Countries K-R - TSL


Kathnyri Empire

(Imperial Theocracy, pop. 1 million+/tens of thousands transient) ? (??)

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Allies: Hartland, Twin Kingdoms

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The oldest nation on the continent, the Kathnyri Empire has survived virtually unchanged for thousands of years. A magic-poor land of city-states that owe allegiance to the Emperor, Kathnyr is home to many strange - often deadly - creatures. The land itself is very arid. Because of the hostile fauna, there are no settlements smaller than a walled town, and caravans travel with huge contingents of soldiers.

The nobility in this land has a strong sense of duty to the people they govern. They are an old culture, slightly jaded. Paradelion's position on the Emperor's Council has perpetuated Seven's long ago message to the emperor. Coupled with a new age of thinking and self-examination. The Old ways, blaming the Teshians for the magical corruption of their lands, have been discarded - shown false under the light of Truth. As a people, they are emerging from a long period of self-examination and cleansing.

The Kathnyri are a deeply religious people, following both Accuris and Moradin. They view the Dwarves as Messengers of the Gods. Their gray, almost stone-colored skin lends credence to the view that they are a race blessed by both deities. The priesthood controls a great deal of political power, and may even rival the Emperor's authority.

Religion is a matter of daily life among the Kathnyri. Every morning, they celebrate the birth of life. Every evening, the celebrate the death of life. They are excellent engineers, and view each building as a tribute to the god Moradin. It is a combination of faith and wealth that determines one's class among the Kathnyri.

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

All arcane magic is controlled by either the priesthood or by the Emperor. Arcane casters are required to swear allegiance to one or the other, and follow the laws set forth by both. Failure to do so results in the spellcaster in question being arrested by the Holy Inquisitors. Punishments are limited: Exile, death, or "re-education".

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Leddok

(Electoral Dictatorship, pop. 190,000/30,000 transient) Prime Governor Calis Elenkevah (Human)

Major Cities/Strongholds: Aldakar, Aleid, Draksil, Jarn Keep, Kamenrock, Overunia (Capitol)

Allies: Se'kania

Enemies: Teshar

Geographical Features: Witchwood Forest

Detailed MapFormerly known as Overunia, Leddok and its territories have fared the best of the Freelands. The magical support of renegade Dread Guard Sylin Tak, Leddok has, so far, successfully thwarted all of Asrexius' attempts to penetrate and control the place. The recent acquisition of over half of Aldakar, several thousand former kobold slaves, orcish tribes fleeing Karanuk, Tiowin gypsies, and ogre mercenaries as new citizens, has created yet another social and economic shock for the nation. The Leddokese are now more able to defend themselves from the Tesharans.

After holding off Tesharan forces for over three years, the renegade Dread Guard Sylin Tak joined with Se'kania and eliminated the growing threat of Aldakar. By attacking in winter (using specially designed boats to cross the frozen portions of Lake Fraul), the allied forces caught the Baelites by surprise. They were able to conquer the country in under a month, taking almost all of it intact.

Once their hold was consolidated, the Overunians renamed the country Leddok. Sylin turned ruling the country over to the last surviving member of the Elenkevah noble family, who formed a council of governors to assist him. Backed by Sylin Tak, Calis' rule is complete... for now.

Leddok is a wealthy country with a plethora of humanoid races. It counts orcs, ogres, kobolds, Elves, Dwarves, Halflings, Plainsriders, and many others among its citizenry. While magical and military goods are expensive, they are slowly becoming more available. Much of the damage from the return of Anryth and the initial Tesharan assaults has been repaired. They are even creating a College of Magistry to train wizards and sorcerers.

Leddok's fate will be determined by Teshar, for if that nation focuses all its armies on Leddok's western border, Teshar will surely crush them. The alliance with the better trained soldiers of Se'kania is crucial to their survival. Leddok's magical resources are extensive - which benefits Se'kania as well. The future is uncertain for this country.

