Brandobia

The fractured nations of Brandobia are little more than three would-be empires that share a common history. Well over a millennium ago, the original settlers who formed the kingdom crossed the land bridge from what is now Svimohzia, migrated north through the lands now occupied by Kalamar and crossed westward over the Legasa Peaks. They were a hardy, honorable people who welcomed by and bonded with the elves and halflings who occupied those lands west of the mountains.

Taught magic by the elves and farming by the haflings, the Brandobians flourished into a cohesive and fruitful empire. So powerful did the kingdom become that in 522 Y.K. they stopped the Kalamaran horde dead at the Legasa Peaks, making their final courageous stand at the famous battle of Coniper Gap.

The Brandobian rulership eventually became corrupted by their absolute power and turned on their demihuman allies, claiming to have taught magic to the elves and farming to the halflings. Pure-blooded Brandobian humans soon claimed all positions of power in the kingdom and the demihumans were driven out and persecuted.

"Blessed" by the elven king to have fruitful loins, the Brandobian king bore triplet sons who quarreled over rights to the throne after their father’s death. The kingdom didn’t survive the dispute and instead fractured into three sovereign nations: Condol, Eldor and Mendarn.

Cosdol Today

Veseln Endremin was the least influential of the triplet sons who divided the Brandobian kingdom and was given the wilder lands to the north. Skilled elven and half-elven wizards fled from the xenophobic central kingdom into Veseln’s territory. Today, Cosdol is still a little wild, especially in its northernmost holdings where one can often find humanoid populations in the frontier towns.

Because Cosdol is a little on the wild side, it has a strong streak of the racial and religious tolerance often found in the frontier. Unfortunately, that tolerance is accompanied by a sporadic lawlessness. Cosolen, the Cosdolen capital, boasts some of the most powerful magic schools and guilds in the land.

Eldor Today

Of the original triplets, Clond Endremin had the strongest following of commoners and claimed the central lands of what is now Eldor. Born from xenophobia and arrogance, the Eldoran kingdom had developed into an agoraphobic monarchy that distrusts all outsiders. There are virtually no non-humans living in the kingdom. Interracial marriages are punishable by exile or death. Unwanted half-breed children wander city streets to beg, steal or starve. Visitors to the land are closely monitored at all times.

Relentless terraforming has left Eldor nearly bereft of natural resources and the kingdom survives on the aggressive taxation of its many colonies. The nation is also unofficially at war with the elves of Lendelwood as both people vie for control of the forest’s resources.

Mendarn Today

Of the three original splinter kingdoms of Brandobia, Mendarn has possibly fared the best. As with Eldor, interracial marriages are frowned upon but beyond that, demihumans are encouraged to dwell within and prosper in the kingdom’s borders. That streak of tolerance combined with Mendarn’s lush natural resources make it a rich nation with a content populace.

Mendarn engages in some limited trade with its northern neighbor, Eldor, but the Eldorans tend to dismiss Mendarns as racially impure. To the southeast is Mendarn’s most volatile neighbor: Pel Brolenon. Engaged in a years-long conflict with the theocracy dedicated to the evil god Velmn, the Overlord, Mendarn actively searches for ways to thwart its enemy. Only the natural barriers of the Yan Elenon Mountains, Pel Brolenon’s rocky coast and the windy Straits of Svimohzia keep this conflict from escalating into a full-scale war.

The Theocracy of Pel Brolenon Today

Perhaps the saddest story of Brandobia’s history is the tale of Pel Brolenon. When Brandobia splintered, open-minded humans and their halfling, elvish and half-elvish companions fled to the lush valley of the Eldrose Forest and formed a communistic utopia. After about a decade, a scouting party unwittingly broke a magical seal on an ancient temple hidden deep in the woodlands. Velmn, the Overlord, the evil god of slavery and oppression was released and he quickly subjugated the peaceful Brolenese.

Today, Pel Brolenon is a theocracy which controls one of the most active and thriving slave markets in all of Tellene. Sturdy natural borders and a ruthless government keep this small nation intact and thriving.

The Brandobian People

The stereotypical Brandobians have brown hair, brown eyes and fair skin. Today, their hair ranges from sandy blonde to nearly black, and their skin is fair to medium in tone. They tend to be shorter and slighter than the other human races.

