Nations of Thaaed

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Shonuff
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Nations of Thaaed

#1 Post by Shonuff »

The Nations of Thaaed

ALSO: the campaign sourcebook: http://www.lulu.com/items/volume_74/723 ... 239132.pdf


We'll start in Gothmoor. But i wanted to give you a bit of a detailed map of the surrounding areas and nations. To help you think in "real world" terms of the nations. i'll break it down here to a quick analogy.

1. Meri'jaa: icelandic/Norse/Swedish.
2. Anistlav: Russian/ Ukranian/
3. Jade Isles: Japan/China/Korea on one island
4. Gothmyr: Germanic/Goth
5. Hepulchor: Spain/Italy with capitol city like Vatican.
6. Dhainaith: South America/ maya/ Aztec ruins
7. Cragspire: Andes mountains.(mostly ogres and dwarves. few humans)
8. Iron Kingdoms: Scotland/ Ireland
9. Pennimair: England/ Historic medieval england/france
10. Anwar: India/Indonesia



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Meri-Jaa
Roughly translated, is Land of Blades. It is a cold, desolate, frigid land with few dry spots, and even fewer green spots. It snows almost daily, and the land that is clear of snow is wet from the volcanic heat beneath the surface, melting the ice and now. Massive fields of razor sharp ice are separated by even larger tracts of land covered in nothing but snow and more snow. What land differences there are, are large rocky outcroppings that host the homes of every arctic predator and monster known to man that can survive the environment. Humans who do live in this climate are in a constant war for survival. It is a war of survival, not only from the elements, but their neighbors; the starving beasts.
Meri-Jaa Has a somewhat isolated world. It is rimmed on one side by an ocean of frozen ice that often cracks and spikes upward, creating weird ocean bobbing stalagmites of white death. The other side of the nation is blocked by a huge massive icecap, the Bitter Ice Glacier. To the Far Southwest, Meri-Jaa has a small access border to Anistlav, and is the only safe, non-ocean access to the country.
The land is harsh, and anyone who lives in the land, their makeup is reflective of their home. The men and women from Meri-Jaa are heartier, taller and more muscular. They seem like small giants, some reaching over seven feet tall. Blonde and red hair and beards is common and their affinities for nature magic is unrivaled, save for the elves. Most people from Meri-Jaa are nomads and hunters, living in a clan-like society. Tribes of humans, wandering the sharp jagged ice formations is not an uncommon sight, and no one man holds claim over land in the Land of Blades, not even the Leader of the capitol city called Huojoa.

Meri-Jaa also holds secrets. Ancient peoples of Meri-Jaa were not nomads. One of the most lucrative kingdoms hailed from the land when Meri-Jaa and Anistlav's land was
one kingdom. The castles and ice fortresses have been long lost under the snow and ice, but with volcanic fissures springing up, it is not unheard of to hear news of a recently uncovered castle or fortress, tempting new adventurers to gather their warm clothes and try their luck. Most of the exposed keeps or castles, either melt in a lava eruption, or are reburied in the snow, when the fissure cools.

Huojua
One stable location in Meri-Jaa is the acting capitol; the town of Huojua. It is a trading town for the nomads as well as a place to resupply. Deals are made here between tribes, and marriages are hammered out here in Huojua. Traders and merchants from Gothmyr and Anistlav trek the distance to come to Huojua for a chance to get their hands on ancient baubles or artifacts from lost kingdoms from under the snow. Slaves are rare in Meri-Jaa but has been steadily increasing due to slavers pushing for new markets. Anistlav has its share of masses of merchants pushing en masse north toward the border before and after each winter. The coins seem to flow from the harsh northland, and most sly merchants know how to catch those coins for themselves.
The leader of Huojua is a huge, hulking man of fifty winters named Kurgol Elk Horn. Kurgol himself does not call himself king, and refuses any title other than clan leader. His clan has declared themselves protectors of the people of Meri-Jaa when they come to Huojua. He claims no land, and only holds the main steading as a military headquarters. His men call him Jarl, a title of ancient Jaan origins.

The town pays handsomely for skins and hides of arctic monsters and beasts from the nomad clans of Meri-Jaa. Anything from bear pelts, to rehmorraz scales can be sold or traded here in Huojua. Ice serpents bring a pretty penny as it is a staple food for most that live here. Soups, steaks, stocks,
soups, and even sausages are made from the ice serpents, and their hide is used as leather to keep the chill off. Iron and steel are strong commodities as is clean wool or vegetables. Some of the coastal villages often trek to Hojua with sleds stuffed with shark and other ocean creatures for sale. There is a creature that is hunted by these north fishermen in the deep frigid waters off Meri-Jaa. These people of Jaa use the blood and body fat of the creature to create a strange burning oil that last four times as long as normal oil. It is used as a fuel source as well as preservative for iron and metal, but also is very sought after by the southern nations to be used as flaming pitch.
Not too many southern countries have the ships capable of entering the frozen north waters of Meri-Jaa. Those that do only attempt the trek during the summer's hottest months.

City of Samos
The ancient ruin sits almost in the center of the nation. The great mountain Samos belches smoke and threatens to spew snow-melting lava just to the west of the city, which sits at the mountain’s base. The city of Samos has not been inhabited since the end of the Age of Conflict, as the great wars raged to the south. The City of Samos was founded by a great beast of a man, stacked with muscle and determination. Jaan legend claims Samos was a leader of men and of the people of Meri’Jaa and his clan moved from the coast to the inland plains of snow and ice. During the harshest winter, in the harshest year, Samos and twenty seven men built the city of Samos within three days.
Legend says Samos stood seven feet tall and had a beard and hair as white as the snowy land he called home. It says he carried a massive one handed blade carved from a piece of ore that fell from the skies during the Age of Conflict. This blade was said to be able to sunder armor and carve a stone golem in half. Samos ruled the city of Samos until the beginning of the Age of Dragons.
During the Fourth Age, a large white elder wyrm arrived and sacked the City of Samos and took it over as his lair. No other historical recordings of the area have been found. Rumor has it the white great wyrm still resides in Samos. Samos himself and a few handfuls of his people left the city and headed East, headed toward the shores and split into tribes. The towns and villages alive today are said to be founded by Samos and the tribes of his people.

