Kingdoms and Nations
The following is a list of the major Kingdoms and Nations as of the year 1040 CA (of the Common Age) with a brief history of the major nations.
The Kingdom of Armillia
Capital: ValariaRuler: King Darius Anthocles IV, Queen Cassandra Anthocles, Princess Gloria Anthocles
Govn't: Feudal Monarchy with Democratic Parliament
Lang: Palish (Official)
The history of Armillia extends far back through time. According to mythical tradition, it is here that many of the avatars of the gods of light established their temples in the Age of the Gods. During the age of Elinica (and later Marada) this area was one of the Four Pillars of Civilization--the other three being Tir'Ultsha (Tilsha), Suddaea, and Haikoning (Tai-tsing). The capital city of Marada, Marador, was on the eastern coast, but the sea long ago claimed its ruins. In the Dark Age following the fall of Marada, the Dark Lords established their strongholds in Armillia and built the black Temple of Kalith on the southeastern coast. It was here that Solomis battled the last of their blasphemous cult and unleashed the power of Warbringer, annihilating the Dark Lords and sacrificing his life to bring peace.When the Imperial Republic was established, the secular capital was built in Falmore-Glave, in Glaven, but the Archidoxy chose to build a new city in the name of Valoth to serve as the Holy City. This new city, Valaria, was built on the very spot where Solomis was said to have died. For centuries, Valaria prospered under the rule of the Republic, and the lands of Armillia flourished with commerce, art, and learning. The War of Tyranny changed all of that, when in 844 CA the Tricarian forces laid the city to waste.
The history of Armillia as an independent kingdom began after the end of the War of Tyranny. Darius the Valiant, a hero in the War of Tyranny who liberated much of Celaphania, was the first king of Armillia. For twenty years he led his people in the reconstruction of his war-torn land. Valaria was rebuilt, greater and more majestic than before, and became the capital of the Kingdom of Armillia, as well as the seat of the High Council of the Archidoxy. Darius II continued the reconstruction after his father's death in 886 CA, and kept close ties with Glaven, Vyland, Cylinica, and other Medrean kingdoms. Trade spread to the Sea of Isles and then to Tarrona, establishing trade routes with Tilsha, Antaria, and Suddaea.
Following Darius II, Darius III instituted new reforms, appointing an Officiate (his spokesperson and diplomatic representative) and creating the Parliament -- a forum for legislating law, coordinating the census, and hearing the voice of the people. Darius III also oversaw the formation of the Naval Air Fleet, its humble beginning numbering just five airships by 938 CA. In addition, he helped finance the Omniworks and Naval Ship Yards, which earlier in 932 CA built the first steam-powered ironclad.
Through the long reign of King Laeon (who ruled from 960 to 994 CA), Armillia entered its Golden Age. Trade routes were opened to Tai-tsing, and discoveries flowed from the newly established Academy of Valaria. During this time, the first primitive aerodynes were developed.
When the Scourge of Nightloch swept across Celaphania and Mesoria, Armillia was far enough from the initial conflict to be not immediately effected. However, Glaven and several other powerful Medrean nations were cursed by plagues, barbarians, and monsters. Armillia sent its armies to help support Glaven and successfully defended their ally.
In 994 CA King Laeon died in his sleep. He was succeeded by his only child, Princess Perisa, who then became monarch. Perisa married Duke Albert and bore two sons -- Laeon II and, a few years later, Darius IV. The law of succession prohibited Duke Albert from taking the throne, so when Laeon II turned 18 in 1016 CA, he became King of Armillia.
The Darkness of Azania became the primary concern throughout Laeon II's short reign, and he fought valiantly against the dark armies. In 1024 CA Laeon II made a final strike against Nightloch, and among his warriors was Valtos, the new Wielder of Warbringer. In the climactic battle, Valtos unleashed the ultimate power of Warbringer, vanquishing Nightloch and his army. But in so doing, Valtos and Laeon II both perished.
In 1024 CA Darius IV (then age 26) took the throne following the death of his brother. Under his reign, Armillia continued to prosper, making great strides in science, technology, and magic.
Government Structure
Armillia is a Feudal Monarchy. For its two-hundred year history (as an independent kingdom) one house has ruled -- the great House Anthocles. The monarch enjoyed absolute control and was the supreme commander of all armed forces, both police and military. However, the reforms of Darius III introduced a democratic forum called the Parliament where laws are created and passed by district representatives and civilian bodies. The monarch maintained the power of veto and could enact his own laws with an approval of one-third of the Parliament.
The Officiate is the monarch's legal representative and emissary, and is answerable only to the monarch. The Officiate acts as a proxy for the king, and has the power to act on the king's behalf--his word is the king's word. If ever an Officiate acted on his own agenda in the name of the king, he would be guilty of High Treason.
