Countries S-T - TSL


Se'kania

(Military Dictatorship, pop. 123,000/17,000 transient) Lyndri Mehtoun (warrior 16?)

Major Cities/Strongholds: Chaeth, Clifton, Kaldan (Capitol), Kyv, Lanas, Tark

Allies: Dalkhold, Dandria, Leddok

Enemies: Teshar

Geographical Features:

Detailed MapA heavily regimented military dictatorship, Se'kania is persistently a troubled land. Ancient Teshian and Sandar tombs, obelisks, and similar archaeological sites litter the countryside. Indeed, Se'kania lands were often battlegrounds for Teshian, Elven, Dwarven, and Sandar armies. Anryth's return has only brought all these problems to the fore. The recent doubling of farmable land (from conquering Aldakar) and increase in population has certainly been a boon to their war effort against Teshar. The Se'kanians are working well with their northern neighbors on nearly every front, since Se'kania offers military expertise and resources that Leddok sorely lacks; while Se'kania borrows Leddok's magical might as needed.

Se'kania is a choke point for transport east and west. Its close proximity to Lake Fraul and nearby Kaldav River make it an ideal stopping place for ships, goods, and troops. Historically a locale for intrigue by the various merchant houses, Se'kania is now the focal point of nearly every nation on Hybrana - even the Kathnyri. Combined with ancient curses and magics of wars long past, plus machinations of more recent heroes and villains, Se'kania offers opportunities for wealth, fame, and terrible death.

Mehtoun could easily be the greatest strategic genius of this age. With little magical support, he and his troops not only helding the Tesharans and Aldakarans at bay, but also kept the majority of outlying villages safe and free of problems. With the conquest of Aldakar (and grudgingly admitting Leddok's assistance) Se'kania has both become much safer, and a greater threat to Teshar. In all the Freelands, Se'kanian troops are the toughest and best trained of all. They have to be.

Se'kania is receiving the lion's share of refugees from Dalkhold, as the Devinian advance takes more and more territory. Mehtoun's strategic and tactical genius puts the newcomers to good use keeping the Tesharans at bay. Soon, though, Se'kania will have to deal with two fronts - Teshar to the west, and Devine to the south. How Mehtoun plans to overcome this problem is an eagerly-awaited event.

History:
In 4192, Lyndri's Black Lions were a major mercenary company providing security for the central area of the Freelands when Anryth returned. When Teshar attacked, only Lyndri's leadership allowed the Kaldanian troops to rally and join with his own, driving the Tesharans back. When the enemy had finally been driven off, Lyndri discovered that he was the only leader left with any military experience, troops, and popular support. In the five years since, he has held Teshar at bay with almost no magical support.

In midwinter of 4197, Se'kania joined with Leddok to assault Aldakar and end the Baelite regime held in place there. Se'kania provided the elite forces that made taking the capital relatively bloodless. In return for their assistance in pacifying the countryside, Se'kania received most of Aldakar south of the Aldak River, excluding the Witchwood.

People of Note:

Caleb Heggeson - Lord Captain of the Se'kanian Guard, Caleb is probably the main power behind Mehtoun's regime. Of Dandrian heritage, Caleb takes delight in "getting his hands dirty" with his men - which generates a lot of loyalty.

Lyndri Mehtoun - Self-proclaimed First Citizen of Se'kania, Lyndri is an accomplished strategist desperately trying to stabilize a rapidly deteriorating land. Politics is not his strong suit, so he deals with ambassadors - especially Tesharan ambassadors - very bluntly. He has expelled three Hartland ambassadors in the last four years, each time requesting a replacement.

Odeian Marr - Tesharan Ambassador, Marr represents a velvet glove offered to Mehtoun. Openly ostracized by all levels of Se'kanian society, none have been quite brave enough to cross him yet. He is carefully watched, and never travels without an escort for his "protection."

Trey Coldeem - Calling himself the Merchant Prince of Se'kania, Coldeem is wealthy, smart, and ambitious. He deals viciously, but fairly. He is certainly respected by those he deals with, even the many who hate him for beating them at the negotiating table. Coldeem openly support's Mehtoun's government. Most of the Se'kanian ships plying Lake Fraul waters fly Trey's colors.

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

All the Great Merchant Houses have estates in Se'kania, and all of them are trying their best to unseat or recruit Trey Coldeem into their ranks, thereby controlling a vital trading point on the continent. Mehtoun has made it clear that any violent action will be dealt with severely.

Trade Partners:

Treasury (1000's):

Income (1000's annually):

Armies (1000's):

Government:

Guilds:

Religions:

Culture:

Border Relations:


Silver Forest

(Benevolent Monarchy, pop. 170,000/10,000 transient) (?)