 

Kalamar

As a nation, Kalamar has its roots in peace and prosperous co-existence of humans and non-humans. Many hundreds of years ago, settlers came north across the land bridge from the cradle of civilization and prospered in the wetlands of the Alubelok Swamp. Wise decisions made by King Ali Inakas lead to productive treaties with the dwarves of the Ka’Asa Mountains. Armed with the secret of dwarven bronze, the Kalamarans were well equipped to defend their territory.

Soon, though, dissatisfaction plagued the Kalamaran people. King Ali’s sons, Rulakan and Fulakar, encouraged their father to use their bronze-equipped armies to conquer instead of defend. A peaceful king, Ali refused. His sons orchestrated a coup and assassinated their own father. Now in control of the nation, they began an aggressive and destructive campaign of expansion.

After being stopped in the south by the humanoids of the Obakasek Jungle, the brothers pressed northward where they rolled over all resistance until they were turned away by the Fhokki barbarians. Already controlling massive territory, the Kalamaran horde pressed westward toward Brandobia where they were eventually barely stopped at the Legasa Peaks in the famous battle of Coniper Gap.

The Obakasek to the south, the Fhokki to the north, the Brandobians to the west and the natural barrier of the Kakidela, Ka’Asa and Byth Mountains to the west left the Kalamarans with a huge expanse of territory which eventually proved too much to govern and control.

Over time, fragments of the Kingdom sued for independence one by one, backing up their demands with military force. Those offshoot territories which could not be beaten into submission slipped from the Kingdom’s grasp and formed independent nations.

Today, the Kalamaran Empire sits in the middle of a barely controlled collection of nations consisting of the Kingdom of Kalamar, the Kingdom of Basir, the lands of Tarisato, the Duchy of Dodera and the Kingdom of Tokis. Despite Emperor Kabori’s desire to reclaim lost territory, it is all he can do to hold on to what he has now.

Kalamar Today

Over the course of the past three centuries of the rule of House Bakar, the Kingdom of Kalamar has lost half of its original holdings. It is only due to the strength and cleverness of the current ruler, Emperor Kabori, that Kalamar doesn’t completely crumble. Gems and ores removed from the Ka’Asa Mountains by dwarven slaves, abundant food supplies and vast herds of livestock enable Kabori to fund his massive military which in turn lets him rule through fear and power.

There are legends, though, of the return of an ancestor of House Inakas, the original Kalamaran rulers, who will fulfill prophecy and rise to peaceful leadership of the troubled land.

Basir Today

House Kadana rules Basir in the name of Emperor Kabori. Basir has a powerful naval force to protect it from waterborne threats and are insulated from landborne threats by Tokis and Kalamar. The people of Basir live generally content lives under the aging King Rapos II and his capable daughter, Princess Dela. Fair laws combined with general racial tolerance allows the kingdom to prosper financially from the contributions of content citizens.

Affluent and well-protected, the citizens of this nation live almost idyllic lives free from foreign invasion and domestic threats. It may, however, just be a matter of time before Kalamar squeezes more finances from this wealthy nation.

Dodera Today

Dodera represents the northern edge of Emperor Kabori’s influence. With the former Kalamaran nations of Pekal and Paru’Bor to the northwest, the dwarven freedom fighters of the Kakidela Mountains to the east and the savage frontier lands to the north, it’s no wonder that this duchy has seen nine different dukes in sixteen years. The current ruler, Grand Duke Orilaras is the bastard half-brother of Emperor Kabori. He maintains an iron-grip on his land and a strong military presence is a part of the everyday lives of its citizens.

Orilaras is preparing his armies to overrun Tharggy to the east. He also maintains a network of dwarven spies in the Kakidela Mountains. Life in Dodera is the life of an oppressed, wartime economy with rationed food supplies and heavy taxes.

O’Par Today

Neither rich nor powerful, the neutral nation of O’Par survives today due to the clever schemes of her ruler, Grand Duke Gadadik I. O’Par was once a kingdom of the Kalamar Empire, but it seceded over 80 years ago during the rule of a weak emperor.