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Re: Nations of Thaaed

#2 Post by Shonuff »

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Anistlav

Anistlav is the land of the Northern Bear. The nation sits between Meri-Jaa to its north, and Gothmyr to its south. Anistlav is a true wilderness country. Herds of northern caribou roaming the plains between stout towns and villages nestled between valleys of wheat and barley. Massive mountain ranges shielding forests and towns from the harsh winter winds. Summers in Anistlav are warm and bountiful, while the winters are harsh and deadly. The duality of the seasons makes the people of Anistlav all the more hard and determined.
Most people from the country of Anistlav are tall and well built. they are mostly quiet and reserved, and endure much without complaint. Their hair color ranges from brown to blonde, and eyes are brown to green, rarely blue. Average height is 5'8'' to 6'2''. All speak common with a Lavi accent. The ancient language of Lavin is barely remembered except through sages and historians.
Anistlav was founded by Humans and dwarves that headed north out of Gothmyr. It was never truly civilized but the borders of the country have been somewhat cleared of present deadly danger. The kingdom of Anistlav is ruled by a Czari from the capitol city of Lavia. The Czari is a family held position and usually a Monarchy led by a male. The current Czari is a tall and majestic Sorcerer named Kovalexri Dujokov. Czari Dujokov and his family rule with a stern, yet caring hand. His sister Marie is the Gothmyri ambassador.
Anistalv provides much to the eastern coast with copper and iron. Their mountains are ripe with metals that are used the world over. Shipments of iron, nickel, copper and coal are constantly moving across the countryside toward the docks on the shores. Wheat and barely made in the lowland plains is used to produce a thick beer that sustains the people of Anistlav. Some of the more rural villages keep apiaries and produce a sweet alcoholic mead coveted by the more southern countries.
Powerful wizards and evokers come from Anistlav. There are two known colleges within the borders and many of the graduates have moved out to the southern countries to earn their fame and fortune. The country of Anistlav is not all arcane power and intellect. There are many barbarian tribes that still roam the countryside, wreaking havoc and leaving death and misery in their wake. The country is not an easy place to live, but it is more civilized than the Wildreach.


Lavia
“The nation’s capital”. Lavia is the seat of power within the borders of Anistlav. Massive castles and opulent onion-topped towers are sprinkled around the two and three story buildings. The city itself is a spiral that circles around a massive hillock. The top of the hill is the royal keep. The city on the hill is on the shore and in a location ripe with natural resources.
Wood comes easily from north of the city. The Deep Woods is a fast growing forest that gives lumber by the wagonloads. The city is on the shores of the Great Gorge Ocean so the fishing and shipping to and from the port city is abundant. The coal and copper from the Mountains around Anistlav bring in coin and keep the fireplaces warm in the Northern city. Weapons and steel materials made from the iron ore are also well sought after in many of the other countries.
The people of Lavia are of a hearty stock. They follow their Czari and use their pride to further their country. The people work hard and are proud of their heritage. The city was one of the first in Anistlav to have a functioning sewer system and the use of heated furnaces kept the aqueducts thawed and the fresh water flowing. The streets are cobbled and the city is always being repaired or maintained. Anistlav's government below the Czari takes care of their people, as it is the people that keep the city surviving the harsh winters.
The military of Anistlav is stationed mainly within Lavia. Their main strength is their light cavalry. Their skills on horseback are rarely matched. Their shield-breaker lines of berserkers are something to fear o the battlefield. Shirtless barbarians, wielding greatswords and axes, running across the field of battle with Nimbos’ fury in their hearts turn many armies around in fear.

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Re: Nations of Thaaed

#3 Post by Shonuff »

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The Jade Isles
They are the islands that are the Far Orient. The Jade Isles are the land of legends, myths, dragons and the strange and mystical Gawa people. The Jade Isles were a collection of 4 major islands, and two outlaying smaller ones. The islands sit to the East of Gothmyr, in the Great Gorge Ocean. The deep, forest covered islands is what gives them their name.
The Gawa people take pride in their land and defend its honor with a zealous fervor. Mostly quiet and reserved, the Gawa were always thought to be simple, due to their very stoic, emotionless responses. Their soft olive tinted skin barely ever shows emotion and their almond shaped eyes held calm like the oceans long after a storm.
The Gawanese way of life differed much from the mainland people of Gothmyr and beyond. The ruler of the Jade Isles reserved public possession of weaponry for only the select few, which forced the populace to practice an empty hand defense. Their martial art is known throughout Thaaed and many seek passage to the Jade Isles in order to learn the empty hand secrets.
A large solitary mountain named Onimosuchi, meaning Dragonhome in the Gawanese tongue, is the famous landmark of the largest Island. Strange weaponry and items are more and more frequently found on the mainland that all originate from the Jade isles. Integration of cultures seems to have begun as the Gawanese people are less and less isolationists and moving more inland to learn new cultures.
A large influx of worshippers have stopped worshipping nature demons and sky demons and begun their migration into worshipping of Dunn'Kan. The Samurai God, as he is called in Gawa, has a newly built temple for his worshippers in the capitol city. His priests and paladins, known as Samurai, are moving along the countryside, converting the masses. Dunn'Kan himself is said to have touched feet to ground in The jade Isles before his rise to greatness in the Legendary Band of the Hand, and there are taverns and brothels with his name attached out of respect, as these buildings it is said he frequented as a mortal on Thaaed. The priests of Dunn'Kan are attempting to collect a large library on the South end of the Big Island but are having border disputes with the minister of Kumamoto. The blue magical grass and the enchanted land is thought by the clerics and Samurai to be remnants of Dunn'Kan from his time on Thaaed.
There are many Islands that make up the jade isles. The Northernmost one is called Muni, Then south of that is Tusho, then the Big Island, called Onimyatsu, then the second largest island is Abashiri, then the smallest of islands the southernmost called Nankou.