The next most powerful legal body is the Parliament, centered in Valaria near Parsanthium Palace. The Parliament is a massive arrangement of government offices, buildings, auditoriums, and public forums. Here, the chief Legislators meet to discuss the creation of laws, matters of taxation, the allocation of money, the approval of projects and public works, and other such matters. The number of Legislators has varied from 32 at its beginning to 519 during the reign of Laeon I. Currently, Legislators number 368. The public forums are a place where the common people can express their views and meet to discuss matters of politics. Acts of public protest or demonstrations are allowed, and some have unfortunately grown into violent riots.
Because of its Republic roots, Armillia (like many Celaphanian nations) is divided into Districts. Armillia has 32 such districts. The six noble houses restored after the War of Tyranny control 18 of the 32 districts, Anthocles controls 5, with others holding between 1 to 3 districts each. The remaining districts are controlled by Districans, officials elected by the Parliament. Each Political District has its own version of a Parliament (called a Congress), and is marshaled by its own police force. Noble Districts (headed by a Prince, Duke, or Marquis) can be subdivided as fiefdoms, and the lord has absolute control within his district to do as he pleases, but is answerable to the King.
With two strikingly different political systems in play, countless problems arise. For instance, even though the King does not have direct control of a noble lord's district, that district is still represented in the Parliament. The Districts do not have to obey Armillian law, only the law of their liege lord. Though the King can order his lords to adopt all current Armillian law into their lands, Noble Districts can have their own set of laws on top of any Armillian laws, many of which may supercede or cancel out Armillian laws. It is also very easy for a lord to lead his district in a rebellion, since the lord controls his own armies and subjects. This has happened on several occasions.
The orders of knighthood in Armillia are more of a military title than a feudal title. They are simply elite mounted soldiers (though in days of old, the title held more prestige). Armillian knights are not granted land, though many do own private estates or may be given estates as gifts. A knight's title is for life and he can ascend through the ranks of his order. There are two main orders of knighthood, Knights of Cavalry and Knights of the Air, both with dozens of smaller orders. The navy does not have an order of knighthood, but many officers have honorary titles of knighthood.
Rulers of Armillia since 855 CA (after the War of Tyranny)
855 CA to 886 CA: King Darius Anthocles I
886 CA to 932 CA: King Darius Anthocles II
932 CA to 960 CA: King Darius Anthocles III
960 CA to 994 CA: King Laeon Anthocles I (died, leaving Queen Parisa on the throne)
994 CA to 1016 CA: Queen Perisa Anthocles (remained Queen until her son, Laeon, came of age)
1016 CA to 1024 CA: King Laeon Anthocles II (died in war)
1024 CA to present: King Darius Anthocles IV
Kingdom of Glaven
Capital: Falmore-GlaveRuler: King Kalador
Govn't: Democratic Monarchy with Legislatum
Lang: Tulsan (Official) and Palish
Glaven is one of the great and most ancient kingdoms in the world. Though not the largest or most powerful by any measure, Glaven is wealthy and has a history extended back as far as Ancient Elinica. The capital city of Glaven is the fabulous city of Falmore-Glave, first founded nearly 5000 years ago as a major port city of Keshim. Falmore-Glave was once the capital of Elinican, and later the Imperial Republic, and many of the structures from those time periods still remain.
Near Falmore-Glave is the Temple of the Sun, an ancient ziggurat that was dedicated to the god Lumanus. The Temple of the Sun is one of the most spectacular holy temples, and is now one of the Ancient Wonders. Though the Archidoxy does not condone the worship of Lumanus or any other god but Valoth, King Kalador commissioned the restoration of the Temple of the Sun in the National Heritage Act. Today, the Temple is a place of pilgrimage for those who still follow the Old Ways. Also in Falmore-Glave is the famous Academy of Glaven.
Empire of Tai-tsing
Capital: ShengzhauRuler: Shihuangdi Emperor Mang Hsing
Govn't: Imperial Dynasty (Bureaucratic Feudal States)
Lang: Tsutongua, 12-15 dialects
Long before the Age of Marada, the Empire of Haikoning dominated most of the Zhonghua subcontinent. As a result, all the nations of Zhonghua have similar customs, culture, and language, and the Imperial family of Tai-tsing is said to be of the ancient Haikoning bloodline. The Empire of Tai-tsing is the most ancient of all the kingdoms, and also the most stagnate. Rich in culture, history, art, and military science, Tai-tsing is a powerful nation. However, they are isolationist and take little part in affairs beyond their borders.