Gadadik maintains the most diverse and flexible network of spies in all of Tellene. Through information gathering and the spread of misinformation, the Grand Duke is able to not only maintain his lands without being conquered, but is actually able to charge tithes to neighboring nations for allowing their troops to pass through his holdings.

Pekal Today

Pekal is another former holding of the Kalamaran Empire. Today, the Principality enjoys an alliance with the Principality of Paru’Bor to the northeast from which it obtains knights, the Queendom of Tharggy from which it obtains funding and military advisors and the elves of Cilorea from whom it obtains crack archers. Pekal’s principle enemy is the Kingdom of Tokis to the southeast. Tokis has been charged by the emperor with reclaiming Pekal for Kalamar. So far, Tokis has been unsuccessful and Kabori is growing increasingly more impatient.

Life in Pekal is relatively prosperous. The Principality is founded on a philosophy of tolerance and peaceful coexistence. Given the internal troubles of Tokis, most of Pekal’s populace believes, perhaps rightly so, that invasion is no longer a threat.

Tarisato Today

The fractious lands of southern Kalamar are the empire’s buffer against the savage humanoids of the Obakasek Jungle. Divided into nine fiefdoms, Tarisato is a troubled territory. Nine separate rulers all vie for Kabori’s favor while simultaneously defending themselves against not only the humanoids of the Obakasek but each other as well.

Fluctuating and uneasy alliances with some of the less savage humanoids, combined with selfish nobles concerned mostly with self-preservation make life in Tarisato hard. For the brave and hardy, however, there is money and fame to be gained in this harsh frontier.

Tokis Today

Perhaps the most unfortunate of Kalamar’s holdings, Tokis is firmly under the thumb of Emperor Kabori. After being installed on the throne following the dissolution of a decades-long revolt, King Adoku found himself in the position of owing a great deal to his emperor -- a great deal being everything. Kabori ordered Adoku to retake Pekal and the Tokian king had no choice but to obey. That was ten years ago and Pekal still stands sovereign.

Knowing that it’s just a matter of time before Kabori loses his patience and forcibly removes him from the throne, King Adoku I is growing nervous. He is gutting his family’s personal fortune to pay for masses of mercenaries from Zazahni and Korak and soon plans another offensive. Unfortunately, a failing economy and an unnatural locust swarm in his nation are combining to make such an offensive less and less likely. For King Adoku Soriba I, the clock is ticking.

The Kalamaran People

Under the rule of Rulakan and Fulakar, the Kalamaran Empire swept far and wide, touching the lives of almost all the major human races of Tellene and many demihuman races. The end result is that the ancient race of olive-skinned, red-haired humans has diversified greatly. Only the nobility, who marry principally among themselves, retain the classic red hair with any frequency.

 

 

The Young Kingdoms

Of all of the many lands of Tellene, the history of the Young Kingdoms is perhaps the most tumultuous. It was over 600 years ago that King Andovel, then the ruler of Brandobia, sent his power-hungry and ambitious nephew Voleln east over the Legasa Peaks to rule the "wasteland" in the name of Brandobia. Energetic and resourceful, Voleln proved more than capable of the task. He conquered the peaceful Dejy tribesmen and securely held the lands as far east as Hadaf Highlands and as far south as Renador River.

Voleln II, Voleln’s son, may have held those lands if not for his over-ambition. He continued to march his armies northeast into the Hadaf Hills where he met new tribes of dwarves and elves whom he tried to conquer. His relatively inexperienced troops were no match for the demihumans with home terrain advantage and they were soon routed. Stubborn, Voleln refused to yield and began another campaign to take the northeast. This time, however, hobgoblins marched south from the Brindonwood and goblins marched northeast from the Ashul Weald. Voleln’s forces were decimated and he was captured by the mighty hobgoblin king, Kruk-Ma-Kali.

Voleln III, the son of Voleln II, reestablished Eastern Brandobia, this time being more conservative in the amount of territory he attempted to control. Although likely wise, his conservatism proved irrelevant when the armies of Fulakar the Conquerer of Kalamar marched to the border of Eastern Brandobia and demanded an unconditional surrender. Voleln refused and soon his decapitated head decorated the western gate of P’Bapar. The Kalamar war machine seemed unstoppable.