The Imperial Palace
Home of the Holy Emperor, the Imperial Palace is the seat of the nation’s government. High Holy Emperor Senji Murosachi rules from the thick and high walled complex. The palace holds the Emperor, his twenty three family members, their sixty plus-some assistants and aides, and over three hundred Imperial Troops. The Imperial Palace covers almost seventy five square acres of land alone and the walls that guard them are over thirty feet high and twenty feet thick.
Emperor Senji often goes walking around his grounds and meets with ambassadors in the main gate house, which acts like a miniature keep all to itself. The main Palace is only viewed by those who live within the Palace grounds.


Hiroashi
The City is essentially the capitol city of the Jade isles, but all administrative and ruling comes directly from the Imperial Palace. It sits a mere seventy five miles from the Palace and Hiroashi is always the primary port-of-call for ambassadors and visiting dignitaries.
Prime Minister Fan Sui Wong rules with his Council of Five. As superior in charge of manifests and trade, Sui Wong makes a very profitable enterprise, as a merchant Lord. Anyone caught shipping without license, or caught with contraband, their ship is seized, and they are sent to the mountains to work off their crime. The confiscated ship is now owned by the Council of Five, which means Fan Sui Wong owns it, adding it to his forty ships already in his control.
Li Xuang Bay is covered in ships. Some docked, some trying to port, others moving out, but one thing for sure, the port and trade from shipping is reason for the success of Hiroashi.

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Re: Nations of Thaaed

#4 Post by Shonuff »

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Gothmyr

From the Seventeenth scroll of Dark, the scripts of O'hl:

….and O'hl watched from above as two of his star children played upon the surface of Edus. He watched their hands moving and creating, clenching and destroying, using the fertile planet for their own interests. The two star children focused to the North where the green waters touch green land.
The two children built a city; a home for man. The land was inviting and offered the mortals a home, safe and secure.But the star children bored quickly and buried the city. Once again their hands moved and created, bringing forth another city. Again O'hl watched the children experiment and play with the mortals in the new city, before destroying it again. Four others were created and destroyed, one being buried atop the other, pushing the previous deeper before O'hl stepped in and forced his star children to leave the mortals to their new sixth city. The City built on the shadow of the former versions. O'hl decided to let his star children nudge and tweak but nothing more.
O'hl was once again content to watch and let the mortals live as they would.


The Nation of Gothmyr sits on the eastern coast of Thaaed. It is the largest and most active nation among the other dozen or so known nations currently rebuilding on Thaaed.
The capitol city is named near identical to the nation it rules. Dwarves, human, elves, halflings and half-orc live next to one another in relative peace. Most of the citizens of the nation of Gothmyr never feel the governmental yoke like so many other nations’ peoples. The country is rocky, hilly and has a temperate coverage over the entire country. The nation is rich in everything from fruit and vegetables to wool, leather, textiles and even ore. Some of the best weapons come out of the dwarven mines within the nation of Gothmyr. Horses here are a hearty breed, used to rocky terrain and pulling capacity. Not bred for speed, but for working and endurance, the Gothmyri horses are prized to farmers and adventurers alike.
The capitol city of Gothmyr is named Gothmoor: The City of Shadows, also known as the Kingdom of Six. The city sits in the westernmost coast of Thaaed, far to the north, where snow hits in winter, and temperate climes make the summers desirable. Built to the south of a great lateral mountain range, the city proper hides comfortably at the top of an inlet bay,
No one knows exactly when the city was built, or when the earliest recordings of the location were written, but anyone on Thaaed, know of Gothmoor. It is known that the city and its inhabitants never rest. It is older than any other habitable city on Thaaed, but the age of Gothmoor reaches father back than almost any alive today know.
There are six Ages within the history of Thaaed. The city of Gothmoor was originally founded in the First Age, The Age of the Gods. It has a dark, seedy and mysterious history that spans all six Ages, which gives the city one of its many monikers, ‘The City of Six”. What many do not know, is that the city of Gothmoor is the lynchpin to each and every Age.
The city of Gothmoor has been built, destroyed, built, destroyed, built and destroyed five times. The current huge city you see now is the sixth attempt at a success. The first five attempts are still there, just buried deep beneath the current attempt. Most people in Gothmoor or even the world do not know of the five failures buried in the ground, like so much skeletons in one's closet. Some of the nightmares and terrors buried in the previous versions still stir and often find their way to the surface, showing the people of Gothmoor that there are still things they do not know of. It is said that even devils and demons do not tread within Gothmoor's walls because of the bad luck of the past. Most people in Gothmoor fear more what's buried underneath its street, than even the worst nightmare from the abyssal planes. Those who do know of the ancient history of Gothmoor whisper that the evil gods toyed behind the backs of the first two gods and had a hand in destroying the previous five versions. Others think that it was OL’ itself for the god's own vanities. Only those who step within the pantheon know the real truth but it doesn't stop those who know of the mysterious city of trying to garner power from within any of the previous ruined versions.
Many of the recent gods with the good portfolio have sent favored souls or clerics to Gothmoor to help prevent a sixth set of ruins. No matter how it is seen, a lot of different interests are focused on Gothmoor and its future.
One thing in the history that everyone can state as fact, Gothmoor has always been run under a Von Luen. As far back as written history goes, a Von Luen has sat and ruled Gothmoor’s throne. The mysterious knight that brought a ragtag band of humans and half elves and dark elves was the first recorded Von Luen. His son Victor Von Luen established most of the laws of Gothmoor that still uses to this day. His son, Leruce took the city into its golden era. It was into its four hundredth year when the Son of Leruce, Jeggred took over. A half elf son of Lord Sir Leruce Von Luen, Jeggred is the current King of Gothmyr. Jeggred is a short, almost scary man. Black and silver hair pushed back to shoulder length, Piercing amber eyes and a smirk that hides more than he reveals. Jeggred is a darker and far more shadowy ruler than his father. This begot Jeggred the moniker “the Shadow King”. The city is not evil, nor is the king, but there is more behind-the-scenes politics and underhanded dealings than ever before. Most do not see the oncoming shadow over the city, but everyone can feel its growing presence.
Jeggred is one of Gothmyr’s most tactically superior kings, and has defended her walls and borders from all sorts of invasions. He is not the stereo-typical king, who hides within the walls of his keep, ordering laws and commands and demanding taxes. Lord Jeggred’s changes to his father’s ‘way of ruling’ have the city’s citizens hopeful and a new dawn of prosperity is seen on every face.
Jeggred does hold one precept from the old times. His demand for intelligent equality is one that has been a hallmark of Gothmoor. Recent history shows Gothmoor has just overcome a large undead invasion. All unauthorized necromancy cast within Gothmoor’s borders is currently punishable by death. All known offending necromancers are caught, registered with the crown, and psychically ‘tagged’.
Gothmoor has a very large concentration of surface Dark elves, which have turned their back on their drow society. Psionics is also more common in Gothmoor than other cities.
Lord Jeggred has created many organizations since his rise to power. Even some he has created during his father’s rule. The organizations range from a personal royal guard, to a cleric temple training group, and even a super secret group used to investigate crimes within the walls of Gothmoor. Some of the named organizations are the Chiroks, the Graycloaks, Order of the Shield, Church of the Neo Luna, and the Rat Sweepers Guild.
Coin and money is abundant in Gothmoor, and there are many sayings about getting a job in the City of Shadows. “If’n ye can’t get yerself a job in Gothmoor, ye must be sleepin” is one of the most common. The saying used to end, “…ye must be dead.”, but with the aforementioned recent undead uprising, everyone has changed the end of the quip to something other than the old version. There are tasks for hire for hundreds of different jobs. Most employers will take anyone who is able to complete the task, and they are not afraid to share their wealth with their hirelings. Anything from letter delivery, to sewer sweeping to torchbearer can be had for a job. If you can walk and hold an item, you can make enough money in Gothmoor to thrive.
Gothmoor is broken into eight wards: The West Ward, the Castle Ward, the Coin Ward, the Docks Ward, the Shield Ward, the Green Ward, the Temple Ward and the Noble Ward. Most of the wards are named for the majority of the contents of each ward. The Gothmoor Keepers are indeed kept very busy protecting and serving all the wards of Gothmoor.