According to myth, Zhonghua was the chosen realm of the goddess Xin-feng, who fled to a distant realm during the Second God War. At the war's end, Zhonghua plunged into chaos with the rest of the world. Legend has it that Xin-feng returned to Zhonghua in about 5000 BE (Before Elinica). It is said she created the mountains of Shanalyean to shield Zhonghua from the rest of the barbarous world, and began to shape a new empire from the warring tribes. Within a few centuries, all of Zhonghua was again under her empire, ruled by an appointed Emperor who was also her chosen High Priest. However, this extraordinary empire lasted only a few hundred years, and Xin-feng again vanished having set "her children" back on their Path. Soon, her kingdom dissolved into a fragmented collection of warring states. For the next 3000 years, Zhonghua remained in constant turmoil, and nearly all records from that period have been lost.
In 850 KY (Keshian Year) the Warlord Zhouchen forged the kingdom of Haikoning on the mouth of the river Quan. Here he built his capital, probably on the ruins of another ancient city, guarded by impregnable fortresses. He was also the first warlord to openly acknowledge magicians as "divinely gifted" instead of having made pacts with demons. In his kingdom the practice of magic was encouraged, and came to be know as Meijiang, and magicians were called Meijiang-wu, from which the modern words "magic" and "magician" are possibly derived. Under this philosophy, there were three great schools of thought: Philosophy, Divinity, and Magery. Philosophy included Alchemy and Astrology, as well as meditative philosophy; Divinity was concerned with matters of religion, and Magery with magic. Because of this, wise men and magicians flocked to Haikoning, and with them came great wisdom and wealth. Wealth attracted armies, and within a matter of years Haikoning was the most powerful nation in the world.
Though Zhouchen and his sons were not immediately interested in conquering neighboring lands, within a few centuries the new warlords of Haikoning sought more power, land, and riches. Around the Keshian Year 1000, Haikoning began a long campaign of conquest, starting a bloody age of war lasting a thousand years. It is impossible to recount the details of these wars, but libraries of records have been preserved from this time period. Haikoning was, at the time, a feudalistic state of warlords engaging in wars against other kingdoms. Even as Keshim was crumbling, the Empire of Haikoning controlled all of Zhonghua and entered into a new Golden Age that lasted for the next thousand years. However, there was little-to-no progress during the Elinican Age, and Haikoning became a stagnate, though wealthy, culture.
During the Age of Marada, the Maradians attempted the conquering of Haikoning several times, but each time were defeated. Marada held naval superiority, and eventually air superiority, but with the initiation of the war against Golla, no further attempts were made to conquer Haikoning. Haikoning was unaffected by the War of Golla and Marada, but the aftermath was devastating to them. In the years of darkness that covered the earth, Haikoning collapsed into barbarism along with the rest of the world.
By 100 CA, the lands of Zhonghua had once more become a collection of warring kingdoms. However, in 212 CA the remnants of Haikoning were united under the sword of Warlord Liu-pang. Liu-pang seated himself as Shihuangdi (High Emperor) of the new kingdom of Tai-tsing. By 300 CA, nearly all of the western coastal territories of Zhonghua were under the control of Tai-tsing, and by 350 CA their victorious armies turned inland. Tai-tsing was able to subjugate over a third of Zhonghua by the year 500 CA. After this, their age of expansion began to slow, partially due to their futile confrontations with the barbaric tribes of Kangoa.
After the age of expansion, Tai-tsing entered the age of reconstruction, a period lasting from 500 to 800 CA. During this time, Tai-tsing enjoyed a renaissance of art and learning. Alchemy, astrology, philosophy, and religion were appreciated like never before and a great age of magic seemed at hand. Mages and sages became part of the ruling class, and in the feudalistic empire they were granted provincial territories for their loyalty and service to the Emperor. Tai-tsing continued to uphold a powerful standing army, but its naval power could never match that of Armillia or Tilsha and its air power was limited to balloons and unique magical creations.
During the War of Tyranny, the Tricarian armies attempted to invade Tai-tsing. They managed to conquer some parts of Kangoa, but never breached the frontier of Tai-tsing. Tai-tsing had sorcerers and magic superior to that of the riclopes, as well as dragons whose presence on the battlefield assured Tai-tsing's victory. The Emperor of Tai-tsing was only concerned with holding his own lands, and, although beseeched by Soren to join his massive offensive against the Tyranny, Tai-tsing played only a minor role in the final battle.
After the War, Tai-tsing continued as if nothing had happened. However, the kingdom of Tai-tsing lagged behind technologically and entered another period of stagnation. This trend continues even today, as Tai-tsing is a very traditional kingdom.
Since its foundation in 212 CA, there have been thirty-nine Shihuangdi Emperors. Mang Tsung is the 40th Shihuangdi Emperor of Tai-tsing and the sixth Emperor of the Hsing Dynasty of the Wujin Imperial Reformation (which established a modern bureaucratic state in the year 890 CA).
