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:
Culture:
Military:
Wealth:
Cities: Vyta (capital)
Kizyg
Government type: Democracy
Race: Human
Population:
Trade:
Magic:
Education:
Culture:
Military:
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:
Population:
Trade:
Magic:
Education:
Culture:
Military:
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:
Population:
Trade:
Magic:
Education:
Culture:
Military:
Wealth:
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.