The Lands of Atlantius

NORHALE

A chilled land populated by semi-nomadic "barbarians", generally skilled in raiding, fighting, hunting, and sailing. These people resemble the Angles and Saxons of our native Earth, having blue or blue-grey eye coloration, blond or red-blond hair, and large statures. They tend to be chaotic neutral or true neutral in alignment. They are lusty and robust and can be fiercely violent in nature. However, almost in contrast, they also can be very loving, passionate, and are earthy folk who have developed a rich culture, not nearly as savage as most might think. The humans of Norhalle (pronounced Nor-hal'-la) are ruled, albeit somewhat losely, by the most powerful warlords called jarls (yarls) in the region. Therefore, their "kings" can change rather quickly, as one jarl becomes more dominant over the others. Presently, Jarl-king Bjorak Snowwolf "rules" Norhalle and has for nearly a year and a-half. It is said that he commands almost six dozen longships that he and his men sail in, employing them for raiding voyages along the eastern coast.

Norhalle, geographically, consists of evergreen forestland, ice-capped mountains, tundra-like plains, and cold rivers. Glaciers occasionally flow from the mountainsides and snow is quite common in the late harvest season (fall) and dead season (winter).

Dwarves are fairly common among the coastal peaks. Ice dragons, great bears, frost giants, ogres, wood elves and orcs are not uncommon in the realm. As for humankind, most lean toward livelihoods of woodcutters, shipwrights, carpenters, blacksmiths, and adventurers- fighters, rangers, clerics, and to some extent thieves and druids- are the most fitting of Norhallens.


KRAGOR

A region of scrub and grasslands, Kragland, as the Drarves call it, is populated mostly by orcs, trolls, and some giants. There are three main tribes of orcs dwelling within the Shadow Ridge mountains; the Watching Eye, the Sharp Claw, and the strongest of the three, the Vile Rune. The weather is cold and dry, and a chill wind blows almost constantly across the plains. Some animals roam about in small packs, hunted by the heavily furred mountain cats that frequent the area. There is a clan of Dwarves deep within the ShadowRidge called the GoldenEyes who are ever at war with the Vile Rune orcs over the rich deposits of precious metals found there.

On one of the higher peaks named Black Claw, there sits a citadel called DarkSpire. This is the home of the priests of Vashenka, the War God. From this mountain stronghold, the Vashenkan Maruaders launch attacks on the Dwarven villages and nearby Ethnegar. There have been some reports of not-quite-human creatures amongst the orcs. There is rumored to be cross-breeding and experiments involving magic of the blackest kind.


CORAN

The feudal kingdom of Coran is nestled between the Crystalspire Mountains to the northwest, an offshoot of the larger Ironrock Mountains, and the Shrouded Forest to the south and east. The capital of Coran is the city of Coranthys, at the head of the Coranis River. Coran is ruled by King Olvan, the twentieth of his line. The kingdom is governed by Olvan and his court of nobles-dukes, barons, marquis, and lords, in descending rank of order. Grand Duke Rathasin is the king's chief advisor, and it is he who is the ringmaster of the political circus, while Olvan turns to matters of the state. The people of Coran are generally happy. while poverty does exist, mostly in the big cities, it is not a major problem kingdom-wide. All citizens are free folk, and slavery is not allowed. Slavers, when caught, are drawn and quartered. The only real problems the good people of Coran face are incursions from orcs and their kin, and from self-proclaimed bandit lords who make their homes in the Crystalspires, and occasional attacks by dark, evil things from the Shrouded Forest. It is fairly well known that among the CrystalSpire Mountains, dwell at least six orcish nations. Fortunately for Coran, these foul humanoids spend most of their time warring with each other. Rumors and legends tell of trolls, ogres, and quite a number of giants within the mountain range as well. Two dragons, of considerable age, are thought to have lairs here. However, the presence of a great dwarven city in the southern regions of the Crystalspires helps keep the dark beings in check.