Kangoa
Capital: KangariaRuler: Valkus Khan
Govn't: Military Dictatorship
Lang: Tsutongua, 12-15 dialects
The Empire of Kangoa sits on the eastern side of the Zhonghua subcontinent of Celaphania. Kangoa is a totalitarian monarchy ruled for centuries by a brutal household currently headed by Valkus Khan, Commander of the Kangoa Legions. Kangoa has been bitter enemies with both Tai-tsing and the allied nations of Mesoria for centuries. Many bloody wars and conflicts have occurred, but neither side truly wishes for all-out war.
Kangoa has recently become more aggressive, and has begun to conquer other lands on the continent of Celaphania. Their empire has already absorbed the neighboring nations of Sinoa, Taona, and Kohaea. Some fear that, if their army should cross the Shanalyean into Mesoria, Punta and Crethia may be next.
Nuram
Capital: GuldargaljRuler: The Novanus Mercantile
Govn't: Mercantile Monopoly
Lang: Dworgen (official)
Nuram is an island about 800 miles across, and sits 32,000 miles south of Mesoria. The massive volcano Novanus sits on the western side of the island. It has been constantly active for thousands of years, but has only had a few significant eruptions. Novanus is always billowing smoke and cinder, and lava flows from many of its volcanic caves. The volcano is the only known source of novarite, and it can be found in varying quantities and qualities within the volcanic rock and hardened lava flows. Mining operations to extract the novarite ore have been underway since before the rise of Marada. Today the Novanus Mercantile, owned by the Dworghen Kingdom of Nuram, has monopolistic control over the mining operation on Nuram. This makes the Dworghen Kingdom wealthy to the extreme, and the Novanus Mercantile is one of the most powerful companies in the world.
The largest city in Nuram is the mining town of Korgalj ("Earth City"), which has a population of nearly one hundred thousand. Here slavery is legal; many lords supply slave workers to the Mercantile, usurping great wealth in the process. The mansions of these lords and Dworghen merchants are located in the capital city (Guldargalj, or "City of Gold"), which sits on the eastern side of the island, as far from Novanus as possible. Visitors to Nuram see little else other than Guldargalj, sheltered from the true horrors of the volcanic island.
Another important, though harrowing, city is Svarhads (literally, "Sorrow Town"), where slave ships from Sculdora and the Dark Kingdoms regularly frequent while bringing slaves, criminals, and debtors who are damned to spend the last of their days in the pitiless mines of Novanus.
Tricar
Capital: SthaktonarRuler: The Triumvirate
Govn't: Caste-based Triarchy
Lang: Trican (official)
The Tricarians have a long history, extending back to the time of myth and legend. It is said that they have a tremendous library of ancient tomes and sacred knowledge beneath their capital city, Sthaktonar. As a result, the triclopes may have preserved history even through the rise and fall of countless civilizations and may know more about the "true history" of the world than any other group of people. However, access to their deepest secrets is available only to their ruling caste. Human scholars have no access to their archives, and can only rely on copies of books smuggled out and the stories whispered by travelers. But what has been pieced together gives a tantalizing taste of the great story this race of people has to tell.
It is a fact that no record prior to 750 AE (Age of Elinica) made any reference to the triclopes. Shortly after 750 AE, Elinican scholars began to take note of encounters with "three-eyed people possessing great mental abilities". In 812 AE the Elinican Emperor sent summons to formally meet with an ambassador of "Thrii-kar". That same year, Elinican maps show the "Island of Triikara" officially designated as such (before that time the island was called Seralos, and was known to be uninhabited). Humans soon began calling the Thrii-kar "triclopes" ("triclops" is the singular) and their island became known as "Triikar". The Maradian rendering of this word, still used today, is Tricar. Over the next hundred years, the Tricarian Empire grew in power even as Elinica faded.
Where the triclopes came from is a mystery. Scholars agree that they could not have existed before 750 AE, yet all other known races existed long before recorded history. Could the triclopes have come from Atracus? Elinican records indicate that the Tricarians were asked this very question, but their leaders were evasive stating simply that their lands had been destroyed and they had fled a Great Darkness. Information beyond this was sketchy, and a severe language barrier existed. In most texts the word "Land of Triclopes" or "Tricarian Empire" was used to describe the place of their origin, and the only formal name placed on their homeland was "Triilarak". There also are references to the name of the enemy they fled, but the translation is often very muddled. "Dark Ones" is the most frequent term, but the names "Skeer", "Sceurr", or "Skourr" also appear to the best ability of Elinican scholars to translate phonetically .
About 1000 years before the Common Age, Seretes Marada, 38th Emperor of Elinica, founded what came to be known as the Empire of Marada. Seretes and his heirs did much to further the progress of science by opening great universities, schools of magic and philosophy, and libraries. With the help of the triclopes, the Maradians made rapid technological achievements. When these technological advances combined with magic, which they integrated seamlessly with their machines, nothing seemed beyond their grasp.
