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The Land of TAROS...

  NOTE:  This page is still under MAJOR Construction...  I'm attempting to add information on a regular basis so please check back to see what I've done.  If there is a particular area of TAROS on which you would like information that is not yet listed here, please feel free to send me some E-mail, and I'll try to answer your questions.


   "Well now," says Armic as a serving wench brings over some hot mulled wine. "I may as well start at the beginning.  Taros is a Land on what you would call the Prime Material Plane.  We have 4 moons, which we locals merely refer to as The Moons of Death, Life, Power and Peace, as calling them by their proper names has been known to attract the notice of powers better left alone. Those moons control much more than the tides of the oceans, to be sure.  The land is divided into a motley collection of Sovereign and City States, with rulers as varied as the grains of sand on the beach."
    "I heard a Magic User once say that Taros was just one land mass on a vast spherical world, and I can only guess whether this is true, but as everyone knows the world is flat I have my doubts as to the veracity of the rest of her drunken ramblings... never can trust a wielder of magic, especially one that is in her cups as it were.  No disrespect intended, I'm sure."
    "If you plan on staying you are likely to run into just as varied a collection of peoples.  from Dwarven Fighters and Elven warriors to Human Magic Users and Halfling Thieves.  All call this land home.  Seeking adventure and treasure as the need takes them.  And the beasties, oh!"
    After clearing his throat and taking a long pull from a large goblet sitting on the worn wooden table in front of him, Armic continues, "The climate in these parts is about the best of anyplace I've ever heard of.  With an almost tropical band across the southern regions and island states, and nothing worse than a mild arctic region to the north.  Many an adventurer has decided there are worse places in the multiverse."  With that he nods to you and returns to his duties behind the bar, leaving you to find what other information you seek on your own...


To learn more about TAROS, choose a topic
 
 
 
 
 
 
Map of Taros:

Map of TAROS    The complete land mass of Taros is included here in Zipped Windows Bitmap (.bmp) format.  Simply click on the image to download.
    The printed version takes 4 sheets of 8.5" x 11" paper which can be combined to create the entire map.  I cannot vouch for the quality of the image if printed in black / white,  it may take a little work to get it correct.  This is my own personal map and I have put quite allot of work into it's creation, but I am no artist.  (If anyone wants to improve upon it, PLEASE send me a finished copy.)
   Many of the areas have been left intentionally vague.  None of the bodies of water have been given permanent names.  I simply refer to the oceans as the Island Sea and the Great Sea (east and west respectively) and I change the names of the rivers as I move around the map, taking the name of a nearby landmark, nation or town for the local name.
 

The Sovereign States of Taros:
 
Baffark:  Located in the North-Eastern portion of the continent, this generally Lawful Good Principality is ruled by the Crowned Prince Jarox, and his wife, the Princess Abaren.  Renowned throughout the world for the fine shipbuilders and craftsmen of it's coastal cities and villages, Baffark gets along well with most of it's neighbors.  The Kingdom of Larsot to the south west has always been a threat to the stability of the region, and Baffark has taken the lead in attempting to eliminate this evil power, but the 15 years of war has accomplished little, and cost much.
    All manner of equipment and arms are available in the vast city markets of Baffark, even some of fine Dwarven craftsmanship, for a Dwarven Holding is located in the mountainous region along the coast.  Fair but shrewd bargaining are the creed of these merchants, and a practiced shopper can (usually) purchase their wares for no more than 110% of list price.
 
Bast:  This small kingdom was once a minor province of the Kingdom of Garath, and is all that has survived of that once great nation.  Living under the cruel and savage decendants of that long lost people, the citizens of Bast were driven into near slavery by their evil masters.
    Then, about 75 years ago, the peasants and serfs of the region, along with a few minor lords, rose up in revolt against their cruel and unjust rulers.  Led by Lord Belloch they managed to break away and become an independent nation.  Now ruled by Duke Develo, the grandson of their original liberator, the Chaotic Neutral people of Bast seek only to be left alone.
 