Leddok survives off trade with Ash'ainhal and Dandria, some small mines on the coast of Lake Fraul, and a highly skilled, well-equipped fishing fleet. Its troops are disciplined and well-trained, equipped with expensive arms and armor from the Eastern Dwarves. Leddok has also acquired the lion's share of magical resources, if not the most powerful mages, in the Freelands. Sylin quietly supplements her field troops with critical magical support.

The remaining Plainsriders now move through Leddok and Se'kania freely, as part of a treaty for their assistance in conquering Aldakar. The future possibilities for horsebreeding have the Greater Merchant Houses literally climbing over each other to get a share.

History:

In 4192, after Teshar slew most members of the Freelands Council, Overunia became a nation held together by fear of the Tesharans. Its noble families fought for control and survival; the result was a wealthy land with ill-trained troops, moderate magical resources, and a slow losing war with Teshar.

In 4194, the renegade Dread Guard Sylin Tak arrived in Overunia during a Tesharan breach of the front lines. She single-handedly held back all of the Tesharan forces. At the battle's conclusion (it was a stalemate), she took swift control of the city-state and surrounding countryside. Initially by virtue of her raw power as both a wizard and Dread Guard, then later out of respect for her leadership, intimate knowledge of the enemy, and ability to get things done. The nobility has had a long-standing need-hate relationship with Sylin. They need her power and knowledge to survive, but they hate her having so much political power and popular support.

As the country stabilized, Sylin began recruiting anyone and anything that could help her against Teshar - another sore point with the nobles. This openness led to an alliance with Se'kania in winter of 4197, the conquest of Baelite-controlled Aldakar, and the introduction of several thousand former kobold slaves, orcish tribes fleeing Karanuk, Tiowin gypsies, and ogre mercenaries as new citizens. The common people have grudgingly come to trust Sylin - she's kept them alive, after all. But the nobles fear the day when the humanoids turn on them.

People of Note:

Berk - A half-Orc warrior of great physical prowess, Berk is a scarred veteran of many battles. He was even once captured by Tesharan Dread Guard, but fought his way free. A caravan guard captain, Berk is in very high demand by many merchants. He first served Sylin Tak, and now serves the Prime Governor, a warleader.

Calis Elenkevah, Prime Governor - Captured during the initial Tesharan assault and later rescued from Orcish slavers in Aldakar, Calis is a hardened, mercilessly competent man. His expertise is in economic management and finding good people to do a job well. The military respects him, and he has shown unusual intuition in managing the various personalities that head his government. It is said that he seeks revenge against the Zurns family, but he has taken no overt action against them.

Donovan Krayde - General, Overunian Mobile Division. Youngest of Leddok's military leaders, Krayde was rescued from a Tesharan slave caravan. He is a specialist in hit-and-run tactics. General Krayde is a good counterpoint to General Zurns, since General Krayde is about as unconventional as they come. He gets along well with the Prime Governor - they share similar histories with the Tesharans.

Gralman Zurns - General, First Army. A hard-nosed, by-the-gods-damned-book military leader. While not particularly imaginative, General Zurns knows how to build defenses, by Crom! Zurns hates anything that violates his much-loved "procedures." He has mentioned several times that he finds Sylin Tak too inconsistent, though this is probably because he gets all the "back-liners" (the injured, crippled, or not combat-capable) as his troops. However, the engineers, sappers, and most artillerists love him. Loyalty and morale among his troops is very high. In spite of the Prime Governor's antipathy to his family, they get along well, for General Gralman Zurns' disgust with his family's patriarch has become common knowledge.

Grod Blooddrinker - A warpriest of Crom who is now wanted in several kingdoms for his namesake habit. Violent, short-tempered, and always looking for battle, Grod has settled in Leddok for the simple reason that Sylin, and now the Prime Governor, keeps him out in the field attacking raiders from Teshar.