The legendary War of Golla and Marada started shortly after the people of Atracus (Golla) made contact with the people of Marada. The triclopes played a critical role in the War, with their mental powers lending to the war effort, but Marada was eventually defeated. Little was recorded of their history during the Dark Age that followed, and their civilization did not recover until the Age of Tyrants, 800 years later.
The Age of Tyrants began in the 9th Century of the Common Age when the head of the ruling caste of Triclops Lords, Lord Ptakn, declared himself Eternal Emperor. His supporters helped him to assassinate nearly all the Triclops Lords of the ruling houses that were not of his own bloodline. When the revolution was over, only House Ptakn remained. But the Emperor's ambitions did not end there. He wanted to rule the world. To each of his children (the remaining Triclops Lords) he allotted a section of the world, telling them that they alone had the divine right to rule. If they could capture the lands, the lands would be theirs. So, in 842 CA, the Great Tyranny began.
The Tricarian people, as a whole, underwent a sinister transformation. No longer did they view the other races as equal, but as subservient and inferior-- beasts that could be used and abused at their whim. The Triclops Lords were the worst of the lot, and were singularly responsible for the extermination of countless millions of people. Their legends, which told of how they had "come down from the Heavens", became twisted and distorted and used as proof of their "divine origin".
The Great Tyranny (also called the War of Tyranny) lasted until the year 854, when their empire collapsed from a combination of internal feuding among the Triclops Lords and countless uprisings of humans and other races across the globe. In time the world would recover, but civilization would never be the same as before. The Imperial Republic was no more, and many of the great kingdoms of other races, such as those of the Kaffrians, were never restored--they had lost too many of their kind in the genocidal rampage of the Tyrants. For these reasons, the triclopes are the most hated of all the races of the world, even two hundred years after the war's end.
Today, all but a few triclopes live exclusively on the island of Tricar under the rule of the Triarchy's three elected rulers (there are no Triclops Lords known to have survived the War of Tyranny). There are only a few places where a triclops can venture in peace as they are mistrusted everywhere. But as time passes old wounds heal. More and more, triclopes are being accepted back into society.
Sculdora
Capital: Last Hope (largest city)Ruler: Loose pirate confederation
Govn't: "Piratocracy"
Lang: No official language
Sculdora--the name alone spills fear into the hearts of sailors. Second only to Tricar, Sculdora is the largest island in the Sea of Isles, and is only slightly larger than Nuram. Sculdora has no army and no navy. There are no laws, no taxes, and no courts of law. No king rules here and no prince claims the islands. Yet Sculdora's coast is dotted with ports, harbors, and flourishing cities. In a way, Sculdora is the hub of the sea... And the hub of piracy.
Sculdora is a haven to pirates, smugglers, buccaneers, privateers, slavers, murders, and criminals of every sort. Every harbor is filled with ships flying the skull and cross bones, and many of those ships are as powerful as first-class naval frigates. Trade ships from Nuram, the Dark Kingdoms, Megonia, and Kangoa find safe harbor here, as well. The Sculdoran pirates are strong allies with the rulers of Nuram, for it is through Sculdora that Nuram acquires many of their slaves, and it is with Nuram that the pirates trade for novarite to construct flying ships.
The island of Sculdora has a rugged coast with many bays and harbors. Dangerous coral reefs skirt the island, and most of them uncharted. The pirates themselves have secret charts to plot their way through the reefs and find the ports; this is one of the major obstacles facing any assault fleet trying to vanquish the pirates (though with modern air fleets, the reefs are of little consequence). Most of Sculdora is a tropical forest, and very few people tread inland. There are rumors of ancient temples, crumbling castles, and endless mazes of underground tunnels beneath the island. Some pirates have exploited the ruins and tunnels to hide treasure, and raiders and adventures alike challenge the deadly jungles searching for just such treasures.
Sculdora's major city is Last Hope, which is more commonly know as "Wicked City". Other prosperous port towns and pirate havens include Hell's Harbor, the Bay of Bones, Port Nassula, Thunder Sound, and Dead Man's Cove. There are at least four pirate kings of exceptional notoriety: Captain Galiot, Captain Blackheart, Redscare, and Captain Robert Reis. All four have fleets of ten or more ships, some with flying ships, and they can plunder the seas with near impunity. These pirate kings, and others like them, constitute the only real lords of Sculdora.