Craiger:  This small Lawful Evil kingdom manages to survive only because it boasts the best military in the region.  The well disciplined and well paid troops are renowned for their fighting prowess and loyalty.  Due to this fact, the surrounding region is content to leave well enough alone, providing the current ruler, Lord Brinkman, doesn't get out of hand.
    A haven for bandits and brigands, Craiger is one of the best places on Taros to dispose of "acquired" property.  No questions are ever asked, and the rate of murder/thefts in the region has been dropping off in recent years.
 
Draco-Partha:  Located in the central region of the continent, this arid dry region is the home of the nomadic tribes of Partha.  Each named for one of the breeds of evil dragons, these basically evil people are known to attack without warning and ravage anyone unfortunate enough to be caught in their ancestral lands;  Killing most of the captives and selling the remainder (mostly young women and children) into slavery.  The capital city of Ssyth Tor is the home of the largest slave market on Taros.
    The leadership of the tribes is determined once every 15 years by a duel to the death among the tribal chieftains.  The great tournament, which takes place in the gardens of the War Chief's palace in Ssyth Tor and is attended by many of the more powerful rulers from the area, culminates when only one claimant survives to remove the left hand of the previous War Chief with the ceremonial sword of office.  The new War Chief may then expect 15 years of peace between the tribes of "the people of the Dragon".
 
Druid Home:  About 500 years ago, Ednam, the then King of Karlash, deeded the area "east of the Yabon river to the sea" to the Great Druid, for an unnamed service performed by that personage for the royal house of Karlash.  All royal descendants since that time have honored this gift and Karlash itself has more than once come to the defense of the Druids in times of crisis.  As may be guessed from the name, this small independent "nation" is the center for druidic religions on Taros.  The Great Druid makes his home here and all Druids may use this place to gather information and seek guidance.
    The people of Druid Home are among the friendliest on Taros, bartering firmly but fairly for goods and services.  In keeping with the overall Neutral bent of the area, all people are taken at face value and judgment is fair and impartial in all things.  Many an old campaigner has decided that there would be worse places to retire than a small inn located a discreet distance from Druid's Cot, the home of the Great Druid.
 
Dynen:  Sandwiched between the Nomad Steppes to the north and the vast holdings of Southern Ergos to the south, Dynen is in a constant state of war.  Long have the Warlords of Ergos claimed the lands of Dynen to be theirs by right and many are the border skirmishes fought between Dynen and Ergothian Rulers attempting to expand their control to the north.  Lucky it is for the people of Dynen that the Gemi Nomads of the Stepes have no wish to expand and conquer, allowing then to concentrate on their southern border and keep Southern Ergos at bay.
    This poor and strife filled Neutral Evil region is shunned by most travelers, at least those that wish to maintain their liberty, life and money.  Mercenaries of all types can be found in and around the cities and towns of Dynen, looking for easy work and a large payoff.  The lands of Dynen are mainly Oriental in flavor and the DM is referred to Oriental Adventures for Character Class and Equipment information.
 
Freeman Islands:  Once established as a penal colony for criminals from the kingdom of Latimer and refugees fleeing the breakup of the Empire of Ergos, the Neutral Evil Freeman Islands have become the major free trading post on the eastern half of Taros.  Goods from all over the continent, and other places if you can believe the hawkers in the vast market places of Free Port and Kliatt, are bought, sold, traded and disposed of here (and at only 85-150% of market price too!).  The capital of Free Port is well shielded by break walls and offers a perfect year-round port for ships of all sizes.
    All crimes are forgiven to those that dock here, and local custom in most of the nations bordering on the Island Sea holds that any man that spends 5 years and a day as a citizen of the Islands is pardoned of all crimes, save Treason.  It should be noted however that the penalties for crimes committed on Freeman soil, as imposed by James "Black Heart" Halort, the current Lord Governor of the Islands, are notoriously harsh... slavery being among the least.  Many is the person that came here to avoid their past and wound up with no future...
 