Almost 500 years ago, the Kalamar Emperor Kolokar divided the former Eastern Brandobia into independent territories under the Kalamaran flag. Time, distance and ineffectual rule eventually lead to these Young Kingdoms declaring (and maintaining) independence one by one.

Ek’Gakel Today

If you’re not from Ek’Gakel, don’t travel there. If you are native, then move. The so-called government of Ek’Gakel has evolved into a sort of representative plutocracy. Once a Kalamaran state, in 387 I.R. when the king died heirless, the nobility began to feud for control of the land. In the meantime, the wealthy merchant class began hiring mercenaries and arming the masses. The nobility was defeated and a lifelong office of Chancellor was established. When the current Chancellor dies or becomes unable to rule, the merchants hold an election and a new Chancellor is elected for life.

All things considered, this would have continued to be an excellent arrangement for the populace except for an unfortunate chain of events. The roaming, native Dejy tribes frequently war among themselves for hunting rights. An unscrupulous band of brigands took advantage of one such war and raided a Gakite merchant caravan while disguised as Ashyr, one of the warring Dejy tribes. The situation rapidly escalated and involved other Dejy tribes until now the Gakite military attacks all Dejy on sight, the Dejy attack each other and Gakite caravans on sight and freelancing brigands profit from the chaos.

The primary political tension for Ek’Gakel is between it and the Militocracy of Korak. Korak vigorously patrols its southwest border, keeping the other Young Kingdoms safe from invasion from the savage hobgoblins of Norga-Krangrel. In exchange for this service, Korak collects an annual tithe from its neighbors. Brond Epseln, the present High Chancellor of Ek’Gakel, refused to pay this tithe due to his own nation’s failing economy. He also claims that Korak should pay Ek’Gakel a tithe for fighting off the Dejy tribes.

Ek’Kasel Today

The Kingdom of Ek’Kasel is, by all accounts, an open and tolerant nation. They have been forged this way by the flames of constant warfare. Along with their western neighbor, the Militocracy of Korak, Ek’Kasel fights back frequent attacks by the hobgoblins of Norga-Krangrel to the southwest. All males join the military at the age of fifteen and must serve a minimum of three years before they can rejoin society.

Today, Ek’Kasel has a dirty little secret. The current king, Erasar II, is a distant cousin of Emperor Kabori. Although the nation seceded publicly from Kalamar in 538 I.R., secretly they receive aid from Kalamar to help in their war against the hobgoblins. If Ek’Kasel can secure the assistance of Korak, they will reunite the Young Kingdoms under Kabori’s flag.

Korak Today

The existence of the Militocracy of Korak is a simple yet necessary one. Without the might of the Koraki military, the hobgoblins of Norga-Krangrel would swarm northward and overwhelm the Young Kingdoms. Korak maintains an enormous and expensive military to support its border defense and that military is supplemented from tithes and contributions from the other Young Kingdoms.

Over the past several years, the attacks from Norga-Krangrel have been diminishing and thus the Koraki ranks have been swelling. While some breath a sigh of relief, most of the military leaders believe that the hobgoblins are massing their forces for an epic attack that would rival the ancient Kalamaran horde sweeping across the continent. Korak had better be right because the financial strain of maintaining such a huge army is slowly breaking the nation.

Norga-Krangrel Today

Krokal-Marg, the current king of Norga-Krangrel, is a brilliant military tactician and rules over his kingdom with a heavy hand. Although he does not personally care about the individual wellbeing of his populace he understands the necessity of morale. He keeps alive the legend of the ancient hobgoblin city of Kruk-Ma-Kali to motivate his people as they fight a neverending war with the humans of the Young Kingdoms.

All males and females are given military training and taught to read and write. Because of this, the available fighting force of the nation is enormous. All humanoids are openly welcome within Norga-Krangrel’s borders but it is a very dangerous place for humans and demihumans.

Independent Cities

The territory of the Young Kingdoms also encompasses many free city-states, including B’Bapar; Prompeldia, the City of Thieves; Shyta-na-Dobyo, City of Celebration; Alnarma; Dijishy, City of History; Ehzhimahn, the Spire City and many more.