The Kingdom of Antaria
Capital: AntariaRuler: King Clovis Maradallion (deceased)
Govn't: Constitutional Monarchy (now fallen)
Lang: Antarish (official)
The kingdom known as Antaria was founded on the eastern coast of Tarrona around 450 CA. However, Antaria's history goes back to 120 MA (-920 CA) when a colony of exiled Maradian rebels settled in the land. The exiles brought with them a derivation of Relican, which eventually became the language known as Antarish, along with Elinican and Keshin culture. However, the language and culture quickly mixed with the Ultic traditions of Tarrona, creating a new and distinct culture.
By 500 AM, Marada had conquered all of Tarrona, including exiling the settlers. In the devastation following the War of Golla and Marada, the people of these lands began to rebuild. By 400 of the Common Age, much of eastern Tarrona had been united under a single flag, the kingdom that soon became known as Antaria.
Antaria prospered until the Great Tyranny, when the triclopes invaded and brought all of Tarrona under their oppressive empire. Following the defeat of the triclopes, one of the heroes of the war, Clovis Meradallion, returned to the land of his birth and restored Antaria. New Antaria was thus formed, and the nation prospered for a hundred years under the rule of the Immortal King.
However, in 955 the armies of Kaldea stormed down from the north. The dark armies broke through the borders and sacked every town and village in sight. The attacking forces carved a line of destruction straight toward the capital city, caring nothing for other cities or strategic locations. King Clovis was encouraged to flee, but refused, taking the mighty sword Warbringer in hand. The Immortal King declared that he will stand by his generals and soldiers to face the coming darkness-- should his kingdom fall, he shall fall with it. So, with the last of his army, King Clovis stood against the onslaught. In what was described as an explosion so great "it seemed as though the sun had descended upon the earth", the invading armies were obliterated. King Clovis's body was never found, and Warbringer had again vanished from the face of the earth. Kaldea withdrew to their northern lands, but the Kingdom of Antaria was no more. Eventually, the nations of Ostarh, Dralia, and Bryland formed where once the territory of Antaria had extended.
The Grand Imperium
Capital: Kal'khemedRuler: The Imperial Ascendancy
Govn't: Totalitarian Empire
Lang: Grethic (official), Kendic
The Dark Kingdoms consist of Kaldea, Kendes, Darmania, and Phana (though Phana was forcibly conquered in 1039). Lethan is also an economic ally, but is run by mercantile interests. Though they are commonly called "the Dark Kingdoms", this name appears to have originated from Antaria. The phrase simply means "Kingdoms in the Dark", or, more basically, "the Unknown Kingdoms" since nothing was known of them at the time. Today, the alliance is formally known as the Grand Imperium of the Supreme Autocracy, or simply the Grand Imperium. Its governing body is the Ascendancy, which acts as a council of 13 representatives. Though each nation is "sovereign", it is the Ascendancy that rules.
The foundation of the Kendes and Kaldean alliance began just after the War of Tyranny. Between 880 and 920 several warlords and barbarian kings banded together, constructing nations and consolidating power. These nations continued fighting against one another; eventually the strongest prevailed, leaving three distinct kingdoms--Kaldea, Kendes, and Darmania, (as well as Lethan, though it was not then a "Dark Kingdom"). Around 920 CA, all contact with these nations ceased. Outsiders were turned back, and most who entered never returned. Because of this, and the strange and terrible rumors that abounded, the people of Antaria began calling these nations the Dark Kingdoms.In 955 CA, the armies of Kaldea invaded and obliterated the nation of Antaria. There was no warning, no apparent reason, and no long-term occupation. Their attack was one of pure destruction; when the destruction was over, the armies of Kaldea returned to their shadow-shrouded lands. All of Tarrona trembled in fear, for the great nation of Antaria had fallen and the immortal King Clovis had been slain. However, this was only a prelude to the war soon to consume the entire world in a deluge of blood and fire.
By the year 1030 CA, Kendes had become a highly industrialized nation, and Kal'khemed (the capital) was a city of mighty towers, reaching spires, and iron walls. Their technology appeared to be well ahead of Tilsha and Armillia, and their military might grew with every passing year. However, around 1037, a massive political upheaval occurred in Kendes. It is unclear to outsiders what happened, but the ruling regime of Kendes, the so-called Imperial Ascendancy, appears to have been overthrown and chaos fell upon Kal'khemed. Within months, a mysterious Power took hold. The Ascendancy was restored (no doubt a puppet to the new Power), and alliances were strengthened with Kaldea and Darmania. The three Dark Kingdoms pooled their armies into one great military force, and thus was born the Grand Imperium. In the year 1039 CA, the Grand Imperium invaded Phana, Ostarh, and Leleka. So began the War of Wars.
