sense of humor.

The city is surrounded by high walls and fortifications; there are a number of satellite towns and villages, and most of these are fortified, as well. The rest of Tallanmoor is uninhabited, and contains many dangers, raids by hobgoblins, giants, and ogres not least among them. Since all of the city's trade comes by sea, they also maintain a small but efficient navy to combat pirates. The city's most distinguishing feature is its many tall, tapering towers, each with a large platform just below the pinnacle.

Tacindalloc
Tacindalloc is the name given to the large island, almost a subcontinent, that lies south of the Notar Republic across the Straits of Nornissa. Its north edge is about 120 miles south of Ustil. It is also the name of the civilization that occupies the western two-thirds of that land.

This civilization, the Empire of Tacindalloc, is actually a confederacy of tribes. The tribe (or azhwana, in their tongue) is the most important unit. Over the tribes is the Lord of Spears, whose authority can be absolute or almost nonexistant, depending on the strength and will of the ruler. The current Lord of Spears is Janaline, a fairly strong ruler. She has been in power for six years now.

There is a parallel power structure, the religious heirarchy, consisting of the clerics of Bhalana, the god of the Tacinds. While very powerful in the society, they generally avoid becoming involved in secular politics, unless they perceive that it is Bhalana's will that they do so. This does happen occasionally, as Bhalana is not shy about making her will or displeasure known to her people.

Warfare is more than a practice among the Tacinds, it is the highest calling, and an art. They would be a grave threat to the rest of Telthrea if they did not spend most of their time fighting among themselves, and if they were not poor sailors. All tribal chiefs, and the Lord of Spears, gain and keep their positions by fighting prowess. The combats in which they select their leaders are surrounded by ritual, and take place in special arenas, called katunas. Exactly how these arenas function is not well known outside the society, but they are magical, and work to keep the body count down, the Tacinds (or Bhalana) having recognized long ago the constant slaughter of their strongest and most ambitious was not the best way to improve the gene pool.

The Tacinds are a tall, black-skinned people. Their land is a hot, humid land of jungles and rugged hills, and their towns and cities are open, airy places. They are master stone masons, second only to the dwarves in Telthrea, and superb architects. Their buildings consist of many graceful arches, and they are fond of fountains and intimate courtyards. They are also among the most skilled herbalists and alchemists in Telthrea. Their land is poor in metals, and they are not good smiths; much of their trade is for metal goods.

Tacind society is very egalitarian; fighting prowess determines rank, and beside this size, gender, and color are all irrelevant. They do have equivalents to paladins and rangers, though these are not exactly the same as their counterparts elsewhere. Thieves are unknown among them. Their clerics are very powerful; not only are they skilled fighters, but they wield spells unknown in other lands. The clerics do not get involved in tribal warfare, but when they do fight they are a force to be reckoned with. Magic-users are rare among them, and feared, but the ones they have are quite powerful.

Tacinds happily trade with the other nations of Telthrea. Their land is rich in many gems not found elsewhere, and they also export spices and rare woods. They respect outsiders, as always, based on how well they can fight. They greatly admire elves, whose ships call at their ports; it's doubtful that they even know dwarves exist. They scorn gnomes as silly, and halflings, sad to say, are regarded as a delicacy. They don't get them often, but when they do they are prepared with a special sauce seasoned from the dhyll plant.

The greatest enemy of Tacindalloc are the yuan-ti. They will drop any quarrel among themselves to battle the snakemen, and many full-scale wars have been fought under the jungle canopy against this deadly foe. Their land also holds many other monsters, but these are seen as opportunities, not problems.