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Re: Nations of Thaaed

#5 Post by Shonuff »

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Kingdom of Hepulchor

The royal and majestic kingdom of Hepulchor sits on the southern section of the east coast of Thaaed. The bottom border of Hepulchor overlooks the Black Sea. The old buildings, homes and even cities of Hepulchor relay a story of history and of a land that holds to its roots.
The nation is known for its explorers and war generals. Hepulchor is always looking to extend its borders and any way possible. For the last few years, Hepulchor has stopped warring with the iron Kingdoms and with Gothmyr, and instead began investing in exploration within the Wildreach. Small outposts along the Wildreach border are a testament to the Queen of Hepulchor’s determination to claim more land for her people.
Queen Marieanna LeCarona is current head of the royal family of Hepulchor. She is an ambitious woman in her mid twenties and her brother, Duque Alexandro is head of Hepulchor’s exploration department. Queen Marieanna is ruthless when it comes to her people and the safety of her nation. She has declared war on the Iron kingdoms multiple times and failed, as well as sending her armies through the jungles of The Wildreach to attempt to attack orc kingdoms.
The capitol city of Hepulchor is Ciudal Sahn. “The City of the Holy.” The people of Hepulchor are deeply religious, and as such all pray to multiple gods, but mostly Eilynne, the Sun Mother. There is a massive temple, over fifteen blocks dedicated to Eilynne and the Temple of the Sun is the only land that Queen Marieanna has no authority. The temple of Eilynne is a small city within itself.
Hepulchor has a large population of grey elves and hill dwarves within her borders. Many adventuring elf or dwarf calls Hepulchor home and travels telling stories of the great land of the Queen. Some of the most legendary battle between Elves and dwarves of the past Ages comes from battles held within the borders of Hepluchor’s land. The animosity of the two races is a bit strained here, as dwarf an elf tolerate each other for the sake of safety within the borders of the nation, but rarely converse unless severely necessary.
Life within the lands of Hepulchor is a very confusing one. Most give their lives and their day to day decisions on the weight of the Queen, but anything relating to spiritual or emotional guidance is done with the Church in mind. Most citizens carry sabers, and it is not unheard of duels being held on street corners, or in alleys to settle disputes as simple as stepping on another stranger’s toes. Everyone knows the joke of calling Cuidal Sahn the Holey City, due to the frequent duels, but never would voice the joke, in fear of the inquisitors of the Church thinking them mocking the Holiness of the city. The city’s trading is fully overland and pays handsomely for caravan guards to act as protector of goods. Marriages are still arranged and done for political reasons.

Porte Royal
On the northernmost tip of Hepulchor, is a small bay. The bay is nestled amid elevated grasslands and fine rocky fields for grapes and olives. The bay itself sits on the Deepswell Sea and a massive shipping port and military dock sits in the deepest recess of the bay. The place is called Porte Royal.
Porte Royal is the Queens location for beginning any and all excursions into the Wildreach across the sea. The ships and docks located on the sea make a perfect place for not only her limited navy, but also her ships for exploration. Most adventurers looking to get aboard a vessel and head into the Wildreach for some coin can always find a job on one of the ships in Porte Royal. The business of exploring new lands is a lucrative and exciting one. Many fall into her charms.
The governor of Porte Royal currently is Governor Brimswall. Brimswall is a lifelong court baron and has recently been given the privilege of serving the queen. It is rumored he has given certain magical artifacts his family has hoarded since the fifth age to the Queen for continued favor in the government.
Brimswall is a short, fat man who is constantly wiping the abundance of sweat from his balding head and neck. He abhors all the clothing and customary dress of Hepulchor, but does so without verbal protest. The ruffles and long coats only increase his gland problem. At his side is a tall and rail thin man by the name of Geoffries. As the governor’s major domo and assistant, Geoffries is a able bodied and vital link in the chain of command for Porte Royal.
Many items can be found in the markets of Porte Royal. All of the explorers and sailors who use Porte Royal as their port of call for going across the sea in to the Wildreach, and many items from lost civilizations are reclaimed and sold in the markets of Porte Royal. From ancient goblets of silver, to worn texts and scrolls of lost information. Rings found on the long dead bodies to jewels pulled from lost and buried treasure rooms. Port Royal is largely known for its market as well as the underground black market as well.

