Countries A-C - TSL


Aldakar

Conquered by Leddok and Se'kania: 4197, Middle Winter, this country no longer exists as such. The information presented here is current for the time of that conquest.

(Feudal Tyranny, pop. 63,000/8,000 transient) King Voen Syleid I (?)

Major Cities/Strongholds: Aldakar (Capitol), Clays, Dunstor, Edewer, Keld, Layton, Milton, Nard, Syfor, Tald Cove, Tavas

Allies: None

Enemies: Dalkhold, Leddok, Se'kania

Geographical Features: Witchwood Forest

Detailed MapOnce a thriving region of farms and wealthy gem mines, Aldakar has been ruthlessly plundered over the last three years by its new king. Those with wealth and power have come to enjoy increased trade with Teshar, using the favors granted by the Tesharan government to strike at their rivals, who court Teshar for similar advantage in turn. It is only a matter of time before Aldakar falls under Tesharan rule - an event which will almost certainly bring Dandria into direct conflict with Asrexius' expanding nation.

People of Note:

Terrence Kernay - A merchant of great wealth whose main competitors have all met with spectacular and fatal defeat. Though not directly linked to outright murder, it is rather strange that caravans bearing his House standard travel the Freelands unmolested by bandit and beast alike. See Se'kania.

Liana Varay - The famous Black Widow Courtesan whose beauty is far more legendary than the score of dead lovers trailing behind her. Most recently, she has set her sights on the king. See Leddok.

King Voen Syleid I - Opportunistic, wealthy, and with the largest personal army in Aldakar, Voen has gained magical devices of great power from somewhere. None currently question his rule, as nay sayers have quickly sprouted festering sores and suppurating boils, spent three or four days screaming in pain, then died as their bodies were consumed by the disease. See Leddok.

Notes: Econ: B-C, Religion: D, Magic: D

The Priesthood of Vardin was forcibly evicted from Aldakar a little over three years ago, a process that resulted in several accidental deaths and the seizing of all temples and properties by the crown. Rumor is that the order has sent a Justicar in secret to exact revenge upon King Syleid.

Trade Partners: None

Treasury (1000's): Unknown

Income (1000's annually): Unknown

Armies (1000's): Unknown

Government:

Aldakar is a dictatorship, with power divided between the King and his sycophants, and the Baelite church with their humanoid allies. There are essentially three classes: Nobility, Priest, and everyone else. Laws are enforced only when the enforcer sees benefit.

Guilds:

There are no guilds anymore in Aldakar. The government or the Baelites have seized all former guild properties and either kept it for their own use, or parceled it out as favors.

Religions:

The Priesthood of Vardin was forcibly evicted from Aldakar in 4193, a process that resulted in several "accidental" deaths and the seizing of all temples and properties by the crown. Rumor is that the Vardinites sent a Justicar in secret to exact revenge upon King Syleid.

Bael's church is now the primary religion in Aldakar. His dark temples have sprung up all through the countryside. Families who object to the new regime have their valuables seized by the crown, their property taken by the Baelites, and their kin sacrificed on the Ravager's bloody altars.

Culture:

The general populace is terrorized by the brutality of the new government and its humanoid armies. The troops take what they want, when they want. All resistance is ruthlessly crushed. King Voen has not destroyed the economic base of Aldakar, and neither have the Baelites. Since Dandria and the rest of the Freelands refuse to trade with them, however, the common folk are forced to make up the difference.

Aldakar is not a pleasant place under Syleid's rule. The slave trade is very profitable here, as are all manner of illegal goods and services. Most people are in shock. After the somewhat enlightened governance of the Freelands Council, when the priests of Vardin held sway over much of Aldakar's lands, the Tesharan attacks followed by Syleid and the Baelites' brutalities have smashed these people down.

The best thing that has happened to Aldakar since Anryth's return is its conquest by Leddok and Se'kania.

Border Relations: None. No bordering countries willingly trade with Aldakar.


Arya

(Magocracy, pop. 500,000/40,000 transient) (?)

