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This information is commonly known to citizens of Imther, Holay, Tarsh, Sartar, Dagori Inkarth, the Redlands, and Garsting. It can easily be gathered from accessible sources such as popular ballads, local legends, trader's talk, and occasional contact with the natives of the land. It is generally vague enough to be believed and is mostly true.
A rugged and thinly populated expanse of land, Balazar lies between the Elf Sea in the north and the Rockwood Mountains in the south. Its grassy plains and grassy hills support many herds of wild cattle and other such animals. Local barbarians and prides of smilodon hunt the herds.
The Elf Sea got its name during the First Age. The elves once grew wondrous shapes for trees and from them constructed magical ships and boats. From the Elf Sea they sailed northward upon the Argos River, and also portaged their boats overland to the Oslir River.
The forest which grew the boat parts was in the Balazar region but has since been destroyed, perhaps by Gbaji the Chaos God and his worshippers, or by Zorak Zoran, or even by some fire god.
During most of the Second Age, trolls occupied the land. Some old ballads refer to this, and the Balazarings claim that their Founder himself conquered the trolls. Non-Yelmalios delight in pointing out that the trolls had already been exhausted by the elf wars.
The barbarians of the area are the Balazaring tribe. They trace their descent from the legendary Balazar, famous as a leader of a Yelmalio legion during the days before the Dragonkill War. He met and wed a local hunting nymph, and they had three sons. Balazar marched to war with the True Golden Army while his sons were still boys. Like most members of that army, he died in the Dragonkill War of 1100-1120. Everyone knows that the sons quarreled afterwards for the inheritance and became dire enemies. Since that time there have been three tribal fortresses, housing the three kings of the tribes. The three citadels are Dykene, Trilus, and Elkoi.
Third Age Balazar remained stable. Though one or another of the tribes might take over another's citadel or steal a herd of swine, the balance remained despite the petty squabbles. The land knew no outside intervention, for it is worthless to people who prefer bread to meat.
Refugees did occasionally seek help or refuge in Balazar. Once the Balazar army even showed its teeth to the Imperial Army. No Balazaring victories are recorded, though their army shared victories with other, more civilized forces.
The few contacts with the Lunar forces whetted the appetites of the Balazaring kings for Lunar plunder. The royal dynasties competed to descend from their wild hill fastnesses and raid for Lunar gold, cattle, and goods. They often lost, especially when local militia cavalry moved against them. The more skilled among them, the Master Hunters, sometimes succeeded.
In 1564 the Tarsh governor lost patience with the endless raiding and sent an army against the citadel of Elkoi. They seized it by a surprise assault and an impressive use of their overwhelming magic, then garrisoned it. Most of the Elkoi royal dynasty died, but the populace were well-treated and coaxed to remain. Since that time it has remained a Lunar outpost, and is surrounded by a small agricultural population.
Dangerground is the border between Balazar and the Elder Wilds. The region has never been conquered by humans; to most peoples it is hostile territory. Its inhabitants have always been members of the Elder Races.
During the First Age this was an elf stronghold. The Aldryami forests grew to cover the Redlands, Garsting, Balazar, and spilled into Dragon Pass. At first, after the Dawning, elves were friendly with the nearby trolls and dwarves, and gave free access. But the races began quarreling about the time that the Second Council moved to Dorastor. Northern fire worshipper depredations dwindled the Redlands forests. Balazar was burned sometime in this era, too, though no one knows if by Gbaji the Chaos God, by Zorak Zoran, or by some Fire god.
The trolls harassed the land during the Second Age. From Balazar they conducted their war with the nearby elves and dwarves, thinning the once-dominant forests of the land.
When Balazar Lightson conquered and settled Balazar, the ousted trolls fled to the Elder Wilds, still pursuing their war against the elves. Some fled to the heights and fought dwarves as well. Now those racial struggles seem petty grievances in light of their mutual annihilation; the non-human races lurking here are leftovers from another age. Even so, humans avoid this region. For the majority of the Third Age it has been left to itself.
Now magical energies are building and heroes are in the making. Old forces stir in the region, and reasons bloom for men to go seeking things in the forgotten lands. Just drop by any tavern in any town and you can find rumors of greatness for the price of a drink.