The Barbarian Kingdoms
Little is known about the Barbarian Kingdoms north of the Dark Kingdoms. This area is mostly frozen, mountainous terrain that hundreds of human and ogre war-bands roam, while occasionally "straying into” (that is, raiding) the Dark Kingdoms. Several war-bands have settled down to form permanent kingdoms, but these do not normally last more than a few years before they pick up and start to roam again. It is believed that some of the more powerful Barbarian Kingdoms are now allied with the Grand Imperium.The Desert Kingdoms
The Desert Kingdoms, which lie in the southern desert region of Tarrona, are a collection of five loosely allied nations--Suddaea, Kharam, Ostarh, Dralia, and Canath. This desert region is not nearly as harsh as the Wastelands of south Kaldea, and is quite livable. In fact, most of the Desert Kingdoms are not deserts at all, but fertile farm lands, rolling plains and savannahs, and even forests. The Desert Kingdoms are also closely knitted in their customs and culture, and have been so since before recorded history.Most of the Desert Kingdoms are quite wealthy, owning diamond and gold mines, as well as vast reserves of oil that can be refined into ichor fuel. The Denar is the currency of Suddaea and is an accepted coinage in trade worldwide. Suddaea is the most powerful of the Desert Kingdoms, made wealthy by ichor trade. The Suddaean army consists of over thirty divisions comprised of juggernauts, airships, aircruisers, and a formidable naval fleet. They allied with the Commonwealth in the War of Wars.
The Commonwealth Kingdoms
The Commonwealth Kingdoms are four "independent but united nations" on the western side of Tarrona. All are closely allied militarily as well as economically. These nations are Tilsha, Alran, Cordia, and Brishar. No wars have been fought among the Commonwealth Kingdoms since the Tyranny ended, but before the Tyranny this area was stricken by countless wars. The Broken Kingdoms, as they were called then, once consisted of countless petty kingdoms and city-states, each fighting to gain control over more territories. This warring began to subside around 764 CA when King Komesh Talboran founded the powerful Kingdom of Tilsha and allied with Antaria.See The Kingdom of Tilsha for a comprehensive history of the most powerful and influential of the Commonwealth Kingdoms.
The Kingdom of Tilsha
Capital: DuntaraRuler: King Casseus of House Ancoret
Govn't: Feudal Republic with National Assembly
Lang: Antarish (official)
Tilsha has a long and colorful history. In prehistoric times, nomadic tribes of humans, Eldrien, and ogres competed for food in the plains and forests of this land. According to myth, 7,400 years ago the kingdom of Eram-Ur arose on the southern coast of Tarrona, and within 500 to 600 years it stretched from what is now Tilsha deep into Suddaea. Erum-Ur collapsed about 1,000 years later, and Tarrona reverted to barbarism and nomadic tribalism. During this dark age the first cities were built by agricultural tribes as defenses against rival tribes and raiders. However, the Ultic Eldrien in Tarrona helped rebuild civilization and, 2400 Before Elinica (about 5800 years ago), founded the city of Ulthar. Even while Eram-Ur lay in ruins, Ulthar remained a strong center of economic power, and continued to trade with other cities along the coast of Tarrona. Under its influence, more cities began to grow and prosper in that land, which comes to be known as Tir'Ultsha (the Land of Grain).
Some 400 years later, around 240 of the Keshian Year, the First Battle of Moytura was fought between the armies of humans and Eldrien and the armies of Scaithi and ogres. The First Battle ended in a stalemate, but divided Tarrona into two distinct regions: the southern kingdoms and the northern kingdoms. 400 years later, the Second Battle of Moytura was fought with a decisive Eldrien victory, driving the Scaithi and ogres further north to the Carsovian Mountains. However, in spite of the victory, the mythical age of Tir'Ultsha drew to a close, and the great kingdom began to fragment.
When the Maradian Empire arose, most of Tarrona was divided into kingdoms and fiefdoms. These scattered pockets of civilization were connected by merchant trade, but constantly warring. With the eastern nations of Celaphania united, Marada had little difficulty in overcoming the fragmented kingdoms of Tarrona. Under Maradian rule new cities were built, including the mighty port city Tarasia (later called Duntara). The lands of Tir'Ultsha were designated as a Province of Marada, and the name was blurred in the Maradian language to "Tirsha". Marada ruled most of the world for several hundred years, making incredible leaps in technology and science. However, all was destroyed in the cataclysmic War of Golla and Marada.
After the War, the world fell into a new Dark Age. Eventually, several warlords mustered together their kingdoms, including the Kingdom of Tirsha. Tarasia was at this time renamed Duntara ("Iron Hill", in Ultic), where a mighty fortress was constructed. Soon after, the Kingdom of Arran (later, Alran) arose, with its capital as Tandalga ("Glorious Harbor"). Arran became both an enemy and an ally with Tirsha over the course of many years. During this age, most of western Tarrona was a chaotic land of petty kingdoms and warring fiefs, known today as "the Broken Kingdoms". It was during this time that the feudalistic structure of Tilsha (and all of southern Tarrona) took shape.