 

 

The Wild Lands

The great Wild Lands are collectively home to many offshoots of the Fhokki people. Though the Fhokki are a hardy bunch of survivors, theirs is a sad tale of the splintered lineage of a wandering people. All Fhokki can ultimately trace their lineage back to the same, single tribe which wandered across the land bridge in ancient times then continued their migration to the far northlands in an attempt to escape from the more warlike people they encountered. Life in the northlands was hard but the original Fhokki settlers banded together to survive. Their life was a good one until a minor ice age beset them. The harsh winter weather soon extended to last year-round and the spring and summer game which they counted on for survival was no more.

These Fhokki were left with two choice: they could remain in their lands and face savage conditions for survival or they could head south, almost certainly back to the battles they originally migrated north to avoid. Those Fhokki who chose to remain behind to face the brutal weather came to be known as the Torakkis. Those Fhokki who went south later divided into two groups. The larger of those groups, the Drhokkers, populated the lands just south of Lake Jorakk and the Rytarr Woods. The smaller of those two groups, the Skarrns, eventually settled along the northwestern shores of Reanaaria Bay and entered into many peaceful trade agreements with the Reanaarians and local demihumans. Eventually, the Torakkis did attempt to find more suitable lands to the east but were repelled by tribes of orcs. This led to yet another splinter group, the Targgas, to migrate south where they conquered a group of Dejy and then settled into a peaceful existence in the Shynako Hills. Eventually, the ice age in the far north broke and game returned to the lands of the Torakkis, which they interpreted as a reward from the gods for their endurance.

All of these groups -- the Torakkis, the Targgas, the Drhokker and the Skarrns -- are all splinter groups from the original Fhokki tribe. Yet there is much distrust among the tribes which at best is mere suspicion and at worst is open hostility. Perhaps it is tragic that they cannot view themselves through the lens of history and again stand united as a people.

Drhokker Today

The lands of the Drhokker cover a vast area south of Lake Jorakk. The Drhokker drove out all but a single clan of Dejy when they originally migrated in the area. Weary of battle, they allowed the peaceful horse clan of Dejy to remain and co-exist with them on their land. Not a nation per se, the Drhokker are a loose association of cities and towns brought together under a single treaty which sought to end fierce and violent rivalries between competing merchant houses and businesses.

After several battles with the Minions of Misfortune (followers of the evil god Thydorr, the Creator of Strife), the Drhokker and their Dejy horse clan allies were left with one of the most formidable cavalries in all of Tellene. Even to this day, Drhokker is the only source of heavy war horses available.

Paru’Bor Today

In 459 I.R., Paru’Bor seceded from the Kalamaran Empire and ever since the relationship between the two has been even more bitter than one might expect. The current ruler of Paru’Bor is Prince Ragil V and not only is he a direct descendent of the first king of Paru’Bor but he is also a distant cousin of Kabori. That relationship between Prince and Emperor did nothing to soften the blow of secession.

Paru’Bor is a very lawful, organized society. The nation’s cities are structured alike and divided into strict districts. The people of Paru’Bor are segmented into a caste system with distinct and inviolable social classes. The practice of non-sanctioned religions is a serious crime.

Shynabyth Today

Shynabyth is a nation which seems to be at odds with everyone around them. The ancestors of the Shynabyth once peacefully inhabited the Kabela Downs near what is now Bet Regor, the capital city of Paru’Bor. Over 500 years ago, when Fulakar drove his Kalamaran horde northward, the ancestors of the Shynabyth were driven from their homeland and into the Byth Mountains. Every few generations, the Shynabyth unsuccessfully attempt to retake their ancestral homeland from Paru’Bor which, ironically, is no longer part of the Kalamaran empire.

To the north, the Shynabyth face the wicked Slen Theocracy. After losing many citizens to Slen raiders who sought victims for their foul rituals, Shynabyth declared open warfare on the theocracy.

King Joto, the current ruler of Shynabyth, has established a treaty with the dwarves Draska in the Byth Mountain. The two nations have assisted each other in many conflicts. Despite that, life in Shynabyth continues to be harsh and is especially bad in the northern regions near Slen.

Skarnna Today

Little has changed in the lands of Skarnna since the days when this wandering group of Fhokki inhabited the northern coasts of Reanaaria Bay following their flight from the harsh northlands. Semi-independent towns, each led by a 'Skryvalkker’ comprise Skarnna. In time of trouble, the Skryvalkkers unite their private armies into a single unified force. Skarna has enjoyed peaceful relations with the Reanaarians almost from the beginning of their settlement.