Major Cities/Strongholds: Arya (Capitol)

Allies: None

Enemies: Chakka-Luk (hostility)

Geographical Features: Dwarfgate | Hellsteeth Mountains | Lake Country | Lesser Barrier

Ages ago, the Dwarves took refuge from their battles with the Titans in the northern Hellsteeth, delving deep into the rich veins of both the Hellsteeth and Lesser Barrier. When the humanoid armies began to settle Karanuk, they built a great fortress wall - Dwarfgate - to protect their homes. They rested then, content in the safety of Dwarf-built walls, confident that they had placed huge stone barriers between themselves and all enemies. The Dwarven nation began to recoup its strength, waiting for the day they could again reclaim their homeland even as their abodes grew colder with the onset of a Long Winter.

Out of the north came hordes of blonde-haired, blue-eyed tribesmen, wielding strange and powerful magics. They fled the encroaching Icewall, seeking warmer, more fertile lands to farm and hunt. Conflicts arose over farmland and hunting grounds. Blood was spilled. War ensued. The Dwarvenfolk lost, fleeing south through the Dwarfgate they had built, and were never again seen in the northern Hellsteeth.

The victorious humans quickly settled throughout the new land, renaming it Arya. They established cities and towns, explored the ruins of their Dwarven enemies, opened the collapsed mines. They collected magical knowledge, becoming a nation of spell-wielding mages and skilled archers, hiring themselves out to any who would pay - a tradition that continues to this day.

Arya is a mercenary nation, and the primary source of magical goods sold in markets today. They willingly take on most contracts, stipulating only that their services and goods cannot be used against their homeland. Though they have shown reluctance to rent their armies and wizards to Teshar, they are certainly willing to sell magical goods to that nation. The Empire of the Hartland and the Freelands both make frequent purchases from Arya.

People of Note:

Hrothic Keohlnsmar - The current Guildmaster of the Aryan Magi. Hrothic is middle-aged and bitter. Appointed to his position at the young age of 33, he has led the Guild down very controversial avenues, both economically and magically.

Jarel Kelzod - Het of the Kelzod family, Jarel gained his current premier position through a series of strange accidents that befell his kindred, or through the sudden withdrawal of their desire for the Het title.

Kumihl Yrrov - The youngest son in line for Het of the Yrrov family, Kumihl is handsome, talented, and carries the blood of many powerful Aryan wizards in his veins. Though his own skill in the arcane arts is minimal, his archery is peerless.

Stefan Markkson - The Imperial Ambassador to Arya, Stefan is the third son of Grand Duke Markkson of the Hartland. Having only a little arcane skill himself, he has nonetheless earned considerable respect from the Aryans for both his verbal and martial negotiating skills.

Vaddic Uhmsvor - Het of the powerful Uhmsvor family, it is only a matter of time before old age finally claims Vaddic. Though he has not been seen in months, his will is still felt throughout much of Arya through the Uhmsvor family, and those who owe allegiance to it - especially the seniormost members of the Schools of Necromancy, Enchantment, and Evocation. It is said that Vaddic ordered his own sons and daughters to become mercenaries so that they would learn the ways of outsiders firsthand, and would not have to rely on advisors.

Ynna Stormaiden - Perhaps the most famous Aryan heroine of modern times, the Dwarves of Chakka-Luk named her Giantslayer for hunting down and beheading the Jarl of the frost giants in the Northern Hellsteeth. Though her family allegiance is unknown, nearly all the young men of Arya seek her hand in betrothal, for her beauty is as legendary as the bards' tales.

Notes: Econ: B, Religion: D, Magic: A

Trade Partners: Hartland, Leddok, Teshar

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Religions: Kamarr, Vardin, Vorin

Worship of Vorin is frowned on by the Aryan Guild, but tolerated.

Culture:

Arya is a very stratified classed society. Its rulers breed for magical ability. Anyone who shows magical ability is immediately taken by the Aryan Guild for training.

The political organization is as follows:

Fand - The title of the ruler of Arya. This position is usually hereditary. One can only receive the title with Guild blessing.

Het - These are the noble families of Arya, about the same social position of Duke, but with far more control over the life and death of their people. The Het families control most of the economic (and therefore, a lot of political power) in Arya. They constantly vie with the Guild for increased profit. Many Het family members have the magegift.

Khodjel - The lesser nobility of Arya. Khodjel families swear allegiance to one (and only one) Het family. Usually, a Het family assigns a Khodjel family control of a trading enterprise, tract of land, or other important money-making endeavor.