Garath:  Long ago a powerful kingdom rose up to rule almost half of the Continent of Taros.  Vast armies led by powerful mages marched over and controlled everything south of what is now the Pallor-Pellis River.  The Great capital city of Garath was considered to be one of the most beautiful and impressive of all time.
    Then came war with Wenshar, and utter destruction.  No mage alive today can even imagine the powers that were unleashed in that titanic struggle, a war which lasted for centuries and ended only when the great Empire of Garath was nothing but a decaying, monster infested swamp, and the once powerful Wenshar a shadow of it's former self, it's capital a wasteland desert.  Great riches are rumored to still exist in the ruins of this once powerful nation, for those that dare to seek them.
 
Heaff:  Located in a mostly forested region along the southern shore of the Pallor-Pellis River, Heaff is a nation of artisans and woodworkers.  Exported Heaffian furniture and wood products are sold in the exotic market places of every major city in the region, and Heaffian chests and cabinets are sought after for their stout construction and cleverly hidden compartments.  If you want something made of wood, you can find it in Heaff.
    Although Heaff maintains no standing army, every able bodied male over the age of 14 is trained in the use of some form of weapon (equivalent to lvl 1 fighter) and is a member of the local militia.  This militia is more than capable of handling the few minor skirmished that take place along the border with Draco-Partha.  Heaffians are basically a peaceful people, with a Neutral Good outlook on life, and little or nothing of military or monetary value, except their artisans.  And as these same artisans are members of the militia, and could be lost in an invasion, the people are left pretty much alone.
 
Jerin-Dor Empire:  Descended from the rulers of both Ancient Wenshar and Garath, the current imperial line of Jerin-Dor is among the oldest ruling families on Taros.  Able to trace the bloodline back over 5 centuries to the Grand Duke Carpan Jerin-Dor of Hattok, at that time a protectorate of Garath, and Princess Ariellan of Wenshar.  The marriage, originally intended to ease tensions between the 2 opposing nations, resulted in the area now known as the Jerin-Dor Empire.  Managing to keep itself out of most of the hostilities, this area still found itself decimated after the war.  Rebuilding was slow.
    The Empire is now one of the richest nations on the face of Taros, abundant Gold and Silver mines are in operation in the mountains to the south, and the rich farmland provides food and livestock for many of the surrounding countries.  Caravans filled with precious materials bound for every nation on Taros travel along it's roads, providing many opportunities for Bandits and Mercenaries alike.
 
Karlash:  The great Neutral Good nation of Karlash is located between the Great See and the Island Sea, and supports one of the largest navies in the world.  It's dry and poor soil does not support many crops, but it's fishing industry is among the most active.  Due to it's large and powerful fleet, Karlash has been at peace for decades and has become almost a neutral power in the region, greatly influenced by the nearby Druid Home and the Elven nation of Questar.  Tolerance and patience are chief among the virtues of these people, and their King:  Teren III.
    All manner of goods and equipment are available in the markets of Karlash.  Prices are regulated by the government and are set at 110% of list price.  
 
Koll:  The Chaotic Good Princedom of Koll has a distinct oriental flavor.  Located in the south eastern corner of the continent, the Warlords of Koll rule their lands with both justice and power.  A highly regimented caste system divides the people of Koll into 4 distinct groups:  the Ruling Lords, the Merchants, the Craftsmen and the Peasants.  Each lord is responsible for the peasants living on his land and the conduct of all Merchants and craftsmen operating within his province.
    Many strange and wonderful items are available only in Koll or Northern/Southern Ergos.  All manner of Martial Arts weapons and similar training can be found here.  (Characters Classes and equipment can be found in the Oriental Adventures Handbook.)  The Prince, Warlord Chen Ko-Lu, has recently formalized trade agreements with Bast and the Jerin-Dor Empire, providing his people with greater access to more traditional goods and equipment.  (chance of finding any item from Player's Handbook is 50%, price is 200-250% of list)   
 