Slen Today

There is little on Tellene that chills the hearts of men more than the vicious Theocracy of Slen. It is an entire nation of people dedicated to the worship of the Flaymaster, the lawful evil god of pain, torture and cold. Since few dare travel there, so little is known of this place. All attempts to conquer Slen have failed and the evil nation boasts a mad army of unspeakably brutal warriors, each tortured to the point where pain has no meaning to them.

Tharggy Today

The Queendom of Tharggy is a matriarchal society which claims the territory of the eastern Shynako Hills and north of the Fyban Forest. They are known for producing some of the finest wool in the land, as well as abundant textiles and foodstuffs. With the exception of the position of General of the Army, all government positions in Tharggy are held by women exclusively.

Thirty three years ago the male population of Tharggy was decimated in an invasion by Kalamar. Only the arrival of an early winter kept the Kalamaran army from continuing its advance. By the next spring, Tharggy created another army of mostly women and with the aid of retired General Nakkary, they managed to fend off the Kalamaran army. Some stories are told of supernatural assistance from the Old Man, the lawful neutral god of strategy and battle tactics.

Thybaj Today

The Thybaj are the descendents of peaceful Dejy settlers who found the lands east of what is now Tharggy to contain fertile soil idea for grazing livestock. Due to an aggressive humanoid and giant population in the area, the Thybaj formed alliances with the elves and halfings of the Fyban Forest and the dwarves and gnomes of the Vyrkarr Mountains early on.

Today, Thybaj enjoys a thriving economy and the town of Dakyno boasts one of the largest marketplaces for many hundreds of miles. Agriculture and mining supports the economy as well. The country exports gemstones, silver ore, copper ore and wool.

Torakk Today

Torakk is merely a name given to the lands west of Lake Jorakk along the Jorakk Mountains and Rytarr Woods. They are populated by loosely-related, independent hunter clans known as aronaks. These aronaks frequently feud among themselves for perceived hunting rights to different territories, but for the most part these pragmatic people are concerned with the everyday concerns of survival in a harsh environment. The hardy, stout nature of their hunters makes them ideal targets for kidnapping raids by Slen, seeking victims for their brutal torture ceremonies.

People of the Wild Lands

Reanaarians have brown hair and eyes and their skin ranges from olive to darker tan. Hair spans the full range though rarely black, with medium brown being most common. They are shorter than Kalamarans, but their frames are sturdy.

Fhokki have blonde hair, pale skin and blue eyes, though brown eyes and slightly darker skin are becoming more commong due to sharing lands with the Dejy.

 

 

Svimohzia

All of the roads of history eventually lead backward through time to the Svimohzish Island, the cradle of Tellene civilization. All the ancestors of all of the ruling empires migrated from this exotic southern land. The early Svimohz people were peaceful farmers, hunters and fishermen. They freely wandered the northeastern portions of the land, predominantly in what is now Ozhvinmish and northeastern Zazahni.

Small events in history sometimes have a way of echoing up larger and larger through time and so it was with the banishment of Mewzhano, a young visionary from a clan in the Miznoh Forest. He spoke of rich, plentiful lands to the west, over the mountains and was ultimately cast out for his beliefs. Along with loyal friends, Mewzhano traveled to his promised land where they found rich, fertile ground. They conquered a tribe of primitive fishermen, took wives among them and settled into a peaceful life.

Mewzhano made a pact with the local dwarves and from that pact discovered the secrets of steel. A generation later, Miznoh, a relative of Mewzhano, rose up and united the scattered tribes into a single nation: Meznamish. Armed with the secret of steel, Meznamish sent warriors east back to the lands from which their forefathers were banished, and easily conquered it all. Zazahni, Ozhvinmish and Ahznomahn developed into holdings of Meznamish.

Eventually war broke out with the hobgoblins of Ul-Karg. The physical and economic toils of war took their toll and the kingdom splintered. The three former holdings of Meznamish gained their independence and Ahznomahn later emerged as the economic power.