Border Relations:


Chakka-Kandr

(Clan monarchy, pop. 230,000/15,000 transient) King Kurm Athelsoer II (?)

Major Cities/Strongholds: Chak-Gell, Chakka-Vuld (capitol), Kassaud Dar, Nar, Vandr

Allies: Chakka-Luk, Silver Forest, Twin Kingdoms

Enemies: None

Geographical Features: Escarpment | Silver Forest

When the Racewars began, some Dwarvenfolk fled with the Elves, fighting a long, slow retreating battle across most of the continent to the Trail of Tears. There, many Dwarves and Elves fought a last stand, buying their families and kin time to flee through the Trail and seal it behind them. So great was the slaughter, and so great was the Teshian rage at their enemies' escape, that when the killing was done, no one could tell whether the fallen were Dwarf or Elf.

Since that day, the Elves of the Silver Forest and the Eastern Dwarves of Chakka-Kandr have been as brothers. The Dwarves took their homes in the rich cliffs of the Escarpment, eventually following the rivers that led to the ocean and establishing trade with the peaceful fisherfolk who lived there. It has been a struggle - there were far fewer Dwarves in Chakka-Kandr, "Dwarf-Hold", than in Chakka-Luk. It took many centuries for them to build their population again.

Now the Eastern Dwarves are strong once again, and have taken permanent residence in their new home. They trade frequently with the Dandrians, whom they get along with better than the Silver Forest Elves.

People of Note:

Notes: Econ: A, Religion: B, Magic: C

Close proximity to the Silver Forest Elves gives the Eastern Dwarves easier access to arcane magics than most of their western cousins. They tend to be very secretive of their holds, revealing their locations to only trusted friends. When asked of the Elves, Eastern Dwarves reply, "If ye want to know, ask an Elf!"

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Religions: Clangeddin, Moradin

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Chakka-Luk

(Clan monarchy, pop. 450,000/22,000 transient) King Glorim Aethelsoer (I)

Major Cities/Strongholds: Karthand (Capitol)

Allies: Chakka-Kandr, Halash'kar, Hartland, Twin Kingdoms

Enemies: Arya (hostility), Teshar

Geographical Features:

"Dwarf-home" was built ages ago, when the Dwarves fled the encroaching Aryans. Decimated by the northerner's magic, and fearful of the Teshian Racewars, the larger group of the Dwarvenfolk established their home within a hollow mountain, led there by a prophet's vision from Moradin himself. There, the Dwarvenfolk forged two great gates from chakkur, a metal impervious to known magics. Thus did they seal themselves within their mountain abode.

As the Dwarves lived and mined in their new home, they spread out through the southern end of the Lesser Barrier, establishing new Holds, each ruled by a clan. They avoided the Blackwood Forest, for none returned from explorations there. Eventually, they opened trade with the Plainsriders and the Empire of the Hartland.

The Tatheari of Halash'kar are true allies of the Dwarves. Indeed, it was a combined effort of both races that built the Tatheari's new home. They frequently make joint excursions together. The Dwarves have also acted as the protectors of the Halflings and Gnomes, who settled the easternmost areas of Chakka-Luk. In return, the Halflings often act as scouts for the Dwarves, and the Gnomes share their ingenuity.

The return of Anryth, and subsequent conquest of the Plainsriders has angered the Dwarves. They have offered shelter to the remaining plainsmen rebels, but can offer little more. On the open plain, a Dwarven army would be easy prey for the undead and battlemages of Teshar. True to their heritage, the Dwarves have held one anchor of the front line between the Hartland and Teshar, funneling supplies and soldiers as quickly as they can to help their allies.

People of Note:

Notes: Econ: B, Religion: A, Magic: C

The Dwarves of Chakka-Luk gain most of their wealth from the considerable mines in the Lesser Barrier and from trade with the Empire. Before the return of Anryth, it was common for caravans to travel through Halash'kar, down into the Empire, then take the Great Trade Road east, ending when they reached their kin in Chakka-Kandr. Teshar has, of course, cut off that route completely.

The Dwarves of Chakka-Luk hold a long dislike of Aryans, though they are respectful of the peace the Empire established and do not actively seek battle with their northern enemies. There are still long lists of well-remembered ancestors that the Western Dwarves would be happy to avenge.

Trade Partners: Halash'kar, Hartland

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