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This page contains common information that a reasonably knowledgeable character would know about the major nations of the world. Little is known about the zughru nations, and even less about the human lands which have supposedly sprung up in the wilderness. It's worth looking at the map at some point to see where the nations are relative to one another.
The Great Empire of Vohrleyn is the remaining rump of the Third empire, where the Sarkans and Tharns still owe allegiance to the Vulan.
The empire consists of the band of cultivated land extending along the coast from the Gulf of Vohrleyn to the great city of Keylin, and up the Val valley to the Lake of Valgar. Outside the numerous cities and towns, the land is divided into plantations, worked by human labourers growing food for the populations of the cities. Beyond the cultivated land lies wilderness "hunting reserves". The empire is connected by a network of well-maintained and well-patrolled roads. Much trade also travels by coastal ships in the relatively calm Inner Sea.
The present Vulan, Gregor III, has ruled since 2307. He has maintained power by playing potential opponents off against one another, and maintaining his popularity amongst the common people (Bread and Circuses). Apart from simply staying in power, he has one policy: maintenance of the status quo. Intrigue and assassinations are commonplace. Rival groups of kandar seeking to overthrow the Vulan usually only succeed in eliminating each other, leaving the Vulan in place. At least it keeps the assassins in pay.
Patrolling the roads and guarding the borders are four of the old empire's eight legions, consisting entirely of kandar soldiers. Meanwhile, the machinery of government is carried out by a huge bureaucracy. It is considered by some that the army and the bureaucracy are the real power, not the Vulan.
Most of the Guilds have their headquarters in one or other of the two great cities, despite the fact that the guilds are far more powerful in other parts of the world.
The caste system is strictly adhered to, social climbing being very difficult. It is almost impossible for humans to rise above the level of Freemen. The vast majority of humans live as simple labourers on the plantations, or occasionally as tenant farmers on poorer land. The humans in cities are mostly slaves. Those who are not slaves are employed doing the dirty jobs no kandar will do. Humans main role in life seems to be to grovel a lot. Meanwhile, the kandar nobles live idle decadent lives, never doing an honest days work in their lives.
The land of Narylar is the north-western part of the old Third Empire, ruled from the great seaport of Ravenah, third largest city in the world.
About half of the entire population lives in or near the capital, Ravenah, which has a population of around 25000. There is one smaller city, Zenatan, in the south, with a population of 6000. The rest of the land is largely empty, except for a few small fishing villages dotted around the coast. There are no significant settlements inland, which consists largely of barren moorland or forest, in which various vordral tribes are said to live. Most trade is by sea, although a road does link the two cities The main trade routes are north to Kelbers and east to Karmork by sea, and south from Zenatan to Calbeyn over land.
The Tharn of Ravenah is the Sarkan Alkasdol, but the real power lies with the council of the city, which is dominated by the merchant's guild. The city's great wealth depends on trade, and maintains a considerable naval force to keep the seas clear of pirates. The eighth legion of the old empire is forms the core of Narylar's army.
All politics in Narylar revolves around power struggles within the merchant's guild. Although the guild and a council present a unified face to the outside world, the competition between the various merchant houses can be extremely ruthless, with assassination being almost as common as in Vohrleyn.
The main aim of the rulers of Narylar, when not fighting each other, is to further trade. Therefore war in the local area is to be avoided, but war elsewhere is good for business.
Narylan society is ruthlessly mercantile, and money can buy anything. It is said that a Ravenan merchant will cheerfully sell his grandmother to an vordral if the vordral had enough money. The caste system counts for little here, and one's status is proportional to one's wealth. Humans can prosper here, if they have money. Similarly, there is very much one law for the rich, and one for the poor. The rich and powerful can murder with impunity, and life for the poor is cheap. The effect is to produce a society as stratified by wealth as other lands are stratified by caste.
Filgeth is the land ruled from the city of the same name. The city is the most ancient kandar city, the kandar calendar being based upon It's founding day. In it's long history, Filgeth has been sacked by zughru and later been resettled. Once the capital of the empire, it is now somewhat of a backwater.
Most of the population lives in the city of Filgeth itself. Like most kandar cities, it is surrounded by plantations and farms. There are a number of settlements along the banks of the river Fil, which is navigable to sea-going ships right up to the city. The eastern border with Calbeyn is marked by the Zoryn mountains, which can only be crossed by the narrow Kovik and Zazor passes, both of which are occasionally closed by snow in the winter. Much trade passes though the Kovik pass to and from Calbeyn. To the west lies miles of lawless wilderness.