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Re: Nations of Thaaed

#6 Post by Shonuff »

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Dhainaith
Dhainaith is a medium sized country on the peninsula south of Gothmyr which cuts into the mouth of the Black Sea. It is connected to no other country, other than the mountains of Cragspire. The isolated Dhainaith sees no visitors, unless via ship and even then it is a gamble to find a city or port that will not shoot your ship and sink your vessel upon first contact. The land’s location is indicative of the people who reside within the kingdom. Isolationists and xenophobes are commonplace within the borders of Dhainaith.
The only real semblance of a city is a place called Pachac. It sits on the western edge of the country, and is one of the only towns that accept caravans and visitors without preplanned arrivals.
The people inland within Dhainaith are natives. Low technology and evolution is commonplace, yet there is still a level of civility among its own people. Dhainaith still has clans of human barbarians that paint their faces and howl at the big white star at night. They still stone users of “devil magic” and will kill and eat the hearts of their enemy to “gain their power.”
Dhainaith is not without technology. Most of the port cities are somewhat normal and its people are dressed and live in homes and know the moon is the moon and not the ‘Night god staring with an unblinking eye.’ They know magic is good and evil and do not (always) eat their enemy’s hearts after war.
Dhainaith is full of reasons to brave these dangers. Ancient step pyramids deep in mountains covered in fog and mist, coupled with burial chambers deep within hillsides bigger than some normal cities filled with jewels and treasure. Lost cities of Ages past that died off poke through the misty treetops and the magical items and trinkets of gold and diamonds lying on the floor are available for anyone to pick up. If you do plan on taking a trip into Dhainaith, first stop at Pachac and pick up a guide. These guides can not only be your salvation when the forest and mountains get too rough, they can also steer you clear of the cannibal wild men and tribes of lost men that will see your metal “skin” as a sign of demons.
There is a specific city that many brave adventurers come to Dhainaith to find. It is Couatl Dioro. The city of Golden Wings is a legend within Dhainaith that has spread to taverns and inns across Thaaed. It is claimed to be a massive city, miles across with cities lines with gold, streets paved in nuggets and homes that used gold nails to build their homes.
The city is said to reside on a huge vein of gold and three waterfalls are said to combine in the center of the city which drop diamonds the size of fists on a daily basis.
These rumors and legends alone will make even the most hesitant adventurer brave the dangers of Dhainaith. Whatever your reason for coming to Dhainaith, know that the risk is high, but if you seek adventure, the promise for gold, glory and fame is worth the risk.

Pachac
Pachac is one of the few major towns within the country of Dhainaith. Pachac resides on the southern border of Dhainaith and Cragspire. It is a large metropolis compared to the other villages within Pachac's borders. The cobblestone roads that run through the town, are recent additions to the area. The town itself is built atop ancient ruins. The ruins are the remnants of an ancient city from Ages past. Dhainaith is a rebuilding of the city by its descendants, but has since stalled in its rebirth.
The people of Dhainaith are a mixed bunch of humans, half elves, elves and dwarves. Halflings are not a common sight in Pachac, but half orcs have begun to filter into town. Ogres and Orcs are not welcome within town, and half orcs or anyone showing signs of orc or ogre blood within town are escorted out and kept outside of town.
The townsfolk follow the usual pantheon with a few names changed to cultural names, but their day to day activities are ruled by the Sharir. The Sharir is a holy man, a governor a judge and a king all in one. The Sharir presides over arguments, provides law and also handles holy religious holidays and festivals. The current Sharir is Bhanook Shenguiear. Sharir is the eldest of four sons to the previous Sharir, and he currently has fifteen wives. He Lives in the highest home in Pachac and his thirty two sons guard the home and flock.
A few Pachaci are not satisfied with their current level of living. They are unhappy herding goats and scraping by with what the Sharir provides. Many have begun to loot their own countryside and ruins to sell off old artifacts and items of gold and jade. Merchants and Sailors both line the holds of their ships with stolen artifacts to be sold in Gothmyr, Hepulchor and the Jade Isles. These smugglers are usually hung and disemboweled when caught so many do their dealings in the night or outside town.

Shonuff
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Re: Nations of Thaaed

#7 Post by Shonuff »

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Iron Kingdoms
In the second age, a warrior of great renown carved out a kingdom of impressive size. He slew clans of orcs, gnolls and bugbears by the thousands, leading his army that began to grow with every victory. His people, grateful for their freedom from threats in their land, named their savior ‘The Great Knight.’ He founded a kingdom capitol in the center of the nation and ruled is people with a gentle hand, while fighting off the monsters from the wild lands. From father to son to son to daughter the kingdom was ruled by the Great Knight’s solo offspring. This kingdom flourished through the Ages.
At some point, one of the kings of the Iron Kingdom taxes his people too harshly and began to arrest people who could not pay, turning them into indentured servants. On the birthday celebration of the king, an old crone came into the grand hall and interrupted the king. She cursed the king’s line and swore one day his future offspring would tear the kingdom apart, as the king had done to his people.
In the 25th season of the Recent Age, the King of the Iron Kingdom’s wife gave a difficult birth of twelve children. The king lost his wife but soon celebrated his luck. Sages of the Iron Kingdom warned the king of his descendant’s curse, but the King refused to believe old myths and legends.
As the princes and princesses grew, the king’s joy dissolved. Arguing and back room deception soon became death threats and assassination attempts. The king died during a nasty winter of the 51st year, the King died under a cloud of suspicious accidents. Within hours, the castle was under attack from within as the twelve children fought over the throne. Soon, the kingdom was torn apart, as the curse foretold. Each child laid claim to a section of the Iron Kingdom and all laid claim to the throne the oldest son sat upon.
Today, the Iron Kingdoms is a region of Thaaed that is not one solid kingdom. Instead it is a shattered and splintered land, broken into twelve separate Baronies and Fiefs. The royal rulers of each kingdom are related and often can be found together, “visiting” each other under a façade of common civility.