The Shrouded Forest, named for the perpetual, deep fog that blankets the woodland at all times, is home to orcish tribes as well. These orcs, however, seem prone toward a more barbarous existence compared th their brethren in the mountains. A tribe of elves also dwell within the forest's borders, thought they are nearly xenophobic in their attitudes. Their hatred for orc-kind is perhaps the only thing the elves hold in common with the humans of Coran.

Bright Valley is a place of note, located at the edge of the Shrouded Forest. The former lord of this province, Valdin, was exiled for treason against the throne. A new, and somewhat younger noble, called Balomar, now rules Bright Valley from his small manor.


SOKOTALA

This large and mighty kingdom is home to many humans, dwarves, elves, and other humanoids. It borders the eastern frontier of the massive Galatalyan Empire, so there is always the threat of war. Fortunately, Sokotala employs a sizeable standing army and a navy capable of defending its coast. Most of the dwarven clans in the region, mainly based around Red Mountain, are allies with the humans of this realm, and they help to stave off local incursions by nearby orc tribes, dark elves, ogre bands, lycanthropes, and the occasional undead being or two. Dwarven spirits, especially mixed with the goat's milk, is just one of the novelties found in Woddien.

The country of Sokotala was founded 845 years ago by Soko, who, of course, was crowned king by his own people. This marks the year 0 SK as scribes in Sokotala mark official documents and letters. King Soko still rules, having been divinely or magically sustained for all this time. Sages note: It is speculated that the God Ukko, also known as Tarn in south-central Atlantius, has kept Soko alive in his mortal body to continue ruling Sokotala with a just hand. At that time a young knight named Soko Leaahh, a younger son of the Royal house of Natalya in the Galayalyan Empire changed his ideals when he became a follower of Ukko and decided to leave the Empire and strike out on his onw to the East toward the Ocean supposedly where much Evil was purported to live and thrive. He did not realize that his leaving would cause as much turmoil as it did. Many (2000+) warriors and younglings followed him Eastward even against the will of his father Javere III then Emperor of Galatalyan. After having been gone 2 weeks Javere marched with a mighty army to retrieve his son and straggling citizens of the Empire (mostly he wanted the Slaves his son had freed and taken with him).

The two armies met in a beautiful valley surrounded by a small forest about 50-70 miles East-Northeast of the current city of Sokotala. In the middle of this valley was the magical lake called Seer. This entire area was destroyed as well as most of both armies. Mountains were razed and broken down to mere hills. The valley, forest and lake were turned into a desert-like waste. The loss of the lake was a grave one indeed due to the magical store of power that had been there. Soko killed his father during this battle. The death of the Emperor greatly hurt the morale of the Empire's soldiers and resulted in a quick withdrawal of all their forces. That is probably the only reason Soko's forces were not utterly destroyed.

What was left of Soko's army marched into the area now known as Sokotala. They built their city on the north shore of the great lake called Chulafinn. This lake is the head waters of the river Reave which empties into the river Mithral which empties into the Kalyta Ocean. This newly formed city was not allowed to grow in peace. Many of the former occupants of this land attempted to eliminate the newcomers. But the Sokotalans, as they grew to call themselves, were not destroyed and even managed to prosper and spread outward.

By the year 345 SK (Sokotalan calender) the country had reached its current size and the borders have remained much the same over the past 500 years. The army had to eradicate several strongholds of Evil during the struggles to broaden and strengthen the country. One of the hardest fought battles was that of Land's Deep. Many brave and valiant people were lost during the battle. This list includes King Leaahh's eldest of three sons and oldest daughter (Knight of the Flaming Spider) as well as most of the upper Clergy of Ukko, and most of the orders of the Flaming Sword, and the now extinct Floating Glitter. High Priest Kelric was lost during the banishment/fighting of that heinous product of the abyss whose name begins with HAA_ (not to be completed here).

The city of Woddien was founded near that great battle on the Mithral river just upstream, actually several hours upstream, before it pours into the Kalyta Ocean. Since the battle of Land's Deep Woddien has grown steadily to become the third largest city in Sokotala (pop. 44340+)

The capital of this grand kingdom is Sokotala City. It is the royal seat of King Soko and is a major freshwater port on the shores of Lake Chulafinn. The second largest city in Sokotala is the Elven Enclave of Daldrik. It is located just south of the Kweldine forest on the south banks of the Mithral river. Woddien, a great city of trade and a major seaport at the south of the Mithreal River, is another important settlement. Famous and infamous warlords and their vassals dwell in and around Woddien, such as Lord Caelwar, among others.

Geographically, Sokotala is a land of varying terrains. The Seer Wasted, a deserted wasteland created by a war of wizardry some years ago, is located along the kingdom's western borders. The Kweldinne Forest , nestled between Red Mountain and the River Mithral, is home to various elven nations and various faery. The Grey Forest completes the southern frontier, where Fort Sunder stands brooding against potential invaders.

There are several centers for learning and contemplation in Sokotala. The abbey Kwonda in the center of Woddien which is dedicated to the worship of Ukko has the largest known library in Northern Atlantius. This abbey is only 2nd in clerical power to the abbey Flame in the capitol city Sokotala. Both abbeys are dedicated to the worship of Ukko. The abbey Flame is only slightly more powerful because it is guarded by a member of the clergy who happens to be a bronze dragon. Abbey Kwonda houses nearly 1500 clergy and nearly another 1000 of support workers not including the resident troops. Very few people who are not followers are allowed past the outer Sanctum of the abbey, but most are allowed to research in the attached library.

The Adventurers Guild (AG) in most of the major cities provides housing for members of high standing as well as the bidding rooms for most of this countries mercenary contracts. The AG holds on record all those mercenaries and mercenary companies that are paid and in good standing and recommends them to those looking for hired help. The AG also runs a good mercantile business and sells many of its stock items to members in good standing at a discounted rate.

There is a center for magic in each on the three major cities. They are run by the Magic Users Guild and only allow current members within their doors. Much research on arcane lore and magical understanding is done in each complex. The Alchemists' shops, as well as other magical paraphernalia, may be found there. They are loosely associated with the Adventurers Guild but are not always on good terms.

Woddien's population distribution is about 25% Human, 40% Dwarven, 15% Gnomes, 10% Elven, and 10% Orcish.


KELDOS

Keldos is one of the oldest kingdoms in all of Altantius and dates back several thousand years to a time known as the Dragon Wars. The Kingdom is ruled over by the Order of Knights known as the Fighting Dragons. The order of the Fighting Dragons also dates to the time of the Dragon Wars when knights of the order could be seen soaring through the skies on dragonback defending the borders of Keldos and client states under the order's protection. The seat of government and the home of the Fighting Dragons is in Stonecastle mountain (an extinct volcano, which is hollow in the very center). Keldos is a very militant kingdom and currently has several perceived threats on its borders, form the massive might of the Galatalyan Empire along the southern border, to the orcs and barbarian elves common throughout the unsettled wildlands along the Ironrock Mountains and in the Shrouded Forest. The natives of Keldos are strange to most of the other civilizations of Atlantius, as they are descended from an ancient stock of people found nowhere else in the realms. The citizens of Keldos and most notably the members of the Fighting Dragon seem to have some form of kindred with dragons and are able to communicate with them telepathically.

The geography is varied but consists mainly of rolling hills and plains in the east and rugged foothills in the west. The most notable geographic feature is Stonecastle which rises out of the hills of central Keldos several thousand feet into the air. Sages have long contemplated how it was created but none have developed a very reasonable answer. The kingdom is organized into small holdings governed by the local garrison commander of the Fighting Dragons controlling almost all of the kingdom's government that the common folk of Keldos would be at odds with the order of knights, but in truth it is quite the opposite. The land holders support the order loyally, a situation again dating perhaps to the time of the Dragon Wars.


THE REGENCY

Just to the west of the Ironrock Mountains, between what is known as Wyvern Mere and the Duchy of Dragonstrace, is a region usually referred to as The Regency. The area, perhaps some 200 miles across from north to south, is governed by a fuedal-type system with three counties: Varan, Reardon, and Anar; as well as two duchies: Caervallin and Homaldra. Over these regional lords is the Regent with his (or her, sometimes) seat of power located in Homaldra. The Regent is called 'king' (or queen) by some as he/she performs similar functions. However, this overlord is called the Regent because these provinces were once independent and have fairly recently banded together for their own protection, especially from the many threats from the Ironrocks. Since no ruler would bow to the other, a 'regent' was elected and agreed upon by all that would act as a sort of overseer and supreme monarch. In the centuries since, the position had become mostly hereditary even though the dukes and counts vote on the succession to assure that their regent will be capable of duty.

A wide variety of cultural and social groups exist in the Regency. Including human and elven elements, cultures run from "self-styled" imperial (Homaldra) to a rough-and-tumble Celtic/Saxon/Norse society (Caervallin) to simple country folk (Varan Valley).

The city of Homaldra is the seat of the Duchy of Homaldra; another city in Homaldra is Holara. The Duchy of Caervallin is governed loosely from the city of Caervallin. It also contains the city of Firienfeld and parts of the expanse of the Eryn Forn (North Woods). The counties of Varan, Reardon, and Anar each contain one principal city: Varanansi, Reardon, and Anarrima, respectively.

The Regency is relatively isolated from the rest of Atlantius because of the vastness of the Ironrock Mountains. The only known passes are in Dragonstrace, guarded by the Knights of the Crimson Dragons, and along the Wyvern Watch River whose headwaters are located in the Varan Valley.(based on information and maps given by Bill Bradford. His game, Sable Pass, takes place in this region.)


ULDARAK

A rugged realm, almost unreachable by the outside world, Uldarak is home to thousands of dwarves. The chaos and dread that lurks in most of the Ironrock Mountians, is pushed aside in this mid-sized region that acts as a kind of haven and sanctuary for the myriad dwarven clans whom reside here. It is believed by most Atlantian scholars, that this realm is ruled by a King Thurnor Trollcrusher, a once folk hero among his kindred. Thurnor is said to be a just and wise ruler, in a sort of grim and dour way, and has a very passionate distaste for evil--especially giant-kind, dark elves, trolls, and supernatural mockeries of true life such as daemons and undead beings. His people seem to be of similar attitudes as well.

Geographically, Uldarak is nestled in the very midst of the heart of the Ironrock Mountain range. It is southeast of Keldos and due north of Dragonstrace, where many ores and minerals are deposited by the River Drake in a series of underground streams, lakes, and a few above ground lakes and waterfalls. This is probably the prime reason the dwarven folk settled here, as many of the minerals are precious or can be used in the manufacturing of tools and weaponry. Of course the phrase 'settled here' is used quite loosely, as the Valnar (an ancient name the dwarves sometimes call themselves) seem to have been here nearly since the dawn of time.

Uldarak apparently is governed much like fuedal human cultures, in that lesser lords pay tribute to greater lords and all are overruled by a grand monarch, in this case a king. Clans and craft-guilds command a large amount of power and esteem amongst the dwarves, as most families--or clans--are generally dedicated to one major job or craft. Weaponforging, armor making, mining, stoneworking, goldsmithing, and the like are common trades of dwarven clans. As most folks know, the warrior classes in Uldarak society weild a great measure of respect as they, along with the craftsmen, form the backbone of dwarven culture. Constantly, the dwarf fighters, scouts, and the king's knights, face marauding adversaries in the form of dark elves, giants, ogres, undead, orcs, goblins, and even an occasional demonic creature or two. Secondarily, the priesthood commands a good bit of power, offering advice to citizens, council to lords, and healing, instruction, and protection to all. It is believed a powerful earth god named Mornden is the primary deity of Uldarak, while the lesser goddess Valna and the demi-god Dworaggin are worshipped somewhat as well.

The dwarves of Uldarak are essentially good-natured, though they are suspicious of outsiders for the most part. They are known to be very disciplined and orderly folk whom pride themselves on fighting prowess, engineering, and strategic planning. Most are well-suited as fighters, knights, locksmith-type thieves, battle clerics, earth-oriented druids, and warrior-monks.


THE FREEHOLDS

There is a region of untamed wilderness called The Wildlands or Beastlands by locals located just south of Urland and north of Morania. Within this frontier borderland lie several fort-cities, which offer travelers and local dwellers some measure of security against the countless predatory beasts and savage humanoids that prey upon the area. These "cities", resembling great fortresses or citadels more than anything, have sprung up over the last century-and-a half under the guidance of self-proclaimed warlords or renegade nobles whom have been exiled from nearby lands. The mightiest of these settlements is Kalaraga, a veritable stronghold in its own right housing some 25,000 humans, dwarves, rogue elves, and a handful of halflings, half-orcs, half-goblins, and half-ogres. In Kalaraga, there is said to be a written law, but most of the time justice must be placed in the hands of the defendant, thus, it is often a dangerous place to be. However, the alternative is the scarcely patrolled wilderness outside the high and thick walls of Kalaraga.

Kelderan is another semi-fortified spot of some renown. It is thought to be a sacred place of learning and worship, and a very wise sect of monks oversee this fortress-monastery. Legends claim that these monastic brethren craft beautifully rendered items of both artistic and practical quality and that some of them are even enchanted. As for the monks themselves, they are rarely matched in the ways of knowledge and mental discipline, and some are occasionally taught more martial sciences.

Scattered throughout The Freeholds are smaller and less-mighty castles and frontier-towns. Most do not even survive a year before they are laid-low by a warband of goblinoids, a flight of angry gargoyles, or hordes of brigand-beserkers. Kor, Kothimes, and Bralok deserve some mention as semi-guarded townships, though none could be considered highly civilized.

As for the wilderlands beyond the city gates, there are all manner of beasts and beings. Wolves, jackals, wild dogs, cougars, snakes, and other hungry animals roam the plateaus and lowlands east of the Ironrock Mountains. They are constantly hunting for easier prey than the giants, cyclops, ogres, goblins, orcs, wild elves, hobgoblins, trolls, minotaurs, and the like which thrive in the region. Rumors, and some hard evidence, persist about dragons, wyverns, and other dark, winged things that occasionally haunt the less inhabited areas. Even more natural animals--wolves, wild cats, reptiles, etc.--are said to grow in fantastic proportions in the lands of The Freeholds, as reports of giant birds, rats, snakes, spiders, and hornets are not uncommon. It is thought that, in a locale in the lower peaks of the Ironrocks, near Lake Troblor, are magical emanations of fairly great magnitude, and these gigantic species of fauna are the results of this. Furthermore, it is almost certain that a secretive society of wizards and alchemists maintain a gathering place here or nearby.

Most "civilized" beings from The Freeholds, usually humans, tend to be somewhat chaotic in behavior and of borderline morality. Many were once Urlandish Highlanders or banished Moranians, wanderers from Moonglow or gloryseekers from Rivertown. They lean toward the professions of fighters, thieves, rangers, the occasional mage, the rare monk, or elementalist druids. (based on information given by Joey Thompson. His game "And Then There Were None" justifiably occurs in this region.)


ARCLAMIS

More a region than a kingdom. It lies at the base of the Urish Highlands between the Misty and Garn rivers. Arclamis is somewhat of a mystery for it is difficult to reach--on the western border lies Stagwood (populated by faerie-elves, goblins, and fierce woodsmen), on the north the Misty river (named for the thick mist obscuring the length of its run), and on the south the swiftly flowing Garn river. Few things are known about the people except that they are worshippers of Caern and Ceridwen. There are rumors that the borders which keep out travellers may also serve to limit the activity of two known forces of entropy--the mages of the college of Penshar, and the clerics of Pharashon (both of which have recently been observed operating outside Arclamis borders). Rumors also persist that the land of Arclamis has hidden behind its veil an item holding the world in balance, and that should the forces of evil ever gain the artifact it will herald the end of all things.


CAERNIA

This kingdom is peopled by the descendents of the first worshippers of Caern, from which the kingdom takes its name. The land yields itself to a people still close to nature, in spite of its recent spurt in urban growth. Caernians are currently ruled by Aedward II an ancestor of the Brithian conquerors who settled Caernia 150 years ago. Aedward II wishes to unite all of the Garnic nations (Arclamis, Brithia, Caernia, and Morania) under his banner. Aedward has set in motion policies to attain this goal and the other nations have yet to react.

The state religion of Caernia is the worship of the Most High (also called the Chosen One), but holidays and festivals to Caern are still observed by the peasants. The humans of this land tend to be red or sandy-haired with twinkling green eyes. Most are fairly tall and wiry. The majority of Caernians become skilled knights, clerics, rangers, and druids (peasants).

Principality of Macaelyn-A small region containing the eastern reaches of the Grey Forest, and the Twilight Moor. The principality is controlled by the House of Macaelyn, loyal vassals to the King of Caernia. The Principality of Macaelyn is a property of Caernia but retains some autonomy. The people of Macaelyn are usually red-haired, with dark eyes, and are large in stature. Fierce warriors-the Mac's, as the Caernians call them, make excellent fighters and rangers, and the occasional militant cleric or knight is not unheard of.


BRITHIA

A realm similar to neighboring Caern. It is temperate as is Caern, with the winters being a trifle warmer. The citizens of Brithia enjoy a fairly civilized land, ruled by a monarch named King Alfred of Wexford (Wexford is the capital city), the Wexford family has ruled Brithia for the last 200 years.

In general the people of Brithia worship the Most High, but there are numerous followers of Gwynna along the kingdom's western border with Morania. The religious center of power for the Most High is in Wexford and all clerics and knights of the religion are answerable to the Prelate, who makes his home here. The Brithian religious heirarchy is known to be repressive and there are rumors of inquisitions. Worshippers of other religions are rare (especially near the capital city, Wexford).

Brithians, physically, are similar in build to Caernians, although a bit shorter in stature. They tend to become quite talented mages, knights, clerics, and friar-monks.


MORANIA

This forested land is yet another hold of the Garnic folk. Although its culture is very similar to Caernia, the people are more sylvan, thriving off the mighty timbers of the Garnic Forest. Moranians fully embrace the elven tribes of the woodland, mating with them frequently, reinforcing the alliance between the two races, set forth by the human king Elgorn III, called The Wise, and the elf-king Telendrion Arboril.

The humans and half-elves of this realm worship mainly Gwynna, Goddess of Peace, Motherhood, Goodwill, and The Earth. Some homage is paid to Talagon, Caern, and the God-spirits of the elves.

Physically, full-blooded Moranians are fairly tall and lean, having green or green-grey eyes and auburn hair color. They can become very skilled rangers, druids, fighters, and clerics.


GOB-NAAG

Gob-Naag (in the common tongue simply the Goblin Lands), once only spoken of in dark fairytales, is home to several goblin tribes who have united under a loose confederation of the most powerful chieftains. There are recent rumors, however, of humans seen orchestrating the military machine of Gob-Naag, and the goblins have begun to raid far and wide threatening trade and settlements throughout central Atlantius. Who the humans are and why they aid the goblins is as yet unknown. In past years the woodsmen of Stagwood kept the goblins in line, but the recent organization of the goblin forces has made them an enemy to be reckoned with. Aedward king of Caernia has been advised to take heed of the goblin threat on his western border, but Aedward is too distracted by his plans for conquest of all the Garnic nations.

The goblins of Gob-Naag are not known to observe any single god or goddess but seem to follow some form of animistic-ancestor worship, and mages are more common among the goblins than the humans might believe. Goblin mages seem to concentrate their magics primarily on charms and spells of illusion preferring to face an opponent indirectly. However, with humans pulling the strings, goblin mages may begin to practice more powerful combative magics. The humans of the central lands are only beginning to feel the changes inside Gob-Naag and what the future holds, only time will tell.

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