Krakken Kor:  The largest Dwarven Holding on Taros, Krakken Kor is located along the eastern edge of the Island Sea.  Vast underground cities and the unparralled Dwarven armies have kept this domain free of strife for longer than anyone can remember,  who would be foolish enough to attack?  Even the port city of Carporth is more an armed citidel than a metropolis.
    As would be expected, iron and steel weapons and armor of every description can be found here, for a price. (120-170% of list)  And worked jewelry of precious metals and more precious gems are made by the industrious and masterfull dwarven smiths.
 
Krondor Reach:  Poised at the opening of Plarkos Bay, the small, Lawfull Good kingdom of Krondor Reach guards the waterway and protects the large ports along it's shores from pirates and other danger.  A nation of sailors, the Krondorian fleet patrols the bay in times of peace and holds the headwaters in times of war, receiving a reasonable fee for this service.
    The nation is ruled by Artemis IV, Hight King of Krondor, Searpent of the Sea, and Imperial Prince of Plarkos (he is 15th in the direct line of assention to the throne) He has maintained excelent diplomatic terms with all of the nations abutting the bay, except Larsot, whose ruler feels the duties payed for protection are too high.
    Due to it's location on the bay and the fact that all ships wishing to traffic with the ports and cities contained along it's shores, the Krondorian merchant's always have a wide selection of goods on hand from all over Taros.
 
Larsot:  Ruled by merchant guilds, and covering some of the richest farmland on Taros, Larsot comes from humble origins.  Formed from the shattered remains of five of Ancient Wenshar's poorest districts, the people of Larsot have become spiteful and evil over the years since the Great War.  Remarkably unharmed by the magical conflagration that destroyed Wenshar and it's 15 year old war with Baffark, the fertile lands of Larsot produce enough livestock, timber and foodstuffs to feed half of the continent.  Merchants from Larsot can be found in all of the major marketplaces of the world, underselling the competition.
    Although denied by Master Lebbick, Merchant Master of Larsot, it is well known that those merchants that defy the Merchant Consortium of Migran (as their guild is called) have been known to lose shipments, sellers, and even families in mysterious ways.
 
Lassic Tor:  Located on the southern shore of Plarkos Bay, the Chaotic Neutral nation of Lassic Tor is one of the weakest nations on all of Taros.  Supporting no standing army, having no naval power to speak of, and being too poor to hire mercenaries, Lassic Tor has been in a state of political flux for the past 160 years, changing hands (and ruling families) between all of the surrounding countries.  The current ruler is Domitri Haran, a distant cousin of the Maj of Sparth.  He was placed upon the throne when Sparth overthrew the Craigan ruler some 2 years ago.  The Lassic peoples have managed to survive by quickly and wholeheartedly pledging their allegiance to whomever happens to occupy the throne at the moment, meanwhile plotting with agents of the surrounding nations to overthrow the current government.  Due to it's tactical importance as a buffer between the Krondorians and their inland neighbors the peoples of Lassic Tor manage to hold their own in the long run and hope to some day to gain true independence from their conquerors.
    Lassic Tor boasts no great agricultural or mineral deposits, and does not even have a decent port along their entire long stretch of Plarkos Bay (Han being the best and even then only marginally suitable for larger open sea craft...) It's only appreciable worth being it's geographical location.  The ruins of Ancient Winshet are still rumored to contain magical objects of unbelievable worth, but the loss of several well known and powerful adventuring parties, and the rumors of a great Black dragon residing in the area,  have caused it to be shunned by the local inhabitants of the area.
 
Latimer:  A southern nation of great sea ports and loose moral conduct, Latimer is considered to be one of the best places to lose a few gold coins, or a few teeth.  Legalized slavery, whores of every shape, size and age, drugs and drinks from the 4 corners of the world all combine to create a sort of altered paradise for those who enjoy those sort of perverted pleasures.  The people of Latimer have take Chaos and Evil to the extreme, living only for their own pleasure at the expense of all others.  The strong rule here and the weak are driven aside or enslaved at the whim of the powerful, in Latimer: Might DOES make Right.
    Latimer has no standing army or even official government.  The warlord who happens to control a given territory is the Law, and may do as he sees fit.  Taxes vary from town to town, and even establishment to establishment.  The only two exceptions to this rule being the cities of Daryll and Port Natal.  These being considered neutral areas which are "ruled" by a conclave of the surrounding warlords.  Discussions about the sharing of taxes or the cost of slaves has been known to lead to open warfare in the streets upon occasion, with the winner and his/her supporters making the decisions.  No one is safe in Latimer, and only the foolhardy or powerful get noticed here.  
 
Magdylinn:  Containing little in the way of natural resources, and covering an area that is almost 40% swamp, the "Great Dukedom of Magdylinn" is a poor excuse for a kingdom, and only survives because none wants it.  The capital of Jev-Froam is little more than a walled river town, and the only points of real interest are the ruins of some of Ancient Wenshar's cities scattered throughout the marshlands like blocks discarded by a child.
    Many believe that all of the riches which once graced these piles of rubble to be long gone, taken by adventurers and looters over the years, while other maintain that there are still vast piles of wealth buried in the ruins, guarded by fierce creatures, and awaiting only a brave party of adventurers to conquer their guardians and retrieve them. 
 
Nih-Roth:  Located on the eastern shores of the Dragon Sea, this Chaotic Good kingdom knows nothing but prosperity.  Crops of all types, from winter wheat and barley, to the red-hot peppers that grow in the Gam-Kif desert grow in abundance, providing both food for the people and trade goods for the merchants.
 
Nomad Steppes:  North of the kingdom of Dynen is the desert home of the Gemi nomads.  These tough barbarians travel the desert, tending their flocks of scrawny livestock and making war each other as the mood takes them.  They care nothing for the peoples of the surrounding nations, except for a few minor raids across the borders to steal livestock, horses and food.  Living in crude hide tents or under the stars, they are nomads in the truest sense of the word.  Even the "cities" of Gemi and Fallesca are little more than a few sod and rough hewn lumber buildings scattered among a semi permanent arrangement of tents.
    Among the most feared fighters on the continent, these barbarians are often sought after as mercenaries.  They normally ask for at least 3 times the normal rate for such work, and sometimes as much as 10 times the standard.  They fear none and are at war with none, content to let the rest of the world do as it pleases as long as they are left in peace.  
 
Northern Ergos:  Located
 
Pallor:  Located
 
Parkas:  Located
 
Pellis:  Located
 
Plarkos:  Located
 
Questar:  Located
 
Risnar:  Located
 
Southern Ergos:  Located
 
Spard:  Located
 
Starhome:  Located
 
Thiev:  Located
 
Tresh:  Located
 
Wenshar:  Land of a Thousand Cities, Bane of Garath, Jewel of the Northern Skies.  Ancient Wenshar once ruled over half of what is now the continent of Taros.  Destroyed in a war with the Empire of Garath that lasted for over 200 years, the ruins of the once proud capital still draw pilgrims to commune with the forces of weal that once held sway there.
    The current Kingdom of Wenshar rose from the ashes of the old.  Smaller and less powerful, having lost the knowledge of thousands of the world's greatest mages in it's battles with Garath, Wenshar still manages to be a center for studies, both magical and mundane.  The universities in Bregga, Ondess, Wenshar and Kappal have had the distinction of educating some of Taros's greatest rulers.  Great sages and huge libraries make their home here, providing an invaluable store of knowledge... for a price.  As the old saying goes, "If you can't learn about it in Wenshar, it doesn't exist."
     And the merchants are fair too, all normal and many magical items are available here, and at only a 10-60% mark-up! 
 
Wrynth:  Located