1. Koughton – Highest and most northern of the twelve, Koughton is a rich sheep land. Rolling hills and lowland watering make it prime for Baron Koughton Holstern to gather his riches. Koughton makes sure his merchant guilds get his product out to his brothers and sisters kingdoms and makes sure he receives their coin. The barony of Koughton is tough and wild. Its people are stoic and defiant against everything but their ruler. There is a saying among the others kingdoms when someone is being obstinate, “Acting like a Koughton.” This sentiment about the people reverberates throughout most of the other kingdoms and even beyond to other nations. The capitol is known as Koughton’s Keep.
Koughton is a shrewd king and boast he keeps the kingdoms of his sibling’s safe, by guarding the wild lands and the northeast border. Koughton is on his third wife and his second wife gave him two sons and a daughter. The Baron is a big man with a long black beard with wisps of silver. He is fourth in line to the throne chronologically. He tends to think and react like a dwarf would, but his stature contrasts against his emotions. The baron pushes his sons hard, and dotes on his daughter without end.

2.Glenmarrow – Barony of shields. Some of the richest and most profitable iron and silver mines in the Iron Kingdoms. Superb metal and also weaponry. The barony has a massive mountain range on the northeast border and most of its land is hillsides and ridgelines. The land is rich with minable ores and thick veins of rare metals as well. Rainfall in Glenmarrow is not as heavy as other baronies, but that is because the barony is ringed by multiple mountain ranges. The capitol city is known as Holsterns Rest.
Glenmarrow is ruled by Baron Sedrick Holstern, master smith and mining magnate. Sedrick is a tall muscular man, who if saw in a tavern with a weapon on his back, no one would think twice to see him as an adventurer. His big frame and knotted muscles match his rugged unshaven face and thick brow above his brown eyes. Sedrick speaks quietly and often acts without speaking, making his attendants have to catch up to their ruler’s actions. He walks with a slight limp from an injury to his leg during a mine cave-in. Sedrick is second oldest to the throne but defies the orders from his older sister, Ishra.

3.Redglade – The region of Redglade is a forested and wooded barony. Beautiful forests and impeccable vistas of rolling hills and wooded glades fill the entire region. Small towns and even lone homes are nestled within the forests of Redglade. The lands of Redglade get their region’s name from autumn, as the red leaves of the trees colorize the usually green countryside. The capitol city is called Redton.
There is a large High elven populace, with master archers unsurpassed in all the Iron Kingdoms within Redglade. The people of Redglade seem to have a respect and reverence with the elves of the barony and even the dwarves within the barony give the elves more respect than elsewhere in Thaaed. Wood is the chief commodity of Redglade along with bows and arrows. It is not unheard of to hear massive caravans carry thousands of arrows to the neighboring baronies of the Iron Kingdoms.
Baroness Keliross is a tall and statuesque brunette who seems to know what men think before they speak. She is a ruthless negotiator and staunch defender of her borders. She was sent away at birth and grew up in one of Gothmoor’s best schools and diplomatic training halls. She returned the day her father died for his birthday and soon found herself using the teachings she was given in Gothmoor. The land she rules is lucrative, and her people seem to love their leader. The elven ambassadors who speak for her elven citizens live within the keep and help Keliross maintain peace within the populace.

4. Hedgemont – The barony of Hedgemont is a rocky and hilly grassland barony. The land is mostly barren but peaceful. Ruins and other remnants of previous Ages also pepper the countryside. Small groups of orcs and bugbears live within the forests and woods and the caves in the southern hills.
The region is known for its steeds. Horses of many breeds are sought after even all the way into Gothmoor. The quality of the steeds also comes from the bloodlines that originated them. The steed’s ability to learn their owner’s voice and learn simple commands faster than other steeds elsewhere.
Hedgemont is the original capitol region of the once whole Iron Kingdom. The capitol city within the Barony is now the seat of the throne. The capitol city is known as Ravenswall and is ruled by Lord Commander Varrik. As eldest of the twelve siblings of the former king, Varrik took control of the throne and had most of the city’s guards under his command. Varrik is a kind but forceful man and is a military man before a noble in silks. Varrik plays the political ‘game of thrones’ with his siblings without err and enjoys watching the younger siblings twist and run in circles at his actions.
Hedgemont also has a tower within its barony; The Hand of Rasfor. The Hand is an ancient tower of unknown origin. The tower stands over sixty feet tall and overlooks the capitol city from the Southwest. A small town of Toweston has grown up near the tower. The tower is sealed but there have been stories of adventurers finding a way inside. The tower has been the site of many battles and there are rumors the tower itself is haunted.

5. Bridgemantle - The land is full of tall grasslands with dozens of herds of cattle and water buffalo. Bridgemantle is a beef barony. It supplies all of the other regions with meat, beef, sausage and cattle. Most of the towns are all wide and expansive. Low single-story rancher homes and long low rock walls fill the countryside. The land is old, and the grasslands are filled with ruins of ancient cities and other abandoned buildings.
Baroness Ishra O’Connell rules the massive barony and has help with her new husband and Baron, Lord Rutherford O’Connell III. Lord Rutherford is a noble from Hepulchor and is not approved of by the other barons and baronesses of the iron Kingdoms. Baroness Ishra is pregnant and expecting twins (as the oracles and sages foresee) but some whisper in the keep that the children are pure blooded of the Kingdoms. Her entire attendant staff is male, and hand-picked by the Baroness herself.
The Barony of Bridgemantle is visited by many adventurers seeking work guarding cattle drives or even clearing the path of the drives of gnolls and bugbears. Coin can be had in Bridgemantle if you are willing to work. The capitol city is the coastal city of Thornwall.