Ahznomahn Today

The Confederacy of Ahznomahn is a true plutocracy. Any native citizen who has a net worth over an established (and ever-changing) amount may hold a seat in Parliament if he wishes. The current financial power of Ahznomahn is primary owed to their early mastery of seafaring and alliances with Kalamaran merchants.

The Ahznomahnii are a peaceful, tolerant people. Although the Parish of Prolific Coin (worshipers of Gohlnim, the Landlord, the god of money, business and greed) reigns as the supreme religion, most other beliefs are welcome. All imports and exports are heavily taxed as are all people entering or leaving the nation, thereby contributing to the strong economy.

Meznamish Today

The Kingdom of Meznamish once reigned supreme over all of the human populated regions of Svimohzia but now controls the smallest holdings. Due to their now-peaceful relations with Zazahni and Ozhvinmish and the nation’s strong natural barriers, they are a rich people with a small army and a high standard of living.

Rumors abound of Meznahmish’s Ruler, King Warven II’s secret plans to once again unite Svimohzia under his flag. Those same rumors speak of secret pacts with Zazahni warlords and midnight meetings in distant lands. It is no secret that Meznamish bears open contempt for Ahznomahn. Time has not yet healed the scars of betrayal.

Ozhvinmish Today

The Kingdom of Ozhvinmish’s situation is a classic example of reach exceeding grasp. King Shahn III clearly controls the entire coast from Meznamish to Ahznomahn, but he also claims control of both the Svomawhom Forest and the Imomena Hills. The forest is likely controlled by no nation and is home to dangerous bandits and monsters. The southern Imomena Hills are claimed by various Zazahni lords who vigorously patrol them.

Militarily, Ozhvinmish is probably the most powerful nation on Svimohzia. Financially, however, they are lacking. It’s certainly not easy to neighbor such a financially powerful nation like Ahznomahn. Although relations between Ozhvinmish and Ahznomahn are cordial at best, the two nations may find themselves as allies if Meznamish is able to gather enough Zazahni influence to attempt a reunification.

Ul-Karg Today

The Kingdom of Ul-Karg is a brutal militocracy currently ruled by King Krarag-Randatk, an independent ruler who receives homage from each tribal leader in the kingdom. Rulership of Ul-Karg is not hereditary or appointed. Any tribal chieftain may challenge the current king to a test of combat, usually to the death. The same type of challenge may be made against any ruling chieftain. This harsh system ensures that only the strongest warriors will rule, but in some ways has held back the nation from its full potential.

The rest of the people of the Svimohzish island believe that the hobgoblins were "banished" to the lands which now constitute Ul-Karg. Protected by this blanket of ignorance, the hobgoblins have created a flourishing society and have even developed extensive trade agreements with nations from the Brandobian mainland. It is likely that they will soon mount an offensive against Zazahni or Meznamish.

Zazahni Today

A poor and fragmented nation, the Kingdom of Zazahni is more of a feudal state of petty lords all vying for control of the other lords. After obtaining independence from Meznamish, the people of Zazahni believed they needed a king to unify them. Seven decades of civil war and many dead kings later, Zazahni is still without a single ruler.

Living conditions in this once-proud, war-torn land are so bad that there are many who hope that Meznamish will move across the island to unify Svimohzia. Several lords have already made a secret pact with Meznamish’s king should that country decide to make its move.

The People

The Svimohz people tend to have very dark brown or black skin and black hair. Black and brown are the most common eye colors.

 

Reanaaria Bay

The lands surrounding Reanaaria Bay are not a unified nation, though all share roots back to a common ancestry. In ancient times, the early Reanaarese traveled through what is now southern Kalamar, following the migration patterns of the game they hunted. These peaceful wanderers were beset by gnolls and ogres who preyed upon them. Not strong enough to mount a cohesive counter-assault, the Reanaarians fled north through the P’Rorul Peaks. Through the brave sacrifice of a selfless rear guard which set off an avalanche, the pursuit of the humanoids was halted.

These settlers began to establish communities along the western bank of Reanaaria bay. Many of these settlements made peaceful contact with local gnomes who taught them the science of irrigation. With the influence of a seafaring group of elves, the Reanaarians learned how to build powerful, long-range ships. Despite attacks by sea creatures and pirates, the Reanaarian fleets were eventually able to dominate the bay.