Major Cities/Strongholds:

Allies: Caer Shalun, Chakka-Kandr, Fenuihl, Peacewood

Enemies: Mnar, Ralkstag (hostility)

Geographical Features:

The Silver Forest is now the homeland of the Elven people, a place that offered a welcome refuge after the horrors of the Racewars. A narrow canyon, the Trail of Tears, offers the only land access through the Escarpment, and is said to be warded by the spirits of Dwarven and Elven warriors who sacrificed themselves to save both their peoples from the Teshians. The Silver Forest is a mysterious, magical place where all manner of fey creatures dwell.

The forest is as close to an ideal home as the Elves have made. There is no hunger, little strife, and all are encouraged to live as full a life as they can. In contrast, the Elves maintain a constant readiness for war. Centuries ago, the Orcs of Mnar caught the Elves unaware and burned part of the forest.

Notes: Econ: B-C, Religion: B (Corellon, Sylvanus), Magic: A

The Silver Forest primarily trades with Chakka-Kandr, and the humans who populate the eastern coast. They also conduct trade with Dandria, and through them to other lands. The Elves have also established secret trade routes to their kin in the Aruitai, Peacewood, and Fenuihl. They are frequently seen in those places, renewing ties of blood and friendship.

Trade Partners:

Treasury (1000's):

Income (1000's annually):

Armies (1000's):

Government:

Guilds:

Religions:

Culture:

Border Relations:


Teshar

(Dictatorship, pop. 400,000/50,000 transient) Asrexius (? wizard, lich?)

Major Cities/Strongholds: Anryth (Capitol)

Allies:

Enemies: Chakka-Luk, Dalkhold, Fenuihl, Hartland, Leddok, Se'kania

Geographical Features:

Formed within the last 5 years, Teshar stretches from the Battleplain in the north to the sea in the south. Asrexius's armies have conquered a sizeable portion of Hybrana, taking the Grand Dutchy of Shelin from the Hartland, portions of the Freelands, and both Trynh and Trakhyn. Aggressive, heavily patrolled by legions of undead, and literally stripping any needed resources from the land, Teshar is a ravaged, dangerous land for travellers.

Citizenship in Teshar is strangely civil. Do what the authorities tell you, when they tell you, and life is peaceful - even profitable! Trade is encouraged. The nation prides itself on being able to sell anything, and they do mean anything, for a price. "Justice", such as it is, is administered swiftly and brutally. It is not unusual for offenders to end up as the subjects of magical experiments... or worse.

Each major city is ruled by one of Asrexius' personal lieutenants, such as one of the powerful Dread Guard or a Death Knight. Each of these rulers has gathered a coterie of advisors and officials to manage the city in the event that the ruler is called away by Asrexius - a rather frequent event.

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

Teshar has profitted greatly from its conquests, the influx of treasures and magics from the ruins in the Battleplain, and the slave trade. In one fell swoop, Asrexius has restored slavery to nearly all lands, save the Empire of the Hartland. Efficient use is made of undead as miners, beasts of burden, and shock troops. Greater undead also roam the land under the tight control of Asrexius himself, or various evil priests. More and more humanoids are also making their way to Teshar, swelling the ranks of the living armies.

Trade Partners:

Treasury (1000's):

Income (1000's annually):

Armies (1000's):

Government:

Guilds:

Religions:

Culture:

Border Relations:


Twin Kingdom

DwarfHome, The Iron Hold (Dual Monarchy, pop. 200,000? Dwarves and 180,000? Mraas) King Erimak Mountainbreaker of the Dwarves, and Sandir Merreel Kahsth

Major Cities/Strongholds:

Allies: Chakka-Kandr, Chakka-Luk, Hartland, Kathnyri

Enemies: Teshar

Geographical Features: IronHeart Mountains

The Iron Hold is the birthplace of the Dwaenar and Mraas. It is the only range of mountains that Dwarves and Mraas truly call home. Once, the Dwarves were driven out by titans and giants, and the Mraas conquered and enslaved, beginning an ages-old enmity with the giant race. Now, the Dwarves have reclaimed their home, the Mraas, their freedom. Together, these two races live in a symbiosis unheard of.

DwarfHome is a wealthy kingdom, and shows it in architecture, art, fortifications, and armaments. Here, the Dwarves easily rival the Elvenfolk for artistic work as they delve through the rich veins of these peaks. With the aid of the ever-loyal Mraas, the Twin Kingdom continues to prosper, trading with both Western and Eastern Dwarven lands, and all nations in between.

Notes: Econ: A, Religion: B, Magic: D
The full extent of the Iron Hold's wealth is unknown, but thought to be vast indeed. Millenia of titan rule, followed by a millenia of Dwarven and Mraas rule and cooperation have made this kingdom the strongest monetary power on the continent. The Twin Kingdom imports most of its food from the Kathnyri and Hartland Empires at premium prices. Prices they can easily afford.

Trade Partners:

Treasury (1000's):

Income (1000's annually):

Armies (1000's):

Government:

Guilds:

Religions:

Culture:

Border Relations: