Kingdoms

How to Use this Guide

There are 4 sections: the Geltan Empire, the Zarod Empire, the Allied Kingdoms, and Other. The Geltan Empire and Allied Kingdoms are further divided into there member provinces/states. Each of these has a brief description, followed by the following information.

Government type: see section below that explains government types.
Race: primary race(s) found within
Population: approx population of the area
Trade: major exports
Magic: level of magic in the kingdom (very low, low, moderate, high, very high)
Education: level of reading/writing
Culture: amount of art, performers, etc.
Military: level of military might and/or main troop type(s)
Wealth: purchasing power of the kingdom
Cities: major cities of note
Towns:major towns of note

Government Types

  • Communism - everything belongs to the community, not to the individual
  • Democracy - citizens elect officials to represent them
  • Feudalism - hierarchal system of nobility
  • Gerontocracy - rule by elders, usually in a council
  • Meritocracy - by those with "merit", often based on tests
  • Mobocracy - mob rule, where everyone gathers and votes on issues
  • Monarchy - king and/or queen
  • Oligarchy - rule of a few wealthy members on a council
  • Republic - a head of state is elected by the people
  • Senatorial - by Senate, eg Roman Empire
  • Syndicalism - merchant sydicates control the government
  • Theocracy - by priesthood

    Geltan Empire

    The empire is ruled by the emperor from Asathe. There are 5 Grand Duchies (each ruled by a Grand Duke) and 4 Imperial Provinces (ruled by governors in the name of the Emperor). The empire is balanced between the power of the Emperor and his family and the other 4 Grand Dukes. Only a Grand Duke can ascend the throne and create a dynasty by gaining enough support from the other dukes. Once on the throne, the dynasty passes to the eldest son. Should the Emperor die without an heir (or the Grand Dukes get too upset with them and depose the Emperor), then another Grand Duke can try to ascend the throne.
    The empire is human, with other species there only as visitors. Only humans can hold rank and public offices in the empire. Total population of the Geltan Empire probably exceeds 50 million people.

    Bardus

    Ambitious and ruthless, the Grand Dukes of Bardus are always out for themselves and constantly trying to take over the throne.
    Population: 6,000,000
    Trade: iron
    Magic: high
    Education: high
    Culture: moderate
    Military: very high
    Wealth: high
    Cities: Dallaka (capital)(500,000)

    Alrond

    Greedy, the Grand Dukes of Alrond usually support the Bardus, but will change sides instantly if they smell a profit. Watch your purse if dealing with their merchants.
    Population: 6,500,000
    Trade:
    Magic: high
    Education: high
    Culture: high
    Military: high
    Wealth: very high
    Cities: Erasat (capital)(600,000)

    Wesai

    The most enlightened of the Grand Duchies. The Wesai have never put a Grand Duke of Wesai on the emperor's throne, and have no ambitions to do so. Their vast wealth makes them a counterweight to the Bardus, and their unwavering support for actions that benefit the entire empire (instead of just one family) give them great respect from most people. The Grand Dukes encourage learning and magic, and have been trying to establish a university jointly with the School of Lore for years.
    Population: 11,000,000
    Trade: grain, olives, wines, fruits
    Magic: very high
    Education: very high
    Culture: very high
    Military: high
    Wealth: very high
    Cities:Laksai (capital)(1,000,000); Alai (50,000)

    Kali

    The most capable as individuals, these Grand Dukes govern well. They are usually allied with the Wesai. They also train their military extensively, for their troops are most frequently guarding the mountain passes between the Geltan and Zarod empires.
    Population: 10,000,000
    Trade: gold, silver, metals
    Magic: high
    Education: high
    Culture: high
    Military: very high
    Wealth: high
    Cities: Otun (capital)(800,000)

    Takain

    The Takain are opportunists and bureaucrats. It is because of them that the formidable (and corrupt) bureaucracy of the empire exists.
    Population: 5,000,000
    Trade: furs, leather
    Magic: moderate
    Education: high
    Culture: moderate
    Military: high
    Wealth: very high
    Cities: Obetal (capital)(450,000)

    Imperial Province - Asathe

    Ruled directly by the Emperor, this land is some of the most fertile in the world. This has resulted in a very large population, and the largest city in the world. Population: 12,000,000
    Trade: grain
    Magic: high
    Education: very high
    Culture: very high
    Military: high
    Wealth: very high
    Cities:Asathe (capital) (3,000,000)

    Imperial Province - Xeg

    Established as a foothold on the Isle of Terror by the Bardus with which to launch raids on the southern lands. It has since been converted to a trade port, with all official trade to the mountain dwarves, mountain elves , and Staig going through it. The isle was also renamed the Isle of Hope.
    Population: 40,000
    Trade: magic goods, trade with dwarves
    Magic: very high
    Education: high
    Culture: high
    Military: moderate
    Wealth: very high
    Cities: Keyton (capital) (20,000)

    Imperial Province - Iluel

    A desolat area, with little in it except the one platinum mine in the empire. The emperor at the time created the Imperial Province so that he would have direct control of that money.
    Population: 50,000
    Trade: platinum
    Magic: moderate
    Education: low
    Culture: low
    Military: high
    Wealth: moderate
    Cities: Obyi (capital)(15,000)

    Imperial Province - Toru

    Established as a buffer zone along the border with the Allied Kingdoms, since the emperor at the time (a Bardus) did not want the Wesai and Kali gaining any more land.
    Population: 2,000,000
    Trade: grain
    Magic: high
    Education: moderate
    Culture: moderate
    Military: very high
    Wealth: moderate
    Cities: Jital (capital)(200,000)

    Zarod Empire

    The home of orcs, goblins, ogres, giants, and all other manner of evil creatures. It is ruled by Kravain, Champion of Grathis. Little is known about this land, save that it tries to conquer its neighbors every few centuries.

    Allied Kingdoms

    See the seperate document for a description of how the Allied Kingdoms function. Below are descriptions of the individual member states. The citystates of Asezith, Edeo, Pyna, Zyir, and Freehall are ruled directly by the Allied Kingdoms.

    Al Saba

    One of the two mostly desert kingdoms, Al saba is ruled by a sultan. Polygamy is the rule here, and women hold a lower place in society than men.
    Government type: Patriarchal Monarchy
    Race: Human
    Population:
    Trade: silks, tapestries
    Magic: low
    Education:moderate
    Culture:moderate
    Military: moderate
    Wealth:high
    Cities: Araba (capital), home of the Sultan.

    Bairg

    Government type: Patriarchal monarchy
    Race: Human
    Population:
    Trade:
    Magic:
    Education:
    Culture:
    Military:
    Wealth:
    Cities: Yein(capital)

    Bedak

    Bedak and Omir are both home to the dwarves, and the only difference is that there were two clans originally, lead by Bedak and Omir. The two dwarven kingdoms get along very well. They are also the homes of Dwarven Defenders, one of the most fearsome fighters in the Alliance.
    The government is lead by the Clan Chief from the Hall of Wars in Dasar. When the clan chief dies, power is passed to the dwarf selected from amongst the tribal leaders by their peers.
    Government type: Patriarchal Monarchy
    Race:Dwarf
    Population:
    Trade: iron, copper, steel
    Magic: moderate
    Education: high
    Culture: moderate
    Military: moderate
    Wealth: high
    Cities: Dasar(capital)

    Cadezar

    Children in Cadezar belong to the tribe, not the parents. A mother and father are not allowed to know which child is theirs, and all children are raised in a common house. If a women becomes pregnant, she will serve for a decade in helping to raise the children. Since marriage is unknown, sexual relations are casual, which makes establishing the father difficult. Therefore, each adult male must help raise the children one year in four from the time they reach majority (19 years of age) until they are 50.
    Because the children belong to the tribe, women of childbearing age are practically worshipped. While not forbidden from dangerous occupations, they are discouraged from doing things to endanger themselves. They are trained with weapons to defend their children. If two tribes fight, a woman will not be touched if they do not raise a weapon. As well, rape is punishable by castration, and hitting a defenseless woman can lose the man the hand he did it with.
    Government type: Gerontocracy
    Race: Human
    Population:
    Trade: silk
    Magic: moderate
    Education: high
    Culture: moderate
    Military: moderate
    Wealth:very high
    Cities: Ila (capital). Most tribes are nomadic, but Ila is a center of trade.

    Clak

    Ruled by a king, Clak is a feudal system of landowners. The crown is hereditary, but switches hands often when a king dies without an heir. The almost non-stop struggle for the throne makes the kingdom fairly unstable, with a lot of court intrigue.
    Government type: Feudalism
    Race: Human
    Population:
    Trade: grain
    Magic: low
    Education: low
    Culture: low
    Military: high
    Wealth:moderate
    Cities: Kruta(capital)

    Dali Hasa

    Home of the Wild Elves, the kingdom comprises the entire Dark Forest. The skill of the wild elvish scouts in the forest is beyond that of even other elves. The government is done at the tribe level, with decisions affecting the forest made by the elders of the tribes together in council.
    Government type: Tribal
    Race: Wild Elf
    Population:
    Trade: darkwood
    Magic: low
    Education: low
    Culture: low
    Military: high
    Wealth: low
    Cities: none. The elves do not confine themselves to cities, instead preferring a nomadic lifestyle

    Ehika

    Home of the School of Lore, Ehika is probably the most educated kingdom. Even peasant farmers can usually read, write, and speak at least 3 languages.
    Government type: Meritocracy
    Race: Human
    Population:
    Trade:
    Magic: very high
    Education: very high
    Culture: very high
    Military: low
    Wealth: high
    Cities: Tiros (capital), Seine

    Era Dova

    The 3 elven kingdoms of Era Dova, Tela Masu, and Mata were founded by the 3 siblings Era (a druid), Tela (a wizard), and Mata (a ranger).
    Era Dova was founded by Era as a place to worship nature. Many rangers, druids, and other followers of Hesten reside in the forest. Their understanding of the ways of nature actually makes them quite adept as military tacticians.
    Government type: Gerontocracy
    Race: Elf
    Population:
    Trade:
    Magic: high
    Education: moderate
    Culture: moderate
    Military: high
    Wealth: moderate
    Cities: Era (capital)

    Faremore

    Women are the only ones that can hold public office, but men are the only ones that can own possesions. This creates an odd alignment, with marriages of convenience (wealthy men to powerful women). Corruption is surprisingly low, since all public positions are elected (with only women voting).
    Government type: Matriarchal democracy
    Race: Human
    Population:
    Trade:
    Magic:
    Education:
    Culture:
    Military:
    Wealth:
    Cities: Troas (capital)

    Galda

    Government type: Republic
    Race: Human
    Population:
    Trade:
    Magic:
    Education:
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    Cities: Vyta (capital)

    Kizyg

    Government type: Democracy
    Race: Human
    Population:
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    Magic:
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    Wealth:
    Cities: Talital (capital), Onad

    Mata

    The 3 elven kingdoms of Era Dova, Tela Masu, and Mata were founded by the 3 siblings Era (a druid), Tela (a wizard), and Mata (a ranger).
    Mata created the kingdom of Mata as a training ground for future warriors. Realizing that the elves were too few to make great legions, he instead concentrated on small unit tactics. The Matan commandos are highly trained and considered some of the most dangerous guerilla fighters around.
    Government type: Military Junta
    Race: Elf
    Population:
    Trade:
    Magic: moderate
    Education: moderate
    Culture: high
    Military: very high
    Wealth: high
    Cities: Mata (capital)

    Miragolva

    Responsible for the production of the majority of cotton in the world, Miragolva is ruled by the cotton sydicate for the benefit of the cotton plantation owners. Slavery is outlawed in the Allied Kingdoms, but the extremely low wages and laws against switching jobs makes it close to the same thing.
    Government type: Syndicalism
    Race: human
    Population:
    Trade: cotton
    Magic: moderate
    Education: low
    Culture: high
    Military: moderate
    Wealth: high
    Cities: Thaer (capital)

    Niok

    The centaurs run their land as a natural paradise, with no cultivation or permanent buildings. When important matters are to be decided, they all gather in one place to discuss it. This can take weeks, because every adult is allowed a turn to speak. The entire population in attendence votes on the issue. Elders are respected, and the oldest usually is looked upon as a leader, but has no real power.
    Government type: Mobocracy
    Race: Centaurs
    Population:
    Trade:
    Magic: very high
    Education: high
    Culture: high
    Military: high
    Wealth: high
    Cities: Myid(capital)

    Omir

    Bedak and Omir are both home to the dwarves, and the only difference is that there were two clans originally, lead by Bedak and Omir. The two dwarven kingdoms get along very well. They are also the homes of Dwarven Defenders, one of the most fearsome fighters in the Alliance.
    Originally founded by Omir, his house was ended in the first Orc invasion. After that, the merchant houses began ruling in their stead. Government is now by a council of the 5 wealthiest houses, as measured according to a very long formula.
    Government type: Oligarchy
    Race: Dwarf
    Population:
    Trade: gems, iron
    Magic: high
    Education: high
    Culture: high
    Military: moderate
    Wealth: very high
    Cities: Odack (capital)

    Talep

    Government type: Republic
    Race: Gnome
    Population:
    Trade: technology
    Magic: high
    Education: very high
    Culture:moderate
    Military: low
    Wealth:high
    Cities: Sojin(capital)

    Tark

    Tark is the only theocracy in the AK. It's people primarily worship Selana, goddess of the sun. This is mostly due to the association of Selana with agriculture (Tark is some of the most fertile land in the world). The high priest of the kingdom is the leader, with senior clergy holding all important offices. Other gods are tolerated, although to greater or lesser degrees. Clerics of Selana who are not from the kingdom are usually looked on as false clerics. Arcane magic is frowned upon, and the rural population tends to be scared of it.
    Government type: Theocracy
    Race: human
    Population:
    Trade: grain
    Magic: moderate
    Education: low
    Culture: low
    Military: moderate
    Wealth: high
    Cities: Selan(capital)

    Tela Masu

    The 3 elven kingdoms of Era Dova, Tela Masu, and Mata were founded by the 3 siblings Era (a druid), Tela (a wizard), and Mata (a ranger).
    Tela Masu was founded by Tela Marasath after the First Orc Invasion to be the home of learning and spell-casting. The capital Tellathus boasts the Academy of Magic, a school dedicated to the arcane arts. Tela Masu ranks third behind Staig and Asycy in the magic arts.
    Government type: Matriarchal Monarchy
    Race: Elf
    Population:
    Trade: bows and enchanted woods
    Magic: high, the majority of elvish arcane ability is found here
    Education: very high, every elf can read/write at least 2 languages
    Culture: high
    Military: moderate, famous for their Arcane Archers
    Wealth: moderate
    Cities: Tellathus

    Uken

    One of the last places where equality between the sexes doesn't exist. Women are second class citizens, with no voice in government and no basic rights. This causes friction between Uken and other AK members, especially Faremore (ruled by women) and Cadezar, where women are revered. Uken's close proximity to the Zarod empire, however, forces Uken to remain a part of the Alliance, and slowly the influence of the other nations is resulting in reforms. It is a long, slow process.
    Government type: Patriarchal Senate
    Race:
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    Wealth:
    Cities: Umiy (capital)

    Wadette

    Wadette has one of the best militaries in the world, due to their agreement with the Battlemasters to give the organization land and support in return for training the nation's armies. Wadette actually produces so many troops that it rents them out as mercenaries to others.
    Government type: Monarchy
    Race: human
    Population:
    Trade: mercenaries
    Magic: moderate
    Education: high
    Culture: moderate
    Military: very high
    Wealth: high
    Cities: Basa (capital), Edynad(port)

    Yulse

    There is no king or queen in Yulse, but rather three dukes who control the kingdom. They have a shifting group of about 70 other nobles/landowners, and the leader of the nation is whichever of the three has the greatest number of supporters at any one time. Needless to say, this makes politics here so convoluted that few can follow it. In fact, it is even possible for a duke to be demoted if another landowner can gain enough support.
    Government type: Feudalism
    Race:
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    Cities: Hiare(capital), Anen(port)

    Zadis

    The high mountains of Zadis make it fairly inhospitable, but the dwarves and Mountain Gnomes like it. The large silver and gold mines make the kingdom rich. Since the populations of dwarves and Mountain Gnomes are about equal, they long ago devised a republic with equal representations from both sides. They often ally with Omir and Bedak in AK matters.
    Government type: Republic
    Race: Mountain Gnome, Dwarf
    Population: 10,000
    Trade: silver, gold
    Magic:
    Education:
    Culture:
    Military:
    Wealth:
    Cities: Zeor(capital)

    Other

    Independent Kingdoms

    Not really kingdoms, these barbarian lands are usually categorized into four lands representing the four largest clans. Each person belongs to a band, which is part of a larger tribe, which is part of a clan. They are also mostly a nomadic people.
    Government type: Tribal
    Race:Human
    Population: 500,000
    Trade: furs
    Magic: very low
    Education: very low
    Culture: very low
    Military: high - every barbarian is a trained fighter, although they don't work well in groups
    Wealth: very low

    Anopa

    The Mountain Elves work together towards a common purpose. When a problem arises, the elders meet in council and agree to a course of action by consensus. They have been pursuing some remote goal for several centuries now.
    Government type: Communism
    Race:Mountain Elf
    Population: 10,000
    Trade:
    Magic: very high
    Education: very high
    Culture: moderate
    Military: low - the elves train more for knowledge than combat
    Wealth: high
    Cities: Asycy

    Drek

    Mountain dwarves are stubborn (even for dwarves), and fairly closed minded. They do not interact very much with others, but have been friends with the elves of Anopa for centuries. In fact, when the Geltan empire first attacked the elves, the dwarves ran to their aid and beat the empire out of the mountains completely. They trade only a little, so the price of Drek Steel is very high.
    Government type: Monarchy (chieftain)
    Race: Mountain Dwarf
    Population: 20,000
    Trade: Drek steel, one of the hardest and most sought after substances
    Magic: low
    Education: high
    Culture: moderate
    Military: all dwarves in the kingdom can be called upon to defend it. There is no standing army, only city/town guards.
    Wealth: moderate
    Cities: Kilk (capital)

    Staig

    A city-state ruled by the mages guild. It is kept neutral by an agreement between the guild and the Geltan empire in which the mage trains a certain number of mages each year for the empire. See the description of the Mages Guild for more information.
    Government type: Magocracy (rule by mages)
    Race: all, majority human
    Population: 100,000
    Trade: magic and magic goods
    Magic: very high
    Education: very high - races from all over the world gather here.
    Culture: very high
    Military: city guards only, but backed by the power of the Mage Guild
    Wealth: very high

    Wild Zone

    An area where magic is rampant, and strange effects can be triggered by almost anything. This is considered the most dangerous spot in the world. It is also an area where mighty magic can be performed by almost anyone, with a great deal of risk. This isn't actually a formal kingdom, just a very large area.

    Dragon Isles

    Off the west coast, this chain of islands is home to a very large population of dragons. Most are black and green, but a few elder red are found as well. They vastly outnumber the bronze dragons in the area, with even fewer silver and only a couple of gold in the area. The balance of power is oftened maintained by an uneasy alliance between the good dragons and the saphire and emerald dragons.
    Needless to say, this area is avoided by all but the most foolhardy adventurers.

    God's Teeth

    A few islands close to the Isle of Hope, and associated with bad luck. Supposedly, they were created when Bryskar smote Pairic and knocked out his teeth, which fell to earth and created the islands. Ships that go to close tend not to come back, and few adventurers have ever gone there and returned.

    Finger of Fate

    An isle where the laws of chance do not apply, or perhaps apply too well. Lucky phenomenon occur very frequently, as do accidents. No settlers have ever stayed there long, so the isle remains overrun with wild creatures and all sorts of dangerous monsters.