6. Blackwater – Being one of the larger baronies within the Iron Kingdoms, Blackwater is a barony that has been named for the region’s chief export; oil. Large veins of crude oil have pushed to the surface in the mountainous areas to the Southwest. Many of the iron mines have begun to be transformed into oil collection camps. The region is filling all orders for lantern oil, machine grease and other products used throughout the kingdoms. The coastal villages and cities still bring in tons of fish and seaweed to be salted and shipped inland.
Blackwater people seem cheerful and pleasant to visitors to the realm, but are fierce defenders of their way of life and culture. One thing the people of Blackwater are not too pleased with is their leaders.
The rulers of Blackwater rule from the capitol city of Dubh Bui, and do so with little regard to their peoples. The citizens of the barony are seen as little more than indentured servants to the nobles of Dubh Bui. Baron Ruthar and Baroness Felisha Abanwa Koughton sit in luxury and often spend their riches instead on their kingdom to pursue stupid and faddish goals.

7. Copperfall – Bordered on two sides by mountain ranges, and another side by a steep cliff ridgeline, the barony of Cliffside is one of the more unique regions of the Iron Kingdoms. The mountains and cliffs are mined for copper and also for tin. Hundreds of veins of copper and a few dozen of tin make up many of the towns exports within the barony. The great forest that covers almost half of the barony is named Wooden Tear Forest.
The Capitol city of Copperfall is called Copper Arch. The people of Copper Arch are tough and pleasant for the most part. Their way of life is simple, but they work hard to keep themselves happy. Copper Arch has its own brewery and produces mead and ale for a lot the baronies in the kingdom. The barony of Copperfall supports and defends Hedgemont and gives high amounts of tithes to keep the military of the iron Kingdoms full and armored.
Baron Inton ‘Kegwrecker’ Koughton is the Baron and owner of the brewery. Inton is second to youngest prince to the throne and supports his eldest brother. Inton is a short and fat baron that prefers to eat and lounge than fight on horseback or go falconing. Baron Inton has three wives and two other women he seeks company with from time to time, two of his wives have been pregnant but have lost both children. Some whisper the pregnancies were “removed” due to the wives and their jealousy. Inton’s first wife, Abagail, runs the keep and the other wives stay in line under her scrutiny.

8. Stergil – One of the smaller baronies with the Iron Kingdoms, “the Imperial Kingdom” of Stergil lies on the west coast of the Kingdom. Stergil borders Pennimair to the west and holds the border fiercely from the banner of the Falcon. Stergil is a massive barony and exports exotic leather and peat moss. The region is mixed and the barony is almost cut in half. The upper half of the barony is rocky, rough and forested. The lower half is nothing but a wide, almost endless fetid swamp. Creatures of all sizes and demeanors live throughout the region and inhabit the swamp without human interference.
There is small towns and villages throughout the entire region, but most of the safer ones are in the northern end of the region. The people here are dour, superstitious and very brooding. They move throughout their lives with purpose, but little enthusiasm. The entire barony can be described as moody and creepy, and the people are not much different. They see visitors as nothing more than a nuisance that needs dealt with, like a lazy store owner who grumbles when people enter his shop.
The capitol city of Stergil is Arcanis. The ruler is currently the youngest child of the twelve children and named High King Gregory Koughton. He is merely a puppet who is not much more than a face and a crown. The true power behind the Stergil throne is the High King’s council. Five wizards control most decisions that the king thinks are good ideas. Taxes from Stergil have almost doubled in five years, and the money is being funneled for something other than the barony. A large school for magical teaching is being built within the capitol city of Arcanis, along with a fighting arena for entertainment. Currently, three of the other baronies are planning a forced intervention on their youngest brother’s barony to excise the mages council.

9. Meritain – By far the largest barony of the twelve, Meritain is known as the Halfling’s Barony. Meritain has the largest concentration of halflings in all the Iron kingdoms. A massive forest named Thicketbrush Forest dominates the Northern section of this southern barony. The rest of the region is made up of rolling foothills and flat grasslands. A small section of the northwest is swampland intermingled with small hills and dry land islands. The barony specializes in textiles and specifically hemp and silk rope. Some of the strongest rope used around Thaaed comes from Meritain.
Baron Reginald Stringfellow Doughton is the ruler of Meritain. Reginald is a short lanky noble with little muscle tone who prefers parties and satins to actual work or armor. Reginald prefers to host parties and masquerade balls for the over-abundance of nobles and clinger-ons within the castle. Reginald is not known to entertain ladies or females at all, but he is rather known for his close council of three men and his attendants consisting of thirteen men.
The capitol city of DunDougal is mainly filled with human and dwarves, but there is a 20% Halfling populace within the walls of the city. DunDougal is a coastal city and boast a large naval fleet, mostly used to hunt pirates or guard merchant ships.

10. Stagmount – A mountainous and hilly barony to the Southeast end of the Iron Kingdoms. The barony of Stagmount is wide and the villages and towns are not much more than hunting cabins or groups of families in the tanning business. The land is filled with small groups of forests and wooded glens, perfect for game to nest or hide. Large tracks of high grass make small game hunting another viable way of life for the people of the region. Leather and lumber make up most of the exports from Stagmount, as does a small portion of meat and provisions.
The capitol city is not more than a fortified town with a small keep with only one tower. The town is almost completely wooden with only a few buildings having stone foundations. The capitol is Carlysle and its people are rugged and self-sufficient. It is not unheard of to see a woman cutting entire cords of wood or stripping deer corpses to tan their hide. The ruler of Carlysle and the entire region is Baron Wallace and is always overseeing production of the tanning guild’s exports.
Stagmount is known by the other regions and baronies by a large stag’s head; over eighty feet wide and sixty feet high. It is made from stones into the form of a resting stag. Many children and younger hunters climb on the statue and often make their mark on its hind quarters. The symbols never stay for more than one week as the symbol carved into the stone is mysteriously worn away. Older and veteran hunters will leave the stag horns and hooves of kills, honoring the gift of the forest to feed their families.