Filgeth is ruled by the elderly Sarkan Vosil, who has announced no heir, along with a upper council elected by all Nobles and Citizens. A second lower council exists elected by Kandar Freemen only, which has no real power, and is usually ignored. Human Freemen have no voice except the streets. Many believe that when he dies there will be a struggle for succession. There is already a power struggle between the more liberal kandar who favour more rights for humans, and the traditionalists who oppose them.
Along with Calbeyn, Filgeth is at war with the zughru of Rhukadh. Although there is little actual fighting, much of Filgeth's half of the fifth legion is tied up at the front. There are also a number of foreign troops in the area, including some from Karmork. Human troops are used as 'cannon fodder' in any fighting.
The caste system is very strongly supported by the traditionalists, who are mainly of the higher castes, but is starting to break down as some Freemen merchants begin to accumulate wealth and influence. These kandar Freemen tend to dislike humans, and some openly support the policies of Sarkan Vorsath of Karmork. Filgan kandar are seen by others as stubborn and backward-looking, resisting any new ideas. Humans are generally kept down, but there are signs of revolt.
Calbeyn is another city state. The city grew up as a trading post at the limit of navigation on the river Val. The city now derives most of it's wealth from trade.
The surrounding lands consist of both plantations and farming villages. Many farms are owned by human and kandar free farmers, who sell produce to feed the city. There are villages along the banks of the Val down to the border with the Empire of Vohrleyn. Most trade with the empire in the south goes by the river, which is navigable down to the lake of Valgar. Away from the city, the roads crossing the wilderness are well maintained and well-patrolled. Away from the roads, there are many vordral and free human settlements, which are generally left alone. The whole area was one much more highly populated, and many ruins of ancient kandar and zughru settlements can be found. The only other city in the area is the border city of Goraz, which lies on the border with Vohrleyn, and is jointly administered by both Calbeyn and the empire.
The city Tharn is Lenata Tyr, who has ruled since the murder of her father Ralkendol. Her brother Lendor was accused of the murder, and has fled into exile protesting his innocence. She rules the city in conjuction with a council largely representing merchant Interests. Calbeyn is one of the few cities where Freemen, including humans, can vote, and there are a number of humans on the council.
As in Filgeth, Calbeyn is at war with the zughru, and it's half of the fifth legion is in the war zone. However, there are no foreign troops in Calbeyn. Instead, many humans have been conscripted to guard the city, and to patrol the roads.
Since all but slaves can vote, the caste system is weak, although it still exists. Although Nobles may look down on the lower classes, it is possible for anyone to prosper, and elevation between castes is quite common. Calbeyn's position as a crossroads of trade routes gives it a cosmopolitan flavour. Many humans occupy positions of power and influence.
The Konaic Empire has become the 'evil empire' of the world, and has become an empire since the former city-state of Karmork gobbled up neighbouring cities.
The Konaic empire rules an area slightly larger than the Empire of Vohrleyn, although the population is much smaller. The capital is the heavily fortified seaport of Karmork, in the northernmost tip of the empire. The empire is bordered to the west by the almost impassable Galas mountain range. The southern part of the empire contains the trackless Sel marshes, though which the Sel river winds. Much of the rest of the empire is barren and arid.
The Konaic Empire is a militaristic tyranny. It has become much more powerful in the last twenty years following coups in neighbouring cities of Blikneyr, Selnin and Kezerin, which resulted in the installation of pro-Karmork regimes.
It is ruled by the iron fist of the Sarkan Vorsath, who has risen from obscurity in a small village to ruler of first the city, and then an empire, in a few short years. A cruel and sadistic individual, he has consolidated power by the ruthless murder of any potential opponents. All important positions in the government and military are now held by his cronies. The much feared secret police, the Black Hand, has agents throughout the kandar world.
There is little doubt that Vorsath intends to rule the world. The First and Seventh Legions of the old empire form the core of his army. He and his cronies are rumoured to be creating "ultimate warriors" by dark sorcery. His agents are widely claimed to be busy subverting other nations.
Vorsath continually condemns the northern city-states for their tolerance of humans, and Vohrleyn for it's decadence. This strikes a chord with many more conservative kandar who fear that the kandar will be overwhelmed by humans in the long term. He claims to be the rightful ruler of Vohrleyn.
He is particularly suspicious of wizards. The only wizards he trusts are those totally loyal to him. As a result, hundreds of wizards have either been killed or driven into exile. Any kandar showing any signs of wizardly powers is enlisted into a magical corps, and either trained in to use their powers in battle or espionage, or employed in research. Humans with the power are automatically killed.
The caste system is much weaker here than in Vohrleyn, at least for kandar. What matters is not social class, but loyalty to Vorsath. However, all humans in Karmork and other cities have the status of slaves. in effect, there are only two effective castes, Kandar and Humans. Humans from other lands are not permitted to enter the cities at all, on pain of death.
The desert land of Kasir is definitely the strangest of the kandar nations, as it has a culture totally different from the rest of the kandar world. This is because it is geographically remote, and was completely isolated for centuries.
The area was not settled until after the doomwar. A few kandar had lived a nomadic existence on the edges of the southern desert for many years, and some managed to cross the desert find a fertile valley on the other side. From small early settlements, the kandar spread along the valley.
Kasir lies along the valley of the river Tasar. The settled area is about five miles wide and several hundred miles long. All settlements are within two or three miles of the river, usually on higher ground to avoid flooding. Much of the flood plain is cultivated, and the land is criss-crossed with irrigation canals. Beyond the settled area lies miles of seemingly endless desert. The oldest settlement is the capital city of Kas.
Kasir can only be reached by a sea voyage across the inner sea, followed by a long caravan route across the desert, or by an even longer sea voyage round the coast and up the river.
Kasir is ruled by an absolute monarch, the Olid. The Olid appoints all lesser rulers, who in turn appoint those below then, and so on. Anyone other than the Olid himself can be dismissed at any time, for any reason. This pyramid-like social structure extends right down to the most lowly slave. Under some Olids, this has resulted in the most totalitarian society imaginable, although this is not the case under all rulers. There tends to be a lot of intrigue, with people always trying to discredit rivals.
Kasiran's all tend to dress alike. The most common clothing is a loose brown-coloured robe covering most of the body. Most people have their heads covered out of doors to protect themselves from the heat of the sun. Most activities take place in the morning or evening, with few people about during the hottest part of the day. There are no humans in Kasir, so any human adventurers will tend to stick out.
The use of mind-altering substances is common and socially acceptable in Kasir, taking the place of alcohol, which is unknown. Many strange and exotic spices find their way into most food and drink. Kasiran food is strange and almost unpalatable to non-kasirans, consisting of unidentifiable fried objects, and concoctions containing so much spice that little else can be tasted.
Kasiran architecture is austere. Most buildings are made of brown mud bricks, and tend to be rectangular in shape. Because of the low rainfall in the area, flat roofs are commonplace. Only the most important public and government buildings are built of stone. These are often of massive construction, with walls twenty or more feet thick. There is no native technology above TL3 in Kasir, and "foreign" higher technology is very rare due to Kasir's remoteness. The Karazthan have no presence here.
The Guardians are not worshipped at all in Kasir. Instead, the Olid himself is worshipped as a divine ruler. There are a great many wizards, including some very powerful ones. There are reputed to be many powerful shape-shifting creatures, possibly of alien origin, a few of which have become the subject of worship by underground cults.
Rhukadh is the largest and oldest zughru nation. It is currently at war with the kandar cities of Filgeth and Calbeyn, over a long running border dispute. It has a higher basic level of technology than any other nation, kandar, zughru or human. It is also the only nation to have anything approaching an industrial economy.
Although known as the City Beneath the Mountains, Rhukadh rules the whole area bounded by the old Kavarnak road in the north and the ruins of Kavarnak itself to the east. The borders to the south and west are less well defined. The entire area is extremely mountainous. About half the population lives underground. The capital, Rhukadh city itself, lies deep within the mountain. It spreads over a wide are, with a low population density1 merging into other nearby cities. Other smaller cities such as Kulkthu, Lurkst, Nagasni, Voskil, Kurtu and Garsenn are partly underground and partly on the surface. Most larger cities are linked by the combined railway and canal network centred on Rhukadh city. There are also many small communities scattered over the whole area, many of which are very remote.
The heads of the various guilds form the collective government of Rhukadh. Power struggles within the guilds are commonplace, but open disputes between guilds are extremely rare. The current head of the Administrator's Guild, and effective leader of Rhukadh, is Khazurutag, who has held the post for fifteen years. He is challenged by at least three rivals. He has a reputation for ruthlessness. Other significant figures are Aghrutu, the warlike head of the Warriors, the scheming Zuzir of the Transport Guild, and the rather impulsive Nagzutu of the Artificers The biggest political issue is the war with the kandar. This occupies much of the time for many guild heads, as well as diverting many resources and people. The area being fought over is a barren and useless wasteland, but it's the principle which counts.
The zughru guild system dominates all aspects of life. There is no currency. Goods and services are bartered between the guilds, and essentials such as food and housing are distributed by the guilds themselves. Everything is very bureaucratic The war, while it does constitute a drain on the economy, gets blamed for all shortages which are really the result of bureaucratic inefficiency. The ordinary zughru in the tunnels are starting to complain, but the rumbles of discontent are being ignored by those higher up.
The far west is the term given to the lands to the west of Filgeth. This area was always sparsely populated, and what kandar towns existed were largely abandoned after the doomwar. It is now a lawless are populated mainly by humans and vordral, but also including some zughru and kandar. There are rumours of other, stranger races.
Much of the area is mountainous and fairly barren. The only significant kandar city was the coastal city of Tagayr, which was destroyed in the doomwar. There were a number of smaller kandar settlements, mostly along the relatively fertile coastal strip north and south of Tagayr, but they were all abandoned centuries ago. The more recent settlers have built many small villages, mostly well away from the old towns. The largest settlement is the 'free city' of Nucumban, with a population of about ten thousand. No other settlement even approaches this size. There was once a network of kandar roads, but they have long since fallen into disrepair, and are impassable in many places.
There is no unifying political force here. Some of the zughru claim to be citizens of Rhukadh, but it is unlikely that the rulers in Rhukadh even know of their existence. The many human and vordral tribes recognise no-one higher than a village leader or tribal warlord. Many areas are ruled by cruel petty tyrants. Fair and just rulers with any power are rare. Even the city of Nucumban has no government as such, and is ruled by a collection of petty warlords who only band together if the city is attacked.
Life in this area could be described as nasty, brutish and short, as there are many nomadic vordral and human tribes who prey on anyone they can lay their hands on. Many people are fugitives from kandar justice. Any kandar who comes near them risks death. Most permanent settlements are built by humans, the vordral and other races tending to be nomadic. Technology is rare, and tends to be regarded with fear or superstitious awe. Some humans hate and fear anyone who uses magic, and will kill anyone using magic given the change.
The Numidican Republic is the only major human nation in existence. It has existed for about 100 years. It has grown out of a confederation of small free-human nations in the southern part of the Zurglauz peninsula, which had existed for a hundred or so years earlier. It started as a defensive alliance against Karmork in the south, and subsequently coalesced into a nation under the leadership of Talver Rallon, the nation's great Hero.
Numidix is not officially recognised by any kandar nation, and does not officially exist. Few kandar are aware of the size or extend of the republic. A few Ravenan merchants and some Karmorki military people know rather more, to the profit of the first, and to the cost of the second.
Numidix is mostly covered in dense coniferous forest. It is bounded by the Karmork sea in the south, and the mountains in the north. There are no really large cities, instead there are many small towns. The capital, Nuhiln, is the largest single town, and is far smaller than any kandar city. There are no significant settlements at all on the southern coast nearest to Karmork, although there are many small military encampments. The two main border posts are heavily defended western port of Karlan, and the northern frontier town of Zak Nakauz.
The population is almost exclusively human. With good reason, they tend to be suspicious of outsiders, especially kandar. There society is very egalitarian, with no formal ranks or status. This is probably a conscious reaction against the stratified society of the kandar. The Universal Church is a significant influence here. Although it has no direct political role, priests are well respected and their opinions always carry a lot of weight. There is a fair bit of trade with the zughru of Zurglauz to the north, and several ships ply between the port of Karlan and Ravenah or Klineth.
Unique in Kalyr, Numidix is a representative democracy. Each town or village elects a local council, which in turn appoints members to one of several larger regional councils. Those regional councils in turn appoint representatives to the grand council of all Numidix, which meets twice a year. Each level of government passes it's own laws and raise it's own taxes.
Always aware of the powerful enemy in the south, Numidix maintains a considerable military force. They are trained to fight in guerrilla warfare. A recent large scale incursion mounted by the Konaic Empire found the Numidican forces appear to melt away before them. Any villages they captured were completely deserted. The Konaic columns were then subject to repeated ambushes, and each time the Numidicans disappeared back into the forest. Very few karmorkis returned alive at the end of the campaign. This has made the Karmorkis realise that Numidix is no pushover.