The Elf Sea is an extremely large fresh-water lake located adjacent to both the Elder Wilds and Balazar. In the distant past it was inhabited by sea elves who did wondrous magicks while trading with their landbound cousins. This was long ago, though. Recently the sea has become infested with a plentiful supply of exotic and dangerous creatures, and it has become all but impassable.
The Redlands got their name from the fact that they have been soaked with blood through all their history. It is a middle ground between the fierce Pentan nomads and the densely-populated, soft civilizations of lowland Peloria. The nomads have not visited this region for almost a century. About 100 years ago the Lunar Empire fought a legendary battle called The Nights of Horror, which nearly annihilated the nomads and chased any survivors far into the wastes away from the Empire. There are some trappers and hunters in this region now, and a few farmers as well, but it is still lightly populated.
The Rockwood Mountains are a sheer range thrust upward in Godtime to serve as an impassable wall separating the warring races of men. This wall has served its purpose well. Parts of the mountains are ruled by dwarves, who have vast cities tunneled deep into the rocks and spend most of their lives underground. Other parts are inhabited by horrible huge mountain giants that send rock and snow slides to kill any person stupid enough to try crossing them.
There are only three ways past the mountains into Balazar. Dragon Pass, a huge break, is the one usually used, for it is wide and easy even for wagons or delicate travelers. Wyrms High Pass is a lofty valley which can be used by small parties, including horses, who are careful, crafty, or deadly. The Giants Pass is ruled by a member of that race and is considered inaccessible to humans.
Many peaks of the Rockwoods are so high that they are permanently snowcapped, and in the winter the snow demons spread their realm lower on the slopes and invade the lands of men.
This is a part of the dry and barren Desert of Genert. It is extremely dissimilar to Balazar and the Elder Wilds. Its name was given by the Praxian animal-nomads. Illusionary or semi-substantial lush lands fade and appear irregularly here, like real mirages. The usual process is for a 7km square or so area to fade in and back out of reality over a weeklong period.
This deep mountain and rugged hill territory typifies the wretched terrain which most non-human races now occupy. It is not accidental that these inaccessible places can support their resident life, but unfortunately the Elder Races still must compete for them.
The only lowland pass through the Rockwood Mountains, this geographic wonder is occupied by all manner of dragons and their kin. The natives are barbarians and worship the Orlanth and Lightbringer pantheons. Beyond the pass, to the south, lies a legendary city of the gods beside a body of water said to have no limits.
The Glowline is a semi-visible line marking the edge of the Red Moon's direct influence. Outsiders see it as a thin red sheen hanging in the air, accentuated by dust. Outside the Glowline the Red Moon is visible in the sky, but it changes its face daily through its seven-day cycle. Once one passes into the Glowline region, the moon always appears to be in its full phase, and Lunar magics always work at full strength.
The Glowline is a magical effect produced on both the mundane and sacred planes only after great effort and trouble. The empire always strives to extend it but, due to the difficulty in doing so, it makes the attempt only into valuable territories. The Glowline is stable along the western edge of Balazar.
A client state, the Lunar Empire counts Tarsh among its provinces. Tarsh governs itself and has a traditional dynasty of kings. Its leaders and many of the populace worship the Red Goddess; her priests are appointed by Lunar Imperial authorities. The kingdom pays annual tribute to the empire and sends the children of its elite there to be educated. Tarsh is agricultural and exports grain downriver from Furthest to the Black Eel River and then to the Oslir.
Holay is a client state similar to Tarsh. Its population is concentrated in the river valleys. It became a province in 1346 when it fell to the Conquering Daughter.
Imther is another client state. It fell to the Conquering Daughter in 1347. Its barbarian population is mixed herders and farmers; the state controls the Imther Mountain mines.
The Holy Country is a magic land located south of Dragon Pass, formerly ruled by the living god called the Pharaoh. With certain parts of the Lunar Empire, the Holy Country is among the most civilized regions in the world. The Holy Country is divided into six regions, each of which worships a major god of one of the five elements (excluding the moon). The sixth region "worships" primitive technology.
Prax is a barren wasteland inhabited by nomad tribes who ride various beasts of Eiritha. The only city, Pavis, is mostly ancient ruins. The Lunar Empire currently firmly controls Pavis and the tribes of Prax.