11. Oakshadow – Oakshadow is one of the largest baronies and one of the most lucrative. Once, the region was completely covered in woods and large forests. Oakshadow also has a large mountain range on the southern border. Iron and steel is one of the main exports from the borders of Oakshadow, but it has another more profitable commodity. That commodity is gold. A large collection of mines, mining towns and river panning towns line most of the mountainous areas to the south. The remainder of the lands in Oakshadow is covered in lucrative towns and villages that specialize in smithing and gold craftsmanship.
The Baroness Keiann Oakenbow Koughton is fouth from youngest within the Koughton line, but two years ago was polymorphed into an elf. She still stands her five foot three inches, but her long ears and elven features are displayed prominently. She has a one year old daughter who was born as a half elf. The polymorph seems to have become permanent but she speaks of her change as something she requested. Her people do not care about her change, and still follow her leadership without question. The capitol city is Sessario.
Oakshadow is full of ruins. Overgrown piled of archways and half-destroyed walls litter the lands of Oakshadow. Many towns and villages are founded around these ruins, and their foundations of their simple cottages are made from the remaining rocks of ancient castles.

12. Pinekeep- Massive fields of wheat, acres upon acres of barley and forests of thin graypines hundreds of square miles wide make up the lands of Pinekeep. The soft yellow grass and the thick and tough pine trees contrast against the three coasts of blue. Fishing cities and villages completely run by fishing families. The lands are composed of halflings, humans and even gnome villages show the populace prefers segregation yet equality. The people prefer their own, but never offend a visitor of another race.
The capitol city is Graypines and is run by Baron-king Edward. Edward is the sixth eldest son and is one of the most vocal about not sitting in the capitol city throne of the Iron kingdoms. Edward is named Edward the Bloody by his people and for rightful reasons. Anyone breaking any of the multitudes of laws and redundant regulations loses anything from fingers to full impalement. It seems that all humans get jail time or manual labor, while other races seem to garner beheading or limb removal.
One thing of note within the capitol of Pinekeep is a massive graveyard and temple to N’Asu. The temple is almost the same size as Edward’s keep and he has recently put regulations barring the expansion of any building the size of the temple. The high cleric of the temple has grown weary of Edward’s ego and has often spoken in private with the other clerics of inciting a civil war to right the barony.

Shonuff
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Joined: Mon Oct 08, 2012 7:26 am

Re: Nations of Thaaed

#8 Post by Shonuff »

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9. Pennimair

Pennimair, the majestic Kingdom of the Falcon. Thousands of square miles of beautiful subtropical forests, rocky ridgeline vistas and coastal beaches of unparalleled beauty make up the kingdom of Pennimair. The kingdom is old; almost every Age has had a version of Pennimair in some fashion. The banner of the Falcon has flown high over the kingdom for centuries. The land was first founded by a single knight and his contingent of followers, who walked for weeks, following a raiding band of ogres. Running low on food and morale, the group stopped to discuss their future, and a fight broke out among the followers. During the battle, the Knight was about to slay his best friend when a falcon dive-bombed the two knights, separating them. The group followed the falcon over one ridgeline and finds a running stream and a hunter’s cabin with a full stock of fresh-killed deer. That hunting cabin was the first building of the capital city of Pennimair.

Pennimair is a nation with politics and borders first on their list of importance. The current king of Pennimair is an aging, mean Lord named King Gaius Falconi III. King Gaius smiles to his commoners, promising them prosperity, yet turns a blind eye to the overtaxing and harsh living on his lands. His Generals take three gold; two for the king, and one for themselves. The commoners on his land love their king out of necessity, never for his actions. Indentured servitude is commonplace in Pennimair (usually due to not paying taxes), and many peoples seem mournful for lost loved ones, because another common act in Pennimair is forced military service for five years. King Gaius has two sons and three daughters. The males are eldest, and the first born, Gaius IV, was born with strange swirling tattoos along both arms. Matthew, the second eldest is frail and lacking muscle and health to do much more than walk the gardens.

There are many picturesque locales and villages within the lands of Pennimair. The land itself lends to natural beauty and many of those who live outside the confines of cities try to live within the nature that surrounds them. A few places within Pennimair are cold and dead feeling like that inside a city or keep, but often it is surrounded by more beauty, (hedge mazes, gardens, orchards, etc.) that make up for the imbalance.

Falconus
Nestled around the Blue River and in the foothills of the Falcon Peaks, The capitol city of Falconus sits with regal beauty. Massive, sprawling walls run across the hills, surrounding almost the entire city proper with few outlying buildings hugging the walls. The grey-white stones of the five towered castle sits in the middle of this river-split town.
The capitol has been named many things through the Ages, but its current nomenclature is due to the Falconi family ruling the nation of Pennimair. This is a bloodline that has ruled the country of Pennimair off and on for centuries.
The heraldic symbol is a silver falcon flying vertical on a field of blue with three gold trees along the top. It sits dead center of the kingdom’s lands and along the Royal River. Pennimair’s amount of nobles and court boast the largest numbers of any kingdom, save Gothmyr. The nobility and amount of courtiers is dizzying.
With a population of twenty four thousand tax-paying citizens, the walled city is itself is cramped and old, but it still steals the breath of anyone taking it in for the first time, and still cleaner than most other cities. Another two thousand live around the city, in outlying villages and farms within sight of the city proper. Regular patrols of armed mounted cavalry can be seen around almost all the homes and farms. The people are safe and relatively protected, as long as their taxes keep coming in.
Falconus exports steel and some livestock to neighboring countries not currently at war with them. The western part of the land outside the walled capitol is covered with grazing fields and farms. Butter, milk and some of the finest cheese comes from the cows of Pennimair. The sweet cream is a luxury and made into a thick but spreadable cheese. The western hills outside the city are covered with small mines heading north into the mountains in search for gold and silver. Above ground, the land is orchards and wheat fields. Fishing is abundant within the city along the river, but not enough to export.
Something with the city of Pennimair that is mostly known over the known world is the Black Guard. The Black Guard is a large organization of hire-swords, mercenaries, assassins and general muscle for hire. The Blackguard is known to take pay for any job, even those that would be illegal. They work for pay, and never have been recorded to turn on their original employer for higher pay. The problem is the Black Guard has no official roster of registered members, so no one knows who else may be within the Black Guard.
If you seek political intrigue, back room dealings and deals with whispered promises behind a throne, then Pennimair is the city for you.

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