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.