|
The
Kingdoms of the West are an area of ancient kingdoms located
around the Sea of Ardor. Ranging from the cold pinewoods
and snowy wastes of Boreah to the sandy dunes of Sijaal,
every climate can be found in the Kingdoms of the West.
The mightiest of all Kingdoms of the West
was Cambria, but it's ill-fated
involvement in the Great Guildwar several centuries ago,
and the recent attrocious Border War with the Alb of Eleiran
reduced Cambria's power. Both Jharkor and Sijaal were former
satelite states of Cambria, settled by Cambrian colonists
more than a millennium ago, but their machinations during
the Great Guildwar granted them their independece.
Eleiran is the
mysterious realm of the Alb, a powerful and yet secretive
people living in the great forested region beyond the Borderwall
north of Cambria. Even before the recent war, relations
between Cambria and Eleiran were troubled, though ancient
tomes indicate that both realms once were allied. Now an
uneasy truce exists between Cambria and Eleiran, yet the
borderlands see a continuing clash of arms between Cambrian
rangers and Albish forces.
Both Eleiran and Cambria are bordered to
the east by Kharia, the Gharyak
Highlands. The Gharyak are tribes of feral humanoids who
have advanced to a primitive society and only the mighty
Shieldwall protects Cambria from incursions from the east.
The highlands of Kharia rise steeply from the surrounding
steppes of Hirun and southern Cirdhulan. Warm currents flow
underneath their surface, often close enough to turn the
highland into swamp or marsh. Regularly the highlands are
covered with ground mist when the warmth of the surface
collides with the cold breath of the northern winds that
constantly sweep the land. When the wind becomes too cold,
the snow unbearable and the frost has destroyed even the
last harvest, the Gharyak tribes turn west and plundering
they begin to march upon Cambria and Eleiran.
To the south the sheer cliffs of Kharia
rise from the steppes of Hirun,
seemingly endless grasslands that stretch almost the entire
span of the western kingdoms, from Cambria to the drylands
north of the Badlands. Hirun is sparesly populated, only
by some wandering tribes of Gharyak and the occasional warband
of Khurrn who have fled from the constant battles against
the dwarves in their subterranean settlements.
To the north Kharia borders on Cirdhulan,
the Borderlands, a windswept region, dominated by the mighty
river Quendir that runs from the Falls of Ardochrun far
in the east to its mouth in Yrn where it meets the rough
waves of the Gaelnesse, the Great Western Sea. Cirdhulan
is a flat country, featuring only a few rugged hills and
covered with a thick carpet of northland firs. Seldomly
rises a thin tower of a lonely arch-wizard from the ground
- it is here, where the powerful mages flee to deeply immerse
themselves in their studies. In northern Cirdhulan rises
the steep natural rock cliff that seperates the Kingdoms
of the West from the northern kingdoms, like Boreah, the
land of pale magic. Cirdhulan appears to be completely untouched
by human civilization, only a few cities can be found in
this rough land; yet during the winter of every year, the
merchants of Tyrf spend a fortune on outfitting a team of
skilled ice-slope runners who are determined on reaching
the Falls of Ardochrun faster than their competitors in
the Great Ice Race.
Maelvil is located
south of Cirdhulan and east of Kharia and it is even more
primal than both. The land is settled by the Maelvilians,
a people divided into clans. They have not forgotten the
ways of the past, they still hear the voices of the land
and the whisper of the wind; they have remained in contact
with the powers that ruled the land before the universe
even thought of humans: the elements. It is here, in the
cold plains of Maelvil that the last free elemental spirits
can be found and it is also here, that the great elemental
serpents, the great wyrms have fled from extinction.
Yrn is an ancient
kingdom to the northwest of Eleiran, ruled by a strange
half-race of Alb. They claim that theirs was the first Albish
settlement on the continent and that they have stayed in
tune with the original ways of the Alb. Although dominated
by huge mountains - the greatest of them, Mount Æyr, even
harbors the capital of Yrn - and deep enchanted forests,
the people of Yrn love nothing more than the sea.
Southeast of Cambria and to the south of
the Hirun Steppes lies Nethyiah,
the land of mercantylers and guilds. Here the first merchant
guilds were founded and from here they spread out across
the Kingdoms of the West. Although city-states by nature,
the cities of Nethyiah are controlled by the guilds; and
it was this control that led to the Great Guildwar several
centuries ago, when guild warred against guild for even
greater control. Yet, when Cambria entered the war, the
guilds quickly united to fend off the outside aggressor.
After the war the guild council built a new city, devoted
entirely to ruling the cities under guild control and under
the name of the Court of Ardor, the Guilds of Lamaar are
known today.
Further south, across the Straits of Jharkor,
lies the mighty former colony of Cambria, that became independent
after clever manipulations in the Great Guildwar: martial
Jharkor. For ages the people
of Jharkor have lived by the sword and hidden in the dry
steppes and sandy deserts of Jharkor are the monasteries
that have made the country so famous. For here study the
Jharkorian Swordslingers, the finest and deadliest fighters
in the Kingdoms of the West.
East of Jharkor, but still south of the
Sea of Ardor lies Sijaal, the
second Cambrian colony in the south, that gained independence
in the aftermath of the Great Guildwar. Sijaal is a land
dominated by deserts, wadis and dry steppes, but the splendor
of its cities makes more than up for the desolation of the
land. Sijaalian cities are a dream to behold, with walls
of alabaster and jade and roofs of gleaming gold and copper,
wide streets, canalization and irrigation. The greatest
scientists of the western realms come from Sijaal and nowhere
are the cities cleaner than here. Sijaal is the southern
gate to the east, for coming through the Hijadh, the unforgiving
dunes of the Great Khom'ar Desert and the bleak steppes
of Jhaijaan, the caravans from the east finally arrive in
Sijaal to display their wares in the bazaars of the realm.
The Badlands
are a land of rugged canyons and dry mountains to the north
of Sijaal. They form the eastern barrier to the Sea of Ardor
and to the north they connect to the dryer parts of Hirun
and southern Maelvil. It is a land of pirates and robber-barons,
a haven for outcasts and a fortune-seeker's dream. Hidden
underneath the Badlands are the underearth kindoms of the
Dwarves, where they fight a never-ending battle against
the dark races who threaten to destroy their city-realms.
Located in the dry hills of the northern Badlands lies the
city of Rakhaan, city of thieves, where every merchandise,
legal or illegal, can be found.
Barjhan is a
small realm without king, caliph or emperor; here the word
of the strongest is law. Barjhan has only one settlement,
the harbor city of Torjiah; a safe haven for the pirate
fleet of Barjhan when they are not plundering the settlements
of the southern coasts of the Great Western Sea.
Lharzha is a
dark realm east of Maelvil, seperated by a rugged mountain
range. Lharzha is dominated by a religious hierarchy, devoted
to the Lharnian death-goddess. Little is known about the
realm except that it welcomes no outsiders, who are hunted
down and put to death by the savage Gharyak border legions
of Lharzha.
|