In 650 CA the Imperial Republic was at its peek and the Emperor sought to bring the world under his control. Legions of troops invaded Tarrona, and, though it took several bloody decades of war, they eventually beat the kingdoms into submission. In the process, the great city of Duntara was sacked and burned to the ground and temples were desecrated in the name of Valoth. The barbarous "heathen" people of the land were forced by the Archidoxy to convert and worship Valoth under pain of death. The Republic's rule of Tarrona lasted only 100 years, but during that time they built or rebuilt many cities and established hundreds of missions and temples dedicated to Valoth. As the Republic began to decline, the troops were driven off the continent, once more leaving the people to their own devices.
Shortly before the War of Tyranny (around 838 CA) the greatest knights of the land banded together under the leadership of King Komesh of House Talboran. They were the Dragonslayer Knights of Tilsha, and they led a crusade to rid Tarrona of dragons (it was in about this time Tirsha became known as Tilsha). In spite of their efforts, the Dragonslayer Knights eventually failed in their fool-hearted quest.
During the War of Tyranny, the Imperial Republic was annihilated. Tilsha and most other human realms were quickly conquered, and Duntara was smashed by relentless sieges. The Tyrants rebuilt Duntara as a port city for their empire, and many structures of Tricarian architecture still form the backbone of Duntara today. After King Clovis liberated Tarrona, another hero of the war, Ulrick Ancoret, took the throne of Tilsha.
In 904 CA Duke Tauson lead a coup to retake the throne of Tilsha for House Talboran, murdering King Ulrick III. For over sixty years House Talboran controlled Tilsha, but there was much feuding within House Talboran. In 960 CA, in a daring plot of intrigue, the exiled Princess Lorrana returned from Alran and managed to retake the throne of Tilsha, placing House Ancoret back in power. In the years that followed, Tilsha enjoyed a golden age of growth, becoming one of the most powerful nations on Tarrona, second only to the kingdom of Suddaea. Eventually, Tilsha came to dominate most of western Tarrona and brought about the formation of the Commonwealth Kingdoms, an accord between Tilsha and her neighboring kingdoms for trade and mutual military protection.
Government Structure
Tilsha is a Feudal Republic. The King is Sovereign, but the National Assembly also holds a great deal of power--including the power to veto any decision of the King with a 5/7th vote. The National Assembly can also overthrow the King on a unanimous vote, but this has never been done. More and more the Assembly has become the legislative office of Tilsha, with the King as Head-of-State and Commander-in-Chief. The third branch of the government, the Tribunal, enforces the laws of the Assembly and King, oversees court cases that are of national interest, and submits new laws to the Assembly.
Tilsha has five Dukes, each the head of one of the Great Houses of Tilsha. Of these, three Dukes are in clear line of succession to the throne. Also directly under the king are forty Earls of various houses, given lands granted by the King. These are much smaller dominions, but like a Duke, an Earl's only lord is the King himself. Under each of these Dukes and Earls are various fiefs controlled by Counts, Viscounts, or Marquees. By law nobles cannot serve in the Assembly, so all Assembly delegates are either civilian or military. However, because they have direct control of their own lands, the nobles maintain immense power.
As such, Tilsha is not a true democracy. Common people have little direct say in matters of government. The people can, however, influence their lord to influence his lord, and so forth, until the will of the people makes its way to the Assembly or to the King. This does not always work, as many lords have personal agendas of their own. However, if civil unrest is present, the King can oust a lower lord with his army. He can also call on the army of other lords to subdue any potential rebellion or uprising.
Tilsha's Aristocratic class is by far the most developed and convoluted. The caste system is made even more confusing by the rising middle class. Most aristocrats are born to a noble house but lack a noble title--being the 3rd son of an Earl, for example. Councilors, statesmen, magistrates, sheriffs, or anyone who holds any sort of office is an aristocrat from either a noble or aristocratic household. Few commoners ever enjoy such offices unless they are wealthy merchant or middle-class citizens.
Kings of Tilsha since 855 CA (after the War of Tyranny)
855 CA to 873 CA - King Ulrick Ancoret (Ulrick the Great)
873 CA to 897 CA - King Ulrick Ancoret II
897 CA to 904 CA - King Ulrick Ancoret III (Overthrown in coup by Tauson Talboran)
904 CA to 924 CA - King Tauson Talboran (the Restoration of House Talboran)
924 CA to 948 CA - King Leon Talboran (First son of Tauson, murdered by cousin--Prince Kalor)
948 CA to 960 CA - King Kalor Talboran (Overthrown in the restoration of House Ancoret)
960 CA to 1009 CA - Queen Lorrana Ancoret
1009 CA to 1039 CA - King Euthan Ancoret
1039 CA to present - King Casseus Ancoret (Euthan's son)