Jorric - Senior Sorcerer of the Aryan Guild. An Aryan Guild sorcerer hired by Sylin Tak, Jorric's skill in the Art is considerable. He fully supports Leddok's government, as his contract requires him to do, and rarely leaves the Royal Palace in Overunia, save by magical means.

Liana Varay - The famous Black Widow Courtesan of Aldakar whose beauty is far more legendary than the score of dead lovers trailing behind her. Though her efforts to seduce her former king (Voen Syleid) failed, and the conquest of her home has left her in chains, she yet retains enough influence to at least save her own life. Now she is a prisoner in Overrunia, and likely will remain one for the rest of her days.

Merek Aleid, Lord - Ruler of Aleid, Merek was on the front lines of the conflict with Aldakar. Bards currently strive to adequately describe his relief at having Aldakar removed as a threat (popular rumor has it that this undertaking may be impossible). As Merek is known throughout Leddok as a fair man, the Prime Governor has left the re-establishment of trade routes and internal security to him. Merek is also more than a little afraid of Sylin Tak.

Rodrick Miller, Governor of Aldakar - Formerly Castellan of Overunia, Majordomo of the Palace, and Governor of Overunia, one of Sylin's last acts was to place him in charge of Aldakar. Sylin Tak's right-hand man, he walks with a limp from an old injury to his left leg. A very intelligent, yet quiet man, Rodrick is likely the primary human political power in Leddok besides the Prime Governor. While the Prime Governor does not readily trust him, Calis certainly relies on Rodrick's intimate knowledge of the Leddok countryside and people.

Sylin Tak - The result of several magical experiments and accidents, Sylin has a well known hatred for her creator. She is no fool, and does not attack or interfere with Asrexius directly unless Tesharan forces attack Leddok. She knows that, at present, the Lich Tyrant can destroy her with minimal effort. Her current goal seems to be establishing a college of magic to teach all magically-apt people in Leddok and Se'kania. Obviously she intends to use them against Teshar.

Terrence Kernay - A formerly Aldakaran merchant of great wealth whose main competitors 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. During the conquest of Aldakar, he was in Se'kania "conducting business", and was quite unaware of the war.

Titus Byron Ledovel, General - General, Overunian Heavy Infantry. Middle-aged and very competent, General Ledovel's main expertise is recruiting very skilled commanders to execute his plans. He works well with his counterparts. Leddok's Magical Division like him because he goes to great lengths to protect his magical assets. He's effective enough that Teshar has a 7,000gp bounty on his head. Just his head. His expert pacification of Aldakar and thoroughness in rooting out the Baelite presence in that land has earned him similar noteriety among the Ravager's followers.

Voen Syleid I, deposed King of Aldakar - Voen Syleid was captured alive, even as his former Baelite allies were about to end his cowardly existence on an altar. The Prime Governor keeps him alive more for his knowledge of the remaining Aldakaran nobles, and perhaps a small amount of pity. However, Voen Syleid is surely destined for trial and execution - by the priesthood of Vardin, if no one else.

Notes: Econ: C, Religion: C, Magic: C
Leddok has the best trade relations with Dandria, supplying that land with freshwater delicacies and finished metal and leather goods. Most citizens are proficient in two or more trades. Prices in Leddok tend to be high due to the constant state of war. However, the recent addition of so much Aldakaran real estate will likely drop prices.

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Tiowin - Originally a vast travelling troupe of entertainers, started sometime around 3460 by a half-Elf bard from Greyslope Isle, the Tiowin have become their own subculture within Leddok. They have a presence in most of the Freelands, but the majority of their population thrives among the Leddokese. The Tiowin are still entertainers, but have added a multitude of other skills: tinkering, spying, theft, and smuggling. They have their own language - a polyglot adopted from every culture they encounter, and indecipherable save to the Tiowin themselves. They also have their own government, consisting of Elders (advisors/leaders), Sachëan (leaders/clan spokesperson), and Preudoh (master of a particular craft). Why Leddok tolerates their presence is not fully understood. The rest of Leddok barely endures them. Outright prejudice, even assaults, are not uncommon.

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Mnar

(Tribal, pop. 40,000?/2,000 transient) (?)

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Enemies: Chakka-Kandr, Diaun, Silver Forest

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Refugees from destroyed Garrok-nar fled east, using powerful magic to bypass Dandria and Diaun. Harried first by the Silver Forest Elves, then by the Diaunese, the Eloch'kal fled northwards, along the Escarpment, until they found mountains they could cross. There, in the high snows, they grew strong again and spread out, building cities of their own until they were once again strong.

Nursing a deep, unyielding hatred of Elves, the Orcs of Mnar attacked in secret during the Illithid War, catching the Silver Forest and Chakka-Kandr by surprise. They burned part of the Elven woods, slaughtered the fey by the thousands. In retaliation, the Elves and Dwarves, with human allies, all but exterminated the Orcs of Mnar. The Eloch'kal were driven from the coast and the fertile plains. Their mountain fortresses were thrown down. The Eloch'kal retreated into the caverns beneath.

Little is known of Mnar now. It is remote, visited only by Elven warbands who exterminate all the humanoids they can find before returning to their homes. The tribes that remain hate the fey beyond all else, but they are too few in numbers and lack a powerful enough leader to challenge their hated foes.

Notes: Econ: F, Religion: C (Gruumsh), Magic: E

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Overrunia

See Leddok


Ralkstag

Kingdom of Ralkstag, Spicelands of the Dead

(Feudal Kingdom/Dictatorship, pop. 300,000/30,000 transient) King Kadien Asrytal I, The Beast-King of Ralkstag

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Enemies: Dandria, Diaun (hostility), Fenuihl (hostility), Silver Forest (hostility)

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Save for the Kathnyri Empire, Ralkstag is the oldest nation on the continent, and it shows. Once, Ralkstag stretched from the steaming coast to the icy reaches of Diaun. But their decline began long ago with the Teshian Empire and finally reached its low when they lost half their lands to Sevenar the Usurper and a horde of Diaunese barbarians, who formed what is now Dandria.

Now, Ralkstag is a boiling froth of intrigue, murder, and royal assassination. The Asrytal family, always under suspicion of vampirism, has finally bred a true monster in the form of Kadien Asrytal. Kadien is believed to have literally eaten his way to the throne, for the bodies of his predecessors can not be found, even by the priests of Accuris. The Beast King, as he is called behind his back, is a ruthless monster and is slowly building up momentum for an all-out war with Dandria.

The latest in a series of increasingly oppressive and tyrannical moves has most of the scholarly and learned people of Ralkstag rounded up and forcibly sent to Greyslope Isle, where the Collegium of Magisters has them working on new machines and magics of war. The Bardic Collegium has been noticeably silent. As a result, the Elves of the Silver Forest have removed their embassy from this place. And now there are rumors as well that the Priesthood of Accuris is plotting against the throne.

People of Note:

Kadien Asrytal, The Beast-King - Feared even by his own family, Kadien can no longer even pass for human. The result of an incestuous union between a brother and sister of the Asrytal family, both now dead and their bodies missing, Kadien is hideously misshapen in appearance and brutally strong. He has already survived one magically-assisted assassination attempt and nearly killed his attacker. Dandria is right to fear him.

Elder Prelate Taelin of the Fellowship - Leader of the Order of Watchers, priests of Accuris who hunt the undead, Taein is a Kathnyri with a personal grudge against the King of Ralkstag. Curiously, Taein has made no moves, absolutely none, against the hated monarch. It is said that Taein's son was taken by King Asrytal for his personal amusement.

Notes: Econ: C, Religion: A (Accuris), Magic: C

Ralkstag's effective magical rating is much higher than a C because of the Greyslope Isle Collegium of Magisters, the oldest such school on the continent. Its cities, towns, and estates boast solid and effective magical protections.

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